dnd 5e – Is this “Wandering Dwarf” subrace balanced?

In a campaign setting I designed, the Dwarves are wandering nomads who rarely stay in one place. I created the following subrace for these nomads, and I was wondering if it was balanced.

Wandering Dwarf:

Ability Score Increase: Your Dexterity Score increases by 1.

Idea: To make them more agile, a thematic increase and similar to other subraces.

Fleet of Foot: Your walking speed increases to 30 feet.

Idea: Similar to the Wood Elf, increasing their speed to the average for a PC.

Perseverance: You are immune to the effects of a forced march if your march for 12 hours or less in a day.

Idea: Mostly thematic (most campaigns don’t deal with the schematics of travel, and unless there is a party of all Wandering Dwarves, this won’t come into effect).

Life of a Nomad: You are proficient in the Nature, Perception, and Survival skills.

Idea: This trait is supposed to make them better at travel, allowing them to identify plants, more easily spot things, and track creatures-all useful nomad skills.

dnd 5e – Is this Human Rebuild balanced?

I gave this a quick check with Detect Balance, which usually gives a good estimation for these things.

Based on what you have, it’d probably be listed as “decently balanced, maybe a little weak”.

You get pretty good ability scores (worth at least 18 points, probably 1 or 2 more for getting to pick all of them) and an extra 5 points for the bonus skills. That puts you at 23 points. Then you can add Jack of All Trades as a 1-point ribbon, and you end up at 24-26 points. 25 is on par with many solid, but not overly powerful, PHB options for races.

So in terms of power I’d say this is fine. However, I do think that this is

A) very bland, because most of your power just comes from ability increases and skills, which aren’t that interesting

B) stepping on the toes of the Half-Elf, by mostly copying what they do

C) has only one unique ability, which is very underwhelming. What makes Jack of all Trades fun on a Bard is that they get to use it all the time. Having 2 uses per day is just… meh.

As such, I’d be very unlikely to play it, just because it doesn’t bring anything interesting to the table over just being a regular Human or regular Variant Human.

while a Feat is easy to abuse, it also gives your average Human something cool that the rest of the party can’t replicate. This one? Not so much.

If I wanted to play a rebuilt Human based on the idea of flexibility, I’d rather have something cool that really showcases it to show for it, and the idea of “picks up special training 3 levels early” does it better imho.

dnd 5e – Is this Artificer / Armorer variant balanced enough?

Let’s compare your custom model to the others…

Guardian (Special Weapon(s): Thunder Gauntlets)

  • two simple melee weapons (not light) that deal 1d8 thunder damage
  • A creature hit by the gauntlet has disadvantage on attack rolls
    against targets other than you until the start of your next turn
  • As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.
    You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

1d8+INT mod per action is really not that good, you do it for the disadvantage and the temporary HP are more like a gimmick. With an enhanced plate armor and shield you can get up to AC 21, taunt the enemy and be a descent tank.

Interceptor (Special Weapon: Lightning Launcher)

  • simple ranged weapon, with a range of 90/300 ft, and deals 1d6 lightning damage Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target… so basically 2d6 damage
  • Your walking speed increases by 5 feet.
  • You have advantage on Dexterity (Stealth) checks.

2d6+INT damage for a non-spell range attack is really good

Berserker (at least what I understand)

  • As part of a shove attempt you can deal yay force damage

  • As part of a dash you can use a bonus action to make a weapon attack

  • For every (insert distance in ft) you deal extra damage while performing a dash or shove as mentioned above

  • while wearing this armour you use INT instead of STR for athletics checks (bc it’s pretty much the only strength base ability check)

It’s a bit difficult because it’s not entirely obvious in which direction you want to go with this armor. The point is the first and last ability… that are both very tempting benefits for a grappler, while the second (and the model’s name) is pointing towards plain brutal damage. I’d choose one direction and embrace it.
IMO something you shouldn’t mess around with tho: Every Armour Model has its own Special Weapon. Your custom model should fit into that pattern as well:

  • simple weapon without any basic features (ie. light), that you can use INSTEAD of a weapon… so in melee it’s basically unarmed strikes, except it isn’t, so you can benefit from dual wielder
  • your INT-mod counts for attack and damage rolls
  • a descent effect that triggers on a hit once per turn
  • a lesser feature with an effect somewhat influenced by your proficiency bonus, that has no direct synergies with those above

If you want to deal plain brutal damage you shouldn’t exceed those 2d6 damage of the lightning launcher, and you gain no other effects… besides something that is equally powered like +5ft movement and advantage on Stealth checks.

As I understand your Berserker you want to play a rusher that deals damage through impact… like a freight train or a raging bull.

So first of all, let’s see if there are existing rules for charging…
and there’s a monster attack ability that works as followed:

  • move in a straight line for at least 20ft
  • deal additional damage with the next melee attack
  • on a successful hit the target must succeed a STR-save or is knocked prone

AND a feat called charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

To avoid overlapping with this feat, I’d suggest…

This

  • Special Weapon: 1d8 force damage, melee
  • once per turn on a hit the target must succeed on a STR-save or is knocked prone (that way we don’t have the hassle with Athletics and it fits better with your armor doing the work)
  • if you get hit by an energy attack (acid, cold, fire, lightning, thunder) you can spend your reaction to reduce that damage for an amount equal to your Artificer level, you can use this feature for PB/long rest.

Alternatively you could also go with the guardian, take the feats Charger & Dual Wielder, turn your armor through infusions into an Armor of Magical Strength and add your intelligence bonus to strength related checks by spending one of its six charges. You use it to shove someone prone and grapple him afterwards with advantage with your second “weapon” using dual wielder.
Maybe go with that first but talk to your DM and figure something out that you are both okay with and that is somewhat in between a rule-bending(ish) workaround and a home-brewed scratch built. And tell your DM that he or she shouldn’t hesitate to change your custom armor if it’s overpowered… but to learn, what is overpowered and what’s pretty much just descent you should play the “vanilla” armorer first. Then make some ideas of how you want to play the armorer. Have a theme and build around it, first with the rules the game (and your DM) offers you, after reaching those goals you are more experienced (as a DnD player) and are able to better evaluate what changes to the rules could fit your particular play style more.
Just don’t make the mistake of doing home-brew stuff to deal more damage. It CAN get you a munchkin reputation even if not intentionally. And I’m not accusing you of that. You have a pretty nice idea for a custom armorer. Now just follow the pattern of the other models and find your way. I’m sure, here are enough ppl who’d be glad to help you with that.

Is this balanced enough to ask the dm, or no?

I am playing a casual campaign with some friends, the dm is a friend of mine who is new to DMing but is well versed in the game, whereas I am just starting out. After a session or two into the campaign, I approached him with an Idea for a homebrew armor model for the Artificer armorer subclass, he agreed and used some of my ideas to make this:

Armorer Artificer (custom model Berserker)

  • Charge: from any distance within movement speed, deal force damage?

  • and a shove action. When you take the dash action you can use your bonus action to make a weapon attack.

  • The further you travel the more extra damage you deal

  • Smart movement: When wearing the armor the user can choose to use INT instead of STR for ability checks.

Me: "Are you counting a charge as a dash or as its own thing?"
The DM: "Maybe, not sure yet. Shoves are str contests. Yes. I’m not sure how much damage it will do. Too complicated for ease of use. Still"

I Was satisfied with the result and went on with the day, however, I recently came across the Juggernaut subclass for the barbarian class that was created by matt mercer, which says this:

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I was wondering if maybe this seemed like too much to have as a character and I should avoid bringing it up, or if I should ask him about it for his opinion.

TL;DR
I want to use a multiclass backup character but I’m afraid it might be too powerful for a casual campaign, considering this is the First time For me playing and my friend DMing. What should I do?

Is this Medusa homebrew race balanced?

I’ve been wondering if this homebrew Medusa race me and my friends thought up was balanced compared to official races. Here are the stats:

  1. +2 Dex, +1 Cha
  2. Darkvision: Not all the medusa’s curse offers up are disadvantages. 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 can’t discern color in darkness, only shades of gray.
  3. Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  4. Snake Hair: Your hair is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity or Strength modifier. You can use either Strength or Dexterity for the attack roll.
  5. Quick Read: You gain proficiency with the Wisdom (Insight) skill.
  6. Petrifying Gaze: You have the ability to cast the Hold Person spell. The spell doesn’t require components and while under the effects of this spell, the target is considered three times heavier. Once you cast this spell, you can’t cast it again untill you finish a long rest. Charisma is your spellcasting ability for this spell.

dnd 5e – Is this homebrew version of Glassteel balanced?

This spell has (almost) no mechanical benefit to balance

The only time that casting this spell would have any mechanical benefit would be when you needed an item made of steel and for some reason only had access to a glass version of that item. Given that such a glass item is at least as difficult and expensive to create or acquire as the steel version and is certainly much rarer in practice, casting this spell will likely never have any mechanical benefit. We typically evaluate “balance” by weighing the cost (in this case, a spell slot, and possibly a spell selection) against the benefit gained. But if the benefit is purely the subjective cool factor of having a glass weapon or tool that’s functionally identical to an ordinary metal version, how can you balance the cost of a spell slot against that? It’s certainly fine to have “flavor” spells, but without any significant mechanical benefit, there is nothing to balance, unless you have some other criterion you want to use to define balance.

A few existing spells and abilities are similar to this

For what it’s worth, there are a couple of spells or other abilities with somewhat similar effects, which you might be able to use or adapt for your purposes. First, there is the druid cantrip Shillelagh, which buffs a single weapon at a time. One approach you could take is to have this spell be a cantrip that works similarly, being limited to a single glass item at a time.

Second, the wizard school of Transmutation includes the Major Transformation feature, which can (with some favorable DM rulings about relative mass and value of glass and steel objects) transmute a glass object to steel permanently. You could allow the ability to instead give the object the physical properties of steel while retaining the appearance of the original glass. While not RAW, this would be a purely flavor change to the ability as written.

There is also the warlock Pact of the Blade:

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options).

The reference to the weapons section of the PHB makes it clear that choosing the “form” of the weapon means that you choose which kind of weapon you want to manifest. But most DMs will also allow the weapon’s appearance to be customized, or base it on the nature of the warlock’s patron, rather than have it simply manifest as a perfectly ordinary-looking weapon of the chosen type. So a glass-looking weapon that functions the same as a steel one is certainly within the realm of possibility here, given the right DM, and the right patron.

Is this hombrew version of Glasssteel balanced?

I am not sure why the spell was not included in 5e. It’s mostly used for flavor and cool factor.

Glassteel

Artificer, Wizard, Bard (Forge Cleric?)

  • Transmutation
  • Level: 3
  • Casting time: 1 minute
  • Range: Touch
  • Components: Glass to be transmuted
  • Duration: 24 hours
  • Saving Throw: none

This spell gives a glass or crystal object the strength and durability of steel. The Glassteel also becomes roughly the same weight as an item made of regular steel, within a few ounces. The spell can transmute up to 5lb of glass or crystal.

At Higher Levels. Every 2 spell slots above 3rd lv, you can increase the amount of material transformed by 5lbs. 10lbs using a 5th lv slot, 15lbs using a 7th, and 20lbs using a 9th lv slot.
Using a 7th level slot or higher to cast the spell makes the duration permanent until dispelled.

Is this spell balanced compared to existing official material (not including UA)?

dnd 5e – Is this Hexblade 6th level ability replacement balanced?

A frequent complaint with the Hexblade Warlock is that its 6th level ability Arcused Specter feels out of place. All of the other Hexblade abilities revolve around the Hexblade’s Curse and single target damage; Accursed Specter, by contrast, is totally disconnected from Hexblade’s Curse and provides a “pet” that does nothing to fit the Hexblade Warlock’s theme of “enhancing oneself at the expense of another”. What’s more, adventures rarely face humanoid adversaries at higher levels, meaning that the Hexblade Warlock is often forced to forgo using the ability if they wish to avoid wanton murder.

In the following replacement ability, I’ve tried to keep the theme of exploiting a death, while connecting it to the subclass’s core themes and Hexblade’s Curse ability.

Capture Soul

At 6th level, when the target of your Hexblade Curse dies, you can use your reaction to capture the target’s soul as if you had cast the spell Soul Cage with the following modifications:

  • The spell affects creatures of any type except undead and constructs.
  • The soul can be only be exploited a number of times equal to half your proficiency modifier, rounded down. Once used, you can’t use this
    ability until you finish a long rest.

This ability functions as a significantly weakened version of Soul Cage, allowing only 1-3 uses, compared to the normal 6. It has the bonus of being able to be used on any target, a direct improvement to Accursed Specter, but requires a reaction and that the target be affected by Hexblade’s Curse.

Overall, compared to Accursed Specter, this spell has much less combat utility but much higher out-of-combat utility, and scales better at higher levels. I like this ability because it gives the Hexblade something they can use for storytelling utility, rather than pure damage.

Is this balanced with respects to the original ability and the rest of the Warlock subclasses?

dnd 5e – Is this homebrew Legend of Zelda Rito race balanced?

I recently made a homebrew race based on the Legend of Zelda Rito for Dungeons and Dragons 5E, and I was wondering how balanced it is. The Rito are bird like creatures, similar to the Aarakocra but a little less powerful. I made this build for a Legend of Zelda campaign I am planning (Breath of the Wild setting if it matters).

    Ability Score Increase: Your dexterity score increases by 2.

    Speed: 30 ft.

    Flight: You have a flying speed of 30 feet while you are not wearing medium or heavy armor.

    Rito Weapon Training: You are proficient in the longbow, shortbow, and hand crossbow. 

    Languages: Common and Rito. 
    
    Size: Your size is medium.

dnd 5e – Is this Enhanced Eyebite balanced vs other spells of comparable level and utility?

I consider Eyebite a cool, but mechanically underwhelming spell for its level. I want to turn it into a balanced option. This question does not depend on if the original version is weak or not, I want to know if my new version achieves my outlined goals.

The classes to consider as users of the spell are: Bard, Sorcerer, and especially Warlock, who needs to choose it as an Arcanum, the only and unchangeable 6th level spell they’ll have.

The other spells to consider as comparison points specifically are: Hold Monster (similar effect on target at 5th level already, for Bard and Sorcerer up-castable to 6th level for 2 targets) and then as actual 6th level aternatives, Mass Suggestion and Mental Prison (in XGtE so paywalled link), which also can be used to take enemies out of a fight, and for which Mass Suggestion has great utility use as well. I don’t needs a comparison against the original version of Eyebite. You can also compare it to other spells up to level 6, if you think they’re relevant for the same role.

The goal of the homebrew is to make Eyebite an equal contender, when the character reaches the point where they can choose these spells.

Does this Enhanced Eyebite, description below, meet the above goal?


Enhanced Eyebite

Level: 6th
Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: Concentration, 1 hour
School:
Necromancy
Attack/Save: WIS Save

For the spell’s duration, your eyes become an inky void imbued with
dread power. One creature of your choice within 90 feet of you
that you can see must succeed on a Wisdom saving throw or be affected
by one of the following effects of your choice for the duration. On
each of your turns until the spell ends, you can use your action to
target another creature. If you target a creature again after it
has succeeded on a saving throw against this casting of Eyebite, the
creature has advantage on its saving throws
.

Asleep. The target falls unconscious. It wakes up if it takes any
damage or if another creature uses its action to shake the sleeper
awake.

Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from you
by the safest and shortest available route, unless there is nowhere to
move. If the target moves to a place at least 90 feet away from
you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability
checks. At the end of each of its turns, it can make another Wisdom
saving throw. If it succeeds, the effect ends. If it fails, it takes
2d8 points of necrotic damage.

When cast at higher levels: The distance needed for Panicked effect to
end increases by 10 feet for each level above 6th. The damage done by
Sickened effect increases by 1d8 for each level above 6th.


Notes: Changes to the original are highlighted for the benefit of those who know the original spell, even though comparison to the original is not what I’m asking. The duration is increased to give this spell more utility, and ability to last for several encounters. The range is increased to match Hold Monster. The damage is added to the Sickened effect, so it wouldn’t be strictly inferior to Panicked, which also gives the same disadvantages with different and arguable much stronger conditions to end the effect. Scaling with level is added to keep the spell competitive at higher character levels. The ability to target the same creature again is given so the spell doesn’t become useless if all enemies succeed at their saving throw, but disadvantage is given so that in most situation it’d still be better to do something else than keep spamming Eyebite at disadvantage.