Is this homebrew mini-tarrasque race over-(or under-)powered?


The tarrasque is a fearsome one-of-a-kind monster with a terrifying bite, an impenetrable carapace, and unbeatable regenerative abilities. It’s also big, dumb, and ugly. The mini-tarrasque is mostly similar to other humanoids, but also possesses approximate versions of the legendary beast’s most noteworthy qualities.

  • +2 Constitution, -2 Strength. Without the benefit of size, the mini-tarrasque is surprisingly weak. However, it still possesses exceptional fortitude.

  • Medium: As a Medium creature, the mini-tarrasque has no special bonuses or penalties due to its size.

  • Mini-tarrasque base land speed is 20 feet.

  • Augmented Natural Weapon: The mini-tarrasque has sharp teeth and a powerful jaw. It can attack with its bite as a natural weapon, dealing piercing and bludgeoning damage equal to 1d6 plus its Strength modifier on a successful hit and threatening a critical hit on a natural attack roll of 19-20.

  • Blindsense: Though it lacks the finely-tuned scent ability of the full-sized tarrasque, the mini-tarrasque can use its ears and nose to notice the presence of things it cannot see. It has blindsense out to 15 feet.

  • Cause Fear: Once per day, when the mini-tarrasque charges or attacks a creature, it can affect that creature as though using the cause fear spell with a caster level equal to the mini-tarrasque’s level and a save DC of 11 + the mini-tarrasque’s Cha modifier. This is a supernatural mind-affecting fear effect.

  • Rush: Once per encounter, the normally slow-moving mini-tarrasque can move at a speed of 90 feet.

  • Deflection: Despite not having a reflective carapace, the mini-tarrasque’s flesh is still able to occasionally bounce away rays, lines, cones, and even magic missile spells. Whenever the mini-tarrasque is targeted by such an effect, it can roll a d6. On a 6, the mini-tarrasque ignores the spell or effect.

  • Fast Healing: In contrast to the full-sized tarrasque’s complete immortality, the mini-tarrasque can be slain in ordinary combat. However, its body still heals at an extraordinary rate, allowing it to regain 3 hit points at the beginning of each of its turns. Unlike to most creatures with fast healing, the mini-tarrasque also regrows lost limbs or body parts after 3d6 minutes. It can reattach a severed member instantly by holding it to the stump.

  • Immunities: The mini-tarrasque is immune to ability damage and effects that would cause incurable wounds. Anything that would inflict ability drain deals ability damage instead. The mini-tarrasque automatically succeeds on saving throws made to avoid permanently losing one or more levels due to energy drain. If it would gain negative levels greater than or equal to its level, it instead gains negative levels up to a maximum of one less than its level.

  • Energy Resistance: The mini-tarrasque has resistance to fire 15.

  • +2 racial bonus on saving throws against disease, poison, and energy drain. If it succeeds on its saving throw(s), the mini-tarrasque can overcome any disease or poison without the need for magical assistance.

  • +2 racial bonus on Listen and Spot checks.

  • Automatic Languages: None. Bonus Languages: Abyssal, Celestial, Common, Infernal.

  • Favored Class: Fighter. A multiclass mini-tarrasque’s fighter class does not count when determining whether it takes an experience point penalty for multiclassing

  • Level Adjustment +2.

Why I did what I did

My overall goal was to bring the "unstoppable" feeling of the army-flattening tarrasque to something that can actually be built upon with normal classes in a reasonably-leveled setting.

  • I scaled down the tarrasque by reversing the size-increase process in the MM and found that it actually had 8 Strength and a ton of Constitution. The DMG says that +Con -Str isn’t an even trade, but gnomes have it, and it can be accomplished by passing through Dex (+Con -Dex, +Dex -Str) and I wanted to make the non-magical-beast version not have a puny smooth brain, so that’s what I went with.

  • Speed I kept at 20. Dwarves are also Medium with 20 feet, but can wear armor without slowing down. Mini-tarrasque’s upside to being slow is the rush ability, which (like everything else about it) is substantially nerfed from the regular-tarrasque version. But 1/minute and 1/encounter seem almost identical unless you’re going on an hour-long city rampage, so it seemed reasonable to make the 12-Con mini-tarrasque need a bit more rest between rushes than the 35-Con mega-tarrasque. The speed of the rush itself was nerfed down to the level of an aarakocra’s flying speed, since they’re also a listed Medium race that normally walks 20 feet per round.

  • Since the dawn of time, the tarrasque’s bite has been its most powerful weapon, able to crit on an 18 and inflict extra pain when that lands. But this tarrasque has a smaller mouth, and Savage Species suggests a LA increase for having more natural attacks than an equal-level fighter gets weapon attacks (in this case, one) or being able to deal more damage than a one-handed simple or martial weapon. I think natural weapons are light, so I gave it basically the same stats as a shortsword.

  • +1 LA for blindsight (which other abominations have, while the tehcnically-not-an-abomination tarrasque has blind-fight)? +1 LA for scent (which the tarrasque actually does have)? Naw, dawg. Let’s take the minimum stated range for scent and turn it into blindsense. Something that conveys the tarrasque’s extraordinary senses without actually being all that powerful.

  • According to Savage Species, Frightful Presence is worth +1 LA. Without RHD, though, that is an abysmal trade. So I made the tarrasque’s fear effect more like a quickened SLA, once a day. It’s smaller, so obviously it’s less intimidating. Still, probably enough to scare a common guard or what have you.

  • Being totally immune to rays, lines, and cones felt way too good. That’s a huge number of (sometimes very dangerous) attacks that the tarrasque can ignore. In 1e/2e, it was a d6 to decide if the attack was reflected or bounced harmlessly off. So I took that rate (about half of 3.5e tarrasque’s reflection rate) and made it the odds of the attack bouncing off versus hitting you normally. I felt like that kept a good portion of the idea intact, without increasing mini-tarrasque’s power too much?

  • Regeneration is the second of the tarrasque’s most famous and important abilities, but the fact that nothing deals lethal damage to it seems like it’d be entirely busted for most of a campaign. I kept its ability to recover from damage (including dismemberment, albeit at troll speed rather than tarrasque speed), but going from regeneration to fast healing makes the mini-tarrasque actually killable. It also gives a +1 to LA (instead of +2), according to Savage Species.

  • Like with being able to regrow/reattach body parts, I wanted the mini-tarrasque to be able to keep on trucking even against draining attacks. Almost no non-undead in the game has anything like this, so unsurprisingly Savage Species doesn’t even have anything to say about it. But all abominations–tarrasque included–have immunity to these things, so I gave it a sort of "resistance to ability damage/drain and energy drain", based on how the horizon walker prestige class "resists" exhaustion. The energy drain immunity doesn’t actually let it do that much that other races couldn’t (since it still suffers penalties while fighting with drained energy), but it fits with the theme and lets it avoid two of the most frustrating things that can happen to a character.

  • Again, immunity downgraded to resistance. Every version of the tarrasque is immune to fire (which is also in line with the fact that all abominations have an energy immunity, so it felt important to keep), but without the fire subtype (which would lead to cold vulnerability) that seemed like it might come with a hefty cost. Theoretically LA+1 for resistance to a single energy type of less than 20.

  • Keeping with the trend of "immunity to resistance", I gave mini-tarrasque dwarf-sized bonuses to saves against diseases and poisons, which for the normal tarrasque are immunities. I also gave it the ability to recover from magical diseases or whatever–basically just mummy rot, since that’s something that the tarrasque specifically calls out as being immune to, and that keeps with the running idea of not getting slowed down by some incurable effect other than being killed.

  • Tarrasque has +8 to Listen and Spot. Standard races (like elves) get +2 instead, so that’s what mini-tarrasque gets, too.

  • By default, the tarrasque doesn’t speak. Other abominations get Abyssal, Celestial, and Infernal, though, so now that the creature in question has more than 3 Intelligence, it has the potential to learn some languages. Not having Common available seems like it’d be pretty inconvenient for an intelligent avatar of destruction, so I threw that in as another bonus.

  • Tarrasques fight. Fighters fight. I also considered barbarian, but felt like fighter was a more commonly-used favored class.


As you can see, I basically included Savage Species level adjustment increases only for the things that I had no choice but to increase LA for. I also left out things that would have forced me to increase LA beyond the absolute essentials (in my opinion, the things that most define a tarrasque but which are explicitly stated to give LA are regeneration and fire immunity). So, no horns/claws/tail, no natural armor, no spell/psi resistance, and certainly no +17 strength modifier. Even an LA of +2 is pretty rough (far more than Savage Species tends to balance around), I think, so I wanted to pack as much into those two adjusted levels as I could.

But did I pack too much? Or maybe even too little? Did I overlook anything that actually makes the mini-tarrasque way more or less effective than I’m thinking? If it’s stronger than the typical LA+2 race, that’s fine, because the typical LA+2 race is pretty awful. But if it’s way too dominant compared to every other possible option, then that would be not great.

Is this Homebrew “Boggart” balanced? [closed]

I wanted to put a Boggart into my 5e game, similar to a Boggart from the Harry Potter franchise. For those who don’t know, it’s a magical shape-shifting creature that can transform into the worst fear of whom ever looks upon it.

A point of contention I have is what type of creature should it be? Undead? Aberration? Construct? And, what Challenge Rating should the creature be? (I’m think about putting it at around 5-7). Also, if it is unbalanced in some way, how can I make it balanced? Anyway, here it is…


medium aberration, neutral evil

Armor Class 13

Hit Points 67 (9d8+27)

Speed 0 ft., fly 60 ft. (hover, only when unseen)

STR 6 (-2) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 15 (+2)

Damage Immunities Necrotic, Poison

Damage Vulnerabilities Radiant

Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone,

Languages Can understand deep speech but doesn’t speak it

Incorporeal Detection When a Boggart is not being directly observed it is considered invisible, specifically when it comes to divination based spells. It is also immune to magics that can read its mind.

Shapechange Weakness Unlike other shapeshifters, the boggart is susceptible to transmutation spells like polymorph. If the boggart is transformed against its will into something the creature does not fear it is unable to use Terrifying Apperance.

Terrifying Appearance When a creature looks at a Boggart, the Boggart must use its reaction to immediately cast True-Polymorph on itself to transform into whatever the viewers worst fear is. The viewer must make a Wisdom Saving Throw (DC 15) or be frightened by the Bogart while it remains within line of sight. A creature can remake the saving throw at the end of their turn if they are not within line of sight, or if they willingly enact the blindness condition in some manner. It will take on all game statistics of its new form but it retains its original health. If the viewers worst fear is an inanimate object the boggart will transform into an animated version of that object as if under the Animate Objects spell. If multiple creature are observing it or if the creature has multiple worst fears, the boggart will cycle through them at random after each turn. Anytime the boggart is not in the form of whatever the viewer fears most, the viewer automatically succeeds the saving throw against being frightened.

My idea is to have Polymorph be the equivalent of Riddikulus, Is this a good idea or should I create a home-brew spell specifically for that purpose?

Would this homebrew version of True Strike be balanced?

True Strike has been a popular discussion point. On one hand, it’s considered one of the weakest spells in the game, but on the other, balancing it as being a bonus action seems to make it overpowered.

My approach is based on its fluff text.

Your magic grants you a brief insight into the target’s defenses.

I propose that, similarly to the Fighter’s Know Thy Enemy feature, True Trike would grant advantage on an attack in the next turn, as before, and, additionally,

The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Total spellcasting levels, if any

I’m not sure if two characteristics is too much, compared with the Fighter’s 7th level feature. This would be one of the few ways (if any?) to get information about a creature’s mental scores, and it clearly has more of a caster-vibe than Know Thy Enemy.

How balanced would this be?

Homebrew and NOPASSWD sudo

I like to be able to run some commands installed via Homebrew without typing my sudo password. The problem is that Homebrew installs everything with user permissions, so if I add the executables to sudo’s NOPASSWD list (via user ALL = (ALL) NOPASSWD: ...), these files can be replaced and so any arbitrary program can run as sudo. chowning the executables would also be problematic, as it will break Homebrew’s update mechanism. Homebrew can’t be installed on the root account either. What should I do?

Is this homebrew College of Echoes balanced compared to existing classes?

College of Echoes
While the other bardic colleges focus on music and its accompanying psychological effects, bard of this college see what music really is- vibrations in the air, the same as words and heat, and learn to manipulate those vibrations themselves. The wide variety of useful abilities they have makes them be considered extremely reliable by many, though their perceived reductionism of music and tendency to use their powers for pranks makes others think they lack dignity.

Persistent Sound
At level 3, as an action, you can touch a creature or object and inscribe a word of your choice. If you try to inscribe a word on a hostile creature, you must successfully make a melee spell attack against them. The word you inscribe glows dimly and says itself every few seconds in a voice and volume of your choosing. Whenever a hostile creature makes an attack roll, it suffers a penalty to its attack rolls equal to the number of words inscribed on it, as the noise distracts it. This has no effect on deafened creatures. A creature can use an action to scrape off all words inscribed on it. You learn 2 additional languages of your choice. You can erase any inscribed word by touching it as an object interaction.

This is a very specific but also very widely useful feature imo in the hands of a creative player. I don’t think the enemy inscription penalty is overpowered at all, because the squishy bard would have to spend several turns making meelee spell attacks, which might not even hit, for a relatively minor penalty, that can be gotten rid off all at once in an action, and they could take their chances with the help action or vicious mockery for a similar effect.

At level 10, you can inscribe certain words to manifest magical effects. These effects occur even if a target is deaf. You can:

Woosh- As an action, you inscribe the word woosh onto a creature. Unless the creature is willing, you must make a melee spell attack first. On a hit, that creature must make a strength saving throw, moving 30 feet away from you on a failure or 15 feet on a success. The inscription then vanishes.

Sizzle- As an action, you inscribe the word sizzle onto an object or creature. If you inscribe it on an object, it heats up, and if it is made of a flammable material such as paper or wood, it will burn, other wise, it becomes hot enough to do 1d4 fire damage to any creature that touches it (so a weapon with sizzle inside would do an additional 1d4 fire damage on each hit). If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. At creature with sizzle inscribed on them takes 1d4 fire damage at the end of each of their turns. You cannot have more than 1 inscription of sizzle at the same time.

Boing- As an action, you can inscribe a creature or object with the word boing. The next time they take fall damage, they take no damage and immediately jump a distance upwards equal to the distance they fell. The inscription then vanishes.

Snap- As an action, you inscribe the word snap onto an object or creature. If you inscribe it on a creature, you must first succeed on a melee spell attack against them if they are not willing. A creature with snap inscribed on it takes 1d4 bludgeoning damage and must make a dexterity saving throw or fall prone. An object or structure with snap inscribed on it takes 8d4 bludgeoning damage. The inscription then vanishes.

While this feature does not consume resources, the relatively low amounts of damage mean it is not overpowered, especially at 10th level when the bard’s vicious mockery does 2d4 damage, compared to 1d4. Woosh does push back a creature a whole 30 feet, but both a meelee attack and a saving throw are involved, and if either fail the bard risks being attacked again. This is more useful for supporting allies, eg. inscribing sizzle on the fighter’s sword, or using snap to collapse part of the building the parties’ fighting in.

The Weight of Your Words
At 14th level, as an action, you can choose a creature within 120 feet of you. The air pressure above that creature greatly increases, making them feel far heavier. The creature’s speed is halved and they must make a strength saving throw at the beginning of each of their turns, and whenever they use the dash or disengage actions, or fall prone. These effects last for 10 minutes, or until you are dead or unconscious. Once you use this ability, you cannot do so again until you finish a short or long rest.

Is this Will’O’Wisp Homebrew Comparable to other Pact of the Chain Familiars?

For a level 3 one shot I will be playing a Warlock who made a deal with the ghost of a wizard to help find a way to revive the wizard, and by carrying soot from the wizard’s final resting place in a locket, they stay near me and give me warlock powers. Because of this, I thought it’d be cool to have a ghost familiar through Pact of the Chain and since no ghost-like undead are CR 1, I decided to nerf a Will’O’wisp from CR 2 to 1.

For reference, here’s the original Will’O’Wisp and here are the Quasit and the Imp which are CR 1 creatures available through Pact of the Chain.

Is the following Will’O’Wisp homebrew comparable, or at least less powerful that other familiars at level 3? The two skills were added to flavour the creature as a wizard’s ghost and to give some utility outside of combat.


tiny celestial (since the Find Familiar spell only creates fiends, fey, and celestials, not undead)

Armor Class 13

Hit Points 10

Speed 0 ft, fly 40 ft (hover)

STR 1 (-5) Dex 15 (+2) CON 10 (+0) INT 16 (+3) WIS 12 (+1) CHA 11 (+0)

Skills: Arcana +5, History +5

Damage Resistance: necrotic; thunder; bludgeoning, piercing, and slashing from non-magical attacks

Damage Immunities: lightning, poison

condition Immunities: grappled, poisoned, prone, restrained

Senses: darkvision 120 ft, passive perception 11

languages: common

challenge: hopefully 1 (200 XP)

Ephemeral. The will-o’-wisp can’t wear or carry anything.

Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.


Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage.

Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Are these homebrew reactions balanced with each other?

I have been working on a homebrew reaction system so that each person can do more throughout the initiative than the very rare opportunity attack or counterspell. I feel as though reactions should be available to all classes, and this is my effort do do this.

Homebrew reactions on Homebrewery

My general design principle for this was to give something thematic to the class and have its effect strength become stronger the rarer it is. For example, allowing a fighter to attack when a creature attacks someone other than him, but only allowing the rogue to attack when someone dies, because a rogue attack will likely be stronger than a fighter’s attack.

I realize this will have some balance implications for the rest of the game, for example making shield and counterspell weaker and not necessarily a must-have. I also realize that this will make the players significantly stronger.

For classes or subclasses within their default PHB rules, I’ve given them an ability that should be of roughly the same power as a reaction, but not a reaction, since they already have one.

What I am looking for:

  • "This feature is much stronger than the others because [the reaction is stronger than you think / the reaction will happen more often than you think / etc]"

  • "This feature is much weaker than the others because…"

  • "This feature will break some other part of the game [by making x feature moot / by significantly strengthening x feature]"

  • "This concept in general will cause the game in general to be unbalanced for x reason"

  • "This feature is significantly ambiguous and it could mean two mechanically different things"

What I am not looking for:

  • "This concept in general will slow down combat or make the game less fun to play" (An issue I will be playtesting)

  • "This feature doesn’t feel like something x subclass would have" (An issue I will ask my friends)

  • "This feature isn’t worded how WotC would word it in 5e" (An issue to address if I decide to publish on dmsguild)

Reactions or Replacements


Path of the Berserker – Approach Me

When you reach 4th level, you gain the ability to retaliate against those who approach you in melee combat. During your rage, other creatures provoke an opportunity attack when they enter your reach.

Path of the Totem Warrior – Spectral Blessing

When you reach 4th level, you gain the ability to grant the blessing of your totem spirit to creatures near you. During yor rage, when a creature begins its turn within 30 feet of you, you may use your reaction to grant them a benefit until the end of their turn based on the totem animal you chose while gaining this feature. You may choose the same animal you selected at 3rd level or a different one.

Bear. Whenever the chosen creature makes an attack, they gain resistance against damage from melee attacks from that creature until the end of their next turn.

Eagle. Whenever the chosen creature makes an attack roll, they don’t provoke opportunity attacks for the rest of the turn.

Wolf. Whenever the chosen creature makes a melee weapon attack, they gain a bonus to the damage roll equal to your Rage Damage.


College of Lore – Improved Cutting Words

When you reach 4th level, you no longer expend Bardic Inspiration when you use Cutting Words. Instead, you can use it a number of times equal to your Charisma modifier (a minimum of once).

College of Valor – Hit Harder

When you reach 4th level, you gain the ability to improve the strength of your allies’ strikes. When a creature within 30 feet of you is hit by a weapon attack, you can use your reaction to give a bonus to the damage roll equal to half your Bard level.


Knowledge Domain – Quick Recall

When you reach 4th level, you learn how to better apply your smarts to the battlefield. When a creature you can see and haven’t used this feature on starts its turn within 60 feet, you may use your reaction to make a Knowledge check (DM’s choice) to determine aspects of the creature. The DC is 10 + the creature’s Challenge Rating, or Level if the creature has class levels. If you succeed, you learn the creature’s AC, their highest saving throw, and any resistances, immunities, and vulnerabilities they may have.

Life Domain – Shield the Faithful

When you reach 4th level, your god grants you the ability to protect others from harm. When another creature within 30 feet of you takes damage, you may use your reaction to reduce that damage by half of your Cleric level, rounded up. This can’t reduce the damage below zero.

Light Domain – Sun’s Blessing

At 4th level, when you cast a spell of first level or higher that deals fire or radiant damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Nature Domain – Abhor Unnatural

When you reach 4th level, your Channel Divinity: Turn Undead also works on the creature types aberration, celestial, elemental, fey, and fiend, in addition to undead.

Tempest Domain – Storm’s Blessing

When you reach 4th level, when you cast a spell of first level or higher that deals lightning or thunder damage, you deal additional damage of that type equal to half of your Wisdom modifier, rounded up (minimum of 1).

Trickery Domain – Degrading Miss

When you reach 4th level, your god grants you the ability to affect others when they fail to draw your blood. When a creature within 30 feet of you misses you with an attack, you may use your reaction to impose disadvantage on that creature’s attack rolls until the start of its next turn.

War Domain – Divine Defenses

When you reach 4th level, you gain the ability to invoke your god’s power to prevent further harm to yourself. When a creature hits you with a weapon attack, you may use your reaction to add your Wisdom modifier to your AC for the rest of the turn.


Circle of the Land – Manipulate Terrain

When you reach 4th level, your connection with the land manifests in harsh winds, churned earth, and roiling sea near you. When a creature moves to an area within 15 feet of you, you may use you reaction to create difficult terrain in a sphere with a raidus of 15 feet centered on yourself until the end of the turn.

Circle of the Moon – Feral Instincts

When you reach 4th level, your more animalistic instincts take over while wild-shaped. While wild-shaped, when a creature at maximum hit points takes damage, you may use your reaction to move up to your speed towards the creature. Then, if the creature is within your reach, you may make an opportunity attack against it.


Champion – Strive for the Best

When you reach 4th level, your determination to be the best of the best makes sure no one can outshine you. When a creature other than you lands a critical hit, you may make one weapon attack with advantage as a reaction.

Battle Master – Face Me!

When you reach 4th level, you gain the ability to exploit the distractions of your enemies. As a bonus action, you can Mark a creature until that creature falls unconcious or you cannot see it. When a Marked creature makes an attack against a creature other than you, you may use your reaction to make a weapon attack against the Marked target. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Eldritch Knight – Spell Recognition

When you reach 4th level, you have some rudamentary understanding of defensive magic and can shield yourself with it. When a spell is cast by a creature within 5 feet of you, you may use your reaction to gain resistance to the damage of the spell this turn.


Keep Your Balance

When you reach 4th level, you are able to avoid being moved around against your will. When you would be moved any distance, you may instead move only half that distance.


Oath of Devotion – Protect the Good

When you reach 4th level, your loyalty an attention to your allies allows you to protect them in more and more ways. When a creature within 10 feet of you is hit with an attack, you may use your reaction to grant that creature the effects of sanctuary until the end of the turn.

Oath of the Ancients – Nature’s Wrap

When you reach 4th level, your attunement with nature extends to protection of your allies. When an ally within 10 feet of you is hit with a melee attack, you may use your reaction to force the attacker to make a Strength saving throw versus your spell save DC. On a failed save, the attacker is restrained until the end of the turn as vines coil around the creature’s body.

Oath of Vengeance – Answered Sleight

When you reach 4th level, you gain the ability to retaliate more effectively against those that would dare harm who you care about. When a creature within 10 feet of you is hit with a melee attack, you may use your reaction to move up to 10 feet and make a melee attack against the attacker, if able.


Hunter – Prey’s Vulnerability

When you reach 4th level, you gain the ability to more effectively take advantage of your target’s weaknesses. When you hit a creature with a weapon attack, you may Mark that creature until the start of your next turn. While a creature is Marked in this way, if it makes an attack against any other creature than you, you may use your reaction to make a weapon attack against the Marked creature. You may only have one creature Marked at once, and a creature may only be Marked by one creature.

Beast Master – Beast’s Bond

When you reach 4th level, your bond with your companion allows you to retaliate against those who wrong it. When a creature deals damage to your beast companion, you may use your reaction to make an attack against that creature.


Thief – Nimble Swipe

When you reach 4th level, your nimble fingers allow you to disrupt others while fighting. When a hostile creature you can see moves out of your reach, you may use your reaction to try to swipe an object from the creature. If you do so, make a sleight of hand check contested by their athletics or acrobatics check. If you win, you can take an object from them that you could wield or put away with the Use an Object action. For example, you could take a weapon, arcane focus, or potion, but you could not take a shield or armor.

A creature can avoid provoking this reaction by taking the Disengage action. They also don’t provoke this reaction when they teleport or when someone or something moves them without using their movement, action, or reaction.

Assassin – Lethal Response

When you reach 4th level, you can pay more attention to your target’s lives and are motivated by their deaths. When a creature you’ve dealt damage to dies, you may use your reaction to make an attack against another creature.

Arcane Trickster – Distracting Gesture

When you reach 4th level, you can manipulate your mage hand in more complex ways. When a creature within 5 feet of your mage hand casts a spell, you may use your reaction to attempt to break their incantation. If you do, make an ability check using your spellcasting ability contested by their concentration check. If you win, the creature’s spell fails and has no effect.


Draconic Bloodline – Elemental Infusion

When you reach 4th level, you can assist an ally by allowing them to tap into your elemental power. When a creature other than you damages an enemy, you may use your reaction to deal additional damage to that enemy. If the triggering damage is the type associated with your draconic ancestry, the additional damage is equal to your sorcerer level. Otherwise, the additional damage is equal to half of your sorcerer level, rounded up. Either way, the additional damage is the type associated with your draconic ancestry.

Wild Magic – Bend Luck

You gain the Wild Magic Bend Luck feature when you reach 4th level.

When you reach 6th level, the sorcery point cost of Bend Luck reduces from 2 to 1.


The Archfey – Misty Escape

You gain the Archfey Misty Escape feature at 4th level.

When you reach 6th level, you may use it an additional time per long rest.

The Fiend – Fiendish Retaliation

When you reach 4th level, you gain the ability to lash out at those who harm you. You can choose one damage type when you finish a short or long rest. When a creature hits you with a melee attack, you may use your reaction to deal damage to that creature of the chosen type. The amount of damage is equal to half of your warlock level, rounded up.

When you reach 10th level, you may choose the same or different damage types for Fiendish Retaliation and Fiendish Resistance.

The Great Old One – Mind Warp

When you reach 4th level, you can force a creature to see unknowable and horrifying sights when it harms you. When a creature hits you with a melee attack, you may use your reaction to Blind the creature until the start of its next turn or until it takes damage.


Abjuration – Improved Ward

When you reach 4th level, your arcane ward continues to improve. When you create your magical ward, it has hit points equal to three times your wizard level + your Intelligence modifier. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three times the level of the spell.

Conjuration – Instinctive Jump

When you reach 4th level, you react to danger by teleporting to safety temporarily. When a creature moves within 5 feet of you, you may use your reaction to teleport to a location you can see within 30 feet. At the end of the turn, you return to the space that you vanished from, if it is unoccupied, or the nearest unoccupied space (chosen at random if more than one space is equally near.

Divination – See Failure

When you reach 4th level, you gain the ability to influence events by seeing a negative future. When a creature you can see makes a Saving Throw against a spell you did not cast, you can use your reaction to impose disadvantage on their saving throw. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Enchantment – Potent Charm

When you reach 4th level, your enchantment spells bypass some natural resistances of certain creatures. If a creature would normally have advantage on saving throws against being charmed, it does not benefit from that feature when resisting your spells.

Evocation – Elemental Defenses

When you reach 4th level, your knowledge of the elements give you an edge up aginst those that use the elemental magics. When you take Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to gain resistance against that damage type until the start of your next turn.

Illusion – Question Reality

When you reach 4th level, you can harm those who touch your illusions as they doubt their existence.

When a creature touches an illusion you’ve created, you may use your reaction to force them to make an Intelligence saving throw. On a failure, they take psychic damage equal to your wizard level.

When a creature fails a check to see through an illusion you’ve created, you may use your reaction to deal psychic damage to them equal to your wizard level.

Necromancy – Shift Pain

When you reach 4th level, you can relocate some of the damage you take to your minions. When you take damage, you may use your reaction to have a willing creature within 30 feet take that damage instead, reduced by half your wizard level, rounded up.

Transmutation – Swap Elements

When you reach 4th level, you learn how to change the elements instinctively. When a creature other than you casts a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you may use your reaction to change one of those damage types from that spell to another from that list. For example, you could change fireball to deal cold damage instead of fire, or have meteor swarm deal lightning and bludgeoning damage instead of fire and bludgeoning.

Would it be balanced to remove the level cap on my homebrew Water Jet elemental discipline for the Wot4E monk?

I have homebrewed various additional elemental disciplines for the Way of the Four Elements monk subclass. Although many of those are just adding more spells (erupting earth, tidal wave, etc), and others are just reskins of existing disciplines (such as fist of unbroken air, water whip, etc), one unique discipline that I came up with was this:

Water Jet (11th level required). You can spend 2 ki points as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much on a successful one. In addition, each target that fails its saving throw is pushed up to 20 feet away from you.

However, I wrote this a while ago, and I can’t remember why I decided that it should cost 2 ki (which is typically what the disciplines you have access to at 3rd level cost) but also be capped at 11th level or above. Intuitively, this feels like it would be fine as-is for a 3rd level Wot4E monk to have. Either that, or if it is to have a level cap, the ki cost should match that of the other disciplines capped at that level.

Compared with the RAW elemental disciplines from the Player’s Handbook, would this discipline be balanced if I removed the level requirement?

Are there any unexpected problems with this Homebrew feat?

I (the DM) am considering the following feat, after a player asked about an alternative way to use Two Weapon Fighting.

Knife Fighter

You are especially skilled at the use of the Dagger, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a dagger.

  • You can use two-weapon fighting even when the one-handed melee weapon you attack with is not light, so long as the bonus attack is made with a dagger.

  • You can additionally draw or stow a dagger when you would normally be able to draw or stow any one-handed weapon.

  • You do an additional 2 damage when you hit with a dagger.

Obviously, the most direct comparison is to Dual Weilder. The intent of the feat is to allow a character to wield a Rapier and Dagger, or a pair of daggers and not be at a significant mechanical disadvantage over the Dual Wielder with a pair of rapiers.

Advantages I see compared to the Dual Wielder:

  • Marginally less expensive/heavy.
  • More concealable.


  • Additional damage is not multiplied on a critical hit.

Are there additional issues I have missed that would make this feat better or worse than Dual Wielder? Are the issues (above or otherwise) likely to cause problems or have interactions I have not forseen?

Is this homebrew Misty Hook spell balanced?

In a game I play, my GM allows a lot of custom homebrew (with approval), including spells. A situation has come up where my sorcerer is trying to make a version of Misty Step pulling a nearby creature to you, instead of teleporting to a nearby space.

My GM doesn’t have much of an opinion on it yet, so I want advice for balancing it.

This is the spell text:

Misty Hook
3rd level conjuration
Range: 30 feet
Choose one creature you can see within 30 feet of you. You teleport them to an unoccupied space of their choice within 5 feet of you. An unwilling creature can make a Wisdom save to avoid being teleported.

Is this balanced as a 3rd level spell, or should it be higher level?

Note: I’ve been talking about this in chat here, scroll down for the full discussion.