r/HomebrewDnD

▲ 21 r/HomebrewDnD+1 crossposts

Double-Bladed Glaive - A Double-Bladed Scimitar redesign for 2024 / 5.5e

I believe that, like me, many people were disappointed when the new Eberron book was released and failed to include one of the setting's most iconic weapons updated for 5.5e.

I took the liberty of redesigning and reimagining the weapon to ensure it aligns with the other weapons and mechanics of the 2024 ruleset, while also addressing an aspect of the original design that always bothered me: Since it is a two-handed weapon, its previous depictions were physically impossible to handle with both hands and honestly, even with one, consequently, I have reworked it into a polearm which for me makes much more sense both mechanically and physically. This also allows it to interact naturally with Polearm Master, while the redesigned Revenant Blade feat provides its signature additional attack as part of the Attack action now (no weapon has special properties now and the Bonus Action is confliting with PAM).

I also wanted to preserve the weapon's association with Dexterity-based builds. Rather than simply giving it the Finesse property, Graceful allows the wielder to replace its Heavy property with Finesse. This creates an interesting trade-off: a Dexterity-based wielder can use the weapon effectively without needing a minimum Strength score, but gives up access to benefits that specifically require the weapon to have the Heavy property, such as the additional damage from Great Weapon Master since it specifically states "When you hit a creature with a weapon that has the Heavy property", and since you replace it it would not apply (different from Polearm master btw).

The only thing that I couldn't change is the bludgeoning damage from pole strike, would make more sense if it could be slashing, however I can totally see a strike being made with the dull side of the blade once you twist to the opposite side.

OBS: For its weapon mastery I went with graze, since I think Vex would've been a little too strong and graze still a very good option to fulfill its fantasy, also is the glaive original mastery anyway.

Please share your thoughs and how would you like to see a new DBS if released today?

u/knightarth — 10 days ago
▲ 1 r/HomebrewDnD+1 crossposts

Idea for paying more GP instead of material compnents for spells

Heya guys i was considering having a rule for using material components where for example ‘this spell costs a pearl worth 100GP’ you could instead substitute the pearl for something else worth more GP- lets say 25% more.
So if you’re in a dungeon, and noone has the chance to find a diamond worth 300GP for revivify the party could instead use 375GP to revive them (the coins getting disintegrated, made useless, or plucked away by spirits or smth).

Anyways thats the basic idea any thoughts?

reddit.com
u/Other_Ladder_9919 — 10 days ago
▲ 366 r/HomebrewDnD+5 crossposts

Thunderfury, Blessed Blade of the Windseeker

Hey everyone! Today, I'm excited to share my take on Thunderfury, Blessed Blade of the Windseeker, adapted for D&D 5E and 5.5E.

I designed it as an artifact, with lightning that jumps between enemies, storm magic, and a powerful burst that unleashes the fury of the Windseeker. I also included a few properties tied to Thunderaan’s lingering essence, giving the blade some properties beyond its combat abilities.

It’s definitely intended as a major reward for a high-level adventure, so recovering the bindings and awakening the blade could become a whole quest for your party! Let me know what you think, if you'd make any changes, and whether you’d use it in your own WoW campaign.

If you like my work, feel free to check out my Mythological Items Kickstarter! While the items aren’t specifically designed for WoW, many could easily fit into your adventures in Azeroth.

Have a great day :)

u/Slash2936 — 14 days ago
▲ 25 r/HomebrewDnD+3 crossposts

A Preview of Atlantis: War of the Tridents, An Underwater Campaign Setting for D&D

Here’s a preview of Atlantis: War of the Tridents, one of my larger mythology-inspired D&D releases, built around the legendary lost city of Atlantis and an ongoing conflict beneath the waves.

The book invites players and Game Masters alike to explore a mythic underwater world filled with ancient secrets, legendary treasures, and formidable creatures. This adventure module - compatible with both 5E and 5.5E - guides characters from 1st to 9th level, providing multiple starting points and optional quests.

The manual also contains a vast collection of treasures, monsters, and character options suited for underwater adventures, all designed to create interesting encounters and customize your characters by enhancing their connection to the sea and its inhabitants.

In addition to this, enhanced underwater combat mechanics ensure that encounters throughout the adventure and beyond are both engaging and realistic, with various optional and variant rules to suit your playstyle. The compendium also includes detailed encounter tables for both the city of Atlantis and its surrounding seas, along with comprehensive appendices and a collection of VTT resources, including over 20 maps, handouts, tokens, and more, providing everything you need for a fully immersive experience in Atlantis.

Adventure Premise

Once the crown jewel of civilization, Atlantis thrived as a beacon of knowledge and power, seamlessly blending magic and technology. However, the city's hubris angered the gods, leading to its cataclysmic fall and submersion beneath the ocean. Now, the Atlanteans, transformed into tritons and sirens, live within a force bubble, cursed and bound to the sunken city.

Decades later, a power struggle emerges as the high priest Telamon claims that Poseidon's favor can lift the curse. As tensions escalate and Telamon's influence grows, the Archon Hyperion mysteriously disappears, pushing the city to the brink of civil war. A brave group of adventurers is called upon to uncover the truth behind Hyperion's disappearance and prevent Atlantis from plunging into chaos. The fate of Atlantis rests in their hands.

Where to Get It?

If this kind of setting interests you, Atlantis: War of the Tridents is currently available and discounted through the Mythological Items Kickstarter.

You can get it individually as an add-on (either through one of the tiers also including Mythological Items, or just by itself through the "Add-Ons Access" tier), or as part of the Mythological Bundle, together with several of my other mythology-focused books. It is also included in the larger bundle options available through the campaign.

You can find all the available books, bundles, and add-ons here: https://www.kickstarter.com/projects/mythoschronicles/300-mythological-items-for-5e-and-2024

u/Slash2936 — 10 days ago
▲ 1 r/HomebrewDnD+1 crossposts

Homebrew Plasmoid

Hello! I'm extremely new (GM'd only one session thus far) to both running games and this sub.

I have a player who wants to play a plasmoid-like character. I loved the idea and so I allowed it, though, looking at the traits on Wikidot seemed just way too limiting... I get it's supposed to be balanced, but both the player and I want this slime character to FEEL like a slime. And so I decided I would undertake the daunting task of trying to homebrew/modify some things about the species:

Shape – ACTION

You have a sort of rubbery skin consistency. You can soften but not harden, and can essentially Jake-The-Dog your body.

Roll a DC10 CON Save to vaguely resemble a simple object or creature of your size. It lasts 1 hour before you revert. you cannot form convincing facial features, even if you roll a natural 20 Deception check. (Though, the disguise self spell is particularly useful for plasmoids, as they can use it to not only look like creatures, but objects as well.)

Squeeze – ACTION

You can fit your body into spaces as small as 1 inch (ask to roll a DC15 luck check flat roll to see how small the space is), as long as you aren’t carrying or wearing anything.

Stretch – MOVEMENT

You can use all your movement to instead stretch 1 part of your body that distance (an appendage or torso). You can also use a Bonus Action such as Cunning Action (rogues) to retract that part back to you.

Can use this to pull yourself and allies up walls, attack from a distance, etc.

Absorb Blow – REACTION

If you succeed on a DC15 CON Save, you can soften your body and halve the damage from a bludgeoning, piercing, or slashing attack. If you fail the Save, the attack auto-crits (max + damage roll). You can use this equal to your proficiency bonus, and it recharges after a Long Rest.

(These features are the ones I'm contemplating, the following are basically the guaranteed ones I'm keeping)

Darkvision (60ft)

You can see 60ft in total darkness.

Natural Resistance

Acid and poison does half damage.

Oddity

You are visually exotic, and draw attention to yourself, sometimes the unwanted variety.

Snail Trail

You leave a trail, a thin layer of slime wherever you go. This will make stealthing more difficult.

You can largely negate this by wearing boots and/or entirely negate it with armour.

Cold Sensitivity

You are sensitive to the cold. Cold-related magic does double damage.

Extreme cold weather will halve your movement speed (30ft down to 15ft).

My other players are also getting some homebrew/modified features, so please don't think I'm favouring anyone. I absolutely don't want my players to feel overwhelmed with mechanics or feel like I'm favouring anyone.

I'm wondering if I should take away anything or how I can nerf these features in such a way as to successfully make the plasmoid feel cool but not OP and crunchy.

Any help will be greatly appreciated! :)

Edit: meant luck check as in just a flat roll, sorry!

reddit.com
u/silly_Snaily — 10 days ago
▲ 4 r/HomebrewDnD+1 crossposts

Kennel Master — Full 1–20 Homebrew Nonmagical Hound-Based Martial Class (5e 2014) — Looking for Feedback

Hey everyone,

I’ve been working on a homebrew martial class built around fighting alongside and training persistent non-magical hounds, and I think it’s finally at the point where I’d like to put it in front of people who haven’t been involved in designing it.

The main idea behind the Kennel Master is that the hounds are actual companions rather than summons or disposable stat blocks. They have their own hound levels, develop their own specializations, and can be injured or permanently killed. A replacement starts inexperienced and has to be trained back up.

Combat is built primarily around Coordinated Attack, where the Kennel Master and a hound combine their attacks to trigger additional effects. At higher levels you can maintain two hounds, with three different specializations:

  • Ravager — offensive/target disruption
  • Bulwark — tanking and battlefield control
  • Hearthound — support and protecting allies

The class does not follow strict standardized Dnd models where the player character gains a subclass but instead your hound specializations are how you would choose different build paths and playstyles. There’s no spell casting or magical pet summoning — I wanted the class to feel like someone who has become exceptionally good at training and fighting alongside working animals.

I’ve done quite a bit of damage/balance testing against the existing martial classes, but obviously designing your own class makes it very easy to miss interactions or assumptions that seem obvious to you.

So I’d particularly appreciate feedback on balance, action economy, unclear wording, exploitable interactions, multiclass problems, and anything that looks stronger/weaker in actual play than it does on paper.

This is Playtest v1.0, so criticism is very welcome. I’d rather find the things that break now than defend something just because I wrote it.

Full class PDF below.

drive.google.com
u/Equal_Cartoonist8838 — 10 days ago

DnD Billhook staff

Here idea for Billhook tool/weapon

Short Billhook Staff

Martial Melee Weapon

Cost: 10 gp

Damage: 1d6 slashing

Weight: 3 lbs.

Properties: Light, Versatile (1d8)

A agile, 5-foot tool and weapon favored by rangers, woodcutters, and scouts navigating dense undergrowth.

Clearing Path: You can use an attack or an action to automatically clear non-magical difficult terrain caused by dense foliage, briers, or thickets in a 5-foot square adjacent to you.

Climbing Aid: While wielding this weapon, you have advantage on Strength (Athletics) checks made to climb rugged surfaces, trees, or steep cliffs, as the hooked blade acts as a climbing pick.

Long Billhook Staff

Martial Melee Weapon

Cost: 20 gp

Damage: 1d8 slashing

Weight: 7 lbs.

Properties: Heavy, Reach, Two-Handed

A massive 10-foot polearm designed for battlefield control, clearing large blockades, and manipulating heavy objects from a safe distance.

Hook and Pull: When you hit a creature with this weapon, you can forgo doing damage to instead force the target to make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).

On a failure, you can either pull the creature 5 feet closer to you or knock it prone.

Leverage: The massive lever of this staff grants you advantage on Strength checks made to pry open stuck doors, overturn heavy objects, or pull down unstable structures (like chandeliers or loose masonry) within 10 feet of you.

reddit.com
u/Gerhartus — 10 days ago
▲ 21 r/HomebrewDnD+1 crossposts

TAVERNAS DO MULTIVERSO (Material Gratuito)

Tavernas do Multiverso é o guia definitivo para Mestres e Jogadores que desejam transformar qualquer noite comum em uma noite lendária.

Das tabernas escondidas em vielas sujas aos salões majestosos nas alturas celestiais, este livro apresenta uma coleção vibrante de estabelecimentos repletos de personagens excêntricos, cardápios mágicos, minijogos caóticos, segredos bem guardados e ganchos de aventura prontos para uso.

Ideal para qualquer cenário ou sistema, Tavernas do Multiverso é mais do que um suplemento: é um convite para beber, rir, brigar e planejar a próxima jornada com um copo em uma mão e um dado na outra.

O que pode vir a seguir?

Este é apenas o início da exploração. Novos conteúdos, adaptações e expansões poderão ser desenvolvidos e disponibilizados gratuitamente para toda a comunidade, independentemente de qualquer contribuição financeira.

Se você gosta deste material e deseja incentivar meu trabalho como autor e a continuidade do Entre Planos, pode apoiar voluntariamente o projeto.

Confira meu Patreon: Link
PDF Link Temporário: (Download Direto)

Wizards of the Coast LLC 

Tavernas do Multiverso (Expandido) é um conteúdo de fã não oficial permitido sob a política de conteúdo de fãs. Não aprovado/apoiado pela Wizards.  Porções do material usado são propriedade da Wizards of the Coast. ©Wizards of the Coast LLC. 

Fan Content Policy 

Taverns of the Multiverse (Expanded) — is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

u/yobwarz1 — 11 days ago