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We're returning with a special Short Rest edition of The Owlbear Cave wherein players and DMs pitch Homebrew rules and creations for us to discuss and invest in.

Please comment with your pitch here on this post. Try to be as succinct as possible since we want to get to as many as we can. Let's hope your Homebrew works for our eggs.

Your friend,

Jake

Comments

Anonymous

Hello Owlbears! A modified version of a previous pitch, the Desperate Act! Ran out spell slots in a battle with a boss? Used up your last Action Surge in a one-on-one duel with the BBEG? Need that opportunity of a gamble that could change the tide? Do it right with Desperate Act! Players can, as a free action, regain the use of one Class Ability if they have no more uses of it. To gain this, the player may make the following choices: Take 3 x Total Level of damage (not resisted), or give the DM the ability to re-roll any one roll that they or any other player makes. Makes for an interesting gamble that could either make or break a grueling fight. I'm not asking for any gold, only the opportunity to further workshop the idea among such wise and ferocious Owlbears. Hootgrowl!

Anonymous

Hello Owlbears! Are you a high risk, high reward player? Do you enjoy fighting far away and avoid being hit? Then I have the magic shortbow for you! Shatterer is one of those items that upgrades your character, not only in battle but also with its beautiful design! It has a button on the riser that collapses it to make carrying it less cumbersome. Shake it out and the sleek black bow, with metal filigree, and a string of crackling lightning extends. But be wary, wielding a string of lightning is not without its dangers! Only the most skilled of adventurers dare to wield it.

Anonymous

This homebrew is brought from earlier editions of the game and pathfinder, and I am posting it here for the duel reasons of sparking Emily's imagination and Murph's dread. GESTALT The basis is you level up in two classes at the same time. Taking the HP value from one of the two classes. An example is a Fighter/Barbarians health at level 1 would be 12+con. Spell slots stack, and can be used with either spell list if one were to play a duel caster. Extra attack does not stack, and instead you receive an extra feat to compensate. When you gain an ASI from level 4/8/12/16/19 (The levels everyone does) you don't gain one from each class, but rather just 1 overall. This allows for some crazy fun builds, and makes the power scaling go off the rails. Become the ultimate weapon with Champion Fighter/Zealot Barbarian, or an insanely mobile skill monkey with Monk/Rogue. The combinations enable some truly wild builds. With someone as proficient at multiclassing as Emily, the build possibilities are truly endless. If you want to see the rules more in-depth, here is a link to the set my group used for a 3 year 3-20 campaign. https://www.dandwiki.com/wiki/Gestalt_(5e_Variant_Rule)

Anonymous

Hello Owlbears! As a DM, I frequently find myself wanting to push players forward in the story whenever they become paralyzed by their own indecision. Maybe players need more information, or maybe they're simply wondering something that their characters don't really have a way to find out. Usually you can just pull a classic 'Orcs Attack!' maneuver, but for those pivotal moments in the campaign, it's nice to get a little bit of a helping hand deciding how to proceed. I submit for your consideration the Bead of Absolute Certainty! This is a consumable Divination magic item made of a small crystal sphere with a floating coin inside. On the faces of the coin the words 'yes' and 'no' are etched. Once, as an action, the bearer may ask a clear yes-or-no question and then crush the bead in their hand. When they open their hand, the broken bead will display the coin on the 'yes' or 'no' side as appropriate. The bead can't be crushed if the question doesn't have an objective answer. As a fun bonus, they also get 1 gold piece after using it. I recommend only giving out one or two of these for an entire campaign, so players must be sure to spend them wisely. Thanks for your consideration!

Anonymous

A devastating unfairness rests in the everyday ho-hum of session zeroes, lurching shadows hung menacingly over each players shoulder, huddled in dark corners waiting for their time to strike out with withered claws. How many times has a player been overshadowed by every other, simply because they rolled exceptionally poor starting attributes? How many instances of glory were taken from their onlooker "party" who was forced to hang back as one player took the center? LIKE A BUNCH OF CUCKS!? How many times is too much before something must be done? Well, look no further! With STANDARD ARRAY PLUS, everyone gets to be a hero! Simply have each player roll starting attributes as they normally would, then, share the results. As a group, decide which player rolled stats everyone is happy with, and make that the new standard array every player uses to make their character! This solves the problem of weak rolls, and evens out numbers, while allowing for players to assign their scores as they wish! For this venture, I ask for no less than 6 Owlbear eggs for 25% of my business, mostly to cover the legal fees of Owl Jake's inevitable lawsuits. Thank you for your time.

Anonymous

I posted this in the Bahumia Session 0 thread, but I play a wild magic sorcerer. My DM and I tweaked the wild magic mechanic to make it seem more unpredictable and have it play more of a part in the action. Rather than relying on a nat 1 to trigger the surge, we have a counter that starts at (10 - sorcerer level - charisma modifier), and never goes below 2. When casting a spell, you roll against the counter and if it meets it or is lower, the surge is triggered. If it's not met, the counter increases by 1. So at level 1 with a +2 charisma modifier, the counter would start at 7. If the roll doesn't trigger it, it increases to 8. We've found that this makes the wild magic play a much bigger part in our campaign. It increases the tension/drama but there have also been times when the surge has come in handy, for example when I accidentally polymorphed myself into a spider and was able to escape a very tricky situation and bust the rest of my party out of jail. It also builds in a control mechanic as you increase in level and, in theory, learn to control it better.

Anonymous

Ops all dwarves. That’s the tweet

Anonymous

Hoot hoot and Grr Grr to all you Owlbears! My DM has a home brew rule called “I know a guy” points. At any point in the campaign, we can use our I Know A Guy point to inject a new NPC that their character knows to help them with a problem. This rule is balanced by a Charisma roll from the player to see if the NPC is friend or foe to the PC. As a DM myself, I see it as a great rule to for the PC’s to have creative control over a problem they are finding difficult to solve in the conventional means. Each PC has a number of these points equal to their Charisma modifier or 1 if we are uncharismatic shitheads.

Anonymous

a ring that make ya tits big

Anonymous

(I realize the episode is already out, but I thought I'd put this here for next time!!!!!!!) Hello noble Owlbears! I have a delightful tidbit, a tasty snack if you will. When my game group plays in person, we have a tradition of ordering Chinese take-out. Everyone gets a fortune from their fortune cookie. During the session, players are allowed to use their fortune once to influence something that is happening in the game. The DM gets final say in whether or not the fortune does what the players want and the player gets to plead their case.

Anonymous

Man i knew my crit on initiative wouldn't get picked. :(

Anonymous

They did something very similar on Dimension 20 when Ally played a wild magic sorcerer.