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Trandir
2019-10-10, 11:12 AM
Well I will play with DM that likes to homebrew is game. A lot. So this is probably the best place to discuss if these rules/buffs/nerfs/adds are good/bad and how balanced are they.
(All official WotC material is legal including UA but the DM has to approve those before one can use them).


The brews of the house:



MUNDANE EQUIPMENT:

Composite bow: 1d8 150/600 you can add your Str mod to the damage (max 2). If someone with less than 10 Str uses this weapon they get disadvantage on the attack

Throwing knife: 1d2 40/80 the knife is destroyed after it is used as a throwing weapon. If you use this weapon in melee you get disadvantage to the attack roll. I you use the action to attack and have two weapon fighting and a free hand you can throw two knifes as part of the same attack. If you have 14 Dex drawing a knife does not require an action.

Catching padded armor: light armor 11 AC +Dex. Reduce by 3 the damage from small projectiles such as arrows, daggers, darts ecc.

Chain mantle: medium armor 13 AC +Dex max 2. This mantle can be used as armor but the only thing that keeps it attached to you is a single leather strip, as an object interaction you can remove this armor.

Multi-plates armor: heavy armor 17 AC. The multiple plates sacrifice some of the durability of the full plate armor but you are able to move easly. You do not have disadvantage on stealth checks.

Buckler: +1 AC. This shield leaves the hand free. If that hand is used you do not gain the benefit from the shield but it can held object with no penalities.

Tower shield wood/metal: +3/4 AC. As an action you can put the shield on the ground and consider it as a 5×10 feet wall in one side of your square (you get full cover but a spellcaster can still target the shield. The shield is so massive and so heavy that you take a -2/3 penality on attack rolls while you are using it. You can use a tower shield only if you are proficient in both shields and heavy armor.

Spikes: a metal armor can have metal spikes on it. If you are in a grapple or you receive an unarmet attack you deal 1 P damage to the opponent. Your unarmed strikes deal 1 P extra damage, if the armor has gauntlets the damage is increased by 2 instead.

Reinforcements: applicable only to clothes, robes or light armor, this leather reinforced adds make the armor heavier so it is considered as a medium armor and requires the corresponding proficiency (you still get the full Dex bonus). If you have no weapon, focus or shield you get +1 to the AC and +1 to unarmed attack and damage rolls



FEATS:

All feats that provided a an ability score increase no longer provide them (with the only exeption being HAM);

Keen Mind, provides an extra prepared spell;
Heavy Armor Master, keeps the +1 to Str;
Sharpshooter, the malus to hit is decided by you and can be up to your level to a maximum of +5 at lv 5 and you deal twice the malus as bonus damage;
Expertise (is now also a feat), choose a skill that you are proficient in you double your proficiency bonus for that skill's checks;
War Caster, the feat doesn't provide advantage on Con saves to maintain a spell if another spellcaster used magic to trigger the ST;
Observant, you get a +2 on active perception and investigation skill checks (the passive bonus is still +5);
Tough, the hp bonus is halved (+1 per level instead of +2);
Lot of feats have stat requirements or higher ones (most notably magic initiate requires 13 in that class spellcasting ability).


CLASS FEATURES:


You get feats for "free", one at lv 1 and one more at lv 5, 9, 13, 17, 20. The DM is willing to homebrew to accomodate roleplay at the cost of a feat, like 1/rest use of wildshape, or you can craft your spell (it still need to be approved by the DM first), these custom feats can be chosen only at lv 1, 9, 17 and 20.
The ASI is 1 ability score and happens once at every even level (the figher with the 6th and 14th level score increase gets 3 points or a feat and 1 point);
A PC can't get 18 or above in any ability before lv 4 and can't get to 20 before lv 10;
The bonus HP gained from leveling can be determined by a roll or the average resoult. If the player decides to roll he is entitled to roll the dice a number of times equal to his Con modifier (min 1 max 3) and choose the resoult that he prefers. Than you add your Con modifier and other bonus (tough, hill dwarf racial, dragon sorcerer ecc...)





At lv 1 you get two weapon fighting combat style (in addition to the rest of the class features);
Berserk sublass is buffed, frenzy exaustion are recovered 2 at a time allowing it to be used twice every adventuring day with little to no consequences, intimidating presence DC can depend (player's choice) on Cha or Str but if the opponent has higher Str than the barbarian he gets advantage on the save.




Arcane domain (totally different from knowledge):
Domain spells:
lv 1 detect magic, magic missile
lv 3 magic weapon, Nystul's magic aura
lv 5 counterspell, magic circle
lv 7 arcane eye, Leomund's secret chest
lv 9 planar binding, teleportation circle

lv 1 you get 2 wizard cantrips of choice and are considered as cleric spells.
lv 2 you can use turn undead also against fey, demons, celestial elementals as by the rules against undead. At lv 5 on a failed save the creature is exiled for 1 minute instead.
lv 6 spell breaker: when you use an healing spell on an ally you can end one spell effect on him (only spells of level equal or lower than the spell slot used to cast the heal can be dispelled this way).
lv 8 cantrip get Wis to damage
lv 17 you can add one wizard spell of each lv 6 7 8 9 and add them to you domain spells, they are now cleric spells.



If a circle of the moon druid's wild shape is broken you are incapacitated for 1 round.
At lv 14 moon druids upgrade the forms they can take to creatures of 1/3 of your druid level level



New fighting style:
Unarmed fighter, your unarmed strikes deal 1d4 damage and if you used your attack action to make an unarmed attack you can spend a bonus action to make another unarmed attack.

New subclasses:


Lv 3: Martial Technique
The fighter unarmed strike deals 1d4, at lv 7 this increases to 1d6 and at lv 11 to 1d8. This feature applies only if the unarmed strike deal less damage than this feature damage dice.

Lv 3: Unarmed Combat Superiority
At lv 3 you get 4 combat points, these increase to 5 at lv 7 and to 6 at lv 15. You regain all combat points after a short or long rest.

Lv 3: Combat maneuvers
At lv 3 you learn the maneuvers "Lightning Disarm", "Clinch", "Projection" plus 3 of your choice. You learn a new one every 2 level after the 3rd. Every maneuver consumes a combat point if such cost is listed in that maneuver's description. You can use these maneuvers only if you have both hands free and do not wear heavy armor. You can use only one maneuver per round unless otherwise noted. Some maneuvers have special requisites to be learned listed in the description.

Maveuvers:

Lightning Disarm:
If an enemy attacks you with a melee weapon and the difference between his attack roll and your AC is less than the Dex bonus to your AC you can use this maneuver. You make an opposed strength check, if you win you can throw that weapon 5 feet away or equip it yourself.

Clinch:
If you hit with an unarmed attack a creature you can try to grapple that creature.

Projection:
You can use this maneuver in one of his 3 variants depending if you meet the requirements instead of one of your Attacks from an attack action. You can use this maneuver only on creatures up to one size larger than you. Make an strength check opposed by the opponet's strength or dexterity check (his choice). If you win the check the opponet falls prone and takes damage equal to your Str mod. (You can use this maneuver after a Clinch)
variant 1) Suplex: req. you have to be behind the opponent and be in a grapple with him. The opponent falls prone 5 feet behind the fighter;
variant 2) Body Slam: req. none;
variant 3) Takedown: req. have moved at least 5 feets in a straight line towards the opponent. The opponent falls prone 5 feet further from his original position.

Vital Strike:
By spending a combat point, you can use this maneuver only on a creature up to one size larger than the fighter that has the grappled condition after you hit it with an unarmed strike. You can use this maneuver after a Clinch. Choose one of the following when you perform this maneuver: Eyes, Throat, Ears and Genitals (creaures with an unusual sumber of any of this body parts or with non discernible anathomy are not affected by this maneuver). The creature has to make a Con ST or be subject to the corresponding effects (if the "opening" strike was a critical the creature automatically fails the ST):
Eyes: the creature is blinded and is incapacitaded untill the beginning of the fighter's next turn.
Throat: the creature can't talk and isincapacitaded untill the beginning of the fighter's next turn.
Ears: the creature is deafened and incapacitaded untill the beginning of the fighter's next turn.
Genitals: the creature falls prone and is incapacitaded untill the beginning of the fighter's next turn.
(after the maneuver resolves if the fighter was the one grappling the opponet the grapple ends)

Evasive Movement: by spending a combat point and you bonus action you can take a disengage action.

Close Combat: if a creature provokes an opportunity attack from the fighter he can use a combat point to try to grapple the opponet (this does not consume the reaction).

Dodge: when you are receiving an attack you can spend your reaction and a combat point to double your Dex bonus to AC against that attack.

Bulldog Chocke: you can use this maneuver only on a prone creature. You make a melee attack against that creature, on a success you can attempt to grapple that creature. On a success that creature is suffocating (the creatue can survive a number of rounds equal to his Con mod. This condition is probably ovetuned and will probably be sunject to modifications further down the line). This maneuver has no effects on creatures that do not need to breathe.

Counterstrike (req. lv 5): if a creature is attacking you you can use a combat point and your reaction to try to interrupt your opponet. Make a melee attack against it, if you hit that creature makes a Con ST or his attack is interrupted.

Dirty Boxing (req. lv 5): if you are in a grapple you can spend a combat point to gain advantage on all attack rolls against the other creature in the grapple untill the grapple condition persist.

Guard Break (req. 16 Str): you can use this maneuver instead of one of your attacks by spending a combat point. Make a melee attack, on a hit the opponet taked damage equal to your Str mod. and it loses all benefits from a shield and you get advantage on all attacks against it for the rest of the turn.

Superman Punch (req. lv 5 and 17 Str): When you make an unarmed strike you feint a kick to lower the opponent's guard from the upcoming pounch. The opponet makes an insight check opposed by your maneuver DC. On a fail your attack becomes a critical. (This maneuvers has no effect on creatures with an intellect too low or none at all)

Front Kick (req. 16 Str): when you are making an unarmed attack you can use this maneuver. If you hit the opponent make a Str ST or is pushed 5 feet away, if you moved at least 10 feet toward that opponent before making the attack it is pushed 10 feet away instead. It the "opener" was a critical the opponent also makes a Con ST or it becomes unconsious for 1 round.


Leg Kick (req. 16 Dex): when you make an unarmed strike you can spend a combat point. On a hit the creature makes a Con ST on a fail that creature is stunned untill the beginnin of the fighter's next turn. It the "opener" was a critical on a fail the creature becomes unconscious istead of dazed for the same duration.

Uppercut (req. 14 Str): you can use this maneuver only when you are grappling a creature and you make an unarmed attack by using a combat point. On a hit the creature makes a Con ST or it falls unconscious untill the end of his next turn.

Low Kick (req. 14 Dex): you can use this maneuver when you are making an unarmed attack against a creature of up to one size larger than you. On a hit tje creature makes a Dex ST, on a fail it falls prone, on a success his speed is halved untill the end of his next turn.

Crane Kick (req. 16 Dex): you can use this maneuver only if you moved towards an opponet, of up to one size larger than you, by at least 5 feet and you make an unarmed strike by spending a combat point. On a hit the opponent makes a Con ST, on a success it is incapacitated untill the end of his next turn, on a fail it falls prone unconscious untill the end of the next round.

Dropkick (req. 16 Dex): if you make and unarmed strike against an opponet after moving at least 10 feet towards it you can use this maneuver. This attack deals 2 times the unarmed strike dice damage. After you use this maneuver you fall prone.




Lv 3: Exceptional Training
You get proficiency in athletics, if you are already proficient you double your proficiency bonus.

Lv 7: Always Ready To Fight
You can't be surprised while conscius and you get advantage on initiative checks.

Lv 10: Improved Unarmed Combat Superiority
When you roll initiative without any combat point left you can restore 1 combat point.

Lv 15: Iron Body
You get resistance to P, S and B damage from nonmagical sources.

Weirdly no lv 18 feature. The DM would probably add one if someone will play one up to that level.

My very own addition and what I will play as:

Lv 3:
Board Techniques:
When you are wielding a shield you can use the following maneuvers
•Bash
You can use your shield as a weapon it deals 1d4 B damage. If you use the shield this way you lose the bonus to AC untill the beginning of your next turn. At lv 7 the shield dmage dice increase to 1d6 and increase again to 1d8 at lv 10, 1d10 at lv15 and 1d12 at lv 18 ( I discussed and concluded that a progression from 1d4 to 1d8 is better since no one handed weapon deals more than 1d8 but I asked the DM if it was ok to take it all the way to 1d12 and who would ever refuse extra average damage?). A magical shield with a +1/2/3 bonus adds his bonus as if it was a weapon when it is used as one.
•Shield Projection:
When you take the Attack Action and after you attack a creature you can use your bonus action to make an athletic check opposed by your that creature athletic/acrobatic check. If you win you can move up to half your speed and push the opponent in the same direction if his size is up to one size larger than you.
•Wall Splat:
If you Shove or Project a creature against a wall (or other solid objects of at least one size larger than the creature) that creature offers advantage on the next attack made against it.

Lv 7
Heavy Lifter:
You get proficiency in the athletic skill, if you are already proficienty in it your proficiency bonus is doubled. Also if you are making an athletic check opposed by a creature of size smaller than yours you get advantage on the check.

Lv 10
Advanced Board Techniques:
•Avanced Bash:
If you use your shield to make a Bash attak you can keep your shield bonus.

•Advanced Shield Projection:
You can move up to your speed instead of half. If you and the opponet moved at least 10 ft. the opponent makes a Dex save (DC 8+Pro. bonus+Str mod.) or falls prone.

•Advanced Wall Splat:
After you Wall Splat a creature that creature make a Con save (DC 8+Prof bonus+Str mod.) on a fail all attacks against it have advantage untill the beginning of your next turn, on a success it offers advantage only on the next attack made against it.

Lv 15
Perfect Stance:
If you are wielding your shield you are considered in half-cover against all attacks against creatures that you can see.

Lv 18
Resonating Strike:
When you deal damage to a creature with a Bash you can make that creature take a Con save (DC 8+Prof bonus+Str mod.) on a fail it will have disadvantage on his next Int, Wis or Cha save. If the creature succeds the save it is immune from this feature untill the beginning of his next turn.







You get two weapon fighting as combact style.



New feature:
Magic Recycling
From lv 3 a sorcerer can recover spell points equal to half (rounded up) of what it would have costed to create them with creating spell slots. Spells of level higher than 5 are considered of 5th level when you use this feature. You can use this feature again after a long rest. At lv 17 you can use this feature twice per long rest

Cheap Magic
From lv 5 the use of creating spell slots costs half (rounded up) sorcery points when creatig spells of 1st level. At 7th level this feature reduces the cost of 2nd level spells as well, and at 11th level spells of 3rd level.

At 7th level a sorcerer can choose a new metamagic option to learn.

4 mew metamagic options:
Maximize spell
When you roll any dice do determine the effect of a spell you can spend sorcery points equal to that spell level to use the max possible resoult instead of rolling. You can use this option even if you already used a metamagic option on the same spell. (Sleep op op at low levels)

Wide spell
By spending 2 sorcery points you can double the area of effect of any damaging spell.

Penetrating spell
By spending 2 sorcery point any spell can ignore any resistance a creature has. You can use this metamagic option even if you already used a metamagic option on that spell.

Lethal spell
When you roll damage dice you can spend sorcery points equal to that spell level to add dice equal to half of those dice to the roll.

Wild Magic:

New feature
Spread the Chaos: at 1st level you choose a school of magic. When you roll for an effect on your wild magic table after you cast a spell of the choosen school you can decide the effect to target a random creature up to 30 ft from you rather than yourself. You have to declare that you are using this feature before the effect is decided. This feature has no effect if the effect doesn't target the caster. At 7th and 17th level you can choose an additional school of magic.
You learn the spell chaos bolt, this spell does't count towards your limit of spells known.

Bend Luck buff (I think)
This feature no longer costs sorcery points. It can be used a number of times equal to your carisma modifier. You regain all uses of this feature after you complete a long rest.

Magic Bombardment buff
This feature now allows you to throw again any number of dice. This feature does not consider the dice rolled by his own effect. Maximized spell option skip the roll so this feature has no effect on a spell cast using that metamagic option.

New subclass:

This subclass has 2 variants: white witch (WW) and black witch (BW).

Witchcraft
At 1st level you learn sylvan and you double your proficiency bonus on charisma checks made to interact with fey creatures.

Bonus spells you know a bonus cantrip and 1st level spell. You can cast the 1st level spell once without consuming a spell slot, you can cast that spell this way again after a long rest.
BW spells:
Toll the dead
Cause fear

WW spells
Spare the dying
Cure wounds


Witch's hex
At 6th level a witch is capable of granting curses or boons without even drawing from his magic. This feature can be used a number of times equal to the witch's Cha modifier and the uses are restored after a long rest. A BW can cast a hex with effects of bestow curse. A WW can spread a boon with the same effect of a bless casted with a 3rd level slot. Using this feature requires 1 action.

Fey Familiar
A 14th level witch can perform a 1h ritual (that costs 100 gp in materials). This feature effects is the same as the 6th level spell Conjure Fey exept as noted here: the fey creathre must be of the same allignement as you, this feature does not require concentration (the fey is bounded untill the death of eother the creature or the witch). Performing the ritual while you already have a fey familiar causes the old one to be freed of his condition and the new one takes his place.

Sabbath
At 18th level you can perform a 24h long ritual (that requires 1000 gp in componsnts) with different effects based on what tyle of witch performs it (only one effect can be active at a time, by performing the ritual again you can change the bonus that it provides) :
BW:
1) you can cast plane shift once per long rest without consuming spell slots, you do not need to know the spell to use this benefit.
2) Can spend a 9th level spell slot to charm (as per the charm person spell) every person in a 1.5 km (0.932 miles) radious
3) You can use a 9th level spell slot to cast imprisonment but you can only choose slumber. You do not need to provide the material components to use this feature
4) you can use a 9th level spell slot to summon the spirit that once was a black witch. This is a friendly lv 11 witch NPC that will help the summoner for 1h after his conjuration.

WW
1) you can cast plane shift once per long rest without consuming spell slots, you do not need to know the spell to use this benefit.
2) Can spend a 9th level spell slot to cure (as per the lesser restoratiom spell) every person in a 1.5 km (0.932 miles) radious
3) You can cast omce every 7 days true resurrection to resurrect a good creature, you do not need to provide any material ccomponent to use this feature.
4) you can use a 9th level spell slot to summon the spirit that once was a white witch. This is a friendly lv 11 witch NPC that will help the summoner for 1h after his conjuration.







Signature spells buff: the chosen spells can be used up to a number of times equal to Int mod without spending spell slots instead of twice (once per spell).

Enchantment:
Hypnotic gaze buff: the condition is interrupted if the creature is more than 30 feet away from the wizard.


Evocation:
New feature Imbued evocation: from 3rd level your evocation spells are considered as cast with a spell slot 1 lever higher than the slot used. If the spell gains no benefit from this and deals damage it deals 1d8 bonus force damage.
Potent cantrip buff: if you use a cantrip that requires an attack roll you have advantage on that roll

Necromancy:
Undeat thrall buff: spells that raise dead or create undead now target one more creature or create one more undead. The undead created by the wizard add his proficiency mod to all damage rolls not only those from weapons.

Kane0
2019-10-10, 04:16 PM
What is the purpose of the throwing knife? Regular daggers do pretty much the same job. It seems like this is here to enable throwing and TWF as better combat options (and to be used together) when there are better ways to go about that without making a single weapon a special snowflake solution

Catching padded armor gives you the effects of the Heavy Armor Master feat for free, even if it only works for piercing damage

Tower shield is a bit clunky, i'd recommend just having it as being a regular shield that can grant half cover in one direction (which also works against you unless you go around it or move it out of the way)

I don't see the function of reinforced clothing/light armor?

Keen mind is still not that great, especially since its benefit doesn't apply to noncasters or spells known casters

Changes to the sharpshooter -5/+10 is fine, though I think it might be better to base if off of proficiency bonus

Expertise in one skill for a whole feat isn't great, just have a look at Prodigy

Tough was already a balanced but not super popular feat (though perfectly functional), why nerf it?

Oh, up to 6 free feats on top of regular ASIs which are now every two levels. I see. That should probably be toned down a few notches, that's a DM headache waiting to happen.
Even if you reduce how many freebies you get you still might want to consider chopping up the bigger, multi-bullet-point feats into smaller chunks.

Frenzy changes are good

Lvl 14 moon druid what creatures are we talking about? Just beasts and elementals or ANY creature type?

Unarmed fighting style I think can be done better elsewhere, such as treating unarmed strike as a light melee weapon and thus qualify for standard TWF.

Not really certain that Barbarians and Rogues need the TWF style, as above it seems like you're trying to rework the TWF rules in a roundabout way. If homebrew is on the table don't work around yourself, just change the TWF rules if that's the end result you want.

Sorcerers are still completely unable to change their metamagics known and are largely strangled by their spells known. Cheaper casting leads to more spam but at least it offsets the resource bleed of Font of Magic.

Wizard really doesn't need any of those buffs.

Edit: If I didn't mention something I probably think it's fine, the fighter subclasses i've already had a look at in your other thread. Hope this helps and feel free to have a look at some of my own brew if it interests you!

Trandir
2019-10-10, 05:00 PM
What is the purpose of the throwing knife? Regular daggers do pretty much the same job. It seems like this is here to enable throwing and TWF as better combat options (and to be used together) when there are better ways to go about that without making a single weapon a special snowflake solution


The fact that you can throw 2 knives with a single attack, a lv 20 fighter can throw 18 of those things on a single action surge turn.



Catching padded armor gives you the effects of the Heavy Armor Master feat for free, even if it only works for piercing damage

Tower shield is a bit clunky, i'd recommend just having it as being a regular shield that can grant half cover in one direction (which also works against you unless you go around it or move it out of the way)


They are that indeed. A feat built into a mundane equip and a category of shields as clunky mechanically as they are to move around.



I don't see the function of reinforced clothing/light armor?


I honestly have no idea. I guess they are a support for the martial fighter subclass. Or in general a thing that exists.



Expertise in one skill for a whole feat isn't great, just have a look at Prodigy

Yea but prodigy is a racial feat. This one can be taken by everyone. Not great but still.



Tough was already a balanced but not super popular feat (though perfectly functional), why nerf it?

Oh, up to 6 free feats on top of regular ASIs which are now every two levels. I see. That should probably be toned down a few notches, that's a DM headache waiting to happen.
Even if you reduce how many freebies you get you still might want to consider chopping up the bigger, multi-bullet-point feats into smaller chunks.


That was his reason. Tough is an ok feat but it has to compete with ASI and other feats on a regular game. Here almost any PC will get it soon or later for a great deal of bonus HP




Lvl 14 moon druid what creatures are we talking about? Just beasts and elementals or ANY creature type?


That isn't worded very clearly. I quoted the DM resources but I think the intended ruling is to delay the improvement of circle forms from the 6th level to the 14th level.



Unarmed fighting style I think can be done better elsewhere, such as treating unarmed strike as a light melee weapon and thus qualify for standard TWF.

Not really certain that Barbarians and Rogues need the TWF style, as above it seems like you're trying to rework the TWF rules in a roundabout way. If homebrew is on the table don't work around yourself, just change the TWF rules if that's the end result you want.


They are not very impactfull. The DM just thought that barbarians should be able to fight with 2 axes from the get go and the rogues with 2 daggers from the get go.



Sorcerers are still completely unable to change their metamagics known and are largely strangled by their spells known. Cheaper casting leads to more spam but at least it offsets the resource bleed of Font of Magic.


Oh I missed some homebrews I have to add them.



Wizard really doesn't need any of those buffs.


I know but it's not my game. Also he still have to properly playtest most of this stuff so if he feels that these buffs are unecessary he will change them.



Edit: If I didn't mention something I probably think it's fine, the fighter subclasses i've already had a look at in your other thread. Hope this helps and feel free to have a look at some of my own brew if it interests you!

Thank you for all the help and opinions.
I posted this thread but I forgot a couple of homebrew including a quite umbalanced one