









Trying to adapt some of my favourite enemies from various video games but struggling with balancing and how to establish what CR they should be, any tips appreciated:)
Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.
Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.
Inside, you'll discover a two-layered approach to branching encounters:
You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.
No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.
I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:
https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td
If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.
this was my attempt at a historical firelance a weapon from the 10th century a predecessor to the Hand Cannon.
as for making the Hand Cannon google says it had an effective range of 30ft point blank but a theoretical range of 25 meters or like 80ft.
i was thinking of making it a save like i did here witht the firelance but as a 30ft Line with a dex save but no clue on damge or what else to add to it just brain storming right now
I created this Relic with a healing effect and my awakening system.
Hey,
Was wondering how you guys felt the Tamer stacked up to the 2024 class balance. I had a Tamer in a previous game where the player felt like the class was a bit lackluster in terms of damage and tankiness, but maybe that's just anecdotal / skill issue?
Do you think Tamer's balanced? Does it need buffs and if yes, how would you do it?
Thanks!
EDIT: Did not know there were multiple ones. I meant the Heliana one.
I put CR 30 bc the monster maker doesn't go beyond that.
Why is it CR 100 and frankly overpowered? Because I liked Epic Levels in 3e, and I think that stopping at level 20 is honestly weird, since you could go beyond that in older editions
Also this is supposed to be an unbeatable obstacle that you should, and kinda have to, run away from, unless you play with homebrew rules or have min-maxxed players and you want to teach them a lesson
But what lore and backstory would you give him?
I've been working on an original homebrew bestiary and wanted to share one of my favorites: the Neurotoad.
It's a Tiny Beast built entirely around collective illusions. What makes it mechanically unique is that its danger scales with numbers: with 1-2 Neurotoads it produces false sounds and shadows; with 3-4 it generates illusory duplicates and distance distortion; with 5 or more it can simulate entire terrain, conceal exits and create nonexistent enemies. And the DC of its saving throws increases by +1 for each additional Neurotoad present.
Its Synaptic Call trait summons 1d4 reinforcements the moment it feels threatened, which can turn an apparently easy encounter into illusory chaos within a few rounds. Harmless Appearance makes players underestimate the threat until it's too late.
And when a creature fails a saving throw, Distorted Reality imposes disadvantage on its next roll or reduces its speed by half.
It doesn't seek to kill. It seeks to confuse until you leave.
The bestiary quote sums it up perfectly: "Don't trust what you see… when the swamp is thinking alongside you."
Ideal encounter: 2-3 Neurotoads at the start that quickly scale to 5 or more.
Feedback on balance for CR 1/2 is very welcome.
Hi all! First time poster, and also first time Homebrew DM! I’ve DMed a few short games before, and have been slowly building up a Homebrew campaign for a good few months now.
At the point of building the Stat Blocks for Enemies. I’m making a Zombie mini-boss (think Bloaters from the Last of Us), and when writing the attacks, I’m trying to decide if giving it a ‘Limb Rip’ attack would be too overpowered? Obviously that’s something a big zombie would do, but then what if it succeeds? My player is then armless for the rest of the game, of which puts them at even more disadvantage rather than an improvement as the Campaign progresses, that is if they survive the rest of the encounter at all?
I’ve written it like this (grapple attack is important context):
Grapple. Special melee attack: reach 5ft., one target. Target is grabbed and held onto, roll for Opposed Check; if Target succeeds (roll higher; Target/PC chooses Skill to Check, as long as applicable), escape grip. If attacker succeeds (Strength Check), Target’s speed reduced to 0. Target can use their turn’s combat action to initiate another Opposed Check to attempt ending the Grapple.
Limb Rip. Special melee attack: Can only be taken if a Grapple is initiated and has lasted for 2 full rounds of combat (or more).
What do you guys think? Obviously the rip attack isn’t very detailed, I’ll continue with its development after any advice you guys might have?
Thanks for you’re help, I hope you’re all well x
Hope you guys like my races, If you think there's something I could improve or have any requests please let me know as I plan to add more in the future. I think the nagpa and beholder might be too strong but I was wondering what other people think.
I created these a while ago and they went down well previously, so I'm sharing them again to reach new people and also to get feedback if anyone has had a chance to use them in their games :) Feedback is always appreciated!
I love giving my players seemingly semi-useless items like a compass with an eye that looks instead of points. An indestructible retractable name badge with a 50lb capacity. Man-Scout badges for babysitting that allows the wearer to use baby speak to give advantage against fear. And another that turned any felled tree instantly into a canoe.
I may have topped myself last night with the POTION OF LASSO!
A potion that while in the bottle looks like it's filled with a clear liquid but when poured out it becomes a rope.
My players unfortunately didn't bite and instead went for the potion of Momentary Dyslexia (which I totally get)
Although no one bought the Potion of Lasso it was a hilarious subject of conversation for much of the night. I'm still cracking myself up about it.
At the time I made it up on the spot but I've been pondering on what uses could the PoL have? Besides getting someone to maybe choke on rope? 😂 Maybe it just being rope is enough 😆
Your wise insight on this potions potential is most welcome
Plutonian Daemon
Sentient, Cursed, magic weapon
+2 Flail
Legendary item
May only be used by Paladins and Warlocks. All other classes take three levels of exhaustion upon possessing weapon
Lowers Wielder’s Constitution by 1 point.
Stays in welders possession, repelling all other weapons from hands of wielder until their death or a Remove Curse spell is used.
Weapon’s personality shifts from sentiments of aggressive superiority and disgust while in combat to somber, distant, and remorseful when out of combat.
Wielder may cast either Sickening Radiance or Cloudkill once per long rest
You have a +2 bonus to attack and damage rolls made with this magic weapon.
On a hit the weapon causes 1d10 (6) bludgeoning damage and 1d8 (5) radiant damage. On a hit target creature takes 1d8 (5) radiant damage on each of its turns until taking an action to make a DC 25 Constitution save or to rinse itself with water for two turns.
Weapon makes 2 attacks. A crit on first attack causes auto-crit on second attack.
Wielder may speak “I am become Death” to emit a 5ft sphere of bright light and radiant energy centred on themselves for 5 minutes. Creatures entering sphere must make a DC 25 strength save or be knocked prone and blinded for one turn. After the 5 minutes wielder gains a level of exhaustion every hour until taking a long rest.
I was wondering if anyone could help me homebrew a druid subclass that uses the 4 elements. This is my first attempt at homebrew.
I have some ideas of what a few of the abilities might be like, such as:
Level 3 - The ability to enter one of four different minor elemental forms as a bonus action and wild shape charge. I would like for each form to do something related to their element, e.g. Fire - damage, water - adaptability/fluidity, air - movement, earth - survivability/defence.
It would be nice if some of the features from these forms scaled with either druid level or pb.
Level 10 - For this feature, I definitely want to have it be the elemental wild shape forms that the moon druid had in 2014.
As for the Level 6 and 14 features, I'm having trouble coming up with anything.
Any help would be appreciated!
“While most spellcasters focus on shaping traditional elements like fire, frost, or lightning, a few brilliant scholars have tapped into an entirely different force of nature. Inspired by the deafening, rhythmic cries of Varzzen's native cicadas, the pioneering students of Cor Quae'thum have bent acoustic waves to their absolute will, creating the school of Sonomancy."
Sonomancy Spells - Free PDF download on Patreon
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Happy Buzzing, Everyone!
I’m running a one shot for my players later this month. we wrapped up our campaign, and so I talked to the players who thought it’d be fun for a high level one shot, where I throw all i got at them. I’m basing the plot off of a loose thread from the main campaig, and some of the characters are returning, others are notable figures in the city. I actually got permission from one of the players to control their PC, which will tie into the plot.
The premise I guess of this, is that a demon lord has been summoned onto the material plane, and the players need to defeat it banishing it back to the abyss. the demon lord is Ychak the violet flame (who apparently has dnd history that i ignored when using the name in my campaign and fit my players warlock backstory).
Ychak is a demon specializing in possession. I like the idea that he’s lower hp, but can body hop into other creatures and people, though while he possesses them, they burn up. The place that he’s been summoned however has a phoenix that appears once every 5 years (and wow look at the time) I’m thinking itd be cool to have a battle where the demon lord is possessing a more powerful version of a pheonix, who revives a few a rounds after it’s defeated, essentially giving ychak a “permanent“ vessel it can possess. However, i don’t know exactly how I should balance an enemy like Ychak, who can possess and not be hurt while in a vessel. granted this is 20th level do I’m tempted to make him a weaker statblock than all the other demon lords, but I just don’t quite know what I should kind of expect.
Any ideas?
Character sheet for D&D 5ed. Fully editable in .docx file.
donwloadable in D&D 5ed Character Sheet - Deva Movanico | DriveThruRPG for free.