![]() In general, I'm not including duplicates, just the one I liked the best, if there's multiples of the same thing. Not everything is something I still allow after playtesting, but I have to think its the right content for someone to add here. ![]() This list is saying that I'm comfortable saying it's worth your time to look at, not that it's a perfect fit for you game. If it fits my criteria, I allow it in my games. You don't need to tell me they are fine in your game. So in my games I don't allow the Mystic (rule #1) or flying races (rule #2 & 3). Balance is a two sided scale, and though overpowered is a more common problem, underpowered is a bad time for the player. Is not directly better than an existing option (I will waive this in some cases where the existing option is rarely played). Here is the main considerations I have (in order):ĭoes not overshadow the rest of the party.ĭoes not significantly make me redesign encounters around its unique abilities.Ĭannot do more damage than optimized PHB builds. Note: What I think is balanced is not guaranteed to be what you think is balanced. If this proves useful and the subreddit doesn't just tell me to go fuck myself (as I've come to expect from reddit), I'll keep going with the others in the future. I'm not a young whippersnapper anymore, and working through how to make reddit posts takes me a bit. When I started this list, I'd intended to share classes, subclasses, feats, mechanics, monsters, etc, in all their own section, but only really got through classes. But I playtest a lot of content (particularly before the quarantine has made such things harder), particularly from Reddit. If I or a DM I know well hasn't playtested it, it's not on this list. I'm sharing a list of what I've found, read through in depth, and playtested. This is just my resources for allowing players that are looking for new stuff to find it and play it. Both are valid ways to play D&D, and I have little patience for arguments that anyone is playing the wrong way. Some crave novelty and new experiences, mechanics that tweak the system and let them explore new characters. ![]() Some players have been playing a Fighter since the 5e playtest and are still happy playing a Fighter. You don't need Homebrew for you game, and particularly don't need Homebrew classes, but they do provide value to some players, particularly those that have played a long time. I understand that, but I also like having a lot of Homebrew options for my players, so I spend a considerably amount of time looking for content, reading content, and playtesting it. The most commonly cited reason for not using more Homebrew among DMs I know is that it is too hard to find high quality content through all the noise they are busy people and don't want waste hours on reddit reading through the latest time wizards and sword mages to find something they actually might want to allow. Homebrew has extended the longevity of 5e for many of my players.
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