Nerds Will Defeat WotC
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Nerds Will Defeat WotC

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birthday gifts for a very dear friend <3
I just found out that they are coming out with dnd 6th edition and now I am sad because I JUST bought the 5th edition players handbook ☹️
OGL and DnD
If you're unhappy with the changes to the OGL, I highly recommend calling Wizards and expressing your disappointment. This will surely impact content creators as well as fans. Please don't let this go down without a fight! It's an open attack on creative people helping us do the thing we love.
Wizard's Phone #: (425) 226-6500 Wizard's Feedback form: https://support.wizards.com/hc/en-us/requests/new?ticket_form_id=225303 Hasbro email: [email protected]
6e Wishlist: A Divine Sourcebook
With 5.5e or 6e now confirmed for 2024, I wanted to talk more about one thing I floated out on my “what I want from DnD 6e” post: A companion book for every deity, patron, etc. As a sourcebook, it would be primarily aimed at Clerics and Warlocks, but could also be useful to Paladins, Druids, Divine Soul Sorcerers, and anyone who wants to play a religious character, but doesn’t want to play a Cleric, such as a Bard who worships the god of music. Here are some of the things I’d want to see in such a sourcebook.
A compilation of every deity from every pantheon that exists within the DnD world, including the human ones. I’m talking the racial deities like Shardindlar from the Dwarvish pantheon, Shargaas of the Orc Pantheon, and Skerrit of the Fey Pantheon. From Greyhawk to Dragonlance, to Maztica and Eberron.
Information on each god, including their Alignment, Domains, type of followers, and a brief description of their role in the lore.
Information to help with roleplaying, such as festivals and feast days, what it takes to please them, their popularity/commonality within canon locations or cultures, attitudes toward their priests by outsiders, and what classes tend to follow them.
Boons or unique perks for picking that god over another. Whether this is giving every god and patron a Piety system like Mythic Odysseys of Theros introduced or a new feature, it can help differentiate the gods from one other, and help make who you choose just as important as the domain you choose. Have there be a difference between worshipping the Elven god of crafting vs the Dwarven god of crafting. This way, even if both would be Forge Domain, you’re still getting unique features depending on which one you choose, so even if you like playing Forge Domain Clerics, you can still experience something new each time you play by choosing a different god to gain unique boons from.
Have gods, patrons, churches, or cults come with pre-written story hooks, goals, ideals, bonds, flaws, and whatever else to give more options for unique narratives. By giving the gods or religious followers a stronger identity, it can help give shape to a PC’s story, give a campaign a compelling plot thread to follow, or just fascilitate in worldbuilding by knowing the roles that churches play in the local community.
If you gave gods and patrons something like a Paladin’s Tennants, it could help facilitate worldbuilding and character dynamics. This could connect to the piety system laid out earlier, and this was again something we kind of saw in Mythic Odysseys of Theros. The book told you what won and lost piety points with given deities so you could choose the one that best works with your character and playstyle.
Additional spells or features from worshipping a given god could help reduce the need for niche domains that can’t be stretched far enough to become a full Cleric subclass. Wanna worship Sune? Here’s a couple charm spells and a handful of features to give you that charm focused playstyle without having to make a proper Love Domain. Players want to play with a Sea God? Here’s a couple water spells, and free underwater breathing and swimming speed. Almost like a mini-subclass, but more limited, and with fewer benefits. Have these benefits unlock at levels when Clerics don’t gain anything else. So 3, 7, 9, 13, and 15 are viable levels to have new things unlock.

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The Guardian- A Psychic Fighter subclass for DnD 5e
Hell's Gate
Hell's Gate, the layered wall cutting of Hellsmere Peninsula, the Great City in the West from the main land has long been protected by an order of warriors known as The Guardian's. Specially trained fighters who have learned and art that for the most part a closely guarded secret within the confines of the Empire. These warriors train above and beyond the common man at arms to learn to channel a powerful energy that is found deep inside themselves. Bringing this power into their weapons and armors they form the unbreakable defense that has kept Hellsmere's people free and protected for over a thousand years.
Power Point Pool
Starting at 3rd Level when you choose this Archetype you gain access to a pool of psychic energy, a secret technique that The Guardians use to augment their abilities. How many power points you posses is based off of your level.
Level 3-4 3 Points
Level 5-6 4 Points
Level 7-8 5 Points
Level 9-10 6 Points
Level 11-12 8 Points
Level 13-14 9 Points
Level 15-18 10 Points
Level 19-20 12 Points
These points can be spent to use your abilities offered in this Archetype. You regain points equal to your level divided by three at the end of a short rest, and regain all expended points at the end of a Long Rest.
Guardian Empowerment
Starting at 3rd level you can expend 1 Power Point from your Power Point Pool to make striking your target harder and with greater ease. As a Bonus Action you can expend 1 Power Point to gain a +5 to your first attack roll this turn, if the attack hits it deals an extra amount of Psychic Damage equal to your Constitution Modifier.
Starting at 3rd level you learn to imbue your armour with your psychic powers. As a Reaction you can expend 1 Power Point to gain a bonus to your AC equal to your Constitution Modifier until the start of your next turn.
Elemental Empowering
Starting at 7th level you have mastered the ability to change the flavour or your psychic energy as it pulses into your armor or weapon. As a Bonus Action you can Expend Power Points up to One Third your Level (Rounded Down) to add damage to the first attack you make that turn, this damage can be Fire, Cold, Lightning, Acid, or Poison and you choose each time you use this feature. The damage you add is 1d6 for every power point spent on this ability. Defensively this ability allows you to, as a Reaction, expend 2 Power Points to gain Resistance to a damage type of your choice until the end of your next turn (this can be any time of damage beside Force, including Piercing, Slashing and Bludgeoning).
At higher levels this feature becomes more powerful, starting at level 15 you add 1d8 per Power Point spent on attack, and can spend 4 Power Points to gain Immunity to a single damage type until the end of your next turn.
Spark of Brilliance
Starting at 10th level you gain the ability to expend power points in a moment of necessity to overcome those assailing you. As a reaction you can expend 1 Power Points to gain advantage on a Saving Throw. On your turn you can use this ability as a move action giving yourself Advantage on your next Saving Throw before the start of your next turn. You can spend 3 Power Points to Imbue this power into an Ally. You can touch an ally to give them Advantage on their next saving throw until the start of your next turn as a movement action.
Guardian's Awareness
Starting at level 15 your mental powers have allowed you to gain increased awareness of your surroundings. You add your Constitution Modifier to your initiative as long as you have at least 1 power point in your power point pool.
Battlemind's Resilience
Starting at 18th level you gain the power to cast your psychic energy around you in a mantle. While activated your eyes begin to glow with a dim light and a halo of crackling energy forms around your head. You can expend 2 Power Points to activate this Aura as an action, it can be maintained each turn after the first as a bonus action by expending 1 Power Point. While this aura is active all allies within five feet of you have resistance to all damage. Any enemy that attacks an ally within 5 feet of you while this mantle is active with an attack that does not include you as a target must make a Wisdom Saving Throw. On a failure they take 2d10 psychic damage, on a success they take half damage.
The DC for this saving throw is 8+proficiency score+your Constitution Modifier.
The Guardian has always been a big part of the lore in my homebrew setting, with many variations throughout editions. In 4th it was a modified Paragon Path for the Battlemind. I tried to create a balance with its psychic abilities and the action economy in 5e, the main goal is to create a psychic power user that is still a -fighter- at its core. Still really new to homebrewing 5e subclasses! If you like this, have ideas or ways to make it balanced, or just want to use it in your own games please let me know!! <3
Another 6e update!
We've added a new race! It's called Clown.
D&D 6e Update!
Due to complaints from parents, in the new Dungeons & Dragons 6th Edition, we will be removing combat mechanics from the game. Instead, conflicts will be solvable only be diplomacy, and if the conflict leads to battle, there is now a mechanic to solve the conflict with a single dice roll. We spent a lot of time on this change, and there will be much more on the way!.