maybe next time ya'll can submit some homebrew and I'll read it Use code FIREBALL50 to get 50% off your first Factor box at bit.ly/3ZtZRYX Merch, Discord, the Quest-O-Nomicon, and everything else: linktr.ee/XPtoLevel3
Some of the percentages are a bit whack too, 15% chance of success will not feel good to the player and will never be used. Generally don't want any ability like that with less than 50% chance of success.
Yeah, it’s a cool idea executed in a clumsy way, you can see what the person was going for, but they lacked enough understanding of the rules, game balance and grammar
One thing I like about these videos is Jacob isn't being super critical or mean. He often gives the authors much more benefit of the doubt than they deserve, and looks for the positives in things, while still making funny commentary about how bad it is.
Its because he can see what the idea behind the class is, even if the author can't articulate it well or does not understand balancing. he mostly laughs at the blatant power fantasy builds, like master of everything, but more helpful for genuinely good ideas that just need tweaking, like bare fisted juggernaut.
It’s because I think we have all been there at one point, making what we think at the time is a “really cool epic amazing” class/subclass/spell but it’s actually really broken/silly. We are bonded together in our collective cringe.
Me: relaxed and laughing with Jacob at the silly Homebrew Jacob: "I'm technically Gen Z" Me: completely caught off guard and watching my perception of time crumble around me
@@IndigoIndustrial Aktuali 🤓 Gen Z depends on the context of where you live, because I seen Gen Z starting from ~1995 and other sources that claim that Gen Z starts at ~2005. And generations are a lie any way because people are being born all the time and there is no line you can trace that can perfectly separate people without some being somewhere in the middle. Anyway... We are all old.
You know, I kind of like the idea of a 'purge all remaining spell slots' kind of last-stand ability for a sorcerer, despite how much tuning it would obviously take.
They had it in 3e, it was called a psion. As cool as it sounds, it often ends up being a class that does nothing until a boss shows up, and then trivializes it.
maybe something like on the last death saving roll you use however many spellslots you had left on a random spell? Like number the spells you are able to cast up to the highest level of spell slot you have as a final "fuck you" to whoever killed them
@FranTheNerd Love this idea for a magic item, but maybe not for a feature 🤔 Edit: Maybe combining it with the Phoenix UA or Orcs' Relentless Endurance would work. One chance to not die, but you explode. I did something similar for a boss fight one time.
To be fair to that last one, "Bloodied" is an official term coming from DND 4e that means you or another creature is at half health, so it is only kind of a homebrew term in 5e.
''You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.'' - The 5E DMG
I like the implication of the Blood Hunter being a tavern cloaked man. Dude isn't a guy in a cloak, in a tavern. No, he is wearing the tavern like a cloak.
If the Bare Fisted Juggernaut removed the stat changes, added your idea to the elemental attacks, and changed the damage dice per levels to damage dice equals to your proficiency modifier then it would be a genuinely good and interesting subclass.
Garlic Bread is still one of my favorite domain concepts to this day. And that Barbarian subclass is easily one of the most interesting things I've ever seen. I really wish that more subclasses played around with trade-offs for bonuses, even if the DM can just improvise a lot of that in the moment.
@@rayshiotile9487 All of the unarmed benefits, but it's now improvised melee attacks with specifically garlic bread. The different elements are types of spices.
Not even really an optional "rule," more like it is a suggestion by the DMG on how to let your players know they are doing well in a fight without telling them HP values. @@EskChan19
same, though I word it as, "if this were 4th edition, he would be bloodied" except in my last campaign, where the villain duo didn't actually bleed (Like, if you slashed one of their legs open, you'd still see all the bones and muscle tissue you'd expect, just without any blood). For those guys I said, "If this were 4th edition, and he bled, he would be bloodied"
@@8-bitsarda747 I have used a variety of terms that make it clear that I mean "bloodied technically, but that's not actually blood..." Sapped (plants), Marrowed (skeletons), Oozed (oozes), etc... I say it in a way that makes it clear, which includes instructing the player applying the tokens to the board to give them a red token (which we use for the bloodied condition), which is the clearest signal I can give. I have a set of colored magnetic tokens to mark status effects & have one of the players handle applying them to the tokens on the board while we play.
I love that this is just tacked onto barbarian of all classes. Like really? Surely bard or rogue makes more sense to gain all these proficiencies and expertise? No? Barbarian? And none of this is based on raging? Did they forget they were making a barbarian subclass? I do think it would be pretty funny having a "nerd rage" barbarian that gains skills and expertise in things while raging instead of the normal raging bonuses and it has hour long charges instead of one minute. Would be something different at least.
No idea if this idea's been floated in the comments before - but when Jacob has the time I'd love to see a oneshot or even a campaign where everyone uses these fringe races/classes/subclasses/magic items
Bare Fisted Juggernaut would be a SICK concept to rework the 4 Elements Monk! Change some features, swap levels, remove some damage numbers at low levels and you have a great elemental puncher
Bloodied is not a homebrew term, it's in the DMG ''You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.'' this is in the Tracking Monster Hit Points under the Combat part of Running The Game.
I thought Zoomer was an interesting idea, so I remade it. Level 3: Fast Work As part of the dash action on your turn, you can make one melee weapon attack. In addition, enemies have disadvantage on opportunity attacks against you until the start of your next turn. Level 3: Improved Speed Your movement speed is increased by ten ft. and increases by an additional ten ft. every four levels, to a max of +50 at level 19. Level 9: Thunderous Dash As an action on your turn, you can make a thunder dash, travelling up to 90 ft. Enemies in the path of the thunderous dash have to make a dexterity saving throw, (dc 8 + proficiency bonus + dexterity modifier) taking thunder damage equal to a roll of your sneak attack, or half as much on a successful saving throw. You can use this thunderous dash and amount of times equal to your dexterity modifier. Level 13: Unimpeded Speed Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Level 17: God Dash As an action on your turn, you can move up to double your movement speed, and all creatures in that path have to make a dexterity saving throw with disadvantage (dc 8 + proficiency bonus + dexterity modifier) or take an amount of thunder damage equal to two rolls of you sneak attack die. I found it difficult to think of this class, and I had to basically repeat the level 9 feature, but I don't think the subclass is too bad. I wouldn't personally allow it in my games, despite it's low damage output, just because it will shred through large groups of enemies, and can run away from enemies with ease, (meaning they are never actually in danger in the wild.) The extreme speed is just a bit too problematic. If anyone can think of some improvements, or even new features that I could use to replace the current ones, I would be appreciative.
I think the ending of the Blood Hunter Subclass there really paints a picture of what that player puts up with, or what the DM chooses to put the party through
With the Zoomer subclass, you just completely overlooked how overpowered the first ability was. It wasn't just a +1 to Dexterity. It was a +1 to Dexterity EVERY TWO LEVELS. Since it doesn't specify that it has a limit, that means that, assuming you started with, say, a 16 in Dexterity, at level 19, assuming you didn't use any ASIs to increase your Dexterity, you'd have a 25 for your Dexterity score.
I was thinking the same thing. Kind of builds you to be stronger than the barbarian that at level 20 gets 24 in STR or something. Imagine you roll an 18 stat, took a race with +2 dex and you would be 29 DEX and +9 AC base without armor. Pretty sure this would be a fun party that become demi gods, so maybe flavor the class towards a speed god.
@@Merilirem A 29 in an ability score does not balance out. The Barbarian’s level 20 ability still only gets them to 24, and that’s supposed to be well over the limits of normal mortals.
Plus, with all the speed increases, they could kill ANYONE by running in, using the bonus action FREE DAMAGE, then Dashing away. It's Death by Inches, but it's inevitable.
My friend once merged two classes together, giving herself the benefits of both and moving their abilities around so that they happened every other level. She refused to believe me when I said that pretending two classes were actually one class was not balanced and still thinks, to this day, that the only reason I didn't let her do it is because I'm a control freak.
If they only got the abilities every other level, isn't that basically just taking one class on one level, then another class on another level- or in other words, multiclassing? Or, am I misunderstanding and it was more like Gestalt, where they still got the better hit dice and stuff the whole time?
So she was more or less making a gestalt from 3.5e Unearthed Arcana? Well except maybe extra ability scores. Gestalts get pretty busted but sound like fun thing to try in a campaign meant for them.
The blood hunter though.. the main vibe I got from it is whenever these players ask their DM if the enemy is bloodied or not, the DM replies, "Give me a perception check."
Bare Fisted Juggernaut is someone trying to finally make Unarmed Barbarian an actual thing without doing some jank Monk hybrid. A lot of the downvotes on it are probably from the terrible layout of features, and the risk v reward being out of whack. Its a solid concept.
17:30 this could be a really cool way to play! You're essentially a wild magic barbarian - you can do damage over time, assist your party, slow them down, push them back, slow them down (but different), LIGHTING!, cause attacks on them to have bonus damage (the area is rotting)?, chance to blind enemy on hit, damage over time, etc etc. It's an extremely cool concept, and would allow for some seriously clutch plays - you hit a teammate for like 100 damage but roll an 11! You're fighting the BBEG, your entire party, save one, is downed/dead, and now you are on zero health. Four. You have four turns to kill/distract this BBEG - you pull it off in some cool way, slump down and fail your remaining death saves. This is possibly the coolest thing i have heard in the past few weeks.
Replace "somewhat" with "ridiculously" and we are in agreement. I mean, 7d8+1d10 damage at level 7 ? Per attack, so twice per round ? With advantage from Reckless Attack, and an absurd Strength modifier from the ability adjustments ? The concept is cool, and I would have agreed that it doesn't deserve the downvotes, if it didn't give you at level 7 a damage output on par with that of a level 20 character. That's so insanely broken that it can't be overlooked.
Unironically awesome risk reward concept for barbarian. I personally like the changed unarmored defense, it means in character creation you only have 2 main skills rather then 3 (str, dex, con). Obviously requires some reconstruction on the damage front, and change the percentiles to a saving throw (probably scaling of strength like battle master). Other than that I kinda want to play that subclass, is sounds so cool!
@@futuzaFor the damages for the Bare Fisted Juggernaut I feel like class level+D8 might be great for a start (with probably the kind of dice and numbers incrementing with levels?)
@4:40 begins one of the saddest moments on this channel. I nearly cried. Props to Jacob for making me get emotionally invested in an imaginary wolf cub I’ve only know for a few seconds.
The main issue is needing to brew up mechanical functions yourself for all the bad homebrew that doesn't actually tell you how their features interact with the game.
"Not A Place Fit To Die In" KINDA GOES HARD THOUGH??? In both name and effect. Like with some minor adjustments and polish that would Genuinely be a pretty interesting Barbarian subclass. Reading it, with all the percentage rolls and random chance, it feels like the OP has probably played other tabletop systems (or just like, video games) and is trying to incorporate some of those risk-reward high moments they liked from those, and i'm extremely into it
21:05 I don't blame you for repressing 4th edition, but "Bloodied" is a mechanic there. It just means "at or below half health" and I'm pretty sure DMs were always supposed to tell you directly or through description. Some monsters had effects when bloodied, I think almost every dragon did. For example, an acidic enemy might be so covered in his juices that making contact with him with non magical weapons might damage them, or they might burst a gas bladder and have either a proximity damage effect or a close range miasma. It's a pretty good mechanic and can easily be added to almost any encounter.
That Barbarian feature to have a chance to negate all damage or receive double damage reminds me of Hunter x Hunter. Where a hunter can focus their nen into one part of their body to block an attack but if the enemy feints and goes for a different location on the body, the hunter then takes MORE damage because it was unblocked by nen.
@@plaguedoctor4411 Hah! i actually really don't like HxH. its fine if other people like it but when I look at the show, it has SOOOOOO many problems and for me personally is one of the worst anime's out there.
@@TheMoldiestCheese worst? I get thinking it's overrated but to say it's one of the WORST in a genre full of a lot and i mean A LOT of complete garbage is INSANE
damage being a little high for barefisted grappler is a huge understatement. The d8 damage per level is insanely strong. Assuming you are meant to get the barbarian features as it is a subclass (thus rage, reckless, extra attack), that combine with your strength mod means that at level 5, you're already outputting disintegrate levels of damage as your basic attack action. It's definitely a unique idea at least, and could probably be fixed into something more reasonable.
Oh man, this takes me back when I was even younger than you, reading the Dragoon class on the old WotC site. Dragoons have riotous heart. And a dog friend. Well done.
The best part is that it gives _zero_ explanation as to what the benefit to that would be. We're just left to guess why anyone would want wolf-teeth weapons. Do you get extra damage? Does it inflict debuffs? Is it just an aesthetic change? Who knows! But given that dental enamel is _definitely_ not as hard as steel, I'm inclined to believe that it'd be a step down from whatever weapons you were using before.
@@daneroberts1996 I think it only doesn't look as good as it is cause it's boring. Most classes at 17 get a cool effect, rather than just a stat boost.
That 1d4 rounds extra ability is so damn cool. Definitely magic item worthy. Especially if it's unidentifiable, but very magical, so the party keeps it on someone. Then when it triggers during the final fight... Oooooh.
To me it sounds like a more grounded version of the Berserker Armor from Berserk. So it’d definitely be a great magic item to feature in a campaign. As a matter of fact I’m thinking I’m gonna add it to the Hoard of the Dragon Queen campaign I’m DMing now
@@Crocogator Not quite. It’ll force you to keep fighting until all your bones have been broken and your blood drained out of your body. If no blood gets to the brain the body dies. So it’ll keep you in the fight longer with grievous wounds, but will actually increase the chances of you dying of any injuries you receive hence the two automatic failed death saves. That cursed armor does a fine job of ensuring you’ll win a fight you’d ordinarily lose, but it does you no favors afterwards
My idea of a 'Bare Fisted Juggernaught' was based on a character I thought up, so I envisioned it as a Barbarian-version-of-Monk, so called it Way of the Glacial Mountain. I created for it a resource called Brutality (because damage bonuses every level are a little much) and the resource worked somewhat like a charge-up battery and when you attacked the points were spent if you hit. The barbarian lost weapon proficiencies and his extra attack, instead gaining more points of Brutality. It did include a similar abilities like a change to Unarmored Defense to use Strength and Con along with an ability to 'leap in front of allies', spending Brutality to absorb an attack rather than dodge, and changing physical blunt damage specifically into cold damage. The core of the idea was a 'One-punch-man' style of Barbarian who hit like an Avalanche and defended less like Monks/Rogues (using dex) and more like an immovable object. Additionally the style fit much better with Barbarian abilities and background than it did with Monk but still had the core of an overwhelmingly brutal single hit. If that guy had a similar idea, there's a place for such a thing to exist and definitely should be in D&D.
Genuinely, my favourite part of this video is how genuinely positive and constructive all of Jacob's comments are. It's just really nice to see him going through assuming the best of these writers and giving tips on what could be improved!
The Spell Mash thing sounds like a really fun concept for a final ability for a Wizard. I can imagine a wizard destroying their own spellbook to fire off all the spells contained within at the cost of all of his spell slots and every spell written within being lost by the caster.
I kinda like the base idea of Zoomer. Like... a legendary sprinter or parkour artist, that's spent growing their skills in movement until they can dodge and weave at blinding speeds. Still needs a lot of work, and the aura is dumb, but there's a real kernel of potential in that one as a Rogue sub-class.
"Not a place fit to die in" serves one of my favourite tropes, I love doing shit like that!! There's a lot of that in our homebrew campaign as well tbh.
bloodied means it is at half health or lower. This was a term from 4e, which apparently people played, and didn't realize the terms aren't always carried over from edition to edition
That Order of the Blade one actually reminded me of a character concept I had for a hexblade. Dude cursed with a sword with a very bloody history, actively wanted to be rid of it, and whenever it was drawn RP wise it wouldn't stop until everything that was an enemy was dead. As he reached certain thresholds of kills it would become +1, +2, +3, and then ultimately become a vorpal blade. There's definitely an appeal for the concept if you strike the right balance with it.
Wow that bare fisted juggernaut subclass is really good. I like that a lot of it's abilities have a risk and reward to them. I agree that some of the values need to be adjusted but that might need to be done based on exactly what type of enemies are going to be in the campaign.
I enjoy how supportive you are with these xD you really try to get to the heart of the homebrew and give ideas of how to fix what might be off or wrong but don’t belittle the idea
Look man, I don't normally watch ad segments, but you caught me off guard and then when I saw your kid I was like "Aww, baby". That's *cheating.* You tricked me into watching an ad with your wholesome home life! Congratulations again on having a kid and also wow the passage of time. I can feel my joints hollowing out and my flesh withering away to dust...
For the Bare-handed Barbarian, the Luck or Skill feature can be SO immensely fun. You have the elements which like XP suggest, can have different effects. Earth can make the enemy prone, fire does maybe an extra 1d4 damage or sets the enemy on fire, water makes the enemy vulnerable to lightning damage, wind pushes them back. But you also have a 1/12 chance to do double damage, which with a crit on attack can allow you to make a goddamn FOUR TIMES damage. Double attack damage which is doubled again from Void, that can be SO much fun. That is hell for the DM, which as a DM myself, means a ton of fun for the players. But you also have a 1/12 chance to HEAL the enemy. Like holy god that is such a path for shenanigans. Imagine getting into a boss fight, doing 4x damage, and then on your next attack, you heal them back up, like bro. Tell me that that doesn't sound like belly laughs all around the table. With just some balancing tweaks, Bare-handed Barbarian sounds unironically like SO MUCH FUN.
Bloodied may not be official terminology in 5E, but it was an actual condition back in 4E. 4E had plenty of problems, sure, but I do love that particular mechanic. Some player and monster abilities interacted differently with bloodied targets, some abilities couldn't be used unless you were bloodied yourself, and a lot of bigger, more dangerous monsters had reaction effects they could trigger when a creature bloodied them. It's a lot like the mythic actions in Theros and Fizban, but scaled down significantly in power and given to more creatures. I've adapted a bit of that in my own game, giving one of my bosses an ability that they could use as as a bonus action once per long rest to power up, getting advantage on attacks for a few rounds and some temporary hit points, on the condition that the ability could only be used if the boss was at half of their maximum health or lower. In my opinion, it makes fights a lot more interesting and dynamic, and it's a shame they cut that particular aspect of 4E.
I agree that you can definitely borrow some of it as homebrew (Matt Colville made a video about using some of 4e, I think he mentioned this feature); it's a bit like a video game boss fight, with different stages that force you to re-adapt your strategy.
Bloodied (and the things you mentioned with it) would have been great to have in the core of 5e. It's fun and gives a 'desperation' ability sort of feel, but might feel a bit too much like a video game for some, I suppose. I feel like many abilities in 5e could even be balanced with it in mind. Imagine if Beastmaster Ranger had it as a core part of their kit that a bloodied enemy nearby would stoke a blood-lust in their animal companions, making those kinds of Rangers weak early in a fight, but once that condition occurs, they skyrocket in potential. Conditional stuff can be very good if the condition is bound to happen and the bonuses are good enough for it. Anyway - yeah put that into 5e/DnDOne
8:18, I’m 90% sure this is a Stranger Things reference, “Zoomer” is the class Max wants to play when she gets invited to the party but has no idea what D&D is, it’s powers are basically being a able to skateboard and drive a car which are just things she can do in real life.
16:10 Is it perhaps because you are in a father mindset and are more prone to thinking how something can be improved and nurtured?, that is a good sign you will be great father.
The brawler guy seemed cool, with *significant* damage balancing and using the actual terminology of the game. It always amuses me how crazy the suggestions of additional damage are. I think it comes from some of the BS min/maxed combos that clearly outstrip the damage expectations of the game
I think that bare-fist juggernaut class's grapple thing could be put onto a Henchman subclass but it is only in effect when the henchman is not directly attacking the enemy and a party member is talking to the enemy (Like when supervillains use henchmen have the hero subdued and is telling them there evil plan) A henchman class could be a support subclass made for supporting a singular other player in the party, It could have a focus on intimidation and preventing enemies from attacking or getting away so that the party member can deal with them easier. Like imagine there is this big burly orc grabbing you while a mob-boss gnome is spinning in a giant villain chair explaining how he's gonna deep fry you so bad that not even beelzebub would wanna take a bite outta ya.
16:49 Whats interesting about this sub class is that you can choose multiple paths. You can do less base damage but add a elemental damage type to your melee attacks, or you can spec out of elemental damage type for a random elemental attack, or you can keep your high base damage and sacrifice an elemental attack damage buff. That's really cool tbh.
You should do a one shot live play video where you use some of these homebrew classes, or maybe modified versions of them where you try to capture the idea the class was going for. That could be funny
Have you heard about the DC20 RPG? The alpha is released and I would love to play all the Quest-O-Nomicon avantures with it since it is amazing at level 1 and 2
2:33. Ok, I see potential, I am gonna make my own version of this. I really like the idea of a ranger specialising in specifically wolf/werewolf based abilities. Obviously its gonna need MAJOR reworks but the potential is there.
Fixed the last one (I don't know how to word stuff, for dnd homebrew but I think it's explained well enough, simple, and fun) Growing blade: cursed artifact: 1d6 slashing. for each creature killed get a blood coin, when you make an attack using this weapon, flip all of your blood coins and add 1 necrotic damage to your attack per heads. At the end of combat flip all your blood coins and recieve 1 necrotic damage per heads and loose all blood coins.