r/homebrewery

[OC] The Neurotoad: a CR 1/2 beast that gets exponentially more dangerous the more of them there are
▲ 32 r/homebrewery+7 crossposts

[OC] The Neurotoad: a CR 1/2 beast that gets exponentially more dangerous the more of them there are

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.

▲ 22 r/homebrewery+2 crossposts

My first homebrew, Warrior of Shura Monk.

I've been looking for an Akuma/Asura's wrath style monk for a while and didn't find anything I liked so I made this.

I tried to keep the power level ~ in line with the other Monk subclasses, probably closer to elements in terms of power, but I wanted the combo feel of a fighting game character to shine through. I know the final ability is strong, but my party has 2 full casters I'll be competing with by the time I get this so I think I'm fine.

Open to thoughts and suggestions.

Made using Homebrewery

u/Rick_Hardpak — 2 days ago

Any idea why these are different?

So the first screenshot is from a document Gambatte made 2 years ago to show how to make a 2024 style stat block, while the second screenshot is from a test document I'm using to try and figure out how to make that stat block.

My question is, why is it that the code on the left is the exact same for both stat blocks but my one looks wrong while Gambatte's looks correct? (I am using a different theme but when I use the same theme my stat block looks even more different)
This is more of a curiosity question as I did figure out how to make the stat block look correct (except for Initiative not placing correctly) eventually but I just don't understand why the same code is giving two different results depending on the Brew

u/Freaky_Owl — 4 days ago
▲ 9 r/homebrewery+1 crossposts

Formatting Help

When I use the {{column-count: 3}} I also tried naming the group and using the css accessor to target it, but it seems like declaring a section is moving it down slightly in the first column, any help would be appreciated thanks.

u/Aeropar — 6 days ago

Need help converting stat block border from GMB to HB (details in comments)

First pic is the desired result. Second pic is what I have so far.

u/Stuffies_12 — 7 days ago

Overlapping Text + Color Change bug?

I've messed around with Homebrewery a bit but I'm still pretty new to the formatting and know next-to-nothing about coding. Does anyone know why A) the text under the Vampire Weaknesses heading is turning red and B) the text keeps overlapping in the top right corner of the stat block?

I was able to prevent the overlapping by spacing the text out with a ":" between the entries, but I'd prefer it to not have so much space in between if possible. Thanks in advance for any advice you may have.

(Link to brew): https://homebrewery.naturalcrit.com/edit/9eGMydFCwwVN

u/FreelncrLA — 7 days ago

Recovering Account

Not sure when this linking to Google thing started, but I have several brews I've been working on for a while, but I can't see anything when I log in using my previous username and password. If anyone has any tips I would be super appreciative, I'd hate to lose all of my work.

reddit.com
u/JamboreeStevens — 8 days ago
▲ 84 r/homebrewery+1 crossposts

One Piece - Dungeons and Devil Fruits Expanded Handbook v10 Release! (5th Edition Supplement)

Thank you all for your patience, this has been a very big update. Here are the notes:

Other

  • Feat Nerfs - Dual Pistols, Hack and Chop, and Samurai Warrior have all been nerfed for balancing.
  • New Race - Void Century Automaton - The mother flame subclass is being removed from Hybrid Subclass options, however the Void Century Automaton will be a new optional race for your games.
  • Race Adjustment - Cyborg - The Cyborg's "Cyborg Upgrades" feature is being buffed, you may now take additional upgrades starting level 1.
  • Devil Fruit Rule Adjustments - Zoan scaling and Logia Elemental forms adjusted.
  • Devil Fruit Changes - Brain, Endurance, Armory, Tendrils, Blood Manipulation, Phasing, Darkness, Gold Manipulation, Light, Barrier, and Surgery reworked.
  • Spirit Surge Adjustments - Haki Purist Nerf, Spirit Blast nerfed, added Paramecia/Logia Evolution and Zoan Evolution. Nurturing Objects, Ratatoskr, and Nidhoggr added to Infernal Devil Fruits.
  • Medicines - Rumble Ball reworked.

Classes

  • Class Table - I know this is early, but the finished class table at the beginning of the chapter is updated with all the new subclasses ahead of schedule.
  • Multiclassing Rule Update - Updates to Multiclassing and an Alternate Multiclassing Ruling if DMs do not like multiclassing.

Bruiser

  • Enduring Honesty - Fixed wording mistake.
  • Hasshoken Style Subclass - Increased "Internal Vibrations" damage. "Vibrational Guard" can now reduce ranged attacks damage.
  • Black Fist Style Subclass - Removed "Bonus Proficiency" because it was the only Bruiser subclass with 3 features at level 1, also it was not needed. "Iron Stance" now gains temp hit points equal to scrapper die instead of flat constitution modifier. "Bring Him Down" radius changed from 15 to 10 feet. Reworked "Armament-Coated Muscles" to be partial damage increase along with the tankiness. Switched the levels you can obtain the "Save the Weak" and "Bruises for Bruises" features. Reworked "Save the Weak" to have unlimited uses, but they no longer reduce the damage.
  • King Style Subclass - "Born to Rule" and "King’s Preparation" reworded slightly.
  • Drunken Dragon Style Subclass - "Drunken State" now allows you to craft alcoholic beverages instead of having to find them at port to make your subclass work.

Chemist

  • Monster Mutation - Another sentence added to the features ruling area that states you may choose new splices every time you enter the abomination form.
  • Medicine Subclass Update - "Abomination Potion" feature added, allowing you to transform allies into abominations.

Conqueror

  • King’s Training - Feature has been nerfed to have -1 uncommon surge gain.
  • Conqueror's Command - Buffed and moved from level 1 to 2, because it made no sense to get it at level 1 when you couldn't use it.
  • Command Stances - Buffed a few stances and gave this feature the ability to gain temporary hit points and a tiny amount of extra damage on weapon hit when you switch stances. "Defense Stance" and "Tactician Stance" buffed due to lack of usefulness or just being awkward to use, added new stance "Focused Stance" that will buff spellcasters in your party.
  • Rally Morale - Nerfed. Removed the level 7th upgrade where you can target 10 creatures at once.
  • Warmonger Subclass Update - Bloodlust Stance has been increased from 10 ft. range to 15 ft. range.

Devilforged

  • Devilforged Class - Full Rework. Is no longer a warlock. Focuses primarily of infusing melee weapons, duplicating Devil Fruits, and copying Devil Fruit abilities.
  • Blade Smithing Subclass - Subclass Removed.
  • Firearm Smithing Subclass - Subclass Removed.
  • Gear Smithing Subclass - Subclass Removed.
  • Devil Bombardier Subclass - Subclass Removed.
  • Bestial Klabautermann Subclass - New Subclass. Focuses on infusing ships with Zoan Devil Fruits.
  • Devil Blade Subclass - New Subclass. Focuses on infusing melee weapons with two Devil Fruits.
  • Devil Bulwark Subclass - New Subclass. Focuses on infusing shields with Zoan and Logia Devil Fruits.
  • Devil Gunner Subclass - New Subclass. Focuses on infusing ranged weapons with Devil Fruits.
  • Mechadevil Subclass - Full subclass rework. Now focuses on Infusing armor with Logia Devil Fruits.
  • No Mi Trainer Subclass - Full Subclass Rework. Infuse stars with Zoans Devil Fruits to command beasts.

Hybrid

  • Hybrid Class Table - Updated to be clearer.
  • Hybrid Base Features - Moved around a little bit to different levels so the class isn't as front heavy.
  • Reworded/Grammar Fixes - Hybrid Powers (Spellcasting), Power Threshold, Integrated Siege Laser, Winch Green, Combat Exoskeleton.
  • Beast Lineage Subclass - You no longer transform back into human when you hit 0 temp hit points.
  • Caesar Lineage Subclass - "Living Ooze" race changed so that the bigger you are the more dmg you deal, smaller you are the more ac you gain. "Ooze Artillery" shrinks you, and gained action to gain lost size back. "Jelly Core" changed so you no longer need a reaction to reduce damage, however you need to spend 2 hybrid points to reduce critical hit damage by half.
  • Germa Lineage Subclass - Winch Green's "Enhanced Strike" name changed to *"Bionic Strike"*.
  • Mother Flame Lineage Subclass - Removed for a few reasons.
  • Twin Devil Lineage Subclass - Added to replace Mother Flame Lineage. Subclass focuses on eating multiple devil fruits.

Marksman

  • Lock-On - Damage buffed by an additional 1d4 at all levels.
  • Fighting Styles - "Close Quarters Shooter", "Improved Aiming", "Sharpened Shot" were buffed. "Combat Pistol" reworded.
  • New Feature - Ahead of the Curve - Allows you to gain a surge of 1 rarity higher than your allies once per campaign.
  • Gunsmith - Changed name of "Gunsmith" to "Basic Ammo Crafter".
  • New Feature - Advanced Ammo Crafter - Allows you to craft Stars and Special Ammo.
  • Beast Tamer Subclass - The "Bonded Companion" feature now allows you to ride your beast into combat if you wish! CHARGE!
  • Sniper Subclass - "Sniper’s Nest" replacing "Vantage Point", allowing you to roleplay being a off-map sniper in game. "Empowered Bullet" buffed by an additional 1d6 damage. "Extreme Range" damage buffed to say +1 damage every 25 ft. instead of 50 ft. OR additional rules if in "Sniper's Nest".

Martial Artist

  • Solar Plexus Chakra - Reworded to clarify is just base damage.
  • Black Leg Subclass - "Black Leg Combatant" feature nerfed, removing its ac and increasing its kick dmg to 1d6. "Stylish Boost" reworked. "Flaming Leg Technique" feature nerfed slightly, removing damage from the feature but making unarmed kicks deal fire & you may rerolls 1s on dmg rolls.
  • Six Powers Subclass - "Finger Pistol" now bypasses ac increasing spells and reactions. "Tempest Kick" reworded to be a martial artist unarmed strike so it works with all your other features.

Priest

  • Channel Divinity: Will of Divine - This feature is being nerfed slightly so enemies can make saves at the ends of each turn. No more permanent fear.

Rogue > Renegade

  • Rogue Name - Changed to Renegade
  • Renegade Features Removed - Sneak Attack, Thieves’ Cant, Cunning Action, Steady Aim, Power of Observation, & Observation Training.
  • Renegade Features Added - Dueling Strikes, Finishing Act, Combo Flow, and Press the Attack.
  • All Renegade Subclasses - Flow features added to benefit off new subclass. Every one of the subclasses changed slightly in one way or another.
  • Swashbuckler Subclass - Reworked to be a gambling subclass.
  • Thief Subclass - Reworked to be old Rogue class but in subclass form.
  • Elemental Trickster Subclass - Removed.
  • Circus Tricks Subclass - New Subclass. Focuses on movement and a hybrid of melee attacks and thrown weapons.

Tinkerer

  • Creation Power (Spellcasting) - Tinker gained ability to make their own spells.
  • Inventive Breakthrough - New Tinker ability to upgrade 5 different spells. The spells become always prepared.
  • Tinkerer Professions - Tinkerer gains a secondary Subclass at level 3. These new separate subclasses or "professions" focus on creating different items from the book at better costs or improved stats. There are 5 Professions: Gardener which focuses on improved Pop Greens, Heavenly Technician which focuses on improved Dial and Dial Inventions, Innovator which focuses on improved Future Gadgets, Meito Smith which focuses on cheaper Meito crafting, and Munition Expert which focuses on upgraded star and special ammo.

Skald > Virtuoso

  • Skald Name - Changed to Virtuoso.
  • Virtuoso Class Table - Fixed an issue but I forgot what it was.
  • Manifest Chords - Harmony Chord Dice changed to 1d4 to simplify the classes chords.
  • School of Battlehymn Subclass - Completely reworked. Should feel better to play now.

Warrior

  • Fighting Style Nerf - Aiming now has a-1 attack bonus.
  • Weapon Mastery - Removed cause not needed and was a spur of the moment last time i buffed the class.
  • Execute - Damage dice changed to d6, scales with warrior level instead of character level, and scales slightly differently.
  • Aura of Endurance - Nerfed to not be so dominating.
  • Aura of Bravery - Removed.
  • Black Weapon Style Subclass - Full subclass rework and features repositioned.
  • Kuja Huntress Style Subclass - "Snake Companion" updated to include statblock and now grant you +1 attack bonus to make up for Aiming -1 nerf. "Unstoppable Precision" reworded
  • Elemental Weapon Style Subclass - Removed for a few reasons, but mainly cause it was a unwanted copy & paste job.
  • Slow Cutting Style Subclass - Added to replace Elemental Weapon Style. Subclass focuses on single attacks and disrupting enemies action economy in combat.

If you wanna check the PDF out you can click the link here: https://homebrewery.naturalcrit.com/share/74TgwAHNoX81

If you want to support the project and want to join the community here is my Patreon: https://www.patreon.com/yaisoula

u/Spectrapony — 13 days ago

Custom JavaScript for Interactive Brews

This morning, I got up with the silly idea of making my brews interactive.

The idea is to have clickable elements. For example, hit point counters, rollable formulas (3d6+4) that would change on screen when clicked. Add on top of that a save/restore feature to keep the session's state in the browser's local storage.

I can make it work locally (using the VS Code extension) with some CSS and JavaScript. I tried the same in Homebrewery, but it does not work at all. I suspect that the brew is sanitized and the JavaScript disabled. Am I correct?

What do you folks think of this idea?

u/adasmael — 13 days ago
▲ 0 r/homebrewery+1 crossposts

Need help with homebrew concept

Hi all! I’m new to being a DM and I have new players that love One Piece so I’ve decided to give them what they want. Okay so the title of this campaign is called “One King,” (working title) the plot is the One Piece has been found and the newly claimed Pirate King has issued an open invitation to anyone who dares challenge him to take the title of “Pirate King.” All standard dnd components like magic, magical items, creatures, come from various Devil fruit users over the decades; one of these Devil fruit users had the power to change people into animal human hybrids and created a bunch of new races in the world that regular humans have certain feelings about (some towns/island people love, tolerate, or hate these hybrids). The players start on their home island where they have been preparing for their quest to become the new Pirate King. they get to decide if they get a Devil fruit power with the disadvantage of not being able to touch salt water again (if they’re in the salt water every roll they make is halved, they’re prone, their movement goes to zero, enemies have advantage on attacks and the character has a major disadvantage on all rolls, 3 rolls with the smallest number being the outcome instead of 2 rolls). The devil fruit powers I have ideas of are flame, ice, water, lightning, rock, wind, metal, smoke, rot, rubber, nature, beast(1 animal shape), animal (all animal transformation), explosion, magic (basically wizard?). If players want a devil fruit they roll a die and get the power that’s coordinated with the number, and the power starts off weak and gets stronger with each level up. Depending on the Devil fruit power, attacks based off of physical damage has a chance to miss with each increase in level will increase the miss chance. The Rot fruit (and a randomized second fruit) goes to the BBEG, Dread Pirate Hoark who was sick of his Valrosians (walrus folk) being taken advantage of and steals a ship for his crew and plans on taking the title of Pirate king for himself. The crew purchase a special ship from the only vendor who will do business with them in town named Scam Likely. This ship is small with the cabin only being about 10 feet by 10 feet, however when going into the cabin it’s 15 feet by 10 feet. This ship ate a space fruit and can level up through sea battle (this will increase space on the entire boat, later give weapons and upgrades to the ship itself). The first couple of sessions would be at the home island to get them comfortable with the new rules. Have I gone insane by making this my first campaign AND a home brew? Yes, but I (and my players) love the idea and I want help from experts making this playable. I have an idea of how to do questlines on land but need help with water traveling, battles, and encounters. Any and all advice will be much appreciated, and if y’all have any questions I’ll answer them to the best of my ability

reddit.com
u/RealRosey — 10 days ago

Adding two datasheets to the same page sometimes causes one to become unformatted

- **Browser(s)** : Edge

  • **Operating System** : Windows 11
  • **Legacy or v3 Renderer** : v3
  • **Issue** : Adding two datasheets to the same page sometimes causes one to become unformatted, as seen in the following screenshots. Columns are separated by \column (nothing changes whether it is or isnt), and there is no overlap between the brackets detailing each datasheet (both are {{monster, frame}}

https://preview.redd.it/pf3p2phrr99h1.png?width=653&format=png&auto=webp&s=70d01e44e8b0568110deaf7651af4631a87f18af

https://preview.redd.it/s13305psr99h1.png?width=660&format=png&auto=webp&s=373556c6cfde81d2d1de24d407dc8d295261cb14

reddit.com
u/Knight_of_The_Crow — 11 days ago