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#homebrew mechanic
dailyadventureprompts · 4 months
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Friends, can I share one of my favourite bits of 5e homebrew?
This system (specifically the concept of a depletion die) has been a FANTASTIC addition to my campaigns, as it really breaks players out of that habit of hording consumable items and never using them for fear of needing them more at some point in the nebulous future.
You know what else this system is great for? ADVENTURING SUPPLIES. Now rather than expecting my party to go shopping and fiddle with small change and encumbrance, I just say they have a group "supply die" that's split across all their packs and baggage. How large is that supply die? Tally the group's collective strength bonus and compare it to the "average remaining uses" section of the chart. How much does it cost to resupply? There's a handy-dandy "cost" chart that you can just multiply by 10.
Rather than tracking rations, we just roll the supply die once at the end of each long rest. Whenever my party needs a random doodad that they that they could've picked up in town, they can roll the supply die and take it out of their bag, after that it's added to their permanent inventory until they lose it. Beasts of burden and carts act as a separate strength tally, with a beast able to carry 2x it's base strength bonus by default, and a cart multiplying that number by 5.
I've been looking for a system this elegant FOR YEARS and and finally I have it. Enjoy friends, let me know if you end up using it in your own campaigns.
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Variant Feature: School Adept
Compared to my usual brews, this one's a lot smaller in word count, but arguably much wider in scope.
The School Savant feature that was slapped onto all of the PHB wizard subclasses always felt like a strange case to me. For one, few other classes interacted with gold at all aside from equipment. More importantly, though, it actively discourages players from specializing into the spell school that they've supposedly specialized into, in the hopes that it might pay dividends with a scroll later down the line. Despite wizards being one of the strongest classes simply due to their spell list, I feel like this feature was simply poorly designed, and detracts from the class as a whole. None of the later subclasses even attempted to touch such a thing despite being an obvious pattern to draw from, and seemingly nobody cared.
I've seen minor reworks of the feature, most often allowing the discount to occur retroactively to any spell scroll for each spell of the relevant school learned. But even that doesn't seem like it really pushes the idea that you're the ultimate master of a school of magic, as a wizard ought to be.
Hence, this feature. A variant of Bard's Magical Secrets, locked to a single school of magic, with a similar schedule to Eldritch Knight's off-school spells. Incidentally, this timing also means you're missing out on many of the biggest power spikes in spell lists, having to delay many of the most premiere spells by at least a level if not a tier.
Necromancy was given access to healing spells because if there's one school that deserves to have mastery over life and death, it's probably not Evocation. They're already getting all the best blasting spells in the game for free.
Even if you only pick Wizard spells, you're still getting a good number of extra spells known, so this feature is a lot stronger than School Savant (which in some games will do literally nothing.) It might be prudent to take power away from some of Wizard's other features in exchange if this proves overbearing - probably Arcane Recovery, but that's really the only other feature Wizard can really mess with.
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introverting-rn · 11 months
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Fucked Up Sleeping Habits
Roll a d100 every time you take a long rest. Under normal conditions, rolling a 20 or below will result in such a vivid nightmare you take an exhaustion point. If you are particularly hurt, particularly calm, or there are any other factors influencing your sleep, raise or lower the DC as you see fit. This counts as a general ability check and is rolled flat. Under unnatural conditions for sleep such as sleeping spells or being knocked out, the DC is automatically passed.
Death from Fucked Up Sleeping Habits exhaustion is not instant. After receiving the 6th point you become fevered, and if you are stabilised or healed within three hours, you regain 1 hit point and are unconscious until 24 hours pass. In this time, you can’t have nightmares, and will wake up with only 2 exhaustion points. Healing spells cast in a 3rd level spell slot or higher can revive you before 24 hours pass, but you will wake up with 4 exhaustion points.
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tabletopresources · 2 months
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[reddit]
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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elphael · 5 months
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INSOMNIA 4th level Enchantment
Casting Time: 1 Action Range: 30 ft.  Components: S, M (a petrified eyeball) Duration: 24 Hours
You curse the dreams of a creature you can see within range. The creature must make a Charisma saving throw. There is no effect on a successful save and no immediate or noticeable effect on a failed one. Upon attempting to take a short or long rest, the target finds that they are unable to gain the benefits of a rest. The creature takes exhaustion points as necessary from lack of rest (XGE p78) as wakefulness becomes a maddening prison. 
At higher levels. When you cast this spell using a spell slot of 5th level or higher the duration increases by an additional 24 hours for each spell slot above 4th level. 
Suggested Classes: Bard, Warlock, & Wizard
Commission for @thenuinn. Commission information here.
NOTE: This spell can be countered by Greater Restoration, Counterspelled, or removed with an appropriately leveled Dispel Magic. While intimidating, there are numerous ways to deal with the spell. Its primary use in my opinion as an author is to impose horror upon characters, be they NPCs or PCs within a narrative and the roleplay that comes from that. 
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stupidsexygrizzop · 11 months
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listen. listen. i fucking adore long form ttrpg campaigns. i love letting the story linger and the characters grow and all of the great stuff that comes with giving a story time to tell itself.
however
i need brennan to let the crew level up and i need it to happen now not because of how lethal level 1 is, but because i may actually go insane if i have to spend another few months guessing at what the subclasses are going to be
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rollforimagination · 4 months
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Mechanic/Feat Idea
Silliest worshipper
Description: You have the ability to use Divine Intervention and all the other “Ask to your God” spells any times you want with an instant recharge only if you use it for something silly (DM’s decision) and if your God is Chaotic-Neutral/Good aligned.
Functionality: You use the spell to ask something silly to your God (another of the same meal you just had, to win a low/no reward slug race, have a nice silly hat, find a good pun on the spot, etc etc) and the God does it, then you feel a pat on your head and hear an astral voice say “Yes, sure darling, no need to use your precious spells for this” you feel warm and then everything turns back to normal, with your wish granted.
This can also work for warlocks only if your patron is Chaotic-Neutral/Good aligned.
In general, this can take effects if your deity is a momma type, even if it’s Lawful/Good but if it is Lawful/Good sometimes it will say things like “But next time use it for good alright sweetie?” making you feel slightly guilty, the more you use it for sillies without using it for something good.
Inspiration: the BG3 playthrough of @dare-to-dm (silly paladins are my favourite, use this so you can have fun in D&D sweetie ❤️)
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malevolententity · 26 days
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sometimes i wonder if m a dnd elitist and then i remember no. i actually just enjoy a wide spread of ttrpg systems indie and mainstream. and just get very annoyed that everyone else in the world is seemingly too allergic to shopping around for systems so instead of finding an indie system that does what they want. theyll just break dnd to the point where it doesnt even resemble dnd anymore. like oh? youre playing dnd 5e but youve changed half the stat names and all basic mechanics? and the only dice you roll is d6s?? GO BUY MONSTER OF THE WEEK. THAT IS THE SYSTEM U WANNA PLAY IT ALREADY EXISTS AND IS VERY FUN. YOU CAN PLAY OTHER GAMES ITS OKAY I PROMISE
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gynandromorph · 4 months
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it's unbelievable to me that rain world is NOT considered "one of the greats." many "greats" only improved on extant genres. STARDEW VALLEY does not deserve to be considered one of the greats more than rain world. CELESTE does not deserve to be considered one of the greats more than rain world. ELDEN RING does not deserve to be considered one of the greats more than rain world. i don't like, hate these games, they're all good games, but they objectively built on well-established genres and mechanics. if you asked me for games almost identical in gameplay but a little worse than ANY of those games made BEFORE they were made i could give them to you, but i can't name a single game that plays like rain world. it makes me feel like a feral animal that people will praise games like dark souls for the difficulty but they all whined about the difficulty in rain world as if it was a bad thing, as if the plot of the game did not deliberately emphasize this for a deeper appreciation of a mostly non-verbal story. most of the game IS NOT random and has been well-documented and picked apart in the code, but it gave the illusion of being random because the game has an absurd amount of depth put into the mechanics that mirrored the procedural animation used to produce its aesthetic.
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vitamin-zeeth · 5 months
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Pros of playing a changeling in dnd: unique character with super useful and fun mechanics and lots of opportunity for roleplay!!
Cons of playing a changeling in dnd: I CANT USE ANY OF THE FUCKING ONLINE CHARACTER MAKERS WITHOUT PAYING FOR EXTRA PACKS
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dailyadventureprompts · 6 months
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Homebrew Mechanic: Meaningful Research
Being careful about when you deliver information to your party is one of the most difficult challenges a dungeonmaster may face, a balancing act that we constantly have to tweak as it affects the pacing of our campaigns.
That said, unlike a novel or movie or videogame where the writers can carefully mete out exposition at just the right time, we dungeonmasters have to deal with the fact that at any time (though usually not without prompting) our players are going to want answers about what's ACTUALLY going on, and they're going to take steps to find out.
To that end I'm going to offer up a few solutions to a problem I've seen pop up time and time again, where the heroes have gone to all the trouble to get themselves into a great repository of knowledge and end up rolling what seems like endless knowledge checks to find out what they probably already know. This has been largely inspired by my own experience but may have been influenced by watching what felt like several episodes worth of the critical role gang hitting the books and getting nothing in return.
I've got a whole write up on loredumps, and the best way to dripfeed information to the party, but this post is specifically for the point where a party has gained access to a supposed repository of lore and are then left twiddling their thumbs while the dm decides how much of the metaplot they're going to parcel out.
When the party gets to the library you need to ask yourself: Is the information there to be found?
No, I don't want them to know yet: Welcome them into the library and then save everyone some time by saying that after a few days of searching it’s become obvious the answers they seek aren’t here. Most vitally, you then either need to give them a new lead on where the information might be found, or present the development of another plot thread (new or old) so they can jump on something else without losing momentum.
No, I want them to have to work for it:  your players have suddenly given you a free “insert plothook here” opportunity. Send them in whichever direction you like, so long as they have to overcome great challenge to get there. This is technically just kicking the can down the road, but you can use that time to have important plot/character beats happen.
Yes, but I don’t want to give away the whole picture just yet:  The great thing about libraries is that they’re full of books, which are written by people,  who are famously bad at keeping their facts straight. Today we live in a world of objective or at least peer reviewed information but the facts in any texts your party are going to stumble across are going to be distorted by bias. This gives you the chance to give them the awnsers they want mixed in with a bunch of red herrings and misdirections. ( See the section below for ideas)
Yes, they just need to dig for it:  This is the option to pick if you're willing to give your party information upfront while at the same time making it SEEM like they're overcoming the odds . Consider having an encounter, or using my minigame system to represent their efforts at looking for needles in the lithographic haystack. Failure at this system results in one of the previous two options ( mixed information, or the need to go elsewhere), where as success gets them the info dump they so clearly crave.
The Art of obscuring knowledge AKA Plato’s allegory of the cave, but in reverse
One of the handiest tools in learning to deliver the right information at the right time is a sort of “slow release exposition” where you wrap a fragment lore the party vitally needs to know in a coating of irrelevant information,  which forces them to conjecture on possibilities and draw their own conclusions.  Once they have two or more pieces on the same subject they can begin to compare and contrast, forming an understanding that is merely the shadow of the truth but strong enough to operate off of. 
As someone who majored in history let me share some of my favourite ways I’ve had to dig for information, in the hopes that you’ll be able to use it to function your players.
A highly personal record in the relevant information is interpreted through a personal lens to the point where they can only see the information in question 
Important information cameos in the background of an unrelated historical account
The information can only be inferred from dry as hell accounts or census information. Cross reference with accounts of major historical events to get a better picture, but everything we need to know has been flattened into datapoints useful to the bureaucracy and needs to be re-extrapolated.
The original work was lost, and we only have this work alluding to it. Bonus points if the existent work is notably parodying the original, or is an attempt to discredit it.
Part of a larger chain of correspondence, referring to something the writers both experienced first hand and so had no reason to describe in detail. 
The storage medium (scroll, tablet, arcane data crystal) is damaged in some way, leading to only bits of information being known. 
Original witnesses Didn’t have the words to describe the thing or events in question and so used references from their own environment and culture. Alternatively, they had specific words but those have been bastardized by rough translations. 
Tremendously based towards a historical figure/ideology/religion to the point that all facts in the piece are questionable.  Bonus points if its part of a treatise on an observably untrue fact IE the flatness of earth
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Pact Boon: The Chalice
While Warlock subclasses tend to primarily focus on theming, pact boons tend more towards the mechanical side of things, informing the general playstyle of a character. The Pact of the Chalice offers warlocks aside from the Celestial a variety of ways to support teammates, with health restoration, status cleansing, damage mitigation, and spell restoration.
I'd like to thank my players for giving me the inspiration to make this happen. Without them, the world would never have had the opportunity to consume this chalice.
Links will be in the reblogs, as usual. Only Homebrewery and Google Drive - DNDBeyond doesn't support homebrew pact boons.
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zhjake · 2 years
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Assault Lancer NPC mech
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dragonkid11 · 5 months
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Nothing can escape its sight.
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educationaldm · 8 months
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Bow of the Wandering Centaur
There aren't many official magic bows, so here's a nice homebrew one from @Bonus_Action.
It is pretty powerful, but I like the charging bonus action mechanic.
patreon.com/bonusaction
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dartagnantt · 1 month
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Sealing Rituals | Because that super powerful ancient evil had to be locked away somehow
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PDFs of this and more can be found over on at my Patreon here!
New month and a new theme and the first post is incredibly on the nose. Inspired by many tales of a sealed away evil. That said, almost every one of those stories involve the evil getting released, but at least it's not the original people's problem anymore. Does go nicely with my Returned background especially if you're the returning evil. Play as dehydrated ganon, it'll be great
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Otherworldly Patron: The Bound Demon
It's a Trap!
Judgement Domain
The Greatwyrm Patron
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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