r/DnDHomebrew

Image 1 — The Elementalist, an Avatar-inspired DnD Class
Image 2 — The Elementalist, an Avatar-inspired DnD Class
Image 3 — The Elementalist, an Avatar-inspired DnD Class
Image 4 — The Elementalist, an Avatar-inspired DnD Class
Image 5 — The Elementalist, an Avatar-inspired DnD Class
Image 6 — The Elementalist, an Avatar-inspired DnD Class
Image 7 — The Elementalist, an Avatar-inspired DnD Class
Image 8 — The Elementalist, an Avatar-inspired DnD Class
Image 9 — The Elementalist, an Avatar-inspired DnD Class
Image 10 — The Elementalist, an Avatar-inspired DnD Class
Image 11 — The Elementalist, an Avatar-inspired DnD Class
Image 12 — The Elementalist, an Avatar-inspired DnD Class
Image 13 — The Elementalist, an Avatar-inspired DnD Class
Image 14 — The Elementalist, an Avatar-inspired DnD Class
Image 15 — The Elementalist, an Avatar-inspired DnD Class
Image 16 — The Elementalist, an Avatar-inspired DnD Class
Image 17 — The Elementalist, an Avatar-inspired DnD Class
Image 18 — The Elementalist, an Avatar-inspired DnD Class
Image 19 — The Elementalist, an Avatar-inspired DnD Class
▲ 13 r/DnDHomebrew+3 crossposts

The Elementalist, an Avatar-inspired DnD Class

Hey everybody! After more than a year of procrastinating, then writing, then procrastinating some more, I think the super super first alpha version of my Avatar DND class is ready to be posted as a whole.

This class is designed to give you as many possibilities as you could have as a bender, while not making you feel like you're a worse bender just because you can't, for example, control lightning: you don't need to be a bloodbender, or even learn basic phase changing, you could also just stick with plants and call it a day!

Now yes, the balancing may still be all over the place, but please be respectful when addressing those kinds of issues; I know they exist, and I'm happy for any constructive criticism.

Also, the "spells" section currently allows you to customize your bending techniques in a lot of ways, which can have a pretty significant impact on gameplay while still leaving lots of room for flavor, but it is still incomplete, so if you have an idea, feel free to let me know.

Here's the link to the full document, there's a 20 page limit so the element-specific techniques I've finished so far didn't make the cut.

Thanks in advance to anyone who takes the time to read this document. I hope this idea is as enjoyable to you as it is to me.

u/Chakusan_o4 — 1 day ago

Reworked Flintlocks for DND

Im drafting up some ideas to make guns much more rare, expensive, but the terrifying pieces of modern equipment they should be in DND. I wanted them to instead of being worse than bows unless you have gunner feat or don't have extra attacks, to longer reloading but much harder hitting and modular weapons. Here's what I have so far. Just be warned we like a lot of depth in my table's rules. Let me knoe what you think about it. (We have a ton more custom rules based on 2024 5e)

Firearms

Weapon adjectives: Flintlock: requires a bonus action to reload that costs half of your maximum movement (rounded down), if you cannot spare the movement you cannot reload this turn, the individual gun can only ever be fired once per turn regardless of attacks.

Unreliable: The individual weapon has a X out of 20 chance to misfire when firing, rolling equal to or below the number causes a malfunction that requires an action to clear without firing.

Snub: can be fired within 5 feet without disadvantage.

Manueverable: drawing this weapon can be done as part of its attack action, you can only use manueverable once per turn

Awkward: Firing within 15 feet imposes disadvantage

High Velocity: Completely ignores armor

Rifled: Takes all but 10ft or half of maximum movement (rounded up) when reloading, whichever is greater, cannot reload if you cannot spare the movement

Large Flintlock: Reloading costs an action and full movement, must be set up on a tripod which takes a full action to put up and down, can be wielded and fired with a strength score of 18 or higher, but take 1d12 bludgeon as recoil damage. If the target is large or smaller they are knocked prone without a saving throw.

**Firearms** Pistol:2d6+DEX |VEX| 40/120, Flintlock, Ammunition(ball), Snub, Manueverable, Light, Unreliable(3)

Dragoon:2d8+DEX |SAP| 60/180, Flintlock, Ammunition(ball), Snub, Two handed, Unreliable(2)

Carbine:2d10+DEX |SLOW|80/240, Flintlock, Ammunition(ball), Two handed, Unreliable(2)

Musket:3d8+DEX |SLOW| 120/240, Flintlock, Ammunition(ball), Two handed, Heavy, Awkward, Unreliable(1)

Rifle:3d8+DEX |TOPPLE| 160/400, Flintlock, Ammunition(bullet), Heavy, Awkward, Two handed, High Velocity, Rifled, Unreliable (1)

Wall rifle:5d10+DEX |PUSH| 30/90, 300/600(mounted) Large Flintlock, Ammunition(highcal bullet), Two handed, Awkward, Unreliable(1)

**Ammo**

Lead ball, standard ammunition for pistols and carbines

Lead bullet, standard ammunition for rifles

Tungsten ball, Ignores 2 armor

Exploding ball/bullet, adds 1d6 fire damage on top of damage roll, but will explode upon misfire, breaking the firearm until repaired at a long rest, and dealing 1d10 fire damage to the user

Caved nose bullet, adds +4 flat damage, but no longer ignores armor

Oversized ball/bullet, adds +2 flat damage, but adds +2 to the unreliability

Minié bullet [undersized bullet that reexpands to full size when fired], removes the "rifled" penalty while reloading this bullet, does nothing for large flintlocks

Grapeshot (ball only), instead of shooting at a single target, shoot out a 30ft cone that requires a DC15 DEX check for half damage. Armor still applies unlike other saving throws

Hotshot [highly combustable substance in glass or ceramic] (ball or bullet), if is shot from a rifle it will no longer penetrate armor, changes the damage type from piercing to fire damage

Fragmentation shot (ball only), upon hitting a target everything within a 10 foot sphere of said target will take piercing damage as well

Powders Black powder: standard powder, moderately expensive, moderately powerful, moderately reliable. 1x price

Serpentine crude powder: adds +2 to unreliability, and -2 damage, although it is dirt cheap. 0.20x price

Corning premium powder: +2 damage, -2 unreliability, premium for a reason, costs significantly more than normal black powder. 4x price

Cannon powder: +2 unreliability, +5 damage, and will **always roll the maximum dice roll** if the firearm misfires, it will explode, completely ruining the gun and the user takes the **full** damage the shot would have done to the target. Are you retarded? .5x price

Flashless powder: +1 unreliability, -2 damage, much quieter with little to no muzzleflash, doesn't reveal your position past 50ft. 2x price

Brimstone powder: +1 unreliability, any being within a 15ft cone of the muzzle takes 1d8 fire damage, quite expensive. 3x price

Also you can pay a premium at certain firearm vendors to lower the innate unreliability of your firearm, although unreliability modifiers from things like cannon powder will apply after, so you are never safe from blowing your rifle into pieces.

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u/Caseynametaken — 1 day ago

Mad Max Inspired Ranger Subclass: Deadeye

The Deadeye ranger focuses on long range engagements and capitalization on Critial Hits. Included are some changes to Hunters Mark to make it feel more like a real class feature, we think it deserves the love.

Please let us know what you think, either here or on discord. Feedback is super important to us :) If you like what you see, check out our 3 hour One-Shot set in our Mad Max inspired world, with rules for car chases and battles!

u/Wizard_Frog_Games — 1 day ago

What is the best necromancer class for 5e have you seen?

I am looking for good sugestions which are strong enough to compete with my min maxer friend and also have a good feeling of being necromancer

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u/Mietek69i8 — 1 day ago

Ascendant Swordsmanship balancing part 2

So, I took some of your advice and try to combine them in a way, and here it is!!

Now for the final question, do you think it would be at least not op and be playable?

If no, what other things should I change?

u/Mysterious_Trip2706 — 1 day ago
▲ 22 r/DnDHomebrew+2 crossposts

Axe of the Devoured Flame - A throwing axe that eats light, Feedback Welcome!

Hi everyone!

This is the latest relic from a small community project I run: every week my followers vote for a relic type and a mood, and I try to build the item from the winning combination.

This time the result was Handaxe + Dark & Shadow.

The Axe of the Devoured Flame can extinguish or suppress light to gain charges, then spend them to deal extra necrotic damage. When fully charged, it also becomes better as a throwing weapon and returns to the wielder after each attack.

The fun part is that Light & Shine almost won the poll too, so I kept a little of that idea inside the final concept: it literally consumes light and turns it into shadow.

As always, I’d love some feedback on the mechanics and balance. Would you use something like this at your table?

📜

Axe of the Devoured Flame

Weapon (handaxe +2), very rare (requires attunement)

Property Light, Thrown (range 20/60)
Weight 2 lb.

Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Dual Aspect. As a bonus action, you can speak the command word to transform the axe into a torch with a violet flame, or vice versa. In torch form, it can’t be used as a weapon.

Light Devourer. The axe can hold up to 3 charges. As an action, while it is in axe form, you can extinguish a nonmagical flame or suppress until the next dawn a magical light created by a spell of 2nd level or lower within 30 feet of you. The axe gains 1 charge, up to its maximum. It loses all charges at dawn.

Shadow Bite. Once per turn, when you hit with the axe, you can expend 1 charge to deal an extra 2d6 necrotic damage, or 3d6 instead if the target is in dim light or darkness.

Shadow Recall. While the axe has 3 charges, after each ranged attack made with it, it reappears in one of your free hands, whether the attack hits or misses. If you have no free hand, it falls at your feet.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 1 day ago

Blackguard’s Blade (Rare, A*) | The perfect sword for an evil paladin who chose ruin over redemption

u/Josemi993 — 1 day ago

Need help building a sheet for Fallen angel Ultron

So in my eberron campaign one of the big Warforged bosses is a Fallen angel who voluntarily went to hell because he was disappointed with how the gods did nothing but coddle humanoidkind, and decided to be the one who made them suffer like they should for taking advantage of their kindness. He’s a replacement for Zariel, and he made a deal with one humanoid, the BBEG (Merrix d’cannith), to help subjugate as much as Khorvaire as they possibly can, and those who oppose are up to “Ultron” to take care of. He commands a legion of self replicating drones that are powered by soul coins. I need a statblock for both his fallen angel form and his Ultron form. The fallen angel form needs sorcery and battle mastery, and the Ultron version needs to be able to confuse and replicate, and shoot Encephalo rays.

u/stereo-ahead — 1 day ago

Need help with balancing

So I made this subclass after I watch Qingxiao trailer (a character from wuthering waves) so in an impulse I made this, and I need balancing cause I wanna try it on a new campaign I was in, session 0 start next week, so I hope this can be balanced before session 0 start

u/Mysterious_Trip2706 — 2 days ago
▲ 106 r/DnDHomebrew+1 crossposts

Titan's Grip || Dual wield giant greataxes with this new feat (in honor of the new WoW x D&D crossover)

u/ThreeRiversPress — 3 days ago
▲ 17 r/DnDHomebrew+2 crossposts

Play an Updated Hexblade Warlock in Your D&D 5.5e Game - Free PDF

I just wanted the classic Hexblade back: a spooky, Shadowfell-infused magic swordfighter that actually works with the new core rules. Since WotC didn't give us one (and have since said they probably won't), I decided to homebrew it myself.

Link to my Free Homebrew 5.5e Hexblade Warlock PDF

u/Exact-Meeting1514 — 2 days ago
▲ 78 r/DnDHomebrew+1 crossposts

Hexblade - 5.5E Revamp

My homebrewed Hexblade redesign for 5.5E. Art by Rylan Woodrow (also me).​

u/Rylanwoodrow — 3 days ago

A good level 20 ability for Avatar-Style benders in DnD

Hi everyone! I've been working on an avatar themed DnD class for a while now, but i'm stuck on the level 20 ability for both the waterbender and the firebender.

2 things i have been thinking about using are:
- A dragon pet for the firebender
- Psychic bending for the waterbender

But i want to give players that use this class as much freedom as somehow possible, and granting psychic bending or a dragon seems a bit too restricting, so ive been looking for alternatives. The dragon, at least, will definitely stay, though I want to give players the option to choose between a dragon and a different level 20 feature.

For reference, the level 20 features of the earth and airbender are immortality and flight, respectively (with a couple of additional buffs, but its the theme that matters). Bloodbending, combustionbending, blue flames and dragonfire are all already included.

If any of you could offer your two cents on this, id appreciate it. Im especially calling out to any avatar fans that might read this and have an idea as to what could be the "ultimate technique" of water- and firebending.

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u/Chakusan_o4 — 2 days ago

Brainstorming ideas for a Priest class to differentiate it from a Cleric

The core concept of a Priest as opposed to a Cleric would be that it would lean more into being a back-line caster. IE d6 Hit Dice, no armor proficiencies, very limited weapon proficiencies, possibly INT as their casting stat. At which point the discussion becomes what class features they would need to balance out those nerfs. Me and my brother were talking about it, and we came up with a few that I thought were interesting enough to be worth mentioning.

  • Level 1: When casting a leveled spell on an allied creature, the Priest can, as a bonus action (maybe reaction?), add extra Radiant OR Necrotic damage equal to their casting modifier to that creature's next weapon attack, or give that creature Temporary Hitpoints equal to 1d10+Priest level, rounded down.
  • Level 6: The Priest can cast spells with a range of Self on an allied creature within 30ft (upgrade to 60ft at a higher level, maybe 14th?)
  • Level 10: Once per long rest, the Priest can cast a Concentration spell without needing to Concentrate on it, so long as it is on the Priest spell list and is of a spell level that is equal to or lower than half their proficiency bonus, rounded down (This is the one that has the potential to be the most problematic, to my eyes. I'd be fine making it worse, but it's such an interesting concept that I'd hate to have to scrap it entirely).

I haven't thought of anything regarding subclasses, or the levels at which subclass features would be, so the levels I have listed are entirely malleable, and mostly so that I can show the order in which the Priest would unlock them.

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▲ 8 r/DnDHomebrew+1 crossposts

Put Together a Random Magic Item Generator

Hello! Inspired by things such a Diablo and Baulders Gate, as well as one of my DMs, I've put together a sheet to generate random magic items. One of my players suggested I should share it so here you guys go!
https://docs.google.com/spreadsheets/d/158AkQj3OGaYt6ZEigTz2qvk9eR5H0BRJ03zkyFvIzJk/edit?usp=sharing

Only run it through 2 Playtests so far, so I'm welcome to any feedback regarding moving some numbers around or the rarities of certain effects, and if you don't like some effects (Such as Otherworldy Logic, I favour Chaos!) you can simply click the checkbox on the Index Page to prevent it from showing up

I will say, the generated results aren't meant to be given as is to the players, GM is still needed to decide if the item is attunement, which of the 3 options below (Armor, Accessory, Weapon) it should belong to, or if a reroll is needed. Addiontally if you have multiple instances of the same effect such as Healthy scattered on your equipment, you only take the best.

Hope you have a great day!

u/Eddie_Willy_Smit — 2 days ago

Cratures that can bring apocalypse to your world if left unattended

The Syphoners

"They do not study the Weave. They do not pray for it, bargain for it, or bleed for it in trial. They simply take it from the throat of a dying wizard, from the last gasp of a priest's prayer, from the marrow of anyone fool enough to cast a spell in their presence. The arcanomancy kingdoms call them Heretics, because magic that is stolen rather than earned is, to them, an insult to the very idea of the Weave. The Syphoners do not care. They were hungry before your kingdoms had names, and they will be hungry after."

Syphoners are aberrant predators that feed on arcane energy and the life force bound to it. Unlike liches, warlocks, or wild mages, a Syphoner has no source, patron, or bloodline... it manufactures its power entirely from what it steals. This is what marks them as anathema in every arcanomancy kingdom: they are proof that magic can be taken by force from anyone who wields it, with no ritual, no covenant, and no permission asked.

They are vanishingly rare, most scholars believe fewer than a hundred exist across the world but a single Syphoner that reaches maturity can hollow out a kingdom's magical institutions in a generation. They grow stronger with every spellcaster they drain, advancing through discrete stages much like the undead nobility they are sometimes mistaken for.

Syphoner Wisp

The first stage. A Wisp is newly born, usually from residual arcane energy left behind after a spellcaster's violent death and little more than an instinct-driven hunger given shape.

Syphoner Reaver

By the time a Wisp survives long enough to drain a dozen spellcasters, it condenses into a Reaver. Reavers hunt deliberately, stalking adventuring parties for the wizards and clerics among them and picking off the "boring" fighters last, if at all.

Syphoner Matriarch/ Patriarch

A Matriarch/Patriarch has drained enough powerful casters: archmages, high priests, sometimes entire covens...that its body no longer resembles anything mortal. Trailing ribbons of stolen light hang off a towering, crests, spikes and horns, and its presence alone causes active spells to gutter and flare unpredictably. Matriarchs are the ones arcanomancy kingdoms write laws about, and hunt with everything they have, they know if those are the ones who are left unattended, apocalypse and fall of magic is approaching.

Syphoner Progenitor, "The First Heretic"

Only one is known to exist for certain, and most arcanomancy kingdoms pray it stays that way. The Progenitor is the source rumor traces every Syphoner back to... a colossal, half-crystalline silhouette wreathed in the ghosts of ten thousand stolen spells, each one still murmuring the last words of the caster it was torn from. Where it walks, wards fail, enchantments unravel, and the dead stay dead a little less reliably.

u/Faustakodufe — 2 days ago

Ideas for Angel Player Race 5e

I'm reworking an old Angel player race I made a while back for my setting to make their subrace traits something other than innate spellcasting. The three subraces are Powers, warriors of god sent to fight demons, Virtues, who command the elements (as in weather and other natural phenomena, not fireballs), and Guardians, sent to protect or aid people, places, and things. Here's the traits each share in common:

angel race 5e doc

Every race in my setting is hombrewed, and they tend to be a tad stronger than those in official 5e books. I like their traits to have strong synergies with other character options, but obviously nothing game-breaking.

I'd appreciate some ideas!

u/Trashbandiscoot — 2 days ago

Looking for pointers

Hello, so I’m a DM running a sci-fi campaign and I’m having some issues finding space themed monsters, I’ve been using aberrations so far but I was wondering if anyone knows where I can look or find stat blocks for sci-fi looking creatures

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u/weirdgod101 — 2 days ago
▲ 5 r/DnDHomebrew+1 crossposts

Help Making a Custom Character Sheet

Hello all! My playgroup plays a fairly heavily homebrewed version of 5.5e involving each player having 2 classes, but not gestalt rules. We've been getting by using a Google Sheet and a lot of working around certain problems, but I wanted to see if we could get any help finding a program to make a custom sheet in. The goal is to have it be as "automated" as possible, calculating simple things like ability scores, hit points, to hit bonuses, etc. The main issue with the current sheet is that there's no way to reset it beyond manually changing all of the numbers back.

The ideal end product would be something similar to D&D Beyond, but I also know that isn't a realistic goal right now. If there would be any suggestions, they would be greatly appreciated! And for anyone interested in seeing our Google Sheet as it is now (mostly working, still has kinks in it), here's a link for it: https://docs.google.com/spreadsheets/d/1XtquqZNIPLv8H4mJFZ0eC0WMYrzCXd3vNRR88ER-24w/edit?usp=sharing

u/GodzillaEating — 2 days ago

Animate Dead Variant

I need help, I want reviews and opinions on this Animate Dead spell variant. Basically I wanted more variety on creating Undead creatures. I was looking at this variant: Alternate Animate Dead by SaintHills, but I thought it was too convoluted, so I made one that uses CR instead of XP pools and such (most creature conjuring spells does that too). Here t is:

Animate Dead (Variant)

>Choose a pile of bones or a corpse of a creature within range. The target becomes a Undead creature of CR 1/4 or below, such as a Skeleton or Zombie. You can also select to raise the remains of a fallen creature that isn't a Construct of CR 1/4 or below, such as a Riding Horse, becoming a undead creature subjected to the template below.

On each of your turns, you can take Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it crumbles to dust and cannot be reanimated again*. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.

*I think that part of the spell that says that the creature stops obeying you and act as their on when the spell ends to be weird, so I changed it to be that they crumble to dust, just like in Skyrim when the necromancy spells duration ends.

Using a Higher-Level Spell Slot. You animate or reassert control over one* additional Undead creatures of CR 1/4, two creatures of CR 1/8 or four creatures of CR 0, for each spell slot level above 3.

*normally it would be two Skeletons/Zombies for each spell slot level above 3, but I wanted to not extrapolate on the number of lower CR creatures and that the variety of the spell comes with the cost of less creatures, so I got to be just one per slot (I still don't know if this is a good decision).

Skeleton Template

>- Retained Characteristics. The Skeleton retains its Hit Dice, Strength, Dexterity, speed, vulnerabilities, resistances, immunities, senses, features, actions, and reactions.

- Lost Characteristics. The Skeleton loses its original saving throw and skill bonuses, as well as any legendary actions, legendary resistances, class features, regeneration, or spellcasting traits it had in life. The creature also loses the swallow or tentacles attack actions.

Ability Scores. The Skeleton's ability scores change as follows: Con 15 (+2), Int 6 (-2), if it isn't already lower), Wis 8 (-1), Cha 5 (-3).

Type. The creature's type changes to undead.

Natural Armor. The AC bonus of the Skeleton's natural armor is reduced by 2, to a minimum of 0.

Additional Senses. The Skeleton gains darkvision to a radius of 60 feet.

Immunities. The Skeleton gains immunity to poison damage, as well as to the Exhausted and Poisoned conditions.

Vulnerabilities. The Skeleton gains vulnerability to Bludgeoning damage.

Languages. The Skeleton retains its known languages, but it can't speak.

Actions. If the creature has a breath weapon, its damage type changes to slashing, and it changes to a Dexterity saving throw. The skeleton loses the swallow action if it had it in life.

Zombie Template

>- Retained Characteristics. The Zombie retains its Hit Dice, Strength, vulnerabilities, resistances, immunities, senses, features, and actions.

- Lost Characteristics. The Zombie loses its original saving throw and skill bonuses, as well as any reactions, ranged attacks, legendary actions, legendary resistances, class features, regeneration, or spellcasting traits.

Ability Scores: The Zombie’s ability scores change as follows: Int 3 (-4), Wis: 6 (-2), Cha: 5 (-3), if they aren't already lower, the Zombie’s Strenght score is increased by 1 and Constitution score is increased by 2, and its Dexterity score is decreased by 6, to a minimum value of 6 (-2).

Type. The creature's type changes to undead.

Natural Armor. The AC bonus of the zombie's natural armor is reduced by 2, to a minimum of 0.

Speed. The zombie has all its speeds reduced by 10 feet.

Saving Throws. The zombie gains proficiency in Wisdom saving throws.

Additional Senses. The zombie gains darkvision to a radius of 60 feet.

Immunities. The zombie gains immunity to poison damage, as well as to the poisoned condition.

Languages. The zombie retains its known languages, but it can't speak.

Additional Traits. The zombie gains the Undead Fortitude trait:

- Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Some thing I am thinking is that of putting more options of using the spell on higher spell slots, like making a 5h or 6th spell make a CR 1 Undead creature. The problem is that this would step on Create Undead area. I also want to change Create Undead in this same matter, but I struggling to do so. I thought in two options to fix the problem:

1 - Make Animate Undead make higher CR creatures when using higher spell slots and leaving Create Undead as it is, making a spell that does more Undead creatures but with less variety (maybe I would have to adjust the number of creatures that both spells create to balance that). The Animate Dead could be something like that:

>Using a Higher-Level Spell Slot. You animate or reassert control over one additional Undead creatures of CR 1/4, two creatures of CR 1/8 or four creatures of CR 0, for each spell slot level above 3. Using a level 4 spell slot allows the caster to create a Undead or raise a corpse of a creature of CR 1/2. If you use a level 5 spell slot, you can create a Undead or raise a corpse of a creature of CR 1. When using a 6th level spell slot you can create a Undead or raise a corpse of a creature of CR 2. A 7th level spell sloth could create a Undead or raise a corpse of a creature of CR 3. A 8th spell slot allow to create a Undead or raise a corpse of a creature of CR 4. Finally, a 9th spell slot would be able to reate a Undead or raise a corpse of a creature of CR 5.

To balance that, I could make limitation on how many creatures of higher CR can be controlled at once.

2 - Change the Create Undead spell just like Animate Dead, making something like that:

Create Undead (Variant)

>You can cast this spell only at night. Choose up to three corpses of pile of bones within range. Each one becomes a CR 1 undead creature under your control. You can also select to raise the remains of a fallen creature that isn't a Construct of CR 1 or below, such as a Brown Bear, becoming a undead creature subjected to the template below.

The thing is that IDK if this would be balanced, maybe making that its just two corpses of CR 1, or even just one (with the possibility of making more lower CR creatures at once). like:

>You can cast this spell only at night. Choose up to two corpses of pile of bones within range. Each one becomes a CR 1 undead creature under your control. You can also select to raise the remains of a fallen creature that isn't a Construct of CR 1 or below, such as a Brown Bear, becoming a undead creature subjected to the template below.

Alternatively, you can create or raise the remains of four CR 1/2 creatures, eight CR 1/4 creatures, twelve 1/8 creatures or twenty four CR 0 creatures, in the same way described above.

Thats my ideas, thanks for reading :)

u/Rei_Sapo — 2 days ago