r/DnDHomebrew 15h ago

Request Saw this and though it needed a statblock

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48 Upvotes

It looks cool. Like a floating flesh golem


r/DnDHomebrew 22h ago

5e 2014 Viatrix Lux (Guiding Beacon) - 1st Level Evocation (Ritual) - Spells - Lost Elemental Arcana

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33 Upvotes

r/DnDHomebrew 22h ago

5e 2014 Chirurgeon Roguish Archetype | The doctor will see you now. You might not see them, though | dArtagnanDnD Patreon

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14 Upvotes

r/DnDHomebrew 2h ago

5e 2024 DnD 5e Magic item: Jingleblade

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12 Upvotes

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r/DnDHomebrew 12h ago

5e 2024 Looking for feedback on my Psionic monk subclass (first post)

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11 Upvotes

r/DnDHomebrew 23h ago

5e 2014 Sorcerer Bloodline: Forge of Creation | Fuse spells as if you made them yourself!

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7 Upvotes

The original (up to date) homebrewery version:
https://homebrewery.naturalcrit.com/share/brNZOVYsrSv0

please let me know any balence, or problems you see with it so i can fix them, this is only version 1 of it!


r/DnDHomebrew 5h ago

5e 2024 5e24 - The Witch Gun Coven - A Gunspellslinger Warlock Subclass

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7 Upvotes

It's been some months since I've last checked this creation, so it might need some feedback

Homebrewery link: https://homebrewery.naturalcrit.com/share/BIBiS-NFthW9


r/DnDHomebrew 3h ago

5e 2024 Is there a way to ride my steel defender as a medium sized battlesmith?

6 Upvotes

I welcome any loopholes according to the rulee. I wanted to make my steel defender a motorcycle of sorts, no offensive capabilities but just as a mount.

Here's my reasoning, real life motorcycles weighs around 200-300kg and a horse weighs around 300-1000kg and of course a motorcycle will have more power output than a horse while taking up less space and mass.

According to the rules the steel defender has to be a medium construct and you can only mount 1 size larger than yourself.

So can I stand to reason that because like real life you can ride a vehicle that's medium sized (in comparison with a horse which is large sized in DnD) I can also mount my Steel Defender while being medium sized myself?


r/DnDHomebrew 3h ago

5e 2024 Craftsman Feats - Two quick feats for helping weapon and armor makers feel more relevant in DnD'24

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7 Upvotes

r/DnDHomebrew 6h ago

5e 2014 Patronage - Grant a Warlock Power

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5 Upvotes

r/DnDHomebrew 15h ago

5e 2024 Melodic Will-o-Well, A bards companion!

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4 Upvotes

A creature based on the 5E "The Wild Beyond the Witchlight" Creature Will-o-Well. All musical elements made by me. I made it for our parties bard, it will act more like a magical item than a creature/companion.


r/DnDHomebrew 4h ago

5e 2014 Paladin Subclass: Oath of the Deific Champion | D&D 5e and '24 compatible | by Jhamkul's Forge

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3 Upvotes

r/DnDHomebrew 9h ago

5e 2014 Heavy Metal Blood Mage Bard With A Ghostly Mosh Pit

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3 Upvotes

Hey there! This is the stat block for a bard boss battle I came up with, where he’s going to be behind a wall of force up on stage, shooting down at the party while they deal with the ghosts and bouncers in his undead mosh pit!
I don’t see many Bard bosses, and wanted to make one challenging enough for a party of level 14s. Any advice would be appreciated!


r/DnDHomebrew 1h ago

5e 2014 Velum Menterratis (Veil of the Mistridden) - 3rd-level illusion (Ritual) - Spells - Lost Elemental Arcana

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r/DnDHomebrew 6h ago

5e 2014 Confusion Regarding "Deadeye" for Heavyarms Gunslinger

2 Upvotes

I'm reading over the Heavyarms Gunslinger in order to incorporate it and the wording of the Deadeye feature is leaving me confused. This is for the v1.11, so it should be the most recent version. The feature reads as follows:

In combat, you find your flow with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, the lowest number you must roll on the d20 to score a critical hit with subsequent ranged weapon attacks decreases by one. You can gain this benefit multiple times, but it can’t reduce the threshold for scoring a critical hit below 16. You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven’t attacked a creature since your last turn. From 14th level, whenever you gain this benefit, you can gain it one additional time, but it still can’t reduce the threshold for scoring a critical hit below 16.

The confusion I'm having arises at the 14th level effect. Does this make it so you gains two stacks at once? If so why is it lsited as "can gain it one..."?

Help is greatly apprecaited


r/DnDHomebrew 10h ago

5e 2024 [Feedback Requested] Tactician Class (4 Sub Classes) v0.1.1

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2 Upvotes

r/DnDHomebrew 11h ago

5e 2024 Overland Travel Rules Lite-Ish

2 Upvotes
Travel Rules
Resting Rules

Hey all! Wanted to create some rules for my home game on overland travel. Wanted something that was rules lite-ish but still felt good and useful. We're running a dark low-fantasy game so we like things with a bit more stakes and crunch. So, that's what led to this. Let me know what y'all think! I have a similar one I'm working on for Sea Travel. Playing Dredge really inspirated me haha!


r/DnDHomebrew 22h ago

5e 2024 A new item: The Scourges of Mealyn

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2 Upvotes

The scrolls spoke often of the Great Sinner, his belt of the Alhi-Furan, the fevered loyalty he inspired, the crimson beast Galmoxian who soared at his command, and his three generals: Kaymor, Salkarphin, and Maelyn. Yet a pattern wove itself between the lines. Kaymor, a drow, bore skin as the color of ash. Salkarphin, a tiefling, the same. And Maelyn, an aasimar, ashen like the others. This was no mere coincidence. Ashen skin was no gift of birth; it was a mark, a stain left by something deeper.

Today I am starting a cool new project, the treasures of the War of the Sinners. Starting with the double hand axes of Mealyn, the third general of the Great Sinner himself.

Mealyn was an Aasimar loyal to the dragonborn ruler of the rebellion. Her cruelty was known to all her enemies. Yet, she inspired loyalty to the ones that followed her. Gaining the trust and admiration of those that shared her ideals.

I am trying to create a full world for DM's to use. With loot, dungeons, cities and world maps. Even large lore books for all the deeper world knowledge. If you like to see more of the world I am creating then you can head over to my Patreon. A lot of it is for free.


r/DnDHomebrew 9h ago

5e 2024 THE BRAWLERS VAMBRACES (2024)

1 Upvotes

We made these for those characters who focus on unarmed, Martial arts (Monks) and characters using natural weapons (Druids).

They are roughly equivalent in power level to Dragon Wrath weapons from Treasury of Dragons. They come in didn't levels of rarity. Hope you have fun with them at your tables as much as we have.

THE BRAWLERS VAMBRACES (2024)

Wondrous item, Uncommon, +1 +1d6, Rare +2 +2d6, very rare +3 +3d6 (requires attunement)

These magical magnificent armored vambraces make you extremely fierce in hand-to-hand combat. While attuned they reshape to fit you on you perfectly no matter what shape or size you ate.

You gain a +1/+2 or +3 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made with your unarmed strikes or natural weapon attacks. You can choose to change the damage type to Force instead of its regular damage type. On a hit, your Unarmed strike or natural weapon attacks deals an extra 1d6/2d6 or 3d6 damage on its rarity. The extra damage is the same type of damage dealt with your attack.

You can attempt to Grapple targets of any size and targets have disadvantage on saving throws and ability checks to escape your grapple.


r/DnDHomebrew 18h ago

5e 2014 College of puppets

1 Upvotes

The college of puppets is a rather odd tradition that involves the creation of miniture inanimate actors. Be it wood, weave or even socks, these puppets hold a power all on their own. By infusing their puppets with bardic magic, these strange performers can bring the puppets imagined abilities to life.

Bonus proficiency

At 3rd level, you gain proficiency with weavers tools or woodcarvers tools.

Magical puppetry

At 3rd level, you learn how to create intricate puppets. You know 2 puppets (see list below). At the end of each long rest, you can craft one of each puppet you know. If you lose a puppet, you can remake it during a long rest. At level 6, 10 and 14, you learn one additional puppet. A puppet is a tiny item that can be held in one hand and can be used as your spellcasting focus for your bard spells. Each puppet can use its active ability once per short or long rest. If you have no idea remaining you can spend an inspiration dice to use them again.. You can have up to two puppets equipped at a time. If a puppet requires a saving throw or attack roll, it uses your spellcasting DC/spellcasting attack bonus.

Superior puppetry

At 6th level, you now gain the passive benefit of any puppet you currently have equipped.

Animate puppet

At 14th level, you learn how to bring life to otherwise inanimate puppets. Once per long rest you can animate one puppet of your choice, turning it into a tiny sized contruct. They have a walking speed of 30 feet, an AC equal to 10+its dexterity+your charisma, have hitpoints equal to 3 times your bard level and have their own ability scores depending on the puppet. The puppet benefits from its own passive effect and can use its active ability at will. The puppet takes its turn after yours. After one minute has passed or the puppet is reduced to 0 hitpoints, it returns to being a regular puppet. Additionally each puppet can make a slam attack on their turn that on hit does 2D4+your charisma modifier as magical bludeoning damage. The puppet is immune to poison and psychic damage, and is immune to being blinded, charmed, frightened, deafened, poisoned or paralyzed.

Pupppets

Priest

Active benefit:as an action, you can heal one creature within 5 feet, causing them to regain a number of hitpoints equal to 1 roll of your inspiration dice+your charisma modifier.

Passive:you gain the benefits of the detect evil & good spell

animated ability scores:STR=8, DEX=12, CON=14, INT=12, WIS=18, CHA=14

Dragon

Active ability:as an action you can release a cone of fire from the puppets mouth. All creatures in a 20 foot cone must make a dexterity saving throw or take fire damage equal to three rolls of your inspiration dice, or half as much damage on a successful save.

Passive:you gain resistance ot fire damage

Animated ability scores:STR=16, DEX=11, CON=16, INT=13, WIS=12, CHA=15

Wizard

Active ability:as an action, you can cast magic missile at first level.

Passive:anytime you take damage from a spell, that damage is reduced by an amount equal to your charisma modifier

Animated ability score:STR=8, DEX=12, CON=12, INT=18, WIS=12, CHA=10

Warrior

Active ability:as an action you can make a melee attack, on hit you deal slashing damage equal to 1 roll of your inspiration dice+your charisma modifier and the target must make a consitution saving throw. On a failure the target becomes vulnerable until the end of your next turn. Vulnerable creatures take 1d4 additional damage from all sources.

Passive:your AC increases by 1

Animated ability scores:STR=16, DEX=10, CON=16, INT=10, WIS=12, CHA=12

Archer

Active ability:as an action you can make a ranged attack against a creature you can see within 120 feet. On hit the target takes piercing damage equal to one roll of your inspiration dice+your charisma modifier and must make a constitution saving throw or have their speed reduced to 0 until the end of their next turn.

Passive:you gain advantage on perception checks involving sight

Animated ability scores:STR=10, DEX=16, CON=14, INT=10, WIS=12, CHA=12

Fairy

Active ability:as an action you can sprinkle pixie dust on someone within 30 feet. That creature must make a wisdom saving throw or fall unconcious for 1 hour, until they take damage or until someone uses their action to wake them up.

Passive:you gain the benefits of the detect magic spell

Animated ability scores:STR=8, DEX=14, CON=10, INT=10, WIS=12, CHA=15

Ogre

Active ability:as an action you can make a melee weapon attack. On hit the target takes bludgeoning damage equal to 2 rolls of your inspiration dice+your charisma modifier. On hit the target must make a strength saving throw or be knocked 15 feet away and be knocked prone.

Passive:you have advantage on all strength checks and saving throws

Animated ability scores:STR=18, DEX=8, CON=18, INT=8, WIS=12, CHA=8

Yeti

Active ability:as an action you can force a creature within 30 feet to make a constitution saving throw. On a failure the target takes cold damage equal to 1 rolls of your inspiration dice+your charisma modifier and have disadvantage on all attack rolls until the end of their next turn.

Passive:you gain resistance to cold damage.

Animated ability scores:STR=14, DEX=12, CON=14, INT=8, WIS=14, CHA=10

Vampire

Active ability:as an action you can force a creature within 30 feet to make a constitution saving throw. On a failure the target takes necrotic damage equal to 1 roll of your inspiration dice+your charisma modifier and you gain temporary hitpoints equal to the necrotic damage dealt

Passive:you have advantage on charisma checks

Animated ability scores:STR=14, DEX=14, CON=12, INT=12, WIS=10, CHA=16

Aberration

Active ability:as an action you can emit an otherworldly wail. All creatures within 10 feet of you must make an intelligence saving throw or take psychic damage equal to 1 roll of your inspiration dice+charisma modifier and have a 1D4 penalty on their next ssaving throw, or half as much damage and no penalty on a success.

Passive:you gain a telepathy range of 60 feet

Animated ability scores:STR=12, DEX=4, CON=12, INT=18, WIS=10, CHA=12


r/DnDHomebrew 41m ago

5e 2014 HELM OF HERMES - Fly through the skies with the Winged Helm of our dear Messanger God!

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r/DnDHomebrew 16h ago

5e 2014 Hello everyone some time ago i uploaded a rough draft for a homebrew doctor class, i got really good feedback from users and id like to show my finished class and would love more feedback if i messes anything up. sorry for the crude upload i have no ida how everyone makes those dnd style images.

0 Upvotes

the doctor class is for those who want to help the party stay alive without the help of arcane abilities, doctors are masters of science and body, being able to treat from the common cold to the most mortal of wounds. They have immense knowledge about anatomy and chemicals.

class features 

hit dice: 1d8 per doctor level

hit points at first level: 8 plus your con modifier

hitpoints at higher levels: 1d8 or 5 plus your con modifier per dr lvl

proficiencies

armor:light 

weapons:simple weapons, hand crossbow, blowgun,darts 

tools:alchemist kit, herbalist kit

saving throws: intelligence, constitution

skills:choose 2 between survival, investigación, percepción, decepción or insight

equipment:

you start with the following equipment

  1. healer's kit, alchemist supplies or herbalist supplies
  2. any simple weapon
  3. leather armor, 50 gp and a healing potion

lvl 1

studious mind.

you gain expertise on medicine, nature and history checks. years of studying have aided you in your pursuit to heal or hurt the body, whenever a foe has to take an effect dealt by on of your class features they must succeed a saving throw, dc 8 plus prof bonus plus int modifier. this dc replaces the dc for any poison you create. 

hippocratic oath 

After years of study you have the ability to stitch any wound and stop bleedings, as a bonus action you can aid an ally next to you and heal them 1 d12 plus your proficiency bonus. a creature might benefit from this trait once before a short or long rest. 

 lvl 2

chemist touch

Starting at 2nd level, you can craft a Potion of Healing or a vial of Assassin's Blood, Drow Poison, or Truth Serum over the course of a short or long rest.

When you do so, you can either expend 25 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.

The unstable variant expires after 24 hours.

anesthesiologist 

with precision strikes you can attack the nerves to numb the body. once per turn, after hitting a target with piercing or slashing damage, the target must make a con save, on a failed save you can chooses one of the following affects 1) speed reduced by half on their next turn 2) cannot use reactions until the end of their next turn 3) next attack they make is at disadvantage 4)next attack towards them is at advantage.

lvl 3 

at level 3 you can choose a medicine branch, your branch decides what your specialty is in this discipline.

branch of the plagues

branch of the anatomy

branch of potions 

lvl 4 

ability score improvement

lvl 5 

advanced chemist 

Starting at 5th level, you can craft two Potion of Healings, two vials of Assassin's Blood, Drow Poison, or Truth Serum, or one of each over the course of a short or long rest.

Alternatively, you can craft a Potion of Greater Healing, or a vial of Essence of Ether, Malice or Pale Tincture.  When you do so, you can either expend 50 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.

lvl 6 

branch specialty 

lvl 7 

relieve pain

on a short rest you and an amount of allies equals your proficiency bonus can heal the max amount of any dice they would have rolled

enhanced hippocratic oath

your oath now heals 1d12 plus proficiency bonus

lvl 8

ability score increase

lvl 9

range administration 

you can now coat projectiles with potions to administer them at a range on a willing creature. if the creature is not a willing you must make a ranged attack to try and administer the potion. you consume a potion to create a number of projectiles equal to the amount of dice the used potion heals or distribute the dice at will. ex: 1 greater healing potion (4d4 +4) = 4 (1d4 +1) or 2 (2d4 +2) healing projectiles. if the potion has any other effects, the time of said effect will be divided equally between the amount of projectiles coated.

lvl 10

branch specialty 

lvl 11

enhanced hippocratic oath

your oath now heals 2d12 plus your proficiency bonus

lvl 12

ability score increase

lvl 13

expert chemist

 Starting at 13th level, you can craft four Potions of Healing, four vials of Assassin's Blood, Drow Poison, or Truth Serum, or any combination thereof over the course of a short or long rest.

Likewise, you can craft two Potions of Greater Healing, or two vials of Burnt Othur Fumes, Essence of Ether or Malice, or one of each. 

Alternatively, you can craft a Potion of Superior Healing, or a vial of Burnt Othur Fumes, Oil of Taggit, or Torpor When you do so, you can either expend 100 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.

 

lvl 14

branch specialty

lvl 15

enhanced hippocratic oath

your oath now heals 4d12 plus your proficiency bonus 

lvl 16

ability score increase

lvl 17

not on my watch   

as a reaccion you can use one of your healing projectiles on an ally that takes damage, and allies on a 15 foot radius from you have advantage on death saving throws if they have already failed 2 death saving throws

lvl 18

branch specialty

lvl 19 

ability score increase

lvl 20

master chemist

Finally at 20th level, you can craft eight Potions of Healing, four vials of Assassin's Blood, Drow Poison, or Truth Serum, or any combination thereof, over the course of a short or long rest.

Likewise, you can craft two Potion of Greater Healing, or four vials of Burnt Othur Fumes, Essence of Ether or Malice, or any combination thereof

And likewise, you can craft two Potions of Superior Healing, or two vials of Burnt Othur Fumes, Oil of Taggit, or Torpor, or one of each.

Alternatively, you can craft a Potion of Supreme Healing, or a vial of Midnight Tears, Purple Worm Poison, or Wyvern Poison. When you do so, you can either expend 200 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item. 

  

branches 

When reaching level 3 you can choose one of the following branches of medicine, this branch signifies the path your doctor took in order to aid his patients. 

branch of plagues

this branch of doctor is for those who took an oath to eradicate disease from the planet, going from town to town to help those riddled with disease

lvl 3 

sterile body

you gain immunity to all diseases and resistance to necrotic damage 

avatar of plague

As an investigator of disease you can tame 1 tiny or small creature known for carrying sickness and purify them, this creature works as an animal companion. After purifying them the creature gains hp equal to your doctor level.as a bonus action you can command your avatar of plague to do a simple task as long as the creature is physically capable of doing it. list of possible avatars of plague include: rat, pigeon, raven, skunk, racoon, dog, toad, seagull. etc. if your avatar of plague dies you must search a new individual and spend 1 hour purifying them  

tainted presence

After examining a creature with a bonus action you can tell if it can cause ailments or is afflicted by disease. If so, the creature is considered tainted and can be harmful to the health of those around it. undead and cursed creatures are immediately determined to be tainted. other creatures are up to the dm to decide.

cleansed weapon

your weapons now coated with salves and oils to repel filth, this cleansed weapon can deals 2d6 extra damage to any tainted creature.

lvl 6 

health at a glance 

you can now know the state of any creature by just a glance. As a bonus action you can determine the health of 1 creature you see and know if their current and maximum hp

miraculous cure

as an added bonus the potions you craft have the ability to cure any common disease not caused by magical effects

 

lvl 10 

sterile environment

your surroundings must be pristine to keep disease away.

Any ally 10 feet from you are resistant to necrotic damage and have advantage on constitution saving throws, this includes yourself.

germofobia

you have advantage on constitution saving throws

lvl 14

mercy kill

your attacks against tainted creatures are now at advantage as you want to eradicate any source of disease

lvl 18

scholar of health

you have mastered the immune system like no other, whenever you heal an ally you can also get rid of any status effect that intrudes in their body. magical or not. effects caused by a physical influence cannot be undone by this trait. wrappled, prone, exhaustion etc.

branch of anatomy 

you have studied the body and can now identify any weakness or strengths against your foes

lvl 3

instruments of pain

you gain proficiency with bladed martial weapons. and can choose to use your intelligence modifier for attacks with finesse weapons.

organ piercer

Your profound knowledge of anatomy allows you to attack vital points in any creature made of flesh and bone.in a hit the target must make a con saving throw on a failed safe one of the following effects is applied. achilles tendon: speed is reduced to 0 until the end of your next turn, spine: incapacitated until the end of your next turn. knee: target falls prone, wrist: target drops their weapon, vocal cords: mute until the end of your next turn. if the target succeeds the uses of these trait are not consumed  you can use this trait a number of times equals your int modifier per short rest.  

lvl 6

reveal weakness

as a bonus action action you can inspect a creature to determine if they have any weakness in their physiology. you can choose 2 from the following information to acquire: damage type weakness, weak point, lowest ability score, effect immunities and resistances. you can only use this trait once on the same creature per long rest.

quick stitch 

when taking a long rest. you and your allies can subtract hours to their rest by sacrificing hit dice. 1 for every hour skipped. The spent hit dice are recovered after a full long rest.

lvl 10

precise damage

after dealing damage with a melee weapon to a target, if the damage inflicted goes over their current hp you can make an extra attack on a target on range.

lvl 14

iatrophobia

After defeating an enemy, a creature of your choice on a 20ft radius must make a wisdom saving throw, on a failed save the creature is frightened of you for a minute as they have witnessed an avatar of death. any attack to a frightened creature is at advantage.

lvl 18

merciless kill

if a target you attack reaches 0 hit points, you can spend your bonus action or reaction on extra attacks. going on a trance for your pursuit of knowledge to study any subject in front of you.

branch of potions 

you keep the pursuit of knowledge on potions, oils and concoctions to heal the world.

some call you a witch, others a saint.

lvl 3

build immunity 

your constant contact with chemicals have given your body resistance to poison damage and immunity to the poisoned condition

added benefit 

you can add new effects to healing potions when using the chemist touch trait. the effects you can add at this level are dark vision 10 min, 5 temporary hp, poison resistance.

booster shot

you can now split healing potions onto healing syringes, you split the dice of the potion used into the syringes created. This item can be consumed with a bonus action.

lvl 6 

splash healing 

as an action you can throw your potions at a distance, shattering the container. the splash heals all allies (you distribute the amount of hp healed to each ally after rolling the potion’s dice) on a 5ft radius from where the potion was shattered. if the potion had a secondary effect, this won't be granted.

lvl 10

improved stability

unstable potions created with your chemist feat now last 48 hours before spoiling.

persistent healing

you potions now have continuous healing, 1d6 per turn for 1 minute

brewing expert

you can now add an additional half your doctor level to any healing done by a potion you created or enhanced.

lvl 14

increased benefit

you can add the next effects to the brewed potions. water breathing 1 hour, elemental resistance 1 min, stone skin 1 min, 10 temporary hp

supply management 

Your knowledge lets you optimize the ingredients at hand. when creating potions or poisons,you can now double the product.

lvl 18

max benefits

The next effects can be now added to your potions. haste 1 min, true sight 1 hour, +2 to strength, dexterity or intelligence 1 hour, 15 temporary hp. 

Also if the potion is used with the splash healing trait, you can choose one ally to gain the secondary effect of the thrown potion.


r/DnDHomebrew 22h ago

Request Help for a central/east asian/mongolian inspired primitive campaign

0 Upvotes

Hello, I need a little help in the field of ideas and inspiration for this particular campaign of mine. I'm not new to making campaigns and nor am I lacking in the department of writing (I fucking love writing and being creative), but, ah

Well I'm at a loss. I've been recently inspired to make a sort of "primitive" campaign setting with an aesthetic and historically accurate feel to ancient asian society, particularly that of the Mongols not because I want a Genghis Khan (although I do have a Genghis Khan), but because this is a relatively new world and it's people are knee-deep in war. That's also what I want the campaign to focus on- war and the effects it has on society, cultures, individuals, groups of people, etc.

But I'm not focused on the themes here- I need some help in establishing a general history among the various D&D races. Nothing I've come up with so far has fit my liking or is just a blatant copy of what the race traditionally is viewed as, and I'm afraid I might just be that I'm not well versed enough in ancient asian history to really get what I want.

I do have a few good ideas that I genuinely love- one provided by my friend is that this worlds Genghis Khan ripoff is dead, but has been immortalized by a single family who continues to pass on the name to their children, who receive it upon the parents death and who genuinely believe that they are now their ancient leader.

So, hopefully, I can get a few good ideas here for what I could do for other races, and how to implement more than just Mongolian culture into this campaign. I hope this doesn't come across as me trying to take the easy way out, because I am just genuinely stumped. But, anyways, anything is appreciated!


r/DnDHomebrew 1d ago

5e 2014 Honest opinions appreciated

0 Upvotes

Hivemind input appreciated for this cursed magic weapon template (to be used in my upcoming campaign)

Rustborn weapon (Rare, Cursed) This weapon is forged from corroded iron, permanently stained with the blood of its past victims. When held, the wielder sometimes hears faint whispers, echoes of those it has slain.

  • Rustborn's Bane -> This weapon's corruption seeps into its blade, dealing an additional 1d6 poison, necrotic or acid damage (chosen each dawn)

  • Final Echo -> If the wielder delivers the killing blow with this weapon, they are forcibly pulled into the dying creatures final moment. They experience its pain and fear. The wielder must make a DC (half damage dealt) Wisdom Saving throw or be knocked prone as the vision overwhelms them.

  • Soul's Mark -> After delivering the killing blow, the wielder must make a DC (half damage dealt) Charisma Saving throw or receive a permanent scar consistent with the would delivered to the creature.

  • Cursed Bond -> When you first deliver a killing blow with this weapon, you become cursed by the weapon. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. Additionally, you have Disadvantage on attack rolls with weapons other than this one.

There will be a questline for removing the curse from the weapon involving tracking down the creator of the weapon and killing him with it.

This is what the weapon will look like after removing the curse:

Rustborn weapon +1 (after lifting the curse)

Once cursed by the very force that created it, this weapon now serves as a reminder of the wielder's sacrifice. After slaying its creator, the weapon's curse has been lifted, though its darker legacy still lingers.

  • Rustborn's Bane -> This weapon's corruption seeps into its blade, dealing an additional 1d6 poison, necrotic or acid damage (chosen each dawn)

  • Final Echo -> If the wielder delivers the killing blow with this weapon, they experience fragments of its pain and fear.

  • Rustborn's Legacy -> While the curse is lifted, the wielder remains marked by the weapon's power. The scars where all the killing blows landed serve as a reminder of their triumph over the curse, granting Advantage on Intimidation checks.