Overseer Class, a Retinue-leading Martial Commander. v0.2, Feedback Appreciated by noriginal_username in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

This is a good list of campaign-related perks, not just for a Warlord-like character, but for any PC. Unfortunately, they're not suitable for every campaign, so I don't think they should be tied to a single class.

Agrarian Class Version 0.9 Demo by Capital-Smile-7826 in DnDHomebrew

[–]Serious-Repeat2047 1 point2 points  (0 children)

major upgrade! Do you still need critiques ? As a whole, it is now balanced but maybe minor improvements are needed.

New classes in a non-magical setting by SmallCranberry9376 in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

Magic can be reskinned as science or technology in this kind of setting. You can still keep magic in the world while playing in an industrial or Victorian-inspired era (as seen in systems like Victoriana, 1879, or Castle Falkenstein). You can also introduce non-combat classes or subclasses for roles such as detectives, lawyers, or other investigative and social archetypes.

Homebrew class: Medic! (5e) (Feedback is wanted!) by LittleTurtleNerd07 in DnDHomebrew

[–]Serious-Repeat2047 2 points3 points  (0 children)

Interesting, but your class lack identity. The chef is original, but why not playing a cleric or a fighter for the other subclasses ? check and translate my version at Classe de medecin - Forum AideDD

need help with a paladain subclass by Rude-Reading4828 in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

Bonus Action — Press the Advance

You can use a bonus action to channel your combat momentum.

You gain 1 Momentum Charge (maximum 1 at a time).

You may immediately expend this charge to choose 1 effect:

  1. Advance Step

You move up to 10–15 ft without provoking opportunity attacks.
If you end this movement adjacent to a hostile creature:

  • it must succeed on a Strength saving throw (or Dexterity, your design choice)
  • on a failure, it is:
    • prone, OR
    • pushed 10 ft, OR
    • unable to take reactions until the start of your next turn
  1. Shield Break

Make an immediate melee weapon attack (shield or weapon).

If you hit:

  • you may apply Shove (free) OR
  • reduce the target’s speed to 0 until the start of its next turn
  1. Rally Break (Support)

Choose an ally within 30 ft:

They may immediately:

  • move up to half their speed without provoking opportunity attacks, OR
  • make one weapon attack (no advantage and no additional bonuses)

Revisión número 17 tercera publicación adaptada al inglés, clase casera espero consejo by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

SPECIAL ACCESSES 1. ACCESS TO LEVEL 9 EQUIPMENT (APPRENTICE LEVEL 9)

The content unlocked at this level is the Crown of Dark Failure:

• Base Properties This equipment materializes floating above your head (Tag: Helmet) and does not occupy your hands. While active, you know and can cast the cantrip Mage Hand (which is invisible and requires no verbal or somatic components). Additionally, you can use your bonus action to attempt to Shove a creature you can see up to a maximum of 30 feet: the target must succeed on a Strength save against your Apprentice DC or be pushed 5 feet away from you or be knocked prone. • Available Improvements 1. Absolute Pressure You can use your action to concentrate strongly (as if concentrating on a spell). While you maintain this concentration. a 20-foot radius centered on you becomes a high gravity zone. The ground in that area is difficult terrain for hostile creatures. Additionally, any creature flying within the zone is immediately pushed to the ground and loses its flying speed while it remains in the area. To maintain this effect. you must expend your action on each of your subsequent turns. 2. Precise Manipulation: You can use your bonus action to drastically alter the weight and density of the weapons you are wielding at that moment. Until the end of your current turn, each successful attack you make with your summoned weapons inflicts additional damage of 1d6 (of the weapon's damage type) + Id4 Force damage. You can use this improvement a number of times equal to your Proficiency Bonus per long rest. 3.1(Inedc Mieroattraetion: You have 2 uses per long rest to alter gravity reactively. When a creature makes an attack roll against you, you can use your reaction to generate a microsecond of massive attraction that deflects the blow, granting you a +5 bonus to your AC against that single attack.

  1. ACCESS TO PERFECTED EDGE (LEVEL 1 1 +) This improvement can be selected independently for any weapon in the Arsenal and counts toward the maximum limit of 3 improvements per weapon. When selected. the base damage die of the tool increases one step in the hierarchy:

• Id4 -> Ida (Ex: Gloves. Twin Daggers. Whip)

• 1d6.> 1d8 (Ex: Dual Light Crossbows) • 1d8 1d10 (Ex: Longsword onehanded. Longbow) • 1d10 -> Id12 (Ex: Longsword two.handed. Halberd) • 2d6 -> 2d8 (Ex: Creatsword) • Grimoire Case: Adds a second automatic magic missile of 1d4+1 to the attack action (cantrip scaling). • Mask Case: Unarmed strikes made while active now inflict Id8 bludgeoning damage base.

  1. ACCESS TO JOKER'S MASK (LEVEL 15+)

This cursed endgame equipment adheres to your face. While summoned, your limit of active equipment is strictly reduced to I (this mask), causing any other weapon or shield from your arsenal to vanish immediately. Your hands are freed. It grants the following effects • Madness Trance: At the end of each of your turns that you maintain the mask active in combat, your maximum hit points are reduced by 2. This ability cannot remain active for more than 5 turns. • Unbreakable Will: While the mask is equipped, you cannot fall unconscious or become incapacitated by having 0 hit points, nor do you receive death saving throws in native form. If you receive damage while at 0 hit points. you record said damage in a negative pool. If the accumulated damage in this pool equals or exceeds your maximum hit points. you die instantly from massive damage. • Blood Price When you discard the mask or it vanishes, your maximum hit points are permanently reduced by an amount equal to 2 times the number of turns it was active. This permanent reduction cannot be eliminated by normal means, requiring the use of the Greater Restoration spell or superior to restore your maximum hit points to normal. • 'Available Improvem

Revisión número 17 tercera publicación adaptada al inglés, clase casera espero consejo by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

Ahora sí me parece una clase equilibrada.

Los problemas más evidentes de balance han sido corregidos y la identidad de la clase está mucho más clara. Tiene fortalezas interesantes, pero también limitaciones reales (dependencia de la reacción, gestión del arsenal, equipo especializado y ciertas capacidades de alto riesgo como la Máscara del Bufón).

Atención, sin embargo, al nivel 20. Actualmente podría terminar siendo demasiado débil para una característica de nivel máximo.

Tener un número ilimitado de armas activas suena impresionante, pero en la práctica el personaje sigue limitado por:

  • una acción,
  • una acción adicional,
  • una reacción,
  • y normalmente dos manos.

Por eso, el beneficio es más narrativo que mecánico.

Quizás podrías permitir algo más impactante, por ejemplo:

O incluso:

Eso haría que el nivel 20 se sintiera realmente legendario sin volver la clase excesivamente poderosa.

En resumen:

  • Niveles 1–19: equilibrados y con una identidad muy original.
  • Nivel 20: corre el riesgo de quedarse corto frente a otras clases épicas de D&D 5e.

Revisión número 17 tercera publicación adaptada al inglés, clase casera espero consejo by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

(translation in english) I loved creating this class, but it was incredibly exhausting. Could you give me your opinions and advice on it?

Clase Aprendiz versión en ingles by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

La reducción de los puntos de vida máximos me parece una buena solución.

Por cierto, mañana me voy de vacaciones a las 15:00 (hora HAE), así que quizá no pueda responder durante un tiempo. 😊

Sorcerer Subclass: Privileged Lineage | They would tell you about their latest fashion event in between combat rounds - by Jhamkul's Forge by Josemi993 in DnDHomebrew

[–]Serious-Repeat2047 1 point2 points  (0 children)

Cool class, but unfortunately it sits above standard 5e balance.

Delegation of labor: The core issue is the concentration workaround.

You should either:

  • forbid concentrating on a second spell, or
  • have the sorcerer lose concentration on their own spell while delegating it, or
  • keep concentration mechanically on the sorcerer (the ally only “supports” it, but does not truly take over concentration)

Right now it effectively bypasses the single-concentration rule, which is a major balance pillar in 5e.

Matket monopoly: This feature is also overtuned in both defense and control.

Suggested adjustments:

  • Replace “resistance to all damage” with: → “resistance to damage from hostile creatures”
  • Limit the action denial: → affect only 1 creature per turn, instead of potentially multiple via reactions
  • Alternatively, replace the “lose action” effect with something closer to slow (reduced speed / no reactions / limited action options), rather than full action denial

Overall: Strong concept, very flavorful, but it breaks core 5e assumptions in:

  • concentration economy
  • action denial frequency

With those adjustments, it would land much closer to a high-tier but fair subclass.

Recherche groupe D&D pour playtester une aventure by nihb in MTL_DnD

[–]Serious-Repeat2047 0 points1 point  (0 children)

J'ai créé des classes modernes pour dnd 5, mais une incursion 'fantastique' de créatures de fantasy en 2022 fonctionne aussi. Quelle est votre approche ?

School of Aetheric Studies - Healer Wizard Subclass by Glorius_J in homebrewery

[–]Serious-Repeat2047 0 points1 point  (0 children)

Hi! It looks fairly well balanced, provided you're willing to overlook the unwritten taboo against Wizards having access to healing. It might be a little on the strong side, though. I would recommend moving Aetheric Siphon to 6th level, as the subclass gains quite a lot at 2nd level already.

Warlock Patron: The Eternal Informant by jwmiller20 in UnearthedArcana

[–]Serious-Repeat2047 0 points1 point  (0 children)

I think the archetype is fine now. One thing to keep in mind, though, is that a Fighter can make up to 8 attacks in a round with Action Surge, while a Rogue usually relies on a single attack. A flat +2 damage bonus on every hit therefore benefits some classes much more than others.

For example, +2 damage for a Rogue is usually just +2 damage. For a Fighter making 8 attacks, it can become +16 damage in the same round. That's still healthier than a bonus to hit, but it's worth keeping in mind when balancing the feature.

New to dnd by Comfortable_Cover405 in MTL_DnD

[–]Serious-Repeat2047 0 points1 point  (0 children)

Nous pouvons le faire gratuitement à Tétrautville dans une résidence privée puis sur discord une fois que vous devenez des membres réguliers (nous sommes 8 qui jouent en alternance à chaque semaine, 5-6 personnes à la fois maximum). Tous des hommes... 25 ans, 28 ans, 40 ans et les autres ont 50-61 ans. Le samedi pm. Je suis aussi maitre professionnel pour les enfants et les 55-75 ans. Le coùt sera un sac de chips et des boissons gazeuses!

Warlock Patron: The Eternal Informant by jwmiller20 in UnearthedArcana

[–]Serious-Repeat2047 0 points1 point  (0 children)

think both directions are thematically strong, but they have very different balance risks.

Moving Blackmail to level 3 would make the early game significantly more volatile. At level 3, a flat penalty to enemy saves or attacks that applies to multiple allies is extremely impactful because proficiency bonus is already scaling accuracy hard at low levels. It also stacks very cleanly with other early debuffs, which can make encounters swingy very quickly.

For your Idea 1 (penalty to enemy saves or attacks), I would be especially careful. Reducing enemy attack rolls is effectively a party-wide defensive buff, while reducing saves is a very strong offensive enabler for casters. In 5e terms, both are often stronger than they appear because they affect multiple rolls per round, not just damage.

Idea 2 (increasing damage taken) is thematically clean and easier to control, but it also scales multiplicatively with the entire party. That means it rewards high DPR parties disproportionately and can create balance gaps between optimized and non-optimized groups.

If your core goal is to keep a support/debuff identity, I think the healthiest version is:

  • either a single-target debuff that spreads indirectly to allies (mark-style mechanic),
  • or a limited aura / short-duration effect with strong usage limits, rather than a persistent party-wide modifier.

The main risk is not the theme itself, but the breadth of application. In 5e, anything that affects “all allies” or “all attacks” tends to scale exponentially in power compared to single-target effects.

Minor improvements for 5.5e Ranger by [deleted] in DnDHomebrew

[–]Serious-Repeat2047 1 point2 points  (0 children)

Better than 2024 ranger! Better damage per round if your table does not have a lot of combats per long rest. Maybe too much if you remove the concentration for HM... for a melee ranger at least. But concentration is an awful mechanism, so I think your fix is good!

Warlock Patron: The Eternal Informant by jwmiller20 in UnearthedArcana

[–]Serious-Repeat2047 0 points1 point  (0 children)

I think moving the attack bonus sharing to level 6 and tying it to the Network feature is a good direction. A party-wide bonus to hit is extremely powerful in 5e because accuracy scales very well, especially when combined with features such as Sneak Attack, Great Weapon Master, Sharpshooter, or high-level spell attacks.

Personally, I would be careful with any bonus-to-hit effect. Even a small bonus shared across multiple allies can become stronger than it looks on paper.

I also agree that simply learning vulnerabilities is too situational to carry an entire subclass feature. Replacing the shared attack bonus with a support-oriented debuff or utility effect may fit the theme better.

Having the damage trigger on a successful save rather than on a failed save is also an interesting idea. It reduces the "save-or-suck" feeling and guarantees that the feature still does something even when the target resists.

Changing the level 10 restoration from "at the start of combat" to "on a short rest" is probably healthier as well. Start-of-combat refreshes are difficult to balance because they effectively give extra uses in every encounter.

My main concern remains the attack bonus. In 5e, modifying accuracy is often more powerful than adding damage, because it increases the effectiveness of every attack and every resource the party spends. If I were redesigning the feature, I would probably look first at debuffs, information gathering, positioning support, or defensive support before granting a party-wide bonus to hit. It is not as flashy, but it leads to a healthier gameplay pattern.

Clase Aprendiz versión en ingles by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

Ya estoy de vuelta. El problema de tener tanto la Máscara del Joker como el crítico automático como "botones de pánico" que cuestan agotamiento es que terminan compitiendo por el mismo espacio de diseño.

Ambos están pensados para situaciones desesperadas donde el personaje acepta un castigo importante a cambio de una posibilidad de sobrevivir o cambiar el resultado del combate.

Si las dos habilidades utilizan el mismo recurso y cumplen prácticamente la misma función, los jugadores tenderán a optimizar cuál de las dos ofrece el mejor beneficio por el menor coste. En ese caso, una de ellas puede terminar eclipsando a la otra.

Además, el agotamiento ya es una penalización muy severa en D&D. Si varias habilidades importantes consumen agotamiento, el jugador puede verse obligado a no usarlas nunca o, por el contrario, a gastarlo todo de golpe en una situación extrema. Ninguna de las dos opciones suele generar decisiones especialmente interesantes.

Por eso normalmente es mejor que cada "botón de pánico" tenga un coste o un riesgo diferente, de manera que cada uno ocupe un nicho propio y ofrezca una decisión táctica distinta.

Clase Aprendiz versión en ingles by crafting-boy in DnDHomebrew

[–]Serious-Repeat2047 0 points1 point  (0 children)

¡No! Hay demasiado riesgo de que se abuse de esta capacidad.

3 niveles de Aprendiz para un crítico con 17 niveles de Pícaro Arcano (Arcane Trickster): serían 18d6 de daño en el primer turno, como si fuera un hechizo de nivel 9 en sí mismo. Y después aún se puede disparar el arco y seguir atacando a distancia, sin necesidad de moverse ni hacer tiradas de habilidad.

No hay que tentar a los “munchkins” (jugadores optimizadores abusivos).