It could also be a cool item or monster for the DM to use. Anything in D&D 5e can be homebrewed, but not everything should be homebrewed and not every game should include it. The homebrew content you want to use or have your DM include should fit the overall theme of the game. If your group wants to run a low-magic fantasy game you shouldn’t be asking about using a futuristic gun-lugging homebrew class. On the other hand, if you have this awesome idea for a skeleton wizard you should bring that homebrew race to your DM. This is where homebrew is valuable and precisely the time to use it. You had an idea for a unique character, but the source material doesn’t have anything that works well with it. You brought the homebrew you found to your DM and you both think it is well-made. Speaking of skeletons, the Awakened Undead race by Walrock Homebrew is particularly awesome. Advice for New Players and/or DMs on Using Homebrewįor your first time playing D&D 5e, you should stick with the basics. There is a ton to take in as a new player. Adding a custom homebrew class or archetype on top of that can make the learning curve even steeper. Learn the game first, and then continue to add complexity to it as you all play more.Ĭreating your own homebrew items is very fun and can make your game feel unique to your players. However, if you don’t know what you’re doing I’d recommend using some premade items from the Dungeon Master’s Guide or a different book first. Get ideas and understand the mechanics before you hit the ground running! This is a great way to see how items interact with the game as well as how your players use the items. If your DM is new to the game and you’re not I’d recommend going easy on them and picking something from the books or a well-trusted homebrew source. They have a lot on their plate and you should try your best to not make the game more complicated for them on their first time. With this quantity of homebrew available to us, the majority of it is pretty bad. When tons of people take a stab at making something brand new, it will most-likely be god-awful the first few times as they learn. I’m absolutely no exception to this rule as I’ve shown before.įor an example of notoriously bad homebrew content check out ’s 905 homebrew classes. I’m sure there are some decent options in that giant pile of garbage, but the vast majority of it ranges from completely broken to nonsensical. The unfortunate thing is that when a new player or DM googles “D&D 5e homebrew” there’s a good chance they’ll find D&D Wiki and assume that its content is useful or trustworthy. This is not the case, and this showcases why learning how to spot bad homebrew is going to be important for your future games. It takes a lot of time and effort to create good homebrew. Having balance in your game is great for encounter design and making the game run smoothly. However, ensuring that your homebrew is balanced against the DM’s creatures and encounters is not the most important part of finding quality homebrew. A good DM will be able to work around that unless it’s some ridiculously broken homebrew. It is this practice that has led outsiders to refer to them as Necromancers.The most important part is ensuring that your homebrew content is not so unbalanced that it will outshine the rest of the party. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead through proper Rathmain techniques belongs to these priests alone. For it is through the teachings of Rathma and his Necronomicon, as well as through years of research and physical experimentat ion, that these men have come to understand and hold sacred the delicate balance of life an d death and are able t o twist the line tha t borders the two. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. They res ide in a vast undergroun d city located deep w ithin those jungle s. As with most us ers of magic, the pr iests of the cult of R athma hail fro m the far Eastern jungles.
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