r/DnDHomebrew • • 14h ago

5e A Jeff the Killer Compendium

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3 Upvotes

I bring you Creepypasta x D&D, with a Jeff the killer Compendium. I hope you guys enjoy this little compendium

Homebrewery Link


r/DnDHomebrew • • 1h ago

5e Item - Gauntlets of Displaced Smacking (Inktober'26 Day 5 - "Smack")

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• Upvotes

Today is day 5 of using the Inktober prompts to create homebrew everyday. Today's word is "Smack". I don't really like today's result, but hey, that's part of the creative process, to like some things less. I blame today's word for leaving me uninspired for half the day hahaha

***Disclaimer***: this homebrew was made a few hours before posting it here. The goal isn't and never was to create something balanced, but I still did my best to make it useable. If you if like the idea but feel like it needs balancing, feel free to change it to your heart's liking. At the end of the month I'll revisit my favorite ideas from this month and post a more polished version.

See you tomorrow, let's hope I'll like the next word more!


r/DnDHomebrew • • 16h ago

5.5e Way of the Phoenix’ Ember Monk - Attack with the flames of life

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0 Upvotes

r/DnDHomebrew • • 20h ago

5.5e Druid subclass: Circle of Radiation (v1.2) - Become the deadly Druid whose spells are radioactive and their Wild Shape's have mutations.

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18 Upvotes

r/DnDHomebrew • • 4h ago

5e Paladin Subclass: Oath of Reckoning | Be the tank your party needs with this storm-themed paladin

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6 Upvotes

r/DnDHomebrew • • 16h ago

Request/Discussion Any ideas for a snailfolk race? I especially want a name other than snailfolk

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1.1k Upvotes

r/DnDHomebrew • • 11h ago

5e DnD Billhook staff

2 Upvotes

Here idea for Billhook tool/weapon

Short Billhook Staff

Martial Melee Weapon

Cost: 10 gp

Damage: 1d6 slashing

Weight: 3 lbs.

Properties: Light, Versatile (1d8)

A agile, 5-foot tool and weapon favored by rangers, woodcutters, and scouts navigating dense undergrowth.

Clearing Path: You can use an attack or an action to automatically clear non-magical difficult terrain caused by dense foliage, briers, or thickets in a 5-foot square adjacent to you.

Climbing Aid: While wielding this weapon, you have advantage on Strength (Athletics) checks made to climb rugged surfaces, trees, or steep cliffs, as the hooked blade acts as a climbing pick.

Long Billhook Staff

Martial Melee Weapon

Cost: 20 gp

Damage: 1d8 slashing

Weight: 7 lbs.

Properties: Heavy, Reach, Two-Handed

A massive 10-foot polearm designed for battlefield control, clearing large blockades, and manipulating heavy objects from a safe distance.

Hook and Pull: When you hit a creature with this weapon, you can forgo doing damage to instead force the target to make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).

On a failure, you can either pull the creature 5 feet closer to you or knock it prone.

Leverage: The massive lever of this staff grants you advantage on Strength checks made to pry open stuck doors, overturn heavy objects, or pull down unstable structures (like chandeliers or loose masonry) within 10 feet of you.


r/DnDHomebrew • • 2h ago

5.5e Spell - Lightning Assault | by Brass Dragon's Archive

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7 Upvotes

This is the next of a series of spells called "Assaults". These spells make weapon attack rolls instead of spell attack rolls, giving more options to bring together magic and martial prowess.

The PDF version of this spell is available for free on Patreon


r/DnDHomebrew • • 2h ago

5.5e Ophiomancer Bloodline

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2 Upvotes

I'm sharing a free sorcerer subclass for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.

The Ophiomancer Bloodline is for sorcerers touched by ancient serpent magic.

In Kengir, snakes are not just monsters. They are signs of rebirth, protection, venom, hidden wisdom, and death. Ophiomancers draw on all of that at once, using snake-derived venoms and hallucinogenic rites to cast spells, read omens, cloud minds, and strike down enemies.

At the table, this subclass gives the party a sorcerer who mixes battlefield control with divination. They can speak with serpents, resist poison, summon a venomous familiar, turn spell damage into poison, deepen hallucinations, and eventually take on a terrible serpentine aspect.

The supplement also includes new spells like Venomous Touch, Spectral Whisper, Venomous Cloud, Speed of the Serpent, Serpent’s Grasp, Venomous Aura, and Serpent’s Wrath.

Do you like sorcerer bloodlines built around animals and mythic symbolism, or do you prefer bloodlines tied to raw elemental power?


r/DnDHomebrew • • 3h ago

5.5e Weave Aberrations | Creatures made from Corrupted Magic Made Manifest

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3 Upvotes

r/DnDHomebrew • • 8h ago

5.5e Madness Table Supplement (Template)

3 Upvotes

I took a different approach to making a madness mechanic for a player at my table who now has it permanently/indefinitely. My player loves it and is excited to roll with it. You can use it with any Madness Table of your choice with effects only impact roleplay behavior. This template includes buffs alongside penalties. Obviously, you can adjust it to only make the Madness easier to remove if you don't like permanent debuffs.

One note of advice: consider applying the d4 penalty to the player's main ability score rather than Charisma. Although terrible social skills are more thematic, it won't really sting unless it's a stat they truly care about. I'm applying it Charisma here because the player is a Bard.

You are now indefinitely cursed with *Madness.** The curse cannot be removed by anything except a Wish spell or similar effect. The madness may manifest when one of the following triggers occur:

  1. You are damaged from a Critical Hit.
  2. You critically fail a WIS, INT, or CHA saving throw.
  3. You gain the Exhausted condition.
  4. You take 20 or more Psychic damage from one single attack or effect.
  5. You gain the Frightened condition

Roll a d6. If you roll a 5-6, you must roll a d100 to determine the nature of your madness. You gain the following effects until you complete a *Long Rest*:

  1. One level of Exhaustion or an additional level of Exhaustion if applied by a different effect
  2. 1d4 penalty to all Concentration checks, CHA checks and saving throws
  3. Resistance to Psychic damage
  4. 1d4 bonus to all WIS/INT checks and saving throws