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am i losing the drive to create things for an increasingly alien and hostile world whose mounting taste for fascism feels like a cold metal vise around my skull or am i just lazy and unmedicated and looking for excuses
Restoring an ally from the pile of surprised statues in a medusa lair (Ken Widing, from Malcolm Bowers' article "If Looks Could Kill: Looking gaze weapons right in the eye" for AD&D, Dragon 130, February 1988)
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
Balancing Homebrew Classes
I get a lot of questions about homebrewing so I decided to make a big ole list of things to look at when making a subclass or even a class for D&D 5e. I’ve learned a lot from making my own brews and getting critique from others and reworking my own work, and I think everyone can benefit from these. As you are going through your finished homebrew, check for these:
image credit: Randy Gallegos
Balance Your Features
Action Economy
Players get several different types of actions each turn: movement, an item interaction, a bonus action, a reaction, and an action. There are several potential problems when it comes to assigning abilities to these different types of actions. On one hand, you could put too many options on one action type. If every feature in a subclass costs one action, the player has potential bonus actions and reactions it isn’t using. Also, if this is a subclass, be aware that you are competing with other features of the base class.
A rogue subclass that has a ton of bonus action features won’t be able to use them if it’s using its Cunning Action every turn. The rogue also has its Uncanny Dodge taking up its reactions. This leaves very few actions to deal with as far as a subclass goes, which is why the book’s subclasses either offer passive features or spells (for the trickster).
The competition for actions can also be a good thing, but try to limit it to two distinct options. Players shouldn’t have to choose between a hundred options each round when you could give them two choices. In the case of the rogue, “do I use my reaction for this attack of opportunity, or wait in case I need Uncanny Dodge later?” Two very different options for one action that can lead to very different outcomes.
Ability Score Economy
Keep an eye on how many ability scores your class cares about. A good class really should only care about two of them. If you introduce a third one, make sure it’s tertiary and does not require as much effort to make it good, yet not breakable if the player ramps up to 20 in that stat. For instance, my Commander fighter subclass during fighter week was really reliant on CHA for a class that needs STR and CON to be good. When this was pointed out to me, I have since reworked the class entirely to not need saving throws, and instead gains a number of uses based on WIS plus a flat number. This means that even a fighter with no WIS still gets to use the abilities, but rewards the player for having a few extra points. Since the features no longer have saves, the player isn’t punished for having a low tertiary score.
Compare Similar Mechanics
The most basic way to check your classes is to compare it to other existing mechanics, but some people forget to do this. There are a few classes I made that essentially gave other classes a ranger’s animal companion. To do that, I made sure to look at the ranger’s companion feature when making those classes.
Compare Average Damage
Compare the damage output against the damage of similar classes. What matters most is damage per round, which you should usually assume takes place over 1 minute. You can use this link to calculate damage per round for fighting classes, as compiled by Kryx. There are some parts of the tables I still don’t understand, but in general this is very helpful.
https://docs.google.com/spreadsheets/d/1d-9xDdath8kX_v7Rpts9JFIJwIG3X0-dDUtfax14NT0/edit#gid=2091322934
It doesn’t contain spellcasters (except for the bladelock) but I have a quick way I judge a caster’s damage output. A spellcaster ideally will be frontloading its most powerful spells with some cantrips between. Assume that the class in question casts its highest level damaging spell once followed by a cantrip the next round, then the next-highest level damaging spell the next turn, then a cantrip, etc. until 1 minute (10 rounds) passes. Use the average damage for each spell and cantrip. Add all those averages together and divide by 10 to get the average damage that the character did over that minute. Overall, spellcasters tend to have a higher average damage than fighting classes, but they become balanced thanks to their limited number of slots each day. Simply because a creature has access to Cone of Cold doesn’t mean it can cast it every single round. Bear that in mind and compare to existing classes.
Check Drawbacks
Honestly, I dislike drawbacks in homebrews unless it’s for a thematic reason. There shouldn’t be a downside to something to gain an upside that is far beyond what another similar class could accomplish. Instead, that upside should simply be balanced appropriately for the situation. Drawbacks can always be negated somehow, so make sure they either can’t be worked around or ensure the effect is fully balanced. For instance, paying health can simply mean spending hit dice during a rest unless you also reduce their hit point maximum.
I was making a class that gave offerings for magical power, so I had it apply effects similar to a sorcerer’s metamagic to their spells in return for a sacrifice of gold each time. However, a player’s wealth very much depends on the DM. I ended up using a chart based on a character’s average wealth as they leveled based on treasure hoards to help choose how much gold it should cost. In the end, I decided that it should probably cost no more than a typical Potion of Healing but the effect applied to the spell shouldn’t be too much more powerful than a sorcerer’s abilities. Even if the character did have limitless wealth to use the effect on every spell, it shouldn’t be enough to break the game.
image credit: Sandro Rybak
Edit Your Text
Be Concise
Make sure your wording is detailed and specific, and yet short and succinct. Keep an eye out for sentences that could be interpreted in a different way. Ensure the antecedent is clear. I recently noticed a spell I made referred to “creatures on the side of the wall you designate.” I meant for the caster to choose a side of the wall, not choose which creatures get affected, but it could have been interpreted both ways. Careful wording helps prevent players from absolutely busting your homebrew.
Being concise also helps overly wordy things become easier to understand. I guarantee that few players will actually read through your entire homebrew if it’s too wordy and doesn’t get the point across quick. In my future edits of my classes, I have since removed a lot of the different options that were available for things like the Xammux wizard from my wizard week, which wanted to be a hundred different classes complete with evil flesh grafting rules. Distill your class down to its essence.
What also doesn’t hurt is summarizing a feature with a sentence before defining the rules, cluing players into why the rules are that way. “A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.” Okay so it deals an area of fire damage. Got it.
Check Syntax
Try to use similar terminology that Wizards uses in their classes. I still sometimes use terminology from 3rd edition because that’s what I grew up with. For instance I will sometimes say Handle Animal instead of Animal Handling when referring to the specific skill. Just as well, I often refer to skill checks when they are technically ability checks that just happen to use a skill. I should be saying Strength (Athletics) check, not just an Athletics check. Even though it’s easier to say out loud or in-game, and on Tumblr posts I will often do so to make things easier for myself, it’s not technically correct. Look at similar existing spells and class features to figure out your wording.
image credit: James Ryman
Test Your Class
Theoretical Stress Test
It is difficult to always run numbers and playtest if you are working mostly by yourself (like me), but there are some intense examples you can test your class against to see if it can be easily integrated into the game. Imagine each of the following for your class:
Imagine the whole party was composed of this class. Would its features still be balanced or is there a way to break them? Has the damage become absurd or awful?
Imagine the class in the ideal party, with a cleric, fighter, rogue, and wizard. Have your class replace any one of them and see if the party can still function. If it can’t, the class might still need balancing to be useful.
Imagine someone is multiclassing into this class after 5 levels of Fighter, or some other class that grants an Extra Attack by then. Basically, does your class become unbalanced if you give them an extra attack? Keep in mind that 5 levels is still an investment, so it usually won’t be a problem, but if the class has an extremely powerful ability that gets even MORE powerful if you can attack more than once in a turn, it might need balancing.
Imagine another class multiclasses by dipping a few levels into your class. While you usually want the class’s earliest ability to be their “schtick” that they use very often, you have to make sure it’s not so powerful that other classes can become overpowered by taking only 3 or so levels in your class. For instance, during Sorcerer Week I made a swarm hivemind subclass that essentially became a swarm, granting it resistance to physical damage. It made sense flavorfully, but someone pointed out that if a Fighter or other combat class dipped into it, they would suddenly have the resilience of a barbarian for almost no cost, in addition to all those spells. I tried fixing it and left it up but in the book compilation I’m making I actually ended up removing it to replace it with a new class.
Try thinking of other ways to test the limits of the homebrew. Chances are someone out there will want to be able to min-max your class so you have to be ready for anything.
Self-Playtest
While it’s unfeasible to playtest every single thing you make in large focus groups with detailed data collection, especially if you are by yourself and make a bunch of it like I do, you can always run through a self-playtest. All you have to do is play the class or mechanic in question in turn order against enemies of an appropriate challenge rating. Use turn order and run through the mechanic precisely as you wrote it. Check what happens if a check is failed OR succeeded to cover all your bases.
For the spells that I make, I will imagine the entire process of the spell from casting to effect (usually more for spells with a duration). Use props for minis if it’s easier. This helps the distinctions for “start of turn” and “end of turn” effects become more clear. For instance, if I have a disabling spell that requires an initial save and then give the creature a new save at the start of each of their turns, the creature might fail their initial save but then pass their start-of-turn save, meaning they will never have a single round inhibited by the spell! I might get rid of the initial save or change the recurring saves to happen at the end of the creature’s turns, so the creature will at least lose one turn on a failed save.
William Simpson’s AD&D stats for Dragotha the dracolich, from a 2-page article in Dragon 134, June 1988, inspired by Erol Otus’s 1980 map for White Plume Mountain
Dividing the treasure – Larry Elmore, referencing Erol Otus’ illustration from Moldvay’s 1980 Basic D&D rules (The Art of the Dungeons & Dragons Fantasy Game, TSR, 1985; credited to the 1983 “red box” D&D Basic Set, though only a small crop of the left figure originally appeared on several pages)
(Quoting a small percentage of a 41 year old magazine for review purposes – players might want to pass it to your DM with no peeking)
If you’re looking for an adventure that is:
Nominally for low-level characters
in a lost tomb with many riches
filled with many hundreds of sleeping undead that the party never could hope to defeat
and a large trapped creature with a droning, susurrating song
And if you’d prefer the original version written by someone described by the Guardian as an “all-round good bloke”, might I suggest “The Lichway” by Albie Fiore, originally in White Dwarf 9, Oct/Nov 1978, and reprinted in The Best of White Dwarf Scenarios (Volume I) in 1980.
(Also: There’s an NPC named Cack-hand Amdor. Two thumbs up.)
Roguestone
Magical Item, Component -- Uncommon
This small, naturally faceted gem is full of swirling colors. They occur naturally, but very randomly, and are used explicitly to cast gemjump. Outside of this, the gems have no known value, and although beautiful, are not commonly used as decoration or sold.
Gemjump
School conjuration; Level bard 8, sorcerer/wizard 6
Casting Time 2 rounds
Components V, S, M (roguestone)
Range Personal
Target Self
Saving Throw none
This spell is used as an anchor, and at any time after it is cast, the caster may teleport instantaneously to the current location of the gem upon which the spell was cast. This spell is usable no matter the distance between the gem and the caster, even through the separation of planes. As it is an act of will, physical and magical bonds also do not prevent the teleportation. The gem is not consumed upon completion of the spell, and can be used as an anchoring point repeatedly, provided the spell has been recast after it's charge has been used up.
If the gem is stored in an area of space that is too small for the caster to occupy, they will appear in the closest occupiable space - they cannot accidentally appear within walls. Any teleportation done in this manner cannot be reversed, meaning one cannot jump from the location of the gem back to the place where they started.
Gemjump cannot be used if the caster is under the effects of confusion, feeblemind, or fear spells, or any other condition (such as insanity or sleep) during which they are not completely in control of their mental state. This spell cannot be removed by magic unless it's current charge is used, or the roguestone is destroyed.
[Original Source: Dragon Magazine #116, "Rogue Stones and Gemjumping: Another of Elminster's little secrets" by Ed Greenwood, Published by TSR, December 1986]
Token of Mishakal
Magical Item(s) -- Unique, Uncommon
This small, clear, crystalline egg is no larger than a chicken's egg. It is smooth and cool to the touch. The stars inside appear to swirl into any number of constellations. This was a gift of the goddess of healing, Mishakal, to the people of Krynn* after the Cataclysm.
This egg is a boon to women - when placed under the pillow of a woman who desires to conceive for a night, it grants the woman's desire, without the need of a partner. Once the token is used, the pregnancy progresses safely and the mother will be in good health during the span of it. Any child conceived in this way resembles their mother to the utmost degree. There is a 1/20 chance that this pregnancy will result in twins or triplets.
This egg is usually kept in the local temple to Mishakal when not in use. It is freely loaned to a woman, no matter their race, who seeks to use it. When people of an area no longer require the use of the token, it is usually transported to other temples in the region. Records of where the egg travels are usually kept within the temple, as there is no governmental need to track it's whereabouts.
Rumors hold that good dragons may seek to use this token to bolster their numbers after the Cataclysm.
*Similar tokens may be found all throughout the multiverse. For example, (3) tokens of Chauntea can be found upon Aebir-Toril, and one was also given of Atroa to the land of Oerth.
[Original Source: Dragon Magazine #182, "Not Cheaper By the Dozen!" by Spike Y. Jones, Published by TSR, June 1992]
Hemmilite
Precious Item, Magical Object -- Rare
Hemmilite, or simply Hemil - as it is known to the dwarves - is a somewhat naturally occurring gemstone that is usually found deep within mountains. It is reddish to deep purple in color, and apparently holds latent magical energy.
Hemil, meaning 'living', is an inherent part of the dwarvish creation myth, and is very closely guarded as a material. It is never traded to other civilizations, and it only used to adorn dwarvish works, with good reason. Hemil is created when a dwarf dies - this was ritually done for thousands of years, as dwarves would entomb their dead deep within the rock. Due to the underground pressure and the dwarvish physical makeup, their fallen bodies would solidify and slowly transform into Hemmilite. A process that once took many years can now be done quite efficiently with magical forges, and nearly every dwarf who passed away in a hall is cremated so that their bodies can be passed down their family line as any number of pieces of armor and jewelry.
Occasionally, dwarves who lose limbs may also choose to have the recovered body part cremated, and will keep the resulting gem. These smaller gems will often be worked into armor for the amputee.
Unfortunately, hemmilite is also sought after by dragons - the gemstone itself is extremely hard, and many dragons seek to consume it so that it may make their hides even tougher. This leads to many dragons of the past having invaded dwarven settlements, turning the inhabitants to Hemil with their breath, and eating those within, keeping the settlement for their new homes.
There is no set price for an item containing these gems, as many of them are family heirlooms and do not leave dwarven halls. On the chance that a buyer can be found, these are usually wizards or sorcerers who wish to tinker with the magical properties of the gems, and they may be willing to pay hundreds of thousands of gold pieces.
Eggs of Dragon's Breath
Magical Item -- Uncommon
Eggs of Dragon's Breath were originally conceived of quite by accident - they are attributed to a mage who wanted to take his dragon-hatching experiment across a continent as he travelled, seeking to carry a dozen eggs within a small sack.
To use an Egg of Dragon's Breath, one simply needs to throw it towards an area they wish to affect. The egg is small, about the size of a pheasant egg, and has an AC of 10 and 4hp, and upon bursting will unleash an effect like that of a dragon's breath weapon within a radius of 20ft. The intensity of the effect is detailed as follows:
"Wyrmling" (2 wks) - 2d8
"Young" (4 wks) - 4d8
"Juvenile" (2 mos) - 6d8
"Adult" (4 mos) - 10d8
"Old" (6 mos) - 12d8
"Ancient" (1 yr) - 16d10
"Wyrm" (2 yr) - 20d10
"Great Wyrm" (4 yr) - 30d10
To produce a single Egg of Dragon's Breath, one must have a dragon's egg (the color of the dragon embryo determines the resulting breath weapon) and [300gp x n], with n being the number of weeks required to create the egg. [i.e., a Young Dragon's Breath Egg would require the egg of any dragon and 1,200gp to create, and it would take four weeks.] All materials are used in the process, as the creator melts and infuses the gold as energy into the egg.
A point of note: aside from a character being terribly wealthy or terribly lucky in aquiring this item, to create their own they may need to find a wizard of dubious alignment - many refuse to handle in this manner the eggs of metallic dragons, and even when using a chromatic dragon's egg can be loath to destroy the creature within.
[Original Source: Dragon Magazine #182, "Not Cheaper By the Dozen!" by Spike Y. Jones, Published by TSR, June 1992]
FAQ/Tag Guide
My frequently used tags for this blog are:
Toril - Any content from the Forgotten Realms
Krynn - Any content from Dragonlance
Athas - Any content from Dark Sun
Oerth - Any content from Greyhawk
Mystara - Any content from Mystara or Hollow World
All other settings will be tagged appropriately, including, but not limited to: Spelljammer, Planescape, Ravenloft, Ebberon, etc...
What Magazine Did this Content Come From?
Ideally, all written content found on this blog will be sourced from a published issue of Dragon or Dungeon magazine [produced by either TSR, Wizards of the Coast, or Paizo Publishing]. Additionally, each post will be tagged with the name of the respective magazine as well as it's issue number, for example: 'Dragon 103' or 'Dungeon 12'.
Can I Request Content From "x/y/z"?
As much as I would love to own all the issues of these old magazines, I simply don't. Content will generally be posted in chunks by issue, so if you think there's something I missed, feel free to let me know. My asks will be open for this purpose.
Incubalum
Magical Item -- Extremely Rare, Unique
This egg-shaped item is nearly a foot in length, and incredibly dense. It is smooth and cool to the touch.
The Incubalum has an AC of 18 and 30 hit points, and is immune to all magical effects. If a character were able to break the item, an adult specimen of any species of egg-laying terrestrial creature (including reptiles, birds, and dragons) will spring forth from the broken remains. The creature in question has no existing memories, and is neither hostile nor friendly towards the breaker of the Incubalum. Upon the eventual death of the creature that has hatched, the broken shell of the Incubalum - no matter it's location - will dissolve and the item will reform (whole) at any other random location on the current planet to await the opportunity to hatch once more.
[Original Source: Dragon Magazine #182, "Not Cheaper By the Dozen!" By Spike Y. Jones, Published by TSR, June 1992]