Of course there will be lots of awesome art and fly merch too: dice bags, t-shirts, and even Tactical Tokens. So just a couple days left to get your pledge in for this level 1 to 5 module features tons of new Fey creatures, magic items, and even spells.Īll of the adventures in the module were designed by yours truly-in fact, everything in the book was pretty much made by me-and I’m working with lots of professionals in the industry to ensure this is a high-quality product. That I feel can introduce a cascade of issues the DM would then have to deal with.Īnd after I go over these guidelines for making homebrew, I’ll explain my approach to homebrew content in D&D and house rules and my general thoughts about it.Īlso, as a reminder, my Kickstarter Into the Fey closes tomorrow. –free feats to everyone at level one for instance. It’s almost always completely broken and overpowered.Īlso, there are some house rules I hear about And this is a topic kind of close to my heart because whenever I see homebrew content, either on D&D Beyond or D&D Wiki or wherever, Today in the Lair, we’re going to talk about NINE general guidelines for making homebrew and house rules in your D&D or RPG games. The broken one gains resistance to bludgeoning damage.If you prefer to watch (or listen) to the video version of this article, you can do so here: 9 Guidelines for Homebrew Content in D&D. The broken one has a swimming speed of 40 feet. The broken one’s walking speed increases by 10 feet. The broken one’s reach with melee attacks increases by 5 feet. The broken one has darkvision out to a range of 60 feet. The broken one can hold its breath for 30 minutes.Ĭat's Eyes. The broken one gains resistance to slashing damage. The broken one has a climbing speed of 20 feet. The broken one can breathe both air and water.Ĭlimber. If the target is aĬreature, it must succeed on a DC 12 Strength saving throw or be knocked prone.Īmphibious. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. If the target is Medium or smaller they are grappled (escape DC 12).Ĭrab Claw. Each broken one gains one or two of the following traits or action options:īear Claw. Although if possible, they will try to overthrow him or her.īroken ones come in a variety of shapes, with no two looking exactly alike. Usually they are subservient to the law of their creator. These are seldom of exceptional quality, however, and are of little or no interest to outsiders. Broken ones do manufacture the items they need to survive. There are no known examples of a broken one who has been formed with the essence of an intelligent non-humanoid creature. Thus, a broken one who has cat-like characteristics would be carnivorous, while one infused with the traits of a horse would be vegetarian. Their individual diets and habits are largely dictated by their animal natures. Broken ones are unnatural combinations of men and beasts. From time to time they are ordered to attack a human village or caravan, either for supplies, in self-defense, or simply out of vengeance for real or imagined wrongs. Since they seldom find acceptance in human societies, they seek out their own kind and dwell in secluded areas of dense woods, rocky wastes or on distant island far from the homes of men. Although it keeps the languages it knew before mutation it is not uncommon for the speech of a broken one to be heavily accented or slurred by the deformities of its body.Īre We Not Men? Broken ones tend to gather together in bands of between 10 and 60 individuals under the leadership of the mad magic user or doctor who created them. While typically docile, they are prone to erratic emotions and sudden bursts of violence. Broken ones are typically subservient and blend animal and human traits in their behaviour. Broken ones, also known as beast-men, are artificial hybrids of animals and humanoids and there is great variation between individuals. These grotesque creatures are the tragic results of twisted magical or scientific experiments.
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