r/onednd • • 14h ago

Discussion How important is concentration for partial casters?

24 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 • • 10h ago

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

16 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 • • 15h ago

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

11 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 • • 20h ago

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

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9 Upvotes

r/onednd • • 14h 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.

7 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 • • 11h 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 • • 10h 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 • • 10h 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.