If the material contradicts itself or refers you to tables or statblocks that don't exist, that's a very bad sign. If said feat didn't acknowledge that anywhere, that would be a serious problem.įor longer material, look for contradictions or serious omissions. For example, a feat that (in part) gave you the ability to use an Action to increase your attack range with the Attack action for the rest of your turn would be usable only by fighters currently using their action surge. Can those conditions actually arise? If not, or if they are extremely complicated to create and the material doesn't outline that, that's a problem. Is the homebrew vastly more expensive than preexisting options? If so, that's a problem.įor functionality, the quick test I use depends on if it's longer material like a class or subclass or campaign, or shorter material like a race or feat or magic item.įor shorter material, look at the conditions you need to be in to use the homebrew material. ![]() If not, then look at other things with similarish effects. Is it vastly more than other stuff of the same resource cost? If so that's a problem. Smell TestĪnother important test that applies primarily to homebrew material you want to integrate into a fairly 'normal' campaign is a very rough check for balance and functionality.įor balance, look at the stuff the homebrew gives you. Look out in particular for any rules that explicitly call out DM discretion or judgement calls without any advice or direction as to how said determinations are to be made- this is a common shortcut used by inexperienced authors, especially with untested material, to avoid having to think about the consequences and/or details of a system. ![]() Imprecise and thoughtless language around mechanical bits is a good indication that the homebrew material is not going to go well in your game without a lot of work. People often echo the style of first-party material, but the degree to which they do so and the elements of style they pick up on vary. One of the best ways I've found to tell if homebrew is going to be a lot of work is to pay attention to the style of language used in feature descriptions it provides. On the other hand, if you find something that doesn't work, you may want to approach future work from that source with a jaundiced eye, especially if your objections are stylistic rather than technical. Furthermore, the skills involved develop over time, so you're more likely to have less problems with newer material by your favorite artist than the first thing they ever tried to make. ![]() 5e Special Classes For prestige classes or racial classes.There are several general metrics you can use to help evaluate homebrew quickly, though none are perfect: ReputationĬreating homebrew is an art, so if you find something you really like it's likely you'll similarly enjoy other work by the same author. Class Options 5e Subclasses If you would like to introduce new subclasses to a previously existing class with a subclass selection feature, you must create that subclass here. 5e Classes Reimagined A list of things the core classes can be used to represent without making any changes whatsoever! You should probably avoid making specific classes for things which appear on this page, as such a creation would at best be a variant, and at worst simply be redundant. Guides 5e Class Design Guide Provides a detailed guide on how to produce a class of acceptable standards on this wiki.
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