Homebrew spell for detecting resistances/vulnerabilities

So, there’s this question about how players can learn of a creature’s damage vulnerabilities and resistances/immunities; the only answer to date is a Ranger’s 3rd level subclass option. I’d like to make a homebrew ‘Detect Magic’ sort-of spell that grants insight into a creature’s immunities, vulnerabilities and resistances. How does this look?


  • Should I make the spell 2nd level? The Ranger’s ability opens up at 3rd level, and I don’t want to undercut an entire (sub)class by granting one of its core features to spellcasters two levels earlier.
  • I’ve also made this spell slightly weaker than the Ranger’s ability. With the Ranger ability, the DM spills all the beans at once; with this spell it’s only 1 res./vul./imm. per round per level. Is that a watering-down significant enough to justify 1st level, or are there not enough creatures with extended lists to have a practical effect?
  • On which spell lists would you expect to see this spell? I plan to have it up for wizards/sorcerers. How about bards? How about divine spellcasters?

Detect Resistance / Vulnerability

1st-level divination

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 rounds

You target any creature within range, and dissect it with your mind’s eye. When casting this spell, and for every round thereafter while you hold concentration, you learn of one of this creature’s resistances, vulnerabilities, immunities and/or legendary traits. The spell dissipates when there are no more traits left to discover, and the caster is aware of this condition.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell imparts on you the knowledge of one more trait per round for each slot level above 1st.

Is Elvin High Magic homebrew or RAW? [closed]

I have been wanting to make an elven shadow monk who’s extremely good at espionage and guarding, and been having issues on picking the best Elvish sub-race and understanding the differences between the page on Sub-races on Dnd Beyond.

Though I will address that concern in another question, trying to find out more information in the classing system lead me to this series by MrRhexx where they have gone through the history of the Elves, their connection to something called “the weave” and, in the specific video linked, he expressed how Elven High Magic is studied, made, as well as some benefits and downsides to using this kind of magic. He also listed his sources as being many of the WotC books on 5e, though I have not found the terms “the weave” or “elven High Magic” used as he described.

Though when I researched it further, I found that there was a book published by the Kobold called “Deep Magic: Elven High Magic for 5th Edition” that offers more information as well as a video on Nerdarchy that made a review on the document.

All that said, I was captivated by MrRhexx’s telling of how High magic is taught: being taken aside and made to sit by a river until you could see every aspect of it, then made to watch a flame until you could follow every ember as it flows into the sky, then the wind, learning how the flow of the world work in order to start seeing the weave… Though I realize that Elven High Magic is normally for druids, wizards and so on, that very concept of understanding and mastering the flow of the weave not only seemed like a very good way to express what a Monk’s training would be (shifting the weave within oneself to alter the natural flow of the weave), but also seemed to fit well within the religious aspect of a monastery, being the study of Ki in hopes to become as close to the Seldarine as possible.

However, before I start rewriting my monk yet again with this style of thought there are a couple of aspects that I would like to verify:

  1. Is this study of the weave and Elven High Magic part of the RAW? or is it homebrew?

  2. At 9:30, MrRhexx mentioned that “a mage that has gone through this training can also see magic as if they had cast ‘Detect Magic’ but having no need for the spell” as well as seeing through illusions. Is this true?

  3. If these are true, I would like to read more about it and understand the conditions and such that my elf would have to go through in order to learn such a feat in her Ki training.

Again, I might be completely off bord here or might be reading too much into this, but this concept of connecting with the flow of Ki (the weave) and strengthening one’s connection to it through martial arts and meditation seems like the fundamentals of a monk’s study. As for being a shadow monk, well I would say it is simply a case of how an elf would like to profess using such a gift: Manipulate the elements (4 seasons) Alter the weave in others (Open Hand) or to use the weave to make light heed your word like the Fey Step.

How is the balance on my homebrew Sorcerer Origin (Wild Magic, alternate)?

I’ve made a homebrew on the “Wild Magic” sorcerer, with less focus on “unpredictable” effects and more focus on “sudden floods of raw magic power”. I would appreciate any constructive feedback. Much of the flavor text stayed from the original phb Wild Magic.

Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.

Wild Magic (alternate)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of dangerous untamed magic.

When you cast a sorcerer spell of 1st level or higher, roll an additional d6. You take damage equal to your proficiency bonus unless you spend one sorcery point to prevent it. On a 6, give yourself advantage if you are making a spell attack roll, or disadvantage on the targets’ saving throws. If neither of those can apply, double the duration of the spell’s effects.

Chaotic Synergy

Starting at 6th level, your innate connection to magic itself allows you to sense its chaos in the air when a spell has been cast. The spell’s residue lingers in a 30 foot radius for 1 hour per spell level.

When you are within an area that has this residue, your spell attack rolls can critically hit on both a 19 and 20 and your Spell Save DC is 1 higher than it otherwise would be. This effect can only apply once per turn.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll your Wild Magic Surge, you may roll any number of d6 instead of just one. You take damage for each d6 rolled, and may spend one sorcery point to prevent damage from each die separately

When you see another creature within 30 feet of you casting a spell, you may apply your Wild Magic Surge to their spell as a reaction. You still take any relevant damage for this surge.

Spell Bombardment

Beginnning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature once per turn.

Note that currently I am reaching the conclusion that the damage should only happen and be preventable if a ‘6’ is rolled on a surge, and that the surge should be explicitly stated so that the “duration’ cannot be stacked. Let me know what you think about these changes.

Homebrew Wizard Capstone ability, seeking input

Working on a collection of wizard subclasses that draw from the outer planes, this is the capstone power for the Beastlands. I am not happy with the wording, and if anyone’s got input on utility and balance I’d be glad to hear it.

Also flailing for a name…

Starting at 14th level, when you are reduced to 0 hit points you are instead transformed into a beast of CR 0 as if via the druid’s Wild Shape ability, except that the animal form gains the benefits of your Adaption ability, and you can only revert to your original form by completing a short rest, at which point you recover 1 hit point.

For context, the Adaption ability

Adaption At 6th level you gain the ability to adopt certain facets of animals, as your body gains a more bestial form. Choose one from the list of adaptions below. You gain a second adaption when you reach 14th level.

Aquatic Adaption – Your hide becomes scaly like a fish, or slick like a seal. You gain a swim speed of 30ft and can breathe comfortably in air and water.

Beasthide – Your gain a carapace, shell, or a dense grey skin like a rhino. Your base AC becomes 11 + your dexterity modifier, and at the start of each of your turns you gain temporary hit points equal to 1d6 plus your proficiency modifier.

Heightened Senses – You gain wide eyes, broad ears, and graceful whiskers. You gain darkvision out to 60ft if you did not already have it, you have advantage on Wisdom (perception) checks to detect creatures within 60ft, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.

Mobility – Your hands and feet become clawed, and elongated, you might sprout a tail. Your speed increases by 10ft, you can climb up to your speed, and your jump distance is tripled.

Shifting Skin – Your skin changes colour, even texture, adapting without effort to your surroundings. You have advantage on Dexterity (stealth) checks, and while you are standing still against an irregular surface you are considered invisible until you attack, move, or cast a spell.

How can I improve this homebrew magic item so that it remains balanced across a wide range of levels?

I am considering the following homebrew magic item for my campaign:

Ring, rare (requires attunement)

While attuned to this ring, when you cast a cantrip that targets a single creature (but does not have a range of Self), you may choose to expend a spell slot to have that cantrip target an additional number of creatures equal to the level of the spell slot. Any additional creatures targeted must be valid targets of the spell, and no creature may be targeted more than once.

If the cantrip requires an attack roll, make a separate attack and damage roll for each creature. If the cantrip requires a saving throw, each target makes a separate saving throw but takes damage based on a single damage roll.

I really like how this feels for low level parties. For example, a level 3 wizard using a 2nd-level spell slot to attack 3 creatures for 1d10 damage each with a Firebolt seems perfectly reasonable. I am NOT happy, however, with the idea of a level 17 wizard using a 9th-level spell slot to attack 10 creatures for 4d10 damage each.

How could this magic item be improved so that it is still interesting for low level characters without being so powerful at higher levels? Or am I overestimating its usefulness at high levels?

Is this homebrew Shifter class balanced compared to the official classes?

One of my players wanted a non-spellcasting druid, is this balanced compared to the official classes?

The Shifter

The shifters, unlike the druids, lack a mystical connection to nature, and do not use nature to cast their spells. Shifters manipulate their magical energy to turn into a variety of creatures to terrify and defeat their foes, and as they do sap their energy for magic, they can transform far more often.

Hit Dice: D6
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (4) per level after 1st


  • Weapons: Daggers, Clubs, Sickles, Slings
  • Armor: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Nature, Arcana, and one other of your choice.
  • Tools: None

Starting Equipment:

  • One of
    • A dagger and a sickles, or
    • A sling and 20 bullets
  • An explorer’s pack and a club.

\begin{array}{r r l r r} \textbf{Level} & \textbf{Prof. Bonus} & \textbf{Features} & \textbf{Shift Points} & \textbf{Max CR} \ \hline 1^\text{st} & +2 & \text{Shifting} & 2 & 1 \ 2^\text{nd} & +2 & \text{Cantrip Casting} & 2 & 1 \ 3^\text{rd} & +2 & \text{Subclass} & 5 & 2 \ 4^\text{th} & +2 & \text{ASI} & 5 & 2 \ 5^\text{th} & +3 & & 8 & 3 \ 6^\text{th} & +3 & \text{Subclass feature} & 8 & 3 \ 7^\text{th} & +3 & & 13 & 4 \ 8^\text{th} & +3 & \text{ASI} & 13 & 4 \ 9^\text{th} & +4 & & 21 & 5 \ 10^\text{th} & +4 & \text{Mask of Many Faces} & 21 & 5 \ 11^\text{th} & +4 & & 34 & 6 \ 12^\text{th} & +4 & \text{ASI} & 34 & 6 \ 13^\text{th} & +5 & & 55 & 7 \ 14^\text{th} & +5 & \text{Subclass feature} & 55 & 7 \ 15^\text{th} & +5 & & 89 & 8 \ 16^\text{th} & +5 & \text{ASI} & 89 & 8 \ 17^\text{th} & +6 & & 144 & 9 \ 18^\text{th} & +6 & \text{Shift into Youth} & 144 & 9 \ 19^\text{th} & +6 & \text{ASI} & 144 & 10 \ 20^\text{th} & +6 & \text{Tarrasque} & 150 & 10 \ \end{array}


At 1st level, you gain the ability to transform. Choose 3 beasts of CR 0. Those are your cantrip transformations, which you can shift into at will. To transform into creatures of higher CR, you must spend Shift Points as shown in the table below:

\begin{array}{r|r} \textbf{CR} & \textbf{Cost} \ \hline 1 & 1 \ 2 & 3 \ 3 & 5 \ 4 & 7 \ 5 & 12 \ 6 & 17 \ 7 & 25 \ 8 & 45 \ 9 & 75 \ 10 & 100 \ \end{array}

Until you choose a subclass at 3rd level, you can only transform into beasts. When you shift, you can assume the appearance and abilties of any beast. You keep your INT, WIS, CHA scores, but your STR, DEX, and CON scores are replaced with that of the beast. You retain your hit points, but gain temporary hitpoints equal to half those of the beast you transform into. Shifting takes an action, you can revert to human form as a bonus action. You also revert if you drop to zero hitpoints. When you revert to human form, you lose any temporary hitpoints you have. You can only shift while in human form. You cannot cast or concentrate on spells while transformed. You can only shift into a creature if you have enough SP and the creature’s CR is less than or equal to your max CR. You regain all SP after a long rest. Anything you are wearing or carrying is absorbed into your form until you revert, creatures you shift into cannot wield your weapons or armor.

Cantrip Casting

At 2nd level, you gain the ability to cast spells, however, due to your magic energy being sapped for transformation, you can only cast cantrips. You know every cantrip. You must spend 1 SP to cast a cantrip, and the cost of casting a cantrip increases by 2 SP whenever you cast one. Wisdom is your spellcasting modifier for these spells. The cost of casting a cantrip resets to 1 SP whenever you finish a long rest.


At 3rd level, choose between the Ooze Order, the Undead Order, the Fiend Order, the Aberrant Order, the Plant Order, the Elemental Order, the Dragon Order, the Celestial Order, the Monster Order, and the Fey Order.


At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or two ability scores by 1, or take a feat. You cannot increase an ability score over 20 using this feature.

Mask of Many Faces

At 10th level, you can cast alter self at will.

Shift into Youth

At 18th level, you stop aging and cannot be aged magically.


At 20th level, you can shift into a Tarrasque. Once you do so, you cannot do so again for a month. Immediately after you revert, you gain a level of exhaustion that can never be removed, even with a wish spell, even with divine intervention, even if you are killed and revived.

The Ooze Order

At 3rd level, you gain the ability to shift into oozes as well as beasts. If you shift into an ooze, it costs twice as much SP as it normally would.

At 6th level, you leave a trail of slime behind you. All squares you move through on your turn count as difficult terrain until the end of your next turn.

At 14th level, you gain immunity to piercing damage.

The Undead Order

At 3rd level, you gain the ability to shift into undead as well as beasts. If you shift into an undead, it costs twice as much SP as it normally would.

At 6th level, you can cast revivify once per short rest.

At 14th level, whenever you would be reduced to 0 hp, make a Wisdom saving throw, the DC for which is twice the damage taken. On a success, you are reduced to 1 hp instead, and the nearest creature is infected with Mummy Rot.

The Fiend Order

At 3rd level, you gain the ability to shift into fiends as well as beasts. If you shift into a fiend, it costs twice as much SP as it normally would.

At 6th level, any creature that starts its turn grappling you takes 5 fire damage.

At 14th level, you can cast summon lesser demons once per short rest. When you cast the spell using this feature, the creatures summoned are not hostile to you.

The Aberrant Order

At 3rd level, you gain the ability to shift into aberrations as well as beasts. If you shift into an aberration, it costs twice as much SP as it normally would.

At 6th level, you can speak all languages, are immune to long-term madness, and have expertise in Arcana.

At 14th level, your reach increases by 10 feet.

The Plant Order

At 3rd level, you gain the ability to shift into plants as well as beasts. If you shift into a plant, it costs twice as much SP as it normally would.

At 6th level, you no longer require food as long as you are in sunlight for at least 6 hours a day. You can cast speak with plants at will.

At 14th level, you are always under the effects of tree stride.

The Elemental Order

At 3rd level, you gain the ability to shift into elementals as well as beasts. If you shift into an elemental, it costs twice as much SP as it normally would.

At 6th level, after you finish a long rest, choose between lightning, thunder, force, and acid damage. You gain resistance to that type of damage until you take another long rest.

At 14th level, you learn four 1st-level sorcerer spells of your choice. You can cast these spells by spending 15 SP. Wisdom is your spellcasting modifier for these spells.

The Dragon Order

At 3rd level, you gain the ability to shift into dragons as well as beasts. If you shift into a dragon, it costs twice as much SP as it normally would.

At 6th level, you can treat any Charisma check you make to talk to a dragon as a 15. You also know the location of any dragon within 1 foot of you.

At 14th level, scales form over your body. While you are not wearing armor, you can calculate your AC as 14 + your Dexterity modifier. You can wield a shield if proficient and still use this feature. If you shift you lose this benefit.

The Celestial Order

At 3rd level, you gain the ability to shift into celestials as well as beasts. If you shift into a celestial, it costs twice as much SP as it normally would.

At 6th level, as a bonus action, you can pick a creature within 30 feet of you and heal them with your SP. They gain temporary hp equal to half the amount of SP you spend.

At 14th level, you gain immunity to disease, the poisoned condition, and poison, and regain 1 hp at the end of each of your turns.

The Monster Order

At 3rd level, you gain the ability to shift into monstrosities as well as beasts. If you shift into a monstrosity, it costs thrice as much SP as it normally would.

At 6th level, you gain expertise in Intimidation and immunity to fear.

At 14th level, you can spend 50 SP as a bonus action to gain immunity to non-magical damage until the beginning of your next turn.

The Fey Order

At 3rd level, you gain the ability to shift into fey as well as beasts. If you shift into a fey, it costs thrice as much SP as it normally would.

At 6th level, you gain expertise in Persuasion and immunity to being charmed.

At 14th level, choose four 1st-level spells from the bard spell list. You can cast these spells by spending 15 SP. Wisdom is your spellcasting modifier for these spells.

Is this homebrew Duergar subclass balanced?

I’m planning a campaign with an underdark-based homebrew setting, and I want to give them the option of Duergar as a race. Does this seem unbalanced, and are there any potential issues in particular that I should watch out for?


As a subrace of dwarves, Duergar have all the standard Dwarven racial traits. In addition, you have the following traits:
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. (as per Drow)
Sunlight Sensitivity. (as per Drow)
Duergar Resilience. You have advantage on saving throws to resist being charmed or paralyzed. You have advantage on Wisdom, Charisma, and Intelligence saving throws against spells. You have advantage on Intelligence (Investigation) checks made to discern illusions.
Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell once, but only to enlarge yourself. You regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once, but only on yourself. You regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

How to create travel speed for homebrew vehicles

I’m working on a campaign where a giant forest covers the land where oceans should usually be. My party is going to have a vessel akin to a ship that will let them travel across this massive forest.

I have some ideas on how these ships could work:

  • Long spindly mechanical arms with very large malleable disks at the end that would be used to distribute the weight of the ship. The ship would move using the arms that would “walk” atop the canopy. With the assistance of some spells that can make the ship lighter, it could travel across the top of the canopy of the forest without tearing down thousands of trees. Heavy rainfall could make the joints of the arms rust and make the normal travel speed slower.
  • It might have a giant keel that skims the top of the canopy. It would be akin to a sailboat; using sails and wind to move. Control Wind and Control Weather would greatly increase the speed of the vessel. Turtling would be more likely because there isn’t any water keeping the vessel buoyant so that’d be a big issue.
  • It could be akin to a hot air balloon with gas heated balloons on different sections of the skip keeping it raised above the canopy. Strong wind and storms could damage the balloons and slow travel time.

Magical flying ships are going to exist in this world but they’re a new technology and my party will most likely be unable to obtain safe passage on one for quite a while. Hand wavy magic can also fix the issue of traveling on top of a forest canopy on a ship-like form of transportation with no buoyancy to keep the ship afloat.

I have never homebrewed a form of transportation or vehicle before and I have no idea how travel speed on a vessel of this sort would work because it’s technically not a boat and more akin to a walking/floating cargo ship.

There are no strong currents or hurricanes or whirlpools that will affect travel time but those complications are replaced with strong winds, tornadoes, and thunderstorms. Fallen trees or uneven levels of vegetation would affect travel time as well as other various things. Vessels like these aren’t affected in the same way as ships are so I’m unsure of the speed of these vehicles.

To sum all of this up into a sentence: How do I make accurate travel speed for a homebrewed form of transportation?

Consequences of Relying on temporary hit points instead of armor for a homebrew class?

I am creating a homebrew tanking class for DND 5e, and I want to add some flavor rather than going with same formula as fighter, barbarian, and paladin.

I am thinking that instead of armor the class could rely on a reserve of temporary hit points to absorb damage. This reservoir of temporary hit points would be equal to half the hp maximum and would replenish fully every long rest, or when you regain hit points as part of a short rest, potion, or spell, you would regain half as many temporary hp.

What would the mechanical implications of such a class, and how would I prevent them from boosting their AC to make this combo OP?

Is this homebrew trident weapon and associated feat balanced compared to the published weapons and Feats for Weapons?

Currently, the martial weapon trident is strictly inferior to the simple weapon spear. Here is my homebrew fix for it:

Trident (Martial Meelee Weapon) Cost: 15 GP Weight: 5 lbs
Damage: 3d4 piercing Thrown (0/15), Heavy, Two Handed, Special

Special: This weapon can be wielded with one hand if the other hand is wielding a net.

And its accompanying feat:

Trident Mastery
Prerequisite: Proficiency in tridents.

You gain the following benefits when wielding a trident:

  • You have advantage on attack rolls made with tridents while under water.
  • When you throw a net as an action, you can make one attack with a trident as a bonus action.
  • When you are attacked by a weapon that has the reach property and are not incapacitated, you can use your reaction to add your proficiency bonus to your armor class against all attacks from the creature that attacked you until the beginning of your next turn. If this increased armor class blocks the triggering attack, the creature must make a DC 15 dexterity check or drop the weapon.

Is this balanced compared to the official weapons? Does it have any “broken” combinations with any feats or abilities? Is the feat broken?