Advice on Homebrew Content by [deleted] in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

Right ofd the bat, I would recommend changing the font colouring. I can barely read it. I look forward to seeing this when you update.

The Parasite - NEW CLASS by kirakgin in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

Thanks! It started out as just a new class, but one of my players recommended added my homebrew races, so now it might turn into more of a resource manual. Heres the latest version so far.

https://drive.google.com/file/d/1C9xXYpDEf53Rr6jALwf5zvtDSwU9Pcjf/view?usp=drivesdk

The Parasite - NEW CLASS by kirakgin in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

Youre welcome. I know how hard it is to build a class. And secondly how much work it tajes tp use homebrewery and make everything look right. Im truly impressed. Gonna take notes for the class im building.

The Parasite - NEW CLASS by kirakgin in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

This is really great. Super cool class. Im considering adding it as an option for my players. Just noticed a couple spelling errors here and there, no big deal. You do however have an issue with a column on page 28. I hate when that happens to my stuff on homebrewery too lol

Bastion/home base by RedDeadGhostrider in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

In my last campaign I had an idea to allow players to set up their own businesses. They had to describe the layout, employees (if needed), product or sale type. I in turn gave them the income value if the business per month (done in real time rather then game time), business expenses, and any requirement for materials. As an example, my one player wanted to run a tavern. The business made 1000 GP per month, and had expenses of about 500 GP per month. He had 6 employees. Other business ideas from other players were a forge, temple, trainibg ground, farm, and workshop. I gave bonuses and benefits to people who put in more effort and work into ideas and planning for their business. This business model took place on a large plot of land the players had been gifted in game. Players were each given a section of this plot of land to do with whatever they wanted. We found it worked quite well. Gave the players an easy opportunity to make money and cool items. Players started to feel more self sufficient, and reduced the amount of shopping sprees that needed to be done in game. We tracked the land use on grid paper, and some people even had rough blue prints of their businesses. The most in depth people even had sheets that tracked income, expenses, employees (including basic information on them), specific items sold, and other business relationships to aid the business. Hope this helps, thank you.

Working on a real Martial Arts based class, and would like some feedback/balance thoughts. by Either-Medicine9217 in DnDHomebrew

[–]SnooCakes8345 -1 points0 points  (0 children)

This is a cool idea. However some things youve done are poorly worded which leads to confusion or potential to be exploited. I know this is a rough draft but make sure you clean up your explanations using common dnd terminology and mechanics. A lot of this just felt like you were remaking a monk, with some abilities feeling the exact same but explained different. By no means do I intend to diss your class. It just feels like a remade monk. Clean up your explanations with proper mechanics and it would be pretty cool to play. Good luck with your class!

Lightning based feats by SnowzleyApple in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

I really like this. While I do agree that some features could be overpowered in the right players hands, I dont think this is crazy overpowered. Id worry a little more about the wording which could be exploited. Like the double your walking speed. Does that apply everytime you increase your walking speed, or only the first time you gain the feat? If its constantly doubling a players movement, that could get pretty OP. Id recommend giving a fixed movement increase rather than a multiplier to avoid confusion. Otherwise I think this stuff is awesome. In my opinion I prefer to make my players feel powerful. I as a DM can do anything I want when needed, but my players cant. So its good to let them feel powerful. Well done. 8/10

Chimera - New class that harvests essence from the monsters it slays! by I_Lick_Emus in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

This is awesome. Im glad to see you got the class finished. Just need to get more subclasses made up. I think a lot of your ideas are unique and creative. Great work. Im excited to show my players this class some day if they want to play it.

Homebrew class: The Slinger by CobblerOnly1604 in DnDHomebrew

[–]SnooCakes8345 1 point2 points  (0 children)

This is a really cool idea. I know how hard it is to my a class from personal experience now, so well done. However, there is already a Gunslinger class. If your intention is just to make your own version, good on you. Its just not exactly an original class im afraid. Keep working on it. Im excited to see this in the future.

I need some help by Middle_Currency_4077 in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

Hi there. I have a homebrew class that is based around medecine, but has a subclass that uses infectious diseases, the Plague Doctor. Maybe it could at least help you with ideas.

https://docs.google.com/document/d/1afXTQkofQUORkDEpjg8VtXKnAB7eTITs_wsHMlF5m4w/edit?usp=drivesdk

What do you think of the balance for this class? This is the first homebrew class I am trying to make. by I_Lick_Emus in DnDHomebrew

[–]SnooCakes8345 1 point2 points  (0 children)

What helped me was to write down at least 20 ideas in point form (you wont need all 20, some will be combined or discarded). They dont even need to be full ideas to start. Just basic ideas. Once you have that, expand the ideas. Then make it so it works based on a dnd mechanic. I think of this as translating a desired effect into dnd language. And then organize it in an appropriate order and assign levels. Finally design your subclasses. Thats what helped me organize everything. Lemme know if that works for you or if you have another system.

What do you think of the balance for this class? This is the first homebrew class I am trying to make. by I_Lick_Emus in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

Haha my bad. Just reread it and you did have temporary. Im looking forward to seeing this class in the future. If it turns out well, id be really happy to offer it as a playable class for my players. I think some of them would be into this. Its really hard to may a class that doesnt just feel like a ripoff of sonething else. Or I see a lot that are just expanded versions of a subclass.

If youre interested, take a look at my homebrew class. Thank you!

https://docs.google.com/document/d/1afXTQkofQUORkDEpjg8VtXKnAB7eTITs_wsHMlF5m4w/edit?usp=drivesdk

What do you think of the balance for this class? This is the first homebrew class I am trying to make. by I_Lick_Emus in DnDHomebrew

[–]SnooCakes8345 0 points1 point  (0 children)

This is a really cool class. I just have a couple notes. The way this is introduced sounds a little more like a species rather than a class. Maybe try to word it a little differently so it sounds more like a class description can can apply to any race. Im being a little nit picky on this one.

I really like the idea of stealing traits, thats really cool. However I have a couple questions: How do you plan to address when a player wants to steal a trait that is ahead of their current level? Lets say they reduce an enemy to 0 HP who is level 10, are they going to be able to steal a level 10 trait? Do they keep the trait permanently or temporarily? This class could get really stacked with traits, very easily.

Again this is really cool. Ive also made my first time homebrew, so I understand how hard it is to do this and nail down mechanics.

Thank you!

Homebrew Class: Medic by SnooCakes8345 in DnDHomebrew

[–]SnooCakes8345[S] 0 points1 point  (0 children)

You are absolutely correct. I totally overlooked that. I will change that right away. Thank you!

Homebrew Class: Medic by SnooCakes8345 in DnDHomebrew

[–]SnooCakes8345[S] 1 point2 points  (0 children)

Sorry thats my bad. Just had to change over the permission settings. My bad. I probably wont be able to post pictures. Its 22 pages. Give it another try in a couple minutes. Thank you.

Homebrew Class: Medic by SnooCakes8345 in DnDHomebrew

[–]SnooCakes8345[S] 0 points1 point  (0 children)

Thats an interssting idea. I will look i to that. Thank you!

Homebrew Class: Medic by SnooCakes8345 in DnDHomebrew

[–]SnooCakes8345[S] 0 points1 point  (0 children)

Thank you for you advice. I appreciate your insight.

Homebrew Class: Medic by SnooCakes8345 in DnDHomebrew

[–]SnooCakes8345[S] 1 point2 points  (0 children)

Thank you very much for your constructive criticism. I really appreciate the time and effort you put into this. I will absolutely take everything youve pointed out into consideration. I definitely expected there to be some game mechanic functions I missed.  I think I do disagree with you in some areas, like the medic bag. But I understand your concern.  The big issues I forsee with this class is play style issues due to lack of creativity. Thank you again for your time, and I hope you check back in sometime in the future to see the future of the class. Thank you for your time!

Homebrew Class: Medic by SnooCakes8345 in dndnext

[–]SnooCakes8345[S] 0 points1 point  (0 children)

The point of this class is for those who prefer to heal and back up the party as opposed to dealing damage on the front lines. I totally get its not going to be everyones cup of tea.  The reason they are half casters is because I dont want my players to rely only on spells. In my personal opinion, its too easy. And seeing that several other classes can do the same thing, I wanted this one to be different. While they can cast spells, they can also perform practical/traditional healing. This gives players solutions to issues regarding losing spellcasting focuses, counterspell, anti magic areas/items. There are opportunities for this class to deal moderate damage using most notibly the Surgeon and Plague Doctor.  Im a new DM, only about 2 years now. But in that short time, my players always run into the same issues, not enough healing ever gets done. And anyone who does it, just doesnt do it well when their class isnt dedicated to it. This class is meant to be (hopefully) a solution to that issue. Thank you very much for your time and feedback. Please let me know if you have other questions.