If anyone has seen me in the forums, you would know that I frequent alot of 5e games, both on and off site. I've been playing for quite some time, and I've noticed that for the most part, homebrew for 5e is either ridiculously overpowered or downright weird. There isn't much to gain from homebrew, aside from paid sources. I'd like to start throwing a few sources into the mix, made by yours truly. I'll be starting off with a couple of old homebrews I made that still feel relevant and usable, and work on a couple more that I have, but could use some better balance. I'll also look into reviewing some popular homebrews from others, and point out what works about them and what doesn't. If you have any suggestions for homebrew to review, homebrew to make, or just any comments in general, I'd be happy to hear them!
First up, a variation on a rather polarized race: humans. Oddly enough, humans either suffer greatly in 5e or flourish far too much, depending on which version of them you plan on using. The original humans rarely see use unless you roll for stats and get practically all odd numbers for your rolls. Meanwhile, variant humans are picked constantly in low level games due to their bonus feat, which gives them a great power spike above all other races at levels 1-3. Being able to jump start a heavy weapon build, a polearm build, or a ranged build with the proper feat is extremely strong, and often breaks low leveled encounters. I hope to address the weakness of the former and the strength of the later in one, consolidated race.
The wide range of racial traits at the disposal of the human represents their potential and varied natures, while ditching the power spike gained from having a bonus feat in this system. An ability score increase comparable to half-elf's increases gives them a similar feel to the race they help progenate, but still gives them superior flexibility (at the cost of not having darkvision and one less skill proficiency). Paragon is a nod to the original human bonuses, and allows players to play a slightly buffed human when compared to the original version without having to resort to feats.
Madness Domain (Cleric)
Madness Domain Spells
Cleric Level Spells
1st Arms of Hadar, Dissonant Whispers
3rd Crown of Madness, Phantasmal Force
5th Hunger of Hadar, Fear
7th Evard’s Black Tentacles, Phantasmal Killer
9th Contagion, Dream
Bonus Cantrip
When you choose this domain at 1st level, you gain the Vicious Mockery cantrip, and it counts as a cleric cantrip for you.
Corrupted Knowledge
Also at 1st level, you gain proficiency in 1 Intelligence-based skill of your choice. You may double your proficiency modifier and add your Wisdom Modifier instead of Intelligence whenever you make an ability check with that skill, but if you roll a Natural 1 on the check, you babble incoherently and have disadvantage on Intelligence checks for 1 minute. You cannot use this feature while you are babbling incoherently.
Channel Divinity: Maddening Fog
Starting at level 2, you can use your Channel Divinity to cloud a creature’s mind with visions of madness. When you force a creature to make an Intelligence, Wisdom, or Charisma saving throw, you can use a bonus action to force them to make that save at disadvantage.
Channel Divinity: Twisted Magic
Starting at level 6, you can use your Channel Divinity to warp a spellcaster’s ability to cast magic. Whenever a creature attempts to cast a spell that you can see (and hear if it has verbal components), you can use a reaction and force them to make an Intelligence saving throw. On a failed save, for a number of rounds equal to your Wisdom modifier (minimum 1), the creature must make a concentration check every time they cast a spell or try to maintain concentration.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
All-Consuming Insanity
Starting at level 17, nothing is safe from the endless depths of madness, not even physical planes of existence. Maddening Fog can now be used on any spell that forces a save. In addition, Maddening Fog can now be applied to multiple creatures affected by a single spell with a use of Channel Divinity.
This domain strikes a similar parallel to the Great Old One Warlock Patron, boasting mind effecting spells and plenty of eldritch powers to command (minus Eldtrich Blast, that is). Forbidden knowledge and spreading madness are key points struck upon by this archetype, as well as a tool to combat other mages. By the time you reach level 17, you can affect vast swaths of enemies with your maddening spells, making you a prime debuffer in combat, in addition to the usual benefits of being a cleric.
First up, a variation on a rather polarized race: humans. Oddly enough, humans either suffer greatly in 5e or flourish far too much, depending on which version of them you plan on using. The original humans rarely see use unless you roll for stats and get practically all odd numbers for your rolls. Meanwhile, variant humans are picked constantly in low level games due to their bonus feat, which gives them a great power spike above all other races at levels 1-3. Being able to jump start a heavy weapon build, a polearm build, or a ranged build with the proper feat is extremely strong, and often breaks low leveled encounters. I hope to address the weakness of the former and the strength of the later in one, consolidated race.
The wide range of racial traits at the disposal of the human represents their potential and varied natures, while ditching the power spike gained from having a bonus feat in this system. An ability score increase comparable to half-elf's increases gives them a similar feel to the race they help progenate, but still gives them superior flexibility (at the cost of not having darkvision and one less skill proficiency). Paragon is a nod to the original human bonuses, and allows players to play a slightly buffed human when compared to the original version without having to resort to feats.
Madness Domain (Cleric)
Madness Domain Spells
Cleric Level Spells
1st Arms of Hadar, Dissonant Whispers
3rd Crown of Madness, Phantasmal Force
5th Hunger of Hadar, Fear
7th Evard’s Black Tentacles, Phantasmal Killer
9th Contagion, Dream
Bonus Cantrip
When you choose this domain at 1st level, you gain the Vicious Mockery cantrip, and it counts as a cleric cantrip for you.
Corrupted Knowledge
Also at 1st level, you gain proficiency in 1 Intelligence-based skill of your choice. You may double your proficiency modifier and add your Wisdom Modifier instead of Intelligence whenever you make an ability check with that skill, but if you roll a Natural 1 on the check, you babble incoherently and have disadvantage on Intelligence checks for 1 minute. You cannot use this feature while you are babbling incoherently.
Channel Divinity: Maddening Fog
Starting at level 2, you can use your Channel Divinity to cloud a creature’s mind with visions of madness. When you force a creature to make an Intelligence, Wisdom, or Charisma saving throw, you can use a bonus action to force them to make that save at disadvantage.
Channel Divinity: Twisted Magic
Starting at level 6, you can use your Channel Divinity to warp a spellcaster’s ability to cast magic. Whenever a creature attempts to cast a spell that you can see (and hear if it has verbal components), you can use a reaction and force them to make an Intelligence saving throw. On a failed save, for a number of rounds equal to your Wisdom modifier (minimum 1), the creature must make a concentration check every time they cast a spell or try to maintain concentration.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
All-Consuming Insanity
Starting at level 17, nothing is safe from the endless depths of madness, not even physical planes of existence. Maddening Fog can now be used on any spell that forces a save. In addition, Maddening Fog can now be applied to multiple creatures affected by a single spell with a use of Channel Divinity.
This domain strikes a similar parallel to the Great Old One Warlock Patron, boasting mind effecting spells and plenty of eldritch powers to command (minus Eldtrich Blast, that is). Forbidden knowledge and spreading madness are key points struck upon by this archetype, as well as a tool to combat other mages. By the time you reach level 17, you can affect vast swaths of enemies with your maddening spells, making you a prime debuffer in combat, in addition to the usual benefits of being a cleric.
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