Tuesday, August 22, 2017

Otherworldly Patron: The Fathom Horror [ROUGH DRAFT]

I'm not dead yet!

It's been a while, but I'm back with a brand-new warlock patron option. Before my long and unplanned hiatus, this was one of the things I was looking forward to the most, and (in fact) part of the reason I developed the Codex of Waves in the first place.

First, though: apologies for the absence. Life has twists and turns, and homebrew (sadly, much as I love it) is usually the first thing to end up on the back burner. If I'm on hiatus in the future, I'll do a much better job of labeling it as such, as I had more than a few concerned messages asking me if I was physically alright during my time gone.

While gone, my DM's Guild presence grew surprisingly. Both Merchants and the core Strongholds options have become Electrum best-sellers, putting them in the top 1.3% of most-sold content on the DM's Guild. Now, as they're pay-what-you-want, that doesn't mean I'm necessarily selling them for anything above $0, but it's still nice to know that they've become very widely-used and well-reviewed rulesets.

But enough about things that aren't this warlock, I'm sure you're all very interested to hear the intricacies of forming a pact with the nightmares beneath the waves. Here's the features list, then:


  • Class features that epitomize the grossest parts of undersea life, from conjuring horrid tentacles to transmuting your foes into sea jelly. 
  • All-new invocations based on the Warlocks and Wizards Unearthed Arcana, allowing you access to near-infinite treasure maps and the ability to bean your foes with an enormous anchor. 
  • Spells directly from Codex of Waves, referenced here for your convenience.
  • Lots of points of balance that might be wacky. I'm primarily unconcerned with the spells because I've had them looked at so much already, but the long-term effects of Brine and Jellify might need a critical eye.
  • I did a couple new things with invocations here. I'm not sure if that's good or bad, but Sea Serpent and Anchor of Drowned Sailors could definitely use a look.
  • Let people know I'm not dead before I go on hiatus next time. Whoops. =x

Wednesday, April 12, 2017

Looking for Art!

So, as part of moving to DM's Guild, I've been looking for a reliable artist behind the scenes for a while.

For every class option I release, it'd be nice to have a personally-created image to go with each of them. This is something I've always wanted for my work, but it's finally possible with income from the DM's Guild to make this a reality.

If anyone is interested, I'd be willing to pay $35-40 per piece, as long as it meets the appropriate art style (i.e., sufficiently similar to works found in the Player's Handbook, or cool enough that I'd consider it anyway). I'd also be willing to credit you fully with an art credit and a link to a blog or profile that has at least as much visibility in the credits as my own blog link.

This would also be reliable work, as every time I'm about to release an option, I'd be looking to commission (and pay for) a new art piece.

If you're interested, let me know in the comments, or by messaging /u/the_singular_anyone on reddit! Show me your profile, or link me some of your existing works, so I can get a better idea of the art that you create.

The first thing I'm looking at commissioning is the Common Man paladin, so if drafting up a Soviet-esque hero of the people sounds like fun to you, let me know.

Wednesday, April 5, 2017

Stronghold Expansion: Traders & Merchants [Second Draft; DM's Guild Variant]

Available on the DM's Guild (pay what you want) at this link!

It'd be awfully silly if I was to host content on the DM's Guild and omit the largest thing I've ever made, wouldn't it?

It took some searching, some editing, and some doing, but Traders & Merchants has been updated to use entirely public domain artwork. It was a difficult process (and one that unfortunately doesn't pay dividends in new content or rules updates), but it needed to be done as I continue to move from fair use art into public domain art.

What changed? Well, about that...


  • 32 pages of new artwork!
  • Made Quality and Legendary Merchants operate off of a d20 (to improve probability distribution).
  • That's it.
  • Exciting, right?
  • Gimmicks present in some Legendary Merchants may need balancing or adjusting.
  • I never want to re-do 30+ pages of artwork ever again. 

Saturday, April 1, 2017

Prestige Class: Vampire [Fifth Draft]

Available on the DM's Guild (pay what you want) at this link!

With April here, I'm finding myself in interesting times.

I'm starting to transition my work to the DM's Guild, meaning I'm remastering and putting the finishing touches on old favorites, modifying them to use public domain works rather than utilizing images under fair use, and updating rulesets to fix old mistakes and create finished works.

I'm also starting up a new job and a new side project or two, so my ability to produce more homebrew is slowing down substantially. Making new homebrew is always important to me, but for now expect to see a few remastered projects coming in before entirely new work starts appearing again.

This time, the Vampire gets the remastering treatment! I've always been almost-satisfied with the vampire, but after four drafts I decided it was as good as it was going to get, and I needed to let it lie.

The benefit of having half a year between drafts is I've had a good deal of time to think of finishing touches, and of what truly final tweaks the vampire needed to be an ideal prestige class offering. And on that note:


  • Added Vampiric Quirks, a table of mostly-fluff quirks that help define your vampire and introduce additional minor weaknesses or visible traits that draw in from vampire lore while allowing your character to be distinct!
  • Added a sidebar rule for Prestige Classes, because PrCs are a lot more niche of an option and require some additional explanation.
  • Vampiric Arcana is now Spellcasting, allowing synergy with features, items, and similar that require the Spellcasting class feature. 
  • Granted Elementals exemption from being fed upon, because it's very hard to find the blood in a fire elemental. 
  • Added a sidebar explaining Sanguine Strikes / Smite synergy, because that was a question that came up often.
  • Retooled Blessing of Form, tying Mist Form to the spell gaseous form, increasing the blood cost of all forms, and introducing transformation limits to Wolf Form so you can't wolf-tank a monster, drop to 0 wolf HP, then reassume your form and keep wolf-tanking it. 
  • Moved Blessing of Darkness to 5th level, allowing Sinister Nourishment (the ASI ability) to stand alone at 4th. Most ASIs similarly stand alone, and it was a bad idea to double up anything at 4th level. 
  • I was almost tempted to make this option entirely without Sanguine Strikes, but I dialed that back. That would be a much larger retooling that I'd need immense feedback and brainstorming on, and the end result probably just wouldn't be worth it.
  • Once you stockpile a lot of it, public domain art is actually surprisingly easy to make work for an option like this. 

Monday, March 13, 2017

Worldbuilding Option: Fortresses, Temples, & Strongholds [Fourth Draft]

Available on the DM's Guild (pay what you want) at this link!

Yup. I finally updated it, yet again!

Easily the most popular thing I've ever made (though the Common Man paladin gives it a run for its money), the stronghold rules here have sort of become the gold standard on the internet for building structures in D&D 5e. And, while I'm proud of that, it's also pretty easy to chalk it up to stronghold rules being a massive pain in the butt to make.

In this iteration, I added a ton of suggestions from you guys, updated it to my newest template, and of course swapped in public domain art to facilitate hosting it on the DM's Guild. Let's run down exactly what got updated in this pass, as we do:


  • Added rules for rebuilding damaged structures, which seems to be a pretty common occurrence for adventurers.
  • Added nine new rooms! So a if you've ever wanted a bank, baths, a boutique, catacombs, a clock tower, planar docks, a lighthouse, a mill, or sewers, you're in luck!
  • Updated Traders and Merchants rules to coincide with how that expansion has progressed.
  • Added Secret Passage and Teleportation Rune room modifications, by popular demand.
  • Adjusted pricing on room modifications, making them by and large more affordable.
  • Added hirelings from Volo's, which has notably more than quadrupled the spellcaster hirelings list.
  • Added rules for a flying stronghold falling out of the sky, as that appeared to be a big old question mark last draft.

  • I've got a ton more content that I had to cut off here, such as rules for building canals and roads, because I just couldn't make it work to my satisfaction. I'll probably add it in sooner or later, but knowing how these things go, it might end up being later.  
  • I actually like the public domain look for this option way, way more. Looks more relaxed, austere, and less overall eclectic. 

Monday, March 6, 2017

Spells: Codex of Waves [Second Draft]

Available on the DM's Guild (pay what you want) at this link!

Well, that was exciting! My first all-spell supplement seemed to be very well received, although not without issues of both balance and sloppy editing on my part.

Needless to say, though, those have been fixed (to the best of my knowledge) and the Codex of Waves appears more ready than ever to be used by actual spellcasters in actual games of D&D 5e!

Also, as I'm sure you read from the very large text at the top, this title has been submitted (or rather, is in the process of being so) to the DM's Guild! Thanks also for all the knowledge you fine folks laid on me about the DM's Guild, as it helped me go into the submission process with both eyes open, knowing full well what to expect.

What'd I change, though? What makes v0.2 better than the rough draft? Well...


  • Bigby's blistering barnacles now allows you the (rather gross) option of removing them with an action and a Strength check.
  • Bless vessel now requires a creature that uses it to gain advantage on a check or save to actually be on the vessel somehow.
  • Flowsight is now a divination spell.
  • Pressure sphere has been fully reworked, requiring a bonus action to crush your target's head each turn and allowing your foe the chance at a Dexterity check to escape its clutches. 
  • Red tide is now 5th level instead of 6th, but otherwise remains unchanged.
  • Ripple now has a reasonable damage progression, similar to other cantrips.
  • Water tentacle has been re-worded partially, substituting your spellcasting ability score for the inherent Strength score it previously had.
  • The DM's Guild is still a fairly daunting process, and I'm not fully familiar with it yet. There remains the possibility I missed something up. 
  • As for the spells, none as of yet. Small editing errors are the most likely issue, going forward. 
  • It's cool to finally be published, in a fashion. I'm excited to see where this blog will go from here. 

Wednesday, March 1, 2017

Donation Received!

February is over, which means that all the money I collected that month goes straight to the ACLU!

We totaled $30 throughout most of the month, which I'm happy to hand off to an organization that'll always be fighting the good fight, likely for longer than I'm even alive.

Thanks again to everyone who donated! Homebrew blogging isn't exactly the world's most profitable business, but it feels good to use what it receives to help create positive change in the world.

Spells: Codex of Waves [ROUGH DRAFT]

Up until now, I've only occasionally touched on new spells. Making new spells is imprecise, and can affect multiple classes in wide sweeping ways. As such, I like to avoid it whenever possible.

Problem is, I use homebrew to fill holes left by the core rules, and magic in D&D contains very few spells that pertain to water, and very, very many that pertain to lightning and fire. That in mind, I made 19 new spells (including several I've ported from Stormwrack, because everyone loves Stormwrack) that more fully encapsulate the use of water in magic.

Are they balanced? Hopefully! This is a rough draft, after all, tell me what could use some fixing.


  • 19 new spells, including all-new creations and classic spells brought over from Stormwrack!
  • Spell lists for every casting class, dividing these new spells along thematic lines.
  • Public domain artwork, which represents my first steps towards publishing on the DM's Guild!
  • 19 spells is a heck of a lot, I'm sure there's some balance errors in there.
  • Some spells I kind of had to eyeball a bit as to what spell level they should be. Your mileage may vary, tell me if you disagree.
  • Public domain art is easy enough to find and work with, but I'll still miss the fancy, fantasy-specific art I'm used to. :(

Friday, February 17, 2017

Stronghold Expansion: Traders & Merchants [Second Draft]

REMINDER: Any donations to this blog for the month of February will be passed on to the ACLU, in full. 
Donations can be made to the blog, or to the ACLU directly at the link above.
I'll try and keep a running tally with each release. So far we have $30 to donate! Great job!

Bet you wondered where I went, didn't you?

One of the difficult parts of updating old content is when I've switched over to a new template since making it. For the previous version of this project, I had my second-iteration template. Now, I'm using a third-iteration template with different sizing and standardization that pretty much exactly replicates the PHB. That's great and all, but what it really means is that I need to re-do every page of a project if I want consistent sizing and aesthetics with my newest content.

And that's a problem if a project is 23 pages long. Even more so, when you inflate the project to 32 pages after working on it.

Almost twice as long as the core Strongholds rules, this is now officially the biggest project I've ever worked on, and hopefully contains a merchant for just about every situation.

What made this pile of insanity worth doing? Well, since you asked...


  • Added 8 new merchants, including legendary merchants, rare super-merchants a player can stumble upon once in a lifetime!
  • Added new and altered items to all merchant inventories, to make the lists more representative of what they're supposed to be. 
  • Added a Quantity column, so players will have a hard limit on how many throwing knives they can purchase. 
  • Removed Very Poor and Very Good merchants, folding them over into Poor and Good qualities.
  • Merchants are now determined by a d100 roll, allowing for food merchants to show up more often than potion merchants.
  • Fixed textual errors referring to incorrect sources and similar.
  • I've added more than I've ever added to just about any project to date. I'm betting there'll be a mistake or two somewhere.
  • I might need to change the probability numbers on the legendary merchants, to make encountering a time traveler or the devil himself significantly less common than say, an enchantments merchant.
  • I'm not looking forward to updating the Strongholds core to the new template, I'll tell you that much. Although it'll probably be way easier than this, tables are an absolute nightmare to format. 

Sunday, February 5, 2017

Monastic Tradition: Way of the Zen Archer [Second Draft]

REMINDER: Any donations to this blog for the month of February will be passed on to the ACLU, in full. 
Donations can be made to the blog, or to the ACLU directly at the link above.
I'll try and keep a running tally with each release. So far we have $30 to donate! Great job!

Monks are a massive pain in the behind to do anything with.

You've got the ki system, of course, which itself isn't so bad. But then you've got Martial Arts, a list of weapons which do/do not synergize with that feature, Flurry of Blows vs. the basic MA bonus attack, and a whole lot of hidden balance math that can be upset when you try and do something obscene like make monks synergize with using ranged weapons.

There's a reason the Kensei has to kind of be a mess and include "kensei weapons," is what I'm saying.

But! I have the advantage of being able to release multiple incarnations of one class archetype whenever I feel like, allowing me to fix and update much faster than a UA release.

That said, this version of the Zen Archer greatly improves the balance and feeling of the original, making the whole experience of being a bow-or-crossbow monk a much cleaner, more flavorful experience.



  • Incorporated Martial Arts directly into Bonus Proficiencies, because trying to pick and choose how the feature interacts with MA without explicitly stating it was a losing battle.
  • Spiritual Archery no longer has a bonus action attack, now using a bonus action to increase the damage of your attacks directly. It still has a Flurry of Blows equivalent option, but it waits until 5th level to coincide with Extra Attack. 
  • Immaculate Lance has its math rebalanced, giving it a higher front-end damage but lower back-end damage. It also has new verbage to allow it to be cast using 0 ki, similar to the Sun Soul monk's Searing Sunburst, and now deals no damage on a successful save. 
  • Exquisite Accuracy now only negates disadvantage, allowing advantage from things like true strike to persist. 
  • Some people expressed vague concern over Stunning Strike being available at range, but after looking it over a couple of times I can't find anything that makes it inherently gamebreaking. The most imbalanced thing I can find is pulling off a Stunning Strike / Immaculate Lance wombo-combo, and that requires careful planning and about half your ki at the level it becomes available. 
  • True strike continues to be marginally useful, but is handy if you're using your action for something other than attacking. It synergizes well with Immaculate Lance, if nothing else. 
  • The new Spiritual Archery makes advantage and disadvantage a bigger deal than it would be for a regular monk, but that doesn't seem balance-breaking by its nature. 
  • I'll miss the spirit arrow. Ah well, these mechanics are much smoother. 
  • I deeply, deeply miss how relatively easy it is to make something like a rogue. Maybe next time. 

Friday, February 3, 2017

Monastic Tradition: Way of the Zen Archer [ROUGH DRAFT]

REMINDER: Any donations to this blog for the month of February will be passed on to the ACLU, in full. 
Donations can be made to the blog, or to the ACLU directly at the link above.  

I really and truly love playing 5e. Having played both 3.5 and 4e as well, 5e is definitely my favorite edition to date, in my opinion running smoother, cleaner, and more intuitively than either of its WotC predecessors.

One of the problems I do have in 5e is the holes in material, but that's bound to happen in any relatively-new system. Most of what I do here is try and patch the holes that I perceive to exist, making 5e be (in the end) a more complete system with a fuller range of options.

In this case, the hole I'm filling is the ranged monk. The only ranged options available for monks are to either be a sun-bolt hurling Goku, or to rules-abuse the UA Kensei into using martial ranged weapons that can deal Strength bludgeoning damage. Neither seems like a real great way to make a bow-monk, and that's where homebrew comes in.

More than just a monk with a bow, a Zen Archer is a spiritual ranged attacker that focuses on making impossible shots and striking foes with bolts of pure ki energy. A Zen Archer attempts to make every shot count, channeling their mastery of mind and body through a bow or crossbow to dispatch foes from far away.

What makes this monk different and fun to play? Well...


  • Curve arrows around walls to make impossible trick shots, striking dead those who would hide from you. 
  • Fire conjured bolts of ki from your bow, with the ability to supercharge them using ki points!
  • Launch a powerful lance of radiant ki that you can empower with additional ki points.
  • Some of the abilities may be a little verbose. I tried to cut them down a bit, with mixed results. 
  • Unsure of the damage balance on Immaculate Lance, it may need to be higher. Tried to base it off of what the Sun Soul got at that level, but a burst effect is hard to balance against a line effect. 
  • There might be usage errors here and there. A lot of this is emulating core monk features in a different direction, similar to what the Kensei does, which even the Kensei didn't do especially clearly. 
  • Monks have a LOT of working parts, and it's particularly hard to design a subclass without running afoul of some of them. 

Monday, January 30, 2017

Temporarily Political

I like to keep homebrew separate from my personal life. It's why I never sign my projects with my actual name, and it's why I only bring in the goings-on of my life when it extremely impacts my ability to do homebrew.

Sadly, right now is one of those times. Let me explain:

I'm fortunate enough to be married to a wonderful woman, my best friend in the entire world. She and I met at a board game club over nine years ago, hit it off, and have been together ever sense. We stand by each other, make each other laugh in good times and bad, and love each other so deeply that it's profoundly hard to explain with a mind more accustomed to writing "MELEE WEAPON ATTACK, +5 to hit, reach 5 ft., etc etc."

More than anything, it's our passion (each in our own way) to help others. I work in education, and she works in environmental protection. We plan to have a family some day, to raise kids, play games with them, and help them explore and find wonder in the world. We both find very real, very true value in creating more love than we take.

The problem is this: We are both American, but she is not a citizen.

And this is a time when it is very, very hard to not be a citizen.

The reasons behind her non-citizenship are legitimately too complicated for me to explain here, involving a marital dispute and bureaucratic idiocy. One would think naturalization through marriage would be a non-issue, as well, but it is not. Among many other issues, a mutual friend of ours, attempting naturalization through marriage, was compelled against his will to have a prostate exam (link is gross, of course) if he wanted to become a citizen of our country. This is on top of multiple interviews, having his green card constantly in jeopardy, and just a general not-knowing if having his paperwork in the system makes him even more of a target for the powers that be.

He started his struggle for naturalization years ago, and his citizenship is still up in the air. He, too, may be forced out of the country and away from his wife, if things continue as they are.

For people like my friend and myself, the fate of our loved ones is very literally at stake, here. If there was a more personal fight that could be fought, I struggle to imagine it.

My long-running point? Here it is:

Any donations to this blog for the month of February will be passed on to the ACLU, in full.

If you would like, you can follow the link above and simply donate directly to the ACLU yourself. Either would be appreciated, and even a small amount will help people like my wife and I, and indeed all the various immigrant groups that have been targeted, and whichever unfortunates will be targeted next.

Thank you for your time, and thank you for reading my blog. Homebrewing material for you all means very much to me, and there's nothing I enjoy more than reading stories from strangers half a world away who get joy from the work that I do.

Whether or not you choose to (or even can) give, I appreciate you all. All of us are stronger together, and we all have a part to play in making the world a better place.

Stay safe, stay strong, and happy homebrewing.

Sunday, January 29, 2017

Martial Archetype: Brawler [Third Draft]

These days, I really try to finish up options with a second draft. Any changes a second draft needs can be appended to it with subsequent sub-versions.

But that only works out like, half the time. Any time I change a full ability, we need a new draft, so here we are.

The Brawler has been a challenge (and probably will continue to be so, if I made mistakes here), but the standard fist-fighter is something I've always enjoyed playing in fantasy games. I find the best archetypes that I make are those I care personally for, and right now the Brawler is in a place that I'm very proud of, thanks in no small part to the input from you fine folks.

But let's not have that stop us. If there's something that needs changing, this is the place to tell me!


  • Fisticuffs is now Counterpunch, trading out the push/prone ability for the ability to literally roll with the punches. I find this one to be much more flavorful, and has the advantage of pushing home DEX dependence. 
  • Dodge and Weave is now Defensive Footwork, which is just a name change, really, but one that makes more sense for what it is now. 
  • Made Fist-Fighting incompatible with shields to keep it from being strictly better than Two-Weapon Fighting. 
  • There's a lot of kit added at 3rd level, but two pieces of it (the unarmored defense and the progressive damage die increase) are background detail, setting up the pieces for the rest of the class to work, rather than anything active and confusing.
  • This class option has a pretty tight reaction/bonus action economy, but it's not overburdened significantly.
  • The STR/DEX dependence makes this class option a little M.A.D., but fighters of all classes can handle that just fine.
  • There's sometimes a much more thematic ability out there, though it just might require thinking outside the box a little bit. 

Friday, January 27, 2017

Martial Archetype: Brawler [Second Draft]

Making a fighter is hard for a lot of reasons.

Heck, making anything is hard, but that doesn't stop me from doing it, and all you brave souls from helping.

Fighters, though. As one of you pointed out, they only have three options, and each approaches the class from an entirely different angle. Very little overlap, very hard to balance. And on top of it all, fighter subclasses are beholden to being played with several different Fighting Styles. You can have an Eldritch Knight with a bow, a heavy-armored Battlemaster, a Champion with light armor and a rapier, and so on.

So, I made the (I'm sure will be contentious) decision and just eliminated that choice for this particular option.

It seemed to me that the Brawler was a martial archetype that really gravitated towards a single Fighting Style. So rather than attempt to shoehorn all the other Fighting Styles into the brawler, I simply made the Fighting Style it was trying to emulate and spun the rest of the class off of that.

All I ask: If that decision sucks and you hate it, be sure to tell me why!


  • Added Fighting Style: Fistfighting, which incorporates part of what was Fisticuffs and eliminates how Fisticuffs was trying to bend over backwards for Two-Weapon Fighting.
  • Added a Restriction for taking this Martial Archetype, requiring Fistfighting to be taken as a Fighting Style at some point (probably as a 2nd level fighter).
  • Fisticuffs now contains part of Fracas, allowing the ability to shove in fights as a core component of this class.
  • Dodge and Weave no longer involves the Dodge action or armor restrictions, so you can be a full-plate Brawler if you really, really want to.
  • Impressive Physique has been adjusted and now only deals with Performance, Intimidation, or Athletics, allowing single (not double) STR to replace CHA for Performance or Intimidation.
  • Fracas is now Bear Hug Vice Grip because it has been modified to only deal with grapples, granting disadvantage on attacks targeting you by those you're grappling. 
  • Fistfighter's Momentum now adds proficiency bonus to STR and CON for tHP, as it didn't seem like max 10 tHP was enough for a 15th level feature. 
  • Fists of Fury is now Knockout Punch, which can cause your unarmed strikes to simply drop a creature unconscious. FoF adding additional attacks was more or less unnecessary, as a high-level fighter with a bonus action attack makes five attacks a turn, anyway.
  • The shove mechanic might be added a bit early with Fisticuffs, but it costs eating advantage, which I figure makes sense for something that can possibly confer advantage (through prone).
  • Changed a lot = a lot of potential errors, etc etc
  • Making an archetype exclusive to a fighting style may or may not be a great idea. It runs contrary to the overall theme of the fighter, but it seems like it just might be the correct way to make this option.
  • There's probably a reason no one has made a fist-fighting fighter yet, but I'm crazy enough to want to see it through. 

Thursday, January 26, 2017

Martial Archetype: Brawler [ROUGH DRAFT]

It occurred to me that I haven't done many fighters. I mean, I haven't done any barbarians, monks, druids, rangers, or wizards yet, but only having one fighter Martial Archetype still feels like a glaring oversight.

This one draws inspiration from the "Brawling Fighter" presented in 4e's Martial Power 2, which was easily my favorite fighter to come out of 4th edition. At face value, it was a fighter that had a dash of controller in it, a martial weapon-user that could punch or grab with a free hand, dealing damage while keeping enemies close. As an added bonus, with a simple monk multiclass feat (which were a terrible idea from a game design perspective, but I digress), you could make a perfectly serviceable fistfighter or wrestler.

The biggest challenge here was keeping this option distinct from the monk, and having it be decidedly a fighter. I feel I accomplished this pretty well, even if I did horn in on monk territory here and there, but look it over and tell me what you think.


  • Scaling unarmed strike and unarmored defense, to keep yourself light, agile, and aggressive. 
  • Three viable fighting styles! Either two-weapon fight with fists, hold a weapon in one hand like a duelist, or wear light armor for additional defense.
  • A variety of features centered around core combat maneuvers, such as grapple, shove, and dodge.
  • Builds well with unarmed-centric feats, specifically Grappler and Tavern Brawler.
  • Unarmed strike is always wacky, it not being a weapon attack and all. It might interact poorly with something in a way I haven't thought of. 
  • There are a lot of qualifiers in play (when doing X and not wearing Y), and I might've fudged something up somewhere. 

Tuesday, January 24, 2017

Sacred Oath: Oath of the Midnight Hour [Third Draft]

Should I have made this a new release, or just updated the version I released less than a day ago?

Not as if there are any rules to this thing I do.

I'm issuing this as a new release because of the extensive changes made to v0.2 which, while a step in the right direction, still wasn't quite right. A lot of the mechanics needed some TLC, but the end result here seems much more polished.

Did I say "end result?" That's never really right, and certainly not up for me to decide. Tell me what you think.


  • CD: Death Whisper is now CD: Shadowblade, because encouraging players to spam their bonus action every single turn for nothing isn't necessarily great design. 
  • Ebon Smite has been removed, as it was a contentious feature people either loved or hated. I figured it was best to take it out and fold it over into CD: Shadowblade. 
  • Nightcloak is now a Channel Divinity, affecting only you and stifling any noise you make, including speech. 
  • Midnight Blessing has taken Nightcloak's place and now gives a few passive benefits and a helpful ribbon to your whole party. 
  • Umbral Jaunt has been reworked, again, and is now a sort of retributive attack, in keeping with the shadow-assassin-paladin theme of this Oath. 
  • Living Nightmare makes you less huge and more sneaky, hiding you to all those but the one you are attacking, and feeling similar to you being a living phantasmal force
  • Shadowblade might be a little confusing, but its usage is pretty straightforward after the first glance.
  • Lots of changes, means lots of potential for mistakes. As always. 
  • No limitation on how many drafts I can release how often, but I really should try and not make this sort of thing happen again. 

Monday, January 23, 2017

Sacred Oath: Oath of the Midnight Hour [Second Draft]

So, that took quite a bit to update!

Thematically, the rough draft Oath of the Midnight Hour was very strong. It also held some promising mechanics, but needed a great deal of polish, just as any rough draft does. Fortunately, I found the time to make this shadowy dark paladin a hopefully more balanced and viable shadowy dark paladin.

Variant paladins are one of my favorite things to make, as they have so much potential to be rich in flavor while keeping true to what makes a paladin a paladin. Making one is always a creative pleasure, and I truly enjoyed putting the extra detail into this particular Oath.


  • CD: Swarm of Shadows is now CD: Death Whisper! Swarm of Shadows was clunky and not as on-theme as it could be, while Death Whisper inherently scales better and lends itself well to the assassin-like kit of this Oath.
  • Nightcloak and Umbral Jaunt switched places, each of them being better suited to the position of the other. I changed up the wording and mechanics a bit, to help them accommodate their new positions.
  • Umbral Jaunt now functions in reverse, teleporting you to a damaged ally, rather than teleporting a damaged ally to you. This turn of mechanics allows Umbral Jaunt to feel all-in-all more paladin-y. 
  • Added a sidebar for Ebon Smite, explaining possible interpretations of the alternate Smite, and methods to better fold it over into play.
  • CD: Death Whisper allows a paladin to be extra-bursty. A paladin can theoretically drop their multi-attack, however many smites they'd like, and Death Whisper on the same turn. This isn't appreciably different from dropping multi-attack, smite(s), and a spell-based smite (such as blinding smite) though, so it's probably alright, and being bursty fits the feel of being a shadow assassin paladin just fine. 
  • People are more than happy to help with balance, no matter how long ago a piece of work was released. Thanks!

Friday, January 20, 2017

Bardic College: College of Dirges [Second Draft]

Chances are, when I think something is perfect straight-off, it's way more deeply flawed than I thought.

The original Dirgesinger bard worked great as a proof of concept, but the nitty-gritty needed a lot of polish. While I was proud of how simple and short I made the whole thing, almost every ability needed some level of modification and suffered at least a small bit of bloat because of it.

Ah well, at least it's probably balanced. Probably.


  • "College of the Dirgesinger" is now "College of Dirges," to keep more in-line with naming convention
  • Macabre Melodies now offers a choice of two cantrips, adding thaumaturgy as a possible cantrip you can learn. 
  • Sorrowsong has been reworked, and now costs an action to use. It can deal psychic damage that scales with your Bardic Inspiration, and applies Incapacitated on a failed save. It's balanced to feel like an empowered vicious mockery that consumes a BI die to use. 
  • Death's Defiance has been tweaked, only allowing for one successful usage per short or long rest. 
  • Sorrowsong got changed quite a bit, which introduces a strong chance of it being buggy. It seems like it works, to me, but v0.1 also seemed perfectly fine. 
  • Pre-release bug checks are a great thing, I should do them more often. 

Tuesday, January 17, 2017

Bardic College: College of the Dirgesinger [ROUGH DRAFT]

After that last bardic college, I figured I'd try another one. It's good to up the bard content of this blog, y'know?

The dirgesinger is an old 3.5 favorite, coming from the pages of Libris Mortis as a bard-focused prestige class, and generally being the way to capture a necromantic bard. The concept of a bard playing music compelling enough to raise the dead was always cool to me, and I felt 5e needed a better way to capture that than playing a Lore bard with heavy refluffing.

Also of note: this is the first project in a long while to end up with only two pages. I've been trying to make the abilities I write more concise and less long-winded, and this seems like a step in the right direction.


  • Death-themed cantrips and spells, high on flavor and low on complication. 
  • Cast sorrowful songs and funeral dirges, making your enemies weep and bring voice to the dead.
  • Stave of death with your music, by serenading death itself!
  • I'm not sure where the power balance on Sorrowsong is. If anything, it could be too weak, because I tend to keep rough drafts conservative on ability strength.
  • Death's Defiance seems at odds with the fact that this class option gets spare the dying, but I'm feeling that it makes for a more tactical and thematic bard experience, to give the bard multiple options to address the would-be death of a comrade. 
  • I don't know why, but I keep writing halflings in really depressing situations for the intro paragraphs. It works so well, I just can't help myself. 

Friday, January 13, 2017

Bardic College: College of the Crossroads [Second Draft]

It's funny, sometimes I see problems in my content that just don't exist. I thought flavor was weak in the rough draft this one, but you guys unilaterally disagreed. I'm betting it's because I've been staring at this option off and on for about half a year.

BUT, that's not to say the rough draft didn't have issues. Rough drafts always have issues. That's why there are second drafts.


  • You can now summon or dismiss your Precious Instrument similar to a warlock's pact blade.
  • Silver Tongue no longer requires you to be holding your Precious Instrument, because it needed a little streamlining.
  • Fiendish Tempo doesn't negate resistance or immunity, because that's just a bad mechanic to add when there's already a feat that confers it. 
  • Infernal Orchestra and the Fiendish Instrumentalist have been buffed, as the ability now summons twice as many instrumentalists, and the instrumentalists have their damage and to-hit slightly increased.
  • Nothing right now, aside from me still sucking at monster math. I'm beginning to believe that monster math is more of an art than a science, anyway.
  • Always bug-check old content for mechanics you thought were a great idea half a year ago, that you've since learned are a terrible idea. 

Monday, January 9, 2017

Bardic College: College of the Crossroads [ROUGH DRAFT]

Sometimes, I sit on projects for a really really REALLY long time. If you look, you can see that I made a reference to this project in July of last year.

True to its name, the Bardic College of the Crossroads is a Devil-Went-Down-To-Georgia deal, gaining infernal musical power through besting a devil, or simply by cutting a deal or stealing from the forces of Hell.

Originally, I planned to have this as a sort of answer to a warlock's pact, with options dealing with the fey and great old ones, but I ended up feeling this was ill-advised for a couple of reasons. For one, it made the option feel very indistinct, like it didn't know what it was trying to do. For two, the Glamour Bard UA came out and undercut me with a fey bard. Such is the price of going on hiatus and dragging my ass, I guess.

What's worth playing about a Crossroads bard? Well:


  • A precious instrument that is the source of your powers, made of gold, silver, ruby, or similar.
  • Self-focused Bardic Inspiration powers to keep you (and only you) safe from harm.
  • Conjure a band of backup demons, good for helping in combat AND cheating at fiddle contests.
  • Surprisingly, flavor might be weaker than I'd like. It IS a rough draft, though, and usually you guys are very good at helping me with flavor. 
  • Bard capstones are hard to balance against one another, but I think this one was just about right. If it's too weak, it'll be easy to tweak and rebalance. 
  • Apparently I'm sitting on a wealth of almost-finished work. Time to fix that. 

Tuesday, January 3, 2017

Otherworldly Patron: The Fungal Lord [Second Draft]

First draft went well, seems like. Naturally, I have to fix a lot, but the flavor seems spot-on.

I'm making just about all the changes I expected to make, but thanks to feedback I now have a really good idea of how to execute them. Funny how that works.


  • Sleeping Spores is now Psychoactive Spores, and introduces a stun instead of sleep.
  • Decompose can now eat objects, and is now a bonus action to allow corpse-eating on the go.
  • Mycelium-Blooded has been reworked, and now offers a standard package of resistance to poison and advantage on saving throws against poison and disease.
  • Swapped the placement of Psychoactive Spores and Decompose, as they both seemed better tailored for the other's level niche.
  • Psychoactive Spores may still be weaker than intended, but I wanted to avoid giving everyone a chance to attack the creature with advantage. Either one advantage hit, or one instance of the creature losing its turn, is ideal now stuns an enemy until the end of their next turn if they fail a save, regardless. That level of suck seems appropriate for a 6th level power that resets on a short rest, but it still may be more powerful than I'm thinking. 
  • May still want to throw some more health onto Decompose, but for a bonus action it isn't bad.
  • Just don't mess with sleep mechanics. It's never, ever, worth it. 

Roguish Archetype: The Corsair [Third Draft]

One of the biggest things I wanted to do during my absence was update older content. So much of what I make can use additional iterations, especially with the quantity of good feedback it has been collecting.

The Corsair has always been one I've been meaning to update. I didn't leave it in a good place, and the familiar it introduced stole the spotlight and bogged it down with math.

So, I fix that by just getting rid of the damn thing. Here's what I did.


  • Removed First Mate, brought Dirty Fighting to 3rd level to give a distinctive feature early on that wasn't a nightmare for everyone involved.
  • Added Lookout feature, to give this pirate a good fluff ability and to keep the option from being centered almost exclusively on combat.
  • Moved familiars to an optional rule, because they should still be there, but should definitely be about as useful as a wizard's familiar. 
  • Added a Feint-like ability to Dirty Fighting, to introduce CHA-dependence at an earlier level.
  • Maybe I bunged something up without noticing in Lookout, but I'm betting not. This seems pretty water-tight to me.
  • Half-year turn around time for project updates? Maybe I want to do these sooner instead of later.

Sunday, January 1, 2017

Otherworldly Patron: The Fungal Lord [ROUGH DRAFT]

Well! That was a long break.

Life needs have to come before homebrew needs, though, so I put the blog on the back-burner for a couple months while I moved to a new state. The good news is it's been a great couple months for coming up with ideas, so expect plenty more content soon.

The first thing that came to mind was this one, a warlock subclass for any of the various fungal entities that inhabit your D&D world. A warlock-by-way-of-druid, the warlocks of this patron practice a dark yet natural magic of decomposition and re-creation, growing fungus in themselves and others to bolster their defenses or raise hulking fungal servants to fight for them.

Now, the breakdown:


  • Spells that reflect many properties of mushrooms, from sleep and confusion, to plant growth and contagion.
  • Render weakened foes unconscious, or kill them and consume the bodies! Dead bodies make great plant food.
  • Better yet: Raise the dead as your very own spore servant, using the Spore Servant template found in the Monster Manual. 
  • I'm not sure how you'd know when a creature has dropped below the threshold described by Sleeping Spores. I'd make your character inherently know, but that would seem slightly game-y and require extra work of the DM to make the homebrew function.
  • I'm unsure of the hit point balance of Decompose and Mycelium-Blooded. I tried to keep it conservative, but I feel like Decompose could be 10/20/25 without being ridiculous. 
  • Spore Servant could probably be used to raise some really weird and powerful things (even though the CR is capped at 6 to keep it equivalent to conjure fey), but it would only be for an hour and the feature inherently destroys the creature's body after it's done. It's intentional that a Spore Servant doesn't require concentration, to bring its point of balance slightly higher than conjure fey and thus worth a long rest level 14. 
  • That I'll probably have to go back and re-make everything with my new template eventually, once I finally get neurotic enough.