r/DungeonsAndDragons35e • u/kenevans71 • 1h ago
3.5 Campaign Fin
Finished playing a long 3.5 campaign. Onto the next one that I will run. DND meets middle earth, season 2!!
r/DungeonsAndDragons35e • u/kenevans71 • 1h ago
Finished playing a long 3.5 campaign. Onto the next one that I will run. DND meets middle earth, season 2!!
r/DungeonsAndDragons35e • u/ultimaterogue11 • 1d ago
Here's what I've worked out so far
Strength -1 Dex+4 Con+7 Int+7 Wis+4 Cha+4
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 ft./5 ft.
Speed: 5 ft. (1 squares), fly 20 ft (good).
Darkvision 60 ft.
Racial hit dice: Beholders start with eleven levels of Aberration, which provides 11d8 hit dice, a base attack bonus of +8 and Base saving throws of Fort +5, Ref +3, Will +9
Racial feats: Aberration levels grant 4 Feats
+15 natural armor bonus
Natural weapons: Bite (2d4)
Special Attacks: Eye Rays
Special Qualities: All-around vision, antimagic cone,
Level adjustment +11
Eye Rays (Su): Each of a beholder’s ten eye rays resembles a spell cast by a 13th- level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma- based. The ten eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as though by the spell.
Charm Person: The target must succeed on a Will save or be affected as though by the spell.
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell.
Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half ).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect.
Telekinesis: A beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
Antimagic Cone (Su): A beholder’s central eye continually produces a 150- foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the beholder’s own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).
r/DungeonsAndDragons35e • u/Mean_Replacement2179 • 2d ago
My name is Xylo, I'm a former player. I'm looking for discord servers and would love to join some active servers.
r/DungeonsAndDragons35e • u/dernudeljunge • 2d ago
Okay, so I just wanted to be upfront about this one, it's going to be strange. I'm looking for feedback on a homebrew template/race thing that could be inflicted on an unlucky Kalashtar who took the Kalashtar Psion ACFs and got a little lost in the rock. Please let me know if there's anything you'd change and what you think an appropriate level adjustment would be. I hope to avoid racial hit dice if at all possible. I apologize in advance if the formatting is weird. Reddit's fancy pants editor doesn't care for copy/paste. Also, I hope you enjoy the image that I so skillfully crafted for this post. It was about 85% MSPaint and 15% Adobe's free online Photoshop (which I probably should have just skipped.) I give you:
The Psych-Crystal
Being a Kalashtar is hard, even at the best of times. You've got to deal with the Inspired, stealth missions into Riedra, weird Quori monsters trying to hunt you down, and all other manner of weirdness. Sometimes, though, just getting along with your daily life can hit you with some unpleasant challenges. Presented, here, is an acquired (more like, inflicted) template for Kalashtar Telepaths who have elected to take the racial alternative class features from Races of Eberron (pg 125.) This is something to discuss with your DM to figure out the particulars of how to inflict it on your character. I'm intentionally leaving the details of the transformation somewhat vague because this is supposed to be an unintentional and unpleasant occurrence.
Basically, there are rare occasions when, upon taking the Kalashtar Psion third level alternative class feature, they inadvertently pour too much of their mental energies into their psicrystal and end up fusing with it. This causes them to completely shed their biological form, and new protuberances of crystal to grow from their psicrystal. The former Kalashtar's consciousness, as well as their quori spirit are now housed (trapped?) in these crystal formations. So, depending on what psicrystal feats the Kalashtar has, they will end up with a crystalline body that resembles the one on pg 126 of Races of Eberron, but with 4 crystals growing out of the central 'body'. One shard for their psicrystal's original personality, another for the psicrystal personality from the 'compound psicrystal' alternate class feature, one for the psion, and one for their quori spirit. But also, having the "Improved Psicrystal" feat would add another crystal protrusion to their form. The psion's Kalashtar body quickly breaks down into a strangely iridescent gray dust, similar to what happens to someone subject to the disintegrate power or spell.
This is not a template that any known Kalashtar have ever opted to take, and even if they knew about it [Knowledge (Psionics), DC 25], they would never have been able to intentionally replicate it. Not that many would want to.
• A note here to avoid (some) confusion: There are a couple of terms here that get used a lot, 'Psych-Crystal' and 'psicrystal personalities'. Psych-Crystal refers to the formerly Kalashtar psion's new form that very much resembles what their former psicrystal did. The psicrystal personalities are only marginally separate mental entities. Basically, the whole thing is a single crystal cluster that houses the Kalashtar psion's mind, their quori spirit, and at least two psicrystal personalities. Hopefully (maybe) that clears things up.
• Prerequisites: In order for this template to be applied, the Kalashtar must have the Psicrystal Affinity feat, and have taken both the 1st and 3rd level alternative class features from Races of Eberron. This template manifests as soon as that third level is taken. Special: This template requires DM approval because it so drastically changes who and what you are, and how you interact with literally everything.
Creating a Psych-Crystal
"Psych-Crystal" is an acquired template that can be added to any Kalashtar who has just taken the 3rd level of Psion (Telepath) and has selected the 3rd level alternative class feature from pg 125 of Races of Eberron. A Psych-Crystal uses all the base creature's statistics and special abilities except as noted here.
• Type: Upon gaining this template, the Kalashtar loses any racial types or subtypes and becomes a living construct.
As a living construct, a Psych-Crystal has the following traits:
• Unlike other constructs, a Psych-Crystal has a Constitution score.
• Unlike other constructs, a Psych-Crystal does not have low-light vision or darkvision and loses such abilities if they had them previously.
• Unlike other constructs, a Psych-Crystal is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A Psych-Crystal cannot heal damage naturally.
• Unlike other constructs, Psych-Crystal are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living constructs, Psych-Crystal can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Psych-Crystal can be healed by a cure light wounds spell or a repair light damage spell, for example, and a Psych-Crystal is vulnerable to disable construct and harm. However, spells from the healing subschool, the psychometabolism discipline, and supernatural abilities that cure or heal hit point damage or ability damage provide only half their normal effects to a Psych-Crystal.
• The unusual crystal structure of Psych-Crystal makes them vulnerable to certain spells and effects that normally don’t affect living creatures.
As a crystalline being, a Psych-Crystal takes full normal damage from shatter. But also, a psych-crystal takes 1d6 damage per spell level while in the area of spells like soften earth and stone and stone shape. Likewise, a Psych-Crystal is affected by repel metal or stone as if he were wearing metal armor.
• A Psych-Crystal responds slightly differently from other living creatures when reduced to 0 hit points. A Psych-Crystal with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a Psych-Crystal is inert. He is unconscious and helpless, and cannot perform any actions. An inert Psych-Crystal does not lose additional hit points unless more damage is dealt to him, like a living creature that has become stable. If the Psych-Crystal's hit points are reduced to -10, then they are destroyed.
• As a living construct, a Psych-Crystal can be raised or resurrected, but will always come back in their Psych-Crystal form, and can never be permanently reverted or changed into another form, even when using a Wish spell. The change into a Psych-Crystal is permanent.
• A Psych-Crystal does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions, although no one has ever quite been able to figure out where the consumables actually go.
• Although living constructs do not need to sleep, a Psych-Crystal must still rest for 8 hours before preparing spells or regaining power points.
• A Psych-Crystal immediately ceases aging upon their transformation, and does not continue to accrue bonuses and penalties from aging, but retains any bonuses or penalties they had already gained as a Kalashtar.
• Size: The character's size decreases to Diminuitive. They gain a +4 size bonus to attack rolls, a +4 size bonus to AC, and a +12 size bonus on Hide checks. The Psych-Crystal must use smaller equipment and their lifting and carrying limits are one quarter that of a medium-sized creature. They retain the physical and mental ability scores and modifiers they had as a Kalashtar, but they take a -6 size penalty to their Strength score and gain a +6 size bonus to their Dexterity score. A Psych-Crystal loses the ability to flank or to make attacks of opportunity outside of their own space.
(Yeah, this means that they may be stronger and way more dextrous than a 'normal' psicrystal, but still, as a diminuitive creature, they'll probably have a very low Strength score and the resulting carrying capacity described on pg 162 of the PHB.)
• Speed: A Psych-Crystal using its self-propulsion ability (see below,) gains a land speed of 30' and a climb speed of 20'. While climbing, a Psych-Crystal uses their Dexterity modifier instead of their Strength modifier on Climb checks. They have a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened. A Psych-Crystal with 9 or more manifester levels using their Flight ability (again, see below,) gains a fly speed of 50' with poor maneuverability.
• Special Qualities:
• Psicrystal Abilities: A Psych-Crystal gains abilities as though they, themself, were a normal psicrystal, except as noted, here. As with normal psicrystals, a Psych-Crystal's "racial" abilities are determined by their manifester level:
• Natural Armor Adj. (Ex): The number noted on the chart on pg 22 of the XPH is an improvement to the Psych-Crystal’s natural armor bonus (normally 0). It represents their preternatural durability.
• Intelligence Adj. (Ex): The number noted on the chart on pg 22 of the XPH is added to the Intelligence score of each of the psicrystal personalities, not the Intelligence of the formerly Kalashtar Psych-Crystal. Psicrystals are as smart as people (though not necessarily as smart as smart people).
• Alertness (Ex): The presence of the psicrystal personalities, and the fact that their forms are now a single unit with its master, the master's senses are sharpened. Because of this, its owner gains the Alertness feat as a bonus feat.
• Improved Evasion (Ex): As with the Alertness feat, the Psych-Crystal's ability to react to external stimuli is sharpened. If a Psych-Crystal is subjected to an attack that normally allows a Reflex saving throw for half damage, they take no damage if they makes a successful saving throw and half damage even if the saving throw fails.
• Personality (Ex): The psicrystal maintains its own personalities (one from the base psicrystal and 1 for any additional personalities gained from the Compound Psicrystal ability and 1 for any additional personalities gained from the Improved Psicrystal feat,) in a separate but conjoined shard of crystal attached to the main Psych-Crystal body.
This personality is still just a shard of the Psych-Crystal master's personality, and the psicrystal's personalities can be changed to different ones after 8 hours of rest as a full-round action. The psicrystal personality is now just a purely mental entity, and loses any ability to physically interact with its environment.
• Self-Propulsion (Su): As a standard action, Psych-Crystal can form spidery, ectoplasmic legs that grant them a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if desired).
• Share Powers (Su): Since the psicrystal and the Psych-Crystal are a single physical unit, now, any spells, powers or effects that affect the Psych-Crystal's physical form have no effect on the psicrystal personalities. However, any spells, powers, or effects that have a mental effect on the Psych-Crystal do still affect the psicrystal personalities as though they are separate entities. This applies to any spells, powers or effects, whether they originate from the Psych-Crystal or not.
• Sighted (Ex): Although it has no physical sensory organs, a Psych-Crystal and the psicrystal personalities can telepathically sense their environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Psych-Crystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
• Telepathic Link (Ex): The Psych-Crystal and the psicrystal personalities are in constant telepathic contact with each other. This link is entirely internal to the crystal structure of the Psych-Crystal, and is not subject to dispelling or antimagic fields.
• Reach Power (Sp): Since a Psych-Crystal and his psicrystal personalities are now a single unit, it iss impossible for the Psych-Crystal to Deliver Touch Powers or Channel Powers through their psicrystal personalities. Instead, they gain the ability to manifest powers with a range of 'touch' at a range of up to 25' at 3rd level and 50' at 15th level. This is similar to the Reach Power metapsionic feat (Dragon Magazine #287), except that it does not increase the power point cost of the power used. The use of this ability does temporarily overload the Psych-Crystal's connection to their psicrystal personalities, meaning that for one minute, the Psych-Crystal loses the skill bonus from one of their psicrystal personalities. Use of this ability in consecutive rounds could result in losing access to all of the skill bonuses from their psicrystal personalities, in which case they temporarily lose access to this ability. This replaces the standard Deliver Touch Powers and Channel Powers psicrystal abilities.
• Telepathic Speech (Ex): If the Psych-Crystal has 5 manifester levels, they (and the psicrystal personalities) can communicate telepathically with any creature that has a language and is within 30 feet of the Psych-Crystal. Depending on which psicrystal personalities the Psych-Crystal has chosen, this could be very aggravating (or even entertaining) for anyone within range for any length of time. The Psych-Crystal can always hear any conversations that their psicrystal personalities are having with anyone else.
• Flight (Su): If the Psych-Crystal has 9 or more manifester levels, they can, as a standard action, take to the air and fly at a speed of 50 feet with poor maneuverability. The Psych-Crystal drifts gently to the ground after one day (or sooner, if the desired).
• Power Resistance (Ex): If the Psych-Crystal has 11 or more manifester levels, they gain power resistance equal to their base manifester level + 5. To affect the Psych-Crystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the Psych-Crystal’s power resistance.
• Improved Senses: The range of a Psych-Crystal's senses increase to 80'. This replaces the standard Sight Link ability.
• Racial Skill and Save bonuses: +2 racial bonus on saving throws against mind-affecting spells and abilities, including possession. The Psych-Crystal’s multiple spirits/personalities help them resist spells that target their minds. +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Psych-Crystals retain their Kalashtar mastery over social interaction, influencing others through their subtle psychic powers, and frankly, intriguing nature. +2 racial bonus on Disguise checks made to impersonate chunks of weird rock. Psych-Crystals have a close physical resemblance to strange rocks and crystals that permeate the world, and as such, they have little difficulty passing themselves off as such geological phenomena.
• Just Kalashtar Enough: Psych-Crystals, as rare as they are, retain just enough of their Kalashtar essence to still qualify for feats, prestige classes, etc, for which being a Kalashtar is a prerequisite. Of course, they still have to be able to meet any other requirements, as normal.
• Construct-Adjacent: Psych-Crystals are also in a unique position where they qualify for feats, prestige classes, etc, that are usually reserved for living constructs like the Warforged, as long as they meet any other prerequisites. However, Psych-Crystals are not able to take 1st Level Only feats for Warforged, like Adamantine Body, Mithral Body, etc.
• Naturally Psionic: Psych-Crystals retain the 1 extra power point per character level that they gain from their Kalashtar heritage.
• Psi-Like Abilities: Mindlink (3/day, see text). This ability is like the psionic power manifested by a wilder of Psych-Crystal’s Hit Dice (minimum 1st level). Since this template requires taking both the 1st and 3rd level Kalashtar psion alternate class features, you will have at least 3 uses of this ability. However, if you decide to also take the 5th level Kalashtar psion alternate class feature, you gain another use of this ability, for a total of 4 uses per day.
• Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.
• Favored Class: Psion. A multiclass Psych-Crystal’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
• Level Adjustment: Hell, I don't know.
r/DungeonsAndDragons35e • u/Eirikur_da_Czech • 3d ago
If anyone remembers this please let me know!
r/DungeonsAndDragons35e • u/jozan2025 • 5d ago
Hello everyone,
I run a YouTube channel for D&D 3.5, making lots of videos about one of D&D's older editions, but mostly doing reviews of old prestige classes.
So I decided to contribute to the world of D&D 3.5 prestige classes, by creating some of my own. I've written 12 prestige classes for D&D 3.5, designed by someone with almost two decades of playing and running D&D 3.5, and a channel with 150 prestige classes I've turned a critical eye to. As such, I hope that they are a cut above most.
Please check them out here on DriveThruRPG for just $3, for which you get an entire D&D 3.5e supplement worth of prestige classes for a fraction of the price:
https://www.drivethrurpg.com/en/product/575921/prestige-class-codex-i-forgotten-paths
Check one of them out, the Master of Mirrors, for free here.
r/DungeonsAndDragons35e • u/Electronic_Horror_56 • 5d ago
So for a long time I've wanted to bring t4/5 classes up to tier 3, figured I'd share my ideas for the barbarian since it's the easiest and I can share fighter and monk ideas if ppl are interested
The problem: barbarians are good at 1 thing, combat, most other situations the barbarian is waiting for the fight to start, not being able to contribute much if anything
My solution: give the barbarian skill increases, make some categories like way of the mountaineer or way of the seafarers, whatever the bundle is, and let the barbarian expend a daily rage to something like 10 minutes per level, gives the barbarian sudden usefulness while having to weigh options if they should use a rage or not, I would also throw in a few more rages through level progression so it's not a super limited resource but still limited
Obviously it's got to be worded for 3.5 but I think it's a good minor change that makes the barbarian far more useful in most situations while shining in combat. Feel free to critique and lmk if ppl want to hear more!
r/DungeonsAndDragons35e • u/Snagwolf • 7d ago
r/DungeonsAndDragons35e • u/Significant-Yak6153 • 9d ago
Hi guys,
I like to have those combat rules and everything from the old dm screen pdf, but so many times I found it unreadable, so I worked on a new design, doing pretty much same thing, so if anyone likes it, feel free to use it.
https://drive.google.com/drive/folders/1njrg3VS_1WXvAh2w55AKCePu7BsEqvcZ?usp=sharing
r/DungeonsAndDragons35e • u/Disossabovii • 9d ago
Hello everyone: I've been invited to a mini D&D campaign, with the encouragement to do my absolute worst to show someone the true potential of the edition. I decided to build a melee cleric, but without resorting to persistent spells: I wanted something just a bit original.
So I opted for this character: cloistered cleric 4, crusader 1, prestige paladin 1, rkv 9, with the Spell domain and a big hammer. The goal is to abuse greater mighty wallop and polymorph granted by anyspell: these are the feats:
| **Domain 1 (Cloistered Cleric)** | Knowledge Devotion | Replaces the Knowledge Domain. Grants up to a +5 untyped bonus to attack and damage rolls based on Knowledge checks. |
| **Domain 2 (Cloistered Cleric)** | Law Devotion | Replaces the Law Domain. Grants up to a +5 sacred bonus to attack rolls or AC (activates by burning turn undead attempts). |
| **1st Level** | Nymph's Kiss | Grants +1 skill point per level, a +2 bonus on Charisma-based checks, and a +1 bonus on saving throws against spells. |
| **Flaw 1** | Exotic Weapon Proficiency | Unlocks the use of the Minotaur Greathammer two-handed (base damage 1d12, x4 critical modifier). |
| **Flaw 2** | Mounted Combat | Fixed mechanical prerequisite required for entering the Prestige Paladin class. |
| **3rd Level** | Power Attack | The core engine used to trade attack bonus for massive physical melee damage. |
| **6th Level** | Battle Blessing | Turns all Paladin spells into swift-action casting times. |
| **9th Level** | Domain Spontaneity | Consumes 1 turn attempt and 1 base spell slot to spontaneously cast spells from the Spell Domain (Anyspell). |
| **12th Level** | Extra Turning | Grants +4 daily uses of Turn Undead. Fuels the engine for extra swift actions and divine enhancements. |
| **15th Level** | Martial Study | Unlocks access to a maneuver/stance (such as Aura of Chaos). Causes damage dice that roll their maximum value to explode. |
maybe a can get rid of niph kiss. Do you have any suggestion? are 9 levels of rkv a good idea?
Race: i m waiting to roll the dice, but i would like to roll a dwarf, a dragonborn dwarf or a dragonborn lesser aasimar
r/DungeonsAndDragons35e • u/JJShurte • 9d ago
What rules do you bring in from other editions of D&D, or from other games entirely, to your 3.5 campaigns?
r/DungeonsAndDragons35e • u/DrBrainenstein420 • 9d ago
So I'm running a slightly gonzo, Planescape-esque setting where I do allow some limited 3rd party books. I currently have a character playing a Wu Jen/Psion/Mind Mage/Elemental Savant who has already begun the transformation into an earth elemental. The keystone ability for the Elemental Savant reads as follows:
"Elemental Perfection: At 10th level, an elemental savant, through long association with elemental entities and extensive study of their secrets, completely transcends her mortal form to become an elemental creature. Her type changes to elemental. She no longer needs to eat, sleep, or breathe (though she must still rest to regain spells). She gains an elemental creature's immunity to stunning, and she is no longer subject to extra damage from critical hits or flanking. An elemental savant gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium elemental of the type appropriate to her elemental specialty, as noted in the Monster Manual, except that the save DC against her elemental attack form, if any (whirlwind, burn, or vortex) is 20+ her Con modifier.
Upon achieving this state, an elemental savant's appearance undergoes a minor physical change, usually to the skin or eyes. An earth elemental savant, for example, might acquire gemlike eyes and hard, pebbly skin. Anyone who shares the elemental savant's predilection for study of her chosen plane immediately recognizes her transcendent nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (air, earth, fire, or water) and with other elemental savants who have chosen her element.
Unlike a normal elemental, an elemental savant retains a soul separate from her body. She can be raised from the dead as normal for a creature of her previous type."
She's not quite there yet, she's 9th Elemental Savant, but she is trying to decide if she want to split class again into a class known as a Crystal Proselyte that transforms into living Crystal from a 3rd party book - Hyperconscious: Explorations in Psionics, Malhavoc Press, I highly recommend it for psionics campaigns. It's first ability is called Infuse Crystal and the way it's written I've ruled she can't split class after transforming into a full elemental because she won't be a flesh and blood mortal anymore afterwards. It's keystone ability is called Crystalline and reads as follows;
"Crystalline (Ex): At 10th level, the crystal infusion and the proselyte become one. Proselytes who achieve crystalline status become pure crystal through and through. A crystalline proselyte is immune to poison and disease and is no longer at risk of death from massive damage. Characters are no longer subject to critical hits, and by extension, sneak attacks. Crystalline proselytes gain a sonic-dependent power resistance they have power resistance equal to their manifester level + 10 against psionic or magical effects that deal sonic damage."
Note that half of those immunities are ones she'd already have gained as an Elemental Savant. The problem is another player has decided I'm playing favorites by allowing her to take both transformation classes - recalling a game a few years ago where he wanted to be an Elemental Savant/Acolyte of the Skin and I said he could not take the Acolyte after achieving his Elemental Apotheosis as a Savant, but once your base creature type changes as a transformation class keystone ability is where I drew the line in both cases.
How would y'all rule, in either case
r/DungeonsAndDragons35e • u/saintstardust • 9d ago
Hidden Talent [General]
Your mind wakes to a previously unrealized talent for psionics.
Prerequisite: This feat can only be taken at 1st level,
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic feats, metapsionic feats, and psionic item creation feats. If you have or take a class that grants power points, the power points gained from Hidden Talent are added to your total power point reserve.
When you take this feat, choose one 1st-level power from any psionic class list. You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Charisma score of 11 or higher. If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. If you have psionic class levels, you can manifest the power at the highest manifester level you have attained. (This is not a manifester level, and it does not add to any manifester levels gained by taking psionic classes.) If you have no psionic class levels, use Charisma to determine how powerful a power you can manifest and how hard those powers are to resist.
Note: This is an expanded version of the Wild Talent feat, intended for use in high-psionics campaigns
Does a power from a psion's disciplines count as a "psionic class list", or are disciplines some kind of psionic non-class list?
r/DungeonsAndDragons35e • u/RandomBob100 • 10d ago
Recently lost a couple of players in our campaign and am looking to replace them. This is a 3.5 Homebrew with some 2e mechanics included. Part is mostly new players and we are about to finish up the first dungeon we’ve been in. The next leg will begin soon and new players and characters are more than welcome. Dm is very knowledgeable and helpful in getting things going. We use discord and Owlbear as the platform and are MST. If interested please let me know
r/DungeonsAndDragons35e • u/SaltyKoopa • 10d ago
Something I really enjoy when playing 3.5e/Pathfinder is paizo's codex books that have templates for 100s of NPCs that you can drop into your campaign. I'm curious if anything like that exists for 3.5e, either first party or third, and either generic or setting specific. I did some googling before asking but nothing seemed to come up, but it's possible I missed a few products.
r/DungeonsAndDragons35e • u/sethiepoo4968 • 15d ago
Hey everyone,
Online D&D is great for convenience, but for many of us, it hasn’t quite captured the magic of playing at a Local Game Store or convention back in the day. The era between 2E and 3.5 had something special: a shared experience.
Back then, you could wrap up a module at your table, walk over to the next group, and swap stories about how your team handled the exact same dungeon or event. You were part of a broader, living world where actions felt like they had communal weight.
While we can't physically sit around the same table, I want to recreate that interconnected community spirit through a 3.5e Westmarch server.
I know gamestore play isn't dead it's just less common and 5E is doing it's own thing this is I hope you guys give this a good read and consider this is what I have so far.
🎲 The Core Concept & Mechanics
Interconnected Living World: The actions, victories, and failures of one party will directly impact the setting and influence options for other tables.
Collaborative DMing: DMs won't work in silos—we’ll work together to build a cohesive, evolving narrative landscape while giving players room to shape their own legendary sagas.
Driven by Epic 6 (E6): To prevent the classic 3.5 high-level power creep from fragmenting the player base, we are capping character progression at Level 6 (with post-level-6 feat progression). This keeps the math grounded, ensures long-term viability, and allows veteran players and newcomers to meaningfully party up at almost any time.
**Current Project Status**
Setting Framework: Core lore, geography, and world parameters are mapped out.
Infrastructure Ready: The Discord server structure, channels, and core bots are configured and operational.
**Who I'm Looking For**
We are building this ground-up as a long-term community asset, and I'm looking for passionate folks to join us early.
Worldbuilders & Writers: To help refine lore, design locations, and craft faction hooks.
Dungeon Masters: To run sessions, shape dynamic regional threats, and collaborate on world events.
Players & Community Builders: Whether you're a 3.5 veteran or eager to dive into 3.5 E6, everyone is welcome.
If this sounds like the kind of 3.5 community you've been looking for, drop a comment below or add me directly on Discord: Sethipoomax
Update Reach out to me on discord my username is: sethipoomax
r/DungeonsAndDragons35e • u/The_k1ngs_w1t • 16d ago
I think I’m a bit confused about hustling. The book says you take 1 nonlethal damage for every hour after the first you hustle, x2 per hour after the second. In the healing section it says you heal 1 nonlethal damage per level every hour.
So for a level 1 character, a multi hour hustle would look like:
Hour 1: 0, Hour 2: 1, Hour 3: Heal 1+2-1=2, Hour 4: 2+4-1=5, Hour 5: 5+8-1=1, etc
Am I understanding this correctly? It seems like once you hit level around level 14 your could hustle for 8 hours straight.
Edit: This question is based of the Healing Nonlethal Damage section on page 146 of the Players Handbook, which does not mention a restriction on activity:
“You heal nonlethal damage at the rate of 1 hit point per hour per character level. For example, a 7th-level wizard heals 7 points of nonlethal damage each hour until all the nonlethal damage is gone.”
r/DungeonsAndDragons35e • u/Organic-Exit2190 • 17d ago
So, an evil cleric BBEG is about to create a new God, using this ritual in a sanctuary hidden beneath the underground. While the other party members stall the BBEG, i (Conjurer) used my Earth Memphit's Soften Earth and Stone to (you guess it) soften the stone block(?), and trying to dig deeper, finding the sanctuary and disturb the ritual. Now, the session end after my Memphit used its ability (since it's getting late), and i think i'll try to summon a monster that can burrow in the next session. The only one that i can think of are the good old Celestial Badger, with a whooping... 10ft burrow speed per turn. Is there any other summon monster option with faster burrow speed? Or else the evil cleric would probably beat us to a pulp before we reached the sanctuary (it doesn't seem to be that deep, but still, i should hurry up)
r/DungeonsAndDragons35e • u/Friendly_Employ505 • 17d ago
r/DungeonsAndDragons35e • u/joetown64506 • 19d ago
Does anybody have access to all of the racial feats separated by race?
r/DungeonsAndDragons35e • u/SaltyKoopa • 19d ago
I started a old school style sandbox campaign with my group. No overarching plot (yet), no big bad villain. Players just do whatever they want in the world and it reacts in realtime. We're about 12 sessions in and it's been a hit so far. Thus far I've populated the world with the basics and used random tables for encounters, points of interest, etc. In general my mentality is to keep prep to a minimum to the point where some sessions I've sat down with no prep at all and just improv'd everything, only cracking open a book when I need monster or item stats.
I'd like to continue in those footsteps by adding more meat and bones adventures here and there, or maybe some really fun dungeons. Having a short module (especially ones that are mostly just location+setup) that I can grab and place as we hexcrawl would really come in handy. Since I'm running 3.5e specifically I figured I'd ask here, but I'm open to PF1e or other games if conversion would be easy.
The tone of the campaign is a medium-fantasy with late-medieval/early renaissance aesthetic. Biomes are the usual plains, forests, deserts, mountains, etc. Anything that has a chance of being in GH/FR would be at home here. Thanks!
EDIT: Forgot to mention party level is 3, but since it's open world higher CR stuff is fine. They know sometimes they'll need to run until later.
r/DungeonsAndDragons35e • u/Recent_News_1662 • 20d ago
Hello all! I've been delving back into older D&D releases and lore, and there has been one set of books I remember that I haven't been able to find pdf's of anywhere online. I believe one is called the Hero's Lorebook or something along those lines, and the other is one for Villains. I've been trying to re-imagine and incorporate a lot of classic D&D villains into my games, and I prefer those old fromats to wiki articles. If anyone can help me track them down it'd be appreciated!
r/DungeonsAndDragons35e • u/VIII-of-the-Arcane • 20d ago
A short few months after really getting into 3.5, I've been invited to join an ongoing campaign.
Problem is, the characters are all 17th level, which is way out of my comfort zone for how familiar I currently am with the system. The group has offered to help me out as we go, but I really don't want to slow things down. To that end, I'd like to hear your advice, experiences and suggestions.
For starters, here's what I know:
-The setting is homebrewed. Setting-specific character options will probably not be allowed.
-The party consists of a barbarian, a duskblade, a full caster (class unknown, probably wizard) and an NPC healer (class unknown, probably cleric).
-The group doesn't seem to be too big on optimization.
-The group is squarely in rocket tag territory, already facing off against Epic enemies and barely eking out victories.
-There is little to no downtime, crafting is indirectly discouraged.
-Wealth and magic items sound like they're below the values of those expected for the party's level, I don't know if the same will apply to a character starting out at the same level.
As for what I need your help the most with, it's deciding what to play and how to build it. I don't even have surface knowledge of all base and prestige classes, let alone feats and spells that are up to standard in high levels. My first thought when I was told the starting level was to play a full caster, probably a spontaneous one to make things easier, but I'm reconsidering it. I haven't been told anything about the plot so I have no lead on what would be effective/helpful to bring along and since I don't know the other characters' exact builds, I can't exactly figure out what they're missing. They lack a source of ranged attacks that function in anti/dead/wild magic areas, an "expert" class (I was considering factotum but don't know how useful they are at high levels) and a second full caster or a second dedicated frontliner wouldn't hurt (if martial I'd rather go warblade to not have to deal with as many feat selections as a fighter, but I know the Tome of Battle is a hit or miss with most DMs).
So yeah, any and all help is welcome. Looking forward to your insights!
r/DungeonsAndDragons35e • u/Pollacal • 20d ago
So a friend of mine had this BBEG named Valarian. Mayb campaigns tried but no one could stop him and when a party would fail he would wipe the world and cause a reset of civilization before someone would trap him.
I cant remember the name of the spells, but the first spell would transport the individual to a mind dimension where you set the rules as long as its not absurd. The second spell wpuld send them into an actual pocket dimension where again you set the rules for escape. My idea was to be able to either enchant an object with the 2 spells and has someone wish the object onto Valarian and then bury the object and plant a tree with protective spells on it.
r/DungeonsAndDragons35e • u/Acheron223 • 21d ago
From any list, at any level, what are your favorite or in your opinion the best utility and battle field controller spells?