This page is to list the catalogue of completely new homebrew additions to the server. Slight modifications and changes to existing material is listed under there respective pages.
2nd-level Evocation (Cleric, Druid)
Casting Time: 1 Action
Range: 30ft
Components: V, S, M (a pearl worth 50gp that is consumed when cast)
Duration: Concentration, up to 1 minute
You create a pool of magical healing energy in a 5-foot radius spehere centered ona point you can see within range. The pool contains 30 hit points and sheds bright light in a 5-foot radius, and dim light for an additional 5 feet.
Once per turn on its own turn, a creature you are not hostile to within 5 feet of the pool can touch the pool using an action, bonus action, or reaction to regain hit points from it. A creature gains up to 20 hit points when they use an action to touch the pool, up to 10 hit points when they use a bonus action, or up to 5 hit points when they use a reaction. The same number of hit points are expended from the pool.
Hit points gained from this spell can not bring a creature's current hit points above half its hit point maximum. Any healing in excess of that amount is wasted.
For the duration, you can use a bonus action on each of your turns to increase the pool of healing by a number of hit points equal to 5 times the slot level used. If the pool is reduced to 0 hit points, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial pool of healing increases by 10 points for each slot level above 2nd.
1st-level Divination (ritual) (Cleric, Druid)
Casting Time: 1 minute
Range: Touch
Components: V, S, M, (A seed worth at least 10 gp that is consumed)
Duration: Until Dispelled
This spell creates a way to keep track of the health and life of another. While you cast this spell, a willing creature must plant the seed used as the material component for this spell. After the spell is cast, the seed will instantly bloosom into a flower that cannot be destroyed except by magical means.
If the subject who planted the seed is ever extremely unwell (including suffering froma fatal disease or being wounded) the flower begins to drop its petals, but does not wilt. The petals regrow immediately as the creature recovers. The flower wilts and dies permanently if the creature reaches 0 hit points or leaves the prime material plane.
Transmutation Cantrip (Artificers, Sorcerer, Bard, Druid, Wizard)
Casting Time: 1 Action
Range: 5ft
Components: S, M (a piece of paper)
Duration: Instantaneous
You magically fold and animate a Tiny piece of paper or similar material, such as a leaf, within range. You can fold it into one of the following shapes:
Boat. The boat floats on and is not destroyed by the water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5ft per round. The boat is able to carry a single Tiny object that weighs one pound or less.
Crane. The crane has a fly speed of 10ft. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.
Dog. The dog has a movement speed of 10ft. You can mentally direct the dog to move. If a creature hostile to you moves to within 10ft of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.
Flower. The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.
Samurai. The samurai has a movement peed of 5ft. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.
You can have up to 5 pieces of origami active at once.
Prerequisite: the ability to cast at least one spell, a CHA WIS or INT of at least 13.
Your CHA, WIS, or INT increases by 1 to a maximum of 20.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
You get 1 second level spell and 1 first level spell on the Evocation or Conjuration spell list that deals a singular type of elemental damage (those listed above) When you cast this spell it deals damage in the chosen type for this feat.
You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Replaces the Dual Wielder feat found in the Player's Handbook
You master fighting with two weapons, gaining the following benefits:
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
When you take the Attack action and have the Extra Attack feature, you can make up to two attacks with your bonus action using two-weapon fighting.
When you hit a creature with an opportunity attack, you can make a second attack against it using two-weapon fighting as part of the same reaction.
Additional attacks granted by this feat do not receive bonuses to damage rolls granted by spells and class features that grant extra dice or damage modifiers to more than one attack. I.e. Hex, Hunter's Mark, Crimson Rite, Rage, etc.
https://docs.google.com/document/d/1W1ZXkZNLf0OhT_T09mqB3gkHX1BmZ24LyJtrHNagDk8/edit?usp=sharing
The above subclass is approved in full.
http://dnd5e.wikidot.com/paladin:open-sea
The above subclass is approved in full.
https://www.dndbeyond.com/subclasses/gunslinger
The above subclass is approved in full.
https://www.monkeydm.com/post/rogue-lucky-devil-subclass-dnd-5e
The above subclass is approved in full.
https://docs.google.com/document/d/1F_wvOThqMJaGHWYzI4p9vyY1inyqjylyjdZIr-d01m4/edit?usp=sharing
The above spirit totems are approved in full.
The above race is fully approved as is.
https://www.gmbinder.com/share/-Lw9yEtNn-6pk4RCEaAg
The following of the above subraces are approved; Cavern, Koalinth, and Verdan. Nilbog is not approved.
We only utilize the expanded spell spells, not other material from it. The "Jim's Magic Missile" on the Wild Magic Sorcerer is replaced by the spell Tasha's Hideous Laughter. This change is reflected in the Sorcerer section where all the information on the above page is displayed.
https://docs.google.com/document/d/1CT8U2fKIzvhNLM0-cVGq_pl-C0_U3KN11JGhodCD0RE/edit
The above are additional choices one may choose as a Draconic Bloodline Sorcerer to reflect the addition of Gem dragons in Fizbans.
https://anyflip.com/fsfu/uyeq/
The below are approved for use from the book Exploring Eberron
Races/Subraces:
Court Aasimars
Seeker Aasimars
Fernian Aasimars
Mabarron Aasimars
Dhakaani Hobgoblin
Dhakaani Goblin
Dhakaani Bugbear
Gnoll Race
Subclasses:
Artificer: Maverick
Artificer: Forge Adept
Bard: College of Dirge Singer
Items:
Battle Rod
Charlatan's Gloves
Drybrooch
Duster
Integrated Tool
Lamplighter
Spark
Talking Wand