#SnowWolf's Random Brews | A World of Frost and Fangs

1 messages · Page 2 of 1

heady sequoia
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flavor wise I mean

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its not like this rogue is neessarily the "I get the jump on enemies" kind. can be played that way, but not necessarily

slow marten
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could do something like effective invisibility for the first turn, as you're so bright that they can't look at you

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but now I kinda want to build an operative who just tosses flashbangs into every room

heady sequoia
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lol I could move the flashbang down to 13th. I just think the at will flashbang at 3rd would be much

severe tree
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it would be

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but not if it was only on you or one enemy at a time

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OR

heady sequoia
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the end of your turn duration

slow marten
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it's not even really at will if it's only at the start of combat

heady sequoia
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could work for that

severe tree
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something like that

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save and they’re immune

slow marten
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yeah, only you+save seems balanced

heady sequoia
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the other option is marking them with the Light cantrip (basically an item they hold or something)

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but its kinda just... inquisitive 2.0?

severe tree
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blinding at the start of your turn and until the end of your turn is pretty meh right? let me look up the condition

slow marten
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also Fairy Lights. But could work as a BA

heady sequoia
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my problem is more that I wanted this rogue to be basically fighting openly in light

severe tree
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DA on attacks made, which would only be OAs, advantage on attacks against it

heady sequoia
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the flashbang is fine, but the fact that hed have to kinda shut off and on the flashbang Light is a little

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silly lol

severe tree
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which would negate the level 3 bonus as it currently stands

heady sequoia
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and not what im goin for kinda

severe tree
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and then auto fail sight checks

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so you want a rogue that’s always in bright light combat?

heady sequoia
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the light is what makes their Sneak Attack radiant, so kinda yeah. But im still open to other ways of doing it (like the flashbang, its neat definitely)

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just that the flashbang is kinda clunky

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and a little silly

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though tbf im coming around to its flavor weirdly, like its a pre-smite XD

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like glowing your sword before you hit

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clunky cause youd have to shut off Light everytime

severe tree
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to me the core of rogue is not standing toe to toe in the light, it’s slinking back and forth

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do you see a thematic way to adjust that?

heady sequoia
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see I understand that, but I think thats the base rogue

slow marten
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If you are not surprised at the start of combat, you emit brigth light to a range of 30 feet during the first turn. You are considered invisible to any creature within this light

heady sequoia
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which is why I wanted to lean into the Light more

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because the base rogue is already about Hiding and stealthing

severe tree
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I guess I’m less worried about the light / dark so much as a d8 in light armor staying in melee

slow marten
severe tree
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so I think you can have it fight in the light

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but it still needs to dance in and out of combat or it’s going to get munched

slow marten
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Like, I get making "not your standard Rogue", but it should still use the same base mechanics

severe tree
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holy or not 🙏🏻

heady sequoia
slow marten
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like, say you want a Pacifist Fighter, so you have them issue orders to allies instead. Then you make the orders replace attacks, so that the subclass still scales with Extra Attack

heady sequoia
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but that does come late

severe tree
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while in bright light, you can attempt to Hide while using the Disengage action from your Cunning Action feature

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‘blind’ enemies to your presence

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you’re still in the light, but you’re not getting creamed by the ogre

slow marten
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well, or simply "you can use Hide when in bright light". That's already pretty strong

severe tree
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yeah, that works too

heady sequoia
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usurp the ranger

severe tree
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either way you need to lean on the light stuff for defensive purposes

slow marten
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tbh I think I prefer the flashbang

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fits the flavor of a surprise raid, but also makes sense with Rogue in general, and Assassin is weird anyway

heady sequoia
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I am coming around to the flashbang as mentioned

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due to kinda flashing the Light onto your weapon kinda flavor

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but the clunkiness is still a little problem

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needing to shut it off

severe tree
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close your eyes for 5 minutes and then turn a flashlight on them when you open, you’re blind as hell for a second

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I think you can do it as the first time a target comes into contact they’re blinded for a short time, and then immune for 1 minute or something

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so it’s not necessary shutting off as much as acclimating to it

heady sequoia
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oh I meant shutting it off to continue sneak attacking against them

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cause like, if it works just once kinda sad and I'd probably go back to the original flashbang to let everyone get the jump lol

slow marten
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well that's still advantage on attacks during your first turn, and being partially untargettable. Sounds enough if you ask me

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Could have bright light change your sneak attack dice into d8s (or more realistically rerolling 1s)

severe tree
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looking forward to seeing the next draft! I think leaning on a blind type effect at 3 is the move

heady sequoia
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@severe tree @slow marten other than the flavor thing, is it balanced?

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Just wondering

severe tree
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probably on the weak side since the 9 feature is more of a niche

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reaction to heal takes away possible OA double sneak shenanigans

heady sequoia
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Hmmm

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replaces the heal

slow marten
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pretty flavorful

heady sequoia
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the boss fighting this rogue: "put him in DIM LIGHT minions!"

severe tree
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lots of flavor, might be too strong?

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not sure

heady sequoia
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I was thinking that it was too strong yeah

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might do half prof for both?

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as a rogue youre typically on light armor so thats 12+dex max, not using a shield usually so with Wis its 22?

severe tree
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how likely are you to have 20 dex and 16 wis by 13?

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I’m just realizing we did similar stuff with light vs dark

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you have a bright light rogue and I have a dim light / darkness paladin

heady sequoia
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or at least what the game assumes

severe tree
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I thought about it for a while and it’s probably not too strong as is, considering you’re not likely to be leaving melee much and could use the boost

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depending on how you adjust the 3rd level feature, that is

heady sequoia
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Bright light both target and you triggers sneak

heady sequoia
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The Power Tools Artificer. You want a chainsaw? HE'S GOT A CHAINSAW

severe tree
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weapons are too much damage, aren’t they?

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I like the theme otherwise. is the point of the 9 feature just to add versatility to your options?

heady sequoia
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Arti upgrade technically. I mean, Artillerist does 1d10 + 2d6 per turn minimum. This does maybe like .5 more with the Int mod but is melee

severe tree
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that takes up their BA as well though right?

heady sequoia
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Yeah it does, but youll also be able to spell + that 2d6 BA on your turn

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This one cant

severe tree
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this one can searing smite BA into a big truck of damage after though

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if it were me, I think I’d add a neat little effect usable as a BA that does damage and a condition or something , and then normalize the damage of the weapons to 1d10 or something

heady sequoia
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Fair on that, but its still boost that the arti gets I think. If I gave them normal weapons I dont think itd fit. Armorer gets heavy armor + weapons with alt damage + they can be ranged + have properties that are pretty strong

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Idk I kinda like the massive damage weapon as its unique

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Might turn down the drill to 2d4 tho

severe tree
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fair enough! I just see powergamers dipping this at 3 and becoming awesome

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hard to balance around those types

heady sequoia
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Yeah definitely, but why havent they dipped 3 for sneak attack yet?

heady sequoia
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Itd be mage armor + shield of faith and still having a 2h chainsaw lol, and might equalize it with armorer too much

severe tree
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that’s a lot, I agree. also kinda blurs the line between this and armorer

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more I read this, the more it’s kinda just neat weapons and not much else. I think you can lean into the tool aspect a little more and even do some more field control stuff

heady sequoia
severe tree
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makes sense, I guess I was reading it as power tools over power weapons

haughty heart
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I saw you say you wanted them to have out-of-combat utility, so what if the Chainblade allowed you to deal double damage to constructs and structures made out of wood and the Drill Spear gave you the ability to move through stone, as if burrowing, but taking a little longer to make it balanced?

heady sequoia
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Current status for each weapon

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Experimental, but added 2 ranged weaps from Reboomus's suggestion. Locked to 9th to keep the melee focus

haughty heart
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Out of curiosity, why did you not give the Chainsaw the Siege trait instead of giving the Pole Driver two out-of-combat traits?

heady sequoia
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It felt more appropriate, mostly cause a Chainsaw doesnt usually cut through harder material than wood, while a pile driver is gonna bash through many things. I can definitely throw Siege on wood to Chainsaw, just thought I go for something different

heady sequoia
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Feel free to comment on the weapons! If youre wondering about 9th only having 2 options (enhanced and radiant) I have 1 more option (blacksteel) ready and another 2 that Im gonna post for review here

severe tree
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pressure washer lmao

heady sequoia
random urchin
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power tooler is so much better

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Power Tooler
Power Tool
Tooler Spells

the rest are fine

heady sequoia
heady sequoia
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Some Arti infusions I made, partially to let the Power Weaponeer have a few more choices, though I included more that fit with the "custom weapon" theme

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I still have one more I think is already balanced, the Blacksteel Weapon patterned after Radiant Weapon

heady sequoia
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Or its strong enough as is

topaz seal
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I want to look as this because I love new Arti options, but I am having a busy AM at work.

topaz seal
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Defender Weapon is a pretty cool idea. Resizing weapon gives me images of Cloud's Sword from FFVII 😄

heady sequoia
topaz seal
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The only thing you could clarify is once a weapon is Oversized, it cannot be OVER Oversized. I can see someone trying to cheese that.

heady sequoia
unique flame
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I love third arm.

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It's super flavourful, rewards clever applications and isn't OP.

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I'm considering adding it to my game as a magic item somehow.

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Reverberating instrument I don't really get? Can artificers cast with an instrument?

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Also does the concentration thing happen to the check made as a result of the instrument's damage, or the next one after that?

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And as a minor addendum, I think it would be nice to let it deal piercing or slashing damage, too.

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Some instruments would feel a lot cooler as hidden blades imo.

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I'd feel a little silly whacking someone across the face with a violin.

topaz seal
unique flame
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Gloves of the iron fist are cool, but I wonder if maybe the skin colour thing isn't quite doing what you want?

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If the idea is that they're concealable, why not just make them be able to go invisible or something?

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Because there aren't any clear rules in 5e for not noticing a glove of similar colour to your skin.

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Resizing weapon is a very fun concept, but I'm not quite sure I can think of a good use-case.

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I'm not sure there's any common situations where you would want to switch between using a finesse or a heavy two handed weapon.

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And defender is just a more powerful replicate magic item but for only one time, so yeah, no notes there.

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It's good.

heady sequoia
heady sequoia
unique flame
heady sequoia
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Easier to bring around a literal instrument than a weapon

topaz seal
heady sequoia
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As written it affects the next, so if they are concentrating its immediate but if they arent yet itll happen if they try. Idk if thats how it should work I kinda just wrote it like that lol

heady sequoia
unique flame
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Ahhh, true.

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Is there a similar benefit for shrinking it?

heady sequoia
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Shrunken is revised to remove Heavy, but it does explicitly allow BA attack so a d10 2h Finesse with a BA attack (shrunken Gsword) happens

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Could give it Light instead, allowing it to dual wield lol

unique flame
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I can see how that'd be useful.

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Idk, I think maybe I was hoping it would be more dynamic.

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Something where the same character would be motivated to switch between them.

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But that's more personal preference on my account.

heady sequoia
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my games would have a minimum crit roll of 13 with this

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What do you think FishBus?

unique flame
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Ooooh.

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It certainly has more to it.

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Though that does also mean it seems a lot stronger.

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But I very much like the idea of knocking people down with an oversized weapon and then shrinking it and going for the armour joints.

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Definitely I think auto-prone on hit is too far, though.

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Gotta be a save at least, right?

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This is really cool, but I don't wanna let that get me carried away from balance lol.

heady sequoia
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I could just remove the +1, then give it back at 14th or 18th

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Yeah the auto prone might be much tho

heady sequoia
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So its a shove contest

unique flame
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Interesting.

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Is there a reason it shouldn't just be a Strength save against artificer DC?

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I'm comparing this to other features that let you prone on attack.

heady sequoia
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Thats possible too, but partially thinking of letting the wielder's strength factor in to how strong the "shove" is

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Could def do arti save dc. It has a precedent in infusions

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The additional attack from double Light should have "once per turn"

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Or actually, to work with Action Surge "once when you take the Attack action"

heady sequoia
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Might be a dumb idea

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Path of the Rhythm Barbarian, an unarmed strke Barb that uses no damage die

wild jacinth
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Either you get a good round and stockpile a bunch of damage or you're useless

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But the concept is fun

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I mean, con saves are good for barb but they are meant to be taking damage all the time

heady sequoia
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Which would scale your damage a lot

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And at 6th you can reliably aoe since you regain notes on hit

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Well you have to build up the points first at least

heady sequoia
wild jacinth
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better

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so, 1st turn it'd be 2*2 (4) + 4 so 8

heady sequoia
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Yeah then rhythm builds everytime you hit, encouraging you to reckless and ramping up your damage

unique flame
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Oooh, I like the idea of a sort of combo builder thing.

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Spending the points to get extra effects makes perfect sense from there, though I'm not sure the effects are all as strong as each other.

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Pitch Perfect is unique and fun.

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Beat Master I'm not sure about.

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As I understand it, the only way to make 4 or more unarmed strikes with this class is to use swipe or hold note.

heady sequoia
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Yeah Im not so sure about that last one too tbh

unique flame
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And a critical hit from an unarmed strike doesn't actually deal any extra damage, since there's no dice involved.

heady sequoia
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Eyy thats why theres the clause that you double rhythm points when determining damage for crits

unique flame
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In fact, it deals less than it would if you hadn't spend the points to get enough attacks.

unique flame
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Hold on, brb.

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I'm mid-pull-ups.

heady sequoia
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Yeah thats true tho, thats the feature im iffy on as well

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Lol get those gains bro

unique flame
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Okay I'm back. :)

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Yeah maybe change Beat Master.

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Though that leads into my big thing I would suggest.

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I think Rhythm Fist doesn't have enough interactivity.

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As I understand it, you deal more unarmed damage the more times you hit.

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And you can lose them if you lose your rage or concentration.

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My concern is that the player doesn't have any new choices to make.

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They just attack, and hope they roll good con saves because there's no way a barb is gonna avoid getting hit and still keep their rage up.

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I think these kinds of combo-building moves are a lot easier to do in video games, where getting a hit comes down entirely to player skill.

heady sequoia
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Mmm yeah the decision making was shunted to 6th

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It was part of the base originally but I wasnt sure if it would be much

unique flame
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And even then, you need to spend at least a turn or 2 just hitting before you can do much with the 6th level feature.

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And those effects, while nice, are just different ways to make more attacks or make your attacks hit.

heady sequoia
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The other idea is to have other combat actions affect it

Dodge = +1 rhythm
Disengage = cant lose Conc

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Something like that

unique flame
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Ooh, interesting.

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Maybe you could angle it more as a gambling kinda mechanic?

heady sequoia
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Wait better

Dodge = gain rhythm when an attack misses

unique flame
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Like spending the points is 'cashing out,' as opposed to pushing your luck at the risk of losing them.

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Interesting.

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I really like that but I don't think it fits as the main 3rd level thing.

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I think the core points and their damage needs to be more interactive somehow.

heady sequoia
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I think im more interested in the ramping than a smite cash out, but I will consider it definitely

unique flame
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That's fair.

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It doesn't quite fit the theme.

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But I strongly believe you need an active choice for the player to make at 3rd level.

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Also, could it maybe also work while using an instrument as a weapon? Pure fanservice, but when I read the name I immediately thought of an orc hitting people with a lute.

heady sequoia
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Tbf tho some of the barbs are like "BA to damage more" or "you have claws now" (tho beast barb does have a decision point when you start rage)

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Bear Barb is "resist everything" and thats kinda it

unique flame
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Bear barb I'll give you. Though I do think the sheer breadth of extra resistances feasibly does give it some new options.

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Zealot I think is fucking badly designed, frankly.

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Boring features, some of which actively lower the tension of the entire game and rely on other classes to happen reliably, plus a lack of adherence to what should have been a cool flavour.

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You've already done better than that.

heady sequoia
unique flame
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Oooooh.

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I like the direction.

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Making you just like, better at everything as it builds.

heady sequoia
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Well mostly attack and Dash lol

heady sequoia
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instead of the typical dragon colors, I honed in on chromatic, metallic and gem dragon as a basis

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It also has 3 exclusive blood curses, for each of the dragon types

rustic abyss
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Though I do think every subclass should have at least one utility or flavor feature, so ill just throw this one out there for funsies:

Eye for Value
3rd or 7th level Wyvern Order
The blood of dragons has moved from your body to your mind, infecting your eyes with the splendor of riches. You are proficient in the Investigation skill.
Additionally, you have advantage on Intelligence (Investigation) checks to discern value, quality, or hidden details, of items.

heady sequoia
rustic abyss
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Bloodhunter gets a fun but useful flavor feature for inspecting their loot, and can easily find and estimate the vakue and some hidden parts to them

rustic abyss
# heady sequoia OK so returning to my BH brews, I wanna finish my Elemental one but got struck w...

Also just gonna point in something- in lore bloodhunters undergo these transformations to become more like what they hunt, meaning bloodhunters of this are trying to kill dragons.

Though the name, order of the wyvern just slightly ticks me a bit, because Wyverns in the dnd canon are considered a lessers dragon, and not even in the main lineup. I know this is an, erm actually, moment- but im going somewhere with this. The hunters dont even share any traits with wyverns themselves with the features.

So I propose a name change- considering wyverns are not a great dragon for the thematic (in my inconsequential opinion...), and this order is about people hunting dragons...

Order of the Wyvern -> Order of the Dragonslayer

heady sequoia
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Yeah so Wyvern was mostly cause it sounds cooler

rustic abyss
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Order of the Scale and Order of the Titan could also work

heady sequoia
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And like everything dragon has done "Draconic" "Dragon" already

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But yeah I see what you mean XD

rustic abyss
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ye lol

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just my own pet peeve, if you like order of the wyvern you have every right to keep it that way

heady sequoia
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Plus I use some of Amellwind's MH convertion so I have Huge wyverns, a la Rathalos and stuff so at least it makes sense in my setting XD

rustic abyss
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Order of the Wyrm
Order of the Scale
Order of the Serpent
and Order of the Breath
are my suggestions

heady sequoia
unique flame
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I really really like this.

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I'm not very up-to-date on Blood Hunter, but it has strong flavour and identity.

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The dragon blood transfusion idea is great thematically, and makes perfect sense for a blood-magic user when dragon blood is already established to be magical.

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I think the Sapping effect of Apathetic is too strong, though. And the gem dragon teleport seems just strictly better than the chromatic dragon's movement speed buff.

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Also, just to be nitpicky: some of the draconic breath weapons traditionally call for con saves rather than dex, which I think would be nice to have.

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I'm also not convinced about Rite of the Apathetic or Wyverian Physiology as names.

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Like, are you cursing someone with a lack of enthusiasm?

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And I think it should probably be Wyvernic, not Wyverian to match with draconic.

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That's all I can think of though, overall this is really good.

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I would totally play one if I was gonna be a blood hunter.

heady sequoia
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The LA removal... its denying basically 1 attack which I think is fine?

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The teleport is once per turn, while the movement speed increase affects your fly speed and is affected when you Dash

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Or a tabaxi I guess

unique flame
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True, but teleporting is better than flying, and you need to dash a lot less than you need to disengage, which a teleport is essentially a better version of.

heady sequoia
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Mmm fair, I was thinking 20 might be much but I might go with 20 feet then

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As for the Con save, Apathetic has a Con save for that reason. I could do a table for the save types, but i felt that would be a tad messy

unique flame
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That makes sense.

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Idk, I guess I just feel bad that more shit is turning into dex saves.

heady sequoia
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Ahahaha yeah I do agree but it is a breath weapon and those are traditionally dex saves by default

unique flame
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Well that's what I'm saying, they're not.

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White and green dragons both have con saves.

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Some metals too, I assume, but I haven't got their stats in my brain.

heady sequoia
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Yes Poison and Cold are Con saves usually

unique flame
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I totally understand it as a neatness thing, but personally it does just bum me out a bit I guess.

heady sequoia
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But I didnt want to make it messy for one damage type

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Hmm lemme check the gem dragons tho

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Otherwise Apathetic is Con at the very least, like the metallic "slow" breaths

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Apathetic as a name, its a Rite not a curse, technically the names are "Rite of the Oracle" "Rite of the Flame" "Rite of the Roar" so im trying to follow the pattern and felt Apathetic works as like a "slow" descriptor

unique flame
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I see.

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Maybe Rite of the Numb?

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Rite of the Stupified?

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Rite of the Blazed?

heady sequoia
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Numb works well

heady sequoia
unique flame
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Honestly I'm pleased with that. There are too many dex saves in the world.

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I really do like that. It gives more weight to the options.

heady sequoia
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It actually helps out Oracle, it goes for a less common save, making it an attractive option over Roar's thunder damage (traditionally a slightly more optimal pick)

heady sequoia
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Oh man... have a shitty attempt at a class incoming...

haughty heart
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You have piqued my interest by saying it was bad.

heady sequoia
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Lmao we shall see, I'm still trying to finalize the first 5 levels and the subclasses

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Im super hung up on my subclass levels rn

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3 10 15 18 XD

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I was going for 7th but I felt like I had other things to put there

lament egret
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3 to 9 is harrsh with rogue

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3 to 10 seems cruel

heady sequoia
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I might go exactly ranger's subclass levels

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3 7 11 15

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or 3 7 10 18

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10 18 seems really bad tho

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but I think the cleric is worse there

heady sequoia
lament egret
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I like at least 1 in the first 3 tiers

heady sequoia
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does 3 7 10 15 seem good? maybe 3 7 11 18 might be better, that way the subclass handles a tier shift

lament egret
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Yeah. I like 4 total

still herald
heady sequoia
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OK so

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I'm not very very confident about posting this in the main channel yet XD

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buuutt

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Here's my attempt at a dancer class hahaha, rather than the first 5 levels I have the first 6 levels here, with names and plans for the remaining levels in mind.

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Primarily the two main mechanics are Dance and Momentous Attacks

Dance is patterned somewhat off the fire emblem "gain another turn" dance, and is flavored as the dancer's moves influencing others during combat. It is limited in two ways, requiring you to do the exact action you want to grant, and not being able to use the damaging actions of attack or cast.

Momentous Attacks are a damage boost that plays off 5e's bounded accuracy expecting you to miss about 35% of the time. Usually you gain nothing on a miss, but the dancer takes a miss and turns it into a buff. The damage is less than hitting a weapon attack, but since you will eventually miss you should overall have better damage due to "making up" for it. The spell slot burn is actually an add on to allow for turns where you don't attack, but Blade Dance was added to help with that so I'm not sure if the spell slot burn is fine.

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It's probably bad one way or another so go easy on me XD

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inb4 pole dancer subclass

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the first 6 levels are there btw due to Avoidant being fairly notable, so I wanted feedback on that as well. Might be a bloated level 6

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All the flavor and intro text is a WIP but I had fun writing those catblush

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Also Urbosa

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Also it has no cantrips, as it has a martial lean and default EA, but uses spellcasting at 1st like arti cause it feels like it just makes sense? And also eases the level 2 bloat

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As for spells, I might make a few dancer exclusive ones, but that's later down the line. Spell list is at the end

heady sequoia
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Another thing im unsure of is the Unarmored AC not including the shield. It makes sense mechanically, but I tend to see a lot of dancing fighters with shields or at least bucklers

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Mechanically it uses the dancer's two main abilities, so like the monk it shouldnt use a shield

heady sequoia
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Also left 9th, 13th and 17th blank like pally and ranger as well, but 17th got filled as a tier shift momentous attacks

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I felt it was a small enough boost but idk really. But thats future me's problem, not part of the first 6 levels

heady sequoia
heady sequoia
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If anyone is interested, feel free to join the post!

heady sequoia
heady sequoia
heady sequoia
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So this is tangentially related to the Dancer, but as I was writing down some dance and song spells, I thought of a mechanic for them. What do you guys think? Is it viable as a replacement to Concentration, or is it too strong?

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Basically, while ritual adds 10 mins of casting time to produce effects without expending a slot, performance lets you replace concentration with a constant drain on something you can do. Singing halts a lot of casting, dancing slows you down, and playing takes your ability to fight or use items. This mechanic will be primarily for the bard or dancer, but technically could be taken by others if they sneak in an instrument prof

sharp sphinx
#

also i feel like bladesingers would greatly benefit from that

heady sequoia
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I guess the last sentence should say "more than two" lol

heady sequoia
heady sequoia
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Anyway barring bladesinger, would it be "balanced"? Yes this does unlock double concentration at the cost of a single musical instrument prof, but maybe the drawbacks (and I would guess how easy it is to stop the performance) might balance it out? Also the fact that this is mostly for bard and dancer?

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Might depend on the spells I guess?

sharp sphinx
heady sequoia
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definitely yeah, I mean its definitely a power up, just wondering if it would be gamebreaking or not

sharp sphinx
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it would need a bit of playtesting to figure out

heady sequoia
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also its like ritual where its a tag on certain spells

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so might depend on the spells

sharp sphinx
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let's hope sorcerers won't take it

heady sequoia
#

lets say... Otto's Irresistable Dance gets the tag

sharp sphinx
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quad concentration

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unless i forgot how twinned spell concentration works

heady sequoia
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so like a spell could be both performance and conc

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or a spell could be only performance

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So I would like to know if this mechanic seems reasonable, and which approach would work better if the mechanic does seem good

willow reef
#

Okay first off

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The concept of the Performance makes me feel like it's supposed to be used at the back lines, which I'm not sure if that's the focus for your dancer, but aside from that...

heady sequoia
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Nah dancer be in melee

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most of the spells this is tagged on (homebrew for now) are aura-like or radiate from self

willow reef
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This feels like the issues Bladesingers have then, it feels like you should be in the back rows when on surface you're meant to be fighting in the thicket of things

heady sequoia
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and only Irresistable dance so far is planned to get the tag from the official ones

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danse macabre is being considered lol

willow reef
heady sequoia
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bladesinger is a problem because its on a wiz chasis and can fight effectively at range

willow reef
#

I was picturing a ballerina causing ice spikes while they tap dance fromna distance tbh

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Apparently we have very different images of a dancer caster, haha

heady sequoia
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the dancer's features require 10 feet range, using finesse melee weapons

heady sequoia
#

I dont think thats very unique

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so in contrast I leaned into movement

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the dancer uses the very momentum of their dance to strike hard

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a miss is a hit waiting to happen for them, misses buff their next damage

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and their Dance ability is like a "lead dancer", they lead others to follow their moves

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You can already flavor other casters as dancing from afar to cast spells, so I wasnt interested in "dancer fullcaster" since I couldnt think of anything unique about it

willow reef
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I think the only issue I see atm is the dancing move

It's making you unable to attack, cast spells, and all you can do is move so it's a less appealing performance to take imo

heady sequoia
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dancing actually allows you to attack

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playing prevents it

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since youre playing your instrument (is the image)

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you can still dodge and help and stuff at least, might be worth bein able to talk and cast verbal spells for the bard (dissonant whispers and BI for example)

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and move at full range

heady sequoia
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Its a very close quarters thing

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And in video games, dancers or dancer like characters are often using swords or the like, very rarely far from combat despite their frailty

willow reef
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Yeah, I meant playing

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Sorry had to go and didn't recheck what I wrote

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But wouldn't flutes and the like take up V components?

heady sequoia
heady sequoia
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We'll get back to Performance later, but for now, I have a few spells for the dancer (class over at #1134104200398262282). What do you think of these?

I'm thinking of giving Lock Step an option to mirror or copy, mirroring would essentially make them move opposite you, if you move north they move south.

wanton bluff
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I feel like swap step should be a BA - Competes with misty step, which allows for a much greater deal of flexibility on where you position yourself.

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Also slight wording thing, but I'd specify "Willing creature" over ally ¯_(ツ)_/¯

heady sequoia
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Yeah I was thinking of it as a BA, but I figured that it being like a double teleport might make it strong. But I can def bump it down to a BA

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Oh yeah I wrote that one in bed sleepy XD

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Lightning Rush I was thinking whether to give it Thunder Step's "Carry one other person". Theyre the same level after all

wanton bluff
heady sequoia
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true

wanton bluff
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Hahaha lockstep is fun

heady sequoia
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thunder step notably deals its damage from the space you left, so its a retreat tool. lightning rush does so in a line starting from where you are, making it an engagement tool

wanton bluff
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Ah my bad

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Classic case of me skimming text biting me in the ass

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(Yesterday, I gave my spellcaster 3 pearls of power since I assumed they were consumed on use xd)

heady sequoia
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Nah youre right, im just pointing out why I made it and how its use case is different

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line is harder to aim than radius for sure

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so thunder step is preferable from a damage dealing perspective

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does make me think whether I should increase lightning rush's range to thunder step's tho lol

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its a sidegrade, but in a sense that the uses are slightly different

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and also lightning bolt vs fireball line vs radius lol

wanton bluff
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Hmm 🤔

I think it's fine as is, I kinda like that the range is shorter - As you mentioned, its meant for engaging enemies, which often requires less movement than getting away from them

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Lock step seems fine to me, balance wise. Personally, I wouldn't mind an on-succeed effect (Halving movement speed for a turn?), but that's just personal preference against save-or-suck single target, and not super needed.

heady sequoia
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Yeah I actually am thinking of an on succeed effect

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Half speed sounds great

wanton bluff
heady sequoia
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Mmmm right actually. Its a Leap Crush Leap rn

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I was thinking of an "earthbind"like effect of pushing flying creatures to the ground so thats why its a cylinder

wanton bluff
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That's a pretty neat visual

heady sequoia
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Was thinking whether I should reduce damage for that

wanton bluff
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Wouldn't be a bad idea, yeah

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Actually, I'd consider reducing the range

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Eh, actually scratch that

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Was comparing it to dimension door, but I forgot that DD teleports and this doesn't

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I think a range decrease still might be good, but for other reasons

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4th level is where spell balance gets a bit tricky for me tbh, my advice would be to clarify the effects, and tune down both damage and range a smidge

finite berry
#

Ignoring balance, those spells look quite spicy (I like them)

heady sequoia
wanton bluff
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The 200 foot travel range

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Oh wait, I just realized the 60 foot first range??

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I think that makes it even more convoluted - They jump up to 60 feet, then jump again up to 200?

heady sequoia
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yea lol. I could just streamline that

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The image was like the whole "double jump", leap then crush then leap with the force of the crush

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buuuut I could streamline it

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I just like the travel distance to be far but the initial range not to be, which is why I did it like that

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Distance hasn't been nerfed yet for Crushing Leap, not sure if I should streamline the ranges (essentially its a 260 foot jump, with a 60 feet "running start"). I nerfed the radius but increased the height a little, and nerfed the damage, but gave it a force fall effect

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Plus 2 spells, Spotlight and Limbo

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Swap Step is now a BA, Lightning Rush now has Thunder Step's bring a +1 clause

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Lock Step now chooses follow or mirror, following or mirroring your movement

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with a clarification on fly and burrow

slow geyser
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Lightning Rush seem similar to Thunder Step, perhaps I would change the secondary effect (bringing someone with you) with a different feature that sets the two spells apart

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Shouldn't the damage in Crushing Leap be a little higher?

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Can Spotlight be used to find invisible creatures like Fearie Fire? (if so, it should require a save from an unwilling target)

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Lock Step may be a bit too strong but I love it! It seems fun to play with it

heady sequoia
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Vortex Warp is imo kinda too strong

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Its in an awkward position of too strong but too weak compared to Thunder Step

heady sequoia
heady sequoia
heady sequoia
heady sequoia
heady sequoia
slow geyser
heady sequoia
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Also on Lightning Rush, irdk what other secondary effect I can give a teleport that is as good as bringing a friend with you

slow geyser
heady sequoia
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Yes it tracks them but doesnt disable it. They cannot run away, but you will still struggle to hit them

slow geyser
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Idk I would still add a save for unwilling targets

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the best use is still with friends probably

heady sequoia
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I think a save would make it pretty bad vs faerie fire

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Which actually prohibits invis completely

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And affects an area

slow geyser
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But Faerie Fire doesn't have the same versatility

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And requires concentration iirc

heady sequoia
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The conc argument is fair but in terms of versatility I think the disadv to Percep is mostly gonna be ooc stuff and faerie fire is still a lot more useful in actually tagging pre-invis things and fighting them, so I think its about equal or weaker. Then this targets one, doesnt reveal invis, and is very low combat application I think I dont need a save necessarily. But I'll consider it and watch for others opinions on it

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The conc of faerie fire is more due to its adv imo, a buff stacking prevention

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Nothing on Limbo? XD

slow geyser
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Halving the speed of a creature seems decently strong, I'm trying to think of comparable spells

heady sequoia
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Reposting for review in case new people come

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for swap step, imagine I made Vortex Warp 3rd level instead of 2nd

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(Cause im planning to do that)

random urchin
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Lightning Rush is a ~better Thunder Step, that's already a rather potent spell.
functionally larger aoe, more damage, etc.
Slightly shorter range, but

heady sequoia
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I was actually debating to lower that damage, but didnt want to make the damage identical to thunder step

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wanted it to be a little different

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5d6?

random urchin
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4d6 would probably be more appropriate, a little under than a little over

heady sequoia
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Mmm Im considering that line would be harder to aim and the shorter teleport range too, though I know they functionally dont affect much

heady sequoia
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Might just make it same damage lol

slow geyser
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The good thing of a line compared to thunder step is that you mostly don't have to worry about friendly fire, which is imo what limits thunder step

heady sequoia
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Mmmm yeah I guess. Still considering making it the same damage instead though

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Also still can't think of a good alternate secondary effect lol

slow geyser
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The ability I was mentioning earlier from KibblesTasty psion, it has a bunch of added effects

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I don't know how I would word it, but it would be fun if by upcasting it you could stop and travel an additional x feet, without traversing the same places where you passed before

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Another idea could be adding an effect on the creature failing the save, such as removing their reactions (like a line version of shocking grasp)

heady sequoia
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@random urchin @slow geyser ok what if...

slow geyser
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Interesting idea! Although I kinda had to read it twice before getting it haha

heady sequoia
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But you got it XD

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I dont think I need a willing creature for this cause if you do it to an enemy they can just go back and damage your allies

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I think

slow geyser
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Anyway, this is probably 4th level though

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you get thunder step and limited scatter

heady sequoia
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Mmm i mean this is only one other creature so similar to thunder step, shorter range and lower damage on initial, dependent on positioning to get the second damage off

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Could go 3d6 2d6

slow geyser
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Ah wait, from how I read it there wasn't a limit on the number of creatures

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it isn't very clear

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by the way may I suggest the name Lightning Relay? Sounds more fitting if you get this kind of effect

heady sequoia
slow geyser
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snce you refer to it as them

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and the first part just sets a limit condition that can be read as "at least"

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The sentence should specify "After you teleport, you can cause one creature of your choice within 5 of you to teleport.." probably

heady sequoia
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But yeah will clarify it

slow geyser
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It's probably correct already, but clarity always helps 👍

heady sequoia
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Reworded Swap Step
Remade Lightning Rush, renamed to Lightning Relay

slow geyser
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Seems better! Although I'm still not sure about the they/them to refer to singular creatures, I think that they are usually referred as "it". Also I'm still partial to the idea of scaling the number of relays you get by upscaling, but otherwise it looks great!

heady sequoia
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Mmm scaling the number of relays does sound interesting. It will functionally be a damage boost but a very much harder damage boost since you'll have to be perfectly positioned... which the dancer can help with via dash, dodge and disengage dancing

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Right I forgot the standard is "it" lol

slow geyser
heady sequoia
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Attempt

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Eh, sounds like you can "scatter" multiple people within 5 feet of the second teleport

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which isnt intended

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Bah

slow geyser
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When you cast this spell using a spell slot of 5th level or higher, the creature you target after you teleport is considered instead as under a new effect of the Lightning Relay spell.
(not sure is "new effect" means anything in d&d tho

heady sequoia
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Nah doesnt mean anything, but I could try and dig up a spell that does this. But most upcasts are just damage so hard pressed probably

maiden inlet
# heady sequoia

I feel like this is too powerful with misty step which does just the 60 foot teleport of lightning delay is only 1 level lower

heady sequoia
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Is thunder step too strong for you?

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@maiden inlet

maiden inlet
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Oh they are basically the same spell

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hmmm, i would say this one is slightly stronger

heady sequoia
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Lower damage, reliant on a second person to get more damage

maiden inlet
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Its more damaege, and it doesnt make a large sound

heady sequoia
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Its lower unless you get the second one, which is unlikely cause its very hard to aim

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Plus being shorter range teleport

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And cant carry a person like thunder step

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Thunder Step is 3d10 thunder radius 10, 90 foot teleport, bring a person. This is 4d6 60 foot line (bigger aoe, harder to aim), 60 foot teleport, 2d6 30 foot new line and teleport (makes it hard to get both damage on all enemies hit by the original line, since youd need to be in a conga)

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6d6 is over, but you need to get everything lined up, and your teleport is shorter for both people

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Again I could back it down to 3d6 initial but itll become way too weak

heady sequoia
full void
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I think it's fine, considering it's at most 6d6 damage and a teleportation effect for a 3rd level spell.

heady sequoia
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Current version of these spells

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I thiiiiink I landed on a good wording for Lightning Relay by using "relay" like a keyword, what do you think @slow geyser

slow geyser
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and it probably isn't clear yet if the third creature must be within 5 feet of the relayed creature before or after you force them to teleport

heady sequoia
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right yea

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darn\

slow geyser
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it's really difficult ngl, I can't come up with anything clean for it

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I think an option could be making the spell touch instead of self and giving you a free casting on the target

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but it needs to be at least 5th at that point

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and it's still weird

heady sequoia
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Mmm wait I have something Imma try

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Slight change sorry, last sentence

slow geyser
# heady sequoia

I think you should specify "After being teleported, a relayed creature.."

heady sequoia
slow geyser
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I think it works. It isn't perfect, it still relies on the the "relay" wording, but I'd say it gets the point across well enough

heady sequoia
wild raven
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So this is like thunderstep but lightning and a bit more open but with less damage

heady sequoia
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lightning, less range, less damage, but potential more damage if you relay someone (but due to it being a line you likely dont hit the same people unless they go back where you came from, hitting you as well)

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more area of effect though I think?

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And easier to use at the start of combat if youre surrounded by allies

heady sequoia
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Gonna repost for review

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(Note for Swap Step that I'm probably moving Vortex Warp up to 3rd)

slow geyser
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(probably this specific idea is too strong though)

heady sequoia
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Mmm possible, but I didnt want to make it like, Misty Step but better. I've always felt Vortex Warp is too strong at 2nd as well

slow geyser
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Also worth noting that Vortex Warp is an action compared to Misty and Swap Step

heady sequoia
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Yes its still a little too strong in my eyes

wild raven
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Should be an action, I think

heady sequoia
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Probably will revert it back then

wild raven
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Aye, I think it should. Misty ostensibly is "get in range" or "get out of range"

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The best scenario for this allows for you to do something, get out, and get someone else in

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As an action it might be a little too weak though. Hmm

heady sequoia
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Yeah its a little in between, unfortunately

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I think Action might be for the best

haughty heart
heady sequoia
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I actually dont know the reference lol

slow marten
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presumably something about the "Losing My Religion" song?

heady sequoia
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Ooohhh the "Me in the corner" thing probably haha

haughty heart
rustic abyss
heady sequoia
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lmao was juuuust gonna ask for review

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Any comments Raiden?

heady sequoia
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I think this is my first try at a Paladin Oath?

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What do y'all think?

slow marten
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This brings us to a surprisingly difficult question... Does a hovering speed work in water?

heady sequoia
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Probably not, though I did give them both fly and swim

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Idk where the hover came from tho

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im pretty sure I removed the hover mentions...

slow marten
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which to be fair is kinda weird, why shouldn't it be able to hover?

heady sequoia
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Lol well I dont think much of that

still herald
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Charge up 55 ft. of movement for 11 more damage

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I did a similar Paladin that used movement as a key theme, but I did do a way for them to keep moving theme without just walking back and forth

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Noble Afterimage
Starting at 15th level, your movement makes you a difficult target on the battlefield.
You gain resistance to all damage from opportunity attacks.
In addition, whenever you end your turn at least 20 feet away from where you began your turn, you have advantage on your next saving throw until the start of your next turn.

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I definately see your theme of wanting the Paladin to move alongside the party, but in all honesty players will just Fox movement spam before trying to hit something in melee

heady sequoia
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Ultimately ok with back and forth with this one funnily enough

celest wedge
#

Love it!

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(Freedom paladin)

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I think the first 3rd level is a bit strong since its Fly + allied Misty Step but ever since Tasha's released, teleporting allies has been less rare.

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The aura is solid. I like features that partially nullify conditions instead of completely nullifying them.

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The rest are great! The 1 extra point is worded a bit unusually, cant help but feel like official wording would sound closer to "you deal an extra point of damage..." etc etc. But thats just my analness

heady sequoia
celest wedge
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Gonna pop channel divnity to climb up the attic bc the ladder is stuck

heady sequoia
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its partially just to let you stay in the sky if you telport there, and hey sometimes that 10 feet is all you need

celest wedge
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It def be. Just enough speed for some creativity, and even if nothing, lets em hover

heady sequoia
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Looking at Conquest made me think of it as being pointed to as the only player-facing explicitly pretty evil paladin... so lets make another! Heres the Oath of Blood, a paladin of pain and suffering

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oh btw the once per long rest part got cut off from the 20th transform

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Im thinking the aura might be too crazy just guaranteed like 5 damage in an aoe but idk, some auras do be crazy

slow marten
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I think I once made a very similar aura and I didn't immediately get called a moron, so it should be fine

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maybe some kind of level scaling would be better, but dunno

slow marten
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at 7, I don't think it outdoes stuff like spell resistance. Paladin is overpowered of course, but I do believe this is in-line with other subclasses. Especially that if you boost your Cha, your regular attacks get weaker

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While I don't subscribe to the 3 rounds theory, combats aren't that long, and creatures have solid HP pools, so I don't think 15 or 20 damage is gonna be this decisive (though obviously very neat)

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If you're afraid of trivializing crowd encounters, it could always be limited to some number of creatures... Perhaps have the damage be half your Paladin level and Cha be the maximum number of creatures affected? Dunno if that's needed though

celest wedge
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if a brew literally gets no immediate objections, that shit's pure gold

heady sequoia
#

So there's a lot of revisions tha came from feedback from Frigion and Thud. Namely retooling the tenets to be a lot less explicitly evil, reworking Die for Me a little, and making Sadistic Avatar synergize more, specially with Torture Soul

slow marten
still herald
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making the Aura a purely offensive feature feels off

slow marten
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I think that's the point, no?

still herald
#

probably

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just feels weird to have a purely offensive Paladin subclass

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when a lot of its base features are meant to support

slow marten
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Eh, it's not like the other subs synergize with class features anyway

still herald
#

Paladins at a base, are people you fight alongside with, due to their Aura of Protection and their power of smites. They are trenchwork melee fighters and support their allies tremendously in those trenches.

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They can carry their own while also giving everyone else an extensively helpful boost

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Additionally, the Aura works against a key part of Paladin, being their lay on hands

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as your Aura will halve the healing spent

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according to wording

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and also hurts your party as well

slow marten
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that part is true, yeah. But it makes sense - it's a simple way to incentivize using LoH on self, countering its innate support aspect

still herald
#

I'm saying however, that this subclass apart from the base Paladin is incentivizing you to be a lone character, in a team game

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especially when your role as a Paladin, is to be a team player

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You have two features that encourage you to get closer to allies, while this would make harm them with your aura

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And another base key feature that is weakened from something in your subclass

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I'm not sure that a purely offensive and solo-like Paladin subclass should exist

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espcially in a game where they have been given significant tools to play something opposite to that

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Mechanically, it's a little conflicting, but probably balanced. Thematically, this seems fine if you want to push a Paladin that likes reaping pain. Practicality, this doesn't fit the scheme of 5e or how base Paladin is designed to run.

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Or at least makes your base scheme of Paladin incredibly harder.

heady sequoia
slow marten
#

I wish someone just removed that

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but yeah, it shouldn't include allies

heady sequoia
slow marten
#

Yeah, selfish Paladins are cool (which is why I don't like LoH existing in the first place)

heady sequoia
#

Vengeance is also full selfish, they have NO aura and just move and attack when they kill, mark enemies as their target, and fly and frighten at 20th

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Not that I agree with no aura, but selfish pallys are clearly possible

celest wedge
slow marten
#

especially when it does fit

heady sequoia
#

Fixed the Lay on Hands issue

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Also fixed the damage aura now being "when they first enter on their turn"

heady sequoia
#

Trying my hand at a cleric domain, cause I gotta experience everything to do the subclass structure document lol

celest wedge
#

before i read it can i make a formatting suggestion snowwolf?
usually there's a line break after the fluff text following the "at x level" start.

Like:
At 15th level, you harness the power of celery and other fibrous vegetables.
As an action, blah blah blah.

for the 6th level feature for example newer books would add a line break before "You can take the Attack, Dash..." since that's where the mechanical part begins.

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also at a first place that CD is HEELLA strong its basically Slow but partly guaranteed and that wears out slowly instead of all at once

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also non concentration

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twice per short rest at lv 6+

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Accelerate is fun tho, very strong but not broken at least since it cant cast a spell. I'd suggest making it so the Attack action is 1 attack only ala Haste, because multiclass exists and i also hate it

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17 is epic

heady sequoia
heady sequoia
slow marten
#

agreed that the CD seems a tad too strong, yes

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personally, I'd do something about initiative instead. Maybe every creature is moved up to your Wis in either direction? It doesn't seem flashy, but could potentially change a lot about the encounter

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6 is strong but alright, though I'm not a fan of adding another CD here. I'd rather take the weak but consistent ability here

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Also I'd add a ribbon about not being affected by magical aging, and not aging at all at 17

celest wedge
celest wedge
#

but I do still feel like that CD is better than any CD (or even caster 2nd level feature altogether)

heady sequoia
#

At 17th

slow marten
#

oh

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in my defense I just woke up

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but you could move the "magically" part earlier so that it actually sees use

heady sequoia
slow marten
#

Hm, I feel like this is a bit too situational now, as it only works with strong spells really. Perhaps something like "reroll any kind of roll" would be better?

heady sequoia
#

I'm outright avoiding reroll effects, but recognized that damage rerolls are uncommon. Mind you this also is used on damage towards your allies to try reducing the damage

slow marten
#

yeah, I know. It's just that big enough damage rolls aren't this common

heady sequoia
#

As for why I'm avoiding reroll effects, I want to avoid potential overlap with a theoretical Fate domain, and thinking that reroll effects are also common

slow marten
#

dunno, fate could use outright bonuses/advantage instead, but I guess that's fair

heady sequoia
#

Fate/Divination

slow marten
#

You could maybe do something like "reset creature's turn, if it does the same thing, it gets advantage/disadvatage/something"

heady sequoia
#

I'd end up with Div wiz vs Chron wiz kinda dichotomy

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and again having too many reroll abilities in the game

slow marten
#

I think a "mess with initiative" effect would be neat here

heady sequoia
heady sequoia
slow marten
#

I've been thinking of effects such as "the creature gains 5 initiative every turn", but it's probably too complex for basic 5e

heady sequoia
#

too clunky and tedious yea

slow marten
#

for this, I was gonna suggest "move every creature up or down" (probably as reaction to rolling initiative or bonus action)

heady sequoia
#

I feel that might be too great a control over init

slow marten
#

eh, dunno

#

if the number is your Wis it's not that much

heady sequoia
#

moving one creature maybe, but idk if I want a CD thats specifically just for initiative

random urchin
#

being it's meant to be a speed thing, I think a flat bonus wouldn't hurt

#

like instead of a reroll a flat +5 would be fine

#

hell, a +10 might be viable

heady sequoia
heady sequoia
slow marten
#

I mean, yeah, it's gonna help, but switching positions is still less impactful than just helping kill the creature one round sooner

heady sequoia
#

I mean as a reaction when init is rolled is dam near free, as a BA its imo almost equally so as well

slow marten
#

yeah, it costs you your CD use

celest wedge
slow marten
#

maybe make it just two creatures then, not whole groups

celest wedge
#

it was solid just a bit over budgeted imo!

heady sequoia
#

I personally dislike save and nothing and have been trying to avoid that recently, which is why the feature ended up having save for only 2. (This also turns up in the opposite circumstance, I've been mitigating outright "nope" features, like oath of agony not preventing heals outright)

#

This was my other idea mind you, its even crazier haha

Channel Divinity: Echo Warning

As a reaction when a creature is hit by an attack, you can use your Channel Divinity to quickly shout a warning of danger into the past, causing the creature to dodge at the last moment. The attack deals the lowest damage it would deal, if an attack deals 2d4 damage it instead deals 2 damage.

random urchin
#

011111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111

celest wedge
heady sequoia
#

2nd lmao

slow marten
#

feels kinda lame tbh... I wish there was more to this effect

celest wedge
#

its a new way to interact with mechanics that i didnt expect and it feels fun

#

lmao duality of man

heady sequoia
#

HAHAHAHA

#

I too think its unique

celest wedge
#

i enjoy new mechanics, but im also a cutscene skipper so yeah

heady sequoia
#

its a "fudge your die size" mechanic

celest wedge
#

exactly

#

its mechanically refreshing, and it fits the theme well. I'm not a stickler for theme, i think thats up for the player to decide anyways

slow marten
#

well, I guess. I mean, it's not too bad... But I still think that Cleric is the perfect class to be doing fun initiative manipulation

heady sequoia
#

Well this is confusing...

celest wedge
heady sequoia
slow marten
#

too few

#

it's weird that it has a limitation for bringing it up, but not for down

#

as for uses, dunno. Unless you limit both directions it seems pretty party-dependent

heady sequoia
#

Something like a maxed smite would be more dangerous balance wise than reducing all dice

#

Since things like resistance, immunity, uncanny dodge, and evasion exist

celest wedge
#

I think its solid as is

#

As a 10th level feature it should be nicely strong

#

Also idk what limitation there is, rolling damage and healing is about as universal as it gets?

heady sequoia
#

Limitation as in it says that maxing is only 2 dice, while minimizing is all dice

#

Maxing is a balance nightmare. A double smite paladin attack maxed out would be way more dangerous than a crit, its almost a crit + vuln. Maxing healing is sorta fine but finnicky if I make an exemption for that

Minimizing is near purely defensive, you reduce damage to its bare minimum, or force an enemy to heal next to nothing.

heady sequoia
#

Inspired by @celest wedge's inquiry about a psionic half caster, heres a psionic ranger: the Mind Ravager.

#

I'll def be adding expanded spell list to this with the "no components" clause for those spells specifically, just wanted a pass on the actual abilities first

celest wedge
#

yo that looks fun!

#

starting with remove presence was rad. I completely forgot thats a cool thing some psions do in media

#

reminds me of false hydra stuff

heady sequoia
#

I had another feature that was going in here that felt a bit too broken, so it got replaced by Harden Mind, but I might re-add it to the 11th level as another option

Cloud Judgement. You expend a Psionic Energy die and mire the mind of a creature within 30 feet of you. The next saving throw or ability check the creature makes has a penalty equal to one roll of your Psionic Energy die.

celest wedge
#

seems a bit strong yea, maybe = half the roll tho thats clunky. Maybe if its limited to certain times of saving throws or smth

heady sequoia
#

Its the one next save, but potential huge penalty makes it a near guarantee to fail. I was gonna do Conc, Int, Wis, Cha, but that does affect Wis which is the save or suck ones

celest wedge
#

Maybe con and int?

heady sequoia
#

Would be pretty bad imo since Int would be rare (and Con would be just Conc cause Con itself would be a little weird), well does synergize with Mind Strike at least

celest wedge
#

Id make it constitution just bc youre mentally discombobulating em in the butt via mind powers + int only and concentration seems too niche

celest wedge
#

Now THATS A FEATURE

finite berry
#

How do you proc Psychic Static?

heady sequoia
#

I actually forgot to post the link to the updated one

#

Changes:

Psychic Ward became the 7th level (also yes theres no reaction for the scream, you just do)
Psionic Double has a free Mind Strike each turn
15th is now Mind Link, a telepathic link that also grants shared psychic resistance and the effects of Harden Mind and Psychic Ward

#

Also added the spell list

finite berry
#

Hell yeah

celest wedge
#

btw Mind Link shares its name with a Kalashtar racial feature, not sure if you care or not, but just wanted to let u know

heady sequoia
#

So I'm still looking for feedback on the Mind Ravager Ranger but I'm making a little detour to one of my old feats, specifically the Latent Psionics feat. This feat had 3 options, an ability one, a damage one, and a speed one. This was partially to make the feat less bad for the soulknife and psi warrior, as they would be gaining only 1 power if I didnt have the speed option, but also I liked 3 powers since both sk and pw have 3 options for their psionic power (sk has 2 but also has the psi knives).

But I came up with a new option for psionics, one I wasn't comfortable with locking into either the Mind Ravager Ranger or the Order of the Awakened Blood Hunter. Instead, I felt it befitting the feat as its third option of the a little forced speed option. Psicounter, a psionics counterspell that also allows you to sense psionics and telepathy. What do you guys think?

Side note: this feat had only 2 psi dice at first. I've bumped it up to 3 right now. I don't think this would be a major balance issue, but I welcome comments on that too

#

It comes with a note about what is psionics and what isn't. I'm hoping that this would affect Psionic Sorc's "Psionic Sorcery" feature due to its name, essentially if you applied Psionic Sorcery to a spell it would be affected by this. Up to interpretation whether you simply lose the ability to use the psionic sorc feature on the spell or the spell itself is countered, might want to clarify that but shouldn't come up in actual play 99% of the time

#

This would also technically affect some spells like telepathic bond or telekinesis, which seems appropriate anyway.

wanton bluff
#

Continuing the discussion here - #overflow message

Pyrokenisis? If psionics is control stuff with your mind, would kinetic energy of particles fall under that umbrella? The idea of being able to spontaneously combust things around you with your mind sounds cool

#

Levitation feels like it would slot in as well, so long as it's strong enough (Maybe built into the speed psionic option)?

wanton bluff
heady sequoia
# heady sequoia So I'm still looking for feedback on the Mind Ravager Ranger but I'm making a li...

Quick ideas during lunch break, with differences from existing abilities listed:

Psi Guided Strike. Once on your turn, when you make a weapon attack, you can expend a Psionic Energy die to increase its range by 5 feet, and deal extra force damage equal to a roll of the Psionic Energy die.

(Difference: a range boost instead of mod damage)

***Psi Boosted Ability *** When you make an ability check with a skill or tool, you can expend a Psionic Energy die and add it to the check. You choose to use it after the d20 is rolled but before you know if the check fails or succeeds.

(Difference: any ability, but instantly expended. Cant use after knowing failure)

Psi Enhanced Speed. You can expend 1 Psionic Energy die and roll it. For the next 1 minute, your walking speed increases by 5 times the number rolled.

(Difference: small speed boost rather than huge burst or teleport, lasts longer)

Psicounter. Very long dont rewrite

Mind Ray. You can produce a blast of mind energy. Roll a d4.

Disorienting Ray - The target has disadvantage on its next attack roll.
Panic Ray - The target cannot move closer to you on its turn.
Kinetic Ray - The target is moved 5 feet in a direction of your choice.
Pity Ray - The target cannot attack you on its turn.

(Differences: Only 4 rays, with weaker but saveless effects)

Strengthen Focus. When you are forced to make a saving throw other than death saving throws, you can expend a Psionic Energy die and add it to the saving throw.

(Difference: any save rather than mental only, lasts 1 save only rather than 1 min)

#

Mire Mind. You expend 1 Psionic Energy die to block the memories of a creature you can touch. Choose a piece of knowledge it has, a feature it has other than spellcasting, a spell it knows, or an action it can perform other than attacking or casting a spell. You must name the memory you wish to block, if the creature doesn't have such a feature or knowledge this power fails and the Psionic Energy die is expended. It can't do that action for a number of rounds equal to one roll of your Psionic Energy die.

Psi Influence. You expend 2 Psionic Energy dice and cast the charm person spell.

Mental Shutdown. You target a creature you can see within 60 feet of you and expend and roll one of your Psionic Energy die 3 times. If that creature has hit points less than the amount rolled, it falls asleep and is prone and unconscious. Another creature can use its action to wake the creature up from this sleep while within 5 feet of them, otherwise it naturally wakes up after 1 hour.

heady sequoia
heady sequoia
wanton bluff
#

Worth noting that Psi speed can roll as high as 40 feet (Balancing off of level 5, so +3 prof and a d8 psionics die)

#

I might dial it in by making it a fixed value, with its duration set by the roll - But that makes low rolls suck a lot more IMO

heady sequoia
#

Yeah I was thinking of half die x 5 but this is a draft still lol

wanton bluff
#

ooh, hmm

#

Ah nvm. Janky idea

#

I'll mull this over as I go to bed and let you know if I think of anything else

heady sequoia
#

Gotta find my original psi speed option

heady sequoia
#

Alright heavy rework lol

#

10 options choose 2

heady sequoia
#

OK so I cant really post this in a main channel yet cause I'd be flooding lol but this is MY POST

#

Obsidian Blade, a spell that requires coordination between two characters, one the caster and another their blade wielding friend.

#

Its damage would be equal to fireball, but it requiring (probably) two characters to pull off should make it more reasonable than fireball

#

It is possible to cast and use this as one character, thats likely gonna be the Eldritch Knight

#

Oh should say this would probably be an Arti, Dancer, Wiz spell

#

Also when the blade breaks it returns to normal. Should say that

slow marten
#

I think I'd change the visuals to some form of energy or just "cutting air"

heady sequoia
#

Why? I really like the visual of a sword growing insanely big

#

plus obsidian is a great fit cause its very sharp but extremely brittle

wanton bluff
#

It is similar to fireball, but is also only single target, and require two actions to pull off

#

Not to mention the range of touch

slow marten
wanton bluff
#

Personally, I really like the idea of big sword

heady sequoia
wanton bluff
#

I swear to you, I read the bit about the AOE

#

I questioned in my head "Why is this AOE worded so oddly"

#

And then I filed it away in the recesses of my mind as irrelevant

heady sequoia
#

and while yeah we have to account for fireball existing I dont also wanna break curve even more just cause

heady sequoia
wanton bluff
#

Fireball is over the curve, but worth 2 actions over the curve? At third level?

heady sequoia
#

Also technically doesnt require a second action it modifies the first attack of your blade wielder

#

so if theyre a fighter they get this plus the rest of their attack action

wanton bluff
#

Fair point

heady sequoia
#

This is Touch that modifies an attack

#

so this is

  1. More balanced way to have an overcurve damage (hopefully)
  2. Makes your martial feel cool as well as you
  3. Scales with your martial making them actually a key component of the spell
#

Hmm... also I guess I dont need the unwilling creature clause its not like youd ever use it on an unwilling creature

heady sequoia
wanton bluff
#

But yeah, good call

heady sequoia
#

Other ideas for this spell to make your martial feel even better:

You can add rage damage to the damage

You can apply Great Weapon Fighting to the damage rolls

You can apply a magic weapon's bonus to the spell. If it has an attack bonus, it is added to the save DC. If it has a damage bonus, it is added to the damage

#

Flametongue Obsidian Blade go brrrrr

finite berry
#

I won't lie, Obsidian imagery makes me think this could also fit the Druid/Ranger duo, but also I play those classes too much so it's probably just some bias

heady sequoia
#

I'm not sure how obisidian relates to druid and rangers

#

Update

#

Also synergizes well with Arti's weapons now

finite berry
#

Druid's get a lot of earth-themed spells and Obsidian is a kind of rock

#

That's my only reasoning

#

I do like the concept though, teamwork spell

heady sequoia
#

Also Druid rarely gets powerful burst or even buff spells

#

They usually get extra powerful control spells

heady sequoia
# heady sequoia https://homebrewery.naturalcrit.com/share/tVLyz80gaY1o

Mind Ravager has an update here on the link, incorporating a suggestion and an idea

Changes:

Psychic Static is removed.
Instead, Mind Strike deals additional Psionic Die damage once per turn. This should encourage the weaving of Mind Strike into the ranger's attack pattern, and was something suggested by @unique flame
New Psionic Power: Psionic Sight. This allows the Ranger to place a psi sensor that acts as a vision extension. This would also allow them to hit at long range without disadvantage.
Psychic Link now only links with one creature. This ability should still be very impactful, providing telepathy, anti mind reading, and psychic resistance to a creature, while not invalidating the Soulknife's telepathic link to multiple creatures.

unique flame
#

I think the Mind Strike thing is great.

#

You're right, it motivates them to do exactly what you want by mixing mind strikes and normal attacks, but it also lets you use nothing but mind strikes if you need to.

#

Psionic Sight is a great idea too, but I don't like the rolling for range.

#

The variance is just so large.

#

If you need to include the die somewhere, maybe it could be added to perception checks when you look through it?

heady sequoia
# unique flame The variance is just so large.

The variance actually sorta keeps it in check with its spell counterparts, the 3rd level Clairvoyance and 4th level Arcane Eye. It has various benefits over clairvoyance, being able to place it in unfamiliar places, lasting longer, and not being concentration, and over arcane eye, namely seeing equal to your vision, having a longer average range to apply it, and not being concentration. This makes it sorta in between, a farther range but unmoving arcane eye or a closer range longer lasting clarivoyance

unique flame
#

My issue is that the range can just completely invalidate it.

#

Think of it like if you had to roll for the range of an attack.

#

You expend the resource, only to find out you can't use the ability at all.

#

Same thing here, there are so many situations where you might use this and then just have to abandon it immediately because you didn't roll enough range.

#

So people are inevitably going to only try and use it when they're already within 20 feet of something.

#

And then it's just not useful.

#

I appreciate having to keep it in check, but never knowing if you'll actually be able to use your cool ability just isn't fun.

heady sequoia
heady sequoia
#

A trio of team up spells that make your martial essential to the damage and save

slow geyser
#

Mmh I like the idea of spells incentivizing cooperation, but I'm not sure if I'd use martials stats within the effect of the spell

#

I still think they'd be great and much cleaner in use if DCs and modifiers were the usual ones

#

(aside from the str requirement, which could stay)

slow marten
#

Well, if you can't rework the spell to only use the martial's attacks, I think keeping their stats does make some sense

#

though I'd stick to DCs and not bother adding them to damage - spells don't do that anyway

slow geyser
#

(The Hammer level or damage is probably wrong)

slow geyser
#

The current wording suggests a martial magic ability rather than a spell

slow marten
#

yeah, that's fair. I'd prefer to incorporate both

slow geyser
#

Making them (martial) attacks with an improvement + (caster) saves to avoid the worst side effects could be a solution

slow marten
#

yeah

slow geyser
#

Would also remove the clunky martial-based DC

heady sequoia
heady sequoia
heady sequoia
#

Iceberg hammer actually has an extremely long version that scaled off bpth the caster and martial, with the cold damage being off the caster while the slam was off the martial

#

But that was very word soupy

slow geyser
heady sequoia
#

Thats kinda just enforcing a vessel for the spell rather than actually making the martial an important part. It doesnt validate the martial, just makes them a requirement. It doesnt make the martial feel good, that the spell's damage is good because they helped

slow geyser
heady sequoia
slow geyser
slow geyser
heady sequoia
slow geyser
#

Str requirement feels like the cleanest version for a similar output imo, which is forcing the caster to cooperate with a martial. Worth considering these spells are hard to cast because the caster must be within reach of a melee martial which isn't very common

slow geyser
heady sequoia
#

The fact that the caster must be higher level to determine the slot level also helps

slow geyser
#

Which isn't the case for most spells, which require attack rolls and saves scaling with the caster

heady sequoia
#

But again I did want it to scale both ways

#

But the scaling goes crazy that way

#

Iceberg hammer actually has an extremely messy both scale version lol

#

I can drop it here

#

But its long af

#

Cause it splits the cold damage and slam damage

#

Making the cold scale wirh caster and the slam scale with martial

slow geyser
heady sequoia
heady sequoia
slow geyser
#

The current version is a martial class feature at the cost of a caster class resource

#

Which is a weird design

heady sequoia
#

Again I did want it to scale both ways but its incredibly a mess when done that way

#

Hold on lemme...

#

Bam

#

wall of text lol

slow geyser
#

No definitely too complicated lol

heady sequoia
#

Lmao fr

slow geyser
#

It could just be:
The wielder makes an attack roll
Creatures in determined radius whose AC is hit take damage like a regular attack of that wielder + something and make a save against spellcaster DC to avoid bigger damage or side effects

#

So that the spell itself doesn't scale with martial features, but it extends the attack to multiple creatures

heady sequoia
#

I want the martial to be an ingredient, not a tool

slow geyser
#

The martial makes an attack roll, which means rage counts

#

These spells should mirror what Smite spell do essentially

heady sequoia
#

Im very OK with smite style, my problem with smite style is mostly cause the damage output then swings to the big damage weapons, which is why I opted to fix the damage dice and only scale off the modifier

#

(This partially extends from the worry of doing an aoe GWM, which makes the damage waayyy too wild. Smites at the very least are single target and make it hard to do that, its still bounded)

slow geyser
heady sequoia
#

Yeah but again... AOE GWM really not intended

#

And also I just felt that fixing the damage die would be better to help it not be so swingy

#

Im OK with additional effects being off caster, but yeah that leads to the weird and long ass iceberg hammer

slow geyser
#

though I understand why, but that's a GWM issue, not the spell really

heady sequoia
#

Its more cause GWM is massive from the start, while rage scales on level

#

Fair

slow geyser
#

if anything, you can purposely require some properties on the target weapon, but it seems arbitrary as well

#

or even better, you could generate a weapon in the hands of the martial, which means you get to select the properties

#

and you can avoid giving it the prerequisites of GWM

heady sequoia
#

A 4d8 weapon that can be made with two hands

slow geyser
#

You'd probably need to specify a couple more details, like shadow blade for example

#

but yeah, I wouldn't worry about minmaxer using already overpowered features with it to be honest

heady sequoia
#

Hmmm ive been trying to find a good bard sub idea... I think this ones my best so far. A short and sweet healing focused Bard, the College of Serenity

heady sequoia
#

How so?

deft plaza
#

Its reaction healing equal to 2bardic+Charisma

#

And 1Bardic + Charisma is free temp

#

I assume u meant when a creature expends one of the bardics they were given tho

#

Bc that makes a bit more sense

#

And is less crazy

heady sequoia
#

They can expend it when they get healed, or you react to when they get healed to boost the heal

deft plaza
#

Im so confused xD

#

The wording is rather confusing

heady sequoia
#

I dont think so? Its

Step 1: creature regains hit points in any way
Step 2: you use your reaction to boost the heal with a BI
OR
Step 2b: the creature that got healed that has a BI die boosts that healing without a reaction

deft plaza
#

OHHHH

#

OK SO

#

It jusy says a creature that has a bardic that regains HP can expend it, the ordering of it made it seem like they could do that when theyre healed from the Bard’s reaction

heady sequoia
#

Mmm yeah I can kinda rearrange that a little

heady sequoia
#

Another Bard sub incoming, College of Revolution. Not sure which way I want to go with the swarm of the masses, either an intangible swarm or a physical summon...

heady sequoia
#

alright so I didnt get a lot of opinions, so we're going with the summon-style. Here's the College of Revolution, a college about gathering the masses and rallying them to fight. I think I may have packed this a bit too much, though I think the one that I likely would cut are some of the Revolutionaries improvements, but idk if its needed or not. https://homebrewery.naturalcrit.com/share/owzhLSmfo8Ze

heady sequoia
heady sequoia
#

Seems fiiiiinneee so far, not many people commented and most didnt really comment on balance, so nothing broken at a glance. I'll probably see what better way to implement Revolutionary Leader, but I think EA for 2 turns will work out fine (with the Cha damage add, it should work out to a 3rd attack for both turns, plus the revolutionaries having 2 actions as well, it should be potent enough)

#

I'm channeling work stress into brewing....

#

The Oath of Love Paladin, for those who love to love

heady sequoia
#

Alright gonna pivot away from the Pally sub for now, gonna see if this gets more notice: The School of Education, a teaching wizard sub that plays much more support-y

heady sequoia
#

I'm sneaking this in here to have it saved lol: Pact of the Mask

maiden inlet
#

Thats fun

heady sequoia
#

Should probably have a Eldritch Blast prerequisite on Wild Eyes, but technically this pact requires EB to begin with lol

hoary schooner
#

Isn't the Pact of the Mask mostly irrelevant? Since force damage with some vulnerability exceptions. Think that advantage on a skill check is rather weak and does little to gameplay, just better chance your choice will have a positive outcome. The Shadowed Face is extremely powerful however and might be enough reason alone to work the night shift always. The standard invocations are more fun imho

heady sequoia
#

I dont think permanent advantage is weak, I mean comparatively its far better than Talisman lol

#

The other invocs are good too, Embody Element should encourage switching, and combos with Wild Eyes to get your damage but swap to a resistant type after

#

the physical types are also great with Embody Element

heady sequoia
hoary schooner
#

I don't know. If you are fighting a fire elemental you would want fire resistance but fire damage EB at the same time would be useless. Wasting an action on casting EB just to switch to fire for the resistance while negating most damage potential is quite something. That said, of course it is fine and all. The more options the better, there is a place and time for everything

heady sequoia
#

Thats why Wild Eyes exists

restive leaf
heady sequoia
#

I mean, theres 2 charm effects out of 5 or so features if you count the two CDs separate

#

So its not really surrounded by charm effects

#

It just has em cause its thematic

#

@restive leaf

heady sequoia
#

https://homebrewery.naturalcrit.com/share/HjvyCjnhSJoH

Just kinda expanding some more creatures around, partially its fueled by the bareness of the elemental planes in terms of anything that isnt a sapient elemental, stuff like water weirds, phoenixes, giant striders and the like and partially getting inspired to convert a pokemon to a dnd monster in some form so like most of them are actually just pokemon lol

#

Not necessarily asking for feedback or anything just throwin it out seeing if I missed anything or if anyone has good ideas

heady sequoia
#

Idea for a rogue archetype: The Hairblade. Lots of slicing and dicing with hair in media, thinking rogue is a good fit as its a "subtle" weapon a lot of the time

heady sequoia
#

So the Golf Bag Fighter probably shouldnt be universal imo, but it is a fantasy some people also have, specifically the image of somewhat who brings a shitton of weapons and swaps between them quickly. Instead of using the weapon masteries and their side effects, I've come up with more of a property tied set of effects, which may be kinda crazy cause of course most things have more than one property. What do you think? I had a hard time thinking of an effect for Medium armor tbh, and also for Thrown (was gonna exclude it like I excluded Ammunition)

#

definitely point out broken property effect combos that exist or may exist on specific weapons

#

also debating whether to expand attunement for swap loadout (and whether to explicitly have an extra dimensional space or specify it teleports to you, cause as is its just instant equip from nowhere)

restive leaf
heady sequoia
heady sequoia
#

Updated version of the Weaponmaster. Ammunition has a skill now, and all skills are "once per turn" to encourage switching (or using multi property stuff). They're not really balanced between each other I think lol, very messy, but lets see what y'all think

maiden inlet
#

Ammunition is too good, its better polearm master

#

Atleast it doesnt work with sentinel zote

heady sequoia
#

I'm very much open to suggestions on alternate effects

maiden inlet
heady sequoia
#

The Crescent Warrior, a stance Fighter that is forced to change stances every turn.

maiden inlet
#

I remember something like this in the seever

#

It was op

restive leaf
slow marten
heady sequoia
#

If im wrong feel free to correct

heady sequoia
#

The 15th doesnt improve consecutive ones, it improves the two "whole moon" stances, which are separated by 2 stances