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Hey NADDPOLES! Austin Gallogly proposed a Shark Tank variant of Dungeon Court wherein players and DMs pitch Homebrew rules and creations for us to discuss and invest in. We've decided to call this beautiful idea The Owlbear Cave.

Please comment with your pitch here on this post. I know these ideas are your children, but try to be as succinct as possible since we want to get to as many as we can. Let's hope your Homebrew brings us to the table...

<3

Jake

Comments

Ian Hudson

Reality TV (or whatever tv stand in) crew follows the party around and if the confessionals are juicy enough the member gets essentially a bardic. Plus harder to be sneaky / fly under the radar.

Michael Griffin II

When it comes to casters, one of the biggest rules confusions and also upsets tends to be about casting multiple spells per round. I’ve been tinkering with a homebrew rule that would allow players to cast two leveled spells (if they have spell slots and appropriately labeled as bonus action and regular action) if they also take a level of exhaustion. The idea would be it would only happen in combat and when a caster is desperate enough to take the risk. Thoughts?

Westin Lanser

Instead of going unconscious at 0 hit points, players should remain conscious but unable to cast spells, concentrate or do complicated actions, as if raging. If they take any actions while dying, they automatically fail their death saves.

Ben S

This sounds so excellent, super excited to hear the ep!!

JT Gwozdz

Bears, I bring you: the most Critical of Fails. Any PC who rolls three consecutive nat 1s dies instantly. Clearly they have been forsaken by Dice Christ and their character is lost. This outcome has 8000/1 odds.

Ashen

I was playing my dog, Gatsby, in a one shot, and he has one eye that is permanently fully dilated. My character had an eye patch covering that eye, and only had a +1 to perception. If Gatsby took off the eye patch, I got proficiency in perception and rolled with advantage, but I would take 1d6 damage from light sensitivity (Gatsby was level 5)

Liam Jenkins

Critical hits should do max damage plus the regular roll. For example, an attack that deals 2d6 would deal 12+2d6. This applies both to monsters and player characters, making you feel crits a lot more.

Kevin Wixom

Pet: Fire Snail, 1hp, 10AC. It's just a snail, but you can put it on any surface and it'll stick, and on your command, once a day, it can breathe a cone of fire 10 feet long and 5 feet wide for 2d6 fire damage, or half on a successful dex save of 15. I had him (Pedro) with my Circle of Grass stoner druid, Bodhi Dudelee.

Arwyn Robinson

My home brew rule at my home game is when you drop to 0 hp and get brought back up you have one level of exhaustion for each time that happens. It really helps the players be less blasé about dying and raises the stakes. Plus I feel like it just makes sense that dropping to 0 hp and getting brought back up would be less effective each time. Long rest cures it still

CARROT SNATCH

You should be able to charge your players actual money for death save successes. I'm really low on money rn

David Donnel

Shark Mask of Business Acumen. A rubber shark mask that grants you +10 for all checks (Charisma, Intelligence, etc.) to run your business.

Michael Delaney

A simple one I've started doing is that you can drink a healing potion as a bonus action or full action. Bonus action you roll for it, full action you heal the max.

Kal and her cats Portland, Star, and Berlin

jesus christ i run a primarily home brew campaign and as soon as i saw this my mind went blank of the all the shit i’ve made😂 just imagine overpowered and monstrous four horseman of the apocalypse and that’s me (wait - one of them represents pestilence and i kind of stole the akarot hollow body/kalina thing where anyone that’s been infected by them can be possessed and used by pestilence, but it’s basically a parasite and by him using their body he’s killing them. it also costs a bonus action for him to go in/out of his monstrous rotting form and he has a bunch of broken attacks and saves but absolutely no hp because he’s basically just an overpowered brain bug)

Arwyn Robinson

Also helps temper those meat heads dps 😂😂😂

Travis Childers

To make crits a little more special, we run a rule at the table that the attack automatically gets the max damage from the damage dice, then you roll the dice for the extra damage. I.E. a great sword would get 12+modifiers+(2)D6 on a crit.

Dave 3D Art

Hello Dragons (In Canada the show is called Dragon's Den), I am here to propose a magic item that has become very popular in my home games, and I would like to share it with you. Invisible Rope. 50 feet of rope made with enchanted silk. It functions exactly the same way that silk rope does with the notable exception that it is invisible, and can only be seen through magical means. It does however come with a rope clip that is visible. It's pretty easy to dispell, but has many unique applications. I am asking for 300 Gold Pieces for 40% of my company.

Brendan Watroba

Hello Owlbears, Today I would like to talk to you about the Half-Centaur . The result of a human(oid) hooking up with a Centaur. These are essentially just Satyrs, but if you call them a Satyr they will get SOOOO mad. Thank you

The Devil You Know

When you get an ability score increase in your class, you can get a feat related to it

Westin Lanser

Casting a second concentration spell should not immediately end concentration on the first spell. Instead, at the end of their turn, players should choose which spell to maintain concentration on. This will allow Paladins and Rangers especially to have a passive buff spell active while still being able to cast smite spells and similar effects.

Vonvonvon

All I can say is please give yourselves some fantasy back story. Example: Murph made his millions from his bottled crickwater business

Sean Rooney

I want a shirt with this show's branding, badly.

Andrew Bonkginya

May I present to you an item based off the hit classic film Dungeons and Dragons the movie. Snails's Sweatband. As a known thief snails was no stranger to blending into a crowd. This magic item would have three "snails charges" per long rest. The wearer can expend a snails charge to instantly transform into a sweat covered gym bro of any race in the same size category. All charges are regained after a long rest.

Stansky

Most ferocious Owlbears and Hootycub Jake, As a person of mixed ancestry, I have always wanted a feat that explores the experience of automatic discrimination and the need for performing the “right” attitudes and mannerisms when trying to fit in with either culture. So, I present my homebrew: “Half-Breed” A feat for mixed races in any setting for players who want to explore feelings of being racialized. Example: Half-Elf You have the blood of strangers running through your veins. Both Humans and Elves will regard you with suspicion, but you have learned to perform assimilation to avoid hostility. You gain the following effects: You get advantage whenever you make a Charisma (Performance) check to influence an Elf or Human. You get disadvantage whenever you make a Charisma (Deception, Persuasion, or Intimidation) check to influence an Elf or Human.

Shawn Magill

I’m not sure if this counts as a home brew role, but I am a 3 year dm and I have on multiple occasions taken bribes to give them extra information. The first I was paid a chick fil a platter to have an npc reveal the way they could kill the goddess of death. The second time one of my players offered to let me read her edgy, teenage poetry from 8 years ago in exchange for me giving the Oracle in her party a more detailed vision to help solve a mystery.

Paul Navarro

I know I'm not the only one to use this but when my table crits: 1 of damage dice is maxed, they roll the 2nd die, and then add modifiers. So 10+1d10+ modifiers

Jack Thomas

Ideally I'm aiming to make my players say "oh fuck you" when they realise

Josh

Not exactly an item or mechanic or anything but I had an idea for a character that I think could be fun: I always wanted to play some kind of demon/imp that was summoned by an evil warlock or something but the moment the demon was summoned the warlock is killed by the townsfolk. Leading to the demon not becoming evil and instead being raised by a loving village, I think it would be even more funny if the demon was some sort of Druid and when they cast spirit healer it’s some evil phantom of hell but the demon is just trying his best to be a good guy.

Tyler

Hello Owlbears, my DM has a homebrew system in his world called Rights, which are rare powers that one person can have, and if you kill that person you gain their Right. We have only encountered 3 Rights so far and have been playing for about 2 years and only one of our party members has a Right. Examples of these rights are the Right of Iron, which gives a boost to AC, unarmed strikes, and some damage resistances or the Right of the Wyvern which gives the user some damage resistances and allows them to control wyverns. A person can only have one Right, so if they already are Rightful of something and kill somebody with a Right then the new Right will choose a new Rightful somewhere in the world. This systems allows him to put extra powers in his world, but does not feel oversaturated with only 3 being introduced in 2 years. What are your thoughts?

Zachary Armstrong

Hi Owlbears, I am here to ask for 3 Brown Leaves in return for 100% ownership of my Homebrew. My group and I started playing this year and one of my PCs wanted to be a blue Dragonborn but also breathe fire. I let this happen. Thank you.

Tim Frenzel

Im thinking of running an open world/sandbox/west marches campaign and giving my PCs fame/infamy based on the choices they make and having those impact how certain factions view them. Its not fully fleshed out but i was wondering what you guys think about quantifiable morality tokens

Owen Rath

A rule I always use is that ties go to the defender, a la Risk

Ryan Budde

Hey there owlbears. Hoot growl! We've all heard of stones of far-speech, but now I'd like to present you with my new invention, Pebbles of Near-Talk. These small pebbles fit in the ear of a willing creature and can be used to communicate with other pebbles within 50 yards, and not through solid objects. The creature must touch the pebble to speak & listen through it. Secret service suits & codenames are optional but encouraged. I'm seeking a 50,000 gold investment for a 25% stake in my company, and will use the funding to secure production contracts with the local geomancer guild.

Neil henderson

Love this idea. I created a humanoid dog race recently. I'll post the whole race once I'm free from work, but I'd love some feedback

Sean Rooney

Honestly considered everyone gets a feat at first level (with DM approval of said feat)

Daniel L Hodson

i always let my players choose whatever race they want for the stat boosts and other special attributes. They are then allowed to choose whatever physical appearance they want since i dont think your genetics have an effect on your background as a person. that never made sense to me

Magestain

I have one! Rolling a nat20 for initiative sucks! It's a wasted crit! That's why I created Criticial Initiative. Critical Initiative: Upon rolling initiative, should two allies roll the same number for initiative, they get a split-second to decide who goes before the other. No need to look at dexterity, the players choose. The ally to choose the later initiative gains advantage on their first attack roll, or can impose disadvantage on one creature during their turn. The ally that goes first simply gets to go before the other. Creatures with an intelligence of 8 or higher can also use critical initiative. Example: A wizard and barbarian roll 10 on initiative. Wizard chooses to go second, barbarian agrees because they can rage. Barbarian attacks on their initiative. Wizard casts fireball and imposes disadvantage on the BBEG for this spell only. Alternatively, the wizard could choose to go first, cast a spell, and the barbarian would gain advantage on their attack without wasting a rage. If the players can't decide, use Rules as Written, no advantage for anyone. (P.S. you can just call me Izu "ee-zoo")

Quint James

Very simple: the spell Hex affects saving throws as well as ability checks (it currently only affects ability checks).

Blaze Sura

If you counter spell a counter spell you roll on the wild magic surge table and bring forth more chaos

Tim Sauerland

Better berry feat When you cast "Goodberry," you can create up to two "Betterberries." When cast at first level, Betterberries have the stats of a Potion of Healing (2d4+2). When cast at second level, the amount of Betterberries you can create increases to four. Like Goodberries, Betterberries lose their potency if they have not been consumed within 24 hours of the casting of this spell. When cast at higher levels: At third level, you can create two Betterberries with the stats of a Potion of Greater Healing (4d4 +4). When cast at 4th level, you can create four Betterberries with Potion of Greater Healing stats. When cast at fifth level, you can create one Betterberry with the stats of a Potion of Superior Healing (8d4+8). When cast at 6th level, you can create two Betterberries with Potion of Superior Healing stats. Increases to healing and amount produced do not increase past 6th level.

Daniel Nida

Dear Papa Owl Murch, Mama Bear Emily, Goblin Caldwell, and Jake. We need to hear your take on instituting fumble tables. On a nat 1 attack, you roll a d100 and varying bad effects happen. Works for enemies too. I've used it in the past and am just unsure about it every time.

JT Gwozdz

Owlbears, I present: Variant Death Save Rules. Everyone knows that falling to 0 is borderline meaningless in DnD, and Revivify makes death borderline meaningless. I propose either (1) a character gains a level of exhaustion after falling below zero hitpoints, or (2) death fails are retained until a long rest.

Bob Buel

My favorite home brew rule is after rolling a nat 20, you’d then roll a D100 to determine added effects of the crit like adding in knocking them prone, disarming them, or triple damage based on a chart. This isn’t terribly uncommon, but I implemented a rule where if you got a 95 or above on the D100 roll after the nat 20, you gain what I called a Limit Break. Which is essentially one free crit you can cash in whenever you like in battle.

Evilbob02

On a critical hit roll dice as normal, but add maximum of second set of dice. Ie 1d6+6+mod or 2d6+12+mod. Takes rolling snake-eyes off the table and always feels like a critical hit

Tim Sauerland

For some context: I’m playing a fey wanderer ranger in a party without a primary healer, my DM and I brewed this up as an analog to Bev’s amulet

Eric Applegate

Turn Druidic spells and effects into non magical creations for a monk i.e poison spray is literally me throwing a vial of poison, healing spells are me using pressure points. Non magic fields or counters don’t work on those “spells” but the ability to wild shape is sacrificed

Michelle Phelps

"Blessing of Adversity" - whenever someone rolls a nat 1 on an ability check or attack roll, they can add 1d4 to one later roll of their choice. (kind of a riff off of the adversity tokens in kids on bikes/kids on brooms)

DMCDawg

How about a world where whenever a person is born, they are assigned a Celestial Judge. This being sees all of their actions during the day and rewards and punishes them during each long rest with various Boons or Banes to be used or dealt with throughout the coming day. If it gets annoying enough, the party can try to planeshift to the clesesrial plane to kill their judges, but they would have to get the job done in a single day.

__c__

Hello Owlbears. I have a revolutionary new homebrew rule that I certainly didn't take from a source I forgot about. Inspiration, everyone forgets about it. DMs and Players alike need a second to realize it's different than bardic inspiration. However, what if every session you started with inspiration and to use it has to tie into your PC's personality and you can regain it by doing a task with disadvantage because of your PC's personality. Now it's just the player's responsibility if they forget!

martijn

Hey centaurs, first off thank you for the opportunity to pitch my creation, I'm willing to part with 30% of the idea if the right centaur is willing to back me up. As we all know the action economy is in shambles so i propose allowing spellcasters to cast an action spell as a bonus action and vice versa for the cost of using a higher level spell slot without the added effects upcasting gives. Thanks Jake, lord of the side-hussles and owner of a billion grills

AnonymousDM

Hello Owlbears! This is a take on an Unsleeping City mechanic, where Ally’s wild magic surge DC would build up wIth every non-surge, which I use in my campaign. My player’s wild magic sorcerer loves blades so for a homebrew magic item i’m thinking a Wild Magic Sickle: a normal Finesse blade, uses her (+0) dex mod, but it adds her (escalating) wild magic dc to attack rolls. It’s never gone higher than 3, but has potential for cool moments I feel I’m looking for a 20 platinum investment for a 3% stake, any cool ideas to add to this magic item also appreciated!

DieBard

Hello investors. My product is called "now this is what I call music 40." It is a music box that casts a random spell (in the form of a song) depending on the roll of a d6. For example, 1. Is confusion 2. Is thunderwave 3. Dissonant Whispers. Give it to me, Owlbears.

Chase M.

Dont know if this Counts, but right now I'm working on a campaign for a podcast called Table Top Anime. I want it to be the first audio anime. It will be a Shonnen, based in a monster world, with the players going through monster training. But the kicker is, instead of just getting special guests for players, I want to invite DMs to be evil bosses, so there'll be a hint of PvP. I'm chipping away at it right now, but hopefully TTA will make it to everyone's ear holes! P.S. Murph is my idol and I can't wait to see ya'll in Dallas

Skyler Morford

Ok owls here is my pitch instead of using legendary actions / lair actions for only big bad guys you should incorporate them into smaller group battles so If a party a adventurers are fighting 20 goblins it is not just you attack then they attack and so on and so on. You should add things like enemy controlled traps and hazards.

christien

I present to you my humble idea to let magic crit not just on attack rolls but also on saving throws if a natural 1 is rolled. Your return on investment will be quite high in the supreme pleasure of rolling 16 d8s for cone of cold. Why should dragons have all the fun?

Tyler Draehn

I thought of an item I’ve been scared to use with campaigns. They’re two gold rings one with an orange gem and one with a blue gem. They essentially function like a portal gun from Portal. They can only be used while standing still and if the user moves the portals disappear. The portals are big enough to enclose a creature or object up to humanoid size. The portals have to be used on flat surfaces (gravel is fine even though it’s bumpy). My concern is people using it for falling damage on enemies during fights inside places. You can use movement to run through a portal (if you aren’t the user) and still attack after as well. Would this be busted?

Olivia!

For me I try to make healing potions as equitable as possible since they’re kinda expensive (25 gold I think, then scaled as potions get better) so what I do instead of the D4s I make them however many of that players hit dice plus their constitution, if it’s a minor healing potion then it’s one hit die plus con, reg healing which I price at 50 is 2 hit die plus con x2. Essentially the better the hit die as the potion gets better, and I feel that this is more equitable to each player since 2d4 is gonna affect players differently, it’s less to a barbarian but a lot to a wizard. And for how expensive the potions are I found the effects lack lustre. As well this REALLY helps when there’s no dedicated healer in the party or no party member that is capable of healing. In summary equity over equality for potions. Thank you for listening sharks :)

Travis Butcher

I made some fun homebrew fungus in our game set on an island of primarily tabaxi. They're called Tincap, it makes an animal or animal type race crave it after being hit making them more willing to be hit again, thus making the next attack deal an auto crit.

Josh the Alchemist

Hey Owlbears! Have you ever been let down by a critical hit that felt more like a critical miss? We've all been there, but with this rule, we never have to be again! Instead of doubling the dice or multiplying the result, try this instead: roll your normal damage and add the modifier, then add the maximum of the dice roll. For example, 2d6+2 becomes 2d6+2+12 (because 2 x 6 = 12). I guarantee it will spice up your game and make you feel so much more powerful as a player or as a DM!

Prof Bubbles

The problem with this rule is that it works well for Martials, but absolutely breaks spellcasters. Guiding bolt, a first level spell, deals an average of 38 damage on a crit, has an incredible range, and grants adv on the next attack. This spell has a chance to one hit kill (not unconscious) pretty much any 1st or 2nd level adventurer and one hit ko any 4th or lower. Inflict wounds (also 1st level) deals an average of 46.5 damage. This will be even more devastating. You could limit this rule to Martials only, but then you really get in to minutiae. Does it work with paladins? Etc...

Branson White

Dear owlbears, I come to your opulent cave to pitch you one simple rule. A rule that I have been implementing in home games for years and it is this. Before the game starts, each player may write a one page backstory for their character in return for one non-combat feat. I feel it incentivizes those who don’t care as much about backstory and allows everyone to feel more connected to the world and have a better story overall.

Ryan

As a dm, I've always just told my players to ignore the concentration aspects of spells like smites. You just cast it on a hit instead of casting and waiting for a hit to trigger it

Lauren Listing

My friend's Halfling PC's mount is a Saint Bernard (mastiff stats) but the PC is an artificer, so he has slowly been feeding his mount potions and making upgrades and such for him that we negotiate on outside of the sessions. Captain, the Saint Bernard, now once a day can cast grease with his slobber and gives advantage to his rider on charisma checks on any creature size large or higher when being ridden (since he is a very cute, good boy). No longer allowed in most taverns.

Lorelei and Kyra Newly Weds

My favorite mechanic having a Non recorded campaign and everyone being horny all the time is dick length/ vaginal depth since it's the only fair thing I could think of and I think it's a fair system that my party has enjoyed this far, it goes Humans, elves, dwarves, and other medium sized humanoids roll a D6+Con with vaginal canals being 6 at the least depending on the size the person actually chose. Halflings, Gnomes, gnolls and other little fellas roll a D4+Con, and finally taller fellas like half orcs, and goliaths can roll a D10+con. Dragon born have 2 penises and can roll a D8 and a D 10 adding con to both for both sizes and women may have dicks and pussies since dragons are magical and horny as fuck. On top of this the die can be raised for meat heads to a D12 still not making it impossibly large but you can also just use Con (which I use for flaccid size) for a more humble character. I bring my idea to you via the dragon pussy arguments that's always arise. Starspawn. That it all

Tim Shupperd

What's going on Owlbears?! My homebrew system is called through a looking glass murkily. Starting at level 5, the level up process on odd levels will consist of a vision/shared dream during the long rest that has the party visit a mirror universe for a one shot. These characters are versions of their PCs that have their stats flipped and are a different class based on this. Once the one shot is over they are able to carry over one skill from their mirror selves into the main campaign to be able to be used once per day. Trick is over the course of the campaign I have been keeping track of how often mirror powers have been used. BBEG is from the mirror universe looking to take over the main campaign's, he summons his champions for the final fight and those that used their mirror powers most are at a hefty disadvantage during the final battle...requiring wisdom or con saves to prevent confusion from accessing their alter selves too often. Waiting for the payoff still...but hoping it will be awesome.

David Hamet

Dear investors, I propose a simple solution to a huge problem and dare I say injustice: A feat called "Extra Attack". Prerequisite: Lvl 5 total. It gives you one extra attack per Attack Action but cannot give more than one. There is no good reason why a Rogue Swashbuckler with 20 dex has to at least multiclass 5 lvls into another class to be able to attack twice with one action.

ixelkitty

To the esteemed judges of The Owlbear Cave and Jake, My DM has a number of homebrew rules to keep the game interesting for long-time players. The best one is definitely our critical hit homebrew. When a player critically hits an opponent, instead of doubling the dice, we max out our damage AND add the regular rolled damage. For example, if I crit when casting a first level guiding bolt, I do 4d6 + 24 damage rather than rolling 8d6. There's nothing worse than rolling all 1s and 2s on a crit and this homebrew rule makes crits way more exciting and impactful. You're probably wondering if this rule applies to rogues and the answer is YES. This also allows our DM to play stronger baddies, which is fun for everyone.

Brandin Sutton

Hello owlbears, I present to you a fun idea for DM's that want to give a bag of holding early but make the players earn it. The Cursed Bag of Holding: The bag of holding is capable of holding the players items with no restrictions, but each time a player reaches into the bag, a different random type of elemental damage would be inflicted based on a d4 roll. The curse is tied to an elemental who has been trapped within the bag, and players have to either reason with or defeat the elemental to break it. Just a fun idea for an item players should always have. Thanks for your consideration!

AnonymousDM

Not for the episode, but interesting I feel: in the cosmology of our campaign her wild magic comes from the nature of a chaos godhood she’s related to; when the whispers bard in the party became a warlock of that chaos god (sold his soul without knowing to whom! gets roasted for this constantly), I had him start wild magic surging, but without buildup of the DC. Very fun mechanic to put other spellcasters at risk of wild magic surges, do recommend!

Rayjay Johnson

In the player's guide Greek deities are mentioned in Appendix B. After reading Steven Fry's trilogy about Greek mythology, I feel inspired to make a campaign or one-shot in the Greek age of heroes. How would you go about planning a setting like that regarding race, class, setting and timeline? And most importantly, how would you build a centaur PC?

Gregory Guidry

Hello Owlbears, today my pitch centers around an enchanted sword for mid-high level adventurers based around blood hunters. The Crimson Blade is a Rare +1 sword that also has the following magical effect. When activated on a successful hit, the attuned user can declare a number of D8s. The user will immediately roll that amount, and take that amount of necrotic damage themselves, but then double that amount in necrotic damage to whatever creature that was hit. If a blood hunter is using this, this also works whenever they use their hemocraft die for blood curses/other class features, so it gives their abilities a bit more oomph in late game. I am looking for a 15% blood investment from the owlbear who accepts to get them in on the ground floor of making this truly cursed weapon that will certainly be the bane of my campaign.

David Bach

As a DM, one homebrew rule I've always wanted to implement, but have never had the funding for, is not allowing players to roll their own death saves. I feel like the other players at a table being privy to the knowledge that one of their teammates may be on two failed saves, or to successful saves can really change a battle dynamic. I feel like death saves should be rolled by the DM, in private, so players really have to have act accordingly like they don't know if their ally will survive the next round. Does this homebrew rule have any traction in the current player market? I await the sharks verdict.

Daniel Hynes

Dungeons & Dragons Den was right there.. your canadian fans woulda loved to see it

Toland Kister

Beefier giant animals. Bored with your giant constrictor snake? Need a quick kaiju? Spice up your big chungus with the hit points and damage it deserves.

Daniel Nida

Additionally exploding dice critical hits. So on a nat 20 attack, if you roll max damage you just keep rolling until you don't roll max damage. The idea being that if you hit someone in the throat, there's not really a maximum damage.

Leftovers do no wrong

In my home brew I got rid of racial attribute bonuses and added 3 points split 2 and 1 for a person to add to any Stat with a back story to support it, I did this so anyone can use any race to play any class easier. Racial traits such as the elemental breath of dragon born stand as is. Also for a fun one dwarves are my most musical race because I feel like they go for days down in the mines and the best story tellers/bards would be so highly valued in the cold dark environments. Plus they would have such an amazing sense of rythem from hammering and mining all day and night

Gabe the Dice Smith

We use the escalation die from 13th age to speed up battles and trigger actions/abilities/events. We also allow for feats/ability score improvements at character levels rather than class levels so you aren't punished for multiclassing.

Samuel

Variant potion rules! Since potions are usually underwhelming in the amount of HP restored, our table does this: If you choose to consume a potion as a bonus action, you roll as normal. If you choose to sacrifice a full action to take a potion, you regain max hp, for example a regular healing potion would regain you 10HP instead of rolling 2d4+2 Feeding someone else a healing potion is still an action and you roll for it. Since it’s a difficult task to do.

Jayson Gober

Hey there centaurs and Mark Cuban, For a Nat20 on an attack my players have the choice of rolling double the amount of damage dice (5e RAW) or just deal max damage with no roll (4e RAW). They usually decide to roll double damage dice, but the option is always there.

Denatonia (Haven)

Casters being able to keep casting even if they run out of spell slots, but they take a point of exhaustion per spell level. So even if they were totally out of spell slots, they could still cast a powerful spell (up to 5th level), becoming completely incapacitated in battle as a result but maybe saving their party. Or they could cast one 6th level spell (6 points of exhaustion = death) for the ultimate sacrifice. So much drama! ✨

Tyler Adams

I have been tinkering with a Monk subclass, speed based, that would allow the player to roll initiative twice for 2 total turn per round, a la flurry of 1000 blows. However, these turns may only be used for attacks using unarmed strike or a simple weapon such as a quarterstaff. No ranged attacks (factoring in reload time).

Jeff Merrill

Hello The allustrious and distinguished cave of Owlbears. I present to you a homebrew of sorts. I present a rule that in all pitches following this episode, if the pitch doesn't not address and compliment the owlbears directly, it should ridiculed profusely and laughed off of the podcast. If there are any insults that it should be taken personally. The magnanimous cave should not be sullied with such despicable injustices. I await your final judgement, oh great Owlbears.

KelCello

This is not at all mechanical, but it’s a fun little thing one of my groups stumbled upon together. In order to encourage note-taking, and so that I don’t always have to do the recap, I choose randomly at the beginning of the session who recaps our previous session, and then that person gets a d6 die of inspiration, which they can use like Bardic Inspiration for any roll they make that session.

Nolan Childerhose

Hey there Owlbears, I come to you with a simple rule we live by in our game. A Nat 1 roll means the player character, NPC, or monster, pees themselves. Just a little bit. Thank you for your time.

Kristen with-a-K

My group uses a crit fail table and it's been a lot of fun. Most of the items give a little boost of silly flavor just to take the sting off that Nat 1 and some actually provide a nice benefit that will roll over until the PC can use it. And, if it is something bad that pops up, it's usually minor with minimal damage or funds loss.

Maximilien Bianchi

Flanking doesn't give automatic advantage in a fight (unless you have sneak attack). Instead it gives an AC penalty to the target of -2

Branson

Honorable owlbears, I come bearing (get it?) nothing but a simple house rule for initiative. If initiative is rolled and a character or NPC rolls a natural 20, they get advantage on their first attack of the fight. How often have you heard a player complain that they wasted a nat 20 on a initiative roll because the party rogue with the alert feat has a +100 to initiative anyway? At my table players get excited since critting on initiative means their character is quick on the draw enough to surprise any opposing NPCs. I await your cave justice

MJMM

Hey Bears! I don't have a rule proposal I just wanted to say that.

Morgan Bench

Greetings Owlbears! Are you tired or rolling that ever exciting Nat 20 on your fireball then rolling shit damage?! May I introduce you to the True Crit! If you roll a Nat 20 on an attack then you automatically do max damage on your first damage roll before adding your second roll. But be warned - if you can do a True Crit on your enemies, then your enemies can also wallop you!

Malik Griffin

My homebrew idea is borrowed from my DM. Its pretty basic, but also pretty powerful. He decided to buff nat 20's in combat by instead of rolling double the amount of dice, you automatically roll max damage on the die and then you roll regular damage. This has made for some pretty amazing moments in our campaign but at the same time has also made DM nat 20's feel more intense as well (in a good way) even leading to a former player/NPC Death. I think investing in this could change how players play D&D as a whole and How DM's set up combat. What do ya say, OwlBears?

PolarityBear

I step into the Cave to make a humble plea towards one Ms. Emily Axeford: A fix for Sorcerers. I believe that Sorcerers have gotten the short end of the stick as far as spontaneous casters go. A 20th level Sorcerer gets 15 spells they can cast, meanwhile a 20th level Bard has 22 spells plus 4 spells they get from any other class via Magical Secrets. I posit that Sorcerers should get the same number of spells known as Bards before Magical Secrets, all subclasses should get Origin Spells like the Tasha's subclasses do, and, to make them stand out as spontaneous casters, I propose that they should get more spell slots up to 5th level. I think that Sorcerers should get another 2nd level slot at level 7, another 3rd level slot at level 11, another 4th level slot and another 5th level slot at level 15, and another 5th level slot at level 19.

Chloe Louise

Everyone in the party gets an animal companion with the same stats as in the find familiar spell - flavour it however you want so you can have like a talking spoon or something if you want to (lol) but the stats remain similar to something that is challenge level 0 so combat doesn't become too unbalanced. This would be great for roleplay elements so every character has a similar chance to bond with whatever they choose and doesn't restrict them to just being a wizard or choosing a feat! Mine would be a dog. Simple but fun!

Thomas Ricketts

Hey owlbears! Potions don't fit into our action economy, so we have a good fix. As a bonus action you may drink a potion and it works like normal, rolling the dice. However if you use you're action you drink the full thing and get max healing. A simple investment of 60,000 gold can get you this rule.

Tarren

Hey Owlbears. My pitch is a rule where players could cast spells without the material components but when they do they could malfunction. This way players can still cast big spells that they’ve not got the materials for but at the risk of it failing or doing half damage or targeting the wrong person etc. I hope my favourite one of you agrees to invest as the backing of anyone else will mean nothing to me. Thank you

Barbie Pootsky

Hello Owlbears! My homebrew rule is intuitive, simple to implement, and the logical next step in your game! Have you ever been in this scenario? You're facing down an evil mage, the world is at stake, and you are dialed in focused. He throws a huge fireball at you. Roll a dex save: Nat 20! You are at your absolute peak, but what's this? You still take half damage? I know I've been there and it is downright demoralizing. That's why I decided there had to be a better way. Introducing Evasion 2.0! That's right, when you have to make a dexterity save and roll a natural 20, you take no damage, even if you would normally take half! Additional flavors are available for Strength, Con, Wisdom, Charisma, and even Intelligence saves! I'm asking for $100 for 45% of this idea. *Looks at the Owlbears with pleading eyes and a forced smile*

Sam Heap

Owlbears, this idea is inspired by yourselves, entrepreneurial marvels that you are... My pitch is simple, you enter a spooky house, haunted by none other than the Woman In The Wall, from the hit movie The Mouse Hole. From this basis you can form a cavalcade of encounters: will the Woman in the Wall blow you, or will her rat husband be home and be M A D? Or will you be caught getting blown? Play as the curious USPS Woman (based on Emily's role in the movie), the curious UPS Man (based on Jake's), or the titular Woman in the Wall herself! However, I insist that no one can play the irreplaceable Emily Blunt's character. That is my pitch, thank you for your time.

wilson menary

Hello Owl Bears and Owl Bailiff, For too long the rat-folk race has been left in the shadows, forced to be home brewed or made as a silly NPC. But I say enough! May I present to you the all new rat-folk 2.0! Not only does it have a walking speed of 25 feet, but it also has a burrowing speed of 25 feet and climbing of 25 feet as well! other then that they have essentially takes on gnome stats but with a bit more flair. Such as “natural slyness” giving +2 to charisma, and “flat as the earth” where it can naturally squeeze through a gap up to 1/4 it’s size! So please Owls, don’t be a Phat Cat and invest in the Rat Pack.

Mason McCauley

Hey there Owlbears! I believe silvering a weapon/ammo Witcher-style is not very useful to most parties. All monsters who have it mentioned in their stats (like the werewolf) can also take damage from magic. Since the majority of characters can use some kind of magic in combat, taking the time to silver a weapon feels kinda useless and just not very special. So, in my gothic setting Lothmar (a city the size of a small country; home to a bunch of cults and vampires living in clock towers), instead of taking away the magic part of the immunity, I’ve added a stat to werewolves called “Silvered Bane” which has any attack made with a silvered weapon that hits count as a crit. Owlbears, I'm asking for 100gp for me and my party as well as a wolf head to place above my fire for 22% shares in my homebrew. I believe this will make silvering a weapon more useful and fun for players that spend the coin and time to do it. (P.S. I’ve also buffed my werewolves to CR 5. That’s the same as vampire spawn who can now shapechange into large bats)

Ilana Galpert

Just some gadgets and gizmos for your perusal: You're a lizard, 'arry!: a toy lizard which, when thrown at a wizard, casts polymorph on them (cannot be counter spelled because that would be lame) has 1 charge per day. Literally fingerless gloves: These gloves allow the wearer's fingers to detach and act as little buddies. This functions like a 5th level Tiny Servant spell. It takes an action to dispatch these itty bitty friends. Summoning them back to your hand requires a bonus action. Banana Phone: A banana that allows you to cast speak with plants at will. Requires attunement. Heelies: Heelies _____ for dummies: A book that allows you to swap one of your proficiencies for another. Must be within the same category--you can't swap an armor proficiency for a weapon proficiency, for example.

Daemic

Owlbears and Owletcub Jake, I enter your den with the following: Catspiration. My take on the optional rule for inspiration has a fun twist. My players may reroll any roll in the game, provided they submit a picture of a cat (and a few other exceptions like bunnies) to our group chat prior to the roll being made. Catspiration can only be used once per session, per player. There is one restriction. It must be a unique photo. I.e. not something pulled from the internet, but a new and genuine picture. I await your Hoot or Growl

John Heater

Hello Moist, turgid Cave of grotesque avian-ursine monstrosities. Upon you I propose the following rule, or rather idea. This is based on one of my players being disappointed in the 5e system being rather homogenous when it comes to what different damage types actually do. I propose that each damage type has a corresponding effect with it- taking fire damage ignites you and causes further damage each round, cold slowing you down, acid worsening any worn armor, etc. This would bring meaning to each damage type and would make fighting each monster much more engaging I feel. I do not have the specifics works out yet but should the owlbears approve of this homebrew idea I will hash something out. I actually intend to make use of a system similar to what I described in an entirely homebrew RPG system I am working on but ultimately it isn't even fantasy or DnD by nature

LARGELinCHARGEL

Hello Fellow Owlbears! My party does something pretty simple. Every player starts the game with one dice of inspiration that they can hand out during the session! They can only keep one stored, so it encourages players to step out of their comfort zone and roleplay a bit more and rewards creative problem solving! Already one of my groups have changed from passive players to incredibly engaged ones! Thanks y'all!

Zachary Snow

Good evening, Bears. Jake. I would like to present to you the Aethercast Lyre. It's an item that grants the ability to cast sleep once per day. But you can't just automatically be good at any instrument, so I built a practice mechanic. Once a day, you can practice by rolling a d2 (the nerd's coin). When you give performances round the campfire or to the village idiot, maybe one and the same, you may add the cumulative score of your practices to a performance check. The more performances you succeed, the more permanent bonuses you can add to your sleep, like adding CHA mods and proficiency with that instrument. Bears, I'm asking for a 95% stake in my idea. You must be thinking, "Wow. Does this guy have zero self respect?" I'll answer that question with another question. How much should I have? Thank you for your time. Btw, there's owlbear poop everywhere. You should really clean this cave up.

Andrew Bradshaw

My DM is starting a Witcher themed campaign and we are working on homebrewing a system for casting the Witcher signs. We are struggling to come up with a way to balance them well. In the game there is the stamina element that limits your sign use. We have talked about having players roll as if recharging a breath weapon, with each signs being a different die based on their utility. Thank you for your wisdom

Fia (but not Boginya)

Hola Owlbears, my homebrew rule I borrowed from the Savage Worlds system. Basically during character creation I allow players to take a negative in order to get a boost. For example if they choose to take disadvantage on a certain skill check, I will give them advantage or proficiency in another skill.

FusRohNahSon

Hey Owlbears. Wouldn't we all love a large and balanced party? But sometimes we can only have 3 players, no healer, and a DM. Instead of giving them lame health potions and silly wands, give ur party a mound of "goodberries" flavored as ur favorite snack or funny sounding medicine. For example: Our warlock can crack open a frosty fanta worth 30 hp, letting them drink as little or much as they want. Anything past 15 health is considered an action, less is a bonus action, and 5 is a munor object interaction

Stephen Schweitzer

I like making criticals feel more impactful by rolling the damage dice once and adding the maximum number that could have been rolled. So if you crit with a dagger, the damage would be 1d4 +4. This way it always feels like you hit really hard. This also applies to when enemies crit as well.

Dr.Bees

Hey there owlbears! This is a simple brew but worth your investment! Introducing: Prone Speed Fix! Ever notice how getting up from prone uses half of your movement which unfairly hinders Monks and Barbarians? This novel idea proposes that standing from prone AND mounting now cost 15ft of movement instead of half. Your monks and barbs are rewarded for their movement increase and small folk still have less movement than medium folk! (Sidebar: I don’t expect you to use this in Theater of the Mind where speed isn’t tracked as much)

Brian Thompson

It's a governmental takeover. They already own the Executive and Judicial branches, and now they want the power of the Legislative branch to control what laws are in effect. It's a coup! Don't fall for it!

Sam Berrecloth

So, during a campaign I run, my characters started using magical drugs since I flavoured added that there was a drug dealer in the tavern they were in. One character started using drugs so much during an session that next time I decided to come up with a homebrew addiction as a consequence. The way it worked was, they roll a Constitution save, depending how abusive of the drug they were, (which if they took more than 1 tab they rolled Con saves with increased difficulty for each take till 5 and then pass out), then difficulty increases from a 5 or lower baseline. If they fail then they are addicted to the drug, every day doing Con roll to see if they feel withdrawal or fine, withdrawal will add level of exhaustions unless they take the drug. Each day that passes where they don't take the drug the difficulty to recover from addiction lowers. Might sound crunchy or too much realism at times but my players enjoyed the fact that there were real consequences to their characters for taking these drugs that did crazy magic stuff.

Arwyn Robinson

I love this. I love the idea of spellcasters exerting themselves with their magic to the point in costs them physically. Totally using this.

Jay Dragonborn, Guardian of the Vibe, Honoring the Cock

Hello Owlbears! My name is Jay Dragonborn, and I bring to you today a houserule I really think you'll all enjoy. It's called the Death Save Flashback. The premise of this house rule is while a player is down if the player fails the save, I have the player describe a flashback of a moment in their life that they're thinking about at the brink of death, to make the combat so much more emotionally empowered, out of chatacter, and so their turn isn't just as death save, and move on, as has been the case in many a game. I hope you all find this houserule enjoyable, and look forward to your offers of investment into it.

Dustin Colwell

Owlbears and owlcub, thank you for your time. My rule is simple, I skip the first stage of magic item attuning. You get a magic item? You got it and can use it right now. You want to take it off and give it to a friend however? That’s where Mr Gygax was wise, you have to follow standard attuning rules. I call this, “the first ones free” thank you owlbears (and owlcub)

Tyler Foster

Pretty cut and dry here, but if my players are trying to do nonlethal damage, we half it. It feels like it makes sense to "pull your punches" so to speak, and often times a nonlethal approach can be more beneficial to the party than a traditional kill em all approach.

Max Fitz-James

Owlbears: today I am here to pitch to you the Wabbajack, the perfect item to introduce a little chaos into your campaign. My first campaign as a DM I set in the Elder Scrolls universe. Our warlock decided to choose as her patron Sheogorath, the Daedric Prince of Madness. He gifted to her his staff, called Wabbajack (so far all based on the video games). The mechanic I came up with was as follows. Once per day she could use Wabbajack on a creature with a challenge rating no more than half her warlock level to turn it into something else for one hour. A d12 determined how strong the creature would be (1 turning it into an inanimate object, 12 multiplying its challenge rating by 4). The creature would have no memories of its past self and presumably be neutral and act as the creature would if it just appeared. At the same time the Warlock would roll on the wild magic table (I used a modified table so extreme results were rarer). The warlock had it from the very beginning and it was great because it was always fun, unpredictable and scaled with her level. Events involved turning a random guard into a chimera and a vampire into a deer, which the ranger proceeded to butcher and cook.

Josh

Hello OwlBears, today I present the stalwart and highly profitable "Emeralds Rest". In my homebrew world the players have come into possession of a small holdfast on top of an emerald mine. As they campaign throughout the world they can attempt to recruit NPCs to the holdfast who help build it and expand it. The mechanics behind the holdfast are very similar to any standard 90s/00s RTS game (Think Red Alert or Command and Conquer). They can use this base at certain times to influence things happening in the world or use it to directly effect them, like summoning foot soldiers to help them in a battle or deploying resources to help a community. My players are willing to offer 30% share of the Emerald mines for your investment in our RTS/DnD Base. Thank you for your consideration OwlBears.. or should I say OwlBarons?

AlmostButter

Dear Owlbears, When my group plays together we use a crit hit crit miss table when you roll a 20 or 1. If you crit you get to roll on the table for a chance for some extra spice to add onto your turn (like doing max damage on an attack or you slip and fall prone). It has added a lot of fun and memories to our sessions. Shout out to Roll & Play by Sam Bartlett who came up with the table we use. -The Ladies Three and Bash

Zacharythefish

Gluten tag, I’m trying to introduce a “maim” mechanic for my players. If they roll a nat 20, they can choose to strike a limb instead. An arm would give disadvantage if they used a 2 handed weapon, and a leg would half their speed. If they deal 1/4 the enemy’s remaining health it cuts the limb off, making them unable to move if it’s a leg. I’m unsure of what kind of disadvantages might be equivalent for maiming/cutting off arms because so far based on the rules attacking legs is the most worth it.

Hemlock

Owlbears, I come today with a innovation on the standard luck roll we see at nearly every table. At my table, we use Call of Cthulu's luck system where it's an additional stat ([2d6+6]*5) and you roll a d100, succeeding if the roll is under the score. Luck in this way can be spent on a point for point basis to increase non-crit rolls, allowing your players more control over their fates. For instance if a player rolled a 9 and they had an idea that they needed to get a 15, they could permanently reduce their luck score by 6 to get those 5 extra they needed to succeed. It lessens the feel bads of "save or suck" situations and gives them a better chance to succeed on their key character moments at the cost of having harder luck checks in the future. I've been using this in my own game for the last several campaigns to great success and I believe with the Owlbear's investment we could take this global and give every table a better Luck system that the DMs and Players deserve.

Kamil Borowski

To our gracious Owlbear Lords! I have DMed a plethora of Wild Magic Sorcerers and find the PHB rule to be quite...anticlimatic. So I have changed how frequent surges can happen. My rule is the player has to roll on a d12 (instead of a d20) within the following parameters, "If you roll a number equal to the spell level or lower, roll on the Wild Magic Surge table to create a magical effect." So yes, a 9th level spell has a 75% chance of a surge to occur. My players love it and it does make it...wild. Additional homebrew rule: all characters' and monsters' initiative modifiers include their Wisdom as well as their Dexterity. Gotta be aware of your surroundings as well as quick

Charlotte Duckett

Greetings Owlbears. I don't like over-planning or restricting my players, nor do I enjoy 'shopping' sessions. As a result, I have implemented the 'Mom packed me lunch' rule. In a tight situation, if you can tell me what your PC has in their backpack and how it can help, congratulations, you now have that item. Rogue need a lock pick? Wizard needs a box of matches? Fighter needs their teddy bear? Ding ding ding, looks like mom (or a friend, or you in a sleepy haze) packed that item before the session. It lets my players not have to worry about how many yards of rope they have or have to buy supplies for the road in every general store. And my players have truly surprised me with the creativity and depths they can go to to make sure they have a certain (non-magical) item or toolset and I no longer have to micromanage their inventory like a resident evil game

Ilana Galpert

There should definitely be a corporation warlock subclass where your patron can be Apple or Disney or Radio Shack or whatever suits your fancy. Subclass building is tough, but any pro home brewers out there feel free to steal. Disney warlock is goals.

Gudni Lindal

Greetings Owlbears My pitch is not my own but I’ll act like it regardless. The concept: Dramatic damage. Isn’t it a bummer that once you hit a certain level, your character can’t be held hostage at knife point because the damage from a knife is so tiny? In real life, even Chris Hemsworth could be killed by a knife, no matter how swollen. Introducing Dramatic Damage, where in certain dramatic moments the DM can declare the damage higher than the rule book says. These would be instances where it would make sense that there would be more damage involved, like the aforementioned knife to the throat. This would be to enhance dramatic tension in crucial story moments and make the players feel less invincible overall. Important: Dramatic Damage would always be declared before an attack roll is made. I await your dramatic judgement. Gudni

Paul Sutkowski

Dear Lords of the OwlBear cave, yhere has been some talk among my friends to start playing DnD, though none of us have ever played. I have volunteered to be DM because there is a character/npc I've had in my head ever since Galad's head was cut off, and then worn on a belt by the people's hero, Hardwon Surefoot. I want to include a necromancer who collects the heads of the big bads, attaches them to a fail, revives said heads, and uses that as weapon. I figure the players could also talk to the heads and it would be good for story development. I was also thinking of making them similar to Balnor and help the party when needed (reviving them if they die to stupid things, using the heads to help them make good choices, and keep things fun and maybe more simple for all of the players, since we're all first timers). Do you think this character idea is too creepy, would it make the experience feel wrong to first timers, that it might be too hard to play as a first time DM, or that it is a good idea and even support collecting more heads?

Beth C

Before Fizban's came out with crystal dragons I homebrewed a glass dragon for my campaign as a guardian of a hidden city. Stats were a mix of red and gold dragon and the first breath weapons was molten glass (fire damage). Instead of a traditional breath weapon the second one was called stunning song, where the dragon emitted music like you get from glass singing bowls, which dealt psychic damage and stunned the PCs if they didn't save. To date one of my proudest and most aesthetically pleasing D&D brews!

Brandon Coffrin

Hello Owlbears. I have an idea for Counterspell for about a year now. I think if the player (or DM, depending who is casting it) is casting at the same level as the casted spell, then they should be able to forego the automatic pass and instead roll it. If the PC/DM rolls a Nat 20 then the spell is "countered" and reflected back on the original caster. Then the caster would make any appropriate saves to defend against their own spell. Like I said, I don't DM much so I'm sure this could be way OP. Maybe it should be a D100 or something, but to me "counter" should bounce something back. Thank you for your time.

Tombledore

Owlbears, prepare for a long pitch that is not quite finished (the best shark tank/dragons den pitches never are) my homebrew steampunk worlds neon monk subclass tl/dr they are very fast and very shiny Way of Celerity Subclass Features Level 3 - Quickened State At 3rd level you gain access to the quickened state, as a bonus action you can spend 1 ki point to enter the quickened state, when you enter this state bright neon lights surround you obscuring you as much or as little as you would like, you can choose the colour of the lights and their general appearance you do shed bright light for 5ft and dim light for another 5 ft, this form ends after 10 minutes or when you are incapacitated or restrained whichever Is first, whilst in this state you gain the following benefits. • You can use your Wisdom modifier in place of your Dexterity modifier when making Dexterity checks and saving throws • Your base speed is doubled • Enemies have disadvantage on the first attack against you each round unless they have blindsight • Enemies cannot hit you with attacks of opportunity while you still have more than half your movement remaining • As a bonus action You can choose to expand the area of bright light upto your Proficiency bonus*10ft • Whenever you expend a ki point to use flurry of blows you can choose to make 1 of your unarmed strikes on an enemy within 25 ft of you without moving Level 6 - Mental Agility At 6th level your mind works at a greater speed as your body, you can use your Wisdom modifier in place of intelligence for any checks that don't require tools you also gain resistance to Psychic damage and if stunned you can end that effect at the beginning of your next turn. Level 6 - Charging attack At 6th level once per turn you can add an additional 1d10 force damage to an attack whilst your are in your quickened state

PilsburyFlowBoy

Hey there Owlbears, have you ever met, or maybe been a new player who chooses Moon Druid, not knowing that "Beast" was a specific monster type which only included real-world animals, and was understandably sad that they couldn't become a Blink Dog or Griffin? Today I want to present an improved Circle of the Moon Combat Wildshape, where the player can spend two uses of their Wildshape to become a wild creature that is not a creature type "Beast". The DM has discretion to limit it to things that feel like an animal (e.g. not other humanoids, Giants, or Fiends) and this still follows the CR and other restrictions for combat wildshape. The player has to encounter and befriend a member of the species to add it to their forms known, which lets the DM control what they can learn. As an additional option, you could prepare a lower-CR version of some statblocks to level up with them as well - some of the really awesome forms are too strong for my player at the moment, but are fun for flavour. So far in my campaign our Moon Druid has the extra forms of an Owlbear, a Unicorn, a Myconid, an Awakened Tree, and a flying sting-ray that shoots lightning (a homebrew monster). Moon Druid is already very strong, so this homebrew is intended for trusted players who won't abuse it (starry eyed new players that want to become a cool monster). I'm asking for 10,000 cool dice for 20%. I await your offer.

Frank Cocuzzi

Esteemed Owl Bears Axford Murphy and Tanner of the high cave and lowly Owl Cub Jake of the Outer Den. I propose that insight/perception checks be rolled by the DM and they choose if they wish to inform the player. Knowing you rolled a nat 1 sometimes gives just as much info as you would have gotten with a nat 20. If the DM rolls a on an insight check to see if someone is lying, they can simply say, "Youve never believed anyone more in your life. You know in your heart that Pendergreens the Betrayer is speaking the truth."

Cody W

My humble hoot and growlers, my pitch is as follows: Crits maximize one instance of a die. If regular attack does 1d6 a crit would be 1d6+6+mod. 2d6, crit=3d6+6+mod. Crits never feel small while also not end up ridiculous with NPCs/PCs crit dmg

Kalil Hendel

Hey centaurs, One of the players in a level 0 campaign I'm running is considering going warlock. To give them some more spell variety, I'm thinking about having them find an idiot's guide to songwriting laying on the floor at a house show (the campaign is set at a fictional SUNY in upstate NY). It would allow them to, once per short rest, substitute any word in a spell for a perfect rhyme (eg; "blast" to "mast" is ok, but not "blast" to "smashed"). I believe it will keep the warlock player from becoming tired of the same old spells and cantrips, but I worry there are some rhymes that will completely fuck me. Thank you.

Olivia M

Critical saving throws! If anyone (player or NPC) hits a nat 20 on their saving throw, they take no damage, but if they hit a nat 1 they take double damage. This rule means that spellcasters can score critical hits, and it allows for epic moments where a player near death is saved for another round. It also causes devastating moments where PCs take ridiculous amounts of damage. My players absolutely love it. Do you think the excitement is worth bending these rules? I await the Owlbear’s judgement. -Corinne (I’m using my twins account)

Hannah Huston

Hullo Owlbears- a submission on behalf of my forever DM buddy ——— Halekiel's Wroth is a Very Rare +2 Halberd. Requires attunement. On a hit the halberd damages the target for 1d10 radiant damage. On a critical hit, a flash of light springs from the point of contact, bathing allies and enemies in holy light. The enemy is blinded until the start of the wielder's next turn and allies within 30ft gain temporary hit points equal to half of the damage dealt. In addition, any poisons or diseases suffered by them are removed. Upon attunement the wielder gains resistance to poison damage and rolls with advantage when resisting being poisoned.

Hazamanaz

*I wait 10 seconds after I'm called (as a power move) then strut in wearing a t shirt that reads "FUCK INITIATIVE ROLLS"* Hi Owlbears Have you ever wanted to hold an action, only to end up with no movement? Ever had to blow a spell slot guessing what the monster will do after you? This is because initiative sucks. You should not be punished for battle tactics. *I remove my shirt to reveal a chest tatoo that reads "OPTIONAL INITIATIVE" in helvetica font (the most professional font)* Monsters should roll initiative, then players should roll initiative IF they want to go before a monster. Anyone with unrolled initiative can decide amoungst themselves when to go. If players daudle force an initiative roll. I'm offering 5% at 500,000 USD. Serious offers only.

Lillian S. Tain

Hello Esteemed Owlbears, I’m going to present to you a variant that you’ll all fight to fund: Anime Physics Dnd Our crew has been playing a campaign where anything is possible as long as you believe in yourself. To accomplish this, our DM has created “anime points” (kinda like inspiration but they accumulate). Any time you do something anime, like describe your back story as a cut scene, uniquely name your attack or spend too much time powering up, you accumulate anime points. The DM has a list of extra actions that you can take by spending your anime points that you’ve built up allowing you to do things like double your damage, take additional actions/movement, or gain abilities or items. Leveling up is enhanced with flavor, like when my character, not dissimilar from Rock Lee but with all pasta based attacks, removed his weighted eyebrows and toupee, allowing him to move faster and more powerfully. Thanks for your time!

ThatManGareth

Hey Owl bears, One of my table rules is that inspiration can be used as an instant success before or after making a roll. My reasoning for this is that you can get advantage on rolls a million different ways (help actions, spells, etc) so inspiration is functionally useless, especially since you can only hold one at a time. No one ever uses it, and you can never reward your players again for good role play so long as they hold it. My players can determine to instant succeed (within the realm of possibility, they can't just decide to fly) and their character remembers the interaction that got them the point, be it clever roleplay or having very good character development. That way it spurs further attempts to get more, and allowing my players to overcome a string of rolls and helps them influence the story more.

Foolnif

What's good, my darlings What I've always wanted to see in D&/or D Is that mid-battle discovery of a new power that turns the tide. Gimme that super Saiyan, that limit break, that mega evolution that only unlocks in the most dire of circumstances. It can be translated to D&/or D by simply allowing a character in distress access to a high level ability/spell that otherwise will take years to unlock through normal play. And of course this kind of power doesn't come with no side effects. I'd say any time a PC goes "super Saiyan" once they are out of initiative they immediately suffer from 1 to 6 levels of exhaustion, depending on how fuckken hard they pushed it to the limit and by how far from the target level they are. I always think of how a paladin unlocking that level 20 transform early for a wild hail Mary could absolutely raise the stakes. I love you, bye bye

djordan1990

Hey there Hoot Gr-Owlbears, I believe Initiative being dictated entirely by Dexterity is silly. Relying on quick twitch muscles to act first in a fight is definitely AN option, but I dont believe it is the only option. In a situation where fighting is about to occur, I'd argue that the ability to perceive an upcoming combat encounter is just as strong as moving to action. Therefore, I believe Wisdom or Dexterity bonuses can be added to Initiative. Thanks for the consideration! P.s. You all are the best and the reason I got into DnD. Keep up the great work!

Daniel Fenn-Tye

Owlbears: Today I come to you with a simple offering, a HB magic weapon for low level players. A plain looking, two handed cast iron maul, dubbed "the hard way" after it's popularity with dwarven bouncers. Grants advantage on intimidation checks and the ability to cast thunderwave as a 1st level spell once per day

Matt Iannello

May it please the cave: my group came up with a mechanic for crits on initiative. How many times do you feel robbed when you get a nat 20 on initiative? Enough for us to do something about it! We submit that a nat 20 grants a player a free surprise round in addition to going first in initiative order. The down side: rolling a nat 1 on initiative costs that player their first round of combat. We also apply this any monsters or enemies; which could make or break a battle. In addition, if the story has a player not in initiative at the start of a battle and they join later; they can still utilize this rule to insert themselves immediately! This will allow them to act right away regardless of where the initiative is upon their arrival AND place them at the top of the order. It adds a layer of high risk high reward to those rolls and I humbly place our mechanic in your hands for judgement.

Kt

Greetings, Owlbears! On a recent haybale maze themed dungeon crawl, I introduced my players to a home brew villain I called The Strawman. The Strawman takes on the characteristics of one of the PCs, but is exaggerated and not quite right. Additionally, it has three charges of a spell called “Well, I’m Convinced” in which the target has to make a DC13 wisdom saving throw. If they fail, they are persuaded by the Straw Man and fight their own party members on their next turn (at the end of the turn they can take another saving throw to break the spell). In my game, I had two characters fighting their party, including the one whose image was stolen. Thank you for your time!

Kristóf Székely

Hey owlbears!Are your players hungry for high level spells but you don't plan your campaign to last that long? Are you the kind of person who doesn'r like to limit your sorcerers and warlocks too much at what spells they can use? I have a simple solution. The book of knowledge lets the player who gets it roll a d20, then on a table to get a predetermined spell form 1st up to 9th level to use like a spellscroll. If they roll a 20, they can add that spell permanently to their list. However, on a 1, that spell is erased from the book and they can't get it again. They can roll for the book every long rest, or on a short rest but with disatvantage. Thank you for your time (P. S. Im mainly counting on Emily and Caldwell, cause i know Murph wouldn't want to deal with high level spell shenanigans and Jake just doesn't do spells)

Dominic Stacey

May it please the Owlbears I present them with a Gunslingers Grit Ability As a Standard Action a Gunslinger can roll a Death Save, on a Nat 1 they miss their shot and take 2 Death Save fails, on a 2-9 they hit the target creature but take 1 Death Save fail and they don't roll the damage dice, they instead act as if they rolled a 1 on the damage dice, on 11-19 they hit and get a Death Save pass and roll their damage dice as normal, on a Nat 20 they hit, get 1 Death Save pass and instead of rolling the damage dice they act as if they rolled max damage from the dice. If they have 3 Death Save passes without passing out/dying the damage they roll is x2 The idea is the Gunslinger momentarily stops the beating of their heart to get their body absolutely still to shoot the target creature but this is dangerous and could kill them if they mess up

AJNiggles

# of Magic Item Attunements equals your Proficiency Bonus, so it scales up as the campaign progresses

Colin Gray

Wise Owls, I have a homebrew option that is designed to encourage unique and powerful multiclass builds. Multiclass players, especially the most unique combinations, are often left in the dust at high levels of play. Why should we discourage their innovative and seemingly incongruent class combinations? People scoff at the Sorcerer/Monk, they sneer at the Wizard/Barbarian, they tsk at the Ranger/Artificer. No longer. With this rule in play, they will be the ones smirking at the single-classed, narrow minded players. This rule has a small amount of simple math, so please excuse Jake if he needs a little help understanding it. When leveling up, you can instead take a number of levels in one other class that *add up to* the next level (or less). For instance, when increasing to level 4, you could instead choose to take 2 levels of another class (1+2 = 3, which is less than 4, keep up, Jake). Example build: 1. Sorcerer 1 2. Sorcerer 2 3. Sorcerer 2 / Monk 2 (1+2=3) 4. Sorcerer 2 / Monk 3 (3 < 5) 5. Sorcerer 2 / Monk 4 6. Sorcerer 2 / Monk 5 7. Sorcerer 4 / Monk 5 (3+4=7) 8. Sorcerer 5 / Monk 5 9. Sorcerer 6 / Monk 5 10. Sorcerer 7 / Monk 5 11. Sorcerer 8 / Monk 5 12. Sorcerer 9 / Monk 5 13. Sorcerer 9 / Monk 7 (6+7=13) 14. Sorcerer 10 / Monk 7 15. Sorcerer 11 / Monk 7 16. Sorcerer 12 / Monk 7 17. Sorcerer 12 / Monk 9 (8+9=17) 18. Sorcerer 13 / Monk 9 19. Sorcerer 14 / Monk 9 20. Sorcerer 15 / Monk 9

Seth Anderson-Lind

Benevolent and cool Owlbears and also Jake, I invite you to join in on the fresh new meta: A feat called Snapcast, which can be taken multiple times. Normally, if you’ve cast a bonus action spell, you can only cast a cantrip for your action. The first time you take Snapcast, you may cast a first level spell as your action in addition to a bonus action spell. If you take Snapcast again, you may cast a second level spell, and so on. I am asking for 2 million dollars for a 69% stake in my company. I... await your judgement?

Dylan H

Owlbears, Have you ever found yourself wanting to silently take down innocent guards on the way to a side-flap negotiation? Do you ever think dealing “non-lethal” damage with a Flametongue Greatsword feels a little goofy? Did you just really enjoy the classic PS2 game Sleeper Cell? Have I got the rules add-on for you! Introducing muchmachine’s Save or Sleep Silent takedown, a way to knock guard unconscious without HP damage. It’s a mini skill challenge – first, you need to make a successful stealth check, then you need a series of opposed Acrobatics or Athletics checks. The guard needs to fail a number of times equal to their Con modifier (minimum once) to get knocked out. If the guards save 3 times, they break free and start a fight. Consider investing in this system and start morally (?) defeating guards today.

Martin Leo

I suggest removing the hugely overused Perception skill from the game entirely. Just remove it. If a player wants to know something about a character's thoughts, use Insight; if they want to look for hidden items, use Investigate. If it's to see anything in the natural environment use Nature or Survival. If you want a replacement for it, maybe bring back the old Dungeoneering skill specifically for looking for traps.

Gabriel Felix

Ladies and gentlemen, today before you I present to you, straight from the rock gnome society a wonderful creation of their own making "The Clear Chicken" a magically created creature that produces magic eggs which we sell to many adventurers out there. The adventurer rolls on a table of your own creatuon for both color of the egg and affects. Much like the wild magic table, but I but gentler. We send many of our rock gnomes to venture out to festivals, busy city's, and more to see who would want to purchase one of our many magical eggs which we transport from our base of operations, to their travel cart at the time of purchase to prevent poaching (pun intended) We need funding to expand our business to reach out to many other kindoms and ask for your gracious blessings.

JessMayWin

Yo yo let’s make a Nat 20 on initiative a surprise round for that player - always feels slightly anticlimactic to have the thrill of a crit and then realise there are no benefits/ you may not be Ben be first in initiative order if you have low dex!

AJNiggles

Ring of Vampiric Luck (Attunement) - Very Rare - When a Saving Throw, Attack Roll or Ability Check roll is made, you may use your Reaction to increase or decrease the result up to no higher than 19 and no lower than 2. However much you changed the die result becomes a Debt that must be paid. Choose one of your Allies to take on that Debt, giving an equal penalty to their next roll of that type (Save, Attack or Check)

Mitch

Wow, thank you for having me bears. Clerics: we all love them. They're a staple of Dungeons and Dragons. But do the divine domains that currently exist really capture the wide variety of Gods that exist in our world. That's why I created the Revelry Domain. Inspired by gods such as Dionysus, this cleric knows how to bring the party. I'll describe a couple of class features. The player no longer needs to sleep, but instead can party all night to gain the effects of a short rest. A channel divinity that makes enemies drunk. I picture this as a social type class, using spells out of combat, avoiding combat when possible.

ChimiChangle

Hello Owls, Bears, and Bearowls I am DMing a Naruto inspired campaign filled with ninjutsu and intrigue. To do so, however, I needed to introduce a homebrew system to represent chakra, something more than just spell slots because even ninja that aren't spellcasters in the traditional sense still have and use chakra (like for punching gooder, or running on water). For this, I present to you the Forbidden Technique System™ Every player character and powerful npc in my campaign has or will gain (through character development) a Forbidden Technique ™. I will work with players to design an ability that is fantastically powerful, but comes with the grave cost of gaining levels of exhaustion, depending on how cool or powerful an ability is. For example, one of my PCs will gain through training Super Multi-Size Technique™ which allows them to grow up to size Huge or shrink down to size Tiny. However, any size change greater than one degree from Medium will give them 2 levels of exhaustion when the spell ends (including breaking concentration!) Naturally, this system makes sure that your campaign will make use of the exhaustion mechanic throughout, which I believe to be underutilized and underrated. All I ask is for a starting price of 30,000 gp for 30% of shares, or a group hug for 100%, open to negotiation. Thank you for your time Owlbears

Desmond Knight

Dear Generous Owls and the Miserly Jake. I come to you today offering 10% credit on my homebrew in exchange for words of affirmation. The one shot crew I'm in plays games where we play the weird stuff. 21+ level games, BBEGs who have immunity to all damage, 30 second speed rounds etc. My turn to Dm is up next and I'm featuring a new class: mutant. The idea is each time a mutant levels, their new abilities come from any class at that level. For example a normal level 2 fighter/ wizard would have the level 1 fighter abilities and the level 1 wizard abilities. But a mutant could take level 1 as a fighter then skip strait to the level 2 wizard features, gaining (for example) portent rolls, but the trade off is they don't know any wizard cantrips because those are the level 1 wizard abilities. Cheers all :)

Fandom Encounters

I want to run a game set in the world of Avatar the Last Airbender and the Legend of Korra. To incorporate innate bending into characters i homebrewed Feats inspired by each bending discipline: by choosing this feat you get a themed bonus, learn a predetermined cantrip and 2nd level spell (this can be used once a day for free or more with spell slots). For example, the base Earth-Bending comes with Darkvision (seismic sense), Mold Earth, and Maximilian’s Earthen Grasp. The idea being I didn’t want it tied to class or race so that even non-casters can add elemental bending flavor. And as you level up and find a master to learn from, you can take more feats like Metalbending, Lavabending, etc.

Schafe

Owlbears, today I stand in your lovely and dank cave with an exciting business venture. "Subterfuge, the cursed blade" a magical ring, a plain band with simple gemstone which with your help, support and expertise can be in countless realms and untold adventures. When wearing the ring, any weapon (including improvised weapons) being wielded in that hand counts as a +1 magical weapon. Also as bonus action you can swap the weapon in your hand for the legendary Subterfuge. The first time you summon Subterfuge on any day the player takes d4 psychic damage, this becomes 2d4 the second summoning that day, 3d4 the third summoning and so forth. Subterfuge is a +3 Rapier, that gives +3AC against melee attacks, the user advantage on intelligence saves and whenever you make an attack action against a target with Subterfuge you can use a bonus action to make an additional attack with advantage that does 3d6 psychic damage as the concept of the blade strikes their foe. When Subterfuge has been free for a minute and every minute after that the wearer of the ring takes 1d10 psychic damage. If the wearer of the ring ever takes the ring off or falls unconcious the blade and the item it replaced switch back.

Hazamanaz

The best sales pitches should feel like they are based on advice from an 80s book written by a man on cocaine.

Josh Suich

Hi there Owl Bears, my name is Josh and I'm a dungeon master and player in the Starfall Collective live play d&d podcast. I'm looking for your approval and affirmation in exchange for 27% of my homebrew jousting rules system. Are you tired of making mindless brute force strength checks against your mounted opponent? Looking to liven up your Lance work with some simple but engaging rock paper scissors level game theory? Using our unpatented and untrademarked system, you too can apply an Italian/Roman flavored model of jousting technique that allows you to take either an aggressive moderate or defensive posture in the saddle when engaging your enemy in the opposing lane. This simple posture combined with a straightforward one or two checks leveraging the contestants' intellect, wisdom, or charisma, will allow players with inferior brute strength to pose a serious threat based on technique and luck in the jousting lanes!

Jor Elare

Hello, OwlBears in one cave, for your consideration: the patron Ex Machina rolls. I came up with this idea because 4 of the 5 players in a campaign were either fully or multiclassed into warlock (the last one was a paladin who got a similar treatment) Narratively it works in desperate situations, based on the contracts the PCs have, their patrons show up and handle things if they get into too dire of trouble, but the cost is a table of consequences. Rolling a D10 initially, then an 8-6-4, there are increasingly dangerous options, rolling a 1 on a D4 meant the PC was fully possessed by his Great Old One patron

Malcolm Leehan

I have created a monster "truck" demolition derby race system that is structured as several skill challenges, punctuated by simple ship to ship combat. The Pitch: Easily create demolition derby races that your players can go head to head with rival factions (Enemy and Friendly Factions). Originally created for use in the city of Waterdeep (with its many factions). If you are interested at all, I have a lovely PDF and Google doc with the rules/enemy vehicles/weapons etc. Just a Rule I Use: I use [Blades in the Dark/Scum and Villainy]'s position/threat/clocks for doing cinematic sequences. It's a merging of Skill Challenges and those rules. I also allow Inspiration to be used as a Flashback in that same context. It has made Failing Forwards become a truism in our home games, and allows me to have the teams go up against wildly complicated scenarios or hordes of mooks without having to spend 4 hours doing one fight with 120 goblins.

Nick D'Angelo

Hello Owlnears today I’d like present my homebrew mini game so far only used once called “Fey Bargain Roulette”. The idea is simple, need a boon for making a deal with an ArchFey? Bet a stat boost! Pick the ability score that you would like to increase bet up to the number of points that doesn’t take it over 20. Once you have the stat picked, assign every stat a side on a d6 and roll, whatever side you roll is the stat that goes down whatever number you bet. If you roll the stat the side of the you want to increase roll the d6 this time with the amount drained raised by 1, repeat again as needed with no upper limit. If a player makes one of their stats zero they die! Throw in any wild side effects that you see fit as a consequence for spinning the wheel and making the deal!

Semi-Sweet JP

Hey there Owlbears, I am here to propose a simple system for drinking ales and lagers in a tavern: When drinking beer, roll a CON save (DC 5 + ABV + amount of drinks had). On a success, roll 1d4 on the liquid courage table. On a failure, roll 1d4 on the messy table. Roll an additional 1d4 to determine how many hours the effect lasts. Liquid Courage 1 Adv on STR checks 2 Adv on CHA checks 3 5 temp HP 4 Cannot be frightened Messy 1 Dis on INT checks 2 Dis on DEX checks 3 Dis on WIS checks 4 Speed cut in 1/2 A Neverwinter Lager could have an ABV of 4, while a Dwarven Stout may have an ABV of 8. You can also introduce drinking games such as Darts - Roll a DEX check, minus 1 for each drink consumed. The result of the roll is your point. Roll 3 times, add up, and compare - or Arm Wrestling - STR vs STR, the loser makes a CON save (DC 10+STR check difference) to not go down.

Andrew Fallows

Owls, bear with me, for my creation is riddled with whimsy! I created a war banner that a barbarian can wear to enhance their rages and once per day enter a Hulking Rage, with various benefits. In a fit of genius, I named it the Brute's Banner. [Full details follow, but the above is the excerpt suited to the podcast format] # Brute's Banner *Wondrous item, legendary* This banner of arms comes with a bracket and harness so it can be worn on the back. In battle, it enables a Barbarian to Rage even more effectively. Once per day, you may convert one of your normal Rages into a Hulking Rage. Hulking Rage modifies the normal rules for a Rage with the following changes: - Reckless Attack only confers advantage to the first creature to attack you after you use it. - You gain a bonus to all saving throws equal to your Constitution modifier (minimum +1). - If you have Brutal Critical, you may add one more die of weapon damage than normal for your level. **Path of the Berserker** You do not suffer Exhaustion if you use Frenzy Attack during a Hulking Rage **Path of the Totem Warrior** You may choose the Bugbear Totem Spirit effect during a Hulking Rage, instead of your normal chosen spirit. You cannot use the Bugbear spirit during a normal Rage. - ***Bugbear.*** While raging, you loom large on the battlefield, striking fear into the hearts of your enemies. Creatures attempting to attack you must make a Wisdom saving throw or the attack misses. The DC for this saving throw is equal to 8 plus your Constitution modifier plus your Charisma (Intimidation) skill modifier.

Knit Whit

Really... No comic sans?!? And you call yourself a professional. 😆

Zach Stenzel

Hello Owlbears, I have for you a wonderful item that I created for a player in my campaign. This is called the Bestest Friend In The Whole Wide World Ring (or BFITWWWR for short). This ring was given by a gnome who was saved by the party, and wanted to be the best friend of the most indifferent one. This ring summons the gnome, but there are multiple classes they can be summoned as. The player must state “I wish my bestest friend in the whole wide world was here” and rolls a d6 (one for each class the gnome can be). If the player wishes for a specific class, they may roll a d8, with the corresponding number, as well as the 7 and 8 being the wished for class. Now, I know what you’re thinking, “how would leveling for this class work?” Great question. You see, each class starts at a base level (lets say 1 for convenience sake). As each class gets summoned, they have the chance to level with the party. Maybe the gnome will be a level 5 wizard, but the fighter class never makes it past 2. The possibilities are endless. This is a great way to have a DMPC that can help the party, add a body to fights, or be a distraction in a tense situation. This DMPC can be any flavor you’d like. A silly little guy? A serious, well travelled veteran? Endless possibilities. This also takes away the stakes of a #WhereWasBalnor moment, and puts the responsibility in the players to activate their additional party member. Wise owlbears, I await your thoughts eagerly. Thank you for this consideration.

Andrew Fallows

Benevolent and Tender Owls, please consider this gentle homebrew rule, which I apply whenever I DM! I call it the "Pacifist Playthrough" rule. The *Pacifist Playthrough* rule is pretty simple. In short, it means committing, as the DM, to never *force* players to kill a sentient, reasoning creature. If the creature can be reasoned with, the players will always have the option of resolving conflict without resorting to violence. Because combat encounters are part of the fun of D&D, a game using the Pacifist Playthrough rule can include encounters with all manner of less intelligent creatures, constructs, animated objects, and other creative options for things against which to do battle. A little creativity can go a long way toward giving your players reasons to roll initiative *without* leaving a body count. Vitally, this rule doesn't involve *denying* your players the choice to fight and kill, if that's what feels right for them. Instead, it means making sure they know they can always say "what if there's another way?" and you'll give them that opportunity.

Devin Awe

Hey there Centaurs and their lowly production assistant Jake, Do you want to attack rich people and make money while you fight? Then have I got the monster for you. Commerce is a monster inspired by Trinyvale's Mercurio/Coin. By default, Commerce has commoner physical stats and high mental stats, with the ability to purchase things from people. Contract Law: Any contracts made with this creature are magically binding. Market Superiority: Commerce's weapons cannot be blocked by armor/shields that were purchased for less than Commerce's Weapons. Weapons used against Commerce are at disadvantage if they cost less than his armor. Liquidate Assets: Target a creature and one item in that creature's possession: the item turns into an amount of gold pieces equivalent to double its value. Sentimental value can inflate the price and if the item is considered by the user to be irreplaceable, the ability fails. Purchasing Power: Commerce may spend vast amounts of gold to purchase stats/health/abilities from any allies on the same plane who have made contracts with him. Commerce is a boss that encourages pre-planning and requires the party to deplete his wealth reserves ahead of the fight to prevent him from buying his way out of defeat. I'm seeking two thousand sparkly dice in exchange for making Commerce's official appearance being modeled after one of you extremely attractive and wealthy businesspeople.

Ciaran Hodges

Hey Owlbears, My submission is a rather simple ability me and a player came up with as a way to power up his ranger beastmaster. He was finding it hard that he was dealing the sweetest of f all damage and the story took some interesting paths (made a deal with one of 3 fey gods to cure a town of plague but in return when something precious to him dies he has to let it happen and can't stop it or interfere) The ability we came up with is influenced by this. He has 3 charges that reset on a short rest that allow him to tap into the power of this fey god called Slivers of Certainty. By spending a charge you get to add an additional 1D10 of unresistable damage as he channels the power of the certainty of death. What he doesn't know is after the precious thing dies (ive got my eyes on his animal companion......) he'll gain more charges and the ability to hand out the d10 as bonuses to damage or hit rolls for his teamates as his character becomes a paragon of this god. hope you think this was a cool idea he seems to enjoy it for now!

AJNiggles

Wand of Inevitability - Very Rare - As an Action you may target a creature within 30 feet of you to capture within the wand. The target is sucked into the wand and makes a DC 24 Wisdom save (but only the DM sees the result, this is key). On a successful save the creature reappears at the beginning of its next turn. On a failed save the creature reappears in a number of hours equal to the number it failed its save by. Regardless of when it reappears, the creature appears in a spot exactly 30 feet from the wand. If the wand is being pointed at that time, the creature reappears in that direction, otherwise it is a random direction. The wand cannot be used if a creature already occupies it, and a creature cannot be willingly released early.

Joe Lenton

I would like to present to you the cure-all for indecisive players in combat: “The Patience Die”. I run two campaigns that each have six players, and not all players are as decisive about their turns, and this can very quickly gum up the works in combat. If you can’t decide what you want to do on your turn, you can choose to skip it, and when your next turn comes around, you have 1d10 to spend on any roll you like, increasing the chance of it working. And if every player decides to wait and take a patience die? Well the enemy gets a free round of attacks. I cannot recommend it enough for groups where you have players of varying intensity: the bloodthirsty players get their next turn faster, the indecisive players get a bonus next turn to help them succeed.

Ciaran Hodges

the words "not dissimilar from Rock Lee but with all pasta based attacks" have had me in fits thank you

Tucker Kirby

Best of luck Jake! You’ve got your work cut out. Love how much the community shows up!

raiu

I have a version of the trickster god Loki in my game that runs a magic item shop. His wares are affordable and powerful but have a twist to them. But they aren't cursed. Think "it's a feature, not a bug". Some examples: A "Mask of Many Faces" that let's you cast Disguise Self but if you keep it on for too long there's a small chance it permanently changes your race. Or a dagger that crits on a 19 and 20, but a natural 1 makes it that from that point on a 1 and 2 are a crit fail and every crit fail afterwards increases the threshold by one until you can only crit hit on 19 and 20 or crit miss. Or a "Cloak of Transparency", with the hood up you become invisible when standing still but once you take it off you're under the effects of the Zone of Truth spell for 10 minutes. So basically a shop ideal to tempt your players with cool items that eventually bite them in the ass in some way. Thanks for coming to my presentation.

Jesse Kovacs

Hello Owlbears- In order to give spell casters more opportunities to roll obscene amounts of dice my friends and I have implemented what we call the “inverse crit” rule. If a spell calls for a saving throw and the opponent rolls a “1” we allow the caster to treat that as a critical hit from their perspective, doubling their dice as if it was a Nat 20 attack! -Jesse K

Saxony

I would like to present, the greatest thing I have ever come up with as a new dm. Goblin Bush Races. A race where Goblins hide in bushes and see who can follow a group of adventurers for the longest. It truly has so little stake in the actual game, but my players loved getting to participate in the races.

Andrew E

Owl Bears, I bring you a home brew rule that I have been using for years. When my players level up and roll for HP, my rule is that no player can roll a 1. Rolling a 1 for HP on a level up sucks, and it can be a terrible game changer. Rerolling ones on HP makes it more fun for everyone there.

Andrew E

I’m absolutely using this in my campaign.

Sabrina Bernaby

Can I steal this? This sounds like an amazing edit!! I think choosing a race in dnd should just be like this. Where you’re just choosing amongst the traits (like lucky for halfling) and not the point bonuses.

Nick Nelson

Hey there owlbear investors. My home brew proposal for y’all today might be a bit complicated… let’s all be nice to Jake, just once? Okay, for real though my favorite home brew I use is passive stealth. Instead of doing stealth rolls every time the players move they can just rely on passive stealth (10+ their stealth modifier) against NPC perception checks to make simple moves. Actions like climbing over something, interacting with objects or attacks all still take stealth checks against NPC passive perception. I’ve also considered using charisma based stealth to blend into crowds or to not draw attention to yourself in a tavern. Please invest in my stealth mechanics and I’ll throw in the being nice to Jake mechanics for free!

Justin Gerardot

Hello Two Crew In order to bring skill checks into the 5e world, I have homebrewed a way to incorporate skills into combat. If you are not proficient in a skill, using that skill in combat requires a full action. Want to intimidate an opponent but not skilled in it? I want to honor that but it’s gonna take a full action. If you are proficient in a skill, it only requires a bonus action. This ties in well with rogues who can hide as a bonus action (using their stealth). But it also applies to perception checks and other really commonly requested skills during combat. Last but not least, if you have anything that doubles your proficiency bonus on a skill (ranger class skills, Expertise skills for rogues), you can use that skill as a free action on your turn. This really highlights how freakin good you are at something!! Judge me with impunity, you who are wise as owls and as strong as bears!

Austin Gallogly

Holy shit. Best early Christmas gift ever.

Emeraldlilly

I haven't had the opportunity to fully make or play this character yet, but i love the idea of multi-classing Ancestral Guardian Barbarian and Lore Bard to be a character steeped in the oral tradition on their people who not only recounts the stories of their ancestors but calls them forth to aid them in battle. The issue, of course, is that I can't cast any spells while raging, so I'm afraid that during combat I'll have issues choosing between raging or spellcasting. However, as far as I can tell I could still use any Bard feat that's not a spell while raging, like bardic inspiration or cutting words, which would be fun. I've always liked combining seemingly opposite things into something that creates a cool, interesting narrative. So what do you think of this Bardbarian?

Tombledore

Owlbears! We all know there's nothing better than a good book, unfortunately books are primarily aimed toward thr arcane amongst us, well no more, for the barbarian in your life why not get them The Gooder book, The Gooder book is not your usual tome of ancient magic or divine tales, no this book comes equipped with all the things you need, to kill people. We took a tired, old scratty spellbook and enhanced it with the latest in spikey mace technology, with a leather wrapped handle and spikeladen cover it will really put the kill in killiterate. The Gooder book Requires attunement by a barbarian 4 charges Versatile +1 to attack and damage rolls Deals 1d8(1d10 two handed) piercing damage and 2d4 force damage on a Hit As an action you can read the gooder book and expend a number of charges to cast magic missile at a level consisten with the number of charges spent.

Jessica Petra

Hey there, I have a homebrew creation I made for you. It's called The Snake Gun. It's a blunderbus that shoots snakes and it's the signature weapon of my brother's near sighted goblin artificer/ranger, Shoot Shoot, in a campaign I used to run regularly. It looks like a normal blunderbus but the stock has a green arcane battery. When the trigger is pulled it launches 3 poisonous snakes. On a successful hit it does 2d8+mod piercing damage, 1d6 bludgeoning damage ,and 2d4 poison damage and has a range of 15/60. The snakes exist for 1 minute before dissipating and all creatures within 5 ft of them take 1d4 poison damage at the start of their turn. It has a 12 second cool down period to allow the battery to recharge. It has the same misfire and reload as a normal blunderbus. For the artificer and ranger who wants to get things done, you can't go wrong with Snake Gun. Jess

Sherry YR

First time DM, never played as a player. Making a sailor moon based campaign. I want to give each of my players a "wand of [insert ability here]" with special upgrades depending on which sailor scout they choose. Characters Starting at level 3. I'm just worried that because I'm new to this a magical object like this will throw off the balance and my players will be too strong?

Brian G

Hello Owlbears and whatever derogatory name Jake ends up with. My homebrew is simple. Cats should have darkvision. Thank you for your time.

Matt M

Greetings Owlbears, today I present to you a magical polearm that, upon inflicting a critical hit, releases the Thunderwave spell centered on the wielder. I call it the "Thunder-Glaive".

Eric Wills

Fearsome Owlbears, Instead of separating money, spell components, and experience into different resources. I have combined them into one resource called mana crystals. 1 mana crystal is equal to one XP or one gold. Players can exchange mana crystals for gold easily at the bank, keep the crystals on them as basic spell components, or take a long rest with the crystals touching their character’s skin and absorb them for XP. Mana crystals in large quantities are volatile so it could be fun dangerous resource. Upside, less work to come up with some BS amount of gold and tracking small purchases. Downside is players not leveling up at the same rate. From the Owlbears, I am asking for a better name for this resource in exchange I will name the next villain in honor of NADDPOD.

VMEArcana (Very Much Earthed Arcana)

Hello Owlbears, I myself am actually a homebrew book writer (well, I will be after I release my book after working on it for 3 years because of putting WAY TO MUCH work into it.) In this 3 year span, I've come up with over 25+ subclasses and a dozen encounters inspired by classic comic book troupes. While also inspired by an actual play, fast-paced kinda DnD space. The Chase mechanic is one I'm very proud of. "The suspect is getting away, can you catch them in time? Chases are tricky based on purely on movement speed and traditional initiative, so here’s something a little cleaner" There are three phases in most chases: The Sudden Start, the Pursuit, and the Evasion. The Sudden Start is a simple, but most important part of a chase. To make it a fun but fair chase, have a player roll a d4 to determine how the Pursuit faze is going to go. A 4 means the assailant fails to get away from the parties’ grasp. A 3-1 however determines the starting distance of The Pursuit. The Pursuit consists of the distance between the players and the suspect There are 3 possible distances: Distant, Far, or Close All players roll basic Athletics or Acrobatics checks against the suspect's Athletics or Acrobatics to chase each other at top speeds. If players beat the suspect’s roll, they get closer. If players fail, they fall farther behind. Success comes from a player closing the distance on the suspect and automatically grabbing them. Failure comes from all players falling too far behind the suspect. All players roll the chase check on the suspect's turn, but the initiative order allows players one action in addition to running, to try to gain advantage or impose disadvantage on the suspect by using an ability or spell. And that's my pitch Owlbears. Thank you for your time, and let me know if I've wasted 3 years of my life just to let down my idols. You really have inspired me more than I can say in a comment on the terribly designed Patreon forums. Happy Hoggliidays!

readingunderpressure

Beautiful Bears, my home rule is simple but controversial. Barbarians can use spells while they rage. (i.e. when they multiclass) The reason for this ruling is because I thought Barbarians would be masters of war, and magic could be a game changer in battle. It also seemed dumb they would be affected by magic but not able to use it. It allows for more variations from the dumb Barbarian. My players were able to explore a smart tactical play, while still being able to get up close and swing a sword. Balance wise it means they swing above their level but I just balance that on my end.

PuppetAnalingus

Hello Owlbears, I’m here looking to sell an idea I stole, or “borrowed” from another system. In the Witcher TTRPG they offer the option of “adrenaline points” which I loved so much I brought it to my 5E games. It’s pretty simple, every time a player scores a critical strike they receive 1d6. They can have a number of D6 equal to their Constitution modifier. They can use these D6 in a number of ways, adding to their damage, helping themselves in or out of combat, and even rolling to move up in the initiative order. Players can hold onto their adrenaline dice to use all at once if they wish, but adrenaline dice expire after a short or long rest. Now Owlbears, all I want if you buy this idea, is for you to run a Witcher TTRPG one shot. Thanks for your time.

Rainemaker

Owls, Bears, and everything in between. I would like to introduce you to a "Bleeding" mechanic I'd been playing with. It involves a custom item tag, 'Serrated.' 'Serrated' can only be found on finesse weapons, and comes innately on daggers (this was originally a way to make daggers more useful) When a living creature with blood is struck by a weapon with the serrated tag, they must make a CON saving throw. DC is (8+PB+DEX) of the attacker. On a fail they gain a stack of bleeding. A bleeding target takes 1d4 damage at the start of each of it's turns. At the end of it's turn, it can repeat the CON save. Bleeding can stack up to three times on a single target, for 3d4 at the start of it's turn. A bleeding creature can use an action to staunch the flow with a strip of cloth or a charge from a healers kit. This cures all active stacks of bleeding.

Daniel Hynes

Evening, Owl Bears. I present a rule change that i must admit isnt mine, but is one i have worked into every game since i heard of it. The rule is very simple: Add Wisdom AND Dexterity to Initiative. This was explained as a way to factor in a persons reading the tensions in a room, and acting SMARTLY, as well as QUICKLY. Its simple, its elegant, it add a bit more randomness to combat and to my knowledge, doesnt break anything too much.

Cydney L

Hey there Owlbears! I ran a campaign where all the players were huge musical theater nerds but no one wanted to play a bard. They would still be constantly breaking out into song because they're nerds, and one time the paladin tried diffusing a fight with an impromptu musical number. I was laughing so hard I gave her inspiration, and from there we ended up making a rule that if they burst into in character song (which meant singing in character voice) pertinent to what was going on, I'd give them bardic inspiration for whatever roll they were about to do (almost always persuasion). It ended up being a very fun, very chaotic addition and no serious beats were serious for long.

Nathan Perez

Hello Mama and Papa Owlbears, your humble cub brings you a replacement for the Inspiration system. Normally, Inspiration is good for getting Advantage on a roll, but with so many ways to make that happen, I decided on using it for a transformation system. The way it's fueled is through forming bonds with the party members you play with. For example, a paladin in my party goes down, but was rescued by the monk who constantly has beef with them, that would form a bond between them. Then, if there is a dramatic fight or life threatening situation, the thief would burn their "Bond" charge to shift into a badass form. For the monk, I homebrewed that their passion made flaming tattoos and markings erupt from them, giving them resistance to normal attacks, extra fire damage to melee damage, and hellish rebuke for one minute. An artificer can summon a mech for their bond ability, and so on and so forth. What do you all think of this idea? What kind of "Bond" transformation could each class have?

Beav

Hey Owlbears, I DM for a player who refuses to play any race other than aarakokra and avian. Considering the amount of challenges and puzzles that can be circumvented by flying, this is where my homebrew flying rules come in. During combat, fly speed is determined by an athletics check (DC5-9 =5ft, DC10-14 =10ft, etc). Outside of combat, long distance flying is determined with a CON Save with a chance of acquiring a level of exhaustion. I’m asking for an investment of 10,000 GP plus 30% of Jake’s soul for expanding and disseminating these rules. -JBeav

Corey

Greetings Owlbears. I'd like to submit the healing potion variable rules. It's simple, with healing potions specifically (no healing spells), I like to let players at my table choose whether they'd like to take a bonus action to drink the potion, and roll for the amount of HP they regain, or if they'd like to use an action to drink the potion and gain the full benefit. So of you drink a potion as an action that would give you 2d4+2 HP back, you automatically gain the max possible of 10 HP without rolling. Thoughts on this?

Gavin Lawrenson

Hoot Growl Hoot Growl honorable Owlbears! I humbly submit to you a Monk weapon that I generously created and provided one of my players who was concerned about his Monk's ability to deal with flying enemies. The player in question had been known for being well adept at trying to create unexpected outcomes from a even basic equipment. I was greatly concerned that this would turn him OP but in an entire campaign he used the retraction feature only once. Compared to the magic items that I provided the other players I feel bad that I may have made this far too weak. Am I off base or was my Monk player just not taking advantage of the opportunities such a weapon presented? https://www.dndbeyond.com/magic-items/1405733-barbed-spring-spear Barbed Spring Spear Weapon (spear), uncommon (requires attunement by a Monk) A serviceable but finely carved and barbed spear has been enchanted to lengthen and contract as a part of an attack. If you thrust the tip of the spear it will extend until it strikes a target or reaches out to a 20-foot reach before it instantly contracts again. If it strikes a targeted creature then that creature must make a strength saving throw (DC=8 + Monk STR Modifier + Proficiency Bonus). On a failure, the target takes damage rolled and is dragged to 5ft away from the monk. (Does not initiate attacks of opportunity). On a success it takes the damage but isn't moved closer. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Monk, Thrown, Versatile

Hannah McFarland

Hello Owl Bears, Ever wish to have cell phones in your game! Well we here at T. Mobilish Industries is offering an upgrade to your boring speaking stone to a Rockie Talkie! Install the Ethereal Plan to your rockie talkie to allow your players to cast unlimited message spell within 60ft of another Rockie talkie or sending spell once a day! On top of that we can offer your players a customizable stone like quartz, pyrite, amethyst the options are endless with Rockie Talkie Ethereal Plan! Thank you!

KelCello

My your players pay more attention during your sessions, and reap the rewards for it!

Denatonia (Haven)

we do this! at the beginning of each session, one person volunteers (or is volunteered, lol) to write a summary and do the recap at the following session. and after every recap you do, you get an inspiration card that grants you a small beneficial effect.

Dani Sharkey

Greeting Owlbears! I'm pitching on behalf of my sister who is creating a homebrew Druid subclass known as the Circle of the Harvest. It focuses on growing plants/consumables with different effects, and all the animals you wild shape into are made of vines, roots, and leaves. Finally, a subclass for the humble herbalist or farmer!

Heath S

Hey there Owlbears! Today I would like to present my table's take on the Nat 20, specifically in combat. When one of us crit on an attack roll, rather than rolling an extra die, we add the full damage of that die. For example, if an attack with a longsword crits, rather than rolling an additional d8, you would add a flat +8 to the damage. This takes away the disappointment of rolling a nat 20 and rolling a 1 for the extra damage. However, this also works for NPC's so it raises the stakes while taking on more serious enemies. Additionally, apply this rule to any additional damage that you would normally roll with a crit - smite, elemental damage, etc. This has been a huge success at our table giving the players a rush knowing they're inflicting major damage, and also the fear that a bigger enemy could crit on them for a massive amount. This has turned the tides of combat both ways in our games and has proven to be a great way to treat the crit in combat. Thank you for your time today, Owlbears.

Hazamanaz

Comic sans is the Joker to Helvetica's Batman's parents.

Jimmy Wilson

Hoot Growl Owlbears! I ran a metroid-vania style campaign for a long while that had teleportation gates to different places and times that were all randomized as the party went through the first time. I had dry-erase Dungeon tiles that I used to map out where they had traveled. It ended up being very fun going from a low magic brawl in a castle, to a jungle teeming with displacer breasts, to an underdark puzzle encounter with an obelisk with eye beams. The possibilities are nigh endless and the ability to travel back through areas in different timelines and have beefier versions of encounters kept it fresh. I hope y'all like this idea and would love to hear any weird and wacky places you would throw a group of hapless adventures that might not pop up in a normal campaign. Thanks.

Donny

Hello, Owlbears, I want to pitch to you the idea of letting your players become patrons. Bestow Pact is a 7th level spell available to Wizards, Sorcerors, and Warlocks. It takes 8 hours to cast on one humanoid creature within 10 feet of you, can be cast as a ritual, and requires 30,000 gp worth of incense that the spell consumes. Upon completion, the target becomes a warlock under your command. Not only does the creature gain the cantrips and spells/spell slots as if they were a 1st level warlock, but you can also break the pact anytime as a action, thereby removing those powers from them. What do you think of that?

Jen Larsen

just fyi! Ally's pronouns are they/them

Jack M

“Rage of Love” if an NPC or PC that your character genuinely loves, romantically or even platonically, (could be a friend family member or lover) dies then your character can enter a rage, this rage is unique. Lasting 5 rounds it can only be cancelled by being put unconscious, It will give characters advantage on all attack rolls including spell attacks and ranged weapons, but creatures will have advantage on all attacks against them(think of a forced reckless attack). Non magical physical damage is all halved. All spells and attacks will add an extra 2d6 of damage while this rage is activated, and an unarmed attack will deal 1d6 plus strength. Speed is increased by 10 feet. Also advantage on all strength checks Here is the cost: At the end of the rage characters will take 2 levels of exhaustion, and lose half the total amount of hit dice they have for next short rest. Their Max HP is also dropped by 1d4 per player level, and cannot be fully regained until exhaustion is gone.(if characters HP is higher than the new max characters max corrects to current HP) and their speed is lowered by 5 feet (think of going past your bodies limits in anger and then immediately facing consequences) Big Bang for your buck, high risk reward, the things we do for love Also you get to change your voice during this rage and are entitled to 2(two) cool flashbacks, If you use this in game I will like to submit one (1) word of dialogue hidden in said episode.

Kylan Van Dellen

Hey Owlbears, Do you enjoy seeing pain and fear on the faces of your soft little players? Do said players seem to have little respect for the ramifications of death? Do they treat the first death saving throw as a freebie since even a nat one means their party members have a whole round to give them those sweet good berries? It’s simple! At the end of a given combat, if a player had a failed death save. They gain a level of exhaustion! My players agreed to this thinking that exhaustion was for weenies anyways and what’s the worst that could happen. Cut to: the over zealous monk with half speed, the rogue with disadvantages on attacks. and the face making all their charisma checks with disadvantage after a particularly treacherous dungeon and some truly nasty rolls Now when a party member slips into unconsciousness my players rush to their aid instead of letting them writhe for a few rounds. Is it moral? No. Is it effective in making dangerous moments feel more dangerous? Extremely!

AnonymousDM

Hi Jen! Totally appreciate your comment but to my knowledge I only used she/her pronouns in regards to my friend Katherine’s sorcerer PC. I know and of course respect that Ally’s pronouns are they/them, sorry for the confusion

Kelsey Blosser

Hiya Bears! I present a cursed bag of holding called the Bag of Hoarding. It works exactly as a normal bag of holding, but the bag is sentient and doesn't like to give things back. You must either make a DC 13 persuasion check to "borrow" the item from the bag, or with a compelling argument of why you need said item you can make a DC 13 check of a different stat (I.e. religion check if it's a holy item). Alternatively, you could try a stealth check to steel from the bag, but the bag is ever vigilant and the roll will be opposed. Disclaimer: I don't read the game books much or well, so this may already be an item and I just don't know that

Jon Johnston

Hey Owlbears, I know you're busy so I'll keep this quick. I think I may have found a hole in the market between the suspense shattering overnight full recovery granted by the vanilla rest system and the grindingly slow pace of Gritty Realism's week-long long rest. Allow me to introduce the Night's Rest (or medium rest if you prefer). The fundamental changes I've made keep the short rest basically unchanged, but divide the traditional long rest into an 8-hour night's rest and a 24-hour long rest. The night's rest removes exhaustion and restores hit dice as normal, but only a full day of recovery in a safe location will fully recharge hp and all class features. I find this lets PCs stay on their feet for long adventures by letting them heal, encourages spellcasters to conserve resources without completely starving them of spell slots, and provides built-in periods of RP when you have players explain what they spend their day doing. I've also brought along these enchanted body pillows so you can try out a night's rest yourself! I just really want to see this product to make it to the market, so I am willing to go up to 50% to secure funding. p.s. Hoot! Growl!

Allie Rosner

I present to you, sweet Owlbears and OwletteCub Jake, the first level spell- Roll the Bones. Targetting a creature you can see within 60 feet, the next roll it makes is either a critical success, or a critical fail, but once the spell is cast the caster immediately falls unconscious. Its low level makes it tempting, but its price incredibly steep. To be used in Hail Mary situations, exclusively. If it's used more than once per day, the caster takes 1 level of exhaustion for every time it's cast. Ps. I don't watch Sharktank, so I don't know any of the verbage, but I'll take like 50 bucks I guess

Vince Mascoli

Hello Owlbears! Are you looking for a spicy meat-a-ball of a weapon? Have you ever been in a fight and wished your bros were there to back you up and to push in front of oncoming attacks to take one for the team? Have you ever wished that your weapon reflected your distinct personality and personal style? I’d like to present to you Angelo’s Goblin Great Axe! This +1 magic axe is encrusted with rhinestones and gilded in patterns resembling skulls, moneybags, and centered on a tiger in a tattoo flash style, with a handle inscribed with the phrase "GTL" in more gilt and rhinestones. This axe inspires any goblin to weep at it's sheer beauty. It’s primary ability, “Call Your Buds” is there to assist the melee character in need of some extra help. Once per short or long rest, as a bonus action, you can summon six goblins to fight by your side for up to an hour (requires concentration). The summoned creatures are friendly to you and your companions, though they are verbally abusive. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), with minimal griping. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. But just wait, there’s more! Using the included Redirect Attack feature, when a creature you can see targets you with an attack, using your reaction, you can choose a summoned goblin within 5 feet of you. You switch places with it, and the chosen goblin becomes the target instead. Please be aware: this axe does require attunement to use. Thank you for your time today, Owlbears.

Andrey M

Hello Owlbears, My name is Andre, and I present to you my Homebrew Arcane Archer mechanic: My PC died, but I secretly made his bow to be constructed by a family mined material whose minerals are bound by souls. So, in order for him to live, his weapon absorbed his soul. The mechanic is simple: His ammunition is equal to his HP. 1) Should he miss, he permanently loses that HP number. 2) If he lands it, he needs to remember to grab his arrows to get his HP back. 3) Since its his life-source, the arrows are manifested at the draw so that he can’t be robbed of them, drop them, or lose them. 4) Likewise, he can add as many arrows to a single shot as he wants. For an Arcane Archer, this has made for some truly epic moments of self-sacrifice, and truly hilarious moments. 5) Reloading is a short rest, which uses hit die as normal. Hands down my favourite homebrew decision.

Crits

Hey there owlbears! I’m working on a homebrew Druid subclass called Circle of the Coven. I’ll keep it brief by only talking about the most important part: When you wildshape into a black cat, a bat, a toad, a rat, or a raven (common witch familiars) you have three free uses of the Witchbolt spell, and the level of the spell will scale with the PCs spellcasting level. I was wondering which level I should cap the scaling at though because I don't want a level 20 character to end up with three ninth-level spells for free. Since these wildshape options don't have much HP I think it won't end up being overpowered. They'll probably get knocked out of wildshape before using all three unless they play their cards right, but I trust your infinite wisdom (and Jake's moderate wisdom) to decide.

Winged Thief

Hey there Owlbears! I think I might've just accidentally deleted my comment, so if I didn't, ignore this! I've been working on a concept I call Volatile Magic. The idea is that you can cast a spell that you wouldn't normally be able to cast, but it takes a toll on you in some way - physically, magically, ability...ly. Basically you have to make a save, and which one depends on the school of magic you're trying to use (CON for necromancy, CHA for illusion, WIS for divination, etc.). The DC for the roll depends on a bunch of factors, like WHY you can't currently cast the spell (no spell slots? no components? don't know it? higher level spell?) and a few other factors, like whether you have time to lay out a ritual space. If you succeed, the spell happens as normal, but! You gain a temporary effect. You may be unable to cast spells of that school for some amount of time, or something about your body may have changed, or you may find yourself being followed by a creature who was drawn to the surge of magic or accidentally temporarily bound to you. If you fail, it's gonna matter by how much. Fail by less than ten, you get a difficult effect. Something that's gonna take some adventuring to solve. You make an enemy, you gain a disease, one of your possessions gets teleported away, or you start having terrifying visions of something previously unknown to you. Fail by 10-15, you get a permanent effect. Something huge changes about you or your abilities, though may be something that's solvable, though will probably take a lot of effort. Fail by more than 15, you get a detrimental effect. Your become incorporeal as your mortal body is destroyed in the surge of magic, or you're never able to cast a certain type of magic again. The idea is that you'd only get a detrimental effect if you tried to do something truly wild, like try to cast wish at a low level in the middle of battle or something. This concept is partially inspired by "unleashing" from Changeling: The Dreaming, but made way more D&D-y. I should probably make a joke about Shark Tank here, but I've never seen it and don't really understand it so. Thanks owlbears?

Brie R.

Rolling for STIs/STDs: One of my players decided to work a day shift at a brothel where the group was recruited to carry out a smuggling operation. I should have said no to letting him doing, because I then had to implement this system to keep my party from becoming sex hobos instead of murder hobos 1.) D20 = roll to see how many silver pieces you can keep from the bother mother as tips 2.) D100 = I used local health department data to see the prevelance of syphilis in our actual country, and they have to roll to see of the client they serviced is in the percentage of people who would be infected. 3.) If the percentage roll is fine, then they're good to go. If the roll is bad they then do a constitution saving throw to not contact syphilis. If they contract syphilis they will have to be cured through a greater restoration or else they will go through the stages and ultimately die. For context, I'm graduating nursing school in the summer and put my healthcare knowledge to use to keep my party from being complete idiots a lot of the time.

Coatrack

Have death saves be DM's eyes only. Once you hit 0 the DM rolls for you. This makes things extremely tense when someone goes down. It feels more cinematic. Obviously make sure the table is aware of this long before it happens.

Matthew McDowell

Hey Centaurs, uh i mean bear- i i mea n owlbears, A friend of mine has been using a homebrew rule that replaces death saves. This new thing is if your hit points drop below negative con score, you die. To me this is ridiculous and would guarantee death once characters get to higher levels and sling out and take more damage. My character with D6 hit die has already fallen victim. Everything else this DM does is fun and great, its just this one thing that doesn't work with 5e. I realize i am still using this to call out my DM, but what are you gonna do sue me? This is no court room. Thanks!

Fighting Favorites

Hey there, Owlbears and Grillionaires, I’m looking for only 200,000 grills for a stake in the QuickDraw Rule. If a player is able to declare what they want to do within the first 5 seconds of their turn, they receive a +3 to their ability check/attack, or enemies receive a -3 on their save. This gives incentive for players to keep combat moving quickly making it a lot more exciting. Thank you for the owlpportunity

BrokenBouquet

I present to the fearsome and powerful owlbears the Home Run Counterspeller: A mithril metal baseball bat, engraved with runes and a leather wrapped handle, When a creature makes a ranged spell attack against you, you can expend a 3rd level or higher spell slot to attempt to hit the spell mid air and send it flying back to the creature who originally cast the spell, to successfully do this you must roll an arcana check with a DC of the attack roll (or maybe 10+spell level regardless of if you're expending a higher spell slot) (Hoot growl, spring break, I beleive in you!)

Jon Gravina

This item was borrowed from Diablo 3, but modified to meet 5E rules. "Stone Gauntlets." These gauntlets have six charges and regain 1d4 charges at dawn. As a Bonus Action, you may expend 1, 2, or 3 charges. For each charge spent, gain +1 AC but lose 10 feet of movement for the remainder of the encounter. If you inadvertently expend more than six charges in a given day, you are instantly petrified for 24 hours. These were found in Session 3 or 4 of our current campaign that has been ongoing for about nine months. They have not once been used in combat - BUT - my players found an awesome alternate use. Whenever they want to interrogate someone, the player wearing them grapples the enemy as the last round of nonlethal combat, then expends all charges at once, petrifying himself, but not allowing the enemy to escape. I typically allow this as its a fun, roundabout way of getting to interrogate an enemy.

Levi Bradford

Dear Fearsome Owlbears and slightly less scary Jake in a bear costume. I present to you today the overpowered campaign. Do you want to make encounters in your world even harder but your PC’s just can’t keep up? Why not give them the wonderful new product Two Classes. With Two Classes every level up gives more abilities and spell slots than ever before! imagine the combination spells, power plays, and hijinks that can be created thanks to every PC having twice the resources at their fingertips. Dungeon Masters are you killing your PC’s too quickly in every fight? Thanks to Two Classes all your PC’s will have more health than ever before so why not throw that Undead Terrasque Lich King at them like you’ve always dreamed of? Two Classes is the DnD of the future! Thank you for your consideration Owlbears.

Marcel Martinez

Alright Owlbears, here is my pitch. Marcel's Homebrew Tavern Brawl Mini Game To avoid a tavern brawl feeling like your standard combat, I tried to think of ways to make this fun, fast paced, and surprising. And of course, everything about this is open to being changed up in any fashion the DM might desire. Hopefully at the center of all this, you have a nice base to go off. First, all PC's have 20hp. NPCs (anyone in the tavern) has 12hp (maybe more if you have strong characters). If you want to include a "boss" in the tavern, that dude can have 24hp. There is no initiative. there is one round of players, and one round for DMs, and so on until the DM decides that's enough. Each player has 20ft of movement, and one action (hit, grapple, NOT object interaction, that will cost movement) To hit, players (and NPCs) roll a d6. No matter what, the hit connects. Whatever the number rolled is the damage, and add your strength mod. If you role a 6, you knock their ass prone. (Except for the boss, cannot be knocked prone, and they rolls a d8 for damage) If a player is knocked out, there are no death saving throws, their just out cold. Now the more fun part, is the interactions throughout the bar. A player wants to pick up a chair to hit a pesky gnome? Fuck yeah. It cost 5ft of movement to pick up that chair. It adds a d4 to your damage. However after a hit you need to roll a d20 and beat a DC11, or else the object breaks. This DC increases after every use. You want to chuck a plate at a damn bird? Do it. Cost 5ft of movement to throw. Distance is d6x5 . Damage can be the added regular d4 however the DM is obviously open to changing shit up to make it more interesting. Maybe your orc player wants to chuck his dwarven ally, and the damage increases to a d6? Who knows. There's also d6 lair actions that the DM rolls after a round ends of players and NPCs. Examples include (but def not limited to) 1. The chef comes out and spills a plate of oily chicken tendies. A space of 20ft now requires a DC 12 dex check or be knocked prone/take 1d4 of damage. 2. Glass breaks! DC 15 dex check or be blind for 1d4 turns. 3. 1d4 NPCs join the fray since you pissed them off 4. Two NPCs grapple a random PC, DC 10 streangth check. 5. The tavern bard picks on random PC. Vicious mockery is cast on said PC 6. Table is lit on fire for 1d4 rounds. And finally, the drinking. You gotta be wasted obviously. Drinking cost 10ft of movement. When a player drinks, they role a d4 And add that number to their hitpoints as temporary hit points. If you drink again, add a d6. If you drink again, add a d8. And so on and so forth. So why wouldn't a player just keep slamming booze and become a bullet sponge? Great question. After every drink, the player must role a con saving throw. And after each drink, the DC increases. Example: 1 drink- dc 8 2 drink- dc 11 3 drink- dc 14 4 drink- dc 17 5 drink- dc 20 So what happens if you fail the drunken roll? Well, you must roll on the random drunk table. Here is an example of my d6 table, but of course I'd love to hear anymore fun ideas. 1. Insult the NPCs in the bar. You agro 1d8 NPCs 2. you have disadvantage on your next 2 hits 3. accidentally hit a PC that is closest to you 4. DC 11 acrobatics check every 10ft, or fall prone 5. Fall asleep, until a PC wakes you up 6. Puke everywhere. Lose all temporary hit points. BUT, your drink counter resets to 0. So there you have it Owlbears. I would love for this to be twisted and transformed in whatever fun ways you and anyone else would want to. Thank you for your time, and of course thank you for your entertainment.

Javier Villa

Hey owlbears, Are you tired of all the weapons in 5e bring samey? Well let me tell you about what we started at my table. Its very simple, really, we just use some of the weapons from pathfinder! For the most part the weapons are comparable, a longsword still does 1d8 damage, but it crits on a 19 or 20. But where it gets interesting is in the grand variety of weapons, such as a bardiche, falchion, or even a guisarme which deals 2d4 damage and deals x3 weapon damage on a critical hit! That's right, more dice to roll on a crit! But for balance purposes this increased multiplyer we don't apply to smite or sneak attack, leaving those capped at x2. And of course I beef up some NPCs with these new weapons too. (And if the crits get out of hand, you can have everyone role to confirm critical hits) Many thanks and I await your judgement(?)

Rose

Hello Owlbears! My table is a bit unique in that I give my players overpowered items and then I also never meticulously balance encounters. Sometimes you are in a room with a dragon, and that's just how it is. Even so, I have one rule that I'd implement at a normal table as well: You stay, I go. In short, if the PCs seem destined for a TPK, this rule allows one player to step up to make a noble sacrifice. That PC dies and cannot be revived. Every other PC becomes safe. Dying characters are stabilized or at 1hp, grappled/paralyzed/stunned characters are dragged to safety. Locked rooms open up briefly, anything so that one character sacrifices themselves and everyone is unquestionably safe. The knowledge that anyone can turn a tpk into a cool character moment is a comfort to both sides of the table!

ChromaticMars

Hey there Sharks, has this ever happened to you? You’re in a battle and you just happen to be a pole arm master but your shoulder just cramps up and you just can’t possibly poke those baddies, well do I have the product for you! Introducing the Pole arm Arm, a floating dismembered arm that will hold your Pole arm for you, never will you have to drop your weapon or lose your weapon, and say hello to an extra action with your now free hands. Disclaimer, the Pole arm Arm will only ever hold a pole arm, if you dare put a sword in its hand it will go into a rage and attack everyone until it’s given a pole arm. This product is Only 69 Installments of $69.69, and refunds are offered but you have to catch me first and I’m faster than you. Thank you sharks 🙆🏻

Devon Steen

Hello Owlbears, My name is Devon and today I’d like to ask you one question. Have you ever seen someone fail upwards and wish you could have that kind of luck just once? Well allow me to present you with with my home brew mechanic: Dumb Luck! With dumb luck you have the chance to make your bad luck work for you in a pivotal moment by having the ability to switch any Natural 1 for a Natural 20. But watch out, because your next Natural 20 will become a Natural one! This idea was inspired specifically by a scene in Disney’s An Extremely Goofy Movie in which Goofy throws a horse shoe and while it misses the target it still finds it in the end. I believe that this feature, while powerful, could lead to some truly amazing actions and descriptions during gameplay! Thank you Owlbears, and I am willing to give 90% to Jake right here today.

Hobbad

Oops. I've fallen into the Owlbear enclosure here. Please show mercy. I have a family. My homebrew rule is Scaled Success. So what ends up roadblocking a lot of D&D games is someone failing a roll. So instead I'll always provide information or the action evolves somehow on what 5 incremental they rolled. This is also dependant on their charactersl' experience. This scale can also shift depending on the DC. Pretty loosey goosey and can be applied to knowledge checks to athletic checks to survival checks and so on. Knowledge Check Example: < 4: Never heard of X but vague idea on where to get more information. 5 - 9: Vague information on X but know a specific person / place to get more information. 10 - 14: Heard general details on X. Definitely know where to get more information for secrets. 15 - 19: Know the topic well and maybe a secret or two. Know an insider with intimate Intel. 20 - 24: You're near expert on the topic and know the fee people who know everything about that. 25+: You know as much as someone can on the topic within reason.

Zac Parker

Hello Owlbears, My boyfriend is playing a tabaxi wildfire druid whose arc is about coming of age and mastering magic, expressed through their wildfire spirit. So I homebrewed the spirit to talk, usually take miniature humanoid forms, and to be unstable. Each time they summon their wildfire spirit they make a wisdom saving throw. The DC for this save is 30 minus the player's level, to represent them getting better at magic as they gain levels. On a failure, the spirit takes the form of somebody they've wronged or are thinking about. On a critical failure it's always the same guy whom the party murdered in session 1. On a success, it's a form of the player's choosing, usually their mentor who sounds like a gently chiding Bernie Sanders. And so I present the Unstable Familiar Rule! DC 30 minus level spellcasting ability saving throw to control the form of your chatty familiar. DMs can use it to have a little guy to bring up old plot threads, make interior struggles more concrete, or just bring back characters with fun voices. Early investors will each receive a complementary guilt-ridden cat boy druid. He recently came of age.

Dakota Daves

Hey owlbears mines a simple one brewed for a dragonborn player in my current campaign. They're a chieftains child in a world of magical anomalies one of which has allowed the chieftain to make a potion that allows him (and his child the player) to change the color/type of their dragon scales when they drink it and temporarily gain the abilities and elemental type of that type dragon instead

literatemushroom

Hello Owlbears! Rolling a Natural 20 is one of the greatest feelings in the game. As a player you feel strong and helpful and as a DM you get to feel a twisted glee when you get to use it against your players. However, there is that one time where that Nat 20 never feels as great. Initiative. When is the last time that an Initiative Nat 20 felt good, especially against a baddie with high Dex? Well, with this one quick and easy homebrew mechanic you can feel joy again! Natural 20s will now allow for your very first roll in combat advantage for both PCs and NPCs alike! This doesn't change too much of the combat, but it does make everyone feel a little better about that sweet 20 roll. And, if you invest now, there is the option to turn those Natural 1s into disadvantage for the first roll of combat too! Perfect for those that like to spice things up in the Dungeon! So, Owlbears, I am asking for validation for a substantial return of 69% in this homebrew mechanic. What do you say, invest in Initiate Nat 20s today

Ryne A. Dever

You'll get Emily with this pitch😆

Max Telmer

Hell yeah great rule

Griffin Ellis

Hello Owlbears, I'm planning a campaign where each character gets a magic key that can be inserted into any wall and it summons a 30x30 ft room filled with items that relate to their character (a weight room for a fighter, library for the wizard, etc.) the key can be used once a day and anything taken out of the room does not get replaced. However things like water features or pantries do magically replenish at the end of a long rest. I have a few power gamers so I'm a little nervous about giving them instant cover/storage for large items. I'm looking for a 2% share for 2 million gold pieces...Thank you!

technomancer42

Hello Owlbears, I would like to pitch to you my idea for a way of adding advantage to rolls while also encouraging roleplay. During a situation where it would make sense because of a situation being difficult for a player, they can impose disadvantage on themselves at an appropriate moment, in order to later gain advantage as they work to overcome their past difficult moments. The limits would be 1) DM must approve why the disadvantage is happening, 2) cannot be something that would regularly happen(i.e. you can't have your character get drunk, roll with disadvantage due to it and try and get advantage from that), 3) you can't use the disadvantage to gain advantage in the same situation, 4) cannot do a new forced disadvantage roll for advantage until the last one has been used, and 5) it cannot be used in combat with the only exception being if it is narratively appropriate(i.e. facing someone your character knew and may not want to fight) So for example, if you're dealing with a shop owner who may make your character nervous, you could ask to impose disadvantage on an investigation check of what they have because you're character is uneasy around the owner, and later use your advantage on a persuasion check with someone else because your character want to prove to themself they can deal with people who may make others uneasy. Thank you for your time, Owlbears and I hope you consider this and await any input to make it better.

Cian

Hello Owlbears! Paladins are great, but support paladin subclasses are... bad. Oath of the Crown? More like Oath of the Yawn (meant to be said as a slant rhyme)!! That is why I have created the Paladin Oath of Nourishment. It's basically a paladin that's also a grandma making sure you've eaten enough. Some highlights include being able to cast Hero's Feast and having a small boost to all healing effects when within their aura.

Ezekiel J Dean

Hey there Owlbears ;) In the spirit of the new Spider-Man movie, may I introduce: The Web Shooter (It's still in progress but maybe some comments can help!) Invented in secret by a drow elf, this spider-inspired item is fueled by the intellect of its wielder. While attuned, you gain a climbing speed equal to your walking speed. Your jump distance is doubled. It has 5 charges, which can be used for the following abilities: - Make a temporary silk rope that can latch onto anything like a magic grappling hook (in progress) - One charge, web shot, hit to grapple. - Cast the Web spell for 2 (3?) charges. At the end of a long rest, this item regains a number of charges equal to 1 plus your Intelligence modifier (min 1).

Jonathan Michael

Hello Owlbears, I'm Jonathan and I have created The fantasy solution to all your loot nightmares for DMs and Players alike. DMs, tired of spending hours balancing a magic item to reward your players only to see it sold by them at the next merchant? (cough...Chaos Gauntlet) Players, upset when you defeat a mighty winged dragon and gifted with trinkets not even fit for a lowly city pigeon? Allow me to Introduce the Mcguffin Ultimate Reward Franchise, or MURF for short. After each boss encounter, players roll 1d4 and are awarded that much MURF material which they can save and exchange for magic items at a special merchant. For the discerning Owlbear, I am offering the privilege to become your very own franchise owner of MURF in exchange for a very Merry Crickmus

Tavitafish

Due to me learning a fun fact about geese and how if they have two heads they could honk forever, I invented the goosepipes Goosepipes, rare, requires attunement from a creature with bagpipes proficiency This item has 5 charges, 1 for each head. It regains all charges at dawn. Swan Dive - uses 1 charge, you gain the effects of the featherfall spell Eternal Honk - uses 2 charges, every creature within 30 ft of you makes a con save (use Cha to set DC). On a failed save the creature takes 2d4 psychic damage and is deafened for 1 minute Fury of the Feather - uses 3 charges, gain a +30 to your speed and +2 to attacks for 1 round of combat

Laney Bird

Hello Owlbears! I present to you: The Amulet of Nothic's Gaze. In our very first session of a long-running campaign, the party defeated a Nothic in the basement of our Magic College. It exploded in a puff of purple smoke, Legend of Zelda style, leaving only its eye. My warlock scooped up the eye, and a couple sessions later brought it to an artificer. The DM (who is also my husband), let them use the eye to make a sick amulet, which gives my character a small boost to insight, perception, and investigation - and lets them use the Nothic's "Weird Insight" ability 3 times per long rest. This has set a precedent, and we have on several other occasions stolen body parts from defeated monsters with the intention of turning them into homebrew items. Recently, the whole party was even able to get Mithril Shirts forged from the bones of a dead demigod! With a small investment of 100,000 gold from you, my warlock will be able to afford the frankly outrageous fees the DM has been having his artificers charge us, and I'll get to keep making him think of cool homebrew monster viscera items for my character to have.

Alex Fishman

Hi Owlbears, I propose a summer camp campaign for players who haven’t quite figured dnd out. The premise is they are young adventurers who are learning skills along side their cabin mates. They will get to choose from different clinics where they can hone in specific skills they want to work on. All the while they are dealing with the social aspect of camp with the other campers. This style of campaign can be a bunch of independent adventures or you can string it to become a linear 2-4 weeks at summer camp. The story mainly comes from how your players interact with other campers. I know this idea has probably been done before which is why I’m only asking for 3% of the campaign and a promise to take shots with everyone except Jake after the Boston show. Let me know what you all think

Daphne

Hello Owlbears! Disappointed by the lack of damage-sharing feats, I created one for my nonbinary character, who was a parent in their previous life. I present to you "Parental Instincts"! It's broken down into two abilities: Maternal instinct - As a reaction, you can choose to absorb the full effects or damage of an ally's failed saving throw if they are within 30 ft of you (once per long rest). Paternal instinct - As a reaction, you can move up to half your movement to an unoccupied space adjacent to an ally targeted by a spell or spell attack. If you move within 15 ft, you absorb half their total damage. If you move within 5 ft, you absorb their full damage and any effects associated with the attack. You can only use half your movement next turn. You can use this ability up a number of times equal to half your proficiency bonus rounded down (minimum of 1). It's my first ever homebrew and I'm super proud of it.

John Tanzer

Hi Owlbears! When my party's warlock needed a magic item, I knew a regular old wand of fear didn't support her love of flinging herself into danger and unleashing close range spells like Arms of Hadar. Enter the Screaming Orb, the brawling warlocks best friend. Don't worry about the cosmic wrongness it implies, I'm sure the impending collapse of the multiverse is nothing a well-armed band of knuckleheads can't survive! Screaming Orb Wand, rare (requires attunement) This gray lump is soft and slightly warm to the touch, and screams in your head if you clutch it tightly. The screaming orb is all that remains of a summoner who failed to properly bind their target. If one can dominate this mass of raw id, they can channel it into potent magics. This orb has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the orb's last charge, roll a d20. On a 1, the orb crumbles into ashes and is destroyed. Cause Fear. While holding the orb, you can harness it's psychic emanations and unsettling vibrations by using an action to expend 1 charge and target one creature with the cause fear spell (save DC 15). This spell is cast with no verbal components. Twisted Scream. While holding the orb, you can use an action to expend 1 charge, causing the orb to emit a tormented scream. Each creature within a 15' radius of you must succeed on a DC 15 Charisma saving throw or suffer disadvantage on all attack rolls and saving throws made until the end of your next turn. On your next turn, you may use this ability again as a bonus action. Creatures that cannot be frightened are immune to this effect. Notes: Frightened, Control

garett144

Hello Olwbears! This is a homebrew weapon I made for my brother's goblin kensei monk. "Electro Phase Multi-tool" A 2 foot long cobalt rod with platinum decor and a nob with 6 settings, an arcane battery at its core that can deplete. Recharges after 24 hours. 6 charges. Bonus action to change modes 1. (No charge) A rapier like blade of lightning extends out. 1d4 slashing/piercing and 2d4 electric damage. (Light and finess) 2. (4 charge) A longer whip like strand of electricity 1d10 slashing and 1d10 electric damage. (Reach) only lasts a round 3. (1 charge) A button flips open as electric ends pop out of the side. Acts as a crossbow. 1d8 piercing 1d4 electric damage. (Loading but no ammo)(lasts for 10 minutes) 4. (4 charges) Cast the Lightning Lure spell 5. (2 charges) Arcing tether, any melee attacker takes 1d10 lightning damage (lasts one round) 6. Off position

Michael Conrad

Hello Owlbears! I humbly lay before you The Swords of Elemental Light, a "lightsaber-like" weapon. These swords are a nice little homebrew option for a sci-fi or futuristic setting using the 5e ruleset. You simply take the normal stats of a weapon such as a longsword or a raiper, and switch the type of damage it deals from slashing/piercing/bludgeoning damage to lightning, fire, or cold damage. While it may seem game breaking to give martial characters elemental damage options, compared to cantrips like firebolt, shocking grasp, or ray of frost, the difference in damage is actually quite small. These elemental damage types are also commonly resisted, which balances out the advantage they might give in some encounters. In my experience, this is a great way to give players the feeling of using a lightsaber without adding any game breaking mechanics like being able to cut through any object, especially if you flavor drawing the weapon as clicking a button on the hilt to make the blade spring to life. I hope you like it! Happy Hoglidays!

Orangeleader398

Hello Owlbears and Mark Cuban stand in Jake. I bring before you a once in a lifetime healing item to help any team that doesn’t have a designated healer because let’s be honest. No one wants that job. So I bring you the Chain Healing Wand. A home brew item that you can spend a characters ability (sorcerer point, ki, bardic etc) or spell slot to cast it sending a prismatic wave healing each character for 1D4 x the characters level. Each day you start by rolling a d6 to see how many charges it gets and for each additional charge used it will increase the die to the next higher. 2 charges makes it a D6 x character level. You can get in on this deal for 10,000 gold putting this in the podcast and 25% stakes.

Noah Coleman

Hello Owlbears! Have you ever felt that Intelligence was an under-utilized dump stat that isn't prioritized unless playing a wizard? I present to you, made by XP to Level 3 on Youtube with some small variations, Intelligence Points! Your studies and bookish smarts have allowed you to have knowledge beyond that of a normal adventurer. During character creation, you have a pool of points, equal to your intelligence modifier, in which you can take extra skill proficiencies, tool proficiencies, languages, or with enough points, expertise! The way I plan to run this in my next game is as follows: 1 Point-Language/Tool Proficiency 2 Points-Skill Proficiency 3 Points-Expertise (In a skill/tool you are already proficient in)

Shannon Pender

Thank you for this opportunity to pitch you on an exciting new business model - The Crossroads Dealmaker, a homebrew that I made for a player who had never played D&D before but wanted her character to make deals with demons. The dealmaker can contact ONE demon per long rest and is given a table of 20 demons (pre-selected by the DM), corresponding to a D20 roll. First, the dealmaker must make a DC12 Persuasion Check to convince a demon to arrive - otherwise, nothing happens. Levels 1 - 5: The dealmaker rolls 1 D20 to determine which demon arrives and does not get to choose. They will take 1D10 psychic damage automatically. Levels 6 - 10: As the dealmaker comes to understand their abilities, they no longer take automatic damage - but they can choose to roll on the demon table with advantage if they opt in to 1D10 psychic damage. Levels 10 - 15: The dealmaker can always roll with advantage on the demon table, and no longer takes damage. Levels 16 - 20: As the dealmaker has become one with the Abyss, they can contact any demon on the table of their choice (but still only 1 per day). There are, of course, consequences and risk that come with fraternizing with the Abyss. After making 5 deals, the dealmaker will begin to roll Crossroads Luck Checks after each subsequent deal. If they roll a 1 on the die, then the first demon they made a deal with comes after them (either to collect on a deal they made, or some other consequence, depending on the game). This almost functions as a subclass, and it has added some fascinating flavor to my game - one of our other party members is a warlock, and we decided that our dealmaker is the one who brokered that deal before the game began. Plus, the more interactions we have with the Abyss, the more dangerous it gets for my players. Rather than asking for an investment from you, I MYSELF am willing to invest 50,000 brown leaves in the podcast in exchange for a warlock pact with a member of the two crew OR third mates in order to protect myself and my party from the relationships they have fostered with very dangerous demons. A Merry Crittermas and Happy Hoglidays to you all!

Luke Cullen

Hello owlbears this is a bard I used once and thought it was a cool. So they had bad Con score so I made him have only one arm but the other one was completely metal and was his spell focus and could only be upgraded everytime they went to a decent town/city and that was how the DM and I treated a level up. It was really fun and a different way to treat it.

David Wieland

May it please the financiers! I present to you my real estate program for d&d. Since most of the stuff my players get is looted and all of us find rationing boring, there is often nothing left to do with gold. Because of that, I gave the richest of my PCs a way to buy real estate in every region of my world, which he can sell, rent out or use as their own if needed. Selling provides the most gold in the short term, but renting it out provides a neat amount of interest after each long rest and influence in the area, where the real estate is bought. E.g. a possibility to have a tunnel system underneath the houses if enough is owned. This is all regulated through a complex table of percentages of real estate owned, with which I won't bother you. I mainly gave this to my player, because we both had troubles giving them stuff to do and I wanted them to have impact on the world they chose to play in. Best wishes to all of you and I'll be happy to engage on this business venture with you!

Dominoes

Hello Owlbears! I propose to you the "Luck Penny" (or copper piece, depending on setting), but this is a coin that my DM gave me, and I'm adding a little flair to it. This coin can be flipped once per short or long rest, and can have one of two effects. If it lands on heads, it is lucky and gives you advantage on one minor ability check of your choosing (think stealing Werther's from grandma's purse). A nat 20 rolled uses the charge essentially "using your luck". Landing on tails, this coin is considered unlucky and gives you disadvantage on one minor ability check of your choosing. A nat 1 uses the charge for this effect. This item cannot be used during combat. (And if you want to spice it up, give it over to the DM to choose your fate!)

Daniel Stewart

A 13 on a luck check is considered a nat 1

Ian Reilly

From my friend John Lloyd: We have a house rule that if you roll a nat 20 or nat 1 you roll again. If you get another nat 20 then you do maximum crit damage and roll again. If you get a third 20 you get an instant kill. If you roll another nat 1 then you have something bad happens to you (at the DMs discretion) and if you roll a third nat 1 it's an insta death. 3 20s in a row and 3 1s in a row have both happened...

Bailey Hull

Hi Owlbears. This was an idea I had in college that uses the concept of "Wizard Staff", i.e. a tower of empty beer cans taped together. Every player multi-classes as a wizard, but does not have any spell slots. To earn and use spell slots, the player must chug a beer, and add it to their Wizard Staff. Each beer added equates to one spell slot, and tracks with the normal wizard spell slot scale. Whoever has the biggest Wizard Staff is therefore the most powerful wizard in the party. I'm seeking rule legitimacy in exchange for five percent equity and a couple cans of Natty Light for this hypothetical one shot. Thank you for your time.

Joseph Baldwin

Hello Owlbears! Long time fan first time poster. I would like to present to you the homebrew rule that we have used for a few years. I call it Workout inspiration. Whenever a player wants, they can perform an exercise move of their choice for a set. Once done they can earn one inspiration point that lasts only for that game. Rules in Detail: 1). All sets must start at 10 and go up by ten per workout inspiration is earned 2). Can only be used on a roll if called out ahead of time 3). If the roll already has advantage it cannot be used 4). Only one workout inspiration can be used at a time per roll 5). This can be used on the roll for a player who earned it or another person in the party 6). DM's can earn this inspriation as well This brings our power fantasy games to awhole new level because everyone is stacking the deck and leads to some incredibly epic moments in the game. We are able to fight monsters above our level normally but also brings a greater risk and excitement to the game. A personal joy of DMing with this rule is when initative is called, all the players drop down and start exercising and encouraging others to keep going and helping each other by sacrificing their body for the party. Another joy is having the players loose their mind when the DM drops down and does a set during a boss fight then rolls in front of the table at advantage when things aren't going the DM's way. Or seeing all the players in the group struggling to complete 30-40 of an exercise to keep another player from failing their last death save. All I ask for is 50% of the company for a member of Josh's gym

Max Bell

Hi Owlbears, I propose a rule for sorcerers that I have used as a DM in home games. As Sorcerers have an inherent magic to them, I would allow sorcerers to pitch magic spells to me. I would listen to what they wanted to do, and as the dm I would set a charisma based arcana check for them to hit. If they did I would tell them what spell slots/Sorcery points it would cost them (usually it would cost some of both). If they pitched something wildly overpowered, then it would be an incredibly hard arcana check and cost basically all Sorcery Points and spell slots, if not more resources than they had, and if it was something more reasonable, they’d have a reasonable dc and cost (I.e. one level 2 spell slot and two sorcery points). It added a fun layer to my friend’s wild magic sorcerer who felt more inherently magic and even less in control as they weren’t always using the D&D spells.

Steven Hoffart

Hello Owlbears, I run a magic western campaign and to add a little flavor of the west I created, the Rancher ranger. Focus on mounted archery or lasso skills the rancher ranger's main gimmick beyond being mounted is that they can grapple at a 10 ft range with a rope or chain, and when they move a creature it provokes opportunity attacks on that creature, allowing them to drag the enemy around to be hit like a piñata. I have a full class breakdown upon investment but that's just a taste of what the Rancher Ranger has to offer.

KennyG

Owlbears. I come with an idea intended to spice up the ways PCs handle life threatening situations and combats where they drop below 0 hit points. Instead of immediately falling unconscious a character who goes to 0 will remain conscious, but receive a “Dying Condition” that changes depending on the type of damage that reduced them to 0. (If more than one damage type was dealt, they receive the condition from the type of damage there was more of). A condition is removed if a character regains 1 or more hit points. Each Dying Condition has the same effects, then a few unique ones. Every Dying Condition gives the following effects: “A character who is dying still makes death saving throws at the start of their turn, and remains at 0 hp. They may also only cast cantrips. You have disadvantage on attacks, ability checks, and all saving throws expect for death saving throws.” The unique effects range from being Dazed (bludgeoning, force, or Thunder) and not being able to concentrate on spells, or walk more than 15 feet before falling prone. Or Bleeding (slashing and piercing) and having to subtract 1d4 from death saving throws Or even the brutal Withering (necrotic) and having to pass a constitution saving throw (DC 25 - the amount of health points received), taking 0 points of healing on a failure. (This DC can be lowered or increased depending on level of play. A general guideline can be a DC set at 5 times proficiency) In our games we have used this system for a little over 6 months, and have made cards to give out to PCs so they don’t have to memorized each condition. I believe this will create an interesting combat dynamic and allow the damage types from encounters to play a factor in combat. I’m asking for 25,000 Jet Blue airline points, or a matching amount of another approved airline as well as VIP access to all Marriott Bonvoy Business Center printers so that I can print of all the character sheets for characters I will never end up using. Thank you

David Hiett

Based on Hello From the Magic Tavern: The Rock Of Healing This hunk of granite deals 1d6 magical bludgeoning damage as an improvised weapon, then the damaged creature gains 2d4 HP. Still fine tuning how many times it can be used per day, but I love the idea of trying to help a buddy out by repeatedly smashing them on the head with a rock and slowly succeeding, bit by bit... usually.

Tater Burger

Hi O'bears, may I present the Spool of Lightning! This large spool of crackling blue thread can be used in two ways. As an action, a player can begin to unspool the thread. As they move around the thread leaves a trail behind them in the shape that they move. When the thread connects to its origin, the attack goes off, causing all creatures inside to make a dex save and take lightning damage. You can also use an action to wrap your weapon with the thread, doing the same damage but with a direct weapon attack. This can be used once per long rest. It offers versatility in application, a potential for whacky situations, and can also be scaled to level using the different lightning spells available (call lightning, lightning bolt, chain lightning). I'm asking for a shout-out in exchange for 100% of my company. Thank you.

Hyacinth

Hello Owlbears, I mentioned this in a past dungeon court, but figured it might work well here: I run a homebrew campaign where when people (NPCs or otherwise) die in the campaign their souls rise from their bodies and can be harvested for one minute. Souls are different colors based on the person's life (gold for a hero, bronze for an average person for instance), and can be used as currency in the world OR as spellcasting components (higher value souls mean more powerful spells)!

Smiththebat

Great rule! It reminds me of those potions the Boobs took that one time… I forget how they got them though. I’m pretty sure it was in Hell somewhere.

Ryan Savage

Greetings and salutations oh great and prosperous Owlbears! Thank you for this amazing opportunity and I present to you a fun item usually for Trickster Clerics but, any religion based class could use. It’ll add an extra element of healing to your party with a little bit of paranoia, it is called “The Amulet of Probable Healing.” It works like this when you look at the amulet and roll a D20 and depending on what you roll you get a different amount of hp back. A nat20 is a long rest a 19 is a short rest a 18 is 2d12 + con mod 15-17 is 2d10 + con 12-14 is 2d8 + con 9-11 is 2d6 + con a 6-8 is 2d4 + con but, a 5 is minus 1d4 a 4 is minus 1d6 a 3 1d8 a 2 is minus 1d10 and a nat1 is hp reduced to 0. It’s the kind of item that could save a party while creating an extra feeling of suspense at a crucial moment. My home brew players found it a lot of fun during our campaign and it saved them during a ridiculously hard witches gauntlet but, absolutely ruined an earlier easier fight. It would be a great addition to any campaign.

Pavel Lishin

Hello Owlbears, I'm pitching a Bad Magic Item Idea: Friendship Candles 🕯️🕯️ This is a pair of candles, synchronized up by magic. When you light one, the other one lights as well. Originally conceived as one of those cute ways to let friends or lovers who are separated by distance let the other person know they're thinking of them, these were quickly pulled off the market after a series of house fires, as well as fires in post offices and postal delivery carts. Those candles remaining on the market are typically sold by and to arsonists, thieves and secret intelligence services.

Jsbwalker

Hey There Centaurs! I've been designing a campaign recently which is set in a world based off of the Forgotten Realms plane of Limbo and it has a really fun mechanic that I enjoy immensely. A few hundred years ago a massive war between the gods led to all of their deaths. It turns out that all the matter in the whole world only existed due to the gods' combined effort and concentration. When they died, the entire world dissolved into a silvery ether except for any sapient beings which were able to maintain concentration on their own existence. Now, the only things which remain are floating cities in the ether maintained by monasteries of monks whose sole purpose is to maintain concentration on the existence of their civilization. To simplify the exact mechanics, all players start with a maximum amount of points equal to their combined intelligence and wisdom scores that they can spend on manifesting material things, players can also pool their points to manifest larger things. Creating things requires and action and uses up these points depending on how large, valuable, or capable the objects or creatures in question are. When a player takes damage or is otherwise distracted they must make a constitution saving throw with a DC equal to the total number of points they are currently using up. On a failed save, one of their conjured objects of their choice dissipates and they must immediately make another save with the updated DC, continuing until they succeed. By default, five of your concentration points are dedicated to keeping yourself alive, so if your concentration is interrupted badly enough you could entirely cease to exist.

Torsten Johnson

O Distinguished and Illustrious Owlbears, and Simply Jake, Everyone knows what it’s like rolling a high stakes save against massive damage, and the mixed emotions of a nat 20: relief that you passed the check, but disappointment that your exemplary performance doesn’t get you anything special—and you’ll probably take half that damage now. I present to you Natty Crit’s Evasion. With a natural 20 on a saving throw against any damage, if you would take half, you instead take only one point of damage. No longer will you crit against that fireball and still take damage like the weenies who’s 20s were filthy. You just lose one hit point. However the crits swing both ways, and so does this rule. If you roll a natural 1 on a save against damage, you take double. Just as critical success must see a reward, so too must critical failure: should you choose to implement the House Rule of Natty Crit’s Evasion, you might go unscathed at opportune moments, but a simple cone of cold could get deadly.

C.J. Schneider

Hello Owlbears, I come from a faraway land called Pathfinder. My crunchy brethren and I have long toiled over extra rules for extra rules's sake, and I yearn to break free from just this one craft. My personal favorite ruleset from my neck of the woods is the Grappling and combat maneuver charts, good old fashioned Wrastlin'. I present to you: 5e Maneuver Bonus, and Maneuver Defense! A martial character can add proficiency plus strength (or dexterity!) To a d20 roll when attempting to pull some kind of combat maneuver! Examples are grappling, tripping, shoving, etc. Stuff usually locked to your Battlemaster fighters. To defend, one simply uses: 10+proficiency+STR/DEX as the DC of the opponent's maneuver. Kinda like AC. A Battlemaster using any of these can instead add a free superiority die, since they're focusing on the maneuvers. I imagine it could potentially scale like sneak attack, perhaps with d4's as to not make it busted. Casters could gain their proficiency bonus on these checks if they take a feat or dip into a martial class. My suggestion would replace the perhaps-too-simple setup of opposed athletics checks, and make a martial character feel a little more powerful in the late game compared to casters. Not to mention a fun way to have party members spar! Hope you enjoy, and fair tidings from Golarion!

Connor Proudfoot

My friend came up with one which seems so obvious, I wouldn't be surprised if it already exists. If you hit a creatures AC exactly, they take half damage as the attack barely hits them.

Pcklox

Hello owlbears! My name is Caleb and im here to propose not a full monster but a mechanic for a monster, more specifically a BBEG. As a phase two for your BBEG’s they are given the ability to use one of each of your players ability’s. I’m not sure how this could be balanced but I think it would be cool to see the BBEG use an ability that the players coin as their own against them. I’m asking for $2 and a gift card to your local gas station. Thank you for your consideration

Peter Mundell

Hey there Owlbears, and Murph: this one’s for your aarakocra-hating ass! I get it, fuck having a fly speed at level 1. That’s some absolute bull when Fly is a 3rd-level spell. Well, may I suggest to you the air sickness effect, “fear of heights” mechanic or the “dizzy” mechanic? (Name is still a work in progress) If a character with a fear of heights starts their turn in the air, the player must make a CON save equal to 10 + (height divided by 10). On a failure, the character gains the Dizzy condition until the start of their next turn. Under the Dizzy condition, they are unable to take the Dash action or fly higher, enemies have advantage on attack rolls, and the character has disadvantage on attack rolls and dexterity saving throws. If the character lands on the ground on that same turn, they still remain Dizzy until the start of their next turn. If the character remains in the air at the start of their next turn, they must make another CON save equal to 10 + (height divided by 10). On a successful save, the Dizzy condition ends, and the character can fly at that height safely until they either land or for one hour, whichever comes first. On a failure, the character goes prone and begins to fall. A character can adjust their fear of heights over time. Once they make five successful saving throws or three in a row, they can fly up to 10 feet off the ground without needing to make a saving throw. They can continue to use this rule to continue adding ten feet to their maximum height.

Jonathan Wiedenheft

One I have been thinking over: If you get delt damage that would knock you out during a round, you can choose to automatically fail a death save (or maybe two) in order to put off falling unconscious until after you have taken your turn, the idea being making one last Boromir esc stand before falling.

Whitney Ahn

May it please the tank; In my games, when a player rolls a nat 20 medicine check, they give whoever they are treating 1 temporary hit point.

Aaron Black

I've decided to introduce this idea into an upcoming campaign of mine but am still working out the details - I'll try to keep it short: Imagine a weather condition that functioned similarly to a Wild Magic table. For example, your spells may be amplified or dampened, fizzle completely or produce an entirely different effect. To give some context, the storms could be minimal and produce only minor effects, yet have the potentially reach cataclysmic levels -- to the point in which religions (both for and against these storms/magic in general) will play a central role in the narrative. Does this sound like too much? I do NOT want to go full looney toons, nor do I want big them down with the theme. Thanks! :) *As a side note, one of the party members will be a Wild Magic sorcerer, and I considered giving that class some sort of affinity to this weather condition.

Devon Steen

Thanks! I was also thinking that exact thing but I couldn’t quite remember the details!

Jim Faris

Hello Owlbears! Have you ever thought to yourself, “damn, nat 20s and nat 1s are suppose to be critical, but when you roll them on saves it’s just pass/fail” ? Yeah, me too. It’s super lame. That’s where I bring to you my table rule, “The Critical Save”. Here’s the scenario: A Wizard throws a fireball at you, 30 damage on the dice. In the old rules, it’s just 30 damage for a fail or 15 damage for a save. But in my homebrew rule of “Critical Save”, the following is in effect: Save, 15 damage Fail, 30 damage Nat 20, 7 damage (half of save damage) Nat 1, 45 damage (1.5 fail damage) What say you Owlbears? Shall we make Critical Success and Failures truly Critical all around? Thanks for your time! -Jim

Phillip Ada

In line with some revised classes in Tasha's Cauldron of Everything, houseruled as a general rule: if you take the Attack action, you can replace one of your attacks with the casting of a cantrip you know. A full on cantrip is personally too powerful for me, so I add that the casting is as a 0th-level character. So you get no extra damage on the cantrip.

Bep Bingus

One homebrew that I use in my games is exhausted casting. It lets spellcasters use spells when they're out of slots, at the cost of exhaustion. When they cast a spell at a level they're out of slots for, they roll a CON save, DC = 10 + double the spell level. On a success, they take levels of exhaustion equal to half the spell's level, on a failure, they take exhaustion equal to the spell's level. It's gotten pretty intense before when a caster needed to bring out a 6th level exhausted spell to win a fight, and literally died casting the spell, saving the rest of the party.

Just Alex

Owlbears (and honorable cameraman Jake), I understand this may be controversial, but too many rules are holding us back. The game provides many opportunities to give your characters depth through the means of multiclassing, acquiring magic items or through obtaining feats. However, picking up a feat means foregoing an ability score increase, if you play rules as written. A thing I'm doing in my campaign is letting my players work towards feats in-game. They may choose a feat and I break it down to a number of milestones. Any time the player actively gives a description of how they're working towards the feat, they're awarded some progress points. They will unlock aspects and nerfed effects of the feat until they finally master it and gain access to every effect as intended. I feel this not only gives context to the origin of the new skill, but also adds emotional significance to it. And this way, the players can also still have they're ability score increases. My players are also free to pick up some features from other classes or races instead of feats. I sometimes award those as new abilities for specific characters too, if it fits the story. As you can see, the possibilities are endless and I'm sure you owlbears and I can make a lot of money together. Can't wait to hear what you have to say. (Also bye, Jake)

Emily E Morris

Hello Owlbears, our DM has a homebrew rule that I think you would find very interesting. If the players roll two NAT 20s on any kind of advantage roll, it is an automatic kill. No matter what. That works both ways, however. If a monster/enemy hits us with two 20s, we die.

Alec Posta

Hi Owlbears, in an old campaign I gave my players access to "The Astronomer's Stone". This shenanigan probe magic item is a small pebble that stays constant in size to the attuned user regardless of distance, I.e. If the user holds it close to their face it looks to be about one inch in diameter, but if they are two miles from it, it still LOOKS to be one inch in diameter to the user, but in actuality it is likely hundreds of feet across. I added some lore about how a forgetful wizard leveled a whole city by dropping it in the street and my pragmatic and savvy players attached it to the end of a whip to do some hefty damage. Thank you for your consideration.

Travis Perkins

Hi owlbears, our party came up with a home-brew rule regarding spellcasters when they run out of spell slots. One of the PC'S were making death saving throws and had 0 successes and 2 failures. Our cleric was completely out of spell slots but wanted to try heal them. The rule we came up with was a spell caster can use a spell slot they have access to, but may not have available. If they do so, they take damage equal to the spells level number of their own hit die, plus one level of exhaustion for level 1-3 spells, 2 levels of exhaustion for level 4-6 spells, and 3 levels of exhaustion for level 7-9 spells. It's been used a few times and even lead to the death of one player character, but they were able to protect the party from overwhelming odds with their sacrifice.

Connor Cederholm

Good evening fellow owlbears, I’ve been running a homebrew thing for my friends lately called Dysentery and Despair. The idea is to create a different “game mode” for dnd that is absolutely brutal and mildly more realistic. I added all the fucked up realism rules from the DMG: long rests take 7 days, we roll on injury tables when we take significant damage, we need to use medical supplies to use hit dice, etc. There’s also a mechanic for contracting deadly diseases, and a bunch of critical failure tables. Character creation is highly simplified, and characters are brutally nerfed- you roll 2d6+3 for each of your stats, and you roll them in order. You can only be a fighter, a rogue, or a warlock with no cantrips. All encounters are determined by random encounter table, and everybody starts the game off at level 1 with a dagger, 1 day of rations, and 2d10 copper pieces. Because it requires no prep work, we play it in between sessions/when not everyone can make it, and my players absolutely love it. It leads to all kinds of fun and horrific hijinks, and we have begun putting the character sheets of dead characters on a memorial wall in my friend’s apartment. Thank you honorable owlbears for your wise and thoughtful consideration.

Rachael Lovely

Hello Owlbears! I’ve been planning on running a Fairytale Style DnD game and I have been playing with a pair of magic daggers that put someone to sleep, ie. Sleeping Beauty. I was thinking about either making someone make a DC 16 CON save not to fall asleep or have it able to cast like a 3rd level sleep three times a day. Which do y’all think is more balanced? I was think about having this be a magic item for a third/forth level party. ~James-Anne (they/them) <3

Nicholas Elmitt

Owlbears, I have for you today an NPC follower for campaigns with 1-3 players to allow for greater range of abilities in and out of battle, and a deeper experience of a fantasy world. I give you Lenny the Labrador Sorcerer (or Lenny the Labradorcerer). Lenny is a regular dog who is a good girl and is faithful to her PC companion. Due to a mishap with a wizard or maybe a dragon - it's up to you - Lenny has some wild magic sorcerer attributes. She has as many spell slots as a sorcerer has and potential access to the full Sorcerer spell list. The PC who cares for Lenny has this list and as a bonus action can ask Lenny to cast one or these spells (level permitting). The player rolls a D20. Lenny knows the spell on a roll or 8 + spell level, for example a level 3 spell would require a roll of 11. But, a roll or a 1 incurs a wild magic surge roll. Each time the PC uses one of Lenny's spells successfully, that number increases by one. This means a wild magic surge is guaranteed every now and then. The only cantrip Lenny knows is mage hand, but it looks like her face not a hand. Lenny's hit die is a D4 so she's very fragile. She has charisma of 18 (she's a beautiful Labrador after all). Otherwise she has regular dog stats. My players were offered Lenny in a two player campaign but as we already had a PC playing as a giant chicken sorcerer she was not chosen. I submit to you and all fellow Nadpols to use in your future campaigns.

Holden

May it please the Owlbear Cave Conclave, I don’t have proficiency animal handling so I hope i have proficiency in homebrewing . One of my players plays a Paladin who pushes his fallen god around in a stroller, my player is British to they call it the Pram. At first I just reskinned the Pram as a shield But as they have leveled up it also became a battering ram and now a chitty chitty bang bang style vehicle using the summon Steed spell.

Ben Kloosterhouse

I’m not the DM in this situation but I hope The Two crew can still discuss this. My DM has added a rule, where magical items do not recharge. They have a set number of charges and that is it. Take my Wand of Wonder for example. The rules state that the Wand has 7 charges to start and gets 1d6+1 charges daily at dawn. With my DM’s ruling the wand only has 7 charges and no more. Do you think this is fair or is my DM nerfing these items too much?

Jen Larsen

I would like to present The Bag of Cuckholding. It's your regular old bag of holding, but when you reach in, you roll a D100. On a 1, 2 or 3, instead of your item you pull out evidence of an illicit relationship -- underclothes with a lipstick print, a strand of hair that's not your color, something that smells strongly of unfamiliar cologne, etc. etc. -- up to the DM's imagination and discretion. On a 100, you pull out an enraged, jealous spouse and have to battle them to the death. They have mithril dragon stats (just kidding, ho ho, stats are also up to the DM).

Freddie Henry Thomas

I'll toss this idea into the cave and back away. My own comedy+life partner and I are planning a murder mystery one-shot for my friends and are homebrewing some classes based on detective archetypes. The Sherlock Holmes class will be able to roll in every round of combat to predict their enemy (I tell them my next move and have to stick to it). I will also give them a pre-written list of details in each room, as if they have noticed everything. The noir class will unlock special attacks the more beaten up they get. And they can re-roll insight checks if the player gives a bleak internal monologue. The greenhorn class automatically wins any pursuit (but has to leave their allies behind if they're slower). And they gain the abilities of any mentor-figure that dies. It's a work in progress, but we'd love to hear your hoots on it.

Tim

In the campaign I'm currently running, I've set up a candy shop that sells uncommon potions as candy (I'm picturing salt water taffy, but you could use whatever). The twist is that the owner of the shop hasn't quite nailed the "magic" part of magical candies, and so every time a player eats one of these candies, they roll a d20, kind of like you would a wild magic sorcerer. Whatever they roll correlates to a table that has harmless magical effects, like "You grow a long beard made of feathers that remain until you sneeze, at which point the feathers explode out from your face" and "You are granted the knowledge that you are nothing but a character created by someone for a tabletop roleplaying game, your every action dictated by this unforeseen force which brought you into existence. After one minute, you shake this thought off, believing it to be nothing but a small bout of hysterics brought on by wild magic." I also called the shop Be Sweet To Me Baby, a reference to a really great Japanese Breakfast song. What do you think?

Rich Taylor

These may already exist During rick and morty dungeon, my dm added in an unbalanced vorpal sword. Same thing as a normal vorpal sword but a natural 1 decapitated the wielder. Thought about it used in a normal campaign to do a random roll to see who gets decapitated. I'm thinking about starting a campaign (first time dm) and giving a player my version of the sharingan from naruto. It would use a players reaction to give another player advantage in attack rolls or they could use it on themselves to gain advantage plus crit on 1 extra number (lowest crit number minus 1) but if during the attack roll a natural 1 is rolled on either die its and auto fail, they lose all charges until a long rest, and they have disadvantage on all attacks until a long rest is taken. Number of charges a long rest is 1/2 level rounded up.

Veronica Plante

I would like to present the homebrew boon given to my games level 6 drakewarden ranger for completing a ranger themed dungeon. It allows her to still command her drake when she uses a bonus action to cast hunters mark. Allows her to cast a touch spell from the drake if they're within 100 feet of her, and allows her to choose whether she or her drake will hold concentration when casting hunters mark, freeing up her concentration in a more interesting way than normal double concentration.

Alex D

Greetings Owlbears, today I come with a pitch for all the DMs out there looking to express their murderous holiday spirit while maintaining a youthful exuberance that can only be found in the movies. I've created a level 18 enemy NPC (7 level rogue + 11 level wizard) designed to mimic everyone's favourite Christmas anti-hero, Kevin McAllister. Now I know custom PCs don't translate well to Challenge Ratings, but is it fair to challenge a party of four level 10 PCs with this McCallister Monstrosity? I've struggled to find a monster that could match Kevin's youthful cunning and ingenuity so I throw myself at the panel and hope not to be dubbed "Les incompetents."

jasper

Oh mighty owlbears I present to you my homebrew rule (that is slightly borrowed off another system): Stunting. A lot of games fall into the trap of punishing players for cool descriptions like “I use my spear as a pole-vault to cross the creek and tackle the gnoll”, the player then must make an athletics check and see if they are successful, where really they could have just used their movement to go through the creek without a roll. I say no to this daft behaviour and instead of discouraging cool descriptions I give my players bonuses based in how cool they describe things! +1 for basic description +2 for cool scene setting/cinematic description +3 if the whole table goes “holy crap thats cool” So in the example given the player would get a +1 or +2 (depending on their exact wording) on their attack role on the gnoll. Dnd should be fun and people should be awesome, I say let them!

faizaan723

Hey there Owlbears, My pitch is short and sweet. I like to call it the sorcerer's gambit (although if you wanted you could technically make it work for any spellcaster): essentially a sorcerer's magic is an innate part of their being, and so they are technically an energy reserve for their magic. If a sorcerer is out of spell slots, or just wants to conserve the slots they currently have, they can instead choose to cast a spell without expending a slot, provided that they take untyped damage equal to 3d6 x the level of the spell slot they would have normally expended. So, if they wanted were running on empty and wanted to cast a 3rd level fireball without using a 3rd level spell slot, they could do so by sacrificing some of their life force and taking 9d6 damage to themselves. A steep cost for a very good reward. Thank you for your time centa- sorry, owlbears!

Jennifer

My DM, Aaron, has a rule called 'Cool Damage'. When fighting weenie enemies, if your attack reduces the enemy to 1HP, he asks you to describe your character doing or saying something badass. This inflicts one point of Cool Damage and finishes the enemy off. Owlbears, this not only speeds up combat, but encourages roleplay, invest today!

David Moore

Owlbears, thank you for your time and for welcoming me into the Cave. Today I have two homebrew investment opportunities for you: the bonus action potion, and unknown stealth checks. Bonus action potions are simple: if you are taking a potion on your turn, it only costs a bonus action -- if you administer a potion (i.e. Healing potion to a downed teammate) that still costs a full action. This way, a player can still feel fully engaged in the battle even if they need to pop a healing potion. Unknown Stealth checks are intuitive for the storytelling: players shouldn't know if they are being stealthy enough to avoid detection (unless they rolled something very high, like a 30). In this homebrew rule: The DM will ask for stealth checks and instead of saying they succeeded or not they say "good to know" and then suspense stays high until the players make it out unscathed or are ambushed by someone who saw them. Great for enhancing the story.

Cain Catto

Hey Owlbears, This one is more of a flex than anything—in the campaign that my friend DMs just for me, they gave me a special homebrew skeletal horse familiar who gets to attack with his hooves. He’s lowkey so overpowered lol His name is hemlock, he is so fucking sick and i’d die for him. That’s all! 💕💀🐴

Nathan Kollasch

Dear lowly owlbear cubs and great mama owlbear axford, I present to you the spelljacking counterspell. I always thought DnD was missing something that allowed primary spellcasters (I'm thinking wizards and sorcerers) to hijack other spellcasters spells and use them as their own, so I came up with this. When a NPC casts a spell, the player may choose to use counterspell like normal. If successful, then they can then choose to expend an additional spell slot of the spell's level that the NPC cast it at (or higher) and cast that spell as if it were their own, while only using a counterspell. The spell would scale with the level of spell slot you used to hijack it, not the level of counterspell. This would be a once a day kind of class ability like the clerics channel divinity, but they would have to expend at minimum 2 spell slots to use it. Example, say a NPC cast fireball at 5th level at the party, a player with this ability would counterspell with whatever spell slot they cast it at, and if they wanted to use this ability, they would have to expend a 5th level slot (in addition to the counterspell) or higher because the NPC cast it at that level. They could then use the spell as if they themselves had cast it. I humbly await your judgment on my homebrew addition. PS, Jake rules.

Matty H

Hello Owlbears, Today I am proposing a homebrew spell called Haggie's Instant Intoxication. The spell details are as follows Level: 1 School: Enchantment Casting Time: 1 action Range: 60ft Components: Sugar, potato, one strand of wheat Duration: 8 hours Classes: Artificer, Bard, Druid, Sorceror, Wizard, Warlock The target of this spell becomes instantly drunk. This spell cannot be cast on one's self. The target must pass a DC 15 constitution saving throw (or a DC 30 saving throw if the spell is consensual) or become instantly drunk. The drunk person has advantage on strength and charisma saving throws but has disadvantage on dexterity and wisdom saving throws. The person also must use a -1 modifer to all athletic, acrobatic, stealth, and sleight of hand checks. At level 1 this may be used on a medium or smaller sized creature. At level 6 it may be used on a large sized creature. At level 7 it may be used on a huge creature. At level 9 it may be used on any sized creature. Thank you and bottoms up -Haggie

Ursa

Hello Owlbears! (especially Emily) Allow me to pitch to you, the most insane magical item I have ever seen used in a real campaign. This spellbook was created for my divination wizard by my dm, but I didn't get to use many of the features until over two years into our campaign, because its power was being inhibited by a copy of her father's consciousness being stored inside the book and I didn't want to have to remove it until things got Very Dire! https://www.dndbeyond.com/magic-items/4306688-astrix-tome-of-blood-magics-and-sorcery On top of the special features, it gives the wielder the benefits of the Barrier (Very Rare) and Lifewell tattoos. Have you ever seen a wizard with resistance to necrotic damage, a once a day Death Ward, 18 base armor class, and all of the other crazy things this item gives? It's very fun, and I will be chasing that high probably forever! A great thing about this item, is that dndbeyond is broken and gave my character +7 to ALL saving throws and arcana checks and none of us realized that it was wrong! The best part though is definitely having a familiar made of blood, on top of being a cute lil goop animal, the liquid form allows for all kinds of shenanigans!

Peter Christy

Here’s something that’s one half D&D Court and one half Owlbear Cave. My DM gave me a magic two handed weapon called the “Sword of Gorian Dray.” It’s a normal great sword until I speak the words “Virtue is the only true beauty,” and it becomes a +2 weapon. The downside is it lowers my charisma by 5. This would be less of an issue if my character was someone other than Merrick Schoolander, the Model/Actor/Oath of Ancients Paladin. It feels bad to use because Merrick is forced to choose between having some useful spells or becoming a smite machine every battle. So my question is: “Did my DM give me a good weapon or should I be taking him to court?”

Miles Mateus

Hello Owlbears, Today I ask you, why should wizard subclasses only be based on schools of magical study? Why not schools based on real life fields of study? I present to you the School of Naturalism. A wizard subclass that studies and analyses the natural world to unlock the secrets of primal magic. Imagine a wizard that has access to the druid spell list (minus healing spells) and can use their knowledge of ecology to shape spells like Spike Growth and Entangle around their allies. That is the homebrew creation I present to you today. https://homebrewery.naturalcrit.com/share/26k9ehKyT61O The homebrew doesn't stop there though Owlbears. With your approval we have the potential to create more wizard arcane traditions based on real life subjects. Again, imagine, the School of Geology, School of Chemistry, School of Musicology, School of Biology, the possibilities are truly endless. Thank you for your time Owlbears.

Melon Bread

Make it only apply to weapons/unarmed strikes.

Melon Bread

This has been discussed before and generally determined to be a bad idea.

Melon Bread

No--Hex is already a fantastic spell and doesn't require a saving throw at first level; you could maybe have this effect possible at higher levels but as is it just gives so many other spells the middle finger.

Aaron Ximm

Homebrewbrew: the Reagent Reagent. A single-use potion which alters the drinker’s age to any point in their natural lifespan. On a Wisdom save they can determine the age they arrive at; in a fail they effect is wild magic and is random, determined by d100 determining percent.

Keaghan Yaxley

I think falling damage should scale with size. If I fall off a one story roof (10ft) I’d hurt myself pretty bad but a cat would probably be fine and a spider wouldn’t even notice. If Hardwon pushed a horse off a roof though that horse is brown bread dead. Keep the rule of one die of damage per ten feet but just change the die by size category. So 1d6 for medium creatures, d8 for large, d10 for huge, d12 gargantuan, 1d4 for small and just one point of damage for anything tiny. I think this is a good rule because it captures real world physics better but it also opens the door to great shenanigans, like a Druid turning into a rabbit to reduce falling damage, or using the Sentinel feat to bring a dragon crashing to the ground for huge damage.

Melon Bread

Mythic Odysseys of Theros is an official setting very greek myth in flavor. Guildmaster's Guide to Ravinica has an official Centaur race for pcs.

Veronica Plante

I have a homebrew system for wizards to be able to customise their spells. The wizard can either find items during their adventure, or with investigation checks while travelling or taking a long rest related to the environments they're in. With these items being of varying quality and tied to a damage type. Fire materials from a volcano, lightning from stormy cliffs etc. During a long rest they can then make an arcana check using one of these items with a dc related to the level of spell they want to modify and the quality of the item to permanently change the spells damage type. There is a similar system for changing the aoe of spells, cone to line, sphere or cube or any other variation. If they fail the arcana check they then can't prepare the spell they wanted to modify for 1d4 long rests for damage type or 1d6 for aoe shape. I really like the idea of Wizards being able to customise their spells.

Melon Bread

Official materials are slowly moving towards this precedent, and there are a variety of custom background and ancestry/culture systems available for you to choose from.

Melon Bread

This isn't actually how it works--Bards still must use their spells known for magical secrets: they do not get them in addition to their spells known. You're basically saying they should get 32 spells known, which makes them ludicrously strong compared to any other spellcaster and would just kick wizards under the bus. Sorcerers have narrow focuses that they augment with metamagic--that's the point of their class. I do think they should get a little subclass specific list, but 5 spells instead of 10, and an extra subclass-themed metamagic.

Katrina Dagenais

Owlbears, may I introduce the Greatberry: 3rd level transmutation Casting Time: 1 action Range: Touch Components: V S M (A sprig of mistletoe) Duration: Instantaneous Classes: Druid, Ranger Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 2d6 hit points, and the berry provides enough nourishment to sustain a creature for one week. It can also can end either one disease or one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, or poisoned. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. These berries were created by a retired adventurer who depended on Goodberry during their travels and invested their wealth in an orchard where they were able to crossbreed the magic plant and create the coveted Greatberry.

Will Brannon

Here is an item I made for one of my players who is a Indiana Jones inspired Wizard. Staff of the Lorekeeper: You have resistance to damage from traps while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: legend lore (5 charges), identify (1 charge), stoneshape (4 charges), or find traps (2 charges), and speak with dead (3 charges) The staff regains 1d4 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to ash and is destroyed.

Charles

Friends, Bahumians, Owlbears, lend me your ears… for this sweet home brew opportunity. Have you ever thought “D&D had some great magical items, but I really wish I had some holiday theme stuff for my campaign”? Of course. Sure. Maybe. Depends on what y’all are into I guess. Well anyway, good news! I present to you these home brewed items I gave to my players for a non-canonical holiday episode in the campaign we’re playing. Fleece of Navi’s Dad: There’s an NPC named Navi. Their dad has a fleece. It’s cool. This fleece adds advantage to stealth rolls and adds +2 to AC. A Crit-Moss Wreath: It’s a wreath made from some moss from the North Pole. Which exists because, um, magic. Once during the session the player can round anything from 15 up to a natty 20. Plus Three Wise Mint: When eaten, this little treat gives a +3 to wisdom checks for 24 hours. Also it leave the character’s breath with a nice peppermint smell. So that’s nice. And finally… The Magic Missile-Toe Ring: That’s right. It’s a toe ring that lets you fire off the magic missile spell as a bonus action once per long rest. *cue air horn sound effect* Thank y’all for your time. I’m looking for an initial investment of 1000 gold pieces for 10% ownership. Or you know, just some good goofs. Thanks!

Andrea

Hello wealthy Owlbears, thank you for welcoming me into your cave. What I have brought before you today is a cursed magic item that will be the must have holiday gift for all the most devious DMs- The Hand of Misfortune. This small mummified hand hangs from a metal choker. When worn, if you or an ally fail a save, you may activate The Hand to reroll it. Each time you do this, one finger turns to dust. When the fifth finger is used, the entire hand disintegrates and you must roll a DC 20 Wisdom save. If you fail, you are compelled to grab the nearest weapon and chop off your own hand, which rapidly shrivels up and attaches itself to the metal choker, creating a fresh Hand of Misfortune. Thank you for your time Owlbears, my hope is that with your investment I can go into full scale production of this incredible, renewable product.

Noah Coleman

should a 7 be considered a nat 20?

Oliver F.

Hey brewers, there should be a playable race of mushroom people with a bonus to constitution and charisma. If this already exists, don't @ me, I don't read books like a nerd

CrispyOven

Hey there centaurs! A great homebrew would be using the 3.5 bonus spells rules. The rule is that a spellcaster gets an extra cast of each spell level equal to or less than their modifier. For example, a wizard with 16 intelligence can cast one more first, second, and third level spell per day. I think this would help lower level casters feel better and improve the healing capabilities of low level parties

Tayte Latimer

What up my Owlbears, how are y’all doing this fine evening? Buckle up, cause I have got a home brew for the two crew! So the concept is simple, deuces are wild. Consider the lucky feat, with a chosen moment of a re-roll for any check. In a similar fashion, Wild Deuces would be a feat any character could pick up. With this power, twice a day when that character rolls a 2, two other players each roll a D20 and do not immediately share their roll. The Wild Deuces Player then assigns each player either heads or tails, the DM flips a coin, and the resulting coin flip determines the D20 that will be used for the roll. Here’s the catch, this only triggers on the first two 2’s rolled per long rest. They cannot be held onto until a later time, only the first two 2’s are to be the true wild 2’s, unless there’s anything else y’all think would be appropriate to add too. Thank you humbly for your consideration, and I look forward to the two crews thoughts on home brews regarding two 2’s becoming win/lose scenarios, depending on where the new two dice roll to!

Hoadsy

O great and grizzly Owlbears, my pitch to you is a magic item I concocted for my player who was begging me for a magic bow for his ranger. I think this one might hold a special... interest... for the 2 Crew. Dragon-Boner Bow, very rare (requires attunement) An elegant longbow, weighing only 1 lb., made from mithral with a silvery bowstring, it is shaped to be reminiscent of a bronze dragon’s ribbed and fluted crest. Engraved on the inside in Draconic are the words “Fly true, fly free; fly home to me”. You have advantage on attack rolls made against dragons with this weapon, as well as Persuasion checks on dragons while you are attuned to it. The bow is under the effect of a permanent Elemental Weapon spell, the damage type of which you can change at the end of a short or long rest. Finally, you add your proficiency bonus to piercing damage and ignore disadvantage due to long range, while you are in the air; flying or falling (or riding a dragon). The original owner was a bard, obviously. I lay my soft, fleshy body before your toothy beaks for judgement. Thank you.

The Two

Hello Owlbears, I have a homebrew rule blessed by Dice Christ and favored by any red-blooded player who likes to roll dem bones. I ask you this: When you roll a crit, why stop rolling? A simple question, with a simple answer: You shouldn't. Instead, I introduce the compounding crit. When you crit, you roll again. If you crit again, your dice doubles AGAIN. And then you roll to see if you crit again and so on and so forth. Owlbears, have you ever seen the magic in a player's eye as they jump to their feet having just rolled their second twenty of a compounding crit? Heard the yells of the other party members? Have you witnessed a player transcend into legend? If you invest in the compounding crit, you could. I am currently offering 10% of this rule for your investment. (This may be a repost since I had some technical difficulties.)

Ben H.

Hello very wealthy and vicious owlbears. i offer to you the Sword of the weave. a +1 longsword that deals force damage instead of slashing. the blade has 6 charges, and can cast spells from magic missile to banishing smite, but for every 2 charges used the blade shrinks, first to a short sword, then a dagger, then a hilt. so you can use all the charges to cast disintegrate, but now you’re down a sword til the next rest. the blade is sentient but only for one liners when it’s used to cast spells. if you were to invest in this blade i offer you 10% of all gp profits made after being able to mass produce magic weapons made from random whatsits

Tech Adept Crafts

Oh great and terrible Owlbears! Hear of my terrain effects which could protect your cave. Lair action in a Hellscape. Using floating crystals: one large one in the centre, 5 in a pentagram space around it in a 20' radius. Any enemy inside the circle takes 1 or 2 d8 necrotic damage (similar to life leach), half getting distributed back to any friendly models also within the circle. The crystals have AC14 and 40hp, 50hp for the central larger one. Destroying the central one halves the damage taken, destroying all of them stops the effect. Had a Balor and sucubus standing inside the circle with demon guards around in a game on Saturday night. A very useful, but not overt distraction.

Elle

Esteemed Owlbears, I humbly present my homebrew location for my current campaign: The Suspicious Spellcaster’s Spa. A business that has the ability to administer very expensive spa/care treatments which grant various abilities. For example, a manicure which allows the player to make an unarmed strike as a “claw attack” (which only works once, as the player then “breaks a nail”). The catch is that some treatments are viciously addictive and will require curse removal to resist the desire to go back at regular intervals and spend all their coin on beauty treatments

Zack Jacobs

My wife is a DM who, when we roll a nat 1 in combat, has us role a D6 to determine a negative effect. Usually relatively small, like damaging ourself 1D4, or giving the enemy we were trying to hit inspiration.

Diarmuid Burke

Are you sick of wasting precious Nat 20s on an initiative roll? Tired of hitting that big crit and still somehow only going third in the order? Well there's an solution. Simply allow a player who hit that 20 to select where in the order they would like to go. Want to go first, or maybe directly before the enemy, or last for some incomprehensable reason? Stick them in where they'd like and they'll have far more context ahead that crucial first move. With this innovative fix, you'll make those rare Nat20s feel honoured - which means a happier table!

Dan Hudson

Stealth is hard. You ether never get seen or everything goes wrong. Well what if there was a better way! I'm introducing a group stealth check that adds everyones rolls together for one large stealth health point. Every time the group does something iffy the DM rolls a perception check that if successful chips away from the Stealth health, like when you make a noise and the guard hears something but finds nothing they would be a little more suspicious. The group can hide to get a little Stealth Health back but if it ever hits 0 alarms goes off like normal. This can make stealth more of a fun play experience even if some team members aren't built for it.

Alex D

This sounds like a great mechanic! Almost like a mini challenge. Love it.

Josh

Hey Owlbears, now we all know Sorcerers are one of the coolest classes but they only get 15 total spells at 20th level, a full 10 less than wizards can prepare! My proposed homebrew is that using the Creating spell slots table, a sorcerer can spend an equal amount of sorcery points and a corresponding spell slot (up to fifth level), to cast a spell that they don't know from the sorcerer spell list. i.e seven sorcerey points and a fifth level spell slot to cast Creation, even if they haven't learned it. Too often because of how few spells they get, sorcerers are forced to choose between being a utility OR damage caster, and often aren't able to be as flexible as the rest of the casters. If you partner with me, I'm offering you 10% of my Kobold Sorcerer, Lenin Coppertooth's, Sorcerey Points

David Hamet

Wouldn't that result in everyone just healing themselves during that one turn effectively making them immune to being knocked out as long as they can heal themselves?

Katie Gunn

Hello mighty Owlbears! Let’s talk romance. Tired of all seduction rolls being exactly the same? Of course you are, because as a DM your NPCs should feel special and unique! Sure that horny Bard has a +10 to persuade, but what about the NPC’s feelings? For my games, every seduction roll starts with the DM rolling a D100 percentile behind the screen. This represents how naturally attracted the NPC is to your character - because I firmly believe that even attractive people can’t be everyone’s type, and even ugly people should have a chance. This percentile sets the DC the player character will have to meet in order to be successful. A roll of 1-20, sets the Charisma DC at 30 - not impossible for the smoothest of the smooth, but this NPC finds you about as attractive as a deflated blobfish and is not about to tell any of their friends about it afterwards. 21-40 sets the DC at 20. This NPC is clearly out of your league, but as long as you don’t have a charisma less than commoner George over there, it’s not impossible. Just really unlikely. 41-60 set the DC at 15. This NPC isn’t easy, but they seem to be liking what you’ve brought to the table a bit. Maybe the conversation is going well, maybe it’s going bad but they have a thing for big muscles. Who knows? Chances aren’t in your favor, but this is about as likely as taking home any stranger at the bar. 61-80 set the DC at 10. This NPC is totally into you. The only obstacle in this date is your own bad rolls. 81-100 set the DC at 5. The only way you ain’t getting any is if you roll such a bad charisma check that you just shit your pants. Even then, that might not be a deal-breaker if you’re cool about it.

Jonathan Wiedenheft

That's a good point, the DM would have to rule what they could or couldn't do, for example they could say that working spells entirely would be too difficult after being brought to the edge of death, or they could say just healing. The same goes for healing potions; it's difficult to remove a cork when your bleeding out.

Hannah Earl

Hoot growl, Owlbears! In the campaign my friends and I have been playing for like 5 years we have the number one shopping location for all your adventuring needs: Fantasy Costco. You can get anything your heart desires here in this pocket dimension void warehouse! As long as you have a membership or know where an entrance is, you can shop here! There’s even a pet shop and a battle arena just in case you challenge one of your enemies to a battle here for a discount on your purchase( which my character did and where she lost by 1 on the dice roll to hit the enemy). Find your gear here at Fantasy Costco! (Credit to my DM for creating this and then improvising the fight my character picked with one of the main antagonists of our campaign).

Mounteverfresh

Hello my beautiful owl bear hatchlings!! Today I humbly bring to you: the Re-revised Way of the Four Elements monk. In the original version of this subclass it was almost unanimously agreed it was a complicated and ineffective class, so it has been officially revised, but guess what? I still don’t like it. I feel like the revised class still doesn’t do the job in making the player feel like the avatar, so after digging around the internet I bring you the Re-revised way of the four elements monk https://www.dndbeyond.com/forums/class-forums/monk/12910-monk-way-of-the-four-elements-revised I feel like this version of the class makes for a much more fun character to play as without being overpowered or furiously burning through your ki points in order to be an effective asset to the party as an elemental karate master!

Nick Yamamoto

Rolling three natural ones (1) in a row means instant death. Example- in combat you roll to hit, Nat 1. Roll again, Nat 1- you at least drop your weapon. Roll again, Nat 1- youre dead kiddo. Friggen donion rings.

Kevin Ladd

We're thinking that the Boston show isn't Wirth the risk now with omicron. Is there anything we can do with our tickets or are we SOL?

Robert Wake

Greetings Owlbears, The dominance of the fighter within combat scenarios is well documented. Support classes are often forced to buff and heal while the sword swinging hero gets all the cool cinematic kills. In turn, the fighter (champion subclass in particular) has no way to really use their action economy in service of others. That’s why I invented the Ring of Channeling. The ring allows the fighter in my party to give their Action Surge or Second Wind to another player. They haven’t found a way to abuse it yet, and it lets the fighter support their teammates in a way they typically can’t. (Minor heals, giving a caster the opportunity to dash or use a weapon attack after a frustrating counterspell, etc.) Give this item your blessing, and I can promise you 12% of the earnings I receive from its use. Thank you.

Ranger Zenith

Hey there Owlbears, I like to utilize the idea of damage for gear. Usually the result of a crit or a fumble (in place of fumble charts which I am not keen on). Essentially if you roll a nat 1 on an attack, you strike in a way that your weapon takes some damage. The threshold is equal to your attack die before it breaks. ie 1d8 sword can take 8 crit fails before it breaks (It can be repaired at a blacksmith at anytime). Similarly if you are crit'ed on by an enemy your armor takes damage. Light can take 5 crits, medium can take 10, and heavy can take 15. Nothing game changing but I think it makes smiths more useful and crits/fails more interesting!

Alexis C

How’s it to ya Owlbears. I have for you a foraging guide made originally for my own home game. This handy field guide allows you to forage for wild plants once per day that you can then eat or sell for gold. Players look at a 4x4 grid, pick which square they’re foraging, roll a nature check and potentially find nice treats! Higher nature checks correspond to rarer, and more expensive, finds. DC 8 might only find you a small patch of wild garlic, but DC 18 could find some prized morel mushrooms. No longer do you as DM have to create elaborate encounters at the drop of a hat just because your players want enough gold to buy more tattoos from the incredibly hot tattoo artist down the street they won’t leave alone. Now just leave them to play alone in the dirt like my coaches did me during peewee softball practice. Simply say yes to supporting the mass production of this foraging field guide, and I can guarantee you major success. You’ll receive 20% of the profit, all for the measly sum of destroying the local ecosystem by unrestrained adventurers. What do ya say Owlbears?

Bastet

Hey there Owlbears. I've always thought feats were an under-utilized avenue of character development, and I want to try running a game that allows players to be more creative with them. I would give the players a feat choice at 1st, 3rd, 5th, 8th, and then every third level after that. ASIs would no longer be exchangeable for feats, you would have to just take the stat increase, and "half-feats" (feats with one point of bonus stat increase attached) would likely need to be changed to balance things out. What do you think? Is this a doomed idea? How can I fix half-feats to be balanced?

Miranda G

Hey there Owlbears, here’s a simple homebrew for the sorcerer-curious out there: My DM and I have adjusted how my wild magic sorcerer causes wild magic surges. First, roll for a surge after casting cantrips as well as spells. Next, change the DC depending on the context: a nat 1 outside of combat (RAW), a 3 or lower in combat, and a 5 or lower when the DM determines the situation to be very high stress. Finally, rolling a nat 20 let’s you roll on the magic surge table and choose the result above or below the number you rolled, if you like. This all has averaged about one magic surge per session. This is flavored for my neurotic anxious sorcerer, to make magic surges feel like panic attacks. You could flavor to suit a different character too, just by changing the contexts in which the DC increases. You could also lower the DCs as the character levels up or matures, although… why play a wild magic sorcerer if you don’t want to cause wild magic surges all the time?

daniel munchinsky

Hello Owlbears... And Jake. I propose to you a homebrew item created by my partner. A magical "pet" rock that if attuned to it. It can speak to you, and only you, and give you the help action, but only on insight checks, and gives you advice on what vibes they're getting from people you're talking to. However if you are not attuned to the rock, it appears as a regular rock, and cannot be detected by any divination magic. Also the only way the rock can hear you is if you audibly talk to it, making you appear insane to anyone around you. Also you have to feed it.

Dr. D

Lo, yon Owlbears! I've been toying with an idea for some homebrew high-stakes "wizard duel" rules for counterspell. My idea is this; when two spellcasting characters are in combat with each other, and the defending character has counterspell stocked, then wizard duel rules apply. The attacking character announces their intent to cast a spell, without naming the spell. The attacker secretly writes the name of the spell they intend to cast on a piece of paper, and keeps it hidden. The defending character then has the *choice* to cast counterspell or not. After the defender makes their choice, the attacker's spell is revealed, and the exchange is resolved normally. This sets up a situation where the attacker can try to burn through the defender's counterspells by bluffing them into countering cantrips or other low-level spells, at the risk of wasting valuable spellcasting actions if the defender successfully calls their bluff. The defender may try to pass an insight check to get a clue about whether the attacker is bluffing or not. I've yet to attempt this rule in real play and worry that it might slow combat down too much if there are too many spellcasters who can cast counterspell, but I think (with some workshopping) it might add some additional tension and strategy to higher-level spellcaster encounters. I'd love to hear your thoughts on the matter!

Arrow Ace

Hello Owlbears! As forever DM I try and make my games as fair as possible for low levels with limited resources so I started introducing "overhauling" which is taking levels of exhaustion in exchange for casting spells or ki/sorcery points/a second use of a single skill with a Long Rest Refresh when you don't have the resources. Spells are always at a conversion of spell level to level of exhaustion, while resources like sorcery points/ki/second wind are always 2 levels per resource. This means a player can, if they have the materials but not the spell slot, exchange their life for a resurrection by taking enough exhaustion to kill them in one go. It means you don't have to hold on to resources so tightly when they might matter and mean they can exchange their worth against other people's. It's narratively satisfying

Xanderous

Hello Owlbears! I have a pretty strong home brew ability I want to give a certain character in my party that relates to his thoughtfulness and willingness to help people. And, also, his fire. I’ve been calling it Firewatch. When he gains the ability, he gets something called a Firewatch die. It automatically starts off with a 15. The Firewatch can be used 3 times a day to swap the Firewatch die with a roll made within 60 feet of the character. After the third time, it becomes locked in and cannot be used until the next day, where it can either be rerolled or the user can use the last roll taken from the last day. For example: say my Firewatch die is at a 12 and an enemy rolls an 17 to hit. I burn a use of the die to give him that 12 instead, while taking the 17. Later on, my party member crit fails. I give them a 17 instead because their character made me some sick breakfast that day. But! That was my last charge. So I keep that nat 1 until the next day. Thank you for reading, oh mighty owlbears.

Austin Clark

Instead of check saves my players can do an evade save. It’s just like a check save but if you get a nat 20 you nullify all damage and are able to move 10ft in any direction. A regular pass just take no damage and move 5ft. A fail you take all damage and any conditions to the spell (resistance doesn’t stop damage). A nat one you take all damage are proned and you can’t take an action. The evade check has a higher Save requirement but allows my players to take some risk.

Kyle Veach

Homebrew item: Full Moon Longsword My warforged cleric paladin has a legendary item that swings in a full circle, allowing me to make an attack roll (smite-able) on any occupied space adjacent to me. This sacrifices his multi-attack feature for balance and is extremely effective against large and bigger creatures (especially if he's swallowed).

Riley Wesson

Howdy Owlbears, especially the most ferocious and intimidating Jake, My friend recently introduced the idea of flashback saves in our session and I loved the idea so much that I thought it'd be worth throwing into the cave. Essentially they would come up when trying to recall information or an interaction with an NPC i.e. when making a history check, but if you roll high enough on a wisdom saving throw, you would have a clear view of the flashback and be able to control your own character's interactions in said flashback. I feel like this is a fun way to continue fleshing out characters and a much more interesting way to handle history checks. Many thanks Owlbears, I appreciate being able to step into your mighty dwelling and offer this humble homebrew.

Secret Grandpa

Homebrew Rule: Simple and sweet. You can drink a potion as a bonus action, but if you are feeding a potion to someone else then it's still a full action. Who cant walk and drink at the same time?

Anonymous Owlbear

What about a Last Resort potion. You can down it in a split second to reverse a failed saving throw (including death saves if someone else feeds you the potion), but then you will auto fail the next (1d4) saving throws (does not include any saving throws imposed by allies)

Bodhi Milledge

Kinda stole this one but for my games (depending on tone, if it's a bit darker I always do this) I have Nat 20s on attacks make one dice hit for the maximum. For example if its 2d6 one of them automatically hits for 6 and you roll the other one. This makes crits always do more damage

Grant S

Battleaxe of Size / Size does Matter Roll 1d20 at beginning of initiative to determine size of the battleaxe. Depending on the roll, the axe will grow or shrink in size. Only one size roll needed per initiative roll. NAT1 will make the axe pocket sized and unusable until next short rest. Damage dice for the roll outcome 2-5 = 1d4 6-10 = 1d6 11-16 = 1d8 17-19 = 1d10 Nat20 = 2d10

Achillesnick

Bead of Usability: Has 1 use, use an action to activate. When it has been activated the bead disintegrates and is destroyed. That is all

Scramble Boi

DM Inspiration Dice: Players get to choose whether they'd like to use their DM inspiration to re-roll, like normal. Or, they can use it like a Bardic Inspiration die and add it to their roll. The DM inspiration die increases at interval player character levels. D4: 1-4 D6: 5-8 D8: 9-12 D10: 13-16 D12: 17-20

Paul D

Mighty parliament of Owlbears, I bring you a new weapon property that will delight all Strength-based characters: Brawn! What Finesse is to melee weapons, Brawn is to ranged weapons. The longbow, shortbow, and heavy crossbow all gain the Brawn property, which lets you use either Strength or Dexterity as your attack and damage modifiers. Gone are the days of barbarians twiddling their thumbs until the enemy is within 30 feet! With the power of Brawn your warriors can pull back the drawstring of a longbow with their incredible pecs and lats. Dexterity may be king, but Brawn will get you in range to challenge the throne!

DC

Discerning owlbears of the cave, Dunking on your DM with a well-timed Counterspell is a joy that cannot be denied. However, this joy grows cold and hollow upon seeing every epic magic duel reduced to a drab fizzle fest. My homebrewed Scramble Spell trades Counterspell's hard "no" for a succulent "yes, but". A success alters or weakens a magical effect instead of stopping it wholesale. You attempt to disrupt a spell in the process of being cast. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, choose ONE of the following effects: 1. If the spell target is an individual creature, pick an ally of the target within 60ft to redirect the spell at instead. 2. Halve the damage or healing of the spell. 3. Delay the effects of the spell for one round. On a Nat 20, the spell is nullified completely. (When used against another Scramble Spell, the effect is also complete nullification, for sanity's sake.) There are some details to tweak before it goes to market, yet I still believe that this homebrew will be the must have of the holiday season. I can only hope that the Owlbear Cave finds this idea as tasty as I, and do not hork it back up as an indigestible owlbear pellet.

Lorelei and Kyra Newly Weds

Hey owls, my name's Nate Higgers. I'm just a small business owner who's seeking to expand his empire. What I bring to you today is the perfect party potion. My Dm and I use a Potion system for just in case our party needs the little something that inst dust up the nose or a spell on the brain, it's simple really. Every PC starts with a potion that's half full (5/10) and every one is a potion that heals 2d4+Con(or +2) and can not be looted off other PC's. When your player does your bottle cracks and your potions are lost, refilling each potion is about 150 gold per serving and can be used to heal as a bonus action on your turn calling how many you will be drinking. I bring this idea in hopes other DMs will aspire to throw harder encounters by balancing a small amount of healing that a party will actively ignore or forget about without a cute little potion picture on the character sheet. With that I need to be getting back to my bullywug children have a nice night and thank you for your time. Go Bills

Kaia Bolland

Hello, Owlbears! All credit for this homebrew goes to my DM, so this is a testimonial from a happy customer. Your DM says those magic words… “go ahead and level up for next time”. You open up your Player’s Handbook, excited for your character’s future… but you’re paralyzed by the possibilities. Should you take a feat that fits your character’s backstory? Or should you take an ability score improvement to buff them up for the next battle? You know that your dwarf fighter’s one true passion is fine cuisine, but will you ever find a good opportunity to take the Chef feat? My DM saw that players were hesitant to take feats and sacrifice ability score improvements. So, she categorized feats into Major (i.e. Lucky), Minor (i.e. Observant) and Utility (i.e. Chef). Major feats must be taken instead of ability improvements, as normal. Minor feats can be taken at levels 4, 10 and 16. Utility feats can be taken at levels 2, 7, 12 and 17. Now your dwarf fighter can get that +5 to Strength AND learn to make a proper soufflé. Thank you for your consideration, Owlbears.

Victoria Shotts

Honestly I love this. There's nothing more tragic than a crit doing less damage than a regular attack.

Victoria Shotts

What does that have to do with rolling a nat 20 tho?

Victoria Shotts

So like the Stones in Skyrim? This is a great idea!

Victoria Shotts

Im intrigued and want to hear more. Like how is this useful?

Victoria Shotts

This is a funny concept, like watching the show Cops but with aventurers.

Dave 3D Art

Uses include, but are not limited to: traps, hostage taking, suspending objects or people midair, and subtle security measures.

DC

"Keaghan Yaxley". Can't fool me, I know that's you Keyleth.

Maiu

My dm has a rule where every crit is a roll plus the maximum that that roll could be. So if you get a Nat 20 on a dagger hit, the least amount of damage you can do is 5 (1+4) instead of the chance of two 1s

GREYFOX!!!!!

My fellow owlbears I give you a fervent HOOT GROWL!! What I'm here to present you is a homebrew concept similar to a video game dialogue written by Dragon Age or Mass Effect. Mind you the player characters are not getting dialogue options, but instead a type of social meter that may effect interactions in the future. Renegade To the point and aggressive or very utilitarian. Paragon Compromise, compassion, empathy or reaching a non violent conclusion. Each one will give player characters a cost or benefit die when receiving points in either type Renegade die can give you an extra boost on your intimidation roll While paragon could give the edge in a persuasion/charisma check 1 die= 1d6 Different preferences and usage will result in a level in either mark that will effect the world's perception of the player characters and how others will interact. I have considered more my owlbears and this is just a taste in a potentially overly complex crunchy system! All ask is a 5 percent stake in my idea or 5 shinny buttons brought to me either by Raven or pigeon!

heavy harry

I do the same thing. It's better.

heavy harry

Nat 20s on saving throws = zero damage. Nat 1s = add 2 more damage die.

Freddie Meraw

Good evening owlbears, and of course the adorable owlbear cub Jake. Have you ever crit only to roll 1s and 2s and get very sad about your shit crit? Have you tried using strong criticals (roll normal dice and add max damage) only to have it ruin your games’ balance? I present: Reliable Crits. Roll double dice as you would for a rules-as-written crit, however if you roll below the threshold of max damage for a normal attack then disregard the dice and deal the normal max. This way, the opportunity is there to lay some real smack down if you’re lucky, but no one will quit or throw a fit about a shit crit. This rule has been very well-received at my table, and so I ask, ye Owlbears: is it good enough for yours?

FusRohNahSon

Not a rule but sometimes, I, as the DM, will ask if anyone wants to roll dice for something that directly harms or influences the party's situation. With the 4 of us there is a fun slightly hostile energy. I only allow the rolls if I would have already been rolling them such as checks or damage.

FusRohNahSon

I admit this needs to be occasional not frequent. I don't like the idea of, let's say, having someone roll as an enemy npc for a whole encounter. I will also reiterate that I would never ask the players to roll in their dice box, or my own dicebox, but infront of screen and table for all to see.

Douglas kirk

Hello esteemed owlbears of the cave and Jake. During sessions in my home brew world I often have my players make luck checks for a variety of reasons, like if they know a fence in a new town or if a chest contains something they are looking for specifically. Additionally, I have my players roll for stats, so getting a spread of bad numbers can be demoralizing. To solve both of these conundrums, I simply added a luck stat to the character sheet. It is rolled at the same time and players can choose to put whatever number they want there, but it gives players both more opportunity for an optimal stat and also the opportunity to boost their chances on these luck rolls. As a side bonus, this also allows me to craft my random encounter tables numerically from worst to best and add the groups overall luck score to their rolls. So if they are an “unlucky” group, they’re more likely to get harder encounters than a “lucky” one.

Devin LaGrone

Good day esteemed Owlbears Murphy, Axeford and Tanner, as well as the formidable Cockatrice Jake. My name is Devin L. I bring before the cave, a brand new class. My spiritualist is still in its development phase but I think it is showing a lot of promise. As this is a whole class it would take too long to give you the full breakdown but the summary is that this class is a wisdom based spellcaster who gain their magic through their knowledge/ connection to the fundamental forces of life. This is primarily a support class built to buff allies and debuff enemies. In fact I created this class when I realized that no class was particular proficient in these skills. The class’s main feature is its “Gifts from Beyond” (similar to a Warlocks Eldridch evocations) which this class can use for a variety of effects. (Example on a failed saving throw a target gains an elemental vulnerability of your choice, or eliminates the targets resistance). I have about 15 ready and still working on more. The Spiritual Callings (subclasses) that I’m working on for this class are, The Shaman, who’s more proficient with defensive magic, The Wiccan, who’s specialty is modifying the skills of their “Coven” and The Enlightened, who’s more geared towards melee combat. If you Owlbears are interested in more information give me a shoutout and I’ll happily send you more details about it . I am Devldog15 #0038 and I’m on the Naddpod discord.

Westin Lanser

Hoot Growl, my lords and ladies. I think that we can all agree that DnD is a complicated game. With a dozen classes, scores of subclasses and hundreds of spells, that’s hardly in question. In comparison to the complexity of building characters, however, playing the game if often tactically simple. This is because, outside of specific spells and abilities, there are very few ways to react to the actions of other characters. Once a character’s turn comes around, generally enemies or allies are either in position for an ability to be effective or not. The simple change I propose will add a great deal of depth and complexity to combat. Instead of all characters taking their turn in a round in initiative order, there is a positioning phase at the beginning of each round where all characters may move (and only move) in reverse initiative order. Once positioning is done, the round proceeds as normal with all characters taking any remaining movement or actions in normal initiative order. As a reaction, during the positioning phase, any character can immediately take their movement and, if their movement intersections another characters movement, that character stops in the nearest square, although the rest of their movement is not wasted. This variant allows tanks to block enemies charging squishy characters, quick monsters to scatter if the Wizard threatens fireballs and many many more interesting tactical decisions. I humbly beg for your opinions on this homebrew and not to be devoured. Hoot growl.

Alexa Zubia

Hello my esteemed overlords of dopamine !! My party loves to pull crazy bullshit and I love allowing them to have fun. One in particular is a necromancer -adjacent character. They fought a manticore and wanted to cut off limbs, attach it to themselves, and gain power. (I know, little psychopaths) After arguing for 15 min about how they are level 3 and nothing they have canonically would do this, I gave in because why not. I had them roll to successfully surgically remove a wing or claw, then I had them roll to attach it to themselves, and finally they had to roll a D6 to see how much permanent necrotic damage they would have for as long as it was attached. They’ll probably try this again with the next cool monster they defeat. What they DONT know, is eventually if they keep the necrotic limb on for too long, I’m going to have them roll on a wild magic table. Because again, our main phrase of our campaign has been, “why not?”. Thanks !!!

Michael Colin Kennedy-Yoon

Hello Owls, Bears, and Jake. I have a proposal for home brew I would like to take to the big time. So, you know how some spells have material components (revivify, true resurrection, hero’s feast). In my games, I usually play with the variant rule that this is because the spell requires a sacrifice of something valuable for the magic to work. Herein enters my home brew: you are allowed to substitute other things for consumed material components. The spell works if you use the regular component as advertised, but if you don’t have that and still want to cast, you can offer other things in their place. It is up to the players to decide what they want to offer, which Is consumed whether the spell succeeds or fails. Then, the DM decides if this is an adequate replacement for the components. If so, the spell is cast normally, if not, the slot is expended, and the sacrifice is consumed, but no additional effects occur. Here’s my favorite part though: you don’t have to spend material things. You can offer things like “my sense of hearing” or “all my memories of my parents.” Owlbears, I’m asking for 1 million electrum for a 45% share in the company, and I hope you enjoy the pitch.

Lindsay Davidson

Good evening, Honourable Owlbears and Baliff Bat. I would like to pitch a wild magic-ish style druid that is based around the concept of antibiotic sensitivities. I.e. if you continue to use the same spells against similar foes they will develop resistance. You could also buff you character with vaccination or exposure. Which plays into the story too in that poison resistance will develop after repeated exposures.

Sydney Lee

Please allow me into the owlbear cave!! A homebrew rule that I did for one campaign (and will try to do it in ones I run in the future) is the chaos dice. If the party wants to do something crazy they have to say what they want to happen, and roll a d20. If it lands on a nat 20, it happens. However if it lands on a nat 1, the opposite happens and it goes wrong. For balancing stuff I said that they can only do it once per session, and it has to be crazy, cuz that’s the fun. For example, if they are trying to get an artifact, they can’t be like “it appears in my hand” it has to be something like “a giant cat sprints in from the distance and puts the artifact in front of us” (that’s just an example). For lore and stuff I put stuff behind it, (that there’s a god of chaos who only sometimes grants wishes that he wants to happen). But the idea is that the world is crazy, because they do crazy things and I want the world to represent that.

Charlie Hoskin

Hello mighty and esteemed investors. I make ok magic items and I’ve brought today for you all a cursed invisibility cloak that turns the wearer invisible but also turns everyone outside the cloak invisible to the person wearing it. For 20% of ownership of the patent all I ask for is protection from the murderhobos who keep robbing my shop. I have them some other cursed daggers that reverse course after being thrown so they will be back soon.

Sarah

Good evening Owlbears. I am pitching upcasting for utility spells. Damage and healing spells can be cast at higher level for greater effects, but what about something like Locate Object or Tenser’s Floating Disk? I propose that upcasting should always come with improvements. For example, Tenser’s Floating Disk could increase in carrying capacity by 150 pounds for each level higher it is cast at. A ninth level locate object could have an unlimited detection range (providing the object is on the same plane of existence). You could target an additional creature for each level above first that you cast feather fall at. You get the idea.

David Hamet

God, how I wish upcasting Telekineses was possible! Good idea!

tanner ravenscroft

Good evening OwlBears I am honored to be in your presence I present you with one simple rule that me and my friends have been using for years. Cats should have dark vision. It gives better utility to cats as a familiar and tabaxi get it. For 20% of all cats in your future campaigns I offer the rule to you

Cara McKinley

A Nat 1 always results in a fart. No matter what. If a player roles a Nat 1 then, while describing what happens next, the DM is honorbound to also describe in what manner the player toots at the same time. It gives Nat 1s a comedy that softens the blow for players and adds levity to the table

Emeraldlilly

I'm preparing to DM my first long-term campaign. I'm going to be following the new Strixhaven book and that book has new backgrounds for characters that connects them to one of the five colleges at Strixhaven University (Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom). My homebrew is to make an Undecided/Interdisciplinary Student background that will allow my players to combine two of these backgrounds to better reflect their character being drawn in two directions or not being able to choose. It will allow them to mix and match spells and features from two (or possibly more) college backgrounds. I'm honestly kinda surprised WOTC didn't make this kind of background official. It's like they expect all college student characters to have a really strong idea about what they want to do, which is not true for many actual college students. The book also has nothing about transferring between colleges, which again seems like an oversight I'm gonna need to homebrew a remedy for if any of my players want to do that.

Mountain_Dad

I have a Hat for one of my characters that, in cannon, looks like My grandpas old hat that he gave me. since the hat is broken i have a small nail in it. i asked my DM if i could make the nail in the real hat cannon in the game hat, IF the nail was actually in the real hat. so if i needed to try to pick a lock, or stab someone in a 2-crew specticle, i could, but only if i could show the physical real nail in the physcial real hat. so how about real life props used in game, ONLY if person in real life at the time of play, and its and exact in game copy of the real thing, same abilities, uses etc.

AmitaiB

The problem I see is that this eviscerates the whole point of Bard. Everyone else in the game, including the DM, gives adv; with some notable 1d4 exceptions, only Bards give out concrete, absolute point die increases. A +2 weapon/armor is huge, and you need to drag a +1AC bonus kicking and screaming from the Players Handbook. So I like it for a group where you need a Bard, but nobody wants to play the Bard, or where one is precluded for Reasons (e.g., your players are a group of celibate monks), just like there are workarounds or sidekicks for a party without a healer. Thoughts?