Is this Way of the Unmastered Monk Subclass overpowered? If so, by how much?

My DM is usually very opposed to homebrew, and I can understand why, seeing as a lot of homebrews are ridiculous, but from a flavor and mechanics standpoint, this is exactly what I’m looking for. I’ve thought of combining classes for our game, but everything I’ve asked has either been ignored or shut down. I’m not trying to outshine other players or do everything, I just want to feel like Yojimbo.

I am currently a kensei monk working towards battlemaster, but I won’t be online until 9 The subclass in question

Is the Blood Transfer cantrip that my player came to me with overpowered

Now, I know that healing cantrips are completely broken. So then, my player comes to me with this:

Blood Transfer

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

You touch an ally, you sacrifice hit points up to your the amount of your current hit hit points -1. The ally gains temporary hit points equal to the amount of hit points you sacrificed.

I can’t tell if this is balanced/broken, because your essentially killing your own hit points to help an ally, is this balanced or broken in anyway?

What overpowered combinations would be available if I allow a bonus action to be used in place of a standard action?

It has come up in game a couple of times that a player might want to cast a spell that has a casting time of 1 bonus action using their “main” action (if they have another bonus action they also want to take on that turn, such as giving bardic inspiration, or controlling a Bigby’s hand, etc.)

On the face of it, it seems obvious that something (a bonus action) that is usually much faster than a full action could be done as your full action. Although the question comes up most often with respect to spellcasting, if I house rule this, I would rule that any bonus action can be taken as a regular action instead; however, I would not allow the same type of bonus action to be taken twice (so no giving bardic inspiration to two allies on the same turn, for instance).

Are there any abusive or overpowered combinations I should be wary of if I were to allow a character to take 2 bonus actions instead of one regular action and one bonus action on a turn?

The issue of casting two bonus-action spells would not come up because the rule against casting 2 spells on your turn unless one of them is a cantrip with a casting time of 1 action would still be in effect:

PHB p. 203 (under Bonus Action casting time)

You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

I know it’s hard to prove/justify a negative answer to a question like this, but I’d be happy to get answers that say you don’t think there would be any issues if you describe how you came to that conclusion.

How can a new DM deal with having given out overpowered weapons at a low level?

I am in a few campaigns, one of them has a DM who’s never been a Dungeon Master before. Their grasp of the rules and how the game is played is sound but they are a bit of a pushover when it comes to letting players get what they want.

A large majority of the players have asked for special weapons that they thought were cool such as:

  • A barbarian with a Flametongue and a Sword of Frost

  • A bard with a bagpipe that, when it hits a target, deals 3d6 damage

  • A fighter with a Bogsword (homebrew item) with 2d8 damage, and 1d6 acid damage to the target for three rounds; the damage adds up if multiple attacks hit

  • A cleric with a staff of Bonking (also homebrew) that deals 2d6 bludgeoning damage and 1d8 radiant damage

  • A warforged artificer that has a ‘fantasy rocket launcher’ that deals 4d8 damage in a 120-ft. radius, with a DC 14 Dex save for half damage.

All of these weapons are great and all but we are at sixth level.

The DM has noticed that any monster they try to throw at the party gets killed in less than one round and wants to change this. The players have had these weapons for quite a while, and the DM thinks it would be unfair to just get rid of their weapons with the sole reasoning behind it being “because I said so”.

They’re thinking about replacing their weapons with ones that are suited for their level, but the issue is this: They’re all pretty attached to their weapons.

How can the DM fix this OP weapon problem, and how can they best do so without making all of the players mad?

Would allowing the “Polearm Master” feat on a Longsword be Overpowered

On of my players (an Eldritch Knight) wants to make a modification to the “Polearm Master” feat by replacing the weapons given with a Longsword. So It would be written as such

Longsword Master

  • When you take the Attack action and attack with only a Longsword, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a Longsword, other creatures provoke an opportunity attack from you when they enter your reach.

Is there anything about this that is overpowered or ripe for abusing? How would that change if we kept the original weapons and added a longsword rather than replacing them?

Are these change to Penetrating and Impervious overpowered?

I’ll be the DM for a new campaign and I don’t particularly like how Impervious was handled in this edition. But, I also think that the 2nd edition one was OP (overpowered). The idea behind the solution is to make the defence with impervious less likely to be damaged by an attack, but still has a chance to damage it with a “lucky” shot.

(note: Since Penetrating is the counterpart of Impervious, it did little sense to me to divide this question into two questions.)

I added, in italics, the following.


Any effect with a resistance difficulty modifier equal to or less than half the Impervious rank (rounded up) has no effect. Furthermore, if the resistance difficulty modifier is equal or less than the impervious rank, the defence roll has advantage (roll two d20 and take the highest). The ranks in impervious cannot surpass the ranks in the the defence that it affects.

For example, if a resistance difficulty modifier is 9 and the impervious rank is 10, the defence roll would have advantage.


…the target must make a resistance check against an effect rank equal to your Penetrating rank. The defence check against an attack with Penetrating is made normally (without advantage) if the ranks in Penetrating are at least half the ranks than the Impervious ranks (rounded up).

Example, an attack 10 with penetrating 5 would ignore the advantage of a defence with impervious 10 but not of one with 11. Moreover, an attack 4 with Penetrating 4 will force a defence save with advantage against 4 damage.

Are these changes to impervious and penetrating OP?

Is this Onyx Spear homebrew magic weapon overpowered for a low-level (3-5) character?

I’m building a unique weapon that can be looted off a boss creature in a very early portion of my campaign (expected for characters level 3-5), and I want to ensure that I can fairly hand it out to players without worrying about it being overpowered.

The Onyx Spear

Weapon (glaive), uncommon (unique), 8 lbs.
1d10 piercing damage; Properties: Two-Handed, Reach, Thrown (60/∞), Special

This weapon gains +2 to all of its damage rolls.

The shaft of this weapon is composed of two rods in the shape of a double-helix composed of a material that resembles wrought iron. These two rods never touch each other, but they cannot be moved closer together or pulled further apart from each other, even if this weapon’s magical properties are suspended. On one end of the shaft, each of the rods are joined to blades that have the physical appearance of being carved from Obsidian, shaped like curling flames.

Special. The weight of this weapon is strange and uncomfortable, as is its momentum and inertia. Characters cannot receive their proficiency bonus on attack rolls with this weapon, even if they have proficiency with this type of weapon. Any character that makes an attack roll with this weapon may roll 1d4-1 and add this value to their attack roll.

If this weapon is permitted to free-fall, it can not fall faster than 5 feet per round. So long as a part of this weapon is touching a floor or wall, it will not tip over as a result of gravity. If this weapon is thrown, it will not stop moving in that direction until it strikes an object, whereupon it will immediately stop without imparting momentum or damage. If this weapon has not touched an object, creature, or environment in more than an hour, all magical properties of the weapon are suspended until it does.

The first time any creature touches this weapon, they need to make a Wisdom saving throw (DC 15). On a failure, they are shocked by the weapon, taking 1d4 lightning damage and dropping the weapon. On a success, they hear unintelligible whispering in their head. This saving throw is only made once per creature, regardless of success or failure.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Thrown. This weapon can be thrown, using its attack roll. If this weapon strikes a target after being thrown, and the attack was not a critical hit, this weapon will deal no damage. If the attack was a critical hit, this weapon will deal damage as though it was a non-critical melee strike. For one minute after being thrown, the first creature that attempts to grab this weapon, other than the creature that threw this weapon, will take 1d6 lightning damage as they grab it.

The design considerations for this weapon are centered around the weapon feeling weird. Like there’s something alien or otherworldly about its physical behavior, up to and including its physical design. It’s part of a series of weapons that have similar, “strange” properties to them. The intention with this weapon (and the other weapons in the series) is not to necessarily create a weapon that’s competitive with other magical items the party might acquire, just that their properties be weird and esoteric. So the weapon being underpowered is, as far as I’m concerned, perfectly acceptable.

I have a few principle concerns with how the weapon is balanced:

  • Unlike other 1d10 weapons, it does not have the Heavy property, meaning it can be used by Small characters without penalties. Does this have serious balance ramifications?

  • The +2 damage bonus is pretty substantial. This is intended to be counter-balanced by the 1d4-1 to attack rolls replacing their proficiency bonus, which on average results in a lower attack roll than simply applying proficiency. Is this enough to adequately balance the damage output?

  • It’s not obvious to me that the other properties have exploitable features; are there concerns I should have for some of the more esoteric properties of the weapon?

I also welcome feedback on the general grammar/structure of the statblock.

Is this wolf DMPC overpowered or underpowered?

I am new to being a DM and soon will have my first session. Since we are with three players total (me as a DM plus two PC characters) I want to help them out a little. The players are a Dwarf Cleric and a Rogue Halfling (The premade characters of the 5e Starter set)

At first I thought about giving them some more potions/scale the battles but that feels less fun than my other idea. My other idea is creating a wolf companion character.

The party in question is a lvl 1 party. I intent to have this character level with them and have access to barbarian skills like Rage etc. (mostly what would fit a wolf)

I took the basic stats off the default wolf enemy and modified a few things. I increased the intelligence since it is a somewhat more intelligent wolf and it’s also a little bit more charismatic.

I will control this wolf for his own actions, but I will allow the players to give commands etc. The end goal is to balance out the party a little bit so they can act more like a party of three (or two and a half)

The sessions will probably be loose regarding the rules (I don’t intent to micromanage skills etc) since we just want to have fun of course 😉 I intent to take them through Phandelver Mines first, and if it goes well I want to put them straight into the PoTA campaign.

I gave it the following stats:

Race: Wolf
Class: Basically Barbarian without armor/weapon proficiency
Alignment: Neutral


  • STR: 13 (+1)
  • DEX: 15 (+2)
  • CON: 12 (+1)
  • INT: 7 (−2)
  • WIS: 12 (+1)
  • CHA: 8 (-1)

Saving throw proficiencies: Strength, Dexterity


  • +4 Acrobatics
  • +3 Athletics
  • +1 Intimidation
  • +3 Perception
  • +4 Stealth
  • +3 Survival


  • Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone


  • Grappler
  • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

I feel as if this thing is either massively overpowered or weak, I am not 100% sure. Does anyone have some tips/guidelines to improve this character?

Is this Way of The Iron Fist homebrew monk subclass too overpowered?

This homebrew subclass is something I came up with to compensate for the fact that my group has only three members, and I as a monk am the only one remotely capable of tanking.

I call it the Way of the Iron Fist:

Way of the Iron Fist

You are a monk who has forged yourself into a weapon after years of brutal training and hardship to atone for a past evil and fight as a defender of the common people.

Iron Fists

At third level when you assume this tradition, your fists and feet become as hard as iron from years of brutal training in martial arts. This grants you the ability to deal 3 extra damage on unarmed strikes. Your fists also have the ability to strike the ki of the creature that you are striking, allowing you to siphon their ki and regain up to 3 HP per melee attack if you are striking an enemy while injured.

Iron Defense

At third level, due to the iron strength of your limbs, you are capable of blocking melee weapons with your hands. If a melee attack hits you, you can choose as a reaction to make a Dexterity saving throw against your ki save DC; if you succeed on the saving throw, you can, as a last ditch defense, catch the melee weapon with your hands to deflect the blow.

Iron Heart

At sixth level, you can have an extra strike added to Flurry of Blows.

Iron Will

Upon reaching 11th level, your will has become as strong as iron from brutal mental conditioning and transcending your fears to resist those who attempt to control your mind. You cannot be charmed, frightened, or put to sleep. You also gain resistance to psychic damage, and creatures cannot see your thoughts or intentions due to your strength of mind.

Iron Body

After years of self-imposed hardship to toughen your body, your entire body has become as strong as iron. You no longer feel pain and cannot be incapacitated by physical blows, and gain resistance to bludgeoning, slashing, and piercing damage.

I really love this subclass idea as it fits perfectly with my character’s backstory, but I am afraid it would make them way too overpowered and unbalance the game.

Is there any way maybe I should change it to make it less overpowered if it is too strong?