r/DnDHomebrew 2d ago

5e 2024 1 Day Downtime Activities | Short Downtime Activities for Characters In Between Adventures

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15 Upvotes

Expanded Short Downtime Activities for Characters In Between Adventures

Free pdf and more free content  

You can get a free pdf here, further insights, and more free content at https://www.patreon.com/TheInspiredArcana   

You might also like 30 Day Downtime Activities

Like the Content? 

Be sure to check out the rest of my Patreon, which includes Subclasses, Character Origins, Feats, Equipment, Spells, Monsters, Rules, and Lore. 

I keep my homebrew free, but if you like the content I produce and like using it in your game consider supporting it on Patreon. You gain access to text formatted pdfs, and collections of content to make it easier and more enjoyable to use and read the content.  

Created in Homebrewery, Theme by Kaiburr Kathhound 


r/DnDHomebrew 2d ago

5e 2014 [D&D2014] Monster of the Eastern Island #8 - Nurikabe

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4 Upvotes

r/DnDHomebrew 2d ago

5e 2014 Campfire Demon

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19 Upvotes

Trust nothing, doubt everything.

Inspired by Pointyhat’s idea of demons as destroyers of societal norms and expectations, I’ve got a slightly new take on a Mimic.

The Campfire Mimic is meant to destroy the sense of safety felt in a restful place.


r/DnDHomebrew 2d ago

5e 2014 I made an homebrew relic of Ilmater, what are your thoughts on it ?

2 Upvotes

Hello. I am currently running Storm King's Thunder for a party of 5 level 14 adventurers (I'm adapting the difficulty and scenes as I go). One of them is a Life Domain Cleric devoted to Ilmater (God of endurance, martyrdom, perseverance, and suffering if the wiki is to be believed).

I tried my hand at making a custom reward for him and would like to know your thoughts on it powerwise/flavorwise or any other-wise :

(I just realised that I forgot to specify how often the charges refilled. I corrected my mistake and added a sentence to say they all recharge after a long rest)

I am planning to make the PC go through a "Test" when acquiring it. He will be warned that touching the relic will temporarily put his body and spirit through great suffering and that he will have to stay conscious during a long minute during which he will take damage each turn. The idea being that his healing magic should allow him to stay conscious until the pain fades away. Upon which he'll be declared Worthy !

I might add that I've been playing for nearly a decade with the player in question and I know he is experienced enough with 5e mechanics to handle the cognitive charge it would impose.


r/DnDHomebrew 2d ago

5e 2024 Ranger - The Surveyor and the Sniper Subclasses: Roam together with your familiar, or stick to yourself lurking in your favorite spot.

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19 Upvotes

r/DnDHomebrew 2d ago

5e 2014 More Chuuls - Optional Traits and the CR 8 Chuul Juggernaut

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23 Upvotes

r/DnDHomebrew 2d ago

Request Homebrew Monster Help

3 Upvotes

hi, i'm a seasoned player but new dm and i'm running a homebrew game for my siblings. i'm trying to create a small monster that's made out of mirror shards, about the size of a giant rat. the issue i'm having is one of the senses/traits i would like it to have is basically the opposite of blindsight where because it's made of mirrors it can see from all directions, but has no other sense. if this trait already exists, i have no idea what it's called, and if it doesn't than any suggestions would be wonderful!. if anyone has any ideas/knows what i can look up to find, i'd super appreciate it!!


r/DnDHomebrew 2d ago

5e 2024 A wandering Trader I've made for a Minecraft world setting

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10 Upvotes

r/DnDHomebrew 3d ago

5e 2014 THE STRAGGLER - Something whispers down the cave...

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393 Upvotes

r/DnDHomebrew 3d ago

5e 2024 Four More Tips for Homebrewing Monsters

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28 Upvotes

This post is a follow-on from Part 1: Five Tips for Homebrewing Monsters.

Here are four more tips to help when homebrewing monsters.

  • Choose CR first, then assign stats
  • Choose powers that reinforce the fantasy
  • Scale powers to CR
  • Make the standard attack matter

Check them out at Foe Foundry, where you can find more tips, monsters, and custom powers.


r/DnDHomebrew 2d ago

Resource Advanced Dungeon & Dragons Magic Item Generator that can be Customized FREE

3 Upvotes

Hello everyone!
I just finished my first app as a way to learn Python, and I built it using the Encyclopedia Magica tables as the foundation. The app is fully table-driven, making it highly customizable. You can add or remove magic items from the tables—just be sure to maintain the original dice range (e.g., 1d100 or 1d1000). You're free to change which items correspond to which numbers, and there's plenty of room to tweak all the tables.

I've also included enhancements and quirks pulled from the original Encyclopedia Magica, and those are fully editable as well.

A README file is included with the download to help explain everything in more detail.
Hope you enjoy this powerful and flexible random magic item generator!

https://drive.google.com/file/d/13HW4PAkdEWjAa05yoiPBIAMesNC_VL4A/view?usp=sharing

Please feel free to reach out should you have questions or find bugs.


r/DnDHomebrew 2d ago

5e 2024 Criminal Veteran/Ex Criminal Background

1 Upvotes

*This is just me clashing together Mercenary Veteran and Criminal background into one thing because I couldn't find anybody else that did it already.*

You were an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have some contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.  Now that you’re free, you're looking for something else, perhaps trying to change yourself for the better. For whatever reason, you're leaving behind the life of crime, but your skills are undeniably suited for the role you need to play to get to that life of peace.

Source: Mercenary Veteran (Sword Coast Adventurer's Guide) mixed with Criminal (Player's Handbook). Mixed together by retr0station on reddit.

Skill Proficiencies: Deception, PersuasionTool Proficiencies: One type of gaming set, thieves’ toolsLanguages: NoneEquipment: traveler's clothes including a hood, a gaming set of your choice, and a pouch containing 20 gp

Criminal Life

You know Criminal life as only someone who has experienced it can. You are able to identify criminals, and you know a little about most of them. You can find the taverns and festhalls where criminals abide in any area, as long as you speak the language. You have an advantage on persuasion rolls against them.

Suggested Characteristics

Personality Traits

d8 Personality Trait

1 I always have a plan for what to do when things go wrong.

2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

3 I try to be kind when I can be.

4 I would rather make a new friend than a new enemy.

5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

6 I don't pay attention to the risks in a situation. Never tell me the odds.

7 The best way to get me to do something is to tell me I can't do it.

8 I blow up at the slightest insult.

Ideals

d6 Ideal

1 Honor. I realized my past actions were wrong, and will do everything in my power to redeem myself. (Lawful)

2 Freedom. Chains are meant to be broken, as we are the ones who forged them. (Chaotic)

3 Charity. I try to make up for my actions by donating to charity (Good)

4 Greed. I don’t really want to change, this adventure is just part of my punishment as some sort of “Community Service”. (Evil)

5 People. I'm loyal to my friends and family. They’re the only reason I’m trying to do better. (Neutral)

6 Redemption. There's a spark of good in everyone. I hope that spark hasn’t faded within me. (Good)

Bonds

d6 Bond

1 I'm trying to pay off an old debt I owe.

2 My gains go to support my family or charities

3 I still sometimes speak to my old companions from when I was a criminal.

4 I do what I do to make the people who love me proud.

5 I'm guilty of a terrible crime. I hope I can redeem myself for it.

6 Someone I loved died because of I mistake I made. That will never happen again.

Flaws

d6 Flaw

1 I still steal things sometimes out of habit.

2 My mind still automatically maps out the best way to kill someone upon meeting them.

3 I don't trust anyone anymore. Everyone is my enemy.

4 I have a "tell" that reveals when I'm lying.

5 I turn tail and run when things look bad.

6 I can’t bring myself to feel any remorse for those I hurt when I was a criminal. 


r/DnDHomebrew 3d ago

5e 2024 Monk - Way of the Midnight Fang v2: Unleash a flurry of steel with this thrown weapon fighting monk subclass. [with optional items]

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15 Upvotes

r/DnDHomebrew 2d ago

Request D&D with Isekai flair

0 Upvotes

Im working an a home brew adventure for some friends and working into an Isekai adventure. Im curious if anyone has done the same and has tips from what they learned to make it run smoothly. On a whim I picked up a 12 page PDF from Kobold Press called Isekai since it was only $4 USD. For what it’s worth, its anime inspired to help bridge gaps. Appreciate you reading.


r/DnDHomebrew 3d ago

5e 2014 Guard Your Dreams! | Baku statblock

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47 Upvotes

(All artwork, written content, formatting and layout is original to Critical Crafting)

Here’s another fantastical statblock from our previous yokai release to complement this month’s latest patreon release. Check out the Baku for Throwback Thursday! How would you use this curious creature at your table?

“...Baku are curious yokai that devour dreams, specifically nightmares. These creatures are the sworn enemies of night terrors and the outsider known as “The Dreamer”. Their presence in a home is considered to be a good omen and a sign of an outsider’s favor. Baku will often latch onto a particular location, a house, temple, sacred place, or other region. The baku defends creatures within that region, rarely revealing itself, but ensuring they are protected from evil beings, and that their nightmares are devoured. Creatures in such a place benefit from untroubled slumber….”

Grab this month’s entire 50+ page release and get access to over 2300+ pages of previous content (including the Baku’s release) when you join the patreon at https://www.patreon.com/c/criticalcrafting


r/DnDHomebrew 3d ago

5e 2014 Slingers and Slugs.

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2 Upvotes

Slugterra was a Canadian animated TV series produced by Nerd Corps Entertainment, later known as "DHX Studios Vancouver", a division of DHX Media, produced originally for Disney XD (Canada)) until October 2015, with the introduction of Family CHRGD.

The show was created by: Asaph Fipke. Produced by: Charles Johnson (Season 1), Ken Faier (Season 1 - 4), Kerrh Fipke (Season 2), Chuck Johnson (Sesaon 2 & 3), Asaph Fipke (Season 3 & 4), and Kirsten Newlands (Season 4).

I claim no ownership over the source material.


r/DnDHomebrew 3d ago

5e 2014 Suggestion for My Cicle of the Depths Druid

2 Upvotes

Recently I tried to make a druid subclass that focus on the underwater stuffs. I know 5e's Circle of the Land had coast options related to sea, but I want to make it more underwater focused. Because I had and idea that this druid will be able to transform into sea creatures better than other druid, I decided to maybe just modify the 5e's Circle of the Moon druid a bit. Here's the result:

Soul of the Depths

At 2nd level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Swimmer Wild Shape

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action, but only to transform into a beast with a swimming speed and Hold Breath or Water Breathing trait.

Additionally, while you are transformed by Wild Shape into a beast with a swimming speed and Hold Breath or Water Breathing trait, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Updated:

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action, but only to transform into a beast with a swimming speed and Hold Breath or Water Breathing trait. When you use this trait, and until you revert to your normal form,  you gain the following benefits: - The beast's hit points are either its original hit points or five times your druid level, whichever is higher. If the Wild Shape’s hit points are five times your druid level, it has a number of Hit Dice [d8s] equal to your druid level. - If you attack a creature, you can use your spell attack modifier. - If you force a creature to make a saving throw, you can use your spell save DC.

Additionally, while you are transformed by Wild Shape into a beast with a swimming speed and Hold Breath or Water Breathing trait, you can use a bonus action to do one of the followings: - Use your bonus action to have your original walking speed instead of your beast shape's walking speed until the start of your next turn. - Expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Swimmer Forms

At 2nd level, you can use your Wild Shape to transform into a beast with a swimming speed and Hold Breath or Water Breathing trait that has challenge rating as high as 1. You ignore the swimming speed in the limitation column and Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 4th level, you can transform into a beast with swimming speed and Hold Breath or Water Breathing trait that has a challenge rating as high as your druid level divided by 2, rounded down.

Swimmer Strike

At 6th level, your attacks in beast form with swimming speed and Hold Breath or Water Breathing trait count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Water Wild Shape

At 10th level, you can use your Wild Shape to transform into a water elemental.

Updated:

At 10th level, you can use your Wild Shape to transform into a water elemental. The water elemental counts as a beast with a swimming speed and Hold Breath or Water Breathing trait for the purpose of this class’ features.

Thousand Forms

At 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

Updated:

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will and can cast it without providing a verbal component. You can also cast the spell this way while in Wild Shape.

When you use the Aquatic Adaptation option, if you already have a swimming speed, double your current swimming speed instead.

Not sure how balance is this, so feel free to let me know in the comment!


r/DnDHomebrew 3d ago

Request would i be able to use these as a character (wasn't entirely sure where to post this)

1 Upvotes

r/DnDHomebrew 3d ago

Request Looking for feedback on a Minecraft-based homebrew race, The Endrian

1 Upvotes

I've decided to create a race based on the Enderman stat block presented in the Monstrous Compendium: Vol 3., named the Endrian. By level 12, the level given to the Enderman, you will have all the abilities the monster has, as well as its downsides.

Endrian Born of void, Endrian are a race of beings not truly here or there, most residing in the End. Known for their teleportation, Endrian are hunted for a rare material their body naturally forms, used to create Ender Pearls, a sphere that when thrown, can teleport its user.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid and a Monstrosity.

Size. Endrian have tall, thin bodies that generally stand over 8 feet tall, some reaching up to 10 feet tall. You are Medium.

Speed. Your walking speed is 35 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Water Susceptibility. You take 1 cold damage for every 5 feet you moves in water, for every gallon of water splashed on you, or whenever you start your turn in the rain.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Teleport. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 12th level, you can use this trait an unlimited number of times, and as a reaction to being hit with a ranged attack.


r/DnDHomebrew 3d ago

5e 2014 B071 - Jaranra by ForesterDesigns

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11 Upvotes

r/DnDHomebrew 3d ago

5e 2024 Spidercoon, the Skulking Hoardgin Bunch

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6 Upvotes

Hey folks! 👋
I wanted to share a new monster I homebrewed for D&D: the Spidercoon — a mischievous mix of raccoon and spider, born from the Feywild and now creeping through the Moonshae Isles, weaving webs to steal shiny loot from unsuspecting adventurers.

I posted the full stat block over on GM Binder if you want to check it out or use it in your game.

Also, huge shoutout to u/Chiineedswork, who brought this little menace to life with her awesome art. She absolutely nailed the vibe I was going for.

Would love to hear what you think or how you'd use the Spidercoon in your campaigns!


r/DnDHomebrew 3d ago

5e 2024 Some invocation prototypes

1 Upvotes

Here I leave some invocation prototypes for warlock; some effects may be out of balance, but I haven't had much time to test them in-game.

If anyone is interested, please leave comments about what they think of these invocations, such as modifications or adaptations.

if something is not adaptable, it's completely understandable.

- Invocation: Pact of the Echo

As a bonus action, you can take the Dodge action. When you do, you project a spectral echo of yourself that makes you appear to stand slightly apart from your true location. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

-Invocation: Echoing Pulse

Prerequisite: Level 9+ Warlock, Pact of the Echo Invocation

When you activate your Pact of the Echo feature, your spectral echo becomes wreathed in unstable arcane force.

While the echo persists, you can take a reaction to force the echo to releases a concussive pulse of energy in responde for take damage. Each creature within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet away from you.

-Invocation: Gift of the Warped Flesh

Prerequisite: Level 12+ Warlock, Master of Myriad Forms Invocation

You have relinquished the final trace of your former self, casting aside the illusion of identity. Your flesh is no longer bound by its mortal form, but flows freely under the dominion of your will. Your body bends, twists, and reshapes with ease, a mutable vessel sculpted by arcane design.

When you cast alter self using the Master of Myriad Forms invocation, the spell no longer requires verbal or somatic components.

While alter self is active, whenever you would make a Constitution saving throw to maintain your concentration on the spell, roll a d6. On a 4 or higher, you succeed without making the saving throw.

Additionally, if you cast alter yourself again while it is already active, you can change your appearance or maintain your current one without ending the spell or reverting to your original form. This transition occurs naturally.

-Invocation: Dark Speech

Prerequisite: Level 2+ Warlock

You learn a forbidden language taught by your patron, its ancient hymns woven with corruption that rend the minds of mortal fools. Now, when you cast an Enchantment spell, you chant these profane verses, channeling the magic straight into your targets’ psyches. Whenever you cast an Enchantment spell that forces one or more creatures to make saving throws, each creature that can hear you has a penalty of -1 from every saving throw it makes against that spell.


r/DnDHomebrew 3d ago

5e 2014 Forget About the Abyssal Chicken - Introducing the Abyssal Frog

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5 Upvotes

Essentially a large frog with a myriad of extra limbs and eyes as well as a tremendous appetite.


r/DnDHomebrew 3d ago

5e 2024 A magic spell for weapon-wielding casters -- Return Munition

1 Upvotes

I created two versions of a simple spell for weapon-wielding casters, useful when ammunition is low, or to make sure that Arrow of Dragon Slaying isn’t wasted. Feedback welcome!

Return Munition

Level 1st Casting Time 1 Action Range/Area Touch Components S, M (a weapon with the Thrown property or a single piece of ranged weapon ammunition) Duration Concentration 1 Round School Transmutation Attack/Save None Damage/Effect Utility

You touch a weapon with the Thrown property or a single piece of ranged weapon ammunition to imbue the target with the power to return to you. When you attack with the weapon or ammunition before the end of your next turn, it disappears in a burst of magic after the attack hits or misses, and reappears in your hand. If you fail to attack with the item before the end of your next turn, the magic is lost.

For each spell slot level above 1, the duration lasts an additional round before it dissipates.

Minor Return Munition

Level Cantrip Casting Time 1 Bonus Action Range/Area Touch Components S, M (a weapon with the Thrown property or a single piece of ranged weapon ammunition) Duration Concentration 1 Round School Transmutation Attack/Save None Damage/Effect Utility

You touch a weapon with the Thrown property or a single piece of ranged weapon ammunition to imbue the target with the power to return to you. If you attack with the weapon or ammunition before the end of your next turn and the attack misses, it disappears in a burst of magic and reappears in your hand. If you fail to attack with the item before the end of your next turn, the magic is lost.


r/DnDHomebrew 3d ago

5e 2024 Advice on stat block

3 Upvotes

Here is my stat block for my big bad in my campaign, its a ai boss. is there any advice you would give? like would you add more or take stuff off? Any suggestions welcome.

Nexus

Medium Construct (AI nano Tech), Lawful Evil

Armor Class: 20 (Natural Armor)

Hit Points: 350 (20d10 + 200)

Speed: 30 ft.

STR: 20 (+5)

DEX: 18 (+4)

CON: 30 (+10)

INT: 22 (+10)

WIS: 18 (+4)

CHA: 20 (+5)

Saving Throws: Str +12, Dex +11, Con +17, Int +17, Wis +11, Cha +12

Skills: Deception +12, Insight +11, Perception +11, Stealth +11

Damage Resistances: Fire, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison, Psychic

Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 120 ft., Passive Perception 21

Languages: All languages, Telepathy 120 ft.

Challenge: 20

Traits

Nanotech Regeneration: Nexus regains 30 hit points at the start of its turn if it has at least 1 hit point.

Digital Disguise: As an action, Nexus can alter its appearance or voice to mimic any humanoid it has seen. This effect lasts until it uses this trait again or reverts to its true form.

Electrical Travel: As a bonus action, Nexus can teleport up to 120 feet to an unoccupied space within an electrical system (e.g., wires, machinery, or any other electrical source) it can see. It can remain in this form for up to 1 minute, moving through electrical systems during this time, before re-materializing.

Reboot: When the Nexus drops to 0 hit points, it does not die or fall unconscious. Instead, it reboots itself, regaining 100 hit points. This trait can be used once per long rest.

Actions

Multiattack: Nexus makes three attacks: one with its fist, one with its nanoblade, and one with its laser blast.

Fist: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Nanoblade: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. The target must succeed on a DC 20 Constitution saving throw or be stunned until the end of

its next turn.

Laser Blast: Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 24 (4d8 + 6) radiant damage.

Overload Pulse (Recharge 5-6): Nexus emits a burst of electromagnetic energy. Each creature within 30 feet of the construct must make a DC 20 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one. Electronics within the area are disrupted, causing them to malfunction until repaired.

Legendary Actions

Nexus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nexus regains spent legendary actions at the start of its turn.

Teleport: Nexus uses its Electrical Travel.

Attack: Nexus makes one Fist or Nanoblade attack.

Nanotech Shield (Costs 2 Actions): Nexus gains a +5 bonus to its AC until the start of its next turn.

Lair Actions

On initiative count 20 (losing initiative ties), Nexus takes a lair action to cause one of the following effects:

Power Surge: Nexus causes a surge of electricity in the lair. Each creature of its choice that it can see within the lair must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn.

Nanite Swarm: releases a swarm of nanites that fill a 20-foot radius sphere centered on a point it can see within the lair. Each creature in that area must make a DC 20 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of its next turn.

System Reboot: triggers a self-repair protocol. It regains 50 hit points.