#homebrew

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mordredmanor:amatuerdiydungeon:I love watching two people who can just fight perfectly together, and

mordredmanor:

amatuerdiydungeon:

I love watching two people who can just fight perfectly together, and was like ‘how would you translate this to D&D?’ This is the first attempt, will probably take some tweaking to make it valuble but not overpowered. 

[id: a piece of dnd homebrew of a feat called “Battle Couple.”

Prerequisite: two characters must take this feat at the same time.

You’ve had so much experience fighting side b y side with your companion, it’s like you can guess what they are going to do. As a result you gain the following.

  • Your two characters can fight from the same space and gain a +1 to attacks while doing so.
  • When you are within 10 feet of your partner and they successfully makes an attack on their turn, you can use your reaction to make an attack against an enemy within range.
  • When you are within 10 feet of each other and are both required to make a a saving throw against an area effect, and only one of you passed the other can add the others base modifier being used to their throw in an attempt to pass.]

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dnd-homebrew5e:

Commissions

Hello, everyone. New post talking about commissions again. Like most people right now, My position was terminated due to COVID-19. So, my commissions are very much so open.

- Race/Racial Hybrid ($25 for just Racial Traits)

- Race/Racial Hybrid ($40 for full racial pages)

- Monster Stat ($30 or higher depending on how complex)

- Magical Item(s) ($15)

- Tier System Magical Item(s) ($35 or higher depending on how complex)

- Subclass ($25)

- Spells ($15 for one spell + $5 for additional spells)

To anyone that commissions in bulk which will mean all money up front, I will gladly give you a discount.

Alternatively, if you would like access to plenty of exclusive homebrew material you can pledge to My Patreon!

If you’re interested in a commission, follow this link to get to my Commission Form. There are more instructions there to follow. Just reblogging this is helpful as well.

5theditionhomebrewing: @kf-tea made this rad dragon chicken and I wanted to use it in a game. There’

5theditionhomebrewing:

@kf-tea made this rad dragon chicken and I wanted to use it in a game. There’s already a few changes I want to make, but I love this savage little thing. Thinking about making an ‘adult’ version of it. A pack of 8 foot tall dragon chickens running around sounds terrifying.


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dnd-homebrew5e: I know a lot of people that played 4e miss being able to play a Deva and for some an

dnd-homebrew5e:

I know a lot of people that played 4e miss being able to play a Deva and for some an Aasimar doesn’t cut it. So, I decided to make a simplified 5th edition version of a playable Deva race! Enjoy.

If you like my work, a donation is always appreciated. My Ko-Fi


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A great early item for a druid, not too powerful and making more forms usable in situations they would otherwise be a bad choice.

Don’t get me wrong I love wall of fire but it does kinda be worded terribly. And at such a high level it’s hard to have it be your characters signature so

Grey dragons are the bulkiest true dragon: flying becomes a hassle and is really only used to jump higher. They also lack a breath weapon but make up for it with unmatched physical prowess. In combat they combine the arrogance of a red dragon, and the lack of tactical know how of a white dragon, which while seemingly counterintuitive leads to them being the most aggressive combatants. They make lairs with hallways just large enough for themselves to charge through leaving little room for adversaries to dodge. Due to this tactic the grey dragons lairs are usually underground and made of solid stone durable enough to withstand their rampages. Dwarves and Grey Dragons particularly have bad blood as the Grey Dragons favorite food is precious metals and gems causing the two races to butt heads often. Due to this Grey dragons typically have smaller than average hoards.

Grey dragons have rounded armored bodies assisting in their charges, with small scales that seem smooth from far away. Scars are uncommon since when they recover after a fight the damaged scales are shed and replaced by clean ones. Just like the body, each limb is thicker and more capable of being used as a blunt weapon.

Lair and lair actions under the cut

Lair and Lair Actions

A Grey Dragon’s Lair

Grey dragons lair in deep caves, or dwelling within the deep halls of abandoned mines and dwarven strongholds. Large buildings with hallways just wide enough for the dragon to charge down are most prized.


Grey dragons spend their free time—which they have much of— digging out and rearranging their lairs to trap intruders in lose lose situations. They have surprisingly low ambitions for dragons, preferring to eat and relax in their lairs over controlling new territory.


Servants are attracted to grey dragons not through necessity, but due to believing the dragon would be a threat otherwise, which the dragon is unlikely to correct.


Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:


The ground falls away from a point on the ground the dragon can see within 120 feet of it, creating a 15-foot-deep hole. Each creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one as they fall into the pit.

A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Debris or a stalactite falls onto a point within 120 feet of the dragon that it can see. Creatures within 5 feet of that point must make a DC 15 Dexterity saving throw taking 10 (3d6) bludgeoning damage and be trapped under the rubble on a failed save or half as much and not be trapped on a success. While trapped a creature is prone and considered restrained. It or another creature within 5 feet can use their action to attempt to remove the rubble, freeing the creature on an athletics check of 15 or more.

Regional Effects

The region containing a legendary grey dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:


Beasts within 6 miles of the lair are sluggish and careless.

Small caverns form under dry dirt causing those who step on them to possibly fall in.

Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental eartg into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.


Waystones are important religious and magical artifacts of stone giants. They are magically connected, and with the help of a keystone a stone giant can send others to another waystone. The guardian is heavily trained, and equipped with heavy armor and a keystone which is a greatsword that grants powers to its chosen guardian. The keystone absorbs and transfers the powers from the waystone to its wielder, those being of thunder and lightning. Guardians protect the waystone and care for it for half of their lifespan before passing down the keystone. They protect the waystone with their life, and would die before retreating.

Lo'sha is pale skinned woman, appearing human. She is about 7 feet tall and slightly below average weight, her hair and nails are long and black, her eyes and smile are just a little too dark and deep. She wear a black dress that accentuates her figure a bit too much, despite her looks and nature she desires a simple life, offering magics and potion services.

These dangerous desert dwellers are often misidentified as burrowing worms, snakes, land sharks, and sometimes as dragons. They have long bodies with insectoid carapaces made of bone, with red exposed skin. The top of their bodies have durable spines made for burrowing that they use to slide through sands. The front ends in a massive mouth with a smooth plate of bone and teeth capable of swallowing adventurers and their horses whole. Despite their large size they avoid direct confrontations, choosing to stalk from a distance until nightfall or the prey gets caught apart from its friends.


The only warning one is chasing you are the dorsal spikes poking out of the sand, and the only reliable way to kill one is to lure it into a trap where it can forcefully be unearthed usually through concussive devices and magics, and then it must be harpooned or otherwise prevented from reburrowing into the sand.


Their eyesight is poor, to the point that they don’t open them unless deafened. Their hearing is more than up to the task of taking over for them but exposes it to being harmed by loud enough noises. High enough volume can temporarily cripple the lurker.

Grand wyverns, sometimes called alpha or great wyverns, are immense in size, slightly smaller than an ancient white dragon. Lacking the brains of a true dragon, grand wyverns remain top dog in their territory through unmatched violence. Should an adventurer trespass accidentally but manage to get far enough away the wyvern might let the person live, so long as it wasnt hungry.

I’ve always thought trapping people in paintings was cool but it was always a villain thing to do. Now your players can be the interesting one who stories are written about

Spider tanks are huge constructs created for war and destruction. The construct itself is autonomous but lacks the ability to think, simply completing commands of its masters as best it can. Its mouth area is covered in grinding saw blades, and it has several spear turrets that drag prey towards the blades. Additionally a small chemical factory inside the tank creates a sticky caustic solution used to slow and harm enemies.

Spider tanks are huge constructs created for war and destruction. The construct itself is autonomous but lacks the ability to think, simply completing commands of its masters as best it can. Its mouth area is covered in grinding saw blades, and it has several spear turrets that drag prey towards the blades. Additionally a small chemical factory inside the tank creates an acidic sticky solution it uses to slow and harm enemies.

Buffs are cool. Make your fighters buffer, buffs are cool.

Fisbans hoard mimic is just a big mimic, I wanted one that was closer to a unique boss fight. This one is intended to BE the arena you fight on. Sure it’s more work for the dm but you wouldn’t be following me if you enjoyed simple statblocks.

Pretty much a sarlac pit but harder to attack.

I just wanted to come up with a unique spell that didn’t function anything like ones already in the game, so here

Kinda cringe that mass cure wounds exists but not the rude version so here.

Vaporloths are small gargoyle like creatures, hunched over with rough leathery skin. They have small wings, a long spindly tail, and ram like horns. Their left arm ends in a serrated claw while their right ends in a long needlelike spike These yugoloths prefer to take contracts that would have them defending an area or item, they follow their contracts terms exactly. Despite not being overly strong, or particularly tough, Many thieves have met their end to one of these without landing a single hit on it as they dash out from shadows before slicing into the target and disappearing into a puff of purple smoke.

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