![]() ![]() Even if your spell is ONLY dealing damage, there are a number of other factors that affect how much damage it can deal. However, this table is really just scratching the surface. This table also has two columns – one for single-target spells, and another for multi-target spells, with multiple targets understandably dealing less damage. The DMG has a table that gives a rough guideline on how much damage spells of different levels should do – from 1d10 for a cantrip, all the way up to 15d10 for a 9th level spell. Let’s start by looking at what is probably the most straightforward aspect of designing a spell. With all of that out of the way, let’s start designing some spells! Damage Spells ![]() While the guidelines in this video will help you get in the right ballpark, the only way to know whether your spell is actually fun and balanced is to use it, see what happens, and make adjustments if needed. The final step is a cycle of playtesting and tweaking your spells. However, keep in mind that homebrewing isn’t the final step. If you search and simply can’t find something that fits what you are looking for, then it’s time to homebrew! That’s what this video is about, and in the remaining sections I’ll be discussing and homebrewing all kinds of different spells. A number of spells could be reflavored to fit this concept – Eldritch Blast, Magic Missile, or scorching ray could all work. For example, suppose you want something similar to Gambit from the X-Men’s ability to throw exploding cards at his enemies. The third step is reflavoring – even if there isn’t a spell out there that does ~exactly~ what you want, there might be something close enough that you can easily reflavor it. I like to use Dndbeyond’s spell search tool for this – you can use various keywords and filters to try to locate the spell you are looking for. D&D 5e has hundreds of spells, so there is probably a spell out there already for most things that you might want to do. Once you have a concept, the next step is to make sure that what you want to make doesn’t already exist. This concept could be something cool you read about in a book or saw in an anime, or it could be an interesting mechanical idea. The first step to designing any spell is to come up with a concept for what the spell should do. Without further ado, let’s get started! Basic Spell Infoīefore we start homebrewing specific types of spells, let’s go over some basic information that applies to ALL types of spells that we might try to create. Finally, we’ll finish with a look at some edge-cases, including bonus action and reaction spells, rituals, and cantrips. Next, we’ll talk about specific categories of spells, including damage spells, healing spells, summoning spells, and buff / debuff spells. I’ve broken this video into a few sections – first, we’ll talk about some basic information that applies to all homebrew spells. In today’s video I want to take a look at homebrewing spells in D&D – how it’s done and what factors need to be taken into account, and share some simple example spells that I prepared earlier. What’s up designers, and welcome back to Rempton Games. ![]()
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