r/onednd • • 1h ago

5e (2024) Pseudodragon stats

• Upvotes

Is anyone else on dnd beyond seeing that Pseudodragons perception is meant to be a +5 but on dndbeyond when added as a summoned creature through extras, it, although is uses the 5.5 statblock with the sting being different and the like, it only has a +3 to perception.

Or is mine just being strange?.


r/onednd • • 2h ago

Homebrew Revising Ranger class features

3 Upvotes

Level 5: Hunter's Instinct (New)

When you cast Hunter's Mark using Favored Enemy, you can modify the spell in either or both of the following ways:

• Unbroken Focus. The spell doesn't require Concentration, and its duration becomes 1 minute for that casting. The spell ends early if you have the Incapacitated condition.

• Swift Mark. You cast the spell as part of the Attack action, immediately before or after one of the attacks, instead of as a Bonus Action.

In addition, when the creature marked by your Hunter's Mark drops to 0 Hit Points, you can move the mark to a different creature you can see within the spell's range (no action required). Whenever you cast Hunter's Mark, any Hunter's Mark you cast earlier ends.

Level 11: Closing In (New)

Once per turn when you hit a creature with an attack roll and deal damage to it with your Hunter's Mark, you roll one additional damage die for the spell. If the creature is Bloodied when you hit it, you roll two additional dice instead. These additional dice use the spell's damage die and are part of the spell's extra damage for that hit only.

Level 13: Relentless Hunter (Revised)

When you finish a Short Rest, you regain one expended use of your Favored Enemy feature. In addition, you have Advantage on Constitution saving throws that you make to maintain Concentration on a Ranger spell.

Do these look okay, or not?


r/onednd • • 2h ago

5e (2024) Spirit guardians vs crusaders mantle for war cleric?

7 Upvotes

Which is the best to cast when wanting to max out damage? I’ve got a party of 6, four of them martials with extra attack and then myself (war cleric so functionally getting extra attack with war priest) and a caster. So could be 10 potential melee attacks per round. Not sure which would be better to cast and in what situation.


r/onednd • • 3h ago

5e (2024) Ranger 6th level needs a buff

0 Upvotes

At 6th level ranger, the ONLY thing you get is 10 feet more movement and a climb and swim speed. The climb and swim speed are practically ribbon features, so the 10 feet speed is the only thing you're here for. Barbarians literally get the same thing but alongside extra attack at lvl 5, so clearly WOTC knows it's a low value feature. Why they decided to shaft the ranger yet again despite that is beyond me. A least in 2014 your favored enemy upgraded to a d6 but now you don't even get that.

As it is currently, this is one of the few remaining practically dead levels in the game. I suggest moving tireless to this level alongside roving and figuring out a new feature for lvl 10.

Why does ranger always have to be filled with shitty features and dead levels no matter how many times they update it...


r/onednd • • 4h ago

5e (2024) Some items for tier 3-5 armorer artificer? How would you make an armorer do more damage at higher levels?

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1 Upvotes

r/onednd • • 16h ago

Homebrew Would be better if the ranger core class get features what support the pet class archetype more?

0 Upvotes

For example, you always know find familiar spell and can cast it as a ritual spell once per day.

You can use favored enemy charge to cast summon beast or any other conjure or summon spell what provide the subclass (like fey wanderer's summon fey spell).

Whenever cast a summon or conjure spell on the ranger spell list, you can ignore the cocnentration requriement.


r/onednd • • 17h ago

Homebrew Has anyone used Monster's Hit Dice as a resource for something other than to determine HP or heal on Short Rests?

17 Upvotes

The number of Hit Dice in a monster's stat block always seemed somewhat useless. Its only purpose is for determining HP, which often feels pick at random and don't fit all types of monsters because they must be of "equal value".

Of course there is the basic "use them for recover health at short rest, like a player would", but I think the is potential to use them as a Power Resource, similar to how some new player power does it.

I imagine, for example, Legendary Resistance & Recharge abilities being tied to them, like a "spend 5 hit dice to use your LegRes or to instantly recharge your special ability"

Could go even further and make abilities that becomes empowered the more Hit Dice you spend, like a death burst that deal damage around based on Hit Dice remaining or that was spent, a support monster that spend their own Hit Dice to heal others, a multi hit attack that increases the number of targets per Hit Dice spent, so on and so forth


r/onednd • • 17h ago

5e (2024) Do people here actually like 5.5e?

0 Upvotes

Just checking in, because sometimes it's hard to tell

You'd think that self-selection would make r/onednd the place where people like 5.5e, and r/dndnext would have the people who don't like 5.5e. And maybe that was true for a while.

But nowadays r/onednd seems to dislike 5.5e too, while r/dndnext doesn't seem to think about 5.5e much anymore, and are just enjoying their time with 5e.

I see so many posts in this subreddit suggesting fixes for 5.5e content, suggesting homebrew rules to improve things, complaining about things not working well, and so on and so forth. I don't think I've seen any playerbase this dissatisfied with their own game before, and trust me, I've seen plenty of toxic playerbases. I don't think a single one distrusts their game's creators more than people here distrust and WotC and criticize their design and content. Which to be fair, I can understand.

And I'm not saying people shouldn't be criticizing 5.5e or WotC, I'm merely making an observation. FWIW it's not a pattern with just this subreddit; plenty of other DnD communities are quite critical of 5.5e as well, and I know plenty who decided not to switch over.

I think it's tempting to brush this off as just "people online love complaining" but I think the degree of dissatisfaction 5.5e players have towards 5.5e content is uniquely prevalent. It feels like they don't love or even like 5.5e, they just tolerate it because it's DnD.


r/onednd • • 18h ago

Homebrew Reworked Origin Feats from Arcana Unleashed

0 Upvotes

I wasn't particularly fond of how the Origin Feats in that book were designed, so I decided to to rework them to be more distinct and appealing. Here are the ones that represent the 8 magic schools. What do you think of them?

| Arcane Eloquence

Origin Feat

You gain the following benefits.

Charmer. You learn the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

Imposing Will. You always have the Command spell prepared. You can cast it once without a spell slot as a Bonus Action, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

| Arcane Infiltrator

Origin Feat

You gain the following benefits.

Disguise Self. You always have the Disguise Self spell prepared. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Elusive Appearance. While your real appearance is concealed by an Illusion spell, you can take the Dodge action as a Bonus Action. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.

| Arcane Omens

Origin Feat

You gain the following benefits.

Guidance. You learn the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Guided Premonition. When an ally you can see makes a saving throw, you can take a Reaction to roll 1d20 and choose whether to use that roll in place of the d20 rolled for the save. Then, you gain Heroic Inspiration if you lack it. Once you use this benefit, you can't do so again until you finish a Long Rest.

| Arcane Overload

Origin Feat

You gain the following benefits.

Arcane Burst. You learn the Sorcerous Burst cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Power Surge. When you cast an Evocation spell and deal damage with it, you can add your Proficiency Bonus to one damage roll of that spell. You can use this benefit twice, and you regain all expended uses when you finish a Long Rest.

| Arcane Safeguard

Origin Feat

You gain the following benefits.

Resistance. You learn the Resistance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast that cantrip as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Share Vitality. At the end of a Short Rest, you can magically share your vitality with up to three allies of your choice that rested with you. Roll one or two of your unexpended Hit Point Dice. Each chosen ally regains a number of Hit Points equal to the total rolled + your Constitution modifier. Those dice are then expended. Once you use this benefit, you can't do so again until you finish a Long Rest.

| Arcane Undertaker

Origin Feat

You gain the following benefits.

Minor Necromancy. You learn one Cleric or Wizard cantrip of your choice. The cantrip must be from the Necromancy school. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).

Familiar to Death. When you fail on a Death Saving Throw, you can choose to succeed instead. Once you use this benefit, you can't do so again until you finish a Long Rest.

Funereal Knowledge. You have Advantage on Wisdom (Medicine) checks made when inspecting a corpse.

| Familiar Friend

I didn't change it because it is already good enough and is the base for other feats in the book.

| Transmuted Anatomy

Origin Feat

You gain the following benefits.

Anatomical Transmutation. You gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can change your choice.

• Amphibiousness. You can breathe air and water.

• Darkvision. You have Darkvision with a range of 60 feet.

• Haste. Your Speed increases by 5 feet.

Augmented Organism. You have Advantage on saving throws against effects that would compel you to shape-shift against your will. Additionally, when you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success.


r/onednd • • 20h ago

Discussion Do we know if the starwars rules will be compatible with the standard rules? It would be cool to do custom settings with scifi and magic classes.

6 Upvotes

I love genre mixing. Barrier peaks has always been one of my favorite DND adventures, so I hope these new universe beyond books are compatible.

Is there any official word on this?


r/onednd • • 21h ago

Discussion How important is concentration for partial casters?

25 Upvotes

This would be Paladin, Ranger, Artificer, Eldritch Knight, and Arcane Trickster. Obviously concentration is important, but this is mostly about if it is worth it to go out of your way to get war caster or con save proficiencies. They get less spells, so I imagine the concentration is more important since losing it is more painful but also I don’t see people do multiclasses of these too much aside from Paladin/Warlock or Artificer/Wizard, though I am aware of Sorcerer/Paladin.


r/onednd • • 21h ago

Homebrew what changes should steel wind strike have to be apropiated for 3 level?

13 Upvotes

the spell does 6d10 is 30 foot radious and is an individual attack per target (max 5) and tps you to one target

so what chages should it have in dmg and range to lower it to 3 lv? weapon dmg+2d6? 3d10+spell mod? 3d10 flat? is the range fine at 30 or should it be 20 ? in unsure right now and like some help

edit: i forgot to add that i would make it a weapon attack not a spell attack XD, wizards shouldnt be the better users of this spells


r/onednd • • 1d ago

Discussion What are your thoughts on spells that emulate martial abilities?

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8 Upvotes

r/onednd • • 1d ago

Discussion Combining weapon masteries for quarter staff, club, and great club.

0 Upvotes

Would it be overpowered to allow a fighter who took club, great club, and quarterstaff weapon masteries to be able to use all of the weapon masteries with just a quarterstaff depending on how they're holding it?

They would not be able to use more than one mastery on a single attack but could switch it up between attacks if they want.

Player doesn't want to do the weapon swapping thing and wants to just be a quarterstaff master. Essentially, a quarterstaff wielded one-handed is a club(slow), two handed baseball grip style is a great club(push) and a split grip style is a quarterstaff(topple). Instead of swapping weapons they would swap grips as needed. They argue that the quarterstaff is the same as a club/ great club damage-wise already depending on how many hands they use.


r/onednd • • 1d ago

Discussion How do I create or generate engaging combat environments for 5.5e?

2 Upvotes

Bonus points if there's a PDF guide that can help me with this.


r/onednd • • 1d ago

Question What is the best gastromancy class for 5.5e?

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1 Upvotes

r/onednd • • 1d ago

Discussion Is there a modular/free-form cooking system for 5.5e (besides Heliana's Guide to Monster Hunting?

1 Upvotes

I want to be able to cook with monster parts to create meals that give a variety of effects.


r/onednd • • 1d ago

Discussion What are your on he Chromatic Dragons as Monsters to fight?

0 Upvotes

In truth, the only dragon I've ever used against my players was a modified Half-Dragon with "Battlefield Actions" (aka actions the could use for free at the start of every round if the players don't stop it).

When I look at the stats block of each color dragon, I like the Legendary Actions, but its main turn seems very uninspired. Its just Multiattack with A) a few bland high damage attacks or B) fewer attacks + 1 spell, and the breath weapon is just a lot of damage in an area, no extra pizzazz, nothing too memorable.

Again though, the Legendary Actions has something what I was look for and I've also never used a True Dragon in combat.

I'm asking mostly because I just thought of a cool design space for Dragons that I want to try out but fear it being too much:

  • Every Chromatic Breath Weapon deals an extra effect to does who fail (but maybe the breath weapon deal less damage to compensate).
  • Every Rend Attack deal a lesser version of the Breath Weapon's effect.
  • The terrain affected by the Breath Weapon is afflicted with a hazard. (It goes away after the Dragon regains its breath weapon)
  • Instead of Legendary Resistance, they have immunity to must "shutdown" effects so long some threshold isn't met.
  • (Optional for important fights) Make them Mythic Monsters... Damn, I miss Mythic Monsters...

For example, a White Dragon can 1) Leave a creature that fails its save agains its BW Restrained 2) Slows a creature with each hit of its Rend 3) Creates a spiky difficult terrain that slows and damages cretatures walking though it and 4) if the party deal enough fire damage in a single turn, the break part of its scale and so it becomes more vulnerable.


r/onednd • • 1d ago

WotC Announcement Ready Your Champion: All 9 World of Warcraft Subclasses

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dndbeyond.com
219 Upvotes

Oath of the Ebon Blade (Paladin → Death Knight). Death Coil replaces Lay on Hands and can either deal damage or heal Undead. Rune Strike swaps in for Divine Smite and deals Necrotic damage. You pick a Blood, Frost, or Unholy rune for your weapon, and your steed can be Undead and pass through solid objects.

Demon Hunter (Ranger). Uses an Arcane Focus and has a Fighting Style option for Warlock cantrips. Collects Soul Fragments from slain enemies to fuel spells and a damaging, healing Soul Cleave. Spectral Sight starts as 10 ft of Blindsight and scales up to 30 ft of Truesight.

Warrior of Mystic Brews (Monk). A drunken-master style. You get Performance and Brewer’s Supplies, Patient Defense also grants speed and an Unarmed Strike, and you can redirect missed attacks. You brew potions for resistances, healing, or a cone of fire, and at high level you can combine two recipes.

Oath of the Holy (Paladin). A dedicated healer. Beacon of Light passes extra healing to a marked ally. You refill Lay on Hands by dealing Radiant damage, and your capstone aura sheds sunlight and heals Bloodied allies.

Discipline Domain (Cleric → Priest). Holy Bolt damages a foe and heals an ally at once. Atonement lets your damage heal allies you recently healed, and Luminous Barrier grants Temp HP plus resistance to all damage.

Shadow Domain (Cleric → Priest). Shadowform makes it easier to Hide and boosts Psychic and Necrotic spells. Devouring Plague drains life. Dispersion is a reaction that lets you vanish for a round, then regain HP and fly away.

Swashbuckler (Rogue). Keeps Fancy Footwork and Rakish Audacity. Panache and Dashing Strikes are now built on Cunning Strike options such as goading, charming, and parrying. Master Duelist grants a follow-up attack after Sneak Attack.

Path of the Spiritual Guardian (Barbarian → Shaman). Spirits Distract, Hinder, or Strike on a hit, and you can shield allies. You can cast Divination spells without material components, and your capstone grants an extra attack.

Path of the Elements (Barbarian → Shaman). While raging, you cycle between ice, lava, and lightning, and each element empowers the next damage type. You can spend Rage on utility spells. Players have been debating whether this is a full rework of Storm Herald.


r/onednd • • 1d ago

Hot Take I think there should be more class-restricted spells

343 Upvotes

I'm playing a Warlock and I'm disappointed how few exclusive spells the Warlock gets as well as how many of the spooky spells are available to wizards and sorcerers at large instead of their spooky sublcasses.

It really undermines the idea that the eldritch magic of Warlocks is different and apart from the rest besides just getting less casts with faster recharges.

I get it that Wizards are the casters, but maybe they could just have access to like 60% of spells instead of like 80-90%


r/onednd • • 1d ago

Character Building Are Mind Crystals (Phandelver) the only magic items that grant access to meta magic for non-sorcerers?

6 Upvotes

Don't want to take a Sorc dip or the Metamagic Adept feat, but my Warlock is our parties Face and I'd like a way to subtle cast charm/illusion spells in a pinch as well as a quickend spell in combat here and there


r/onednd • • 1d ago

Character Building What Feats to Take as a Support/Damage Peace Cleric

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2 Upvotes

r/onednd • • 1d ago

Homebrew Thought Experiment - What would the martial/caster divide look like if casters had half-caster spell level progression?

0 Upvotes

If spell casters had the spell level progression of half-casters (paladin and ranger) how do you think that would effect the difference in power between spell casters and martials?

 

In this scenario full casters will gain access to leveled spells at the same rate as half-casters, 1st level spells at level 1, 3rd level spells at level 9 and 5th level spells at level 17. They would still get the same number of spell slots per level as they currently do, gaining the slots in the highest level of spell they currently have available.

 

Level 1st 2nd 3rd 4th 5th
1 2 - - - -
2 3 - - - -
3 6 - - - -
4 7 - - - -
5 7 2 - - -
6 7 3 - - -
7 7 4 - - -
8 7 5 - - -
9 7 5 2 - -

 

Cantrips would remain as they currently are. Half-casters would get the progression of 1/3rd casters like Eldritch Knight, and 1/3rd casters would be removed. Spellcasting classes that gain extra attack like Bladesinger would also be removed. We'll just hand wave any features that rely on spells and assume they would be change accordingly.

 

  1. Do you think this would make martial characters more powerful than full casters?

  2. Would you play/DM in a campaign with these rules?

  3. Would you play a full casters in a campaign with these rules?

  4. Would you be more or less interested in playing/DMing a tier 4 campaign with these rules?


r/onednd • • 1d ago

Discussion What's the possible highest damage a lvl 20 character can deal withouth multiclassing and magic items?

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0 Upvotes

r/onednd • • 1d ago

Hot Take Spare the Dying should be an Abjuration cantrip

0 Upvotes

Healing magic usually are from the Abjuration school while reanimating or reviving the dead are Necromancy. Between the two concepts, I think the cantrip leads more into a healing/protection thing than cheating death.

Is that a hot take?