How to Create Homebrew Spells in 5e Dungeons & Dragons

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  • Опубликовано: 26 мар 2019
  • Making your own spells can be a great way to build your character and really learn about how spells work in 5e Dungeons and Dragons! We know there's not a ton of info out there on how to do it, so we made this for any player or DM who wants to get hyped for homebrew spells!
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Комментарии • 541

  • @WebDM
    @WebDM  5 лет назад +34

    Thanks for watching! Want more Web DM in your life? Check out our Patreon for our podcast, bonus vids, and more! Patreon.com/webdm
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    • @kairos5382
      @kairos5382 5 лет назад

      Another great video web dm

    • @christopherluke9658
      @christopherluke9658 5 лет назад

      We need a new Epic Level Handbook for various reasons but creative spell choices are missing from the source material.

    • @bennetteisenbeisz1971
      @bennetteisenbeisz1971 5 лет назад

      Can we get a sister video about homebrewing nonmagic abilities for fighters, barbs and such? I think your low-magic-loving audience would enjoy that.

    • @justinharris7181
      @justinharris7181 5 лет назад +1

      Level 7, 10d6 damage slashing, piercing, bludgeoning, duration one action, components somatic, summons forth a weapon of the users desire that can then can be used to make a single magic attack. The user is proficient with the weapon made. This weapon passes through all resistance including magic. After the attack the weapon disappears into a puff of smoke from which is was made of. Hey Pruitt and Jim does that work for the spell you thought of?

    • @GunnarWahl
      @GunnarWahl 5 лет назад

      I'd allow a fighter to Homebrew a battle maneuver, or what a totem for a barbarian, or a monks of the elements options, or how a rogue can use an item/building a poison.

  • @docnevyn5814
    @docnevyn5814 5 лет назад +207

    "the brains of dead wizards" Do you want Mindflayers Jim? Because that's how you get Mindflayers.

    • @killcat1971
      @killcat1971 5 лет назад +6

      Or a Zombie Lich, nasty.

    • @Vegas242
      @Vegas242 5 лет назад +7

      Oh man a zombie lich that lures and kills wizards for their soul, their intelligence, and their braaaaainssss

    • @killcat1971
      @killcat1971 5 лет назад +2

      @@Vegas242 And it builds a trap filled dungeon rumored to be guarding a fabulous treasure to lure victims in.

    • @adamguenther190
      @adamguenther190 4 года назад

      Zombies ants

  • @CuriousKey
    @CuriousKey 5 лет назад +385

    "Well, start an IRA..."
    Me, living in Ireland: "Well that was an unexpected turn."

    • @acastanza
      @acastanza 5 лет назад +32

      Just goes to show, in D&D if you've got enough gold you can bankroll anything

    • @Licjr
      @Licjr 5 лет назад +29

      Today I learned the importance of context 😂

    • @blshouse
      @blshouse 5 лет назад +50

      Individual Retirement Account, Irish Republican Army... six of one, half dozen of the other. These both seem equally valid way for adventurers to invest their hard won treasures.

    • @Soulessdeeds
      @Soulessdeeds 5 лет назад +40

      Now I want to start a group of militant leprechauns seeing to over throw their Gnome oppressors. Thanks!

    • @originalph00tbag
      @originalph00tbag 5 лет назад +2

      These days, how unexpected is it, really?

  • @sithmattjedi
    @sithmattjedi 5 лет назад +116

    I would watch an entire episode of you guys homebrewing and brainstorming new spells.....

    • @nathanex5122
      @nathanex5122 3 года назад +1

      Who wouldnt?
      edit: auto correct issue

  • @geoffdewitt6845
    @geoffdewitt6845 5 лет назад +108

    The bit at 3:45 had me remembering Mel Brooks' *History of the World, Part 1* : "I have fifteen!" *Drops one stone tablet* "Ten! Ten spells!"

  • @kennybridges1284
    @kennybridges1284 5 лет назад +190

    If you can't homebrew your own new spells, storebought is fine

    • @nephicus339
      @nephicus339 5 лет назад +4

      And let's not forget DM's Guild.

    • @darienb1127
      @darienb1127 5 лет назад +5

      Hmmm, do i want Otilukes Resilient Sphere? But its kind of expensive. I should just go for the generic brand.

    • @Moatsnboats
      @Moatsnboats 3 года назад

      @@darienb1127 it

    • @Ghorda9
      @Ghorda9 3 года назад

      @@darienb1127 except it could of been a couple of years since it was roasted, it should be no older than a week old.

  • @acastanza
    @acastanza 5 лет назад +94

    Yeah, we're gonna need you to share your Chronomancer creations

    • @derekburge5294
      @derekburge5294 5 лет назад +37

      He'll be handling that in the video last week.

    • @robertmacneish4470
      @robertmacneish4470 5 лет назад +8

      @@derekburge5294 Damn time mages, always f***ing up the time stream

    • @derekburge5294
      @derekburge5294 5 лет назад +7

      @@robertmacneish4470 Right? My comment next week was deleted yesterday! If that isn't abuse of power, I don't know what it!

  • @fiddlewheelx
    @fiddlewheelx 5 лет назад +14

    Had a player once be a Sorcerer that was nature based, so their fireball was instead a earthquake that only hit those on ground, but double damage to burrowing enemies.

    • @WinterPains
      @WinterPains 3 года назад +2

      Me, a pokemon fan: EARTHQUAKE

  • @Lycandros
    @Lycandros 5 лет назад +30

    I like the idea of giving sorcerers the ability to be their own arcane focus.

    • @the_rose_garden01
      @the_rose_garden01 4 года назад +4

      Pathfinder does that, actually. There's a feat called "Eschew Materials" that lets you forgo using material components that are 5 gold or less. Sorcerers just get this feat for free at first level

  • @lord6617
    @lord6617 5 лет назад +112

    Shapechange into a mind flayer, consume the brain of enemy wizard, spell research complete.

    • @TheCinderfang
      @TheCinderfang 5 лет назад +9

      What if we make brains in jars and hook them up to study for me? What do you mean they are going to rebel? Nonsense

    • @Jawn15
      @Jawn15 5 лет назад +1

      @@TheCinderfang that's some futurama shit lol i love it. I just picture al gores disembodied head in a jar studying a magical tome wearing a cape like dr strange's.

    • @plotholedetective4166
      @plotholedetective4166 5 лет назад +2

      you'll have to home brew a spell that let's you shape change into an aberration first or wait until later levels because all shape change spells specify that you can only turn into beast of certain levels including polymorph and wildshape in fact the only one that would work is "true polymorph" a lvl 9 spell.

    • @lord6617
      @lord6617 5 лет назад +3

      @@plotholedetective4166 admittedly its checking via an app not the book, but *Shapechange* Literally states any creature your CR or less. Polymorph is a beast only, that's also only a 4th level spell, vs 9th level *Shapechange*.

    • @plotholedetective4166
      @plotholedetective4166 5 лет назад

      justBinia read more carefully all shape change beast shape and polymorph spells specify beast at some point in the text, all of them shape change mentions it about half way through the spell that the creature must be a beast it does this by stating that you retain your int. cha. and Wis. stats but take the physical stats of the "BEAST" in the p.h.b Idk about the free app or what it says, I pay for the real stuff myself because physical books are just better and from what I've seen the app has alot of small errors

  • @kurtpryor6334
    @kurtpryor6334 5 лет назад +162

    I know you have an old video on magic items, but could we get a video like this on Homebrew Magic Items and just a polished video on magic items in general?

    • @kyubii972
      @kyubii972 5 лет назад +3

      Agreed I think this would be a fantastic topic. I always feel I don't have the right creative juices flowing to make fun ones. It's easy to take monster abilities and jam them on items but there's always something missing something the players don't latch onto.
      perhaps more about how you would present them two players more so than just creating them because creating them isn't so hard like you say in this video you just have to do it.

    • @watermelonsavage2914
      @watermelonsavage2914 5 лет назад

      100% agree we need a video on homebrew magic items. I've actually made a lot of them but here's one of my favorites:
      Luck Potion: (400g if they can find a seller) Usually contained in a small glass bottle the fluid looks like constantly swirling liquid gold.
      After drinking the player has 3 uses of special luck which go away after 1 hour. At any time within that hour, after the player makes a roll (but before determining the outcome) they can choose to use one of their special luck to roll again. On a 1-9 the player uses the original roll or the new roll whichever is higher, on a 10-20 the roll counts as a natural 20.

    • @TheLateleks
      @TheLateleks 5 лет назад +2

      @@kyubii972 Let the player create the magic item. Say to them "you find a magic item, it's properties are unknown" and out of character you can ask them "What would you like this item to do?". Balance it for the world you are playing in and go from there. In the game I just started running (starting mid lvl) my wizard PC made their spell book from a device that in our world would be a tablet/ipad/ebook-reader. It's a small flat box enchanted with cantrips (minor illusion, prestidigitation) so It makes an illusionary screen that you can read/write with. It isn't a hugely influential item, but it does add to that character.

    • @Jawn15
      @Jawn15 5 лет назад

      Make one property cater to their play style, background, class or maybe it is important to their backstory somehow. If it feels morr personal playerw are more likely to latch onto and want to keep and use said item.

  • @AgentGreen13
    @AgentGreen13 5 лет назад +6

    Good Topic. In return, I shall gift you with some Eldritch Homebrew knowledge adapted from 3.5. The Ring of Catapult. A crude copper ring that appears to be a cat biting it's own tail. Functions as Wand of Magic Missile, with the following changes: Instead of a magical force, it fires a screaming housecat with 1/2 D8 hp. The cat is real and alive, and native to the Prime Material. The cat takes damage equal to the damage it dealt on impact, cats deal physical damage. Expending more charges fires more cats. Requires Attunement, but doesn't require spellcasting ability as a wand does. Cursed Variant: Cats that die from impact come back to haunt the user with incessant meowing 1d10 days later, appearing at Sunset, vanishing at Dawn.
    Obviously crafted from a spin on Magic Missile, that requires a cat's whisker to cast.

  • @Akwardave
    @Akwardave 5 лет назад +33

    PERFECT timing! I'm playing a Warlock right now whose whole shtick is being a spell-slinging outlaw, finding and dueling wizards to steal their spellbooks and copy their unique spells and variants of spells into the vast magical library of her patron. With all the arcana she's found, she was going to try to make a spell of her own soon-- a special spell, designed to do one thing, and one thing only: Kill. Wizards. I've homebrewed before, but never spells--- so this is just what I needed! Thanks for all your hard work on these guys!

    • @GuardianTactician
      @GuardianTactician 5 лет назад +6

      Disintegrate is the spell designed to kill wizards. Constitution save which they aren't proficient in, and high baseline damage.

    • @knightghaleon
      @knightghaleon 5 лет назад +3

      Perhaps look into an invocation to give your Eldritch Blast the ability to either spell steal a slot or maybe works like the war wizard’s surge mechanic where it cancels a spell and then adds an amount of damage onto your next spell?

    • @anthonynorman7545
      @anthonynorman7545 5 лет назад +4

      More of a jest, but a spell that always does fixed damage equal to the max # of spell slots the target can have. Alternatively, and this is super evil, damage equal to the number of spells in the spellbook the target wizard has on them.

    • @kylestanley7843
      @kylestanley7843 5 лет назад

      I love this entire comment thread, and would like to kindly steal all of it.

    • @Akwardave
      @Akwardave 5 лет назад +5

      @@kylestanley7843 By all means! I don't think people would be commenting if they weren't okay with someone adapting their idea.
      Personally, I decided to go with a multi-ray attack where each attack you hit has a small chance to remove a spell of your choice on the target (a la Dispel Magic-- a.k.a, so long as it's X level or lower). The chance procs when 2 or more of the damage dice roll the same value, similar to the rules for Chaos Bolt chaining. Additionally, removing a spell causes the spare energies to detonate and unweave themselves violently, dealing some additional force damage to suppliment the otherwise low base piercing damage of the spell.
      This would have a lot of utility for reducing AC-- for example, if you foe tries to Shield against your shots, you can remove the Shield the first time you hit, with successive hits being able to remove protections like Mage Armor, Barkskin, Stoneskin, Warding Bonds, Shield of Fath, or even fun stuff like dropping them out of a Fly spell or releasing a Planar Binding!

  • @anthonynorman7545
    @anthonynorman7545 5 лет назад +23

    The way Jim was able to instantly say a spell level for Pruitt's stealth attack was really cool.

    • @kylestanley7843
      @kylestanley7843 5 лет назад +4

      I did too, and we even seem to agree on it being fourth level. Love this game so much lol

  • @nido16100
    @nido16100 5 лет назад +77

    I think I'll be using these ideas to fill out 5e's ignored damage types. I wanted to make a copper dragon sorcerer and there are like 8 acid damage spells, most of which are chromatic spells. Definitely need homebrew to get much use from that in combat.

    • @halismeful
      @halismeful 5 лет назад +14

      I'd suggest just asking your GM if you could swap other spells to acid damage. E.G Burning Bolt to Corrosive Bolt.

    • @killcat1971
      @killcat1971 5 лет назад +8

      @@halismeful That's easily the best way, some spells don't require many changes, Burning Hands for example, but Fireball would, as Acid is less commonly resisted.

    • @halismeful
      @halismeful 5 лет назад +4

      @@killcat1971 My general rule for DMing is that it's fine, so long as it's not force damage, mostly because that's the least resisted type in the game.

    • @killcat1971
      @killcat1971 5 лет назад +4

      @@halismeful Oh sure, same with radiant.

    • @halismeful
      @halismeful 5 лет назад +4

      @@killcat1971 Radiant and necrotic it depends for me. For something like a cleric, swapping to radiant is fine. Just needs to fit the thematics of the class.

  • @josephvickrey5396
    @josephvickrey5396 5 лет назад +22

    Top tier Aliens joke, eye of hicks. I'm still laughing.

  • @evilscientistrecords
    @evilscientistrecords 5 лет назад +5

    3:45 There is a stone age RPG called "Wolf-Packs & Winter Snow", where your spell book is a cave - Magic-Users record their spells as art, mostly cave paintings...

  • @keenenthebrown
    @keenenthebrown 5 лет назад +8

    My dm and I created a bard spell based off of fey magic, that drags a bit of the fey wild into the material plane we are in along with a slow effect. Super cool.

  • @Boundless-Boredom
    @Boundless-Boredom 5 лет назад +63

    “Becky with the good spells” lmao

    • @ItsJesMe
      @ItsJesMe 4 года назад +1

      I found myself laughing way too hard at that.
      And only partly because I didn't take him as a 'Yonce fan.

  • @bruisedfrog
    @bruisedfrog 5 лет назад +30

    In regards to the fighter or barbarian wanting to homebrew spells but "can't" because of the class, have them come up with an ability/spell effect they would like to have on a weapon/armour.
    Still allows the creativeness on the player without them feeling left out

    • @senormuertos4351
      @senormuertos4351 5 лет назад +5

      Bruisedfrog or honestly why not allow them to perform esoteric ‘rites,’ which might mechanically fit as a spell but flavorfully occupy a more traditionally savage or militant place...

    • @fisherjam5182
      @fisherjam5182 5 лет назад +7

      Or a battle master style effect

    • @Draeckon
      @Draeckon 5 лет назад +3

      Alternatively, let them work out a unique class feature. That _is_ after all what spells essentially are. Work out how many uses of it they might be allowed per short or long rest, what effects it might have, and then figure out at what level it might be suitable for them to gain this ability, as well as or alternatively the possibility of it improving over time as a reflection of the Fighter or Barbarian having more time to practice and perfect their technique.

    • @j2dragon109
      @j2dragon109 5 лет назад +2

      Rouges are also largely non-magical.

    • @lordbiscuitthetossable5352
      @lordbiscuitthetossable5352 Год назад

      I recalled one Magwa (I believe it was called Magician) which one of the characters was an insanely strong swordsman who, through sheer talent, could actually cut the air itself and leave what was effectively invisible "slashes" that existed for a time afterwards that could literally cut anything, but it was incapable of travel. Which was a pretty big deal as up to their point, most of the real heavyweights in the world had been spellcasters of some description, with even great martial types usually dabbling in it. Actually served as an example of what one of the protagonists could become with enough time and experience.
      I'm not saying use that, but there's no reason that really *strong* fighters couldn't develop an ability that was super natural. No idea how it would work mind you, Paladin's kinda gatekeep the DPS angle of fighters.

  • @zacksporen
    @zacksporen 5 лет назад +30

    I've linked this video to my players to encourage more creativity at the table. Especially since two of them are Sorcerer class, this is such a great resource for them. Another hit from WebDM. Thanks lads!

    • @WebDM
      @WebDM  5 лет назад +9

      Thank you Zack!

  • @Grimmlocked
    @Grimmlocked 5 лет назад +46

    Fireball
    Lightning ball
    Acid ball
    Lightball
    Thunderball
    Or my favorite
    Snowball

    • @ratholin
      @ratholin 5 лет назад +23

      my favourite is the psychic version. Tripping balls.

    • @kylestanley7843
      @kylestanley7843 5 лет назад +2

      @@ratholin you just won the internet.

    • @benjaminstout941
      @benjaminstout941 5 лет назад +2

      Don't forget Necroball that does neurotic damage.

    • @TomasPabon
      @TomasPabon 4 года назад +2

      Fireball
      Storm Sphere
      Vitriolic Sphere
      Sickening Radiance
      Shatter
      Otiluke's Freezing Sphere

    • @TomasPabon
      @TomasPabon 4 года назад +1

      @@ratholin Synaptic Static

  • @marasmith9924
    @marasmith9924 5 лет назад +10

    oh man what I wouldn’t do to get a whole pdf of jim davis’ homebrew spells

  • @nagekilamentation
    @nagekilamentation 5 лет назад +14

    Brain in a jar is a magic item that often pops up in my games, it allows you to shunt concentration of a spell to the brain, so you may concentrate on two spells at once.. It's also telepathic and judges the caster constantly "I'd have done X or Y" also the Arcane Lantern is another type of item I use like this (strong winds cuts it off, doesn't work underwater and a free action to blow out)

  • @death490
    @death490 5 лет назад +8

    Have y'all ever thought about adding your videos to SoundCloud? Your video length is perfect for those who have a long commute.

  • @xaosbob
    @xaosbob 5 лет назад +6

    Hey, guys, thank you for seeking sponsorship from and highlighting various Kickstarters. It's a really great idea. In related news, I may never have money again.

  • @guyrart
    @guyrart 5 лет назад +2

    Spell I made for my setting where a specific type of necromancy is practiced for public good. There's a cult of wizards who worship this flesh god basically, and are weirdly obsessed with recycling. Souls are left alone but bodies are animated, reused, and repurposed to heal the living and keep flesh beautiful. It's a weird place but this medicinal spell was needed for the cultists who kept villagers healthy and gave them a reason to have undead servants following them around. Also, it was really cool seeing the players react to the healing when it was used on them for the first time when one was gravely injured. (This was during a gritty realism variant so resting was difficult and finding a healer was a better option most of the time) Okay but anyway.
    Flesh Transferal Lv. 2 - Necromancy - Wizard Spell
    Verbal, Somatic, and Component (Flesh, living or dead equal to 1 oz per d4, consumed on cast, and willow bark)
    Casting time +5 min, requires concentration to cast.
    Before casting the target (a living or undead creature), and if using a live donor the donation target, must be prone and must fail a DC5 wisdom save. On a successful save the spell takes 1d4 minutes but fails, materials are not wasted. On a failed save the target(s) is rendered unconscious for xd4 minutes (x being the number of oz of flesh provided for the spell up to the spell's level times 2) The spell is automatically ended if the target moves, the caster moves, or if the flesh is destroyed or moved. As an additional bonus the healing through this spell counts as though it were from a short/long rest for overcoming lost max hp. However, if a living target is used for the donation they have their max hp reduced till a long rest is concluded.
    While unconscious the target's body is mended and magically reformed using the provided material as components. The material is most commonly dead flesh, but can be from a willing live donor or flesh equivalents. (If using a living or undead source, the donor takes whatever damage is healed to the target!) Additionally the flesh can be from any type of creature as it will be broken down and reformed into the target's body there is no danger of contamination. (maybe)
    The caster must also maintain concentration during the time the subject is unconscious. If they lose concentration the remaining healing is lost with the components. (for example, after 2 minutes the mage is attacked and loses concentration, the target healed 2 damage but the remaining HP does not apply as the healing is interrupted and components are lost!) When the spell has ended the subject regains consciousness in their prone position. This spell an be cast at higher levels using a higher spell slot for additional possible healing. Any kind of flesh is usable, including deceased flesh, meat (raw), living participants, and the caster's own body (Though very risky!)
    Lots of specific little rules but in practice it flowed well and was used mostly in downtime. ONCE it was tried in a fight to stabilize someone but the warm up time was really hard to work around (as intended) and they instead opted to skip the time at the beginning and both make concentration checks to rush the spell.

  • @ChristnThms
    @ChristnThms 5 лет назад +51

    Regarding party jealousy...
    A "spell" doesn't have to be something on a list that consumes a spell slot. It could be a new WL invocation, a channeled power for an Ancestral Barbarian, or a divinely inspired new form of Channel Divinity.
    There is no class in the game that doesn't have some magical component.

    • @evangregory14
      @evangregory14 5 лет назад +9

      There are classes that dont have magical class features. They only have magical subclass features. See Barbarian, Fighter, Rogue

    • @ChristnThms
      @ChristnThms 5 лет назад +4

      English fortehwin… You just contradict yourself bro. Barbarians have magic in Zealot, Storm and Ancestors lines. Rogues have the charm feature of Swashbuckler, and obviously Arcane Trickster. Fighters have self-heal and a rerolled save in the baseline, arcane archer, eldritch knight, group heals in dragon knight. These are all class components, and while the AT and EK use traditional spell lists and slots, the rest do not.
      If you're still confused, I'll give you an example of non-class, and non-list type magic... Racial magical features. In some cases, they give access to a spell that's also on a list. In other cases, they give a spell like feature, but not access to the actual spell, and in other cases it's simply a racial ability to that has the same effect as a spell. But, they're all tied to a race rather than a class.

    • @evangregory14
      @evangregory14 5 лет назад +7

      @@ChristnThms Reading comprehension FTW.
      Notice how all of those things you listed are subclass features not class features. Show me the rogue and barbarian and fighter CLASS features that give you magic. There arent any. You seem to think that every PC created has magic which isnt the case. Also the swashbucklers Panach, isnt magical its a physical manifestation of your ability to be charming. Zealot doesnt have magic. Ancestral guardian isnt magic either. The only barbarian subclass that gets actual magic is Totem, which grants you access to cast Commune with nature at level 10. And the Storm which lets you create a magical aura.
      You seem to be implying that every class no matter what subclass is taken has magic which isnt true.

    • @caman225
      @caman225 5 лет назад +3

      Christian Swensen “you just contradict yourself bro”
      Yeah this seems like a productive conversation

    • @evangregory14
      @evangregory14 5 лет назад +2

      @@caman225 exactly what was the contradiction. You're the only one not making sense. I'm simply stating that you CAN build a character with no magic. You are trying to say you can't that every class has magic no matter what subclass they choose. And that's just not true.

  • @WaltRBuck
    @WaltRBuck 5 лет назад +8

    That background is quite stunning.

  • @CitanulsPumpkin
    @CitanulsPumpkin 5 лет назад +10

    8:40 in other words, all wizards go to a special place when they die where their body undergoes a magic process the wizard needs to sign up for before joining the "Head Museum" from Futurama.

  • @pokemonfreak921
    @pokemonfreak921 5 лет назад +12

    Excited for this video!! The farthest my group has gone with homebrew spells is making a Create Peanut Butter spell

    • @WebDM
      @WebDM  5 лет назад +4

      Important thing to have on hand

    • @Licjr
      @Licjr 5 лет назад +6

      Plot twist: The BBEG of the campaign is allergic to peanuts

    • @anthonynorman7545
      @anthonynorman7545 5 лет назад +1

      Someone not like the taste of their goodberry?

  • @peterwilliamson530
    @peterwilliamson530 5 лет назад +1

    One of my favourite spell homebrews was changing Bigby's hand to a conjuration spell. We ended up creating an entire plane of Bigby's bodyparts called Bigby's land where we had a few adventures and made spells for conjuring other Bigby parts with odd affects. A lot of fun and definitely worth considering for your own campaigns.

  • @Grizzlox
    @Grizzlox 3 года назад +1

    When it comes to chronomancy, I've always loved the idea of a spell similar to teleportation circle, where you have to cast it once as an "anchor" in time, and then casting it within a certain amount of time later brings you back to that point. So you can never travel back in time before the point that you learned the spell.

  • @Eliteofwar4
    @Eliteofwar4 5 лет назад +8

    A lich in my campaign was working to further the school of Necromancy and desease. He created a spell that turns a recently deceased corpse into an acidic bomb by using a decomposing bacteria. It eatch a corpse so quickly when activated, it would burst in a shower of acididc byproduct. That corpse could also be raised as a zombie with the infection.

  • @AnthanKrufix
    @AnthanKrufix 5 лет назад +1

    One spell which I didn't think would be very important and would be just useful for flare and character-building was a "Do Housework" spell which a dude who grew up with a really messy roommate knew.
    On cast, all basic housework tasks for areas which the caster can see is magically completed. This requires the tools used to clean it normally within a certain range (to sweep a floor you need a broom, to wash the dishes you need a basin of water and a cloth, etc.) and said tools can't disrupt the work of things not under the effects of the spell (a broom will pause its duties and wait patiently if someone walks infront of it).
    The irony is that it became actually useful when the dude cast it while hiding from an invading assassin who was about to find him. The crooked paintings in the room suddenly correcting themselves, a few open drawers closing, and a book or two flying back into their place on the shelves, all at once gave the guy a shock and distracted him.

  • @TorinnReacts
    @TorinnReacts 7 месяцев назад +1

    I want to say thank you very much for this video. In my current homebrew campaign (which is a world that has been built upon over years). Thanks to this video, there are many custom spells that have been brought into that world throughout the creation process, as well as some that are one spell already in game, but in earlier times had a different effect and that version of the spell is "lost to time".

  • @professorxivass
    @professorxivass 4 года назад +2

    My favourite thing to Homebrew is spells. They just are so easy for me and I can get pretty creative. I remember my first spell, a transmutation spell called Blood Money.

  • @UwU_Zaku
    @UwU_Zaku 5 лет назад +2

    I love homebrewing spells and letting my players craft anything that gets them more involved with the world's I work so hard to build. Thank you both for hitting the nail on the head that the best way for this to work is to be cooperative with the party and make a journey out of this. With that said I would like to submit a spell!
    A spell found in a journal of a siege mechanist. Or to be more accurate: The hypothetical question that would lead my two mages to form a spell.
    Secret Tunnel
    Level: 6th
    Casting Time: 2 Rounds
    Range/ Area: 1 Mile long
    Components: V, S, M (An iron shovel, 1000 Gold worth of Emeralds)
    Ritual: Yes (may ignore Material component cost)
    Duration: Instantaneous (Concentration)
    School: Evocation
    Attack/Save: DEX Save
    Damage/Effect: Force (...)
    By channeling raw arcane force into a beam of power you are able to shatter stone and displace earth to create tunnels and breaches in enemy defenses.
    The Beam may tunnel in a straight line into natural materials at the rate of 25 feet per round. Any tunnels created by this spell will be lined with volcanic glass from the pressure of the spell and measure 5 feet by 5 feet. Natural materials will be displaced and anything that cannot be displaced will take 10D10 Force and Bludgeoning damage until it is destroyed or moves out of the way. The beam may be continually fired as long as the caster concentrates on the spell and does not move from where the spell was cast.
    A second magic caster may expend a 3rd level spell slot to control the direction the beam travels if the spell was cast as a ritual.
    Enemies that are within the first 25 ft of the spells range when cast in combat may make a Dex save at disadvantage to avoid half the damage from the beam. All other enemies roll normally to avoid all damage.
    If an enemy is Large or bigger the spell save is done with disadvantage if within 50ft.

  • @calebcampbell9280
    @calebcampbell9280 5 лет назад +2

    Easily one of the best thumbnails I’ve ever seen.

  • @jrgenchristensen7240
    @jrgenchristensen7240 5 лет назад +5

    21:18 you can preform somatic components with the same hand used for material components, if the spell requiers both somatic and material components.
    Unrelated side note: You make greate videos, and I enjoy them a lot!

    • @TheBrothergreen
      @TheBrothergreen 5 лет назад

      That statement caught my attention too. I was less sure.

  • @randykeeling1916
    @randykeeling1916 5 лет назад +1

    My wizard Mathias eventually found need of a spell more powerful than a simple sending. We worked out Mathias's Ghost Pen. It was a spell that required a fine quality quill worth at least 25 gold. You cast the lengthy spell and say a creature's name. So long as they were on the same plane you effectively text messaged them. Whatever you wrote or drew within a 1 foot square during cast would be transcribed to them on the nearest writeable surface within a few feet. If none were available the spell would hold the message up to a day until the opportunity presented itself. If another message was sent before the first resolved the first one was overwritten. Mathias was an only student of a wizard master who was very busy all of the time and thusly sent Mathias into perils way over his head. It came in handy a few times to relay secret, dangerous, or time critical information.

  • @Otakukidd64
    @Otakukidd64 5 лет назад +13

    Some of the best content on RUclips in my opinion. You guys are awesome! I wish I could afford to support you more.

  • @dragoon4530
    @dragoon4530 5 лет назад +1

    I like the old school rules for creating spells.
    - Find out what spell level your spell would be by comparing it to other spells.
    - If its a spell from the opposite type (Arcane/Divine) add a spell level.
    - If you're a wizard and you specialize in that school decrease a spell level.
    - If you want a powerful spell to cast at a lower level add materiel components and/or additional spell restrictions / requirements.
    In AD&D I let my necromancer player start with a first level animate dead because he added some difficult material components and a neat storing their heart in a jar mechanic to bring it down to a first level spell, ontop of specializing in necromancy. Honestly i'd totally allow this in 5e.

  • @DStrormer
    @DStrormer 5 лет назад +2

    Oh I live this one. Homebrewing spells is something I've been playing around with a lot. Love all your homebrew videos in general.

  • @BJBoyd
    @BJBoyd 5 лет назад +36

    You guys are the John Madden and Pat Summerall of D&D.

  • @aylameridian
    @aylameridian 5 лет назад +1

    Magical particle accelerators. The CERN of dnd.
    I had an NPC in my home brew campaign who was essentially a wizard version of Richard Feynman - he had a magical lab where he was trying to discover how the weave worked.

  • @alexiushendrickson7509
    @alexiushendrickson7509 5 лет назад +44

    I would kill for a DM that would let my Necromancer Wizard gain access to inflict wounds. It boggles my mind that the most powerful lower level necromancy spell (something that is pretty inherently messed up) is inaccessible to Necromancers. Nothing even in the flavor text of this spell screams inherently divine in nature to me and Necromancers get all these extra abilities like healing when killing with a necromancy spell which would pair well if there was a Wizard that trained with clerics to learn how to use this ability but eh thats just me

    • @joeribaars5481
      @joeribaars5481 5 лет назад +1

      Alexius Hendrickson I feel you bro

    • @getefix3
      @getefix3 5 лет назад +5

      also speak with dead..... wizards can cast gentle repose, why not speak with dead?

    • @alexiushendrickson7509
      @alexiushendrickson7509 5 лет назад +3

      Zurt that makes more sense to me. The logic being that wizards can't mess with souls. They can only manipulate and augment the physical. So they can keep a corpse on ice with gentle repose to make it easier to raise an undead within the time limit required. It's why my chaotic good necromancy always makes the argument that what they are doing is not inherently evil cause they are just working a meat puppet. But inflict wounds is just causing raw painful damage to a target which screams wizard lol

    • @getefix3
      @getefix3 5 лет назад +2

      @@alexiushendrickson7509 then the idea that animate dead messes with the soul is even more annoying, besides, the description says you dont contact the soul i think

    • @TheCinderfang
      @TheCinderfang 5 лет назад +2

      It doesn't even heal undead anymore, it's just damage

  • @Bluecho4
    @Bluecho4 5 лет назад +2

    I think the "Research" downtime from Xanathar's Guide can be applicable to inventing spells (or, for that matter, magic items), so long as you take a looser interpretation of the mechanic. The point of Research is to spend money, rolls Int, and get some Lore points. The Lore can be spent to answer a question. But that Lore could be used to answer many questions, including "what's Step 1 of casting this spell?", or "what ingredients do I need to make this magic item?".
    Further, instead of having the character do Research by consulting books or interviewing sages, have it be _original_ Research. Like, in a lab or workshop. And the wealth expenditure comes from procuring materials for testing. So a Wizard might sit in his study, doing the mind-bending calculations to formulate magical theory. Or the blacksmith could attend to his forge, exploring ways to put magic into a blade or breastplate. It takes much the same cost and time as Research as written, but has a different role-playing context.
    Moreover, opening the mechanic up can lead to varied ways that the process can be expedited. If a character is doing magical research into a spell, they might reference texts that talk about magical theory. But, if the character _owns_ the texts - rather than buying their way into someone's library - that means those same texts might be applicable to multiple different projects. Potentially lowering the gold investment that comes from Research. Creating a situation in which a dedicated researcher character would consider books or scrolls or clay tablets to be Treasure as much as they do gold. When they delve into ancient crypts or the sanctums of evil spellcasters, while every other character is searching for gold or art pieces, the researcher is grabbing as many books and scrolls as they can find. Not because they are inherently of the magical variety, but because they could be just the texts needed to make their research easier.
    Suddenly, a Wizard establishing their own tower and amassing a library makes a great deal more sense.

    • @danielcharneske327
      @danielcharneske327 5 лет назад +1

      Bluecho4 this is Great and I definitely agree with tweaking mechanics to better play the story out. The next game I run is going to have far more exploring and researching aspects to it as well as crafting. This is giving me some good ideas

  • @lukehealy849
    @lukehealy849 3 года назад

    This is a really helpful video, I wish I’d found it a few weeks ago. I have an arcane trickster/wizard in my game who wanted to explore creating spells. What they wanted to create was actually fairly close to already existing spells, so it was more of a test of their arcane ability to reshape the spell in a new way than to make something new. Worked it into the story as an entrance exam for a wizarding school.
    It was essentially the ability to cast shield on an ally within 30ft as a reaction, with a reduced bonus to AC. Worked out quite well.

  • @shilstone_arts
    @shilstone_arts 5 лет назад +4

    Just discovered your channel a few days ago, you've been a fantastic source for a new DM!

  • @Licjr
    @Licjr 5 лет назад +12

    Any chance we could get a similar episode on homebrewing magic items?

  • @siamangape8853
    @siamangape8853 4 года назад +1

    Its the first d&d I'm the dm and I'm doing a post-war adventure to find the god that made people born with powers so I'm creating a lot of homebrew spells this video was very helpful thank you.

    • @WebDM
      @WebDM  4 года назад

      Glad to help!

  • @metalcleric2567
    @metalcleric2567 5 лет назад +24

    So my dm let our wizard homebrew a spell, and one thing was eye of a half orc. (This wizard did not like my rogue who was a half orc) the dm not thinking allows this she attempted to rip out his eye, we are down a wizard and a player.

    • @Darknight4434
      @Darknight4434 5 лет назад +10

      That should be a terrible guy to play with

    • @Draeckon
      @Draeckon 5 лет назад +12

      That's the kind of douchey player you and your group are fully in your rights to eject.

    • @j2dragon109
      @j2dragon109 5 лет назад +5

      Good riddance I say, how can a Wizard be that dumb!
      Oh and the player was an ass.

    • @jimmystyles670
      @jimmystyles670 5 лет назад +6

      Sometimes you just got to let someone drop. I always hate to see it when people act like that and thinks that it's okay to mess with someone's character and expect there to be no consequences. What did he think you were going to do? Let him kill your character for a spell component? That's just somebody who's looking to cause trouble, and you should be glad to get rid of him.

    • @bibbobella
      @bibbobella 5 лет назад +4

      Doesn't sound like much of a loss.

  • @babassoonist557
    @babassoonist557 5 лет назад +2

    My current caster is a homebrew warlock subclass with homebrewed spells that basically makes her a Drow version of Silk from Marvel comics

    • @DerailedTrainofThought
      @DerailedTrainofThought 5 лет назад

      One thing I tried that might work is a concentration spell that lets you somewhat enchant a weapon and it let you either being yourself or a target closer to you.

  • @SkippyGranola
    @SkippyGranola 5 лет назад +4

    Finally I've been wait for this episode!

  • @bahamut_cleric
    @bahamut_cleric 5 лет назад

    this is a wonderful episode, thank you so much for making it. i just started playing an inventor-school wizard and this is something my dm & i are both really excited at trying out in-game, because my wizard is very interested in trying to create her own spells.

  • @futurecaredesign
    @futurecaredesign 2 года назад

    I can't get over how absolutely gorgeous the backdrop is!!!

  • @joaocisne556
    @joaocisne556 5 лет назад +8

    i once made a spell that make a cone of cold that stops the targets from moving, if the targets sucedes in a con trow, the damge is halved (i named it "sweet, opresive wind)", also a potion that allows werewolves and other werecreatures to get full control over the curse, including transform at will, without chaging your allainment (made with Mandrake root, Mountain ash Berry, Willow leaves brewed in water exposed with the light of a new moon)

    • @robertmacneish4470
      @robertmacneish4470 5 лет назад +1

      light of a new moon? What light? (but seriously, that's cool)

    • @joaocisne556
      @joaocisne556 5 лет назад

      @@robertmacneish4470 in the tropics (where I live) there is light in the New moon, so I used It, insetad of sunlight

    • @curtismcallister9569
      @curtismcallister9569 5 лет назад

      @@joaocisne556 a new moon rises and sets with the sun. you can't really get new moonlight without also getting direct sunlight. so im imagining a dawn or dusk ritual, maybe a day or two off the actual new moon?

  • @Nyug3r
    @Nyug3r 5 лет назад +1

    I wanted to craft a dwarven stonemage. He was a transmutationist wizard with earth-based spells and manipulation. Lorewise they are the runecrafters and magic rune imbuers of the dwarves. They also work in the mines to watch over stonework and prevent accidents and cave-ins. To do this I made a spell Vonlur's Stone toss. Essentially firebolt with bludgeoning damage. I also made Vonlur's sharpen Stone. A 1st level spell. This he could use as a bonus action to use a whetstone material conponent. During the concentration the whetstone flies in the air in front of him automatically sharpening any Stones he throws into piercing spikes. When he used Stone toss, the Stones would do now piercing damage and he added his spellcasting modifier to the damage. The range of Stone toss was also improved from 90 to 120 ft. Also whole concentrating, he could use an action to quickly carve runes into any surface, or sharpen an ally's weapon 30 feet from him. This allows the ally to add the casters spellcasting modifier to the damage of the next attack. Only once.
    2nd level spell was Vonlur's Stone manipulation. This could be cast at higher levels and pretty much allowed him to manipulate up to 400 lbs of loose Stone matter. Casting at higher levels increase the weight limit. He could also use this spell as a reaction to catch thrown rocks or stop cave-ins if it was cast high enough level. Of course Casting it as reaction ends the spell immediately. Finally there was 4th level Vonlur's Lance of Stone. It was a 15ft line that comes from the caster diagonally up. Anyone caught in it took a bunch of piercing damage and would be considered grappled by the impalement of the Stone spike. Dex save would halve the damage and avoid the grapple. A str check as an action vs save dc to escape after being grappled.
    Overall I enjoyed the homebrew spells and it truly made my Stonemage come to life.

  • @Braskass
    @Braskass 5 лет назад

    A player of mine had a homebrew catapult spell in a party that sadly stopped after a few sessions. He was a wizard, who was friends with a battlerager dwarf. His catapult did not have the ability to fling objects but people, thus making him able to fling the barbarian to the front lines. When the barbarian hits the target, both take 1d8 (+1d8 per spell level) bludgeoning damage and the barbarian can make a melee attack as part of the wizard's spell.

  • @Met54321
    @Met54321 5 лет назад

    The view out of that window is suitably magical for this episode. Appreciate the insight and suggestions.

  • @egonhomes
    @egonhomes 5 лет назад

    I've always enjoyed a spell from 2e DnD Dragon Magazine. It's called Spectral Farce. Basically, it makes one target look like a badly-crafted illusion (feet may not make a sound when hitting the floor, appendage could appear to bend in an impossible manner, etc). It has a save to negate, but the trick is that if they make the save, they disbelieve it until they're attacked (flat-footed or advantage).
    I've had so much fun with this little nugget of a spell, it's beautiful. Cast it on a rogue who failed his stealth check, et al. So many beautiful uses.
    I also saw other spells which I liked, and used to collect such things found online. Again, this is not my spell, but there was one evil spell where you cut the neck of a helpless victim, but he didn't die. From that point, people could clearly see the gruesome wound. He would have to obey your every whim and could not reveal who did it or the spell would immediately take effect and the target would die before revealing it. Such tasty evil inclinations....

  • @josephrizzo3738
    @josephrizzo3738 5 лет назад +1

    Smoke Weapon: You pick a non-heavy weapon as part of the spell, the spell does that weapon’s dice damage plus an additional 2 dice of the same type. Increase the dice damage by one per higher spell level used to cast.
    I see that as a nice 3rd level, because in my head I’m seeing this assassin mage relying on this spell to dispatch multiple guards and not just thier intended target

  • @kyubii972
    @kyubii972 5 лет назад +2

    Thank you, I'm hype for this.

  • @thomasmonks5715
    @thomasmonks5715 5 лет назад

    I encourage as much homebrewing in my adventures as possible. We had an adventure with sky ships all the weapons on the ship were home brewed wonders. Anything that the players found they made into weapons and so long AS I could understand the concept I allowed it. Also in our current adventure the party has made their own little tree house that is hidden with a homebred illusion spell. Not sure we even reassemble D&d anymore

  • @IndorilNerevar-MoonandStar
    @IndorilNerevar-MoonandStar 5 лет назад

    Amazing episode, I love home brewing spells. I am also a big fan of custom classes/subclasses, I once had a PC make a custom warlock patron that was the DM.

  • @skyarcher04
    @skyarcher04 5 лет назад +1

    I love how instead of changing eye of newt into another lizard, it becomes a reference to aliens XD cudos guys. Well done

  • @drakinkoren
    @drakinkoren 3 года назад +1

    Late to the party but that "Smoke Dart" spell could be called the "Subtle Knife". Neat idea!

  • @nikolaesawinsky1889
    @nikolaesawinsky1889 5 лет назад

    Awesome episode I've been working on homebrewing and tweeking spells for fun lately, you guys brought up a lot of good stuff to consider

  • @drinksanddice6428
    @drinksanddice6428 5 лет назад +1

    Homebrewed an abjuration cantrip for my abjurer similar to shield of faith just weaker and for arcane mages.
    It's called Contend and it grants a +1 to AC as a bonus action with concentration and duration of 1 minute. I also gave it some boosts at 5, 11, and 17. At 5 the +1 can be added to DeX saves, 11 it adds to all mental saving throws, and at 17 the modifier increases to a +2.
    Its flavored as a sigil that floats around you slowly following hostile actions, and of course you're able to increase its capabilities as you know more about the spell.

    • @anthonynorman7545
      @anthonynorman7545 5 лет назад +1

      Idk about scaling or balance, but I REALLY like the idea of it.

  • @Philoceraptor
    @Philoceraptor 5 лет назад

    Watching this inspired me to ask my DM about homebrewing a "Speed Reading" spell along a similar line of Comprehend Languages. Maybe you have to maintain concentration on the book, or a material component is you need to place a drop of your blood on the book. Not even sure if it's good mechanically but for my ex-librarian turned wizard he would definitely love it.

  • @baltsosser
    @baltsosser 3 года назад +1

    After watching a D&D campaign with Will Wheaton that had terrible luck rolling dice, I homebrewed a spell for D&D Beyond called Luck of Thorbir, that can seriously debuff your success on a roll.

  • @kizora6342
    @kizora6342 5 лет назад +2

    Now I want to know more about the Chronomancer, cause I've been wanting to run something like that for a while!

  • @phillipbirt5884
    @phillipbirt5884 5 лет назад

    Seriously, you guys are both entertaining and informative. You're my D&D teachers; so while I should be working on my actual homework and classes, I'm here taking notes on how to create fictional spells for a make-believe game. Cheers!

  • @blshouse
    @blshouse 5 лет назад +3

    The fighter (or other character) could homebrew a custom magic weapon, the party could quest to find a capable weaponsmith and the components needed to craft the item.

  • @lindsayshelton6311
    @lindsayshelton6311 5 лет назад +1

    Awesome video guys, thanks for the advice! *Proceeds to make custom spell school*

  • @daiedalous
    @daiedalous 5 лет назад

    I have someone playing a chronomancer wizard in one of my 5e campaigns. For flavor (and because the party lacked healing) I homebrewed a 2 heal spells for him.
    One basically allows the target to healing surge like from 4e (accelerates the healing, dilates time).
    The other rewinds wounds on a target within range, and scales with the slot level used. Balanced half way between cure wounds and healing word.
    Looking forward to being able to play test them more.

  • @ZYR47
    @ZYR47 5 лет назад

    I would love a podcast that's just brainstorming spells (every day, counter craft, just weird stuff).

  • @GDonor
    @GDonor 5 лет назад

    If you read Ghosts of Dragonspear castle from D&D Next, I took the effect Delfen uses to transport the players into his tower into a 5th-level conjuration spell (Delfen's Displacing Smoke). Essentially with 30 feet you target a 10-foot radius sphere and can cast misty step on 3 creatures that with a failed save, and that lets you move them up to 30 feet from you to a space you can see. They have to be on solid ground, and each spell level above lets you add 1 more target.

  • @johnparochelli9202
    @johnparochelli9202 3 года назад

    As a DM I love rewarding players creativity! Spell research allowed the kind of customization today's players cry about not having!
    It requires thought and persistence from DM and player alike, but offers rich customization rewards that aren't stale prepackaged drivel. It does make the player a target for spellthieves, rivals, and the terminally buthurt, but these can all drive story!
    Other classes benefit from customization as well, but this is about spells.

  • @noawesomenamesremain
    @noawesomenamesremain 5 лет назад

    Pruitt:
    I was actually thinking along similar lines recently and most of the foundation is already possible in game with an assassin rogue/conjuration wizard multiclass. With minor conjuration, the character could summon a weapon into their hands, and the weapon would disappear after dealing damage. Possible homebrew tweaks might include synergizing cunning action and minor conjuration, so that the character can summon a disappearing weapon as a bonus action, and allowing the character to sacrifice spell slots for damage like an eldritch smiting warlock or a smiting paladin. Given the nature of assassinate, it would likely take some playtesting to settle on an appropriate damage:spell slot level ratio.

  • @AmigoRoberto
    @AmigoRoberto 5 лет назад

    3 of my players needed this. Who am I kidding I needed this too. Thanks guys. :)

  • @TJ-gj4ic
    @TJ-gj4ic 5 лет назад

    So I recently tried creating a homebrew spell as a fairly new DM based off of things I've seen in a show I enjoyed, and came up with this.
    Routed Discharge
    3rd level Evocation
    Casting Time: 1 Action
    Range: 90ft (20ft Diameter Circle)
    Components: V S
    Duration: Instantaneous
    Classes: Druid, Sorcerer, Wizard
    You raise your hand, altering the clouds in the sky to create a lightning bolt in which you guide to an area in range after lowering your hand.
    Each creature within a 20ft diameter circle originating from your point of choice within range must make a Dexterity saving throw. On a failed save, the creature takes 6d6 Lightning damage. On a successful save, the creature takes half damage.
    In addition, creatures who are hit by the attack lose their reaction until the beginning of their next turn.
    Furthermore, If the spell is cast during a time in which the a storm or heavy rain is in the sky, the creature's saving throws have Disadvantage.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

  • @marlesimms
    @marlesimms 5 лет назад

    My sorcerer (in Pathfinder) has homebrewed two awesome and really fun spells that provide interesting versatility - felt very appropriate for sort of natural experimentation with and honing of aspects other lower-level spells redirected to produce other effects. GM has been very supportive and has had great input.
    The way I think about it in terms of the metaphysics of the world (similar to what you guys said) is that the canonical spells are the ones that are the most intuitive and established ways for casters to interact with the arcane/divine. Wizards have access to the spells in the spellbook because they're the ones that every wizarding tradition has pretty much nailed down, and sorcerers can select their known spells from that same spell list because they're the spells that come most naturally to an arcane caster instinctively trying to produce a certain effect (e.g. "DO DAMAGE!" makes a magic missile happen). Which is why homebrewing spells is, in my opinion, such an important piece of customizing a casting character: it's an expression of individual interaction - very much in a roleplay sense - with one's magic that transcends the obvious and the established and seeks to produce un-established effects based on the specific way that the character interacts with their own magic and the world.
    Super glad you guys did this episode - homebrewing spells has been one of my favorite parts of my current character!

  • @TVlord5
    @TVlord5 5 лет назад

    Another thing I just thought of to consider on deciding a spell level that isn't just balance oriented is to just let the player decide what level they want it to be and then take that into consideration in the research. If you want to be able to cast fireball like it normally is only using the mental energy (or however you justify spell levels) of a 1st level spell, then you're going to have to work your ass off and even start adding elements of danger to failed research that you said is missing from d&d magic. Let's say a player tries the example above and "prepares" their fireball as a level 1 spell without successful research. As the DM you say "you have it ready to cast but it's going to take your concentration slot to hold it in, and if that's broken then your fireball goes off centered on yourself, damaging yourself (if it doesn't normally can't remember off the top of my head). Maybe for something REALLY crazy it can fail spectacularly giving an mechanical reason for the classic plot device of someone attempting something beyond their ability and it going wrong. Dr. Frankenstein doesn't have 5th level spells so he creates a workaround and it goes wrong. A wizards apprentice gets ahold of his master's spellbook and starts messing around and blows himself up or unleashes a demon. Apply the same thing to making new spells. If they want this effect at a low cost it's going to be dangerous.

  • @ruairiblake
    @ruairiblake 5 лет назад

    Between my different groups we have a bunch of homebrew spells that fill particular niches:
    Varis's Sleeping Shot. Make a ranged weapon attack, on a hit the target makes a CON save to avoid falling asleep. Also first level. (Basically it's a single target sleep spell)
    Varis's Likeness, select a humanoid type, for 4 hours you are transformed into a that-type version of you. For the purposes of spells and effects you are considered that type, and racial features adjust for your new type, but ability scores do not. Think I made it 2nd level since it's kind of a better version of disguise self but also can limit you.

  • @mosselliadelt
    @mosselliadelt 5 лет назад

    I have a homebrew spell for a bard I played. Dargs Ultimate Intoxication (or DUI). Instantaneous, 1 target, concentration, Vocal and Material components (drop of hard spirits).
    You cast on one target, over the next couple turns, target has to make Cha saves, three success and the effect ends, three fails and it takes hold. Effects don't happen until three fails. On three failures though, the target becomes magically drunk. Target is at disadvantage to hit with a weapon, casting spells with a somatic component require a successful Dex check vs caster DC, vocal components are the same, but a cha check. Caster has to make concentration checks each round for spells that have concentration. Target has disadvantage on insight checks. Adv on strength saving throws but disadvange on Dex saving throws.
    Dwarves are immune to the spell.

  • @BloodMonkeez
    @BloodMonkeez 5 лет назад

    I always wanted some kind of spell for a ranger that's like "For the duration as long as the creature doesn't know where you are, ranged attacks made against a target( or maybe ranged attacks made by you) seem to come from multiple directions making it difficult the direction the attack is coming from thus not revealing your position to your enemies" then maybe some kind of DC to correctly determine the correct direction of the attack. Call it something like "Spook's Illusory Ambush"

  • @99sonder
    @99sonder 5 лет назад

    For Sorcerers, I like to use Quickened spell to sort of do a combo with my spells with a cantrip that sort of turns them into their own singular spell. Like I'd use my action to throw out an Acid Splash into the air and then use Quickened spell to cast Magic Missile to send the missiles flying through the ball of acid and carry that with them to the target. The DM liked this combo, so he let me just roll the damage for Acid Splash and take half of that and add that acid damage to each individual missile.

  • @IvelLlehctim
    @IvelLlehctim 3 года назад

    I was playing years ago when my friends and I decided to have some fun spell creation since our DM was lenient with it. He created a spell which charged objects with an exploding spell. Basically it turned any object into a grenade. Think Gambit from X-Men. Well I had spelled without people to directly control animals. so we basically just turned a bunch of innocent little animals into walking grenades.
    My favorite part of this campaign was our use of Kamikaze Bird Grenades. I took control of a bunch of birds which has been charged with his spell, and since I'm flying into our enemies. I got a nap fully on one of them, and it literally flew up a dragon's ass and exploded it from the inside

  • @derekburge5294
    @derekburge5294 5 лет назад

    My current sorcerer is of the Wild Magic bloodline and he absolutely *loves* when that shit triggers. He crafted two spells specifically to cause wild magic surges recently, both in himself and in others.

  • @duelmaster9563
    @duelmaster9563 5 лет назад

    I created a spell that let my character passively throughout the day gathers natural arcane energy and stores it within a designated item (usually a crystal) for storage, due to the extra arcane energy the idea was to let me expend the item (usually a crystal) to increase the casting time of any spell by half (an action becomes a bonus, a bonus becomes a reaction). The DM then gave the limitation that it could only store the energy for 24 hours per crystal after which the arcane energy would just explode in a force energy blast consuming the crystal and dealing 3D8 force damage to everyone in a 15 ft radius from the crystal. this essentially let me create time bombs which could be used for distractions, or infiltration and if I charged multiple crystals still gave me the ability to fast cast

  • @philippebreault560
    @philippebreault560 5 лет назад

    I've made a conjurer named Zortagg that had specialized spell like: Zortagg Goblin brigade lvl 3 (make 1d6+1 armed goblin appear) and Zortagg Ogre Bodyguard lvl 5 (made 1 Ogre appear for 1 hour) and Zortagg call of heroes lvl 8 (could call up to 3 allies completely armed and having a mental flash of the situation). I really loved my Conjurer.

  • @kyricconnell9379
    @kyricconnell9379 5 лет назад

    I have a Sorcerer in my campaign who has the blood of copper and bronze dragons. He didn't like the idea of having Fire Based spells, so we changed some of his spells to be acidic based. We made some minor changes from D10 based to D8 based with a single damage to be dealt each round to target from burning acid (Stacking) until the target makes a Constitution save or uses an action to wipe/clean the acid of their face. (Dex save to avoid initial burn.) He loves it, though it might be slightly weaker than the Fire Bolt it is based off of.

  • @Acmegamer
    @Acmegamer 5 лет назад +1

    Swordfall looks pretty interesting. I might have to snag a copy of it.

    • @WebDM
      @WebDM  5 лет назад +1

      It's really awesome!!!

  • @comradeaxel1030
    @comradeaxel1030 5 лет назад +20

    But why WOULDN"T you want a Flumph familiar?

    • @gagewiley1860
      @gagewiley1860 5 лет назад +2

      My Great Old One Warlock has one and it is great.

  • @truix5386
    @truix5386 5 лет назад

    Here's a homebrew spell i made for my Wizard Illusionist named Malva. I thought I'd share it and get some opinions on it:
    Malva’s Silver Mist
    Illusion
    Level: 3rd
    Casting Time: 1 action
    Range: 100 feet
    Components: V, S, M (a vile of mist, and an object made of silver)
    Duration: Concentration, up to 1 minute
    You create a 20-foot-radius sphere of silver mist centered on a point within range. Every area the sphere effects is heavily obscured. It lasts for the duration, or until wind (speed of 10 miles) disperses it. Any creature starting its turn there begins to experience hallucinations created by the caster. For example if you are fighting a party of goblins in a cave, then you might create a sound of water droplets or the sounds of battle bouncing off the cave walls. Maybe even create silhouettes of stone pillars that aren’t really there. You can also cause these sounds or images to shift between being really close or really far away, so it’s impossible to discern where these images or sounds actually are. When a creature starts its turn inside the mist it must succeed on a wisdom saving throw. On a fail, the creature wastes its turn doing nothing. On a success the creature is able to escape, but if it uses all possible movement and has not moved outside of the mist, it must succeed again, or be stuck inside of the mist, for another turn, doing nothing. A creature with truesight or blindsight is immune to this spell.
    At Higher Levels
    When you cast this spell using a spell slot of 3rd or higher, the radius of the mist increases by 20 feet for each spell slot above 3rd
    A Wizard, Cleric, spell
    The story behind this spell is that Malva is my Wizard/Cleric multiclass and she worships the goddess Liera, the goddess of illusions. Leira's symbol is a triangle with mist inside of it. This is the first spell I've ever created myself, so I wasn't sure what level to put it at. I used Fog Cloud as a base, and then went from there. The effect this spell has is very powerful so I feel it is worthy of being a 4th or 3rd level spell. I haven't been able to test this spell yet, so I have to go based off of looks.

  • @benjaminholcomb9478
    @benjaminholcomb9478 2 года назад +1

    That opening was great.

  • @LazyVideosGAME
    @LazyVideosGAME 5 лет назад +1

    I like my Spells useful and strong, that is why I created a divination Spell that grants the caster an additional reation for as long as he concentrates on the Spell. Especially cool for War Wizards and Abjurers. Hell, every caster could benefit from that. Shield, Counterspell, even Martial Characters that take 3 Levels in Wizard. Monks with two reactions? Hell to the yes!

    • @goldflame3390
      @goldflame3390 5 лет назад +1

      I love the idea of more reactions! I included a legendary glaive in my campaign that gives the wielder unlimited reactions as long as they attack with it or dodge on their turn. I’m very confident the PCs will never stumble across it, but it’s exciting to me to know it’s there

  • @bjornseine2342
    @bjornseine2342 5 лет назад +1

    A player of mine recently met the god Loki, who claims to be his "father"; not by blood, but by guiding the PCs path and influencing him. The details are not important here, but Loki offered him a gift; knowledge of some kind. The PC (a bard) wanted to replicate a magical effect of Loki's, so I created this little thing, which he now knows in addition to his bard spells:
    Loki’s Beer
    3rd Lv. Conjuration
    Casting time: 1 action
    Duration: 1 hour
    Components: S
    For the duration, you can summon up to 100 litres of beer in containers within range. The beer is of the quality you would expect in a village pub. After the end of the duration, the beer vanishes.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the quality of the beer improves. For example, using a 6th level spell produces a good dwarfish dark ale.
    If you use a slot of 9th level, the beer is of divine quality. Drinking at least one litre of it cures any nonmagical illnesses and gives 1d12 temporary hit points to the consumer. No hangover will result from drinking this beer. Additionally, the amount of beer produced is unlimited, though both the range and duration restraints remain.
    I also made this one just for fun; it has not been used yet. Use cases might be a bard as a one-man band, a sailor that wants to stock up the crew, or a dungoneer without friends (Friend: A person to walk into the spike trap instead of yourself). I'm sure players could come up with other uses:
    Illusionary Crew
    2nd Lv. Illusion
    Casting time: 1 minute
    Duration: 1 hour
    Components: V, S, M (A small figurine)
    You summon 2 illusionary humanoids. They each have AC 10 and 1 hitpoint, ability scores of 8, can't attack and share your proficiencies. They can appear as full humanoids or medium-sized genie, floating closely above the ground. You choose their appearance. The illusions are slightly see-through and easily recognisable as illusions.
    As an action, you can command any or all of the illusions to fullfill a task, such as activating a leaver, playing an instrument you are proficient with, or preparing a campside. If the task requires a tool, it must be provided.
    The illusions disappear when they take damage, are more than 30ft away from you, or if you dismiss them as a bonus action. If you take damage, you must make a concentration check as if you had been concentrating on the spell; if you fail, all of the illusions disappear. If you fall unconcious, the spell ends. When the spell ends, all illusions disappear. While the spell lasts, you can replace all illusions that have disappeared by concentrating on that task for 1 minute.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon two additional illusions for each slot level above 2nd.
    If you use a slot of 9th level, the illusions share your stats except for having only one hitpoint and being unable to cast spells. On each of your turns, you can use your action to order any or all of them to make an attack against a target within their range.