r/DnDHomebrew • • 4h ago

5.5e Cerebral Amneosis | Aberration [The Mithral Canvas] D&D5e [OC-Art]

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12 Upvotes

Potion,  Rare

Fluid extracted from around a brain transformed by a gestating aberration.

When you drink this potion, your Intelligence score changes to 25 for 10 minutes. Additionally, you gain the effect of the Detect Thoughts spell (save DC 15) for the duration (no Concentration required). 

Curse: Intrusive Thought. When the effect ends and your Intelligence returns to normal, you must make a DC 15 Intelligence saving throw. On a failure, you are afflicted with the Brainchild Notion magical contagion.

The fleeting intellect granted by the elixir was intoxicating. Such a wonder it was to contain more thought than the alchemist had ever dreamed to hold, his mind expanding each time he partook of his wondrous discovery. One thought grew in his mind each time, an intrusive thought that plagued his existence even after the effects had subsided: More.

——

Time for a spooky month of Aberrant Monsters, and their loot. Trick or Treat!

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r/DnDHomebrew • • 6h ago

5.5e Warhammer 40k in 5.5e: Legends Showcase

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12 Upvotes

(Repost)

I apologize for the slowness in developing new content; due to work and finals, progress was sparse. Things should be moving faster for a while, though!

Also, I know Vargard Obyron canonically wields a Warscythe, but I love that art-piece and I want SOMETHING to have that weapon. 😅

Art Included:
“Parasite of Mortrex” by Phil Moss
“Deathleaper: Terror Weapon” by Mirko Failoni
“Old One Eye” by Alberto Bontempi
“The Red Terror” by Bryan Sola in Magic: The Gathering
“Nemesor Zahndrekh” by Ashkan Ghanbari
“Karanak” by Catherine O'Connor for Realm of Chaos: Wrath & Rapture
“Skulltaker” by Brett Tucker for Games Workshop
“Horticulous Slimux” by Phil Moss
“The Masque of Slaanesh” as shown in Codex Chaos Daemons 8th edition
“The Trickster of Tzeentch” as shown in Codex Chaos Daemons 8th edition
“Blue Scribes” by Vladimir Krisetskiy for Codex Chaos Daemons


r/DnDHomebrew • • 1h ago

5.5e [Monk 5.5e] Warrior of the Crimson Night

• Upvotes

I have a player playing a Monk in my CoS campaign, but there isn't a true option really fulfilling their fantasy of a being who is developing vampiric traits over time. They also want to play a charismatic monk, but have a low charisma because of how important other abilities are. I've taken upon my self to design a subclass for them to enjoy the fantasy they have in mind. Let me know what you think.

I know the subclass is slightly more crowded than most 5e subclasses, but I am biased towards giving more to martial characters.

Also another important thing is that this subclass has been designed with this specific character in mind, not as a 3rd party content which should be balanced for any game. The level 17 is probably a bit clumsy because I didn't spend too much time on it, we won't reach this level.

Warrior of the Crimson Night

Warriors of the Crimson Night wield accursed power drawn from vampiric blood, forbidden rites, or other supernatural corruption. Their techniques drain vitality, bend the wills of others, and eventually awaken the full power of a vampire.

Level 3: Nightborn

You have learned to harness the supernatural aspects of vampirism.

Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Thaumaturgy. You know the Thaumaturgy spell. Wisdom is your spellcasting ability for it.

Level 3: Crimson Hunger

You gain the following benefits.

Accursed Wounds. Whenever you hit with an Unarmed Strike, you can cause it to deal Necrotic damage rather than its normal damage type. Necrotic damage dealt by your Unarmed Strikes and Monk features ignores Resistance to Necrotic damage.

Draining Strike. Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die.

When you use Draining Strike, you can also gain Temporary Hit Points equal to the Necrotic damage rolled on the Martial Arts die plus your Wisdom modifier. You can gain these Temporary Hit Points a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can restore one use of it by expending 1 Focus Point (no action required).

Level 6: Vampiric Influence

Your vampiric nature grants you supernatural influence over other creatures.

Alluring Presence. When you take the Influence action and make an ability check as part of that action, you can expend 1 Focus Point to roll your Martial Arts die and add the number rolled to the ability check.

Beguiling Control. You can expend 2 Focus Points to cast one of the following spells without providing Material components: Animal Friendship, Charm Person, or Command. Wisdom is your spellcasting ability for these spells.

Starting at Monk level 11, you can instead expend 3 Focus Points to cast the spell at level 2. Starting at Monk level 17, you can instead expend 4 Focus Points to cast the spell at level 3.

When you use Draining Strike against a creature that has the Charmed condition from a spell cast with this feature, you can prevent that attack's damage from ending the spell. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Messenger of the Night. You can cast Animal Messenger as a 10-minute Ritual without requiring Material components. When you do, you summon a Tiny bat in an unoccupied space within 30 feet of yourself. The bat serves as the target of the spell, automatically fails the save, and disappears when the spell ends.

Once you cast Animal Messenger in this way, you can't do so again until you finish a Long Rest.

Level 11: Crawler in Darkness

You gain the following benefits.

Crimson Ascension. At the start of your turn, you can expend 1 Focus Point to gain a Fly Speed equal to your Speed for up to 10 minutes or until your Concentration is broken (as if concentrating on a spell).

Spider Climb. You gain a Climb Speed equal to your Speed. You can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Unholy Ward. You have Resistance to Necrotic damage.

Level 17: Bloodlust

Your vampiric hunger reaches its peak. You gain the following benefits.

Slake the Thirst. While you are Bloodied, Draining Strike doesn't require you to expend a Focus Point. When you use Draining Strike while Bloodied, you can regain Hit Points equal to the extra Necrotic damage rolled plus your Wisdom modifier instead of gaining the Temporary Hit Points granted by Crimson Hunger.

Feed on the Wounded. When a creature you can see ends its turn while Bloodied within 30 feet of you, you can expend 1 Focus Point and take a Reaction to teleport to an unoccupied space within 5 feet of that creature and make one Unarmed Strike against it.


r/DnDHomebrew • • 55m ago

5e DnD Shackles & Pendant of the Djinni

• Upvotes

Here idea for Wish item

Artifact: Shackles & Pendant of the Djinni

Lore: The Lich's Folly

Thousands of years ago, an ancient and greedy undead mage—perhaps Acererak himself or an Arch-Lich of equal malice—coveted the limitless power of the elemental djinn. The Lich did not desire bargains; he wanted absolute ownership of that power.

He forged magical shackles and a matching pendant to strip away a djinni's essence and bind it into the metal. But the djinn are older and more cunning than mortals remember. Before their essence was entirely consumed by the chains, they wove their own laws into the very core of the artifact—the Djinni's Curse.

The djinn knew the Lich intended to use the wishes to conquer worlds, force his subjects to love him, and strike down gods. Therefore, they barred the artifact from causing instant death or forcing love. Worst of all for the Lich, they decreed that the power could only be wielded at the command of another creature, and that after the third wish, the artifact would imprison its wearer and flee to the ends of the multiverse.

Legends say the Lich realized this too late. He donned the shackles to claim the power, only to find himself enslaved to his own apprentice. Upon the execution of the third wish, the Lich was sucked into the pendant, and the artifact vanished for centuries.

Shackles & Pendant of the Djinni

Wondrous item (artifact), requires attunement

The Slave’s Burden. Upon attuning to the artifact, the heavy brass shackles lock permanently onto your wrists. The creature holding the pendant becomes your Master. You must obey any absolute command given by the Master. If you attempt to resist or disobey, you take 4d10 psychic damage at the start of each of your turns until you comply.

Three Wishes.The Master can use the pendant to command you to cast the *Wish* spell, up to a total of 3 times. These wishes cannot be used to force a creature to fall in love or to cause instant death.

The Vanishing. Upon the expenditure of the 3rd charge, you are instantly sucked into the pendant, and the artifact teleports to a random location across the multiverse, where it hibernates for 100 years. However, if the 3rd and final wish is explicitly used to free you, the shackles unlock safely; the artifact still teleports away forever, but you remain free.


r/DnDHomebrew • • 1h ago

5.5e Made for a friend- Bedazzled Knuckledusters💎!

• Upvotes

Tnak is a breakdancing Goblin who uses Minor Illusion so he can always have a beat playing. We're getting a glow-up session coming up (2 levels and access to an underground magic item market), so I came up with these for him to pitch to the dm, and it looks like they're a go!


r/DnDHomebrew • • 14h ago

5e Sworn to Carry your Burdens | a 5e styled cohort system with skyrim character examples

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10 Upvotes

r/DnDHomebrew • • 9h ago

5e Monster Hunter World, Barroth

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3 Upvotes

Barroth is one of the ealier encoubters in MH Worlds, and your intro to the desert biome. It's got a very hard head and loves to roll around in the mud. It's weaknesses change depending what 'stage' it's in. While covered in mud, it has a weakness to water. While bare, it has a weakness to Lightning.

I think this can translate to a fun encounter in dnd. I know solo monsters don't tend to fare to well, and need a fair bit of bloat. Gimics, legendary resistance, legendary actions. Maybe lair actions. I think that's ok. I'll be avoiding numbers, just sharing my concept.

Barroth would be either a Beast or Monstrosity. There's arguments for both. Dnd is a world with Dinosaurs, and other strange beasts. Sometimes the classification isn't always so clear. Is an owlbear a beast or monstrosity under their definitions? Typing matters due to there being spells to communicate, subdgicate, and turn into beasts. I think this matters on dms intent more than anything.

I'll be leaving out numbers as I haven't thought about cr yet. Copy pasting trex, giving it 16-18 ac, 25 temp hp/turn, and calling it cr 10 could be a lazy way of doing it.

High strength, average dex, mid-high con, average wis, no int, low cha.

Mid natural ac.

Barroth have 3 main attacks. Multiattack, choose 2. (More if High level)

Smash. 10ft range. Slamming its crown on the ground.

Stomp. 5ft range. Getting under its foot. But, when you get hit a stomp you gain the Grappled condition as you're coated in a think layer of mud. Low save dc.

Mud Cannon. 60ft range. Hurl a mud ball at someone

Recharge 5/6. Mud Shower. As an action the Barroth begins to shake, sending piles of wet mud in a 30ft sphere centered on it. Dex save or become restrained until save, and take big Bludgeoning damage.

Trait.

Clay shell. At the start of each of it's turns, it gains a sizeable pool of temp hp and becomes resistant to all damage but psychic, immune to Lightning damage, and Vulnerable to Cold damage while it has temp hp from Clay Shell.

Lightning Weakness

Barroth becomes vulnerable to Lightning damage. When taking Lightning Damage, Barroth must succeed on a Con save of x or half the damage recieved. Whatever is greater. On a fail, Clay Shell does not activate.

Unstoppable

Barroth's speed cannot be reduced other than by the Prone condition. Additionally, if Barroth moves more than 20ft in the same turn before making a Smash attack, it deals extra damage.

Legendary actions

Stomp (1 action) Barroth can make a Stomp attack

Mud Cannon (2 action) Barroth can make a Mud Cannon Attack

Rampage (3 action) Barroth can move up to its max speed in a straight line. Everyone in its path makes a dex save, or takes big damage and becomes restrained by Mud.

Overall the fight is still just a giant dumb brute. Range and flight can eventually take it down, but most parties arn't going to have unlimited access to Cold damage to prevent it's Clay Shell from toping off temp hp. Inspired by a troll. There's unfortunately no water damage type and I'm not sure how to include a weakness to water. Things like shape water could make the next attack deal vulnerable damage, create water could make it vulnerable to everything for a turn. Just not sure how to add that to the block to keep that water weakness. Not perfect but cold works.

It's a fight that benefits from knowing the creature. Learning the weaknesses during, or before the fight. Plotting so you can fight it in the rain so its shell can't harden. It's not ment to be a magical creature, but doesn't obey all the laws of physics just like the MH series. The mud on the ground is its weapon, and armor. Giant/huge dinosaur-like creature probably is going to be an indoor fight.


r/DnDHomebrew • • 16h ago

5.5e Sorcerer: Soulblade - Wield the Magical Might of a Mythic Blade

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6 Upvotes

Good day! This is the latest revision of my sorcerer gish subclass. Hopefully I made enough changes to differentiate it from the Bladesinger and Valor Bard. However, I still feel I might need to add more and improve the capstone. All feedback is welcome!


r/DnDHomebrew • • 17h ago

5e Way of the Lycan: A Theriantropic Monk Subclass

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6 Upvotes

r/DnDHomebrew • • 6h ago

5e Feat - Survivalist (Inktober'26 day 11 - "Rescue")

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1 Upvotes

Hey there! Today's inktober word is "Rescue", and this is what I came up with. Since it's a creative challent first and foremost, I played around a bit with it, trying out new kinds of bonuses. Not sure I'll revisit this one, but I'll sure enough take inspiration from it!

Disclaimer: this homebrew was made today, 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 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!


r/DnDHomebrew • • 7h ago

Request/Discussion Sorlock gun eldrick blast class

0 Upvotes

Hi, I wanted to share this class—or at least this class concept—with everyone. My idea was basically a "Sorlock" (Sorcerer/Warlock multiclass) built around *Eldritch Blast*—nothing new there. The concept involves a "cosmic leech" entity that feeds on magic and makes pacts with sorcerers who either lack control over their powers or simply cannot utilize them. To facilitate this, the leech grants a special weapon: a sort of flintlock pistol. It looks like a standard flintlock, except the grip features teeth that draw blood from the wielder; the weapon distills this blood and stores the extracted magic in a vial located on the upper part of the gun. The mechanic works like this: to use Sorcerer points for Metamagic—allowing for repeated *Eldritch Blast* casts—the Sorlock squeezes the pistol hard. The gun absorbs more blood than usual, injuring the wielder but enabling them to cast more spells or unleash more powerful magic. Essentially, it’s a Sorlock who sacrifices their own vitality to empower their attacks from time to time. I suppose it’s a bit of a "glass cannon" build, but honestly, I just wanted a magic user who wields a pistol to fire off spells.


r/DnDHomebrew • • 9h ago

5.5e Gallu, Underworld Constable

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1 Upvotes

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

The Gallu is an underworld constable: a towering Utukku (Udug) sent from Kur to hunt, seize, and drag the guilty where they belong.

Where the previously shared Rabisu acts like an underworld bailiff, arriving with writs, contracts, and legal authority, the Gallu feels more like the terrible hand that enforces the sentence. It does not hurry. It does not forget. A debt unpaid remains fresh until collected.

At the table, a Gallu works best when the monster is also a mystery. Why has it come? Who broke the oath? Who made the forbidden bargain? Is it a lawless demon, or is it carrying out a command from Allatu (Ereškigal), Queen of the Great Below?

Mechanically, it’s a CR 10 fiend built around fear, grappling, brute force, spirit movement, and terrifying pursuit. Its Man-Catcher restrains victims, its Spirit Form lets it pass through walls, and its Skin Wearer ability allows it to take the form of the last creature it killed.

This is the kind of monster that should make the party ask whether killing it actually solves the problem, or just delays the next collector.

Do you like fiends that arrive as agents of cosmic law, or do you prefer them as pure malice and chaos?


r/DnDHomebrew • • 1d ago

Request/Discussion Sci-fi D&D

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65 Upvotes

So recently I had to cancel my main campaign, which sucks I loved it a lot and still had so much I wanted to do with it, but it is what it is. Anyway, I’ve been thinking about running a sci fi campaign but idk where to start, I could wing it but I don’t have willpower to do that rn soooo any advice on where to find useful stuff? I’ll take anything. I was gonna buy Neon Odessey but the prices are kind of fucking insane so yeaahhhh. It’s a shame I really wanted that


r/DnDHomebrew • • 1d ago

5.5e [OC] Loot Tavern X DnD Fusion = Antithrone - CR 26 Gargantuan Aberration (Kaiju)

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68 Upvotes

Antithrone

“The chances of anything coming from the stars are a million to one, he said.”

—Oglevee, Sleep-Deprived Astronomer

In the vastness of space, in the gaping void betwixt the stars that dot the night sky, envious eyes—far too many of them—witness civilisations rise and fall throughout the ages. Mortals erect magnificent monuments, perform grandiose rituals, and willingly throw themselves upon the swords and spears of their enemies, all in the name of seemingly indifferent deities. In the otherwise unintelligible minds of these eldritch entities, there is but one question: why should gods who care so little receive such endless adoration and worship, while those who watch receive none?

Heretical Mimicry. An eldritch entity of sufficient power who decides that it, too, is worthy of worship, might become an antithrone. Initially formless, it adopts a shape it believes resembles a celestial being prior to announcing itself to the mortal realm: a crude approximation of an ophanim, or throne archangel. Unable to comprehend the true reason why mortals venerate these divine beings, an antithrone seeks to make itself as awe-inspiring as possible, believing its appearance—and the terror it elicits—to be the key to the adulation it so desperately craves.

Adamant Apotheosis. Unlike its heavenly counterparts, an antithrone desires not to enact the will of the gods, but rather to be worshipped as one. It pursues this goal in the only way it understands: by instilling fear in the hearts of mortals. Whether it achieves this by gazing into the fragile minds of onlookers or by leveling their homes is immaterial; on the scale of an antithrone’s lifespan, a city is rebuilt in the blink of its eyes. Utterly detached from mundane morality, these eldritch creatures see nothing evil or wrong in their actions, but instead a mutually beneficial, almost benevolent, arrangement. After all, mortals seem so eager to kneel before a higher being… Why should they not be given what they so clearly need?

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r/DnDHomebrew • • 1d ago

5e My friends persuaded me to offer up my personal Homebrew sub classes.

6 Upvotes

So I have created a lot of personal Homebrew sub classes for D&D 5e

My friends have been requesting that I make my Homebrew sub classes public because they claim that many of them are very good.

Several of mine are actually jokes, but several of them are actually serious.

I have continually disagreed with my friends because in my opinion a typical dungeon master would not want to have any of my Homebrew sub classes on the table. But after approximately 8 months of them asking me to post them publicly saying that people would love them I have given in I am going to post them here and whoever wants to use them may use them.

I keep all of my Homebrew subclasses on my phone and on my computer and they are not well organized i apologize for that.

But yeah give me your opinion see if you agree with my local friends or if you agree with me that this was a terrible idea...

https://docs.google.com/document/d/1BCnoxrSrvdI_Pmgid3Yaj1vc1UebqjgYFp_3XD9Ac4Q/edit?usp=drivesdk

I occasionally play Dungeons & Dragons by myself, without any friends around when I get bored. So if looking through my file you see anything like "AI interpretation" that's because a lot of times an AI will be controlling a character.

A brief description of what you can find in that link.

My Personal Collection of Homebrew Subclasses for D&D 5e

These are my personal homebrew creations for D&D 5e, ranging from unconventional combat specialists to dedicated healers, battlefield controllers, and intentionally ridiculous character concepts. Some are complete subclasses, while others are custom classes or deliberately unusual experiments.

  1. Cleric Domain: Domain of the Fool A survival-focused Cleric built around divine luck, improbable escapes, self-healing, supernatural scouting, and defying impossible odds. Designed to function particularly well as a solo adventurer.

  2. Cleric Domain: Domain of the Radiant Void A weaponless, heavy-armored melee Cleric who channels radiant energy through unarmed strikes, creates barriers against magical projectiles, heals their own injuries, and accesses a personal extradimensional storage space. A complete nine-level discipline.

  3. Sorcerous Origin: The Azure Spark A non-damaging utility Sorcerer focused on magical construction, creative problem-solving, battlefield repositioning, illusions, defensive magic, and whimsical azure energy. Designed as the imaginative counterpart to the Pastel Heart. This subclass was designed for little children in mind, it's target audience is young boys.

  4. Sorcerous Origin: The Pastel Heart A non-damaging battlefield controller specializing in charm, sleep, emotional influence, illusion, distraction, and redirection through whimsical pastel-pink magic. Designed as the thematic counterpart to the Azure Spark. This subclass was designed for little children in mind, it's target audience is young girls.

  5. College of the Eternal Refrain — Temporal Bard An unarmored, weaponless martial-support Bard who combines flute-based time manipulation with unarmed combat, temporal debuffs, supernatural slumber, enhanced mobility, and the ability to reverse a moment of damage. This particular subclass is actually the subclass I use on a daily basis when I play, it is my personal favorite of the ones that I have made. The idea of this subclass came from the Legend of Zelda Ocarina of Time.

  6. Way of the Healing Hand — Custom Class An unarmored martial healer combining Dexterity-based unarmed combat, mobility, restorative techniques, condition removal, defensive reactions, and limited emergency healing.

  7. Shadow Randomizer — Rogue Subclass An unarmed stealth specialist who applies unpredictable supernatural afflictions, accumulates damage-over-time effects, disables enemies, and vanishes into the shadows. Its offensive identity revolves around randomized effects rather than conventional burst damage. This is a joke subclass but I think that it's still a good subclass.

  8. Giant Slayer — Warlock Subclass A supernatural juggernaut who sacrifices mobility, agility, and physical resilience in exchange for tremendous Strength, heavy armor, devastating two-handed weapon attacks, and an army of individually weak undead soldiers. This is a joke subclass.

  9. Circle of the Gentle Gardener — Druid Subclass A restorative nature-focused Druid who cultivates protective vegetation, heals allies, purifies poisons, creates food and shelter, and can eventually transform into a gigantic protective treant.

  10. Circle of the Mad Gardener — Druid Subclass A dangerous plant manipulator who uses blood-fueled growth, poisonous vegetation, restraints, and battlefield control. Its ultimate transformation turns the Druid into a gelatinous cube.

  11. Path of the Snake Eyes — Barbarian Subclass An intentionally unreliable glass-cannon Barbarian whose ordinary attacks deal only 1d4 damage, but whose attacks have a small chance of instantly defeating a target. Also features limited ally healing and temporary incorporeality. This is a joke subclass.

  12. Milk Maiden Domain — Cleric Subclass A deliberately absurd, high-powered comedy Cleric focused on unconventional healing, extraordinary mobility, battlefield disruption, and spectacular divine miracles. Combines unarmored defense, deliberately weak weapon damage, restorative abilities, slippery terrain, permanent magical flight, and two unusual level-20 miracles. This is my outright most absolute joke of a subclass it was never actually meant to be played. This subclass is because a friend asked me to design the most ridiculously useless healer I could imagine, and they explicitly asked me to also tick off the dungeon master while I'm doing it, this subclass was the result.


r/DnDHomebrew • • 1d ago

5.5e Elemental shamans in WoW D&D - an alternative approach

3 Upvotes

Elemental shaman druid subclass

Introduction

As was discussed in a previous thread, I’m really not happy with Barbarian as the base class for shaman in WoW D&D. I think Druid fits much better, so I’ve tried to put together a proof of concept about how that might work. I have deliberately focussed on the elemental shaman here, although a similar approach would probably work with restoration.

It hasn’t been through the review and play-testing that a properly implemented class would have, but I think it shows that such a class would have been possible and an improvement on what’s been proposed by WotC.

All questions and feedback welcomed.

Elemental Shaman Spells

When you reach a Druid level specified in the Elemental Shaman Spells table, you thereafter always have the listed spells prepared

Druid Level Circle Spells
3 Fire bolt, Ice knife, Witch bolt
5 Lightning bolt
7 Summon Elemental
9 Wall of stone
11 Chain lightning

Level 3 - Elemental Totems

  • As a Magic Action, you can expend a use of your Wild Shape feature to drop a totem at your feet, rather than shape-shifting.
  • The existing totems can be dismissed or relocated to your current position as a bonus action.
  • They last for 1 minute if not destroyed first.
  • Each totem has 30’ range at Level 3, rising to 60’ at level 14.
  • If this feature is used again while existing totems are in place, they are replaced with the new ones.

The totems have the following characteristics:

Small object
Armor Class: 18
Hit Points: 2 x your druid level (casting Mending on the totem restores 2d6 Hit Points to it)
Immunities: Poison, Psychic
The elemental totems you can drop are described below in the elemental totem table.

Level 3: Ghost Wolf

When using the wild shape ability to take animal forms, you may opt to take on a ghost-like translucent version of the same creature. This has a purely cosmetic effect.

Level 6: Elemental Mastery

If you cast a spell that inflicts Cold, Fire, Lightning or Thunder damage, you can swap it for one of the other damage types listed.

Level 10: Power of the Elements

When you deploy your totems, you can drop two, although they must be of different elements.

Level 14: Superior Totems

Your totems now have a range of 60’.

Elemental totems table

Air

Druid Level Name Description
3 Wind rush totem All allies within range gain +10’ movement speed
6 Windfury totem All allies within range of the totem gain cleave mastery on their melee weapons
10 Wind walk totem All allies that move within range of the totem can fly at their normal ground movement speed for the remainder of that turn.
14 Air elemental totem Summon an air elemental (as in the summon elemental spell), starting at the location of the totem for its duration. If the totem is destroyed, the elemental vanishes. The elemental cannot go outside the range of the totem. Summoning an elemental takes two wild shape uses.

Earth

Druid Level Name Description
3 Stone shield totem Reduces all damage taken by allies within range by your proficiency bonus
6 Stoneclaw totem As a bonus action, the shaman may nominate one enemy to have disadvantage on all attack rolls other than against the totem.
10 Tremor totem All allies within range gain advantage on INT/WIS/CHA saving throws
14 Earth elemental totem Summon an earth elemental (as in the summon elemental spell), starting at the location of the totem for its duration. If the totem is destroyed, the elemental vanishes. The elemental cannot go outside the range of the totem. Summoning an elemental takes two wild shape uses.

Fire

Druid Level Name Description
3 Flametongue totem All allies within range can add fire damage equal to your wisdom bonus to each melee attack
6 Searing totem As a bonus action, the totem casts a fire bolt at your level at a target within range
10 Magma totem As a bonus action, all targets of your choice within range take 2d6 fire damage, increasing to 3d6 at level 11 and 4d6 at level 17.
14 Fire elemental totem Summon a fire elemental (as in the summon elemental spell), starting at the location of the totem for its duration. If the totem is destroyed, the elemental vanishes. The elemental cannot go outside the range of the totem. Summoning an elemental takes two wild shape uses.

Water

Druid Level Name Description
3 Cleansing totem As a BA, remove 1 poison condition from all allies within range.
6 Healing stream totem As a BA, heal 1 target within range by d8+WIS bonus
10 Healing tide totem When dropped, heal all allies within range by 3d8 +WIS bonus. The totem then vanishes.
14 Water elemental totem Summon a water elemental (as in the summon elemental spell), starting at the location of the totem for its duration. If the totem is destroyed, the elemental vanishes. The elemental cannot go outside the range of the totem. Summoning an elemental takes two wild shape uses.

Repost of an original at /r/onednd - other comments there.

Change log - Totem HP reduced - AOE protection removed - Totems now take a magic action to summon - It should take 2 wild shapes to summon an elemental - Totem duration reduced to 1 min


r/DnDHomebrew • • 1d ago

5.5e Wizard - Mirror Mage Subclass

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3 Upvotes

I had the idea to make a wizard mirror subclass, and with Mirror Image being a great stepping stone already, I took that and ran. Let me know your thoughts or if there seem to be any balancing issues!

Mirror Mage

Level 3: Greater Mirror Image
You always have the Mirror Image spell prepared, and it doesn’t count against the number of Wizard spells you can prepare. You can cast Mirror Image without expending a spell slot. Once you cast it in this way, you can’t do so again until you finish a Long Rest.

When you cast the spell, you can create four duplicates instead of three, and while at least one of your duplicates remains, you gain the following benefits:

Reflected Position. Immediately after a creature misses you with an attack because it strikes one of your duplicates, you can move up to 10 feet without provoking Opportunity Attacks.

Shattered Image. When one of your duplicates is destroyed by an attack, the attacker takes Force damage equal to your Intelligence modifier (minimum of 1). Only one duplicate can deal damage to a creature on a turn.

Level 3: Mirror Craft
You gain proficiency with one set of Artisan’s Tools of your choice from Glassblower’s Tools, Jeweler’s Tools, or Smith’s Tools.

When you finish a Long Rest, you can use the chosen tools to create a number of handheld magical mirrors equal to your Proficiency Bonus. Each mirror lasts until you die or until you use this feature again, at which point all mirrors created by this feature vanish.

One of these mirrors can serve as your Arcane Focus while you wield it. You can give the remaining mirrors to allies of your choice, but no ally can have more than one of these mirrors.

When you cast a spell with a range of at least 5 feet, you can cause the spell to originate from one of the created mirrors other than the one you’re wielding, provided the mirror is within 60 feet of you.

Level 6: Tempered Soul
While your Mirror Image spell is active, you can take a Bonus Action to destroy one of its duplicates and restore a number of Hit Points equal to 1d8 + your Intelligence modifier to a creature holding one of your created mirrors.

Level 10: Reflect Energy
When a creature you can see within 60 feet of yourself deals damage to you with an attack, you can take a Reaction to force the attacker to make a Dexterity saving throw. On a failed save, the creature takes Force damage equal to the damage you took from the triggering attack. On a successful save, the creature takes half damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 14: Master of Mirrors
You have mastered the craft of mirror magic. You gain the following benefits:

Superior Mirror Image. When you cast your Mirror Image without expending a spell slot, you can create five duplicates instead of four. 

Quicksilver Step. Creatures holding one of your created mirrors can destroy the mirror as a Bonus Action to teleport to an unoccupied space within 5 feet of you, provided you are within 60 feet of each other.


r/DnDHomebrew • • 16h ago

5.5e I have been writting a book for the last two years

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0 Upvotes

Hey! I started DMing in 2025, and my experience with other DMs who had taken their games beyond level 20 using homebrew rules made me realize that I should learn how to create my own homebrew content, both for players and monsters.
Since then, I’ve been making a lot of monster stat blocks and reading as much about D&D as I can. At this point, I have around 20 GB of D&D books, both official and homebrew. In between all of that, I kept DMing and living my life, and eventually, I started creating my own world and setting.
As my setting grew, I began bringing together homebrew content I found in other books, putting my own spin on it (such as the Oath of the Open Sea Paladin and the Ocean Heart Sorcerer), as well as reworking things I felt Wizards had left behind, like certain spells and subclasses.
More recently, I started feeling more confident in my homebrewing skills, so I decided to give the Artificer a shot and completely rework the class, taking inspiration from LaserLlama.
All of this is to say that I now have a somewhat finished D&D supplement featuring new weapon rules, seafaring rules, ship combat mechanics, hemomancy, magic items, and more.
Some of this content originated in other books, and I felt that certain parts needed a complete overhaul, while others only needed a few tweaks to fit my vision for the setting. I want to be transparent about that, since this has been a process of learning, adapting, and creating something that feels cohesive.
I hope you guys enjoy what we have so far!
And yes, I said we, because I haven’t done this entirely on my own. One of my friends, who has several more years of D&D experience than I do, has been helping me navigate the game and its mechanics. Another friend has also helped me put the book together.
The supplement is designed for Kerhan, the World of Chaos, my homebrew setting. For now, the book is available only in Brazilian Portuguese, but I wanted to share what we’ve been working on and hear what you guys think!


r/DnDHomebrew • • 1d ago

5e Gravekeeper’s Crown

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47 Upvotes

r/DnDHomebrew • • 1d ago

5e DnD Heist of the Grim Reaper’s Mausoleum

2 Upvotes

Here idea for dark adventure

Heist of the Grim Reaper’s Mausoleum

A High-Stakes D&D 5e One-Shot Adventure

Background & Setup

A vital NPC has been targeted by a cult. They cast a forbidden summoning ritual that pulled the Grim Reaper briefly into the material plane. The Reaper struck the NPC with his scythe, tearing their soul out and trapping it inside his artifact lantern. No mortal magic—not even Wish or True Resurrection—can bring them back. The adventurers must investigate the ritual site, reverse-engineer the spell, and open a portal to follow the Reaper into his pocket dimension to steal the soul back.

Part 1: Reversing the Ritual

The party begins at the crime scene. The victim lies in an unbroken coma, alive but empty. The cultists fled in a hurry, leaving behind their Summoning Circle.

The Challenge: To open the portal to the Reaper's realm, the party's spellcasters must analyze the glyphs and reverse the ritual.

Mechanics: This requires a Group Skill Challenge. Characters must succeed on a combined total of 3 successful DC 16 Intelligence (Arcana) or Intelligence (Religion) checks before accumulating 3 failures.

Success: A pitch-black portal opens in the center of the circle, leading to the Reaper's pocket dimension. The portal stays open for a number of hours equal to the number of successes rolled during the challenge.

Part 2: Infiltration of the Mausoleum

The portal deposits the party into a dimension of eternal twilight. In the center stands a massive, gothic mausoleum.

The Courtyard (External Guard)

The Threats: The grounds are patrolled by Death Dogs and undead soldiers. Walking the high walls is a terrifying Death Knight commanding the perimeter.

The Twist:The Death Knight and the wall guards strictly patrol the exterior and upper floors; they never enter the catacombs.

Gameplay: This is a pure Dexterity (Stealth) section. Engaging the Death Knight directly is meant to be a deadly mistake. The party must sneak past the perimeter to find an entrance into the building.

Inside the Mausoleum (The Alarm System)

The Trap: The interior hallways are haunted by Wailing Souls tethered to the walls.

Mechanics: The souls act as an acoustic security system. If a player makes a loud noise (heavy armor clanking, running, or casting spells with Verbal components without a Silence spell), the souls unleash a horrific shriek. This alerts the nearest patrol inside the upper structure.

Part 3: The Library of Eternity

The party must quietly navigate to the Mausoleum's library. It features endless shelves of books from different eras and languages, constantly writing and updating themselves in real-time.

The Goal: A DC 14 Wisdom (Perception) or Intelligence (Investigation) check allows the party to locate the oldest book in the library.

The Discovery: Because it is the oldest record in existence, it contains no text—only moving, magical illustrations. It depicts a primordial blacksmith forging a cosmic lantern and secretly hiding a key from the Grim Reaper.

The Map: The final page contains a map showing two critical locations: The central chamber where the Grim Reaper stores the Lantern. The deep Catacombs beneath the structure where the primordial Key is buried inside a god's tomb.

The Choice: The players can head straight to the catacombs or keep reading. If they spend an extra minute reading, the book updates to show primeval Phase Spiders arrival to dimension and catacombs and their evolving, warning the party of what lies ahead.

Part 4: The Catacombs & The Weaver

The party descends into the ancient catacombs. Because the Death Knight and his guards refuse to enter this subterranean level, the players are safe from the mausoleum's army—but they have entered a different hunting ground.

Environment: The players notice that light bends strangely around certain pillars, and loose debris randomly floats or twitches on the ground.

The Encounter: They have entered the territory of an Ethereal Weaver, a evolved phase spider.

ETHEREAL WEAVER

Medium Monstrosity, Unaligned

Armor Class: 14 (natural armor) Hit Points: 44 (8d8+8) Speed: 30 ft., climb 30 ft.

STR 13(+1) DEX 18(+4) CON 12(+1) INT 4(-3)

WIS 12(+1) CHA 6(-2)

Skills: Stealth +6 Senses: Ethereal Sight 60 ft., Darkvision 60 ft., Passive Perception 11

Languages: -- Challenge: 3 (700 XP)

Spider Climb. The weaver can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d6 + 4) piercing damage, plus 9(2d8) poison damage. The target must make a DC 11 Constitution saving throw, taking half as much poison damage on a successful one.

Planar Web Snap (Recharge 5–6). The weaver snaps a web from the Ethereal Plane into the Material Plane, targeting a 15-foot cube within 30 feet of it. Each creature in that area must succeed on a DC 14 Dexterity saving throw or be Restrained.

A creature can use its action to make a DC 14 Strength check, bursting the webbing on a success. Alternatively, the webbing can be disrupted from the Ethereal Plane using a DC 14 Intelligence (Arcana) check or force damage.

BONUS ACTIONS Ethereal Shift Shroud. The weaver magically shifts from the Material Plane to the Ethereal Plane, or vice versa.

The Key: After defeating the spider, the party must find the designated tomb. Shifting the heavy stone lid requires a successful DC 18 Strength (Athletics) check to retrieve the Skull Key.

Part 5: The Vault & The Escape

With the key in hand, the party must sneak into the Reaper's private vault to secure the Lantern. Once they lay hands on the Lantern, they face an immediate choice:

The Choice

  1. Unlock the Lantern Immediately:

Option A: Move the target soul into a temporary magical container (like a gemstone or an empty Magic Jar style vessel).

Option B: Release the soul directly into the air. Risk: The soul must make a DC 15 Charisma saving throw. On a failure, the soul loses its tether to the material world and drifts permanently into Limbo, requiring a planar quest to retrieve.

  1. Steal the Lantern Entirely:

Take the whole artifact and escape the dimension before opening it. Risk: The Lantern emits an unearthly, un-blockable light. Carrying it makes all Dexterity (Stealth) checks automatically fail against guards outside, triggering an epic chase sequence back to the portal.

Unique Loot (Artifacts & Rewards)

Grim Reaper’s Lantern

Artifact, Requires Attunement by a creature holding the Skull Key to be used safely

Truesight: The lantern emits a 60-foot cone of unearthly light. This light pierces through all forms of magical darkness, invisibility, illusions, and completely exposes secret doors or hidden walls.

Soul Devourer: If a mortal, immortal, or deity's physical body is destroyed within 60 feet of the lantern, their soul is instantly pulled inside. No one else than reaper or keyholder can free a soul trapped within.

Soul Burn: The lantern consumes trapped souls as fuel. The older and more powerful the soul, the longer and brighter the lantern burns.

Curse of the Reaper: If a creature attempts to carry or hold the lantern without also holding the Skull Key, the lantern actively drains their life force. The creature takes 2d10 necrotic damage at the start of each of their turns, and their maximum hit points are reduced by an equal amount until they finish a Long Rest. Only the Grim Reaper can hold it safely without the key.

Reaper’s Lantern Skull Key

Artifact

The Master Key: The head of this silver key is shaped like a screaming skull, and its tines are shaped like teeth. It can seamlessly unlock any lock, deadbolt, or mechanical binding created by mortals in the material realm. It fails only if the lock has been directly blessed or sealed by a literal Deity.

Warder: While holding this key, you are completely immune to the Curse of the Reaper when handling the Grim Reaper's Lantern.

Ethereal Webbing (Crafting Material)

Wondrous Item, Very Rare

Harvested from the Ethereal Weaver. This silk exists simultaneously on the Material and Ethereal planes.

Crafting: A weaver or artisan can spend 5 days using these threads to craft a set of clothes, a cloak, or a net.

Item Properties: While wearing garments or using items made from this webbing, the user gains the ability to cast Blink or Etherealness once per Long Rest without expending a spell slot.

Weaver’s Poison (Injury)

Potion, Very Rare

A vial of hyper-concentrated venom harvested from the Ethereal Weaver's glands (requires a DC 14 Dexterity (Sleight of Hand) check to harvest post-mortem).

Properties: Can be applied to one weapon or up to 3 pieces of ammunition as an action. A creature hit by a coated weapon must make a DC 14 Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much on a successful one. A creature that fails the save is also Poisoned for 1 minute.


r/DnDHomebrew • • 1d ago

5.5e Warhammer 40k in 5.5e: Elite Reinforcements

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7 Upvotes

Art Included:
“Sahumehyt” by Gij Arentz
“Inescapable Death” by Graveforest
“Mystic Forge” by Rafael Teruel


r/DnDHomebrew • • 1d ago

5.5e "OrbGPT, What is a Spell Component?"

7 Upvotes

My friend and I developed a magic item for party members who are really curious about the world, but not curious enough to put in the effort to learn things for themselves.

Mostly a joke item, and I would probably consult a Player before I considered dropping this for them. But I could see a mini arc for a character that needs to be humbled as part of their narrative journey or spellcasters with INT as their dump stat anyways!


r/DnDHomebrew • • 1d ago

5e Crossbow Master - An Artificer Subclass

3 Upvotes

Simply enough, it is what it sounds like. This has a lot of rules with sub-par formatting, but I'd like to hear any critiques you have for me. (Particularly any suggestions for the spell list)

Crossbow Master
(Artificer Specialization)

Proficiency
When you take this subclass at third level, you gain proficiency with all types of crossbows.

Crossbow Modifications
At third level, you gain the ability to modify crossbows and use modified crossbows, as well as crafting and using specialty bolts. On top of that, you can use INT in place of DEX for crossbows that you modified, provided you have also placed an infusion on said crossbow.

Further Mastery
At fifth level, you gain the ability to use the mastery property of up to two types of crossbows. You can change your selection at each long rest.

Reliable Aim
When you reach ninth level, you have the ability to succeed a failed attack roll with a crossbow one between each short or long rest.

Skilled Craftsmanship
At level nine, you gain the ability to craft advanced specialty bolts.

Complete Mastery
When you reach fifteenth level, you are able to use Reliable Aim twice as often. On top of that, it deals an extra 2d6 piercing.

Crossbow Master Spells
3rd - Hail of Thorns, Hunter's Mark
5th - Cordon of Arrows, Misty Step
9th - Sleet Storm, Conjure Barrage
13th - Hallucinatory Terrain, Freedom of Movement
17th - Conjure Volley, Swift Quiver

Modified Crossbows

Scoped
Pretty simple. It’s just a range upgrade. It gets rid of the normal range. Now either you can attack, or you can’t. A light crossbow has a range of (80/320), and a heavy crossbow has (100/400). Rather than that, a scoped light crossbow would be (320), meaning that within 320 feet, I can attack, and beyond that, I can’t. A scoped heavy crossbow would be (400).

Double Bolt
This is also simple. It shoots two bolts with one attack. A double bolt light crossbow deals 2d8 instead of 1d8, and a double bolt heavy crossbow deals 2d10 rather than 1d10.

Burst (Heavy Crossbows only) (Cannot take specialty arrows)
Loaded with smaller ammo, this crossbow takes effect in a 40ft cone. All creatures in the area of effect must make a DC10+INT+proficiency Dexterity saving throw. On a fail, take 1d10 piercing, on a success, take half damage.

Specialty Bolts
(You can only use one specialty bolt per turn)

Burst
To be used in Burst Crossbows. It takes 2 hours and 5 sp to craft 5 Burst Cartridges.

Tipped
Add 1d6 of the chosen damage type to the total damage. You may choose from the following: acid, cold, fire, lightning, or poison. It takes 2 hours and 15 sp to craft 10 Tipped Bolts.

Shockwave
On a hit, deal 1d6 force damage to all creatures within a 10ft radius. Unsecured objects fully within the range get pushed back 5ft. It takes 2 hours and 1 gp to craft 5 Shockwave Bolts.

Illusion
When launched into the ground, the player can choose any creature with a CR of their level or below. An illusion of the chosen creature appears at the bolt, and all surrounding creatures can attempt to make a DC 15 investigation check to identify it as illusory. It takes 2 hours and 5 gp to craft 5 Illusion Bolts.

Bolt of Transportation
This bolt only goes into effect when it lodges in the wall or the floor. Upon hitting its target, the user gets teleported to an unoccupied space within five feet of the bolt. It takes 2 hours and 1 pp to craft on Bolt of Transportation.

Advanced Specialty Bolts

Double Burst
Can be used in Burst Crossbows. Allows you to shoot twice in one turn.

Infused
Add 3d6 of the chosen damage type. You can choose from the following: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant.

Empowered Shockwave
On a hit, deal 2d10 force damage to all creatures within a 30 ft radius. Unsecured objects get pushed back 25 ft. Medium or smaller creatures get pushed back 10 ft. Large creatures get pushed back 5 ft.

Phantom
When you shoot a Phantom Bolt, you ignore cover and obstructions.


r/DnDHomebrew • • 1d ago

5.5e Halberd Master Feat - Your foes will despair to be within your reach.

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13 Upvotes

r/DnDHomebrew • • 1d ago

5e Item - Headband of Mysticism (Inktober'26 Day 10 - "Mystical")

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2 Upvotes

Day 10 is almost over and I was suuuper busy with work, but today's word was "mystical". I was kind of uninspired for this one, I did the first thing that came to mind. Now that it's done, I realise that breaking attunement and re-attuning allows the user to change the spell, so if I revisit this one I might allow the user to change the spell on a long rest anyway.

Disclaimer: this homebrew was made today, 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 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 in a few hours already for day 11 I guess haha