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We're returning with a special Short Rest edition of The Owlbear Cave wherein players and DMs pitch Homebrew rules and creations for us to discuss and invest in.

Please comment with your pitch here on this post. Try to be as succinct as possible since we want to get to as many as we can. Let's hope your Homebrew works for our eggs.

Your friend,

Jake

Comments

Crimson Claw

Monks get d10 hit die, Fighters get d12. Optionally, Rogues have d6 and Sorcerers get d8.

Holden

On damage inducing saving throws: Nat 20: Roller chooses either 0 damage or to grant advantage to ally that would otherwise fail. Nat 1: Roller chooses either 1.5x damage or grant disadvantage to ally that would otherwise succeed. In order to grant (dis)advantage, there must be a logical RP reason as to how you could do that.

Michael Colin Kennedy-Yoon

Hey owlbears, My homebrew has to do with the component cost for spells. Now, this one takes a bit of explaining. My ruling is that when you cast a spell with a component cost, the thing that fuels the spell is not necessarily the item itself, but the sacrifice of it. That means that, in a pinch, you can sacrifice something else and successfully cast the spell. This only works if the DM deems it an equivalent sacrifice to the item. Seems overpowered? Well, if the DM doesn't think it's equivalent to the material component (for example, 300 gold diamond for a revivify spell), the sacrifice is consumed, the spell slot is used, and no other effect happens. Now, here's where it gets really interesting: you don't have to sacrifice material things. You can offer up things like "reducing my HP max," or "I will sacrifice proficiency in this skill," or "my memories of my parents." I think it leads to interesting roleplay moments, and it means my players aren't always scrounging for 300 gp diamonds. Thanks for your consideration, please invest.

Branson White

Dear owl bears, I step into the luxurious cave today with a homebrew rule that may not help you, but will help the people. The pitch is this, write a one page backstory using criteria the DM provides in exchange for 1 non-combat feat before we start playing. I’ve found that it increases players connection to the world and the players and can make even most role-play skiddish people open up.

JT Gwozdz

Bears, I have for you today: the most critical of fails. If any player roles three consecutive Nat 1s, they die. Clearly they have been forsaken by Dice Christ and there is no salvation. I am offering 45% of the company for three of your most cursed dice.

Jack M

Hello, I pitch a pair of shoes that twice a day can be clicked together and targeting a creature that creature will unknowingly have to pass a dc15 wisdom save or the boots turn into the favorite color of the targeted creature and grant the wearer advantage on persuasion checks for 3 hours, on a fail the creature doesn’t know but the boots shrink one size. I ask for 3000 gold and you will get 50% of boot profits and naming rights

David Goertsen

Hey there Owlbear, After a successful medicine check (where a player would be unconscious afterwards), I let my player roll their remaining death save dice to see if they can get a nat 20. If they do, they're up with 1 hp! This provides an incentive for players to perform medicine checks earlier.

ChromaticMars

Hello there Owlbears! I’m Mars and I’m here to pitch my amazing innovation that I call the Polearm Arm, I know what you’re thinking, “what in the heck is that”, well let me tell you silly gooses what that is. The Polearm Arm is a disembodied Arm that you can use for an extra 5ft reach to your Polearm! Totaling to a 15ft reach! The Polearm Arm will however attack everyone around it in a fit of rage if someone hands it anything else but a Polearm. With only 12 installment of 16000 Gold this can be yours! Refunds are aloud but you have to catch me first and I’m faster than you. Thank you Owlbears.

Nicole Vujevich

Dear Owlbears, I propose something that my DM has implemented that has caused the best kind of heartbreak in our campaign. You don’t get to know the spell or level before you cast counterspell against it. This has led to counterspelling cantrips and not having a reaction to go against a power word kill aimed at a beloved npc (whose my characters sister). It creates some SPICY situations and makes the spell more satisfying when it succeeds against a major spell.

Matthew

I present to you the Conman’s Magic Item List! Wand of Invisibility? The wand turns invisible but not the PC! Globe of Light? The globe becomes slightly less heavy! Ring of Disintegration? The ring disintegrates! Fool your PCs, fun at parties! I’m asking for… honestly you can have this for free it’s kind of dumb.

meaghan sheridan

My pitch: skeleton asshole photos. I have one of my players a photo of a skeleton’s butt hole as a treasure found deep in a skeleton-y dungeon. She can use a bonus action to show this unfathomable eldritch horror to any sentient creature and automatically do 1d6 of psychic damage as the creature attempts to wrap its mind around what exactly it’s looking at.

Cody W

Hello owlbear sweeties, There's a monk subclass I have been home brewing. Way of the substance sage. A monk path on various drug use, akin to drunken master. At first it is based on spending ki to do light, medium, or hard drugs. Each offering a boon and bane with severity dependant on amount of ki and severity of drug. The next offering at lvl 6 is a ranged attack called ego break. Would love your thoughts and input

MarinheiroTX

Hi Owlbears. House rule pitch. On a nat 1 attack roll, the player or npc has disadvantage on next attack roll, or an attacker has advantage on the next attack roll against them, whichever comes first. Adds consequences for "overextending" and being caught "flat-footed"

Tucker Collins

Esteemed Owlbears, I come to you with an exclusive investment opportunity. Funds for this project will go toward increasing production, advertising, and securing bids from regional lords. Thank you. Tucker’s Cream of Adamantine Cost: 45 gp per bottle. Contains 5 uses. Leather adds beauty and warmth to any adventurer’s gear. Versatile, durable and luxurious, it perfectly compliments clothing, accessories, and even furniture. But caring for and extending the life of leather requires proper maintenance with quality products. Look no further than Tucker’s Cream of Adamantine for your most precious hides and leathers - it will keep even the most rugged of rogues supple and smooth! Apply this cream to any leather, studded leather or hide armor during 1 hour, once every 10 days. While the cream retains its potency, and you are wearing the armor, any critical hit against you becomes a normal hit. The cream may only be applied once every 10 days, and its effect wears off after a certain number of days involving combat. The potency depends on the cumulative number of applications of this cream: No. of applications : No. days of effect 01-09: one day 10-19: three days 20-29: five days 30-39: seven days 40-49: nine days 50-54: effect lasts for 100 days 55: material is permanently infused After applying Tucker’s Cream of Adamantine to a studded leather armor for the 30th time, on any three adventuring days in the ten days before the cream is added next, the armor will negate critical hits. After the 50th application, the cream can only be applied once every 100 days, and retains potency for the duration. After the 55th application the effect is permanent.

Joseph M McDevitt

Hello owlbears! My player basically wanted to play captain America. I home-brewed him a shield that could throw up to 30 feet as an action for 1d6. I also allowed him to use his bonus action to bounce the shield to a second target for a d4. He could not hit the same target twice in this way. This is a great weapon for low level players, and I hope you will like it as much as he did.

Jeremiah LaForge

My dearest Owlbears, may you be well-fed and not hungry during our meeting. I am pitching my business of class-specific magic items. Today I will present a custom monk item that I have used in my games before as I am shocked and appalled at the lack of class-specific magical items all around! All around I say! But none more neglected than the monk, who is explicitly deterred from magical items as one of their later level buffs to attacks, sharpen the blade, can not be used on a magical weapon. I believe there are others, but I must be brief as I do not want to risk being eaten. So my pitch is a set of sweet-ass throwing stars that once attuned are scaled according to your monk level and the number of ki points spent to summon them. Basically a monk can spend at least one ki point and a maximum of 5 ki points to summon two throwing stars. The stars appear one in each hand and both hands must be empty when they are summoned. They deal your martial die in piercing damage and additional magical damage which increases with additional ki points spent. I am requesting 500 gold 50 copper for an investment from one of the prestigious owlbears, and in return, I offer 35% of the business. For your preview here is the dnd beyond link for the homebrew sick ass ninja stars. https://www.dndbeyond.com/magic-items/2192234-star-summoning-armlets Yours truly, Chet, the Crick's favorite earth genasi.

Faisa Awow

I bow to each of you wonderful owlbears and any possible guest owls. Here’s my item the twin daggers crackle and pop. Together hold one use of thunder step per day and Crits stun an enemy. Does 1d6 + 9 damage I would like 5 owlbear eggs in exchange for 20% of the company. I’m not sure if this is overpowered but my players have terrible luck so it’s never been an issue. Also sup jake

FiendishNoodles

I enter the cave to present my immovable rod nunchucks, where two immovable rods are joined by a roughly 1.5 foot length of indestructible chain. Perfect for tearing ships apart and making infinity ladders into the sky but less useful than giving your party two independent immovable rods. I'm asking for 30% share in crick water sales in exchange for all the ip involved in this idea.

Abagayle Witzgall

This is from a previous campaign that my DM put it. It’s the Duck of Many Things. She made her own table to roll on. Every day the duck lays an egg and when you crack it you roll a d100 and the effect happens. The duck is about the size of a mini-pony with a white head and rainbow feathers. A small creature can use it as a mount and it has a speed of 30 feet walking/40 feet flying. It can carry 150lbs. The table can be found at Imgur.com/gallery/AcRlICU (it’s a lowercase “L” and uppercase “I”). It was so much fun to use in game and we definitely had some shenanigans with it.

Fish Harlan

Inspired by something from a Star Wars ttrpg, I propose The Good and Evil Points. At the start of a sessions, the DM and one randomly selected player each roll 1d4. These rolls determine how many Good (player's result) and Evil (DM's result) points there are. These points can be spent for mechanical things like gaining advantage on a an important roll or disadvantage on one as well. They can also add environmental elements, like saying there are weapons nearby or cover. Each Good point used grants a new Evil point, and vice versa. Points reset every session.

Brandon Coffrin

When casting counterspell you either auto-succeed if casted at the spell's level or you roll a spell casting check, all as normal. But if you roll a Nat 20 to counter then it bounces back the spell's effect. NPC charms you, Wizard PC takes they're own Fireball, etc. I'm aware this is probably way too OP, but I've always wanted to try it. I'm open to suggestions to what happens when you roll a Nat 20 to counter a counterspell.

Ranger Zenith

Oh Knowledgeable owlbears, I present my idea for making smithing more useful in worlds. Essentially whenever you crit fail on a weapon, that weapon takes damage. When it equals it's hit die in damage. 8 crit fails on a 1d8 weapon before being repaired, that weapon breaks. On the flip side, if a monster crits on you - your armor takes damage. So for armor damage points, it's the bonus it provides plus your Dex bonus. So if armor gives you +3 and you have +2 dex, you can be critted on 5 times before it breaks and needs repair.

THEJordonBrown

Hello Owls, I offer you the Take 20 Rule. If a player can take 20 minutes for a skill they have proficiency in, they can take an automatic dirty 20 without a roll. Let’s not get stuck in the cave, but 20 Emily Bucks for 100% of the company.

Mad Dungeon Mama

Collar of Calm: This rare item can be used on any large, medium, or small animal. Upon a successful animal handling check (opposed grapple check) to put on the collar, it simultaneously casts animal friendship and speak with animals allowing all within a 30 ft radius to understand said animal in a common language. Animal can attempt 1x/day a wisdom save (DC of collar owner) to break the spells and 1x/day Dex save (DC collar owner) to remove the collar.

Adam Martinez

Hello Owlbears! DMs, have you ever wanted to ask your players for a roll but not alert them to what it's for? Think passive perception but for any kind of check! Skill check, luck check, Saving throw, anything! What I have started doing is having all my players roll two d20s at the start of every session and marking those numbers down as "future rolls". They are used in order on whatever check comes up first for that player. Do you have a random effect trigger once a trap is sprung? Know ahead of time what that is going to be when the rogue rolls a 5 at the start of the session! Any rolls that aren't used are simply discarded and new ones are rolled at the start of next session!

Teo Tamashiro-Harris

Heroic Death. If a PC is rolling death saving throws, they can choose forgo the roll and instead take one final turn with all of their spell slots/abilities back. Once they finish this turn, they die permanently and cannot be brought back with Revivify or other resurrection spells.

MarinheiroTX

One more for your eggs to ponder. On nat 20 skill checks, for DMs who don't do auto success on skill checks, add proficiency bonus if not proficient in skill, or add proficiency bonus again if proficient

Cameron McEwan

Dear Feathered Investors, I have an item to present before you. This was created for a party I DM for, where the character with the HIGHEST charisma out of all of them had only a -1 in charisma. The Lute of Spring Light Carved out of golden oak with patterns of blossoms etched into its body and strings of magically tuned silver. The lute can produce a beautiful tone and glows with a golden tinge when played correctly. However when played poorly, the timber dulls and fades. Once per day during a long rest, you may attempt to attune yourself to this magical instrument. On a DC20 performance check you become attuned to the instrument and gain its magical benefits. On a failed attempt, the DC is reduced by 1 for subsequent attempts. Benefits: Once attuned, while the lute is in your possession you gain +5 to your Charisma modifier, to a maximum of 30. You also gain advantage on any performance checks where you use the lute.

Dave 3D Art

Greetings Owlbears, The proud creator of "Invisible Rope" is happy to introduce his newest product... "ICY STEP" This first level spell available to wizards, warlocks, and clerics allows for 15 feet of teleportation as a bonus action, and only expends a single first level spell slot. It's perfect for a spellcaster in a jam, but it has one catch. Wherever you teleport to is covered in a thin layer of ice. Upon arrival the caster much make a dexterity saving throw. If they succeed, all is well. In the event of a failure the caster falls prone. The DC starts at 10, and increases by 5 for every use up to a maximum of 30. The DC resets upon a long rest. I request 5,000 Gold Pieces for a one year license of "Icy Step."

Dave 3D Art

I swear I had not listened to the Campaign 3 episode zero when I submitted. I had used a variant of this spell called "Greasy Step" in an older campaign, but felt that ice would be more fitting. Wow.

Rémi Maloney

Hi Owlbears! I would like to propose this magical item to facilitate healing for any party: the Everbrewing Casket, which generates daily doses of minor healing potion (all doses reset at dawn, unused are wasted). The number of doses generated is based on the party proficiency bonus. The potion can be stored in receptacles other than the casket, but always lose their magical properties at dawn.

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 420gp for 69% of this idea. *Looks at the Owlbears with pleading eyes and a forced smile*

rachel q

Hey there owlbears! My DM has implemented a system where a Nat 20 in initiative means you automatically go first and get two full turns in the first round of initiative, while a Nat 1 means you go last and lose your turn in the first round of initiative! It's led to some epic highs and lows for both PCs and bad guys while removing that feeling of a "wasted" Nat 20 on initiative that many of us feel! We would accept 5000 gold for a 15% stake in the profits made by parties implementing this system! -Q

Levi Bradford

Dear big scary yet surprisingly fluffy owl bears and Jake in a Chewbacca costume, I present to you today the Cloak of Sandwiches. The beautiful tan cloak covered in sesame seeds and smelling faintly of a bakery allows you to, as a bonus action, reach into the void of the pockets and attempt to pull out a sandwich. Roll 1d20 for each pull, on a 2 through 20 congratulations you have an awesome sandwich! On a 1, you pull out something that is not a sandwich, determined by the DM, but is still in between two slices of wheat bread. I'm asking a mere egg and a half for a 30% stake in this idea.

William Nakamura

Baba Yaga's Lamp: The candle that burns twice as bright burns half as long, and the mysterious fire in this lamp allows you to burn your own candle from both ends. You can choose to use your hit dice without using a short rest at a rate of two hit dice to one hit die (so you lose 2 hit dice for every single die you choose to use), to a maximum of 2 total dice per round.

Mr. Dude Sky

Dear Owlbears I present the "Whip Master" feat. When you hit with an attack with a whip, you can attempt to grapple the target. Make opposing acrobatics or athletics check against the targets acrobatics or athletics. While grappled in this way you cannot use the whip to attack. As a reaction you can take a trip attack on an enemy. Make an opposed acrobatics vs acrobatics check with the target. If you succeed the target stops it’s movement and is now prone. bonus points for shouting "It's a roll off!"

JT Gwozdz

Bears, I bring you sneaky spellcasting. Spells have verbal, material, and somatic components that, by rule, are significant enough to be noticed. This is why sorcerers have subtle spell. But PCs always want to be casting sneaky spells in role play and it’s not fun to always say no. Casters can roll a slight of hand or stealth check, contested the the perception of anyone else in the room. The check has a penalty of -2 for every spell level. The bigger the spell, the bigger the gestures or words.

Jon Maskell

For campaigns that track resources - one per day you can eat a ration during a short rest to get the maximum roll on a hit dice.

emm10 like ben10

Hello Owlbears, today I’m asking for 100,000 gp for 10% equity in my homebrew idea. In my campaign I added a homebrew mechanic for those pesky flying races, which included acrobatics checks for flight prior to level 4 with increasing flight speed for every level after. Additionally they should be small instead of medium because bird bones are brittle af. By taking this brand global, we can prevent diarrhea addled aarakocra from shitting on commoners until a few sessions in, and then after at least it wont be as much to clean up. Thank you owlbears.

Ash Ferguson

Hello Owlbears. Listen. Picture this. It’s 2014. You’re in the theater watching Big Hero 6. You see Honey. And her sick. ass. periodic table bomb maker. And think, how cool would this be in DnD. I am proposing a similar concept for artificiers, wizards, and other similar tinkerer-spellcaster types that want to be even more fucking nerdy. By using a creation of your own making (if you are a tinkerer, if not it could just be a thing in the world), you can combine certain elemental energies, wild magic, spell components, etc to make new, concentrated range weapons/splash potions to use in battle. The details are iffy but I promise that with 25,000 gold for a 10% stock I will perfect this to peek performance. Thank you.

Maia Costea

Greetings, owlbears and cherished eggs, Through my extensive research I have found that rolling a Nat 20 on Initiative does not spark much joy, so I suggest: whenever any person in combat gets a nat 20, their natural instincts and reflexes give them 5ft of movement before combat even starts. This is light enough so even if the enemies get it, it's not much, but still honours a nice nat20, to enhance PC joy and get them to narrate how fast they get a tactical idea. Small gesture, but an acknowledgement of Dice Christ's wishes. May your cave be dry and your river water clean!

PandarZanta

Before you do this, maybe do it with the people saying the pitch and instead of reading it. May come through better

AnonymousDM

Hey there owlbears — I made my player’s paladin, sworn to a god of protection, a holy symbol called The Sigil of the Shield, which allows the wearer to cast Shield on themself or an ally a number of times per day equal to their proficiency bonus. I’m seeking a 300 gold piece investment for a 2% stake in this franchise

David Donnel

Goodnight Owls, today i’m seeking a $300,000 investment in exchange for 50% of the credit for creating these rules. Rule 1: Edible Enemies. If your game uses minis, replace the enemy tokens with snacks like m&ms, skittles, and slices of watermelon. Then, whoever kills that enemy gets to eat the snack. If your game doesn’t use minis, the DM can still provide a snack once an enemy is defeated. Rule 2: The Reminder. When a player gets a rule incorrect, the DM closes the rulebook on the player’s hand at the page where the correct rule is found lest they forget.

TishTashTosh

Hey there Centaurs, i mean Owlbears, my item is a powerful item that would only be held by powerful bosses. The Crystal of Legendary Resistance. legendary resistances are now a physical item and if you kill a boss while it still has legendary resistances left the players can gain it as a 1 time use item.

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 else 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! I am asking for a meager investment of ten thousand gold pieces, or one PC sacrifice. Thank you to all.

Dijonmustard

Hey owl bears, I like to run a rule called fate die; once per session my players get to reroll a check, save or whatever they’d like, but the stipulation is that you must take the reroll. It’s real fun when they fail a crucial save or check but realize that they can use their one fate die to possibly succeed.

BobbyG

We who are aboot to hoot salute! My proposal is for alternate stat rolling at the beginning of a campaign. Knowing you've rolled well feels great, and there's no greater a bummer for a player than going into a campaign with a low-all-round character who'll take a long time to get up to the same level as their players. My proposal is this: roll 4d6 7 times, drop the lowest stat, and then a gamble: take your new lowest stat and roll for it. Roll a 1d20. 10 or higher and you replace your lowest stat with an 18. 9 down and you subtract 2 from your lowest stat. Either way they'll have a comedicly low dump stat to help drive characterisation, or they'll start off with an 18 which always feels great. I'm offering 5% of my company in exchange for 15% of Em and Murph's marriage

Squiffy13

Good Morning Owls I hope your eggs are gestating well. I bring to you extendo boots! They are made so only Dwarves, Halfings and Gnomes can wear them but other tiny folk could throw them on just fine. They increase the users speed by 5, allow the user to cast Jump at will, and the user rolls advantage on deception when trying to pass for a tall person as long as the boots are covered by a long cloak or human sized pants. I’m asking for 20$ or a shard of an egg to build a prototype and if it meets your expectations 41,980$ to start production. Paying both of these would result in 69% stock in the company. Thanks you for your time Owls.

Luke Polito

Hello wise owlbears. I come to you with a magnificent marvel for a magical world. Ever find yourself needing a mode of transportation with a touch more whimsy? Say goodbye to the high cost of horse feed and say hello to the Arcane Auto. This transportation innovation is powered by spell slots, a spell slot of first level grants you that many days worth of comfortable travel, with a spell slot of 2nd level or higher needed to cloak the car in an illusory field that will make it blend in with even your most mundane horse and carriage. I'm asking for 20,000 gold for a 40% stake in my delightful device, thank you for your time.

Alexander Gonzalez

Hat of Concentration Allows spellcasters to prolong a spells effect with diminishing returns. Spellcaster must also maintain concentration on said spell for effect to work. For example: Spellcaster cast fire ball and concentrates on it, next turn the same area the fire ball was cast any creatures in it only take 4d6 instead of 8d6

Ben Delahay

Owdy, Owlbears. Thank you for inviting me to the Owl Cave for this Hoot-enanny. I hope we all don’t get lost in the labyrinthine tank. I give my characters “Soul Items” magic items that level up and grow as the character levels up. Our Wizard Adler is reckoning with mistakes they made in their backstory and their new Soul Item is a new wand, the bow of the violin of the boy who he turned into a hellmouth with his old warlock patron (he got a new item after breaking his pact and becoming a full wizard). The bow allows Adler to deal damage to himself to either boost damage (can take 1d8 psychic damage as a bonus action and add it to his cantrips), take levels of exhaustion to regain spell slots (as many levels as the level of spell. Can do it until he falls over dead if he wants), or sacrifice spell slots to regain health (as many d6s as half the spell level rounded up). I wanted to give them an item that would fit with the pain of facing your past selves actions. I’m asking for help turning a child into a hellmouth so I can summon a demon army into the kingdom through them and blame you for the failed experiment. I will also accept a pat on the back and 30k to pay off this semesters student loans.

Nicolas P.

Hello Owlbears, I come with an easy homebrew rule involving hp and hit dice. Whenever you roll for hp, and get a low number, doesn't that just suck the fun out of the game? And for a character with a bad Con score, it can actually mean they end up not gaining hp or even losing hp!! My new rule would fix that. Whenever my players roll hit dice during a short rest, or when they roll to gain new max hp while leveling, if the player rolls less than the average on the die, they can instead take the average, i.e. if the player rolls a 1 on a d8, they take a 5 instead. I am asking for 1 single egg for 60% ownership in this rule. Thank you Owlbears for your time and your eggs.

Khristian A Seaward

To the Owls, I would like to show you, "The Bag of Inconvenience." It appears to be a normal "Bag of Holding" but every time a person opens the bag a d20 is rolled. The number on the die is which pocket the bag will open into. The total weight of the bag with all 20 pockets combine still hold true to "Bag of Holding" rules.

GW

A quick list of awakened , cursed, or otherwise spiced up Bags of Holding: Bag of Beholding - a Beholder eye stalk lives on the bag and shoots beams when it feels like it Bag of Withholding - requires a persuasion check to open, generally a bad friend Bag of Strangleholding - the fabric animates and likes to jump out and strangle people Bag of Blindfolding - allows the wearer to functionally cast Blindness/Deafness 1x/day, slips around an enemy's face to distract

Shenshen

Hoot hoot owls! I offer the sacred mountain goat! In my games, when a player or I get a crit or a nat 1, I offer the choice of a regular good/bad thing happening or they can invoke the power of the mountain goat. The more the goat has been invoked, the crazier the situation becomes. Example: the players were fighting a giant and the giant got a nat 1 on an attack. I, the dm, invoked the goat and had the giant distracted by a strange goat that appeared out of nowhere. Then the fighter tried some shenanigans and got a nat 20. The player then invoked the goat. Due to the two invocations of the goat, I rolled a luck check and got a nat 1. So the Great Mountain Goat arrived and headbutted the giant off of the cliff.

Bryant

Owls, how often do you find yourself in the middle of an exciting and dangerous adventure, only to realize that your beloved horse is in the line of fire? Worry no more because now there’s the Locket of Horse Holding™! The Locket of Horse Holding ™ is a locket containing a pocket dimension (a locket dimension if you will) with everything your equine pal needs to safely enjoy their time away from you. Will your horse become addicted to the pastoral serenity of the Locket of Horse Holding ™ and begin to prefer the locket dimension to reality? I hope not because that isn’t covered by the very limited warranty. Today only I’m offering you 70% ownership of the Locket of Horse Holding ™ for only 4500 gold pieces plus a 2gp royalty on every unit sold.

jpsuddy

Hello owlbears! I come to you as a DM who brings a sprinkle of real world mechanics to spice up my games. One homebrew rule revolves around butt chugging. I'm sure you are all aware of the effects of such actions in the real world, but in DnD, I have applied this to healing potions. When one of my players wishes to butt chug a healing potion, they must use their action to go prone and proceed with the chug. This allows the player to double the amount of dice rolled. (ex. 2d4+2 basic healing potion then becomes 4d4+2) It's quite useful in dire situations, however the player must stay prone and is unable to pull their pants up and return to a standing position until their next turn (unless an extra action is granted such as an action surge.)

MacMillan Leslie

Hey there Centaurs! I mean...Owlbears... So I heard you like healing. We all like healing, it's great! But why stop at healing potions? Be honest here has THIS ever happened to you? You roll that level 3 cure wounds 3 sweet succulent d8s ready to shove healing in the face of your damaged tank plus your modifier and you roll ALL ONES healing for 3 measly points plus your modifier. WOMP WOMP. But picture this! A world where upcasting a healing spell gives you max value on the roll of any extra dice. Lets take a look at that scenario again! You cast that sweet yummy juicy level 3 cure wounds and instantly heal for 16 + 1d8 + modifier. Your tanks and healers will be jumping for joy when you buff their healing through the roof. Consistency? Now that's what I want in my DND! I am looking for a dedicated bear to take 100% stake in the company for 26 eggs.

Molly Oxenfree

So this is two pronged, first i’ve added variable ac to my monsters, as in, if a player wants to hit a “called shot” instead of increasing the ac or having them roll disadvantage and if they miss they waste the turn. I increase the ac by 5 or more for the specific target and if they miss the new ac but still hit the old one the attack does damage but simply to the base hp pool, rather than weakening the target and potentially disabling a monsters feature. To go with this I’ve assigned each attack/skill/and lair action to body parts and given monsters extra hp that can be attacked to disable enemy attacks

Joshua

Opportunistic Owlbears, I come with a short and sweet mechanic. Has your artificer ever been hasted with boots of flying and wanted to drop a branding smite mid air? How about a monk with misty step that just wants to add some extra damage to their flying roundhouse? I present to you, "Give and Take fall damage." When attacking mid air (with the intent to land) a player may choose to take fall damage following normal mechanics, but also deal this damage to a successful attack, i.e. "Orzo Quickfist misty steps 30 ft into the air for a people's elbow that pitfiend won't soon forget!" Thank you very much for your time!

Jake Chappelle

Owlbears, thanks for inviting me into the treecave. Have you ever been playing a fighter and been a bit disappointed about just taking the basic attack action every round? With this simple trick, you can give your fighters another the same pizzazz and flexibility that the esteemed Battle Master subclass has. Let every fighter learn their proficiency modifier in Maneuvers, and give them proficiency modifier halved d6 Superiority Dice. If you’d kindly show me out of the cave and not turn me into semi-digested owlbear pelletturds, I’ll give you 49% of the company.

VMEArcana (Very Much Earthed Arcana)

Hello Owlbears, I am asking for no Gold on this offer. I’m only here to put my reputation on the line. Today I bring a home brew rule in direct opposition to RAW. A home ruling made to correct a rule I have disagreed with and disregarded during my many years of DMing. A 5e rule that goes against the game of chance Dice Christ offers. Bare handed combat should be a d4 plus strength, not just glancing at your Strength score to determine the damage. It is insane to me that in the base rules DnD, that there could be any type of attack that doesn’t need a damage due. LET ALONE THE COOLEST ATTACKS OF ALL TIME, PUNCHES AND SPIN KICKS. Melee combatants should feel free to set weapons aside and duke it with a bit of flavor, Dice Christ knows variety is what martial classes could use. I bring this to the Owlbears to right the wrongs done by RAW, and ignore a frankly bizarre rule.

TMJ2008

Greetings, Owlbears, and the most respectful of hoot-growls to you all. May I present to you an alternative to insta-killing your low level PCs when you get a lucky crit in the encounter you're running: Grievous Wound. Instead of insta-killing a character when you do double their max HP in damage, you instead do a grievous wound that, while not fatal, does leave them debilitated in some way. Perhaps a lost arm that locks them out of dual wielding or wielding two handed weapons or a lost eye that gives them a permanent disadvantage to ranged attacks and perception rolls? This still gives stakes to massive damage, but doesn't leave the sour taste of killing a brand new PC just because of a lucky roll. Thank you for your consideration, I shall take all the eggs you wish to spare now, please and thank you.

Steven Hoffart

Hello Owlbears, I come today looking for a 10000 dollar investment for 20% of the gold pieces. It is a simple addition to any DND game but one that is sure to make any Legend of Zelda fan happy: The Hookshot. One handed. As an attack action you may target one object 15ft from you, if the target is fixed or larger than you, you move towards in it a 15ft line. If the target is the same size or smaller, the object moves towards you in a 15ft line.

KelCello

Hey there Owlbears. I have introduced a rule to try to mitigate this problem: “Player 1, give me a History check.” “I help! They have advantage!” “… Yes, you have advantage.” The fix is simple. Outside of combat, you can provide help on a skill check only if you are proficient in the skill.

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 !!!

Nicholas Van Sickle

Hey there, owlbears who dare to care for how those who endure death's stare fare. I have a simple homebrew rule that I've used pretty successfully for a few years now. Heroic Stand: When a dying creature starts its turn, it may choose to briefly regain consciousness to take an action or bonus action. If it does so, the creature immediately takes one level of exhaustion. For clarity, you can absolutely use this opportunity to chug a healing potion, but you're trading off exhaustion which can cause a death spiral in and of itself, so in practice I've only ever seen it used judiciously.

Keaghan Yaxley

What’s the biggest disappointment a player can face while playing DnD… wasting a natural 20 on an initiative roll. Well let’s turn that thorn into a beautiful rose. From now on rolling a straight 20 on your initiative roll won’t only just ensure you go first in the order, it’ll also gift you your very own genuine, one of a kind, unconfined surprise round. Support my homebrew and let’s make a crit on init legit!

Amanda E.

Hello Owlbears, today I'm asking for 5,000 go or 7 eggs for 27% equity in my company. We produce for those pesky treasure focused players, who always want loot, a Language Learning Book. This book found on a Nat 1, will learn one language from the person reading it. A high investigate check can reveal the true nature of this book. When a player reads the book, ask them how many languages their character knows, and then have them roll the corresponding dice and they immediately lose the knowledge of how to speak/write/understand that language. Thank you for your time, Owlbears

Joseph Wood

Hello Owlbears, I wrote a one page RPG entitled Bathtub Brisket and I'd love to know your thoughts on the way I've suggested a session be run using a three act structure. It quite loosely put together and I was wondering about your thoughts on clearly defined mechanical goals in homebrewed one shots versus vaguely defined brisket shenanigans. Here's is a link to the PDF, should it interest you: https://drive.google.com/file/d/1f903gzODjQmiskxQdkKZAJAajmsceDRA/view?usp=drivesdk

Skillful Ferret

I present to you the Auto-Up Belt. Tired of being downed with no one close enough to give you a hand? Now affix your healing potions to the Auto-Up belt and when you go prone the belt will uncork and spill your health potion on you. (This does require potions to heal via touch vs ingestion) I had this be an item my party's tank bought in the advanced city of Elantris where potions and technology were superb, and where the final battle took place.

saberbear

Greetings investors, I present my pokemon knockoff: Critter Clash! My party was accruing too many critters in our 5e campaign, and after a one-off joke, I started building a pet battling system. It blends D&D skill checks with a simple card battler I made, and my party is now overflowing with critters. When is a homebrew too big for its britches? Sure, it's started overtaking the main campaign, but that just means I can turn the BBEG into a master critter keeper! All I'm asking for is 50 real gold coins. I don't know how much gold is worth right now, but that's probably more than enough to print some cards.

Devin Matthias

Hey people. We use the haul ass rule: If you forgo all actions in a turn and want to just move your meat you can move four times your movement speed. For clarification. So instead of a move action + dash action and then being free to use a bonus action... you just use your entire action economy to haul ass. This does mean the DM can use this against you as well.

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.

Triston Nearmyer

Greetings wise and ferocious Owlbears, today I present to you an item inspired by the magical realm of Pokemon. The Boon Candy. On a successful DC 20 constitution save the consumer can grow stronger via an ability score improvement or feat. However if the rolled save is low enough (say less than 10) magical effects are too much for the consumer's body and cause a level of exhaustion. For a 70% stake in my company I'm asking for a chili's gift card and a carton of hemp milk

Kevin Crist

A downed PC can take a death fail instead of rolling to grant another PC an autocrit.

InkTank

Dear OwlBears. I present throwable potion flasks. Players can take any potion they own and move it to a thin and fragile flask (think breakable sugar-glass). These potion containers can be flung at other party members from range to give an ally its effects (like healing, stoneskin). This makes potions much easier to share amongst the party in combat. The DRAWBACK is if the carrier takes damage and fails a Con check, one of their potions is immediately activated and could even splash onto the assailant instead, and now the hobgoblin they’ve been fighting is invisible. I only ask for a single gold piece and 35% egg profits.

Matthew Millions

Greetings Owl Bears, I'm looking for a 3 egg or 1 hatchling investment in the following homebrew rule. I've always felt that the "help" action could feel more like teamwork than the rules as written. I suggest that rather than giving one player an advantage, both players should roll with their own skill bonuses. The final result is the higher of the two rolls. I've found that this gives a little more narrative spice to how two players successfully resolve (or fail) a situation.

Nebadger

My dm has a fun thing we haven't implemented yet (we play on discord with a dice roller and he's still coding the bot for it) but instead of rolling a d20 you roll 2 d10s. Crits happen when you roll doubles but that doesn't always mean a success. You roll doubles add your modifiers and if you would the. Succeed its a critical success. If you don't make it then it's a critical failure and there will be a table to roll on. It's a bit wacky but can be pretty fun.

Paul Deichmann

Introducing the Fail Forwar(d4)! [generally, this an adaption of 'adversity tokens' from Kids on Brooms/Bikes.] Any time a player fails a skill check (or misses on an attack roll, if you'd like to make missing suck less) they gain an fail-forwar(d4). They can apply that to another skill check (or attack roll if you're feeling spicy) in the future. Players may also give an f.f.(d4) to another player, to help them. The DM may ask for explanation of how someone gives it (but why wouldn't you just use the help action, outside of combat? You wouldn't! Continue reading). In combat, a player can choses to use a ffd4 as a free action (like a free little bless for trying and failing). Another player, seeing someone about to make a roll, can give an ffd4 to another player as a reaction. (this gives players way to help each other beyond just taking the help action in combat) Each player may only have 1 f.f.d4 at a time. If that feels too limiting, then go for a number equal to their Proficiency Bonus. (I think one is enough--any more and there's tracking involved.) Obviously this is more important at low levels. It also encourages the sorta big swings the 2-crew is known for. I would disallow using this on saving throws and death saves.

Steven Hamonic

Hello Owlbears, I am Steven and I have a new addition to the Rules of D&D 5th Edition for you today. The game of Dungeons and Dragons does not have much incentive for falling to zero hit points. This is a problem my team and I have laboured long and hard to solve- Introducing: Downed markers. When a player reaches zero hit points and makes a death save, unless the result is a 20- they receive a "Downed marker". Players may only receive one marker each time they drop to 0 hit points and make saves. Downed markers accumulate over the course of a character's life, starting off they are innocuous- at 3 total markers, maybe the character cannot refresh one of their hit dice unless they have a day off (an extended rest of 24 hours)- or they find that exhaustion is slightly harder to clear. When a character gets to 6 downed markers, the next stage kicks in: A minus one to weapon attacks? lose access to a spell slot? Things are getting serious. Maybe they start to look for a way to sever the hold that death is gaining on them. Nine, a powerful number for Death- their soul is fragile, near-death experiences tie you with thicker and more cords to the Other Side. You may have disadvantage on any future death saves, or take a penalty to a stat- you might even find that you are completely unable to heal exhaustion without the help of powerful magic. Fifteen. You have danced with death, and know the songs well. The next time you fall to zero hit points, an Avatar of Death rises to claim your soul with half your hit point maximum. Your party may fight it on your behalf, but each person who gets involved summons their own avatar to add to the fight. If you manage to survive, death has granted you more time, you may still feel their cold hands pulling at you while you sleep, making rests more difficult, potentially exacerbating the effects of your previous marks. Owlbears, I hope you find this enhancement to the rules enjoyable. I'm looking for an investment of 40,000 brown leaves for a 40% stake in this endeavour. Thank you very much for your time.

Sam A.

Howdy there Owlbears! I come bearing a simple but wildly effective method of healing that has brought me and my players much joy. Are you a rogue in a healerless party? Are you a wizard sick of people asking if you can use your magic to fix their aches & pains? Try our product today and shank annoying people back to health! Simply grip it firmly by the handle, bury it deep into the body of your client, and let the mostly-infallible magic do the rest. I present: The Dagger of Uncutting. This seemingly normal dagger has a dramatic quirk. You may use it as you would any standard dagger, but it heals instead of damaging the target. It also has 2 charges. As an action, you may plunge the dagger into a creature's heart and instantly heal the target for 1d10 + your proficiency bonus per charge expended. I'm asking for a paltry sum of 2 owlbear eggs and/or a simulacrum intern to help me get this idea off the ground. Looking forward to your harsh judgment. Thanks!

Faust the Fiesty

To the Distinguished and Wealthy Owlbears, I humbly propose synergistic multicasting spell slot growth; getting higher level slots based on a combined rate instead of determined individually. Semi-Casters like Eldritch Knights usually only get to the next spell slots (rightfully delayed) every 7th level where full casters are every 3rd. But if they multi class as wizards depending on the order levels taken they may have to wait until 9th level for their 2nd level slots, up to 19th for 3rd and lose out on 4th on. Instead why lose progress? Just allow joint progress at a midpoint such as every 5th level when they are clearly committing to magic and being more squishy. They are already sacrificing high end abilities of both classes and ASI. I may be bias on a current campaign so all I ask is for 10 good berries and some beard oil. Thank you

Brad Brown

Another Nat 20, Nat 1 option. I give my players the option of either extra damage (by them of to them) or an advantageous or disadvantageous situation.

The Wizard Snoop

Most virulent and powerful Owlbears, I think guns are a bit undervalued in D&D. The idea I've been considering would make guns more of a wildcard. It goes like this: if a PC doesn't have a proficiency in firearms, then they fire with disadvantage because they don't know how to aim properly. Guns also fire no more than once per round. However, when they hit, they do a d100 of damage. A setting that I think would accommodate these rules is a sword-and-sorcery society on the brink of an industrial revolution. Guns exist, but they're rare and hard to maintain. A PC coming across a gun will have something in their back pocket to potentially save them in a tricky situation, but they not come by another gun again. For this idea, my bid is for investment of 10,000 gold, 25% ownership, and a ticket to your next live show.

Karleen Marcel

To all the werebears and wereowls, I present the campaign of Planar Express. My group often has missing player so we came up something to play if someone misses our main campaign. The idea was based off of the Futurama's logo "Our crew is replaceable but your package is not" we serve as glorified Interplanar delivery goons who are trying to make good with their various gods after death. Being interplanar, it allows our group to change up world settings, world rules, and dms. We rotate who dms and in the game we carry out tasks to complete the goal. If your character hands out a business card to a npc, the dm has the option to play as that character the next session. So with that said, here is my business card. Signed Mira

bspurrs

Hey Owlbears. Do I have an Owlbear for you. Introducing: The Cowlbear. It’s an Owlbear in one of those dog Halloween cowboy costumes. Y’know the ones that just go on the front legs with the fake arms? Yeah those. Some drunk goblins put it on for a Halloween party, but then it escaped out into the woods. Stats wise it’s basically the same as a regular Owlbear, except those plush arms flailing around do just have 2 actual goddamn handguns, and once a turn each fires in a random direction dealing whatever ludicrous amount of damage you want. For a simple investment of an almost definitely cursed sword and a crisp five dollar bill, I can ensure that at least one Owlbear in each campaign is captured, spaded/neutered, given live firearms, and released into the wild Artist’s rendition sent on Twitter from @Brian_Spurrier

Michael Kessler

Greetings, Owlbears! I come today with a most exciting offer - the mysterious magic item vendor called simply Mr. Takeaway. I seek no payment for my offer. Consider him, a gift. Perhaps your adventurers get lost exploring the marvelous capital city and wander down the wrong alley. Maybe they have a mishap using teleport or plane shift, sending them to a bizarre pocket dimension. Regardless, the man they find themselves standing before is ancient, bone-thin, and reeking of infection beneath his tattered robes. At his feet lie a myriad of marvelous items that a man in his state has no business owning. His goods cannot be bought with coin or jewel, however. No, Mr. Takeaway's interests are much more basic. More visceral. He sells a Robe of Eyes that costs nothing more than your vision. A vat of magical ink for spell tattoos? All he asks in return is your blood. And is that the Eye of Vecna? It is, and it can be yours; an eye for an eye, as the old king once said. Once your adventurers' purchases are made, Mr. Takeaway vanishes, and they find themselves in their originally planned destination. Seeking him out is fruitless, and woe be to any who attempt to steal from him. Theirs is a fate worse than death. If you have read this far, then I must apologize for my deception. By learning about Mr. Takeaway, Mr. Takeaway learns about you. An eye for an eye, indeed. Beware that you don't get lost in an unfamiliar city, for that is where he lurks. And if you should ever hear an unexpected whisper of brittle fabric accompanied by the faint sickening stench of blight, I suggest you run.

PineappleLiar

What’s up ‘bears, have you ever wanted to make a cursed item that the players could still potentially make use of? Do I have a deal for you. Presenting the (Solarly Relativistic) Rod of Holding! This Rod of Holding is very similar to the one in the DM’s book, but has one very important stipulation. Most Rod’s of Holding only stay in place relative to the Earth, or whatever planet your game takes place on. No more of this ground-based mundanity, I say! For my Rod of Holding stays stationary relative to the Sun! When a hapless player uses this magic item, it will immediately rocket away at thousands of miles per hour, as the planet flashes by. Anything caught in it”s path will be met with a terrible fate, and the party will be faced with the burden that, come a year from now, this rod will return to enact vengeance on anyone who happens to be in that same area endlessly. I only ask for one tortilla chip and a first born child.

Benwahah

Greetings mr and mrs owlbears. I am here to introduce the beauty of using movement as a reaction to get out of spells and other things that affects in a radius. The ruling that i use is as "you can use your movement as a reaction if you do. You can only go up to half of your maximum speed but you spend the full amount so if you want to move 5 feet. It will cost you 10 feet. The reason for this. It is that when you fight a wizard that decides to blindly cast a fireball while you are still in the fray. And you need at least ten feet to get out of the radius. You can use your reaction to avoid taking the damage or alternate ruling you take half as much damage on a fail and take no damage on a successful one. This allows players to strategize even more on the battlefield. I offer you this new mechanic of 20% share to each and everyone one of the owlbears for a shout out to my friend finnley. Thank you for your time

jawnster

Crystal energy storage bank. Out of money? Sell you spell slots! Higher payouts for higher slots. Keep running out of spell slots? Purchase some energy crystals for the road ahead! Higher costs for higher spells slots. Comes in spell slot, or full spell to give to someone who doesn't know it. Could also create culture of makes who sell their slots for illicit substances. HOOT! HOOT!

ThatManGareth

Hey there owlbears What I bring to the tabletop is a change of inspiration. Literally. I have found, with years of play that even though I like giving inspiration, no one really seems to use it. Getting advantage is already too easy with the help action, she you can still fail. Instead, I purpose inspiration as an auto success (before or after roll at DM discretion) Players have a stronger sense of agency over the outcome of the campaign and may even use it to overcome stuff that may have resulted in a party wipe. It allows them to avoid a situation like Hardwon failing the perception check or the players can even surprise the DM by using it to overcome something they were meant to fail. They use inspiration this way much more quickly and allow me to actually award them with more later rather than getting it once and forgetting about it for the rest of the campaign. The only thing I ask for this unprecedented idea is 4000 gold for the cost of reprinting the rulebooks and 5 electrum for the inn down the street. For some reason that's the only currency they accept.

Vince Mascoli

Greetings owlbears! I’d like to present to you a great axe for only the classiest of fighters, Angelo’s Goblin Gang Greataxe: 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. You have a +1 bonus to attack and damage rolls made with this magic weapon. Call Your Buds. 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. Redirect Attack. 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.

Alex Jones

Please get lost in the plot I want elaborate, totally logical with rich details for each of your back stories. I'm talking at least seven generations of finically figures and histories for your families.

Jonathan Shock

Good Evening Owlbears, May I present to you for your consideration… Choice and Consequence. Inspiration is a relatively standard D&D mechanic but not used much in NADDPOD. But perhaps the mechanic needs a bit more complexity. Once a long rest, a player may re-roll any dice roll, but accept a potential consequence of such an action as determined by the DM. This could manifest itself in the form of calling in a favor from your god, at the risk of then owing them a debt they may choose to collect later, or having the NPC you used it on suspecting you of dabbling in the dark arts, etc. But it gives players the opportunity to alter the course of the session…. But at what cost?

Matty H

Hoot Growl Owlbears, Today I am offering 69% of my company for 1000 brown leaves and a vibyl record of Ol Cobb's Greatest Hits Album. What I have to offer is the greatest spell ever made on the material plane, Haggie's Instant Intoxication as shown below Haggie's Instant Intoxication Level: 1 School: Enchantment Casting Time: 1 action Range: 60 ft Components: sugar, potato, or strand of wheat Duration: 1 hour Classes: Artificer, Bard, Druid, Sorceror, Warlock, Wizard 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 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 sized creature. At level 9 it may be used on any sized creature. Thank you, I love what yall did with the cave

Carly Anne

Hello Owls, allow me to humbly present the No Panic Hammock for all the spellcasters out there who used up all there spell slots in one battle and only have time for a short rest before the next battle. The No Panic Hammock can be slung up quick as the flick of a prick and it’s microfibers emBEDded with 69% fae nylon will put the zip back in your zippersnapper, for 1d6 of spell levels, (i.e roll a 4 and get one 3rd level spell slot and one 1st level spell slot back). No need to freak out with the No Panic Hammock (unfortunately we need to clarify that the hammock has not been proven to reduce the anxiety levels of its users - it’s just about spell slots for now at least). I’m asking for, 365 gold and a $5 coupon to the NADDPOD merch store for a 49% share in my company - what do you say? Don’t leave me hanging.

Josh

Hey Owlbears! I’m here proposing a simple yet effective improvement to spells like Infestation. On a failed constitution save, it should not be a d4 that is rolled, but a d6. Instead of cardinal directions, you get the same planar movement (left, right, forward, back) but also jumping straight up and falling down. You get some more possibilities to work with and I think makes a little more sense. The convenience of this venture is the infrastructure already exists; the d6 is there anyways. All that’s left to do is say yes and invest.

Cameron West

Everytime you Crit in battle, you get inspiration to add to your out of combat interactions. Kind of like locker room talk of "didyou see me whomp that ___". Can only be used before your next long rest

Jor Elare

Hello! May I interest you in one of my homebrew items that fully and irrevocably ruined my campaign? I am talking of course about the Cracked Arcane Lens, a magnifying glass that doubles the effect of a spell and can be used 1d4+1 times before breaking. I gave this to my sorcerer at level 4 and forgot about it until 3 years later when he cast disintegrate through it and demolished one of my end game monsters in one round of combat

Nathan Cartier, The assistant king to the assistant king of IronDeep, Hail to the Hammer!

Dear Bears and owlet mine is a simple proposition. That witch a few people have done with major success. And that is a Bahamia source book. You could include expanded descriptions random adventures with previous Npcs that witch were off the table in the past and official stat blocks for bosses and creatures. I only ask for a sign copy of the product for full share of the idea

John Dee

Greetings Owlbears and Owltwinks! What do you do when you just seriously don't want to track inventory, but your players loot everything they see, even parts of monsters? Have them throw it in a Bag of Holding? No. Then you have to remember what it is. Instead, use a Merchant Bag! Stick stuff inside it, wait an hour, and inside you'll find an amount of local currency equal to the rough market value of the item thrown in the bag. Meanwhile, a local store somewhere on the same plane has got new stock. Somehow.

garett144

Hello Owlbears, I offer a homebrew rule that I started called Power Dice. It is a once per session roll of a modified d20 that can only land on 1 or 20. The players can choose when is the best time to use it but regardless of which player uses it, once its used once it's gone for the rest of the session.

Zack

Hello owl bears. Thank you for letting me into this spacious cave. My personal favorite of the side campaigns was hot boy summer, where I draw this home brew inspiration from. I think the dungeon docent did a beautiful job wrangling the boys and playing through drinking games in the finale! But then I started thinking about the deep rich lore of beer pong and how the mechanics could be transferred to dnd! So here are those mechanics and I’m offering them for a 50% stake, half an owl bear egg, and a small feature in the cool boy winter campaign. -can use athletics, sleight of hand, arcana, or performance to throw -dc goes up by 1 every time a cup is made starting at 20 -trick shot is disadvantage but gets 2 cups -both balls going in is balls back -nat 1 spill your own cup + party foul -nat 20 you make 2 cups -can use spells to enhance your ability but not to redirect the ball -can ask for 1 rerack to lower the dc by 2 until a cup is made -elbow past the line is deception vs insight for advantage. Fail = party foul -if you miss the dc by 1 the ball bounces on the table. Everyone rolls initiative to see who gets it. If the team that threw it wins, they can throw the ball one more time at disadvantage -when you drink a cup dc 5 con save to see if you get drunk (drunk would be rolling with disadvantage) goes up by 1 with each cup drank. Nat 1 wild magic surge

Charlotte Duckett

Hi Owlbears, nice cave you have here. But imagine you're not in this cave. You're lost deep in the Underdark, surrounded by weird glowing animals youve never seen before. What are they? You have no way of knowing. Or do you? My pitch is for a first level spell called Identify Life. It's a first level spell that works like normal Identify but tells you facts about the creature in front of you. It doesn't work on humanoids nor in combat (casting time of 1 minute) but it does let you know a little about any strange flora or fauna you may find. You may have 100% equity in this spell for the low low cost of a pearl worth at least 100 gold and an owl(bear) feather.

Aidan Klajnscek

Greetings and salutations owlbears. Today I am presenting you with the spirit orb feat mechanic. As we all know, feats are a fun mechanic to add customizability and extra flavour to all your favourite characters, however them being tied to ability score improvements always makes it such a difficult trade off. Especially for those of us who rolled low on our ability scores to begin with. Introducing the ultimate equalizer, spirit orbs. I run a Zelda Breath of the Wild campaign and I took inspiration from the spirit orbs, optional collectibles that you can use to boost health or stamina. What I'm proposing is an extra collectible, spirit orbs in my case, that DMs put with hidden loot or found with difficult foes and when the PCs have collected 4 spirit orbs they are welcome to take a feat. No longer will players be forced to choose between Ability Score Improvements and Feats, for they always know a Feat is coming their way. Thank you for your consideration.

DMCDawg

Oh wise owlbears. I come to you with a humble proposal. We all love hijinks, but one thing we don’t love is when the DM tries to use them against us. For those adventuring parties who just never seem to know where the line is, I present “The Orb of Mischief”. Once per day, you can gaze into the orb and whisper your plan into it. If the orb has no glow, you’re good to go. If the orb is bright and sunny, you’re being Bugs Bunny. With the Orb of Mischief your party will never TPK themselves again, and if they do, at least the DMs hands will be clean! I’m asking for 950 grills for a 35% stake.

Jared Levine

Hey Owlbears, here's a simple mechanical change to encourage players to be proactive with their healing and to avoid the whack-a-mole that comes with D&D's 'dying' mechanics: Any healing spell or ability that only requires a bonus action to deliver, such as Healing Word, cannot cause a dying character to regain hit points. Instead, that character becomes stabilized. A character that is at 0 hit points but is already stable regains health as normal.

Zed

This is on behalf of my dm who I think gave me a great weapon mechanically. The Quick Silver Blade functions like a vicious rapier. As an additional feature it has 8 charges per day which can be used to increase the natural dice roll on an attack. You can use as many charges as you'd like for a single attack. Example: I roll a 12, I can then use all of the swords charges to make that 12 a nat 20. I think it's simple and super fun as a multiclassed circle of spores/fighter to get more bang for my single attack.

Veronica Plante

Hello Owlbears. I'm sure any of you who's DMed have come across the issue that you can't have a single bad guy in an encounter without getting completely whomped. My proposed homebrew is a mechanic for big monsters I like to call, Really big monsters. How it works is rather than a monster being one creature in initiative, they're split into different body parts, head, tail, claws, etc that all have their own abilities, hp and initiative. Destroying any individual part makes those attacks weaker, and once more than half of them have had their hp reduced to 0, any more damage comes out of the monsters real hp. Furthermore it is an exciting way to have weak points too, attacking the soft underbelly with slashing weapons does extra damage, while doing very little on a sturdy shell that a bludgeoning weapon would be better for. This is an exciting way to have big single monsters for your party to fight against without being whomped, and with an investment could be seen at tables across the globe, with one of your names attached.

Scrotie Pippin

Hi Owlbears. My pitch is a pretty simple rules addendum. I call it the passive performance package. Sometimes players speak faster then they can roll dice. Sometimes dice rolling gets in the way of cool compound actions. Rather then break up the flow with ‘thats cool but can you roll a strength check then an acrobatics check then a lock-picking check, just check their passive scores (10+modifier+proficiency if applicable) against the DC and if it beats it skip it, smooth ride that action through to a critical dice role. No more rolling a thousand checks when the rogue wants to backflip through 30 traps. His passive acrobatics is 29, that would be insane. The dragonborn bard wants to wrestle and seduce an ancient mummy? for sure roll a strength check my dude but your passive charisma is 23, the mummy is into it. The wizard wants to breakdance against asmodeous, ruler of the nine hells, for sure he’s going too, whats that his passive performance is 34. Why did you let this happen you nasty freak. But it works. Roll dice when the stakes are high. When there is a chance for success in the face of failure. Blast through those flimsy doors like a quarterback through a stretched banner. Streamline your games today with the ‘Passive performance package’.

Jack Campau

Hey there Owlbears, I’m here to pitch The Glass CONnon yes this device fixes all your aches, quakes, and moans about these nonsensically high con stats in 5e, and the pervasive issue experts have deemed as, “the CON-flict” Incentivize your wizards, artificers, witches and puny lil bois to dump CON. We all know in 5e, CON is a 100% must. Never in my life have I seen Con be a dump stat, well no more. With this product, your Negative con mod gets subtracted from the damage you deal with AoE and spell attack rolls. ie base fireball = 8d6 -(-1,-2,-3) depending on your con score. Consider it as if this mage studied extra hard to perfect their spell! Toiling away hours in the library would surely atrophy their body, not harden it. Make Nerds weak again!! Let me have the option to put the numbers I rolled for my character where ever I damn well want!! I don’t wanna have to put con as my #2 or #3 stat every time!

Dylan C

Good morning Owlbears, have you ever crit on initiative and felt like it was a waste? Well I present to you a small tweek to how intiative works, I have come up with the idea that if you roll a nat 20 on initiative you get advantage on your first attack. This sword cuts both ways where if you roll a nat 1 you have disadvantage on your first attack. The idea being that you're either hyper ready for combat or you were so unprepared for combat its as if you were caught with your pants on the ground. This is a small change but it makes you really appreciate the nat 20 and for the good felling I'm only asking for a modest amount of 300gp. Before making your decision ask yourself what is a nat 20 worth to you. I appreciate your time

Scooter

Greetings Owlbears! Have you or someone at your table ever spent hours creating and playing a truly loved character that had the misfortune of being the clusterexplitive class that is the ranger class? Then have I got the brew for you! My name is Scooter and I'm here to share with you some homebrew changes to the ranger class. Level 1- favored foe can be cast without concentration, you can do this a number of times equal to your wisdom modifier (minimum 1) per long rest. (cannot stack with hunters mark) (makes favored foe feel useful when ranger have so much else to concentrate on) 2- you can pick 2 non-attack based druid cantrips, you gain another at level 9 2-you gain access to your full spell list and can prepare a number of spells equal to your wisdom modifier plus half your ranger level (rounded down) because if paladins can then so can you. 6-the same as current rover plus an extra expertise since canny is inspired by rogue so should this be. 8-first part is good, second part is very flavorful but feels to specific to be super useful, so we'll through in that you get advantage on survival checks for tracking. you can use this advantage a proficiency bonus number of times. 10-you can now just choose to do this at the start of your turn, no bonus action required (rangers have so many things that already need bonus actions) 11-this is when you get the d8 die for favored foes (if fighters and paladins get a nice weapon attack damage buff you should too) 14-one the oddest later level class features in the game, 1/3 of cunning action and another bonus action? rangers have had enough, instead you get evasion because that feels appropriate to the class and useful in this tier (ignore the hunter subclass for now) 18-have you read the rules for feral senses? still confused on what it actually means? we all are, that's why you just get blindsight instead because people might know how that works with flavor 20-this ability sounds cool and number wise seems pretty strong, but compared to what every other class is doing at this level this can make rangers feel like their lagging behind, so now you can add your wisdom modifier to every attack you make against favored foes (you still choose if it gets added to the attack roll or damage roll, you can add it after the roll but before you know if you missed) You get all this and all I'm asking you share it, all for socialized care and feedback. PS Sorry it's so long and admittedly not perfect (still a huge action economy and concentration issue), literally made this today instead of working on my grad school work. Thanks for reading

Jack Campau

In my experience Wizards don’t get much involved with the fight anyway, so they’ll take a huge penalty to health and have to play snively lil nerds and it makes way more sense thematically!!

Ayn Like Ryan

What's up centaurs, my DM friend has a Kickstarter called mycelium madness(check it out) & he has made me a Mantle of Mycelium. It's a cursed cloak that gives the wearer sunlight sensitivity & permanently attaches itself to the attuned; as the fingers of Mycelium weave themselves into the wearers shoulders & imbed themselves in their skin. It has 10 charges which I can use to cast false life(1 charge) protection from poison (3 charges) or death Ward (6 charges) & had I remembered to use it, my tabaxi circle of spores druid wouldn't have fallen due to Disintegrate and would likely still be alive today, oh well.

Spenser W Hunt

Has battling bands of brigands become bland? Or is dueling dragons developing dull dread? Owlbears, we present to you a weapon guaranteed to spice up any combat scenario. The Rand. Grenade is an icosahedron grenade that will explode with various effects depending on what is rolled: (Roll a d20). The effect of what is rolled are up to the DM or you can choose to use the factory settings as provided below. Regardless, there will be consequences. Who will those effect? That's to be seen at the roll of a die. Any attempt to influence the roll will always fail. Components to craft one will require: 1 horseshoe 1 four leaf clover 1 rabbits paw 1 drawing of a black cat on the ground 20 minutes Due to a successful takeover of a rival artificer's laboratory, we are ready to start full blown production and are ready to transport at a moment's notice. We are asking for 4500 gold for every 20% of our operation you wish to finance. Factory settings of the Rand. Grenade: 1: Nothing happens and the Rand Grenade remains. It can be picked up and used again. 2: Spawns a small crab named Shelly. That's it. 3: Magic Missiles attack everyone for 1hp 4: Everyone gets healed by one hp 5: A blue mannequin appears wielding a sword. It only attacks enemies that enter range. If attacked, it gains an immediate crit against the attacker and gains advantage on all attacks on the attacker. 6: Spawns a singular magic bean 7: A spectator and a heckler appear on the sidelines. 8: Spawns an entirely random animal despite how out of place it may be. 9: Emits confetti and a party favor noise. Grants advantage to the closest enemy. 10: Two random knights suddenly appear and engage in a duel to the death. 11: Everyone in the party gets healed to full and all spells are restored. 12: A white mannequin appears wielding a sword. It just stands there. If attacked, it gains an immediate crit against the attacker and gains advantage on all attacks on the attacker. 13: Spawns a black cat that attacks the user 14: Spawns a bag of 8 magic beans 15: A man named Reginald in the world randomly gets hit by a decently sized rock at high speed. (Does one d20 of damage to Reginald) 16: immediately turns day to night or vice versa 17: A red mannequin appears wielding a sword. It only attacks party members that enter range. If attacked, it gains an immediate crit against the attacker and gains advantage on all attacks on the attacker. 18: Lightning strikes the target of the user's choice 19: Fire work launches in the air and the user gains advantage on their next roll 20: 20 rand. grenades spawn

Stanarchy

Good evening Owlbears, today I present your new favorite enemies to hate, Piranhablins (Piranha goblins). That's right, your irrational childhood fear just got appendages and sentience. A swarm of these toothy bastards can pick apart a wildshaped druid in 6 seconds flat and make off with all their loot. Let's break down some stats. AC: 15 HP: 13 STR: 14 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 10 WIS: 10 CHA: 6 (-2) Amphibious Keen smell: advantage on perception checks based on smell while in water Actions: Multi-attack-one bite, one fin slash. Or one attack with trident Bite: +4 to hit, range 5 ft 1D4+2 Fin slash: +5 to hit, range 5 ft 1D4+3 Trident: +5 to hit range 5ft 10/30ft 1D6+3

Rusty Boots

My Perilous Pots! Perilous Pot of Pit or Pillar Wondorous Item, three small pots Range 15/25 Three small ceramic pots covered with gnomish drawings of humans cursing and stamping their feet in frustration from below the ground or high in the air. As an Action make a thrown weapon attack to determine if you hit your target, or if you miss and hit an unoccupied space within 15 feet of the target, smashing the pot and instantly causing the effect. Roll 8D6. The total of the result determines if the target of the pot is plummeted into a pit or propelled up a pillar into the air. On their turn a creature with a climb speed can easily ascend or descend the walls. A creature without a climb speed must succeed an Athletics check with a DC equal to half the rolled total PIT: An odd number results in a pit of a depth equal to the rolled total, the pit is 5 foot square. The target takes falling damage as aproppriate to the fall and lands prone. PILLAR: An even number results in a pillar of the earth erupting to a height equal to the rolled total, the pillar is 5 foot square. The target must make a DEX saving throw to not fall prone. The DC is equal to half the rolled total. If the roof of the space is less than the height of the pillar the target takes the rolled total in bludgeoning damage as they are slammed into the roof and the top of the pillar is destroyed, stranding the creature atop it with only enough room to stand. The pit or pillar will remain in place for 24 hours before ascending or descending to their original places in the floor.

Kyle Corbett

I’m here on behalf of the Cult of Tiamat to present, The Queen’s Color’s: A small clay pot that gains 1 charge at dusk. A humanoid may expend the charge and the pot fills with 1 of 5 colors of face paint. (Red, blue, white, green or black.) There’s enough face paint to decorate one humanoid creatures face. The color is chosen at random on a D6, reroll on a 1. Each color has varying mechanics based on the differences in chromatic dragons. For example black dragons live in swamps and are ambush predators, that blast their enemies with acid breath. Wearing black face paint could give you a plus or possibly even advantage on stealth checks or a use of sneak attack. This is a minor magical items but could scale with the beaters devotion to the dragon goddess or as the DM saw fit. A portion of all gold earned would need to be tithed for the queen’s hoard. *I bow and await judgement and further critique on my magical warpaint for creepy cultists.

Carly Anne

Hoo-hoo Owlbears, want a pair of Kitty Eye Glasses? They’re cateye glasses, but they turn your face into an adorable kitty when you put them on. You know the kind of face a kitten makes when it’s getting your attention for food? You get that face. This gives you +10 on pursuasion checks where you are asking for something from someone of asking for someone’s help. Does not work on Tabaxis. I’ll take like 80 gold for 50% of the company. They’re super cheap to make, so you know - don’t need that much. Or hey I’ll take a $5 coupon code for the merch store. Whatever you’re feeling. 😸😽

Roxi

Hello Owlbears Do you love rolling d20s? Do you love having advantage on saving throws? Do you hate having disadvantage and feeling stuck with a terrible roll? I have a plan to help. When a player has both advantage and disadvantage on a saving throw, they would normally roll flat. With my fresh home brewed rule a player would roll three times and take the middle roll. Will this improve your chances or hurt them? We don't know. What we do know is that it will give you more chances to roll those beautiful click clack math rocks in your hoard. I ask for a mere 3 cats for a hefty 40% share.

Daniel Marshall

My homebrew rule is proposed to help non power-gamer martial classes in combat. There is currently a large disparity in health between players in my Curse of Strahd game. Due to all round inexperience, the ranger and rogue have much fewer hit points, with a +0 and +1 to their con respectively. In comparison, the barbarian and the four level higher artificer, drawn from the deck of many things, can take a round of damage without much stress. In combination with a lack of healing, the healing surge amulet being destroyed by the deck, the ranger especially finds himself running and wanting to rest often. I propose that instead of adding your con modifier to hp on level up, you could instead use half of your strength or dexterity rounded up (a +4 becomes a +2 and a +5 becomes a +3). For future games, a PC would decide to use this at the start of a campaign. My reason for this being that hp could represent an abstract pool of barely overpowering a weapon swing or a max-effort dodge that causes fatigue. This rule wouldn't invalidate the constitution stat, they're one of the most common saves in the game and a dm could use the variant rule 'skills with different abilities' to impose, for example, a Constitution (investigation) check for searching over longer periods. I want to try harder combats without having to target the two tankier characters all the time, and without the risk of unfairly killing one of the squishies. I humbly await your offers.

Signe Krantz

Noble and Ravenous Owlbears, may I present: An Improved Guidance, The Worst Spell In 5e. Guidance is a hassle for DMs, either it's a flat 1d4 on all skill checks, or it slows the game down negotiating when it's viable and reasonable for the players to use it. For instance, checks for traveling, recalling knowledge or in tense situations where any spellcasting would be recognized. It adds no flavor, risk, resource management or fun interactions. I propose that Guidance should also force the user to make a charisma saving throw against the caster's DC or be cursed with magical impostor syndrome and low self esteem from taking advice from another player or a magical source. The player would then be unable to benefit from Guidance and subtract 1d4 from all skill checks until the next long rest. I ask for a mere 100k gold to sacrifice to the gods for this change.

Eric and Andrea Benoit

Good morning owlbears. Has this ever happened to you? The dm says roll initiative and you roll your trusty d20 only to see it come up with a 20. You are filled with excitement then you realize oh great now you just get to go first. Big deal what a waste of a nat 20. What I am offering to you is a modification to the rules that make rolling a nat 20 on initiative the big deal it deserves. I am asking for 1 owlbear egg for 50% stake in my homebrew. With this new rule a nat 20 results in an additional round of combat where only you act. Your reflexes for combat were so in tune that you got the jump on everyone else. This often results in back to back turns to start combat. But with great highs come great lows and on a nat 1 you were so distracted you don't realize combat has begun until the 2nd turn. And if course in all fairness this rule applies to PCs, npcs and monsters. I look forward to working with whichever owlbear believes in my vision for exciting meaningful initiative rolls. Thank you

Joseph

Neville’s Flaming Sword (Prototype) Neville is a amateur artificer who came up with a flaming sword, however it is a work in progress. As a bonus action, the wielder can push a button on the hilt to ignite the sword in flames, causing it to deal an extra 1d6 fire damage per hit for 1 minute. However when the button is pushed, the player must roll a d20. On a natural 1, there is a malfunction that causes the sword to release a small fireball centered on the sword instead of igniting the blade. Everyone within a 15ft radius has to make a DC 12 dexterity saving throw. Anyone who fails takes 4d6 fire damage, half as much if they succeed. The sword wielder automatically fails the saving throw. My players accidentally incinerated the mayor of the town they were staying in the very first time a nat 1 was rolled on this check.

Sam

BEARS, BAD B’s, & BRIAN I’m running a nature VS industrialization inspired campaign. Depending on what side my players pick, the nature BBEG or hero is based around The Avatar. I.E all kinds of spells and abilities were brewed based around the idea of fire, earth, water, and air bending. The character is flavored as a monk with the attitude of the Danny DeVito Lorax. A lot going on but thought it was a fun home brew. Cheers!

Aaron Cohen

Good evening Owlbears, In a group I used to DM for, one of my players wanted to play a battlefield medic-style healer, but she found the abilities of the traditional healer classes didn't quite fit her needs. I ended up homebrewing some abilities, my favorite of which I call Field Surgery. Unfortunately due to schedule issues, that group disbanded before I ever got to introduce this ability, but I now present it to you for your consideration: When a creature within 30ft of you that you can see takes damage, you can use your reaction to move to an unoccupied space within 5ft of that creature and treat their wounds with improvised medicines, healing them for a number of HP equal to your Wisdom modifier + half your character level. Movement using this ability does not trigger attacks of opportunity. Once you use this ability, you cannot use it again until you complete a short or long rest. Please give me $100.

Maxwell Patton

Greetings and salutations, Owlbears! I have a rule that will spice up any game where cliffs and difficult terrain are a challenge, and it involves catching your party member.

Muse93

Hoot Growl, I bring to you the toy for all young adventurers who want to have a familiar but arent sure of which form they want it to take. I call it the Wheel of Familiars. It resembles the toy that many people had as toddlers. The one where you pull a string, the arrow spins, lands on a animal, and the toy says "The cow goes moo!". It would be the same thing but you and the person decide how many and what familiars will be on the item and they roll the associated die to see what they get. Mine was 3 charges a day and the familiar lasted for 1d6 hrs, but feel free to tweek it. It can be fun to include some of the warlock familiars as an extension. Lots of space for creative play and different animal tropes. A player of mine used it, got an octopus while underground fighting a giant, and decided to yeet the octupus at the giant and got a critical success. As an added bonus to the damage I said it "inked" itself upon impact and blinded the giant.

Gregory Gallagher

Fighters, monks, and warlocks get their short rest-related resources replenished whenever they roll initiative.

Stanarchy

Bearigator Amphibious HP:59 AC: 14 Speed: 40 ft, swimming 40ft ST: 20 (+5) DX: 12 (+1) CN: 17 (+3) IN: 3 (-4) WI: 12 (+1) CH: 7 (-2) Multi attack: one bite and one claw or tail attack Bite attack: 2D10+2 peircing, target is grappled DC dex save of 15 to pull free, contested strength check to get free of grapple (if in water creature does a roll dealing 1D8 slashing damage) attacks that hit around the head and neck give the grappled target advantage on next check. Claw attack: 2D8 slashing damage Tail attack: 1D10 bludgeoning damage, dex save of 15 or knocked prone.

Alex Blanke

Hi Owlbears. Today I'm seeking a 1/5th egg investment in exchange for 20% of my idea : Racc Stacc. I ran a homebrewed bank heist campaign and my DM PC ended up being a group of 4 raccoons (Dasper, Jasper, Basper, and Casper) who were more enthusiastic than helpful. In combat, they would stand on each other's shoulders and form a stack (hence the name) and would get more powerful with more members. 2 Raccs would mean 1/2 speed, but an extra d6 of damage each, 3 would be 1/4 speed with an extra d12 each, and the full 4 would mean 0 speed, an extra d12 each, and barbarian's reckless attack feature. They all had low hit points individually so I also made a mechanic where if they were attacked while stacked they could break the stack to avoid the damage, but couldn't stack back up for a while. Who wants to join the Racc Stacc family and get everyone's favorite city bandits stacking nationwide?

Elizabeth Urban

Hello Owlbears, a pleasure to be in the cave. On behalf of a friend, I present you a simple yet elegant addition to your games. All goblins are Bavarian. Everything else proceeds as normal. The benefits? A richer tapestry and added depth to the world, and an opportunity for fun accents from DMs and PCs alike. The downsides? None. Thank you for your time.

Victoria Menendez

Hello! Just started DnD and I wanted to play a disgraced pro-wrestler barbarian dwarf. But I still wanted a weapon so my war hammer became a metal chair I carried around.

Roxi

Aloha Owlbears! Do you have a player that chose a magic heavy class but only uses their weapons? Simply give them one of these new home brewed magical weapons. It looks like a normal weapon but a player can charge it with spell slots to do more damage. For example, I had a player that fought like a rogue but was actually a bard. Entroduce the sneaky bow! The more spell slots they used, the more sneak attack damage it did. This makes magic easy for players that don't want to keep track of spell cards or milticlass. The spell slots make the damage boost a finite resource to keep it from being game breaking. Have a druid that plays like a paladin? The smite sword! Have a sorcerer that wants to be a fighter? The action surge axe! I am asking 4 owl bear eggs for 10% of the company. You will get first access to all products.

Harry B

Hey there cen-Owlbears, my idea is a Wand of Sillymorph. A wand with d4+1 charges that polymorphs the target into the creature they are most afraid of, but it also has a 50% chance to also be cast on the person using the wand.

Harry B

There's also the Cursed Wand of Death, a wand with d4+1 charges that casts "power word: kill" on a target, if the target has less than 100 hp they "die" leaving no body behind. When the last charge is used it is revealed that none of the targets died and all appear surrounding the person holding the wand at full strength. Only a high level wizard would be able to understand the curse after extensive study of the object.

Sian Utton

Kia ora Owlbears! I offer to you this wonderful creation that our phenomenal DM homebrewed for us last year, a monster called "Makeighleigh". Initially when she first pops up the party has to make Wisdom saves. If you fail, she appears as a beautiful woman who is friendly towards you and you think you have known her all you life. On a success, you see the creature for what it truly is, a horrible, disfigured creature with long spindly limbs. If the party engages further then she will attack, essentially flinging spells at you that are insulting and degrading, aimed at breaking you down and telling you you sick and that you can't do anything. Also, don't let her get too close. Her hugs are to die for. And finally, to those she still has under her thrall, she will try and convince you to pay her money to basically invest in a fantasy MLM. Cmon, what's the harm right? She essentially is an adapted hag with the abilities "Gaslight", "Gatekeep" and "Girlboss". Yes, I know, dont you just love a working woman?! (She was so much fun to come up against as my character was the only one to keep failing the initial saves, and I had to get kinda mad when my party started attacking my best friend for no reason!)

Tavitafish

Hello Destiny Bears, I present to you; Destiny Rolls Every player gets 1 per campaign. On a bad situation, you can roll all 7 dice in your set of dice. If you get above half on half the dice, you get a minor wish (nothing more than usually a revivify). Get all above half, get something better. Get all to be the highest number possible (4 for a d4, 8 on a d8, etc.) You get something huge. But, all nat 1's and it's instant death, and even a tpk possibly. It's a fun way to give players a "get out of jail free" card for when something just goes horribly wrong, while still having chances. It's not perfect or balanced, but it's fun.

Tyler Carleton

Hoot Growl Owlbears! Doesn’t it frustrate you to “waste” a natural 20 on an initiative roll? (I know Moonshine has felt this pain before) Sure, you get to act earlier, but our spellcaster and support friends often end up having to put this gift from the dice Christ to waste and miss out on this reward by lowering their own initiative order or holding reactions. Plus, natural 20’s are meant to be exciting and reward the roller, and let’s be honest, going earlier in initiative just isn’t THAT exciting! Introducing: the Nat 20 Surprise Round Initiative Roll! A free surprise round for any player who rolls a Nat 20 for initiative. The infrequency of the roll (especially on initiative) should keep this from being too game breaking, while also sufficiently rewarding the player for their roll.

SilverhawkPX45

This is not an actual pitch per se, but it feels adjacent and is a fun fact that blew my mind when I stumbled across it: Technically, succeeding no matter what on a natural 20 is a homebrew for any roll besides attacking. Same goes for natural 1s. This is the most widely adapted house rule that exists in D&D and even the games run by WOTC use it. But it's not in the actual rules. As far as I can tell after looking into it, this used to be an optional rule in 3rd edition's DM's Guide that just became Mandela Effect'ed into the game.

Robert Z.

Howdy, Owlbears! My idea is simple but a crowd-pleaser. If you’ve ever rolled with disadvantage and gotten a useless 20, it may interest you! Whenever somebody in my game gets a natural 20 while rolling with disadvantage, they get a choice to reroll the lower dice. They don’t have to take it, maybe they were lucky enough to roll something like a 20 and a 17, but if they do choose to reroll, they must accept the new roll, even if it’s worse than their original roll. I’m a firm believer that rolling a natural 20 should always be at least a little better than not rolling a natural 20. You may have the rights to my homebrew in exchange for one (1) free Council of Elders shoutout. Who knows, maybe you’ll give me a taste for it and I’ll bump up my subscription.

Sara

I am suggesting a revised version of the "chill touch" cantrip: no longer restricted to sorcerers, warlocks and wizards, this alternative version is instead accessible to any spell caster, so long as they have narratively established a fondness for that good green leaf enjoyed by only the chillest of PCs. The spectral hand is made of smoke that causes the target to take 1d8 poison damage (as opposed to the original's necrotic damage), and they are now too chill and relaxed to accept any healing, since they're "like, good, bro, y'know? I don't need medicine, dude, I got NATURE'S medicine..." (Asking 30 gold pieces to purchase some, um, "research supplies" to further develop the idea, but totally willing to share if you also bring snacks.)

SoupLightning

Owls, I'm here to the pitch the Aly Beardsley Clause Its a ruling that allows you to get out of any small time bullshit by making obscure contemporary references to things. I'm asking for 10gp and a special guest appearance on NADDPOD by Aly Beardsley for 99.9% of my product.

Pagos, Self-Proclaimed Fae King, Now with Real Musical Improv Action

The dryad rule. For a while when ever my players rolled a Nat 1 on an attack roll in forests or other tree heavy areas, roll a d100. On a 1 or 100, a dryad comes out of a tree you attacked. Clearly 1 means it’s mad at you, 100 means it works with you.

Mason Huse

Owls, i'm here to pitch to you "make certain stats better" name still under development. Have you noticed that players tend to use/favor certain stats over others? I certainly have, mainly if your not a Wizard/Artificer you dump Intelligence. So i thought to myself how can i entice players to not always dump certain stats. So I have a series of suggestions • Allow players to use Intelligence or Dexterity for their initiative modifier. • Learn an additional language per Intelligence modifier. Finally a different stat but something i've always thought about • Use Strength for Intimidation checks. So i'm asking for 17 Platinum in exchange for a 97.5% stake in my product

okiedokeTM

Hello! One of my players (lvl 9) was recently bitten by a wereshark and contracted lycanthropy. Wanted to make it impactful but fun and balanced, but none of the existing ones felt right. I present: Lycanthropy(TM) for the Distinguished Wereshark. > Shapechanger You can use your action to polymorph into a shark-humanoid hybrid or into a Medium shark, or back into your true form. Your statistics are the same, but you gain a +1 to AC in hybrid or wereshark form. Any equipment worn or carried isn't transformed. > Amphibious You can breathe air and water in any form. In hybrid or shark form, your swimming speed is equal to your walking speed. > Blood Frenzy When a creature within 30 feet loses hit points from piercing or slashing damage (i.e. draws blood), you must make a DC 13 Wisdom saving throw or use your reaction to polymorph into hybrid form and use your next action to make a Bite attack against that creature. If you don’t have a reaction available, you immediately use your reaction to transform at the start of your next turn. > Damage Sensitivity and Resistance In any form, you are Vulnerable to Bludgeoning, Piercing, and Slashing from Attacks that are Silvered. When in hybrid or shark form, you have Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered. > Bite Attack Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +[STR+PROF] to hit, reach 5 ft., one target. Hit: (2d8 + STR) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.

Dani Sharkey

How's it hanging, Owl Bears. I'm once again pitching on behalf of my twin sister Amanda to garner interest in a fresh, new Druid subclass. Druids are supposed to harness the power of nature, correct? So where's the plant Druid? Discovering this gap in the subclass market, Amanda used her love of druids and years of game design experience to create the Circle of Harvest. A versatile caster who specializes in utility and area control, but doesn't just stand off to the side casting spells in combat. It's main ability Floral Beast combines Wild Shape with the natural resiliency of plants. When activated, their chosen animal form becomes type plant, and you can create Evergreen Eruptions to trap enemies in difficult terrain AOEs while also healing every turn with Natural Regrowth. These druids also play off of plants as consumables, and the knowledge that rotten fruit has its uses too. If I had any eggs to invest, I would certainly put them into this druidic basket before they spoil.

Gabriel Wykle

Hello Good Owls. It is my pleasure to present to you: The Robe of Dr. Grant. This robe provides proficiency in stealth checks (or double proficiency for characters already proficient in stealth) made while the PC is standing entirely still. They can't see you if you don't move.

Patrick Harry

Hey there you Furry Owlbears, I bring to you something simple yet helpful: "Animal Juice" - a syringe filled with the blood of a beast cooked and mixed with some magical ingredients by a qualified professional (in my world they are these crystalline slots crushed into powder) made by a guild of artificers.) These syringes when injected intramuscularly provide the recipient with the one time use of wild shape of the beast whose blood was utilized. *Availability of certain beasts blood may vary, and must be provided by customer. Please do not seek out unqualified mixologists as their product may be dangerous and detrimental to ones health and well-being. Only purchase and use "Animal Juice" from a certified Artificer or results will not be guaranteed

regretful midnight milk chug

I’m here to second the Aly Beardsley Clause and also add in a Really Good Stick. It’s a really good stick. If appreciated it can help you once (and only once) in your time of need by summoning your nearest ally. If under appreciated it will summon your nearest enemy (other than the one you’re fighting) or just someone with a grudge against one of the party. And I’m sure those won’t be in short supply.

Orangeleader398

Hey there Owlbears. Today I bring to the cave a home brew familiar to help any and every party. I bring forth the familiar of many languages. This familiar can read any written language and can telepathically translate it for its owner only. It can only be added to combat at the risk of dying. This can be added to your next session for a single egg from your basket.

Alec Posta

I present to you my item: The Traveller's Spyglass. By looking through the spyglass the user is sucked through the brass spyglass tube and hurled to the location they spotted, however, the spyglass is left behind. The greater the distance travelled the greater the chance for mishaps. Multiple people can launch through the spyglass by linking hands but each additional person further increases the mishap chance. Mishaps may result in force damage, temporary nausea and vomiting, or being spit out dozens of feet above your desired destination. I'm asking for 3000g and 8000 USD to get this idea off the ground. Thank you.

Codleeco Vision

Hey Owlbears I have a delightfully devilish homebrew for you here today: I present the Graz'zt Six Finger Ante. Play a card game against your patron, you win, they answer any question (like commune) . You lose you are subjected to one of seven deadly sins ( flaws like greed you have to steal 66 coins or lose all your gold/gem wealth or Gluttony imposing disadvantage on all ability checks as if drunk). If you win seven times or get each sin once, you get an infernal boon (to be determined with the DM).

Colin Kilzer

For an Upcoming Campaign I am playing an Aberrant mind sorc and I homebrew some Intelligence based floating swords that are essentially just a “dancing” weapon that can’t go 30 ft. I just think the idea of fighting with two floating short swords is so cool, and the DM has said they can “grow” as I level up which I like given how heavily flavored my character is.

Kal and her cats Portland, Star, and Berlin

hey there centaurs eh hem … i mean owl bears… i recently had an idea, not for an item, but for a curse. it lasts for as long as the dm wants honestly, but i’ve only had it last a month in the one i ran. the curse is as follows: all creatures that the caster can see or hear must make a DC 27 Con save. On a failure, the creature spends the next x amount of days cursed. each new day that the creature is cursed, they roll a d20. whatever they hit on the die is the level they become until the next morning. saves can be repeated at the end of each day, but creatures must use that day’s stats. curse cannot be counter spelled, and can either be manifested directly from a monster, or held within a cursed item. (dm’s flavor preference) it has made for some absolutely chaotic and creative sessions and i’m about to run a campaign on my newbie podcast based on this concept lol. anyone can feel free to use if you want🥰

Jacob Bless

Nat 20 on initiative means 2 actions on the first round. Nat 1 means the roller must give up rhier action or bonus action on the first round.

Emilia

Trenchcoat of disguise. Allows 2 to 3 small creatures appear as a medium (2) or large (3) creature.

Thom van Tijn

Hello Most Esteemed Owlbears, I submit to you a 6th-level Spell Travel via Maps. This simple spell let's you and your party experience the joy of traveling just like an Old-Timey movie, tracing a line from your location to your destination. You and your party become one with the ink and arrive within 50ft of your target destination. The accuracy of where you arrive depends largely on the scale of the map you are using. Alternatively, this could also work as a very rare or legendary magic item The Pen of Inktacular Travel. The Pen works the same way as the spell, but it comes with an inkpot that starts with 5 charges and has a chance to regain a charge each day with a roll of a 4 on a d4. In exchange for the Owlbears support, I'm asking for 1 Owlbear Egg for 35% of the company.

KnowsAGuy

Hey Owlbears, For your consideration I present an optional rule for death saving throws. When you’re down and dying it can feel really powerless which might be fitting for the character but can feel dissatisfying for the player. To give a little more agency in those moments I offer the following: Martyred Inspiration: While an incapacitated creature is making Death Saving Throws they may use their reaction to allow an allied creature within line of sight to re-roll an attack roll, ability check or saving throw. However once a creature uses this reaction they cannot be healed or stabilised by any means other than succeeded on death saving throws till the end of their next turn. I am offering a 20% Stake in this easy to implement idea for the low investment of one egg.

Matthew Eisenberg

I beseech thee Owlbears, please review my overland travel system and tell me if its somewhat okay. I have the party roll three skill checks that they feel would be appropriate for traveling (nature, survival, etc.). The DC of the first check is 12+ their proficiency bonus, 2nd 13+ proficiency, 3rd is 14+proficiency. This represents them getting more exhausted through the journey. The amount of successes equates to different events. 3: something good, 2: nothing bad, 1: something bad, 0: something very bad. I feel like it gives the party more opportunity to roleplay working together and when something good or bad comes of it they feel like they contributed to that outcome more than random luck

Dan Murphy

Hey Owlbears! Picture this. You're just being your little old roguish self and you walk into a magic shop full of enchanted bells and whistles. You spot something that catches your eye! Quick, you need a distraction! Introducing the Scroll of the House Cat. When you invoke the power of this simple common scroll, a normal house cat will be summoned into existence with the sole intent to knock every last item off the shelf it can find. The cat will last for 1 hour or until there are no more items to be knocked off of shelves within a mile. Let the chaos ensue and walk out with your well earned new toy!

Joseph Luna-Field

*The sound of my heelys screeching against the cave floor* Hey Owlbears! Have you ever been in a campaign and thought “ugh I just wish I could roll with advantage like right now!” well now you can…With a price. Once per session you can opt to roll any roll with advantage BUT you will then have to roll a d8. Whatever number you roll is how many rolls until you need to roll with disadvantage. (I.E you roll a 5. On your 5th roll after your advantage roll you have disadvantage). I’m asking for 5,000 unmarked platinum for 33% of my company. So bears if you choose to roll with me then you’ll be rolling with *rolls around on heelys* advantage.

Nicholas O'Malley

Greetings, Owlbears! Today I have for you a magic item that adds a little bit of a spark to combat, encouraging players to move around instead of standing in one place and swinging a sword. I present to you: The Boots of Static Electricity These magical boots build up electricity as a player moves and channels it to empower the wielder's strikes. If the wearer uses 20 feet or more of its movement and then makes a melee attack on the same turn with a metal weapon, they add 1d4 lightning damage to the first successful attack made with that weapon. Is that a lot of damage? Not really. Have I seen players rack their brains on how to run around like a maniac to get that extra d4 of damage? Absolutely. In exchange for one egg yolk, I am offering 25% of my company and will throw in the option to produce a new line of Crocs of Static Electricity.

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.

Ian Reilly

I am presenting an Alteration to the terribly weak feat Weapon Master. Under this new rule, a character with the Weapon Master feat can draw and/or stow a weapon before making a weapon attack during their turn. The Weapon Master feat should provide players who want to use an arsenal of weapon the ability to do so beyond gaining weapon proficiencies that they probably already have.

Pork Chop

Hey there Owlbears, I’m offering 35% of my idea for 2 eggs. I’ve got 2 beautiful magical silver bracelets. One gives the user the ability to cast Firebolt at will. No attunement no fuss! The other gives the wearer chill touch! How exciting! Such an amazing thing to get free cantrips! But of course there’s a catch! For the greedy player who just wants all the power to themselves, the bracelets act like magnets towards each other. Binding the players hands together. A remove curse spell must be cast in order to get the bracelets off or a dc 30 strength save to get the use of their hands as 2 separate units for up to 10 minutes. Hopefully you enjoy this silly trap. Thanks for your time.

Zack

A respectful Hoot to you Owlbears, Have you ever played a Druid who couldn’t tell Poison Ivy from Virginia Creeper? A Cleric who thinks that their god is just some swamp gas? If you answered yes to any of these I have a pitch for you! The concept is extremely simple: if your party all used Int as their dump stat allow them to instead use their classes primary stat for Knowledge Rolls if it’s relevant to said class! I let my Druids roll knowledge Nature with Wisdom, My Sorcerors roll Arcana with Charisma, and My Rogues use Dex for generic “what do I know about this cities underbelly” checks. I think about it as an extension of backgrounds and it served my int dumping players well! I’m offering a 6D12% stake in this idea for one egg (preferably owlbear).

Tzaphchiel

Hey there, sweetie hoot-growls, Have you ever wanted to play a casting class but didn’t feel like their spell-casting ability fit the character you envisioned? Why not try, “RP-based casting abilities”! Rather than choosing your ability scores to optimize for your class, choose your spell-casting ability based on where your character draws their strength from. Bards can now be awkward but brilliant. Wizards can be wise instead of sharp. The possibilities are endless! Invest now for a 100% share in this idea at the price of one crisp high five.

Jacob Corona

Dear Manbearsharks, In my last campaign, I had a player that wanted to play a legit Undead type character, as they wanted to play a Paladin flavored as a Death Knight. Because this choice yields nothing but detriments, I decided to let them still benefit from magical healing but with one caveat: the Necrotic magic that animates them corrupts healing into Temp HP (taking inspiration from the spell False Life). Effectively that means they can't heal multiple times in a row via magic because Temp HP does not stack, but they would still benefit normally from short and long rests, and features like Second Wind. Additionally, as a Death Knight, they dealt Necrotic instead of Radiant damage with their spells and features. What are your thoughts on this baleful compromise?

Scooter

Hello again Owlbears and especially Jake, I'm back because a friend reminded me of our simple eldritch knight change. As you may know, the wizard subclass gets the ability to replace one of their attacks with a cantrip once they get extra attack, the eldritch knight gets a similar ability at level 6. However, the EK feature only lets you make an attack as a bonus action if you cast a cantrip with your action, this directly conflicts with all those extra attacks fighters love. The simple change is to let the fighters cast a cantrip in place of one of there attacks when they take the attack action. We only let them do this once per turn so action surge doesn't get too ridiculous. Additionally we modify the level 18 subclass feature to let you cast a spell in place of 2 attacks. These changes really make the eldritch knight still feel like a fighter (and it always seem ridiculous that the bladesinger could do this but EK couldn't)

Francis Lacasse

Hoot Growl to whom it may concern, I’m pleased to present my homebrew magic item : the Truth Seeker. This weapon (of the type of your choosing) can be used to cast Zone of Truth once per day. The twist : whenever the Truth Seeker is used to uncover a shocking truth or any crucial information that advances the story (everyone loves a good plot twist), the weapon gains additional properties. For example, when my player's Aasimar Champion Fighter scores a critical hit against a creature with her Truth Seeker flail, she can magically learn the creature's true name, vulnerabilities, resistances, and immunities (if any) and dispel any illusory magic cast on it. You can be creative, and add new properties that would help your players uncover the truth wherever they go, even in battle!

Jacob Corona

Critical success and failure for saving throws! If a player OR enemy rolls a nat 1 on their saving throw, they automatically fail and take double damage from that effect. If they roll a nat 20, they automatically succeed and take no damage. This gives AOE spells like Fireball the chance to crit... In physical product terms, I suppose this rule takes the form of a subdermal taint implant forced upon every living creature in the world.

Bridge Squitire

I bow on both knees to the fierce and gruesome owlbears, may their fury never be levied on me and may I harness it toward my foes. I have been thinking about a Possumfolk race for years and I think I figured out the best way to do it. Racial bonuses of +1 to Con and +1 to Dex. (gross and scrambly, respectively) Also have an innate slightly altered version of the Feign Death spell, in which they are still conscious and cognizant during, it can only be self-targeted, and they can leave the state at will. They can cast this twice per short or long rest.

Bridge Squitire

ngl that sounds broken as hell lol. maybe giving them advantage instead of autocrit?

Omegassist

Hoot hoot growl Owlbears, Have you ever wish to be able to do more in 1 turn but don't have the action surge ability 😕 Well you can do so much more with our latest product the "All or nothing bracelet" The "All or nothing bracelet" is a sliver bracelet that have been blessed by the forgotten gods of speed and action. When the magic of the braclet is activated it will give the welder a short burst of energy to push pass their physical limits and perform near impossible feats. The welder may activate the magic with a bonus action. Once activated all status effect on the welder will be temporarily ignored for that turn. The welder may take up to 6 addition actions for that turn. That action can be used only to take the Attack (one weapon weapon attacks), Dash, Disengage, Hide, or Use an Object action. At the end of the welder's turn they will gain a level of exhaustion equal to the number of additional actions they took. In the case the welder exceeds the level of exhaustion that a person can accumulate, the soul of welder will be burnt out and fade into nothing. Making it impossible to revive or reincarnate the welder in any way. All I as for is 100 gold for the idea and a royalty of 10% for all profits from the bracelets that are sold.

Bridge Squitire

I think "there must be a logical RP reason" is pretty limiting in terms of D&D rules imo. Like think of the limitations of that on most other rules. The RP reason should be assumed based on the rule. I guess I think of RP in terms of rules as more of a flavor thing than something that should be baked into the rules, idk

Bridge Squitire

this is sick as fuck actually. the risk and reward balance out really well imo. good on ya

King Dorkimus The 3rd

Hey there, OwlBears, you’re not the only ones with Magic Items. Have you ever found yourselves with players that have found books, scrolls, documents with bountiful lore ready to be unfurled for your players only to find out that none of your PCs can speak or read the language. This is a problem no more with Bleary-Eye’s Babel Band. A small stone ring with constantly shifting runes carved into it. If a player wearing the ring encounters a language they are not proficient in they can make a DC 14 intelligence Saving throw, to be able to read the language for 1 hour. On a failed save, the player takes 1D4 psychic damage and becomes unable to read any languages until completion of a long rest as any written language as letters seems to constantly shift between a myriad of sigils and symbols they do not recognize. (This ring cannot otherwise grant an understanding of Thieves’s Cant or Druidic without RAW pre-requisites being met) I am looking for an investment of 17 gold, a handful of brown leaves, and a signed copy of The Woman In The Wall/MouseHole for 31 % of this rising mega conglomerate. As I trust the value and usefulness of this product, I am not looking for the eggs of just any of the Owlbear though. I beseech the pernicious profiteer himself Jake Hurwitz a beast of business i am sure this owl could get this item to scale. The other owl I come to looking for investment from is the man with Chapters, Volumes, maybe even editions, the direct messenger himself Brian Murphy. I hope that I am a magical tinkerer who, who, has brought something that could bring a fun and engaging dynamic to the cave for you today, thank you for your time.

Charles

What’s up OB’s? Hooty hoots and growly growls. Hope y’all are well. For some of them eggs I offer up a homebrew item called: the ring of mis-spells. Basically this ring works just like ‘counter spell’ (following the same rules as they apply to the player’s level, spell slots, etc) with one simple exception: if successful, the player decides why the spell didn’t work as a result of an unfortunate typo. Examples used in our game: ‘Acid Arrow? Too bad your limp stick won’t fly because you said Flaccid Arrow’ ‘Fear? More like Leer, cause the only scary thing is the way you’re staring at me’ And of course… ‘Fire Paul. That’s right the fireball didn’t hit because Paul Giamatti blocked it. (Paul Giamatti, the actual actor, was like this party’s Balnor)’ Thanks and y’all can just have your people call my people to figure out the investment details. They’re always on their mobile.

Holden

I mean in the sense that something in the moment must be able to help/hinder your allies logically. Are you all rolling dex saves to jump out of the way of a falling boulder? Tackle an ally to give them advantage/trip into them and give them disadvantage. Are you fighting a psychic of sorts that can deal damage telepathically? Gonna be hard to help/hinder allies in a split second. Most situations will allow for some sort of help, but just to help emersion there is that small stipulation for the exception. And if a player comes up with a creative way around that stipulation reward it! It allows players to RP some in combat (how are you helping or hindering), strategize (which decision are you taking), and not feel like nat 20s are getting snubbed.

Mark W

Hey there, centaurs. In honor of my favorite Murph game: May I suggest The “Dice Game” dagger? It would be a drab-appearing dagger that deals 1d4 damage as per usual - BUT when you roll a 4 on the d4, you may add 1d6 damage, moving on to adding 1d8 damage if you roll a 6, etc.

Fandom Encounters

One of my players, who pitied and befriended Medusa, drew the Key from Deck of Many things and got a magic sword: the Gorgon’s Blade. A black sword with an eyeball set into the pommel, the +2 short sword has a number of charges that can be declared before an attack roll to curse an enemy on a hit: beat their AC by 2 - no reaction, 5 - blinded for a round, 8 - paralyzed for a round. (Monsters with Legendary Actions are Immune)

Donny

Owls, have you wanted to run an epic level campaign but dread the steamrolling your players give your big bad evil guys? For 4MM gold pieces, 10 eggs, and a 55% share of Donny's Dungeoneering LTD., I can unlock the joys of high level gaming with rolled stat caps. Time and time again, I've noticed that player characters who roll their stats are always outperforming their standard array or point buy peers. While the former kill liches without breaking a sweat, the latter actually have to work at stopping ancient dragons. But don't deny your minmaxers a chance at chance! Instead, set a rule that no ability score after rolling and racial bonuses, but before 4th level ability score increases, may exceed 16. So a player who rolls a 16 and a 15 could add their racial ability bonus to the 15 but not the 16. Unless that bonus is +2, in which case the bonus goes to a roll of 14 or lower. This prevents the power creep 5e D&D struggles with, yet it also lets players still receive some above average rolls and feel mightier than the standard array. Especially since rolls of 17 and 18 count as 16s with a free reroll of the current lowest stat. In the unlikely event that a player rolls 5 or 6 16s, reduce their racial bonuses to appropriate 0s. Owls, what do you think?

Keanu DRAMAFACE

HOOT AND RALLY OWLS HOOT AND RALLY. More of an idea, in the same way cover grants a bonus to AC, I think getting higher ground or advantageous positions should add to your AB (attack bonus). Thoughts….ya OwlBoobs

Evan Konc

Hoot growl hoot to the highly venerated owlbears, and also hi Jake. I've been tinkering with an as yet unnamed homebrew feat for spellcasters. The details get a little crunchy, but basically if a player casts a spell at higher than its base level, and their target(s) must make a saving throw, the player can exchange the written higher level benefits (added damage, additional targets, etc.) to instead increase the spell save DC by 1 per level for that casting. For example, a Warlock casting at level 5 could cast Arms of Hadar, which at level 5 requires creatures within range to make a strength saving throw. If they fail they take 6d6 necrotic damage and are unable to take reactions until their next turn. On a save, they half damage and retain their reaction. But if it's more important to block an enemy from being able to Counterspell one of your compatriots, what if they could cast it at level 1 (reducing damage dice to 2d6), but with a +4 to the spell save DC? There are other rules to it, like that you can only do this a number of times equal to your proficiency bonus per long rest, but that's the main bit. I'm also tempted to say each spell level adds 1.5 to the DC, rounded down to the nearest whole number, but that gets really confusing.

James Lloyd

Wizards/Artificer university setting. All players are one of these two INT based classes (any subtype) and pick an "Attitude" that is trope from a High School/College film, like the Slacker, which gives them a single luck point to use per Long Rest. Each session is very episodic with Downtime between each. At the end of the "year" the students sit three exams and get 1d6 per INT modifier per subject (3). They can gain "study exhaustion" points in exchange for an extra 1d6. If they get high marks on their exams they get rewards (including Feats for top marks). But the "study exhaustion" comes with penalties for the summer holidays similar to regular Exhaustion (without death being involved). One player (my wife) took the MAX level of study exhaustion, which did many things, including halving her already low Wizard HP max. On the summer holidays they were staying at a beach house but went exploring and a Skeleton Crit on her and full killed her in one blow. She was taken back to the school where the Necromancer teacher brought her back, costing the school 500gp of diamonds. This cost will be subtracted from their second year's paid internship.

Carter Milius

I don't remember where I heard this, so credit where credit is due (wherever that may be). Hello Owls, I bring to you a revolutionary idea that will change the way we play Wild Magic Sorcerers forever. Introducing "Modified Wild Magic Surge"! You ever get tired of never rolling that Nat 1 to get a surge? Well want no more! With this ruling every time you roll to see if a wild Magic Surge happens AND YOU DON'T ROLL A ONE, the number will increase, so the next time if you roll a ONE OR A TWO it happens and so on and so forth, and after it happens it resets to one again. Reusability! In my mind this acts like power building up and eventually bursting! It brings a breath of fresh chaos from Limbo into your game! I am looking for 3000 electrum pieces for 15% stakes. Thanks for listening to my Owl Talk

Nitzan Harel

I did not have time to listen to the episode yet, but the first homebrew that jumps to my head is a rule I use in some groups I play in (and all groups I DM of course): Bardic inspiration should be a reaction. As a reaction, you get to add your bardic inspiration dice to your friends failed roll. Works a bit like cutting words, but less mean. I might add more items and monsters and such after I will finish listening to the episode.

Jot

KLAXON-O-CLOCK™ Oh great and fearful Owlbears, I submit to you a one of a kind rule guaranteed to inject a little extra real-time spice into your games. Presenting ... the KLAXON-O-CLOCK™. Simply grab a clock or phone with a LOUD alarm. When your players enter a dungeon or challenge, set it ticking. If they fail to complete their task before the alarm goes off, there are consequences. The cave collapses, a hostage is killed, wizard successfully completes their dark ritual to turn everyone into gnomes, ect. Making the stakes real time rather than dice based injects an extra shot of adrenaline into players brains, and for tense high pressured moments there's nothing like it. For maximum effect a clock or app that actively counts down which the players can see is ideal, and works perfectly when paired with an piercing klaxon alarm ... or a more thematic sound if you're feeling especially atmospheric.

Ditte Lange

Hi owls! Ever feel like a nat 20 is wasted when rolling initiative? Well fret no more! Now when rolling a 20 on initiative you’ll get advantage on the first roll on your turn, and when rolling a nat 1 you’ll get disadvantage.

DC

Omnivorous Owlbears of the cave, I propose the simple Dive reaction. Avoid fireballs and arrows like the action hero you have always yearned to be! When attacked from range, making a saving throw, or as part of another reaction, you can move up to 10 feet and also go prone. Gain +5 to Dex saving throws. If diving behind cover to avoid a ranged attack, treat the cover as one degree lower than it is. I am offering a 30% stake for six eggs, but I will accept five if the shells have those cool speckles.

Bo Jack’s Personal Steed

Good evening Owlbears, Is creating campaigns becoming stale. Same opening you’ve used before. Is the “you meet in a tavern” too cliché for you. I was at square 1 with trying to find something new and exciting to set up a campaign and a new world while also having a campaign get to a point where parties could experience high level power and the fun of a level 20 character. So what if you gave them both, beginning a campaign with a crew of heroes already level 20 that over a couple sessions reaches a point of a tpk or some narrative reset to level 1-3. At this point they know where they want to take a characters stats, or even make a new class choice. It sets them up for an amnesia type of beginning like they don’t remember why they’re friends but they know they are. I think this could sweep the home game nation if you’d be willing to back this idea. I’m offering 15% of all good berries earned in merchandising and namesake. So what do you say bears would you rather walk in a tavern or walk in, a god?

Vootele Mets

Hoot-hoot-roar, owlbears! Here's a little stupid homebrew from my campaign. Players have a speaking stone to converse with important NPCs while they are out and about. But since stone operators need to make a living too, at the start of each call, before being connected to the other person, they are offered a premium funny sound effects package. In order NOT to buy the package they have to succeed a high dexterity check, to dial the number needed to decline the offer. A failure to do so will result in the losing five gp and gaining a package of funny sound effects for the duration of one call. This can discourage the players from using the stone too often and also, whenever they lose the check, they get a fun package of fart and spring noises to annoy the NPC. It is a win-win homebrew!

Esther Kool

Hi there owlbears, I have an idea to start a campaign where the world is only 150 or so years old. People who come from a "long proud line of dwarves" might have a very young grandfather, for instance. Although on the one hand this gives way for people to "invent" spells and all that shenanery, I do worry how it would work with later levels. Throwing an ancient dragon at the party would not really be an option. UNLESS! Unless somehow some warlock or what-have-you messed with people's collective memory and it's up to the party to fix this. But then: who would have such power? Wouldn't the gods care? How about the elderly, would they collectively dissappear? Would love to hear your thoughts!

ChappyThoughts

Hey owlbears, how do you stand watch? I replace the minutiae of who stands what for how long with a simple Con save. If you stand a watch at all, you make the save. Pass and no probs. Fail and take 1 level of Exhaustion (max of 3 levels) which only go away after an uninterrupted long rest. Elves get advantage on the check. Not only does it streamline the process, but it makes sleeping in the wilderness and sleeping at an inn more distinct.

Corsair

Hey there Owlbears, I've brought a house rule that my players have enjoyed and maybe you will as well. Ever roll a Nat 20 and realize you wasted it on your initiative roll, maybe mitigate that loss a little bit by offering a small boon, a nat 20 on initiative allowing one non offensive action at the start of initiative, take a dash if you don't like where you are, or maybe dodge if you do. Both of those are helpful for martial classes but don't think spell casters are fully excluded from this boon, maybe you forgot Mage Armor or Barkskin before combat starts, want to bless your friends right when things go down, maybe a friend could use a little healing touch. As long as you don't target a hostile creature, these small boosts just give a little for a somewhat rare roll. I've certainly heard at least one Owlbear express annoyance at wasting a 20 on initiative so maybe this'll help them appreciate them a bit more. They happen just enough for my players to like the chance to do a little extra before combat truely starts, granted I imagine at higher levels players may find a way to absolutely wreck me but the blade cuts both ways, maybe that Bandit closes the distance faster then they wanted, or that lich gets a free invisibility right off the bat. I'll accept either like half an egg or enough cash for two switches, I'm not sure how conversion rates work. Thank you for your time Owlbears.

ChappyThoughts

One quick one: if someone fails two death saving throws, before they make the next saving throw, they get offered to become a Warlock to some dark patron. They gain the Warlock level immediately, with all accompanying hitpoints/powers and are, obviously, safe.

Science the rat

Hey there Owlbears, I bring you an item called “heart sight glasses”, inspired by the sprite ability, that I think has fun roleplay implications and will also look cute on your characters. A pair of glasses with heart shaped lenses, this magic item requires attunement. An attuned creature can change the color of the heart shaped lenses at will. The glasses have three charges, and regains 1d3 charges at dawn. By using a charge, an attuned creature can use the glasses to see the emotional state of a target. In addition, the target must make a DC12 charisma saving throw, or the attuned creature will also be able to see their alignment.

James

I love this idea so much, might start using it in some campaigns of my own

JorgeAgoias

Top of the Evening Owls, Dms have searched for an answer to PCs having far too much Gold. A Magic Item “Lulu’s BoBox” It allows the user to insert currency (100g minimum, 10,000gp max) to be given a chance to Roll For Magic Items Common, magic Items have the highest pull rates “Cape of Billowing” “Talking Doll” ect And all the way to Rare with astronomically low odds (Using adjusted item tables from the DMG/Xanathars) Looking for Two Owls to give 69,420 to each for 24% equity in the company (each)

Zee Perry

Hello Owlbears, Introducing, the Liar Liar's ring! A cursed artifact that's actually useful! The downside: because it is cursed, putting on the Liar Liar's ring means you cannot take it off without a remove curse spell, or a lesser or greater restoration. If the digit or limb holding the ring is removed it magically appears perfectly fitted to another body part. Here's the upside: It grants a +10 on deception checks made while wearing it. The downside? A character wearing the Liar Liar's ring is unable to ever utter a deliberate falsehood. While the ring is worn you cannot lie or say anything that you do not know or believe to be true. Asking for a 40,000 gold piece investment for 30% stake and so I can pay a cleric to help me get this damned thing off.

Zack Jacobs

In the Campaigns my wife DMs, if we roll a rat 1 in combat, we roll a d6 to determine something negative that happens. Ranging from taking 1d4 damage to giving an enemy inspiration.

Nova

Hey there Owlbears, I was inspired by TBHalflings rolling for NPC race in Outlaws and Obelisks. (Where my Hoats at?) And am planning in my campaign to roll for NPC Pronouns using a D4 1 - All Pronouns Are Valid 2 - They/Them/Theirs 3 - She/Her/Hers 4 - He/Him/His Haven’t had a chance to play with it yet, but your investment will definitely bring a smile to the three of us that listen (and give me the courage to work Dragon Genitals into our first session, too.)

Baz

A very simple one: when making a ranged attack if you shoot through allies square, and you roll a Nat 1, roll again against your allies AC; if it hit, your attack hits your ally instead. Our poor Ranger had to buy her character's brother a new pair of boots, and she still gets razzed about it.

Valori Waggoner

Hey there Owlbears! I bring to you: escalating Wild Magic die. To increase the likelihood of a surge (because that's why you play a Wild Magic sorcerer in the first place), every time you don't surge, the die you roll gets smaller. D20, then D12, etc. It makes it so much more fun!

Hank Cox

Hello Owlbears, I stand here before you to demonstrate a plethora of magic items to be sold to my party in the next session or two. (Jake, feel free to only include the more interesting ones) Boots of Too Fast: +30 to Speed, 1d6 Force Damage per 5 feet you move over your base speed. Dagger of Very Sharp: +1 dagger, you take the same amount of damage -2 that the enemy takes. Gloves of Teleporting: You can cast misty step at will, but only the gloves move. Goggles of Confirmation: Sentient goggles that always agree with you when you make an insight check. Helm of Translation: Translates all written and spoken language you comprehend into a language you don't know. Ring of Bad Luck: You gain one luck point, but roll with disadvantage. Scarf of Invisibility: You can cast greater invisibility at will, the scarf remains visible and sheds bright light to 20 feet and dim light an additional 20 feet. Staff of Snake: You can turn this staff into a snake once. It can be used as a spellcasting focus in either form. I'm sorry if that's too many, but my deal comes as a package. 10,000 gold pieces to begin the pipeline of crafting to shipping. Thank you, Owlbears.

Bjønar Warvik Rørtveit

A bladesinger wizard, take a couple levels paladin and flawor it as an arcane smite wizard

The one they call Barlo

Hey there. This one is for birthday fun. Every player birthday I have an in game event occur. A game show host (flavoured as cheesy undead host) appears and they spin a wheel. Roll 1d8 prizes vary in ascending order. They can keep a prize or gamble for higher, same number rolls result in a cosmic slap and 1 point of greed damage. An 8 results in a roll on a magic item table, items selected appropriate to level and setting. My players love it and fail more than they succeed. It's a...hoot

The one they call Barlo

Not event ends when they get the same number twice or keep what they get

Spencer Clark

Hey there owlbears! In one of my home brew one shots, I made the vial of shame. It requires one action to use via shaking it violently back and forth for six seconds. Afterwards, a spray of thick icky-like ooze is projected in a straight line for 20 feet. That area is now considered difficult terrain. If any creature or person in the line of fire covered in the goo and must make a dc 18 Con save or all charisma based check will be made at disadvantage for the next minute. The ooze will disappear after one hour or players can spend a mi Ute using various socks to clean it up.

Daniel Pepper

This was in D20's Sleeping City rules iirc, in which Murph and Emily played.

Kevin Smith

Greetings Owlbears. I am looking for 500 platinum for a 20% stake in my company. The idea is to add extra stakes to critical hits and misses. In the event that a player rolls a critical hit or fail, they also roll a D100. If they roll an 80 or higher on a critical hit, they do 3x damage. Under 80 is normal double damage. On a critical fair, if they roll under 20, something extra bad happens (I.e. they drop their weapon, the weapon breaks, or they beef it and fall prone). Thank you for your time

Austin Clark

Hoot growl owlbears I actually got inspired from hot boy summer with Emily’s glyphs of warding usage and I used it in a battle royale setting but I added a few things - I roll (as dm) a d10 to determine spell level if applicable and roll a 10 I just decide what level it should be - players can use 1 action to make a dex check dc20 to doge the effect completely before knowing what the spell is on a failed check you do what the spells says Or - players can use 1 action to make an arcana check dc25 to completely dispel the glyph before knowing what the spell is. On a failed check you lose your movement the rest of that turn.

Bryant

Great and litigious Owlbears, I’m stepping into the cave today to pitch a fun mechanic that can fit into any game. Every DnD party inhabits a magical world full of wonders. So does Gwyneth Paltrow. The Goop Check is an easy way for your players to see just how much the Arguably Fey wellness influencer has impacted their current situation. At any time, a player may call for a Goop Check, rolling a d20. The success of the roll impacts just how Goopy the situation is. A 15? There’s a candle in the corner and we all know what it smells like. A 4? This place has bad vibes, it’s basically a Denny’s. A nat 20 on a Goop check confers a temporary blessing from Gwyneth, while a nat 1 is actually a critical success on a Goose check. A critical Goose check immediately summons a Dire Goose that HATES the players. For this incredible idea I want zero gold pieces, but I would like some crystals.

WitchKingofAngmar

Ran a final fantasy 7 one shot where my players played out the mako reactor destruction and made a limit break mechanic in which the players filled up their break meter with successful attacks (5 hits) and when the players used their limit break they were allowed to use three damage dice plus their attack modifier and encouraged to name and describe their limit break attack. I’ve got some refining to do to it but the players really enjoyed it and we have started talking about running a full final fantasy campaign with that and some other mechanics working throughout

Jack M

Hello, Special boots! While wearing the boots if you click the heels together while staring at a creature that creature must make a DC 15 Wisdom Saving Throw, on a fail the boots go into the mind of that creature unknowing to the creature and discover that creatures favorite color, then the boots will change color to tht creatures favorite color for three hours. The creature will immediately notice and compliment the boots granting the wearer advantage on persuasion checks against that creature while the boots are their favorite color. If a creature succeeds the save they are unsure the source of the magic and the boots get nervous and shrink one size, they start at a size 12, after 12 failed clicks the boots will die. The boots also have a little voice only the wearer can hear they mostly comment on the favorite color. I offer you the naming rights of these boots and 50% of revenue for 3 wands of web.

Justin Cockrell

This is a pitch AND a dice christ confession… if we can all mix church and stay, I say it’s high time we mix dice church and the private sector too. When I was a very new dm, I had my players fight an owlbear in a random encounter. There went out of their way to NOT kill it, but I secretly rolled death saves for it behind the screen. I told them the beast died anyways. Forgive me dice christ for my lies. However! As an apology, I came up with an item that I would like to pitch to the three very alive owlbears now. I gave my players a token that if it was activated, it gave one player advantage on either strength or wisdom checks for an entire day. BUT, if they didn’t activate it and found themselves at zero hit points, it granted them instead advantage on death saving throws. As penance for my early dming mistakes, all I ask is ten gold for this investment opportunity.

Zechariah Johnson

This is a pitch of a BBEG- it is the one that I personally used for my homebrew campaign running levels 3-20. His name is Dirge Gravelight and he is a Deadlight Lich- canonically for DND, if one can present themselves to Ao the overgod and he accepts you, you become a deity. In my world, Tharizdun is Ao's opposite- what happens if you present yourself to Tharizdun? You become a Deadlight- a living black hole that can absorb life and magic. Dirge was a lich due to being rejected of Ao (if Ao rejects you you automatically become a lich) but became the first Deadlight Lich in creation afterwards. He is CR 34ish; my calculations may be a bit off for CR (I'm not great at calculating it and the online calculator isn't much help). Dirge Gravelight Medium undead/Deadlight Lich HP: 900 AC: 23 (Unarmored Defense/Natural Armor) Speed: 60 feet, fly 60 feet Proficiency Bonus: +7 Initiative Bonus: +10 STR: 20 (+5) DEX: 20 (+5) CON: 22 (+6) INT: 26 (+8) WIS: 20 (+5) CHA: 20 (+5) Saving Throws: STR +12, DEX +12, CON +13, INT +15, WIS +12, CHA +12 Skills: Acrobatics +5, Animal Handling +5, Arcana +22 Athletics +5, Deception +12, History +22, Insight +12, Intimidation +5, Investigation +15, Nature +8, Perception +19, Performance +5, Persuasion +5, Religion +15, Sleight of Hand +5, Stealth +5, Survival +5 Damage Resistances: fire, cold, lightning, thunder Damage Immunities: psychic, necrotic, poison, nonmagical bludgeoning, piercing, and slashing Conditional Immunities: Frightened, Charmed, Paralyzed, Poisoned, Unconscious, Stunned, Sleep, Surprised (Alert feat) Magic Weapons: Dirge’s fist attacks are magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Magic Resistance: Dirge rolls with advantage against spells and other magical effects. Destructive Aura: any creature that begins its turn within 30 feet of Dirge or enters within 30 feet of him must make a DC 24 Constitution saving throw or take 6d8 necrotic damage on a failed save, or half as much on a success. If a creature is slain by this Destructive Aura, nothing but a Wish spell or equal spell in power can bring the creature back. Energy Absorption: as a Deadlight, Dirge can use his reaction to absorb any spell lesser than 7th level and add all damage as healing to himself. Spellcasting: Dirge is a 25th level spellcaster (spellcasting ability INT, +16 to hit with spell attacks, spell save DC 24). He has the following spells stocked along with at-will spells. At-will: Shield, Firebolt (4d10), Chill Touch (4d8), Ray of Frost (4d8), Mind Sliver (4d6) Chromatic Orb (2nd level), Fireball, Lightning Bolt 1st level (4 slots): Magic Missile, Sleep, Charm Person, Thunderwave 2nd level (3 slots): Blur, Detect Thoughts, Mirror Image 3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Sending, Spirit Shroud 4th level (3 slots): Banishment, Blight, Confusion, Polymorph 5th level (3 slots): Cloudkill, Cone of Cold, Synaptic Static, Steel Wind Strike 6th level (3 slots): Chain Lightning, Circle of Death, Create Undead, Mental Prison 7th level (2 slots): Finger of Death, Prismatic Spray, Crown of Stars, Power Word Pain 8th level (2 slots): Dominate Monster, Incendiary Cloud, Power Word Stun 9th level (2 slots): Blade of Disaster, Power Word Kill, Psychic Scream Bonus Actions: Dirge can use the Flurry of Blows trait monks possess as a bonus action for two unarmed strikes when he takes the Attack action. Should Dirge hit on attack from the Flurry of Blows, he can impose one of the following effects: a DC 24 Dexterity saving throw or be knocked prone, a DC 24 Strength saving throw or be pushed away up to 15 feet, or take away reactions until the end of Dirge’s next turn. Actions: Dirge may cast a spell or attack as an action. If he attacks with physical blows, he may use Flurry of Blows as a bonus action. Dirge uses his Intelligence Modifier for all physical attacks due to self mastery before becoming a lich. Multiattack: Dirge can make two Gravelight Fist attacks. Gravelight Fist: +15 to hit, reach 5 feet, one target. Hit: 1d12+8 bludgeoning damage and the target must succeed a DC 24 Constitution saving throw or be stunned until the end of Dirge’s next turn. Legendary Actions (5 per round): Dirge may take a legendary action at the end of another creature’s turn, choosing one of the following options. He regains all spent legendary actions at the start of his turn. Movement: Dirge moves up to his movement speed without provoking attacks of opportunity. Gravelight Fist: Dirge makes a fist attack. Innate Spells: Dirge may cast one of his at-will spells. Black Hole (costs 3 actions): Dirge unleashes the terrifying force of Tharizdun, God of Destruction, and causes a singularity within his chest to unleash its power. All creatures within 150 feet of Dirge must make a DC 24 Constitution saving throw or be pulled 30 feet towards Dirge and take 6d10 necrotic damage on a failed save, or half upon a success and not be pulled 30 feet. Lair Actions (occurs on initiative 20): Dirge chooses one of the following lair actions atop the tower of Necrosorcierre, choosing from the following: Far Realm Rupture: reality twists and turns, and various small and medium portals pop up at four targets Dirge can see. These portals open to the Far Realm and tentacles explode from them. Each creature targeted must make a DC 24 Dexterity saving throw or take 5d10 bludgeoning damage from tentacles inside and be knocked prone, or half damage on a success and not knocked prone. Reality Bomb: Dirge unleashes the innate power of Tharizdun from within the tower and the ground explodes with a foul, purple energy. All creatures atop the tower or within 75 feet of it must make a DC 24 Intelligence saving throw or take 10d8 psychic damage on a failed save or half on a success. Far Realm Fog: a green fog appears throughout the lair, going around corners and into every space. Each creature caught in the fog must make a DC 24 Constitution saving throw or breathe in the fog, which makes each creature affected vulnerable to psychic damage until initiative 20 on the next turn.

Jessy G

I hope this suits your eggs. I am seeking 2 eggs in exchange for 40% of royalties. Magical Malady - long ago I ran a campaign where my players were trying to find the source of a strange disease that was wiping out magic users. As they neared the source they had to fight off the effects as well. Essentially, anytime they cast a spell, they rolled a CON save, with the DC being higher based on the level of their spell. It worked similar to exhaustion, where I had a table of effects that worsened the more points you had. Some effects were disadvantage on spell attack rolls, spells do 1 d12 less damage, 50% chance of hitting a random target etc. It added stakes, but my players rolled insanely well on their saves so it lost its edge a bit. I’d increase the DC next time. It was a nice way to add tension and immerse them in the quest they were on. (The flavor was that a powerful magical creature (dragon) was being tortured / it’s sorrow and pain was poisoning the magic around them)

Ben D

A simple homebrew rule my DM has implemented is scaling utility cantrips. For cantrips without damage, there should be some way they scale as they level up, as it seems ridiculous a 20th level wizard would do 4d10 with fire bolt but have the same mage hand as a lvl 1 apprentice. For ones like prestidigitation, druidcraft, and thaumaturgy, they could be cast as a bonus action at lvl 11. For mage hand added weght limits, for control flame, mold earth and shape water larger areas of control, and so on, as you can find ways to scale most cantrips and it will make them much more fun. Justice for utility cantrips!

Cain Bowman

Owlbears, Has this ever happened to you? You're playing a pet class, like Pact of Chain Warlock or Beastmaster Ranger, and you find a new, cool companion (maybe an owlbear cub? owlbear chick?)! BUT, your class feature only allows you to have one animal at a time. Guess it's time to send one of your furry friends off to live in the woods, because your class loves animals, but not enough to love more than one at a time. Maybe it's time to try out a Pokemon RPG? BUT WAIT! Have you heard of Life-link? This brand-new mechanic is essentially multiclassing, but with animals. Step 1) Take the HP that your class allows you to dole out to your companions (for example, x4 Ranger level). Step 2) For any animals you'd like to bring, redistribute those points among the animals at the end of a long rest. Step 3) Your action economy remains the same, as you can only command one animal per action (the rest can move independently and will take the Dodge action), but now, at the cost of less HP on each animal, you now have more versatility at your fingertips. BONUS STEP 5) Optionally, Life-link prevents companions from dying when dropped to zero HP unless the PC is dropped first, giving compassionate DMs a way to eliminate squishy animals from the turn order without having to literally kill someone's dog.

AmitaiB

I love real-time injections into games, like giving players 3 sec to decide whether or not to use a Reaction. My idea was like this, only crappier — the Time Box! A mysterious box with a clock inside inscribed with the letters “IRL Stopwatch”. Set the clock to a time, and it counts down, but at a rate incomprehensible to mere humanoids. For example, adventurers have found that almost no time passes when taking a long rest, but hours can pass for a 1 minute battle! Crazy, right? When the clock hits zero, things get boring — if the party was in combat or conversation, then that ends, with the winner/outcome determined by some logic only the gods (GM) knows. Luckily, nothing catastrophic happens at those forced outcomes. IOW, set a time for your play session, and everyone knows that when the time runs out, the session is done — the PC gets to suggest what improbable in-game reasons allow this to work, but the GM gets the final say. Maybe your intimate conversation with the princess/traitor at the ball is cut short as you crap your pants? Maybe your fight with Tiamat is cut short as she craps her pants? You see what I’m getting at? So again, your idea is better fun, mine more on the pragmatic side. And who plays games for fun?

Miranda Theriot

Owlbears, has this ever happened to you: You’re designing a dark, spooky dungeon (perhaps an abandoned mine, an underwater cavern, a vampire’s mansion) with dangers lurking in the shadows, when you suddenly remember, nearly all the playable races in the Player’s Handbook have Darkvision, so chances are your villain looming at the edge of a darkened room is actually just standing there in plain sight (how embarrassing)! For a party of Darkvision-having races, how’s a DM supposed to use darkness to build suspense or create a significant environmental hazard? May I humbly suggest an alteration: creatures that can naturally see in the dark have Night Vision, allowing them to see only if there’s some ambient light, such as starlight. In total darkness, as in an unlit underground cavern, they’re all as blind as a human. Only creatures affected by the Darkvision spell, or a similar effect, could see in absolute darkness. At the DM’s discretion, select races and monsters could have abilities that allow them to “see” with no light, such as tremor sense, heat vision, etc. (Also, I must specify that cats would have Night Vision…the fact that they don’t have Darkvision in the regular rules is a criminal oversight).

panpolypuff

I reeeally like this one!

Cesar Larancuent

Owlbears, Has this ever happened to you? Have you rolled a critical hit, but when you roll your double damage you get '1's on every die?? Try "Special Crits"!. With this rule, upon getting a critical hit you automatically max out one one half, and then roll the other one. For example, let's say you get a critical hit with a d12 weapon, instead of rolling 2d12, you roll 1d12 +12 + whatever other modifier. PS: this applies for NPCs/monsters too!

Cesar Larancuent

Owlbears, Looking to add more stakes to combat? Interested in how combat can affect storytelling? Well, may I suggest "lingering injuries". With this rule, any death saving throw failed by more than 5 (1-5 on a d20) would lead to a lingering injury (lost eye, arm, foot, ugly scar, etc..). Each injury would have its unique disadvantages, as you see fit (eg, lost eye gives you disadvantage on visual-based perception check), and you would need a greater restoration to fix these. This would increase the stakes in your campaign, and give you lasting memories of close-calls. Additionally, you may use these injuries to enhance your character (eg, the lost eye could be imbued with magic, giving you advantage on arcana checks - as it happened in a recent campaign of mine). Please let me know what you think, any and all suggestions are very welcome.

FusRohNahSon

Need a wild magic arena? A unpredictable arcane bog? Look no further! Designating an area on a battlefield as not only difficult terrain but adding that every 10 feet a player moves they must succeed a DEX check or activate a magic surge. For my campaign I flavored it as a wizards messy room covered in scrolls. Using a random scroll generator with filtered spells and levels adds a fun encounter to ur vanilla table. For ranged attackets, I used the magical fog interacted with projectiles and spells and with a corresponding dice check to aim true through the unpredictable air!

FusRohNahSon

To add an example: Dming an encounter with a mage that threw his spellbook onto the ground applying the rules as stated above. The Nu-Metal Bard stepped on a scroll and summoned a greater demon. After attacking the wizard, he casted dominate monster, turning it on the party. The elven wizard of the party THEN stepped on a summon greater celestial scroll and summined a unicorn which promptly dispelled the demon and stomped the evil wizard

Zac Hardy

Called shots. A player may make a called shot on an attack roll or spell attack roll at the penalty of a -10 to the roll. If a player succeeds then their attack (within reason) has an affect on what is being attacked. “I want to cut off his hand” ok would you like to make a called shot? Yes. Ok roll with -10. A DM will want to scale this for certain characters as a -10 becomes negligible at a certain point.

Zac smith

Sniff snoot, give a hoot! I have an item I use all the time for my higher level players called the Quick Save Key. For parties that don’t have spells like planeshift etc.. I find the “travel episodes” a little lack luster if the story dictates they need/want to be somewhere specific. So with the quick save key, it’s Skyrim rules where if they have been somewhere, as long as they can find a door with a lock, they can travel anywhere once a day and be right back in said place. I find it moves the story along nicely as we don’t get to play for as long as I would like because we all have lives and jobs.

Zach Dender

I do the same thing in my campaign! It makes the players finding adamantine armor a bit more exciting.

Chandler

Owlbears, Don't you think that dying should be more exciting? Do you ever find yourself at 2 death saves to zero fails, laying there slowly stabilizing while your friends fight on, uncaring for your plight as they can see you're close to unconscious stability? Well let me introduce you to hidden death saving throws! The only change here is that players roll behind the DM screen (or off screen and then message the DM, when playing virtually), ensuring that the stakes remain high for the rest of the party members, and a helping heal back to consciousness that much more necessary.

Judson Whitfield

Hi ho owlbears, I present the tablet of scribblife. It's a rare magic item that brings your drawings to life! Any tool you need magically appears, a creature you draw comes to life and obeys your commands, and much much more! The drawing lasts for one minute, and can be used 1d4+1 times per day recharging at dawn. Creatures have 1d6+6 hp.

The Chili

Hello owlbears the pitch I'm going to sell you on today is the training camp down time. I've homebrewed a way for stats to be upgraded outside of leveling. During downtime, sometimes players might not know what to do with their time, so try this on for size. Based on the stat number it becomes harder to upgrade, but lower stats are easier to better. Training can be like going for cardio runs, yoga, studying literature, or even partying for your low charisma bards out their. To get the ground running on this project I wish for 5000 gold I'm startup money for a 40% stake in the project. Hoot growl.

Faisa Awow

I bow to you owl bears and give jake a respectful nod. I’m here to present the perfect gift for the rogue/ stabbing expert in your life. PRESENTING the twin daggers 🗡 crackle and pop ⚡️ Together they hold one use of thunder step per day and Crits stun enemies. It does 1d6 + 9 (lightning damage). I know this may seem over powered but I think stunning is cool and wish there were more ways of getting that ability without multi classing. Plus the rogue in the campaign i dm for has terrible luck so when they do crit it’s a pleasant surprise and a cool moment rather than something that breaks the game. I’m requesting 5 owl eggs or 100,000 gold for a 20% share of the company. I’m a very busy woman and if I get a bad deal I will walk to the 3 black halflings and try my luck with them. I eagerly await your response

Jack Farley

Hello Owls. I’m starting to DM campaign in a homebrew world I’ve been creating. One of the first quests my players will be able to go on, involves them chasing down a Blink Puppy! (Its a dog that can teleport) there’s a stat block for in online, but i was thinking about having the dog level up with the players as a animal companion. Is a teleporting puppy that grows stronger over the campaign too broken? Or does it work for your eggs? Thanks owls!

Marie Aholt

Hi Owlbears. Ever wanted to dual-class but worried that you'll miss out on something big once you hit the high levels? I introduce Blessings of the Grove Heroes. On a tiny island floating in the sky — called The Grove — is a collection of stone statues, the petrified bodies of eight heroes who once saved the world millennia ago. Through use of powerful spells, they captured their souls in magic items that the statues once held. But through chance or misadventure, these items have been scattered to the four winds. For the adventurer with dreams of becoming a hero themselves, if they find one of these magical golden items, they can return it to its hero statue in The Grove. This will grant the adventurer low-level class abilities of that hero. A berserker's Reckless Attack? A cleric's Turn Undead? The choices are up to the DM. I thank you for your consideration and offer this tray of salmon as oblation to the Owlbears.

Zach Z

Hello Owlbears! A modified version of a previous pitch, the Desperate Act! Ran out spell slots in a battle with a boss? Used up your last Action Surge in a one-on-one duel with the BBEG? Need that opportunity of a gamble that could change the tide? Do it right with Desperate Act! Players can, as a free action, regain the use of one Class Ability if they have no more uses of it. To gain this, the player may make the following choices: Take 3 x Total Level of damage (not resisted), or give the DM the ability to re-roll any one roll that they or any other player makes. Makes for an interesting gamble that could either make or break a grueling fight. I'm not asking for any gold, only the opportunity to further workshop the idea among such wise and ferocious Owlbears. Hootgrowl!

Kat

Hello Owlbears! Are you a high risk, high reward player? Do you enjoy fighting far away and avoid being hit? Then I have the magic shortbow for you! Shatterer is one of those items that upgrades your character, not only in battle but also with its beautiful design! It has a button on the riser that collapses it to make carrying it less cumbersome. Shake it out and the sleek black bow, with metal filigree, and a string of crackling lightning extends. But be wary, wielding a string of lightning is not without its dangers! Only the most skilled of adventurers dare to wield it.

Daniel Kirsh

This homebrew is brought from earlier editions of the game and pathfinder, and I am posting it here for the duel reasons of sparking Emily's imagination and Murph's dread. GESTALT The basis is you level up in two classes at the same time. Taking the HP value from one of the two classes. An example is a Fighter/Barbarians health at level 1 would be 12+con. Spell slots stack, and can be used with either spell list if one were to play a duel caster. Extra attack does not stack, and instead you receive an extra feat to compensate. When you gain an ASI from level 4/8/12/16/19 (The levels everyone does) you don't gain one from each class, but rather just 1 overall. This allows for some crazy fun builds, and makes the power scaling go off the rails. Become the ultimate weapon with Champion Fighter/Zealot Barbarian, or an insanely mobile skill monkey with Monk/Rogue. The combinations enable some truly wild builds. With someone as proficient at multiclassing as Emily, the build possibilities are truly endless. If you want to see the rules more in-depth, here is a link to the set my group used for a 3 year 3-20 campaign. https://www.dandwiki.com/wiki/Gestalt_(5e_Variant_Rule)

Matt Zimmerman

Hello Owlbears! As a DM, I frequently find myself wanting to push players forward in the story whenever they become paralyzed by their own indecision. Maybe players need more information, or maybe they're simply wondering something that their characters don't really have a way to find out. Usually you can just pull a classic 'Orcs Attack!' maneuver, but for those pivotal moments in the campaign, it's nice to get a little bit of a helping hand deciding how to proceed. I submit for your consideration the Bead of Absolute Certainty! This is a consumable Divination magic item made of a small crystal sphere with a floating coin inside. On the faces of the coin the words 'yes' and 'no' are etched. Once, as an action, the bearer may ask a clear yes-or-no question and then crush the bead in their hand. When they open their hand, the broken bead will display the coin on the 'yes' or 'no' side as appropriate. The bead can't be crushed if the question doesn't have an objective answer. As a fun bonus, they also get 1 gold piece after using it. I recommend only giving out one or two of these for an entire campaign, so players must be sure to spend them wisely. Thanks for your consideration!

Oldworlder451

A devastating unfairness rests in the everyday ho-hum of session zeroes, lurching shadows hung menacingly over each players shoulder, huddled in dark corners waiting for their time to strike out with withered claws. How many times has a player been overshadowed by every other, simply because they rolled exceptionally poor starting attributes? How many instances of glory were taken from their onlooker "party" who was forced to hang back as one player took the center? LIKE A BUNCH OF CUCKS!? How many times is too much before something must be done? Well, look no further! With STANDARD ARRAY PLUS, everyone gets to be a hero! Simply have each player roll starting attributes as they normally would, then, share the results. As a group, decide which player rolled stats everyone is happy with, and make that the new standard array every player uses to make their character! This solves the problem of weak rolls, and evens out numbers, while allowing for players to assign their scores as they wish! For this venture, I ask for no less than 6 Owlbear eggs for 25% of my business, mostly to cover the legal fees of Owl Jake's inevitable lawsuits. Thank you for your time.

SilentFlux

I posted this in the Bahumia Session 0 thread, but I play a wild magic sorcerer. My DM and I tweaked the wild magic mechanic to make it seem more unpredictable and have it play more of a part in the action. Rather than relying on a nat 1 to trigger the surge, we have a counter that starts at (10 - sorcerer level - charisma modifier), and never goes below 2. When casting a spell, you roll against the counter and if it meets it or is lower, the surge is triggered. If it's not met, the counter increases by 1. So at level 1 with a +2 charisma modifier, the counter would start at 7. If the roll doesn't trigger it, it increases to 8. We've found that this makes the wild magic play a much bigger part in our campaign. It increases the tension/drama but there have also been times when the surge has come in handy, for example when I accidentally polymorphed myself into a spider and was able to escape a very tricky situation and bust the rest of my party out of jail. It also builds in a control mechanic as you increase in level and, in theory, learn to control it better.

Clay Walden

Ops all dwarves. That’s the tweet

Jack H

Hoot hoot and Grr Grr to all you Owlbears! My DM has a home brew rule called “I know a guy” points. At any point in the campaign, we can use our I Know A Guy point to inject a new NPC that their character knows to help them with a problem. This rule is balanced by a Charisma roll from the player to see if the NPC is friend or foe to the PC. As a DM myself, I see it as a great rule to for the PC’s to have creative control over a problem they are finding difficult to solve in the conventional means. Each PC has a number of these points equal to their Charisma modifier or 1 if we are uncharismatic shitheads.

Soggy Mike

a ring that make ya tits big

Jessica J.

(I realize the episode is already out, but I thought I'd put this here for next time!!!!!!!) Hello noble Owlbears! I have a delightful tidbit, a tasty snack if you will. When my game group plays in person, we have a tradition of ordering Chinese take-out. Everyone gets a fortune from their fortune cookie. During the session, players are allowed to use their fortune once to influence something that is happening in the game. The DM gets final say in whether or not the fortune does what the players want and the player gets to plead their case.

Rory

This is dope

Magestain

Man i knew my crit on initiative wouldn't get picked. :(

Nicole Andrade

They did something very similar on Dimension 20 when Ally played a wild magic sorcerer.