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10

Adding necromancy spells isn't overpowered in and of itself. If I were you or your DM, I'd write a new terrain type for Land druids or perhaps even make entirely new paradigm for the class. Considering that you are inexperienced, however, I think the easiest thing and the one for the least potential to break your game is to make a new circle for Land ...


7

Are they just putting together things you already understand well? For example, suppose they have a bomb from the Dungeon Master’s Guide, and they want to launch it via bow and arrow for extra range. Just let them do it. If you think it’s a cool idea with no real drawbacks, just use an ordinary bow attack with bomb damage. If you think it would be difficult ...


6

Balance So firstly, you need to understand that you're effectively stealing a class feature. Wizards get the least class features of any class, because their access to a wide variety of spells makes up for it. With that said, balance-wise, this is not going to be an issue. Necromancy spells come in 3 broad categories: Offensive, resurrection, and minions. ...


5

First, I want to point out that flying characters already had this option at the cost of a single feat, Flyby Attack. Flyby Attack is different from Spring Attack in that it allows any standard action during movement, which is massively more valuable. So this would eliminate the point of a few feats, like Flyby Attack and Spring Attack. But I have played in ...


4

You don't need homebrew for this, because 5e already accounts for using ability scores for things that aren't explicitly covered in the non-exhaustive list of skills (appropriately enough, this is first touched on in the "Using Ability Scores" section of the Player's Basic Rules, where each ability non-exhaustively lists examples of Other X Checks that the ...


4

Racial Levels Frank and K's Tome of Tiamat was to include something appropriate for your needs, but it was never finished. However, you can take some inspiration from their forums, which offer a paradigm similar to the Savage Progressions offered by Sean K Reynolds. There is also the article/forum post "Improved monster classes: adapting creatures for ...


3

Try Savage Progressions This is pretty much precisely the use case of the Savage Progressions articles. They still have some of the problems of templates (particularly at high levels), but they allow players to slowly add abilities as they level up. You don't have to worry about a giant 9 LA jump. Otherwise, see below... Doing away with the racial hit ...


2

I think SevenSidedDie's response covers the basics pretty well. On the specific question asked, if I where the GM, my ruling for this action would be (I am considering L1-4 characters): Make an Intelligence ability check DC 13 during a short rest. Spend 2d6 G worth of materials. On a success, creates 1 explosive arrow. It must be fired within 1 day or ...


2

The racial HD / level adjustment scheme never worked. Kludge fixes like savage progressions only smoothed out the pain, didn’t really fix it. I suggest that you attempt to make lycanthropy power-neutral, so that it can be applied to players without making things too problematic. Here’s my suggestion: Afflicted Lycanthropy Afflicted ...


2

The big issue is you’re talking about changing bard spellcasting. Part of the supposed “tradeoff” of sublime chord is d6 vs. d8, 4+Int skills vs. 6+Int, poor BAB vs. medium BAB, good Ref vs. poor. It would be awkward to write this such that you couldn’t just take one level of sublime chord, and then go back to bard to enjoy the superior chassis. Of course, ...


1

I would agree with such a rule. Of these three changes, first two essentially nerf the bard a bit. The third one is a potential disbalance point, but allowing wide metamagic support to bard spells of 1-3 levels doesn't look like a big deal (what could possibly go wrong even with a persistent spell?) On the other hand, it saves a little bit of bookkeeping. ...



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