Homebrew: Path of the Titan Barbarian

I feel there is design space in 5e for player characters that use "great" weapons in more interesting ways, and one such way would be to allow exceptionally strong characters to dual-wield such weapons. To facilitate this goal, I’ve designed a homebrew "Path of the Titan" Barbarian subclass to support this playstyle:

Path of the Titan

Some Barbarians hone their body so they might one day embody the spirit of the titans themselves. This manifests as a brutal fighting style that employs especially large weapons, wielded frenetically and dangerously.

Restriction: Ability Score Minimums

Barbarians come in many shapes and sizes, races and genders, each as valid as the next; but Barbarians seeking to follow the Path of the Titan must necessarily be a model of physical strength and endurance. Any Barbarian that chooses this path must have a combined Strength and Constitution score of at least 31. If your combined scores are below this threshold, you cannot benefit from any of the Path Features provided by this path.

If either or both of your racial Ability Score Increases have been applied to stats other than Strength or Constitution, you may instead apply one or both of them to Strength or Constitution.

Titanic Grip

Starting at level 3, you gain the ability to ignore the Two-Handed property on any weapon, and while you’re raging, you may use Two-Weapon Fighting without either weapon needing to be Light.

Additionally, if your character’s size is smaller than Medium, the Heavy Property on your weapons no longer confers Disadvantage to your Attack Rolls.

Titanic Physique

Starting at level 3, you gain proficiency in the Athletics skill. If you already have proficiency in Athletics, you may instead gain proficiency in any other skill of your choice.

While you are raging, you double your proficiency bonus for any Ability Check that uses your Athletics Proficiency.

Cleaving Blow

Starting at level 6, whenever you are raging, you may use your Action to make a cleaving blow, dealing damage to creatures in a cone in front of you. The size of this cone is equal to 5′ plus the average reach of the melee weapons you are wielding. Each creature in this cone must make a Dexterity Saving Throw. The DC for this saving throw is 8 + your Proficiency Modifier + your Strength Modifier. Each creature in this cone takes damage equal to the combined weapon dice of the melee weapons you are wielding; or half this damage instead if they succeed on their saving throw.

Whenever you gain an additional die from the Brutal Critical feature, you may also add an additional weapon die to the damage of this feature.

Titanic Stature

Starting at level 10, you have advantage on Constitution Saving Throws, and whenever a creature, spell, or other effect moves you without using your movement, you may use your reaction to cut the distance in half.

Additionally, when you determine your Carrying Capacity or your Lifting/Pushing/Pulling capacity, you may treat your character’s size as though it were Huge.

Titanic Rage

Starting at level 14, you can unleash the fury of your Titanic Power in a single cataclysmic act. You may use your action to strike the ground with your fists, duplicating the effects of the spell Earthquake, which last for the full duration of 1 minute. The DC for any saving throws produced by these effects is equal to 8 + your Proficiency Modifier + your Strength Modifier.

Once you use your Titanic Rage, you may not do so again until the end of a Long Rest.

There are, however, several concerns I’d like to receive feedback on for this subclass:

  1. The intention is to support a character that is able to dual-wield melee weapons that normally have the two-handed property; for example, greatswords, greataxes, halberds, or glaives. Does this homebrew support this playstyle fully, or are there rules conflicts I’m not aware of that this subclass would need to directly address?
  2. Are all the features provided by this subclass of an appropriate power level, especially as compared to other Barbarian Paths? I’m particularly interested in the Cleaving Blow feature, which I feel as-written is potentially a very powerful feature.
  3. As a DM, would you allow this subclass at your table? Or, as a Player, would you be comfortable if another player used this subclass for their character?

Is this homebrew Legend of Zelda Rito race balanced?

I recently made a homebrew race based on the Legend of Zelda Rito for Dungeons and Dragons 5E, and I was wondering how balanced it is. The Rito are bird like creatures, similar to the Aarakocra but a little less powerful. I made this build for a Legend of Zelda campaign I am planning (Breath of the Wild setting if it matters).

Ability Score Increase: Your dexterity score increases by 2.

Speed: 30 ft.

Flight: You have a flying speed of 30 feet while you are not wearing medium or heavy armor.

Rito Weapon Training: You are proficient in the longbow, shortbow, and hand crossbow.

Languages: Common and Rito.

Size: Your size is medium.

Is this homebrew rogue subclass balanced?

This is my first attempt at a homebrew subclass, and I am doing my best to follow all best practices. I first started to think of designing a rogue subclass when I was looking for multiclass options for my barbarian. The traditional barbarian did not seem to synergize with any of the other classes fully, and the best option seemed to be the rogue. However, all the synergy came from the base class and none of the official subclasses seemed to offer anything of value to the traditional dumb-smashy barbarian. I began to consider what I might want from a subclass for the purposes of this multiclass.

Then I realized that it was dumb to try to create a subclass for the sole purpose of multiclassing and began to think of what the identity of this class of rogue would be, how I would expect it to be played, and what unfilled niche would it fill.

Flavor and Concept: When I think of rogues in the fantasy setting, I think of the various members of a rogue guild. The thieves, assassins, scouts, masterminds, etc. have all already been accounted for with subclasses. However, in addition to the sneaky, highly skilled roles, an effective rogue guild would have some bashers to do the dirty work. They would shake down merchants for protection money, intimidate politicians, protect smuggled goods, or start bar fights so that the pickpockets or assassins could work in the ensuing chaos.

I have developed the subclass abilities with the idea of a rough, cheap-shoting, honor-less thug in mind. It is a class that is intended to have more battlefield control and survivability than some other subclasses, but no direct subclass damage increases. Socially it is intended to rely more on intimidation than deception. It also does not emphasize intelligence as much as other subclasses but instead likely wants a higher constitution.

I am not sure that I am happy with the name of the subclass (I didn’t even have one in mind while I was writing it), and suggestions would be appreciated if there is an appropriate term for this type of rogue that I cannot think of. The current working title is Enforcer

Balance: In developing this subclass I have looked at the rogue subclasses that I felt were consistent in complexity to this class. I have primarily used Assassin, Mastermind, Scout and Thief. To a lesser extent I have used Inquisitive and Swashbuckler. Arcane Trickster, Phantom and Soulknife did not factor significantly into my development.

Can this be accomplished with another class? In my opinion the rogue class is more defined by its core attributes than its subclasses. Some subclasses rely more heavily on subclass customization than others. Most of what makes a rogue a rogue comes from the base class, and no other class offers the combination of thieving skills, damage avoidance, sneak attack, expertise, and flavor that the rogue does. I do not think that this concept could be better filled by a heavy-armor wearing fighter, a raging barbarian, or a reflavored monk. While this class nudges the rogue towards “tougher” classes like barbarian, it does it in ways that do not change core of the class. A celestial patron warlock is not invalid just because it pushes into cleric territory, and I think that the same could be said here.

3rd Level Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with improvised weapons. In addition, when you make an attack with an improvised weapon it gains the finesse property.

Instigator
Starting at third level, you can use the bonus action granted to you by your Cunning Action to make a Charisma (Intimidation) check contested by a target’s Wisdom (Insight) check. You must be within 10 feet of your target and the target must be able to understand you. If you succeed, you may choose one of the following:

• Until the start of your next turn, that target has disadvantage on any attack roll against you
• Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you

Justification

Bonus proficiencies are not usual for 3rd level rogue archetypes (assassin, mastermind, scout). These proficiencies tread on the feet of Tavern Brawler a little, but the archetype is intended to have some tavern brawling baked in. Additionally, Tavern Brawler is a half-feat and this is only half of the features of the feet, so it feels like a quarter-feet is reasonable. This proficiency is almost entirely flavor in most combats – finesse on an improvised weapon does not make it hit any harder than a dagger. However, the idea of a rogue that can do serious damage by cheap-shotting you with furniture to get sneak attack is incredibly flavorful. Additionally, it could be extremely useful in situations such as escaping from confinement – another situation where I imagine one of these characters finds himself periodically.

Several rogue archetypes give additional uses for cunning action (mastermind, thief) or opportunities to use a skill check for a specific outcome (inquisitive, thief) in combat. The idea is that the rogue issues a series of threats and profanity that is intended either to provoke attack (“Your mama’s so….”) or scare them away from attacking you (“If I get my hands on you I’ll…”). It is based somewhat on the Ancestral Guardians subclass from barbarian but does not grant resistance to anyone and is a contested check that might fail rather than automatic on a hit. I kept the distance to 10 feet because I don’t want it to be too easy to kite around, although I do love the idea of an enraged duergar chasing a foul-mouthed rogue around the room, ignoring all of the battle chaos around him because his insult hit home. I based the insight check on the wisdom saving throw that is granted by the frightful presence of a dragon. A possible change would be to reduce this from 2 options to 1, though I hope it is not too overpowered offering a choice.

Shakedown At 9th level you have perfected the art of forceful coercion. You have advantage on Charisma (Intimidation) checks made to bargain for a more favorable price on goods and services. Additionally, you have advantage on Charisma (Intimidation) checks made for the purpose of gathering information.

Most of the subclasses that I reviewed did not have the 9th level ability add a specific combat improvement (thief, mastermind, assassin). I decided to make this a social improvement consistent with the flavor of the class. Initially I had only planned to make this apply to ways to make additional gold, but gold in 5e is not a big deal after a certain point and so I wanted it to have another use. Rogues are masters of skills and many subclasses (mastermind, inquisitive, scout) grant improvements on methods of intelligence gathering. Keeping with the idea of this class shifting away from intelligence and towards thuggery, I thought improving intimidation for the purposes of information gathering would be appropriate. I did not want to grant advantage for all intimidation checks due to the Instigator ability. The language is vague because I want it to apply to the following situations, as well as substantially similar ones, but I would prefer to keep the ability description shorter:

  • Selling specialty goods to a shopkeeper
  • Buying specialty good from a merchant
  • Negotiating a price for quest or job
  • Hiring someone to do a job

Pocket Sand

At 13th level you have learned a variety of ways to gain an edge in a fight. When you are targeted by a melee attack, you can use your reaction to force the attacker to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is blinded until the end of its next turn. It may use an action to remove the blinded condition.

You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

13th level abilities tend to run the spectrum in power, but they are all very flavorful. I had trouble figuring out a power level for this because some 13th level abilities seem very strong (Inquisitive, thief) very weak (Mastermind, Swashbuckler) or very situational (Assassin). I had some trouble with the language here as I could not find a good template in other subclasses and advice would be appreciated, if necessary. The goal is to have an ability that improves survivability without simply tacking on AC. It also is consistent with the idea of this subclass as an unscrupulous brawler, hurling sand in the eyes of a foe. As a reaction this competes with uncanny dodge and opportunity attacks, which are both very useful, and therefore needs to be powerful enough to consider. I set the DC based on the Soulknife’s “rend mind” feature. Additional considerations:

  • I considered requiring the rogue to see the target, but at 14th level the rogue gets blindsense so it did not seem necessary.
  • I am not sure if I should require a free hand.
  • The one round seems short as a duration and I had considered 1 minute since it can be easily removed with an action. However I supposed that the target can ignore the disadvantage and take its attacks anyway if it does not want to use its action and this was a consideration to lower the power level.
  • I could have the uses restore on a short rest instead of long rest. Or, you know, however long it takes to fill your pockets back up with sand.

Comfortably Numb

At 17th level you have learned how to separate your mind from your body, making yourself numb to pain. As a bonus action you can enter a state of mental disconnect for 1 minute (10 rounds). During this time, you gain resistance to magical and nonmagical bludgeoning, piercing and slashing damage. In addition, while you are in this state you have immunity to the charmed condition. If you were charmed when you entered this state, the effects are suppressed until the state ends.

Once you use this feature, you can’t do so again until you finish a short or long rest.

At this level many of the rogue classes can put out huge damage. The assassin and thief can essentially double their opening round damage. Scout and Inquisitive have a significant and consistent increase. This subclass is less focused on raising the rogue’s overall damage output beyond the base class and instead is focused on increases survivability and battlefield control. That is why I landed on an ability that grants resistance to damage for a period of time. The flavor of the idea is that the rogue gets so drunk that he cannot feel normal amounts of pain, but not so drunk that it affects his fighting. I predict the most balance issues with this ability. I have never played a campaign up to this tier and therefore only have research on which to base my concept of balance. Additional considerations:

  • My first draft had him preparing a ‘potion’ on a short rest and then drinking it with a bonus action. My instinct is to keep the ability simple and not require the potion, so I reflavored it (but the intent is still there)
  • My first draft also included a period (10 minutes) of gaining the poisoned condition after the effect wore off, to simulate a quick hangover.
  • I am not sure if once per short rest is the reasonable recharge
  • I do not know how much magical bludgeoning/slashing/piercing damage there is
  • The charm immunity was a tack-on, and I am not sure whether it is necessary

Advice is appreciated. Please be kind. Thank you.

Is this homebrew ranger subclass balanced?

I have recently made a homebrew ranger subclass called the tracker, and I was wondering if it is balanced.

Tracker

First Strike

When you choose this subclass, you can quickly get the jump on your enemies. On your first turn in combat, your weapons deal an extra 1D8 damage.

Defensive Tactics

At 7th level, you gain a +2 bonus to AC against your favored enemies.

Favored Enemy Bonus

At 11th level, you gain an additional favored enemy, learning an associated language as normal. You also gain a +1 bonus to damage rolls against your favored enemies.

Master of thy Enemy

At 15th level, you have a +2 bonus to attack and damage rolls against your favored enemies.

It was made for a group of rangers who focus on removing threats from their forest. It is made specifically for that group of rangers, and to expand on the favored enemy feature.

Is this homebrew ranger for D&D 5e overpowered? [closed]

So I was browsing some community homebrews and stumbled upon this one: gmbinder link

I liked it because it is less convoluted than others I saw and it reuses some ranger conclaves, but upon detailed reading I noticed some very powerful featres, like having 3 expertises at level 3 (survival + 2), or having 120ft of darkvision with Hunter’s Eye, Underdark favoured terrain and Gloom Stalker conclave.

Need help with balancing a homebrew subclass

I’m new here. So I will be running a campaign and one of my players gave me a homebrew monk subclass they would like to play. I don’t have a lot of experience with balancing, so I’d like to hear some of your views.

Here is the subclass in question.

3rd level ability Go Beyond!

You channel your inner energy and put what you can without going over your limit into one strike. Make only one attack this turn, and if it hits roll normal damage and 2d8. Add this in as force damage.

As a bonus action you can go past your limit and increase your own power after expending two ki points. Outputting damage at the cost of your own health. Roll 2d6 and add that to your attack’s damage. You take half of the damage you output with this roll, your body simply can not safely handle this amount of energy. (scales up to 4d6 at 6th level, 6d6 at 11th, 8d6 at 17th.)

3rd level ability Endurance! Speak some encouraging words to yourself, and become boosted from your own form of personal inspiration. Spend a ki point and as a bonus action roll a martial arts die and add your wisdom modifier to it. You gain this number in temporary hit points. You can only use this ability up to three times before needing to take a long rest.

When you gain this ability, once per short rest if you go down in a combat due to extra damage that you inflicted yourself by pushing past your own limits, you do not go down. You instead end your turn at 1hp.

6th level ability Smash! (power increases at 11th level) Something comes over you and you push yourself past your limit to destroy an enemy. You’re able to channel your power into one powerful attack.

Once per turn as an action you can force one creature in front of you to make a Dexterity saving throw after you hit them with an attack DC = 8 + Proficiency + Dexterity Modifier. On a fail they take 6d6 Force damage and they are shot back 20 feet.

If they succeed the saving throw they take half damage and are not pushed back. You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Using this ability more than once between long rests is possible. But after the first use the user begins to take damage from exerting such a powerful blast. If used more than once between a long rest, the user receives half of the damage dealt. You spend 3 ki points using this ability.

11th level ability This is it! As a last effort to defeat your enemy you feel a surge of kinetic energy through your body. While you are below 1/2 your total hit points, you gain the following for 1 minute: • Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage. • Inspiration. As a bonus action, Inspire your allies to fight and give their all! Your allies gain temporary hp equal to your level. One use •Limit Break. you have advantage on Strength and Constitution saving throws.

11th level ability Smash! (improved smash) You have become more powerful overtime, and are always trying to learn how to control your power better. Once per turn, as an action you can attack one target or target up to 3 creatures in a 20 foot cone to make a Dexterity saving throw DC = 8 + Proficiency + Dexterity Modifier.

Those who fail take 6d8 Thunder damage and are shot back 20 feet If they succeed the saving throw they take half damage and aren’t knocked back

You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Using this ability more than once between long rests is possible. But after the first use the user begins to take damage from exerting such a powerful blast. The user receives half of the damage dealt. You spend 3 ki points using this ability. Add another ki for each other person hit, max of 2 more so 5 ki points.

17th level ability Final Smash! At 17th level, you’re able to unleash the most devastating attack in your arsenal. You cause a burst of energy originating from your fist, every creature within a 30 foot radius must make a strength saving throw or take 8d10 Force damage. Creatures within 30 feet are knocked prone, this can also be used directly on a creature which forces them to be knocked back 30 feet and they are stunned if they fail the save. Creatures who succeed the saving throw take half damage and suffer no other effects. Using this on the ground causes 15 foot radius to become difficult terrain. This deals double damage against objects. You can use this a number of times equal to half your Con mod, and gain a point of exhaustion each time you use it. After using it one time between a long rest, you take half the damage you deal back. You regain all uses at the end of a long rest.

Homebrew: Arcane Duelist’s Ward

I’d like some feedback on an item for a campaign that is currently at level 10.

Arcane Duelist’s Ward

As a bonus action, the bearer can speak a command word to cause two intricately inscribed stones into rise into the air for the next minute, shimmering into arcane shields. Two spinning shields of force orbit the bearer, catching their magical aura and whirring ever faster as they cast spells for the next minute.

While in use, if the bearer is attack they can spend a reaction to make an arcana check dc of the attack roll. If the user succeeds, the whirling shields halt in the precise instant to deflect the blow, suddenly impenetrable walls of force. The shields diminish and cease rotating afterwards, but pick up speed again if the user casts at least three levels worth of spells. Similarly, expending 3 levels worth of spells once the duration is complete will recharge it for use.

https://www.dndbeyond.com/magic-items/2952071-arcane-duelists-ward

Intended gameplay: There is an essence of martial skill to controlling the shields. The arcana roll makes for higher highs and lower lows, and incentivizes are riskier fast spell slinging style of combat to recharge the shield. I’d love some feedback.

  • This is for a single attack, and does not persist unlike shield.
  • The dc blocked is unrelated to your current AC, it is purely arcana control.
  • The spell levels do not need to come from one spell, it is cumulative.

Considering editing:

  • arcana check dc of the attack roll (up to 25).
  • dispel magic will discharge the stones, dropping them from the air.

Is this homebrew shortbow unique item balanced? (second version)

Thanks everyone for the insightful advice you offered for the first iteration of this unique artifact for one of my players. If you’d like to read the background and initial considerations on this item, please refer to the previous question: Is this homebrew shortbow unique item balanced?

Changes and considerations

  • Reduced the amount of active abilities in favor of passive ones;
  • Reduced the flat +1/+2/+3 bonus to hit and damage for a lower +0/+1/+2;
  • Reworded and clarified the teleport ability, and made it a bit more "dangerous" to use;
  • Clarified the Freedom of Movement aura ability, and made it shorter-ranged as well so that there’s more risk in jumping in the fray to help out a restrained ally;
  • Changed damage type from force to radiant to stay closer to the theme;
  • The line attack changed from a creature within 120 feet to a point within 80 feet, both to match the range of the weapon and to make it both more versatile to use. Not sure if it’s really relevant or recommended;
  • spread the damage increase across the levels and capped it to 1d10;
  • Fly became passive and permanent instead of limited to 1h;
  • Added a passive ability that would protect the user from conditions that could reduce their agency against manipulative monsters.

Item levels reference points

  • The item is going to be awarded somewhere around character level 6, and it’ll start from Dormant
  • The item is going to be Awakened around level 10 or 11, depending on the roleplay of the user
  • The item is going to be Exalted around level 15, with the same caveat as before.

Eleutheria, The Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 radiant (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with colors that vary between walnut and cherry. When exposed to dawn or dusk light, it shines with golden reflections. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty, unusually shaped grooves and slots.

Sentience: Eleutheria is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 80 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Eleutheria. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You can speak, read, and write Celestial and Sylvan.
  • The attacks of this weapon are considered magical.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure energy magically appear as soon as you draw the bow’s string.
  • When you make an attack against an hostile creature using Eleutheria, you can use a bonus action to magically teleport to a space you can see within 15 feet of the target of that attack. You can’t use this property again until you take a short or long rest.
  • While Eleutheria is on your person, you have Advantage on Intelligence (Investigation) checks made for detecting traps and Dexterity checks for attempting to pick locks on cages, manacles, or other restraints in order to free a trapped creature. If you aren’t proficient with Thieves’ Tools, you become proficient when picking locks on cages, manacles, or other restraints.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Your walking speed increases by 10 feet.
  • The base damage die of this weapon becomes 1d8.
  • While holding the shortbow, you can use a bonus action to evoke a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice will benefit from the effects of Freedom of Movement while they’re within 5 feet of you. You can’t use this property again until the next dawn.
  • When you speak its command word, your arrow transforms into a beam of pure radiant energy, forming a line 5 feet wide that extends out from you to a point you can see within 80 feet of you. Each creature in the line, excluding you, must make a DC 16 Dexterity saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your walking speed increases by an additional 10 feet.
  • The base damage die of this weapon becomes 1d10.
  • You can channel the winds around you to support you in your movement. You gain a flying speed equal to your walking speed.
  • While attuned to the shortbow, you can’t be charmed, frightened, petrified, or forced to be prone.

Is this homebrew shortbow unique item balanced?


Background

One of my players would like a magical bow, but I want something more than simply giving flat bonuses or extra damage/effects. Ideally it should be something that I can tie into her story/background/path, and that evolves and grows with her. I would like it to feel special, and flexible, but not overpowered. I’m fine with this to be a unique object and the center of her upcoming quests.

For who’s familiar with the world of Wildemount, this items follows loosely the format of Vestiges of Divergence, which are artifacts that "level up" with the wielder over time after key events (controlled by the DM) happen in game.

I’m looking for feedback about the power and viability of this item. I’m fine if the item has many cool uses outside of combat, but I want to avoid for it to be exceedingly effective in dealing damage or protecting the wearer compared to what the rest of the party can do. Unfortunately this item has to be a weapon, and has to give at least some basic bonus of combat capabilities, so it’s quite a fine line to walk.

The Item:

Chainbreaker

Simple weapon, ranged weapon, artifact (requires attunement) 1d6 piercing – ammunition (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with a deep brown color which shines golden reflections when exposed to the dawn and dusk light. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty nooks and crannies.

Sentience: Chainbreaker is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Chainbreaker. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can speak, read, and write Celestial and Sylvan.
  • While holding the shortbow, you can use a bonus action to speak its Celestial command word, causing a flash of bright light to spark from the bow’s handle. The flash reveals for 1 minute all hidden traps within 120 ft. You can’t use this property again until you take a short or long rest.
  • While holding the shortbow, after you complete an Attack action, you can use a bonus action to magically teleport within 30 feet of the target of your previous attack.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your movement speed increases by 10 feet.
  • While holding the shortbow, you can use a bonus action to speak its Sylvan command word, causing a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice within 20 feet of you will benefit from the effects of Freedom of Movement.
  • When you fire an arrow and speak a command word, it transforms into a bolt of pure force, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 5d12 force damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • You can channel the winds around you to support you in your movement. For 1 hour you gain a flying speed equal to your walking speed. This property can’t be used again until the next dawn.
  • If you target a creature that is grappling or restraining one of your allies, you have advantage on all your attack rolls against that creature.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure force magically appear as soon as you draw the bow’s string. The base damage die of this weapon becomes 1d12, and the damage type becomes force.

The theme

This item is an artifact dedicated to a Goddess which values freedom, exploration, open spaces and hates injustice, bindings, and tyrants. I tried to keep it in the theme of the item with abilities for tactical teleport and bonuses when helping out people that are restrained by others. I’m fine with changing anything as long as it can be traced back to the theme.

Possible problem areas

I’m wary of giving out items that increase the effectiveness in combat for a character. I’m aware of the bounded accuracy concept in D&D 5th edition. I would be fine with re-tuning the +1/+2/+3 fixed bonus.

This item has probably too many things going on for a player to actively keep in mind.

Using some homebrew i created. How to design a level 1 encounter with 7 level 1 characters

Me and my friends decided to play some dnd 5th edition. The issue is, though i am a long term DM i am only well-versed in the rules for 3.5e and Pathfinder 1st, same as Open Legend but it uses a completely different base system than the other ones.

I am essentially playing in a world that has been changed by the invention of Magitek. Technically it was discovered by some ancient ruins by the big empires expedition into the wilderness, though they honed and reverse engineered all that old tech in those ruins.

Right now my adventuring party is about to meet in the common tavern setting. All of those characters are of level 1 and consist of:

-Life Cleric

-Artificer

-Barbarian

-Monk

-The UA Pheonix Sorcerer with a few tweaks.

-A warlock with homebrew. Pact of the Vengeful Spirit as a mounted warlock kind of deal.

-Blood Hunter

Right now i want to make a small adventure playing in a neutral swiss like country, which is outside of the large and political conflicts of this world. To get the characters to bond in a more neutral environment. Since 1 Character comes from the "evil" empire and the other 3 come from it’s natural enemy. So to build up a group i decided to let them start in a neutral environment. Though i would like to introduce that little homebrew i entered into the world.

Magitek Items or rather Items with the Magitek Keyword are like magical items, but require fuel to sustain themselves for a more beneficial effect. What i was thinking of was that a Beast Tribe with enough Intelligence, probably Goblinoids, stole some shipments from the place they are currently situated at and are using that to raid the lands.

Though personally with a relatively balanced lineup of characters and essentially 7 turns in player character action economy. I personally do not know how to make an engaging encounter for them or multiple during this mini-adventure so that the players feel challenged and feel that this is an actual threat if these items get out of control. Obviously i would also not hand my players magitek items early on in the campaign. The Life Cleric is a Kleptomaniac. So should i maybe build in a failsafe ?

I’d require some good help for encounter building against overwhelming action economy in 5e as in 3.5 or pathfinder 1st i can handle it. Though there i feel it is quite confusing. Any advice is helpful here.

Thanks for the help in advance.