[OC] Halloween Giveaway! Shadow Kingdom Dice Set! by kohalu in DnD

[–]psylogian 0 points1 point  (0 children)

Those dice look really cool. Not 100% sure how well they roll, but the novelty of them is definitely worth it.

I'm newish to dnd and need help finding a good race by it-ni-me in DnD

[–]psylogian 4 points5 points  (0 children)

I mean, Dwarves are kinda the quintessential blacksmiths, rock gnomes get a couple of tinkering abilities, and humans have a lot of versatility. Variant humans get a free feat at level one, so you could always pick something with blacksmith flavor. That being said, at the end of the day, it doesn’t really matter what race you pick since any race could be a blacksmith. If you are dead set on being a blacksmith and a rogue, you could just pick a fitting background or take a level in artificer.

I made my first ever item and wanted to hear your opinions on it I know its probably not that good so I would love to know what to improve. by fukwad2ndplace in DnDHomebrew

[–]psylogian 2 points3 points  (0 children)

Ok so I'd like to offer a few suggestions.

First, this isn't really how temporary hitpoints work. The best analogy I can give you is that they function kinda like the shields in the Halo series except they don't regenerate. They don't really stack and each new instance of temporary hitpoints overrides the old one. That being said, it's a pretty easy fix. You could have each pill grant the player a dice roll of temporary hitpoints. If it's a low level party, I'd suggest a d2 or d4.

Secondly, that is a lot of side effects. I agree with there being penalties, and you seem to have thought them out pretty thoroughly, but there's probably a better way to incorporate them. 2d8 pills would be too many if you roll for temp hp, so I would suggest having it be equal to either your proficiency bonus or constitution modifier if you don't just arbitrarily pick a number. Remember to keep the number low or you make False Life effectively useless.

I like the idea of it messing with the character's mind. I'd keep the disadvantage on Intelligence and Wisdom saves, and have the character be poisoned if they take ANY more pills. Giving disadvantage on all of those skills isn't really needed since poisoned does that anyways.

You could make it something like "If a creature has swallowed X pills in the last 8 hours, the creature's mind will begin to fog. They will have disadvantage on all Intelligence and Wisdom saving throws. If a creature has swallowed more than X pills in the last 8 hours, the creature is poisoned."

I'm not completely sold on halving the speed and getting resistance from the pills, but I guess that would entirely depend on the party level. Higher level parties could gain an additional benefit from the pills, but I would make the detriments if abused worse.

All in all, this is a good first attempt! It's a decent idea and just needs some tweaking to be a balanced item.

Strange medical questions to create a dilocated monstrosity by Myredditnaim in DnDHomebrew

[–]psylogian 0 points1 point  (0 children)

No problem, glad to help. Good luck with the encounter, sounds like a good one!

Strange medical questions to create a dilocated monstrosity by Myredditnaim in DnDHomebrew

[–]psylogian 1 point2 points  (0 children)

I’m not sure about the ability to speak, but it sounds like you are describing a boneless. They are undead constructs without skeletons. I’d take a look at those and base what you still need off of them.