One of my players is playing a Blood Hunter from the D&D beyond site. He wants to have his character be the Ghost Hunter based subclass and have his backstory be that he grew up in a ghost hunting family/group Who all worshiped or looked to one or two gods. I’m just drawing a blank on designing such a god and associated holy symbol. What could a holy symbol be like for that kind of thing?
I have a player who is playing a complete pacifist cleric (please, no comments about how that’s a terrible awful horrible idea that ruins DND, I know it’s unpopular, but I find it to be a fun challenge for me as a DM), so I’ve made some changes to the Life Domain Cleric to ensure she isn’t left with a ton of useless (and nonsensical) spells and proficiencies.
Some clerics are so dedicated to the preservation and development of life that they refuse to bring any harm against another creature. These pacifists may insist that their traveling compatriots also refrain from killing, or they may simply refuse to do damage themselves. With their impressive repertoire of healing abilities, shields, and buffs, these clerics should nevertheless not be underestimated by those who stand against them.
Unless specified here, all features of this domain are the same as in the PHB.
At level 1: Do not take any weapon proficiencies. Instead, you take two other skill proficiencies from the Cleric list, for a total of four. You will also gain one additional proficiency with a tool or instrument.
Your starting gear, if you choose to take the default packs, does not include any weaponry.
At level 3: instead of automatically learning the spell Spiritual Weapon, you learn the spell Spiritual Shield
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral shield within range that lasts for the duration or until you cast this spell again. The caster must specify a target when first casting the spell. It can target any creature, hostile or not, and does not require a saving throw. If the shielded creature moves on its turn, the shield moves with it. As a bonus action on your turn, you can move the shield to another creature within 20 feet of the first creature. The shield can appear however you wish, and its stats do not change based on its appearance. The shield can have one (1) of the following effects:
The target’s AC is boosted by +2, as if they were using a shield, but without the requirement of actually holding one. If the target is already using a shield, this has no effect.
The target gains resistance to one of the following forms of damage: necrotic, poison, or psychic.
At level 7: instead of automatically learning the spell Guardian of Faith, you learn the spell Aura of Life.
At level 8: instead of gaining the Divine Strike ability, you earn the feat Dual-Focused, from the Tal’dorei Campaign Guide.
[I’m not sure if it’s acceptable as far as copyright goes to publish the entire text of this feat from the book, but the gist of it is that it allows for concentration on two spells at once, with the CON saves being much more difficult while doing so.]
I have already asked about the balance of the spell spiritual shield here. Please direct comments about it to the appropriate question. (In general, however, I’m not looking for more feedback on the spell at this point.) The player in question has purchased the Taldorei Campaign Guide, so she has access to the full text of the feat.
I don’t have too many friends in the RPG community that could give me some valid balance/playability etc feedback on such a thing, and was hoping the community here could. I’ve created a new version of the Monk-Way of the Four Elements, which gives a little more freedom and versatility to the class. That being said, I’m not certain how overpowered (if at all) I’ve made this. If your only feedback is to rewrite it so it sounds more fantastical, that’s cool too.
Here is my homebrew Circle of Flames/Chaos subclass for druids:
Circle of Flame/Chaos
Lore/Calling: Fire burns the forest and out of the ash rises new growth, just like the fire that burns the weak trees, the Druids of the Cirle of Flames reap the weakness from people who have lost their way to leave the next generation to grow upon. Death is just a new begging and even evil can become a rich fertile ground for nature. These druids believe everything will burn one day to be re-born for a fresh start, as such they are a lot more flexible with morality.
One with the Flame
When you choose this circle at level 2 the spell Flame Blade doesn’t require concentration and lasts until cancelled.
You can also change the shape of the blade but it doesn’t affect the proprieties of the weapon.
At 2nd level you no longer care what your armour is made of.
You also gain the Cantrip Control Flames as well as resistance to fire damage.
Starting at level 6 you can coat your shield with flame as a bonus action, enemies that hit the shield in melee range take 1d4 fire damage. Increases damage to 1d6 at level 12 and 1d8 at level 18.
(Gain Advantage on constitution saving throws on your concentration spells when hit in melee range.)
Heat of Battle
Starting level 10 you are able to cast a spell that requires an action as a bonus action during your turn.
Once you use this feature, you can’t use it again until you finish a long rest
Starting level 14 as a reaction you can absorb fire damage, friendly or otherwise. You may choose to fail your saving throw and heal for the amount of damage.
Once you use this feature, you can’t use it again until you finish a long rest
Does this build seem fair or is this too OP?
Just want to make a viable druid melee build around Flame Blade without adding extra attack actions.
Opinions? Balance changes? Is there something similar somewhere else?
My poor old 2008 aluminium MacBook isn’t the only old piece of kit I have running homebrew packages, I really appreciate the ability to have a package manager in Mac OS, at least while I make my way to linux. However, even my 2014 iMac is feeling some weight from Homebrew package management. It’s slow although very automated, I would like to speed things up a little on my older computers.
Is there any way, that the source code for packages like Nmap, htop, bmon, etc etc could be pre-compiled and installed as a binary file for Mac OS / OS X? Or at the very least, something similar to a .deb file, where the source code has been compiled and it’s left to the system to appropriately decompress and copy files and libraries to their appropriate locations? Thanks!
We are starting a new campaign soon with 7 players. To avoid a lot of extra rolling and stuff, the DM banned summons (companions/mounts).
I still wanted to play a Shadow Magic sorcerer (XGtE, p. 50-51) – but since the 6th-level feature, Hound of Ill Omen, is a summoned creature, I asked if I could homebrew something to replace it.
I tried my best to get a lot of aspects of Hound of Ill Omen in this replacement feature, but I wonder how it holds up against it. Is it stronger than Hound of Ill Omen, or weaker?
My homebrew replacement feature is:
1 bonus action
3 sorcery points
120 feet range
A line of shadow forms between you and the linked target. At the beginning of its turn, the linked target makes a Charisma saving throw. On a failed save, the target takes an amount of necrotic damage equal to your sorcerer level plus your Charisma modifier, and the following effects apply until the beginning of its next turn:
You know where the target is, except if the target is invisible or on another plane.
If the target moves more than half its speed, it takes an amount of necrotic damage equal to your sorcerer level, and has disadvantage on saving throws against any spell you cast.
The target can attempt to break the link by making a Charisma saving throw after the initial effect. The link also breaks if the target dies, or after 1 minute has passed.
I have converted a pathfinder side quest to D&D 5E and given my players a journal with a few spells in it. One of the spells is this:
Comatose: Target PC (or random if not targeted) must make a DC 18 Fortitude save or fall comatose for 1d6 days. A restoration spell is required to wake the PC any earlier than that.
I attempted to bring this inline with the D&D 5E system by changing the following aspects (highlighted)
Comatose: Target any creature (or random if not targeted) must make a DC 13 Constitution save or fall unconscious for 1d6 days. A restoration spell is required to wake the PC any earlier than that.
There doesn’t currently seem to be any casting restrictions on using the spells in this book, and to date I have ruled any PC can cast the spells as long as they know the secret command words which they unlocked during a quest.
However, it feels a little…. dangerous. I don’t like the following about this situation:
- There is no “down time” on use of the spell.
- It can be cast by anyone, even without proper magic.
- I allowed them to target all creatures with these spells, maybe it should be just PCs.
My question is this:
What level would this spell be when compared to other spells in D&D?
After spending lots of time reading up on Grappling in 5e, the Grapple Manual 2.0, and all kinds of posts and what not… I felt kind of let down. It’s neat and all, but I simply felt like something was missing. I sat down and wrote up a new Path of the Totem Warrior for Barbarians and would love some feedback, please don’t be to harsh.
Totem Spirit Serpent
At 3rd level while raging you count as one size category larger when you grapple. At 7th level you count as two size categories larger when you grapple. At 11th level you count as three size categories larger when you grapple. At 17 level you count as four size categories larger when you grapple.
At 6th level as a bonus action you can begin to crush a successfully grappled opponent. Make another grapple check and on success you cause 1d6+str damage (failing the grapple check made to cause damage does not break the grapple, but causes no damage that round). Each consecutive round that a successful grapple is maintained with damage, the crushing damage multiplies. First round 1d6+str, second round 2d6+2x str, third round 3d6+3x str, and so on. This damage climb resets if you move, or if the target breaks the grapple, or if you fail the grapple check to cause damage that round. If raging, the bonus damage from rage is included and would also multiply.
(Same as RAW) At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
At 14th level while raging if an enemy enters an area within your movement speed and you can still move, you get an AOO to pounce and initiate a grapple. If the grapple is successful your target is grappled and also pinned (both you and the target are restrained until the grapple ends).
What do you folks think about this for those looking to have some grapple options, is this a balanced option to the game mechanics?