View Full Version : D&D 5e/Next The Best/Your Favourite Homebrew?

2018-12-05, 07:06 PM
Basically what it says in the title. What is the best homebrew in your opinion, or simply your favourite?

2018-12-05, 08:53 PM
My own homebrew is what I've used the most.

I suspect your own will be what you enjoy. :wink:

2018-12-06, 07:11 AM
Pretty much everything released by the Digits of Vecna past 2016. (http://mfov.magehandpress.com/)

Atavist, although I actually personally prefer 5th draft for personal reasons, but 6th is more balanced overall. (https://www.reddit.com/r/UnearthedArcana/comments/94awyp/the_atavist_sixth_draft_with_this_6_archetype/)

And, to mimic Nifft, my own. (https://blackbando.wordpress.com/)

2018-12-06, 01:07 PM
There's a few I use:

Sustained Initiative: Roll initiative only at the end of short rests. Events throughout the day may modify your initiative, as may your rest conditions. Ignore initiative when it's not relevant, and then just simply refer to it when it is. If your Initiative 5 Barbarian attempts to do something stupid, the Initiative 15 Rogue still gets to act first to try and stop it. Overall, it makes RP and Combat very smooth to transition and makes them one fluid thing.

Versatile Modifiers: As long as it makes sense for your class to use one modifier over another, go for it. If a Knowledge Cleric wants to use Intelligence over Wisdom, cool. I monitor things to make sure that they don't break the game, but this opens up a lot of possibilities. Some things, like a Drunken Master monk replacing Wisdom with Constitution would be too efficient, so I sometimes create an inherent flaw (like their modifier is -1, or the lower of two stats).

Slotted Checks: I no longer say "Make a stealth check", now I just say "Make a Dexterity check", and the players tell me what proficiencies that are relevant to it. If it makes sense, I allow it. If they can provide two or more proficiencies relevant to the check that they have, then they get Advantage on their check. If they can provide information as to why their background supports them succeeding on the check, that also counts as a proficiency. That way, you don't have to use Wisdom as a Doctor (Medicine), and allows a lot of other things. If you happen to have Deception AND Performance, then you just happen to be an excellent spy (pretending to be someone you're not).

Updated weapon list: using things that combine mechanical fun with historical uses for weapons. New traits include things like Unbalanced (Disadvantage when an enemy is within 5 feet of you, for melee weapons), Slow (Can only attack once per attack/bonus action/reaction), and Grappler (Instead of attacking, you can use this weapon's attack modifier and reach/range for a grappling roll [so if it had finesse, you can use Dex for the grapple]. You cannot attack with the weapon while maintaining a grapple this way)
Pikes, for instance, were often used by fairly untrained soldiers to halt horses. So I made them a simple weapon with the new traits Unbalanced, Slow, and Special (When you use your action to Ready with this weapon, with the Ready trigger to attack when an enemy willingly moves while within or into your reach, the weapon has these features for the attack provided by the Readied reaction: Reach of 15 feet, advantage to hit, reduces target's speed to 0 on a hit).
Whips were updated to have Unbalanced and Grappler.
All crossbows, except Hand Crossbows, were made into simple weapons.
Short bows were moved into being a Martial Weapon.
Loading now requires a bonus action.
And other changes.

2018-12-07, 11:52 AM
Our group has been playing with the Dragon Adventurer (https://www.dmsguild.com/product/226090/Dragon-Adventurers) for over a year now and it's pretty good.