D&D Homebrew
Here you will find several of my side projects specifically made for Dungeons and Dragons. These projects were made with the intention of flexing my design skills in a game with very unique challenges, as well as my love for the game. If you are interested in seeing elements of my process or the quality of my hobby work, this might be a good place to check out!
Elementalists A D&D Class with three distinct paths
One big thing I wanted to do when I first started making homebrew for D&D was to build my own class. Outside of creating your own campaign setting, building a class is one of the most involved traditional homebrew things you can do. Creating a class that feels like it could be mistaken amongst any of the other published classes requires a great understanding of the game, as well as the ways that players may perceive or utilize your class. This was a great design challenge especially because it forced me to find a sweet spot in rules writing between strict descriptions and leaving things up to player interpretation.
Elementalists are beings whose bodies have become intertwined with one or more specific element types in a way that not only allows them to control that element but to become that element. In other words, you could think of them as a person who can shoot fireballs, but also turn their body into a wave of crashing magma as they collide with a foe.
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When building the class, I wanted it to feel well-rounded, and to provide players with a lot of options on how they might envision this idea. This led to integrate three "paths" that an Elementalist might follow.
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-Elementalists on the Flow Path demonstrate the most control over common elements (Fire, Earth, Water, Etc).
-Those on the Growth Path are part plant, though they still have traditional elemental abilities. One could turn themself into a flaming cactus for example.
-Lastly, Elementalists who follow the Storm Path can control weather. Their powers still maintain an elemental flare, however. One could muster a ripping tornado made of piercing sands for instance.
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If you'd like to read more, please check out the full class at the links below!
Tricks and Treats! A Halloween One Shot
Tricks and Treats is a short adventure I created to play with friends around the Halloween season. This was my first one-shot, and homebrew campaign setting in general. Making a one-shot holds many unique challenges, many of which revolve around pacing. This project was great practice in brevity and creative writing in general. I also homebrewed multiple encounters and puzzles for my players, designing battle layouts and premade characters for us to easily jump into gameplay.
Tricks and Treats takes place in a small urban culdesac in 2006. The world is still fantasy, though, besides magic and unusual races, it largely operates the same as the real world. Designing it this way makes it a bit easier for new players to jump in, and suited the story I wanted to tell. The party plays as a group of pre-teens, who are all going Trick-or-Treating. Some magic and a mysterious mansion lead these brave adventurers off the beaten path, and before they know it they face down a sassy witch and her unusual henchman. This campaign is meant for a small party, and I've rewritten it slightly a few times to fit specific parties. You can see my gameplay notes in the link below!
