Author Topic: 1001 Homebrew Ideas to Flesh Out Sometime  (Read 310661 times)

Offline linklord231

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #560 on: October 16, 2014, 03:00:24 AM »
Demolition skill - Str-based skill for breaking things (to replace the flat Str check to break an object). Synergy for 5 ranks in Disable Device and vice-versa. It would need some extra things you can do with it in order to be worth building as a fully-fledged skill. Maybe a skill check to be able to ignore some/all of an object's hardness when you attack/sunder it?

Ooh I like this.  Could also do a synergy bonus from Knowledge (architecture and engineering) when using the skill large-scale, such as for taking down a building or causing a cave in. 
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Offline Leviathan

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #561 on: October 19, 2014, 09:18:12 PM »
Separate each race's traits into an "inheritance" and an "upbringing". The inheritance consists of those traits that are inherited in the biological sense; the upbringing is those traits that come from growing up in a particular culture. Try to balance the inheritances against each other, and to balance the upbringings against each other.

During character creation, instead of picking a race, you pick an inheritance and an upbringing, which can be from different races (or from the same race if you want to be boring). Want to play an orc raised by elves? The orc inheritance gives you an orc's strength; the elf upbringing gives you an elf's love of nature. Want to play a human raised by a wolf? Combine human inheritance with a wolf's upbringing! (Wolf upbringing not included. Some assembly required.)

This is similar to backgrounds (from all over the place) or starting occupations (from d20 Modern), but upbringings reflect immersion in a culture instead of specific training or life experiences.

Optional rule - Gone native: If you spend too much time with a culture not your own, you lose your old upbringing but gain the one from your new culture.


Offline Leviathan

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #563 on: October 19, 2014, 10:56:14 PM »
Pretty much. I'm not surprised that someone else thought of it before I did.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #564 on: October 20, 2014, 05:34:19 PM »
A couple more spells to add onto weaponizing divination. I'm afraid that these are a fair bit less creative than the original set, though.

Inverted Foresight: Subject's senses are overwritten by those of a few moments into the past. Always flat-footed, -2 insight penalty on attack rolls, AC, skill checks, and ability checks. Treats all targets as having concealment. Subject cannot perceive communication from others during its turn. Counters/dispels Foresight.

Blinding Arcane Sight: Subject can see magical auras a little too brightly. Subject is dazzled. Treats all targets with any magical auras as having concealment, or total concealment for overwhelming auras. Counters/dispels Arcane Sight.

Confuse Languages: Subject cannot understand any languages; anything the subject hears or reads is translated into an unknown language or hopelessly garbled. Can still speak known languages. Counters/dispels Comprehend Languages.

Babble: Subject cannot understand any languages; anything the subject says, hears, reads, or writes is translated into an unknown language or hopelessly garbled. Counters/dispels Tongues.

Misguidance: Subject suffers a -1 competence penalty on all attack rolls, saves, and skill checks. Counters/dispels Guidance.

False Strike: Subject suffers a -20 insight penalty on next attack roll within 1 round. Counters/dispels True Strike.
« Last Edit: October 20, 2014, 07:00:17 PM by Garryl »

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #565 on: October 20, 2014, 06:34:29 PM »
Can I suggest "Hindsight" instead of Inverted Foresight, and Babble instead of Garbled Tongues?

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #566 on: October 20, 2014, 09:08:09 PM »
Can I suggest "Hindsight" instead of Inverted Foresight, and Babble instead of Garbled Tongues?

Hindsight is already the name of a spell. Otherwise I'd have called it that.

Offline Gazzien

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #567 on: October 20, 2014, 10:45:13 PM »
Can I suggest "Hindsight" instead of Inverted Foresight, and Babble instead of Garbled Tongues?

Hindsight is already the name of a spell. Otherwise I'd have called it that.
... Huh. That's a good spell, too.

Offline Braininthejar

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #568 on: October 21, 2014, 08:07:22 AM »
so basically, you give your target a lag?  :cool

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #569 on: October 21, 2014, 09:39:54 PM »
Sudden Strike revision.

As Sneak Attack, except that instead of triggering on flanking/denied Dex, it triggers when your target is denied Dex OR treats you as having concealment.

(click to show/hide)


Advantages:
- Can be triggered by as little as a blur spell.
- Not stopped by Uncanny Dodge while invisible.
- Ignores Improved Uncanny Dodge and other sources of flanking immunity.

Disadvantages:
- Shut down by blindsight.
- A little harder to set up without terrain or magical abilities. But ninjas do have magical hiding abilities so yay.
« Last Edit: October 21, 2014, 11:14:03 PM by Garryl »

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #570 on: October 21, 2014, 10:04:51 PM »
+1 for that idea Garryl!

And my own idea:  Been watching Jackie Chan Adventures.  Now I'm pondering a Chi Wizard class variant like Uncle...  But wondering if it's not already in place well enough with the Wizard class itself?  Eh, I dunno.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #571 on: October 31, 2014, 12:57:10 AM »
Just found these in the old brilliant gameologists version of this thread. I'm just shifting over some of the ones that I might want to work on.

The Priest, a divine spellcasting base class who calls down the wrath of divinity.
More of a blasting/BFC spell list than a protective, buffing one. It will have a greater similarity to the Druid list than the Cleric list in that regard.



Simple Weapons, light armor, no shields
d6 HD, 2+Int skill points
Charisma-based prepared spellcasting, with a limited ability to spontaneously cast from domains

Spellcasting: As Cleric. Use Charisma instead of Wisdom as casting stat (ie: bonus spells, max level, save DCs).

Domains: Gain two domains at 1st level. Effective Cleric level equal to Priest level (for all domains, stacks with actual Cleric level). A Priest who is also a Cleric (or who later becomes one) does not gain additional domains, but her levels stack to determine their effects.

Spontaneous Domain: Can convert a prepared Priest spell into a domain spell of equal or lower level 3 + Wis mod times per day.

Bonus Domain: Gain a new domain at 5th level and at 15 level.

Domain Specialization: At 10th level, choose a domain. Add that domain's spells to your Priest spell list. In addition, the save DC of spells you cast found in this domain (whether in a domain slot or not) are increased by 1.

Domain Mastery: At 20th level, when applying metamagic to spells found in your specialized domain (whether in a domain slot or not), the final spell slot level adjustment is reduced by 1, to a minimum of +0.



Things I want in the spell list:
Divinely flavored blasting spells (fireball, lightning bolt, flame strike, sound burst, some custom spells below)
A few, minimal, healing spells (CMW @0, but higher levels heals are delayed; CLW might even be delayed until 2nd level)
Some buffing spells (the usual payload of stat boosters, Air Walk, and a few blessing/prayer things, but not the full Cleric dealie)
Some BFC spells (a lot from the Druid list, this class can do the whole nature manipulation thing, too)
Summoning spells (both Summon Monster and Summon Nature's Ally, plus Planar Ally and the like)



Invoke Plague [Metamagic]
Prerequisites: Ability to cast a spell with the Plague descriptor
Benefit: You can apply this metamagic feat to spells with the Plague descriptor. The exact effect and cost depends on the spell in question. Regardless of the specific spell, and invoked plague is considered a powerful curse instead of a normal spell, preventing it from being dispelled by dispel magic and similar effects, but requires a break enchantment or similar effect to remove. A simple remove curse is not sufficient to end an invoked plague. Invoke Plague has no effect on spells without the Plague descriptor.

« Last Edit: October 31, 2014, 03:02:17 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #572 on: October 31, 2014, 01:50:14 AM »
New spells:
1

2
Plague of Blood - Enemies bleed, their wounds cannot be healed for a short time.

3
An Eye for an Eye - Subject gains all conditions and negative levels you are currently suffering from, lasting for the spell's duration or until removed. You may choose to gain certain conditions for 1 round as part of casting this spell, based on your caster level.
Divine Peal - Bolt of lightning deals electricity damage in a 30' tall, 5' wide vertical line (see Call Lightning), then deals sonic damage in an area around the impact.
Plague of Darkness - Darkness envelops an area, but you can your allies can see through it normally.

4
Plague of Famine - Enemies are fatigued and suffer nonlethal damage each round from starvation.

5
Glorious Horn of the Archons [Good, Lawful] - Nearby allies gain morale bonuses. Nearby enemies suffer sonic damage and may be stunned and deafened.
Penance - Target is dazed under the weight of its sins and regrets (real, imagined, or implied by the caster), or weakened if it passes the save.
Plague of Hail - Icy storm strikes enemmies in an area for cold and bludgeoning damage and impedes movement. Allies are unaffected.

6
Sword of Angelic Wrath [Good] - Enemies in a line are damaged, may be nauseated if evil.
Hellfire Fury [Evil] - Your body turns into hellfire, granting you some aspects of incoporeality and burning nearby creatures.
Plague of Lice - Enemies are damaged by swarms that follow them and may be sickened or nauseated.

7
Inevitable Order [Lawful] - Take 11 on all d20 rolls, nearby opponents' rolls are treated as taking 10 regardless of the actual roll. Each round, the number you take increases by 1 and the number your opponents take decreases by 1. Lasts 9 rounds.

8
Prismatic Frog [Chaotic] - Create a prismatic creature of chaos resembling a giant frog made from prismatic energy. Its attacks emulate the effects of a Prismatic Spray.

9
Invoke the Blood War [Evil] - Opponents split into two groups that see each other as mortal enemies. If an affected subject is slain, a demon or devil is summoned for the spell's duration to fight in its place.
Plague of Death - Multiple enemies die instantly.



Divine Peal
Evocation [Electricity, Sonic]
Level: Priest 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. long, 5 ft. wide vertical stroke of lightning; 10 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half; Fortitude partial
Spell Resistance: Yes

Calling out to your deity, you bring down its divine wrath.

A 30 foot long, 5 foot wide vertical column of lightning strikes the point you designate, dealing 3d6 points of electricity damage to each creature it passes through. Then, a clap of thunder sounds forth from the bolt's endpoint, dealing 1d8 points of sonic damage per three caster levels (maximum 5d8) to all creatures in a 10 foot radius spread. A successful Reflex saves halves both. Creatures within the area of both the thunder and the lightning must also make a Fortitude save or be stunned for 1 round.

Similar to the call lightning spell, the bolt of lighting instead deals 3d10 points of damage outdoors in a stormy area. The sonic damage remains the same.



Invoke the Blood War
Conjuration (Summoning)/Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Priest 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft.-radius burst
Effect: Two summoned evil outsiders
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Calling upon the malign essence of the Blood War, the eternal conflict between the Baatezu and Tanar'ri of the lower planes, you taint your foes, forcing them to enact it in miniature.

This spell has several effects. First, each creature in the area is tainted with the essence of either the Baatezu or the Tanar'ri. A successful saving throw does not protect against this effect, although immunity or spell resistance does. Lawful outsiders are automatically Baatezu, and chaotic outsiders are automatically Tanar'ri, but other creatures (and outsiders that are both lawful and chaotic somehow) each have a 50% chance of being tainted with Baatezu or Tanar'ri essence. Affected creatures radiate an aura of evil and of law (Baatezu) or chaos (Tanar'ri) in addition to those of their normal alignments; the strength of these auras is as an outsider with Hit Dice equal to your caster level.

Second, each creature that failed its saving throw is filled with the irrational hatred that suffuses the participants of the Blood War. Those tainted with Baatezu essence see each other as allies and the Tanar'ri as hated enemies to be destroyed at all costs, and vice-versa for those tainted with Tanar'ri essence. Both groups will fight each other to the death to the best of their abilities, unleashing their most powerful spells and attacks. Tactics employed will be brutal and reckless, with minimal concern for defense or self-preservation as long as the enemy is slain or injured. The power of this spell is such that these temporary allegiances override any allegiances that affected creatures would otherwise have, even those imposed by magical bonds; a druid and her animal companion may well turn on each other in brutal combat, for example. Creatures that are without Baatezu or Tanar'ri essence will be ignored except when they attempt to interfere with the conflict.

Third, the spell summons a pair of evil outsiders, one Baatezu and one Tanar'ri, into the area to help seed the battle. The summoned Baatezu is an Ice Devil (Gelugon), while the summoned Tanar'ri is a Glabrezu advanced to 14 HD.

Finally, as the Blood War is infinite and eternal, so is this lesser conflict. One round after any combatant with Baatezu or Tanar'ri essence dies or is destroyed (regardless of whether the creature was compelled to fight), a new outsider is summoned to the creature's space to fight in its place. This summoning occurs even if the affected creatures have moved out of the spell's original area. These summoned outsiders are likewise affected by the power of this spell. The outsider summoned depends on the slain creature's Hit Dice.

Slain Creature Hit DiceBaatezu SummonedTanar'ri Summoned
1 or lessLemureDretch
2-3Bearded Devil (Barbazu)Howler
4-5Chain Devil (Kyton)Succubus
6-7ErinyesVrock
8-9Bone Devil (Osyluth)Hezrou
10-11Barbed Devil (Hamatula)Bebilith
12-13Ice Devil (Gelugon)Glabrezu advanced to 14 HD
14-15Horned Devil (Cornugon) advanced to 16 HDNalfeshnee advanced to 16 HD
16-17Pit FiendBalor
18 or higher1 Ice Devil (Gelugon) and 2 Imps1 Glabrezu advanced to 14 HD and 2 Quasits

Material Component: Blood from a demon, blood from a devil, 100 gp of silver ingots, 100 gp of cold iron ingots.



Penance
Enchantment (Compulsion) [Mind-Affecting]
Level: Priest 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round or 1 round/level (D); Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

As you cast this spell, the target's mind is filled with the understanding of all of its sins and regrets, whether real, imagined, or implied by you. On a successful saving throw, the subject is only mildly distracted, staggering it for 1 round. On a failed save, the subject is dazed, consumed in self-reflection. Each subsequent round, it must make an additional Will save. On a success, the subject gains confidence in itself and becomes less swayed by your influence, shifting its attitude towards you by one degree towards hostile. On a failure, your morality influences the subject's impression of its own life, shifting its attitude towards you by one degree towards fanatic. If its attitude towards you is already fanatic, the subject's alignment immediately shifts to your alignment, as per the redemption or temptation version of an atonement spell. When the spell ends or is dismissed, the shift in alignment (if any) remains indefeinitely. The creature's attitude towards you slowly returns to normal at a rate of one degree per round. A creature whose alignment was changed this way treats its normal attitude towards you and your allies as no worse than indifferent.

Penance counters, is countered by, dispels, and is dispelled by atonement. A break enchantment or similar effect can revert the forcible alignment change this spell causes.

Material Component: Burning incense.



Plague of Blood
Transmutation [Plague]
Level: Priest 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

Every creature within the area that possesses blood must make a Fortitude save or begin bleeding profusely, losing 2 hit points per round due to blood loss. Creatures with the aquatic or water subtypes are particularly vulnerable to this spell's effects and suffer a -2 penalty on their saves.

Regardless of success or failure of their save, creatures within the area find that their wounds refuse to close. Healing spells, skills, and other measures cannot stop the bleeding wounds the subjects may have (whether from this spell or from other sources), and subjects cannot be stabilized. Healing spells, skills, and other such measures still have all of their other normal effects.

At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.

This spell also turns normal water in the area (excluding alchemical substances, such as holy water) into a reddish liquid with the taste and consistency of human blood. Water-breathing creatures cannot breathe the affected liquid. Any living creature that attempts to drink the water is sickened for 1 round (but is otherwise uninjured), and any creature immersed in the water is sickened and begins to bleed (as described above) for as long as it remains immersed. Rapidly flowing water that leaves this spell's area retains its color and odor, but becomes diluted and retains none of its other properties. This affects even creatures that you have designated for this spell not to affect.

You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all bodies of water in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not directly affect creatures, although the transmuted liquid still affects creatures that drink it or are immersed in it. The spell slot of an invoked Plague of Blood is 2 levels higher than normal, and it costs 500 xp to cast.



Plague of Famine
Transmutation [Plague]
Level: Priest 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

Every creature within the area that needs to eat must make a Fortitude save or suffer intense hunger pangs. Affected subjects are fatigued and suffer 1d6 points of nonlethal damage, as though from starvation. As with normal starvation, this nonlethal damage cannot be healed through any means until the subject gets food and the fatigue lasts until the nonlethal damage is removed. Subjects who do not eat are at risk of starvation during subsequent days, as though they had gone 3 days without food. Regardless of the success or failure of their saving throws, creatures within the area find themselves unable to consume food or water for the duration of the spell. Food and water provide no nourishment, and eaten or drunk alchemical and magical items (such as potions) have no effect. At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.

This spell also destroys normal solid foods in the area, turning harvested food into ash and causing unharvested crops to shrivel and blacken (the plant itself is not harmed, only the edible parts of it). Even covered, refrigerated, or otherwise protected foodstuffs are affected in this way. Still-living livestock are not destroyed in this way, but any food harvested from them within the spell's area rapidly decays. Food in the possession of creatures unaffected by this spell is likewise protected.

You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all crops, harvested livestock, and stores of food in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not immediately cause affected creatures to starve or be unable to consume food or water, instead causing the hunger of the first 3 days of starvation over the course of a single day. Creatures that are already starving are not further affected. The spell slot of an invoked Plague of Famine is 2 levels higher than normal, and it costs 1000 xp to cast.



Prismatic Frog
Evocation [Chaotic, Force]
Level: Priest 8, Warmage 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One multi-hued frog-like force
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes

A multi-hued frog-like magical force appears before you. It croaks a discordant tone as it hops towards your foes.

A giant frog made of pure force springs into existence and attacks opponents as you direct it. The magical force takes the shape of a Medium-sized toad. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your ability modifier that controls this spell's save DC as its attack bonus. Each hit affects the target as if it were subject to a prismatic spray spell. The frog strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The frog always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the frog goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the frog returns to you and hovers.

Each round after the first, you can use a move action to redirect the frog to a new target. If you do not, the frog continues to attack the previous round’s target. On any round that the frog switches targets, it gets one attack. Subsequent rounds of attacking that target allow the frog to make multiple attacks if your base attack bonus would allow it to.

A prismatic frog cannot be attacked or harmed by physical attacks, but it can be dismantled color by color as per a prismatic wall. Colors that have been removed from the frog have no effect if it rolls for their effect on a hit. A prismatic frog’s AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the each time the prismatic frog strikes it in order to determine whether or not that prismatic attack affects it.



Sword of Angelic Wrath
Evocation [Good, Light]
Level: Priest 6
Components: V, S
Casting Time: 1 standard action
Range: 120 feet
Area: 120-ft. line
Duration: 1 round/level
Saving Throw: Reflex half; Will negates
Spell Resistance: Yes

A massive blade formed entirely of pearly radiance appears in your hands. Swinging it overhead, you bring it crashing down as a wave of light emanates outwards.

This spell deals 1d6 points of damage per caster level, maximum 20d6, to all enemies in the area. Creatures that you do not consider enemies (or that you would not consider enemies if you were aware of their presence) are entirely unaffected. Each creature that fails its Reflex saving throw is dazzled and, if it is evil, must make an additional Will save or be nauseated.

Sword of angelic wrath counters or dispels any darkness spell of equal or lower spell level.
« Last Edit: October 31, 2014, 03:07:44 AM by Garryl »

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #573 on: November 03, 2014, 02:50:23 AM »
To add on to my aura classes, a spontaneous arcane spellcaster (6th level spells, like the Divine Mind and Paladin). Primary aura type is arcane auras, which almost universally provide penalties to nearby foes. Possible additional effect whenever you cast a spell of a specific school associated with the aura? Or is that too much bookkeeping?

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #574 on: November 03, 2014, 06:51:12 PM »
Master Specialist has the abilities for certain magic schools and it's not considered too much bookkeeping.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #575 on: November 03, 2014, 07:37:34 PM »
Some ideas for the arcane auras. Just the concepts so far, not exact number or balance or anything.

Arcane Auras
(click to show/hide)

Offline Jackinthegreen

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #576 on: November 04, 2014, 12:21:52 AM »
Warlock addons:

Much like sorcerers gain their energies from many different sources, so too are warlocks empowered by different forces.

Basically choose from a "bloodline" of sorts upon taking the warlock class.  Each bloodline has its own preferred invocations (and there would be a lot of new ones based upon different arcane sources like fey, alignment-based outsiders, dragons, etc)

Offline Quillwraith

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #577 on: November 04, 2014, 05:30:28 PM »
Deception: Enemies suffer a 5%/aura bonus miss chance on attacks, as per concealment. Cast an Illusion spell and enemies within the aura lose special senses for 1 round.
I really like this one; it's a particularly unusual sort of effect, yet not unbalanced.

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #578 on: November 05, 2014, 04:10:15 PM »
More thoughts on the class that I scribbled during a meeting.

(click to show/hide)

Offline Garryl

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Re: 1001 Homebrew Ideas to Flesh Out Sometime
« Reply #579 on: November 05, 2014, 04:19:07 PM »
Variant xp expenditure rules

Spending xp does not interfere with gaining levels. The amount of xp you need to level up still counts xp you've spend crafting items and casting spells and whatnot. So you still go to level 2 at 1000 xp even if you've crafted a bunch of scrolls and only have 900 xp left to spend.

Under this variant, 1 xp is about equal to 1 gp, instead of 5:1 for spellcasting services and 12.5:1 for item creation.
Magic item creation: xp cost is equal to half of market value in gp (just like the raw materials cost)
Spellcasting: Multiply all xp components by x5.