#homebrew
1 messages · Page 20 of 1
any idea how you’re going to address finesse?
Or a fighting style.
Oh, most of that would be going out the window. I think action economy is one of the biggest playgrounds to make dueling feel better.
I just need to figure out... how lol
Simultaneous attacks and clashes comes to mind.
Being able to take hits on purpose to increase damage, or use enemy misses to grant advantage next turn, that type of thing
Well I am experimenting
With using dex dc as a form of attacking for a martial artist
Boss I'm making
Second phase he has only DC attacks
Which means
If you fail DC you take dmg succeed DC you take only 1d4
I made a magic weapon that deals additional damage if you hit 12 times in the same turn, I’m thinking of just making it deal the extra damage on every 12 hits instead of the 1 turn requirement
Well how is someone gonna hit 12 times 1 turn
Cause monk fighter can deal 7 max
Action Surge brings it up
3 normal actions
2 unarmed strikes (flurry)
1 Action surge
1 Reaction (opportunity)
Maybe 8
Let me check
9
Somehow
Oh action surge redos
Extra attack?
Wow
I didn't even know that
I thought it was a single attack
tbf I made it deal 6d12 if you get to 12 hits, but it does make the weapon only usable in that way for Fighters at level 20 and nothing else
How can fighter even at level 20 do 12 attacks
Cause
They get 1 reaction
And 4 actions
Plus surge which is extra 4
let me properly count it actually,
4 Attack
4 Action Surge
1 BA
1 Nick
1 Haste
the 11th one will give you the 12th stack mb
so it triggers on the 11th attack
you mean d4 dice?
Damn they cooked
Yes
I don't feel like making second phase
I'll do it tmmr
Well technically later
contemplating this as an upgrade to books:
Some books cover a detailed topic which is productive for adventurers. These books cover a specific skill or tool, such as Nature, Stealth, or Thieves' Tools.
During a Short Rest or Long Rest, you may Study one book. You gain Advantage when rolling that skill until you Study another book. You can gain Advantage in this way 3 times, then you can never benefit from the book or any others with the same skill and tier in this way again (though you may pass the book to someone else to benefit from). Only one person may Study a book at a time.
Books come in three tiers: Novice, Advanced, and Expert. When you finish benefiting from a Novice book, you can Study an Advanced tier book and gain its benefit 3 times, and when you finish benefitting from an Advanced book, you can Study an Expert tier book and gain its benefit 3 times.
hhow do you feel about crits and misses being tied to damage rolls instead of the attack roll,,?
llike, rolling a 1 would mean you miss, and rolling the highest possible damage with the attack means you crit,,
Hi there, new to the DC, but I had an idea a long while ago, and I know it sounds dorky, so if you want me to shut up please tell me. May I go into it?
I'll take that as a yes, so basically, I wanna make Dragonball Z as a dnd campaign. It starts basically the same as the anime (The jump from original Dragonball to Dragonball Z), where every character has the ability of flight, however most npcs also has this ability, where it's a 3d grid of 5ft by 5ft per standard movement rules, and spells have the twist of being Ki based attacks. Think every character has the monk class, but has different racial bonuses due to Dragonball universe rules. I know, it sounds dumb... But I've been wanting to do a campaign like that for almost a decade now and I just need that confirmation that it's not dumb, so is it?
yyou can make a campaign about basically anything if you have the right system and the skill to write about it,,
pprobably not this channel though, i dunno,,
I mean, it is kinda homebrew, I dunno.
I'm new, sorry, might be throwing too much
yyeah but homebrew is for the technicalities,,
If you got a better channel for it please share
tthe calculations,,
I'm willing don't get me wrong
i dunno #dnd-discussion i suppose,,?
Heard, thank you matey.
I feel like dnd is not the right system for this campaign, maybe savage worlds would be better
It has a stronger base for creativity
If you really want D&D, just make everybody play Monk lol
I don't know enough about DBZ but from what I remember it's pretty much just fist fights and a few energy blasts
Does anybody know any good homebrew for wolf people? I was surprised to learn there is no official one along the lines of tabaxi, loxodon, lizardfolk, etc
There is a werewolf species from Crooked Moon
Or the official Shifter which is more generic
But that depends on what you want from a werewolf
- An always active hybrid form
- A human that can turn into an hybrid form
- The same as the last option but that can also turn into a wolf
Then it's definitely not like the one from Crooked Moon
I think it would be hard to justify because it would probably be just a regular member of a species (Human, Elf, Gnome, etc) until it's not and it becomes a werewolf
There is the lycanthropy curse from 2014 Werewolf if you want to use it as an inspiration
Although I’m going for a shapeshifting thing for them, I actually don’t want to have it be lycanthropy
Anyone here played Lies of P? I'm running a campaign based on it and was thinking of adding the legion arms from that game as homebrew items
why
they’re too OP as permanent stuff on a PC
burrow becomes OP very quickly even when it’s limited
but theyre only for the ranger. Thats not broken
If its that broken, ill just give them… to swarmkeeper rangers
Also the player has to be passionate about swarmkeeper ranger and not because they powergame.
Otherwise, its back to the base ranger
Also ... if the player was playing the ranger because they love the ranger, they can have any of my homebrew.
i say give ranger 10 quintillion extra attacks and 5 actions and 6 bonus actions and make them full casters with immunity to all conditions
i prefer my homebrew where if a player writes me an essay on why they love ranger i let them do anything they want without ever touching dice and they cant be killed
do you want to see version 1 of my ranger changes?
Give them the following feature:
"When you die, dont. You can only die 9 times. Do this whenever you want"
yeah lets see v1

still working on statblocks
Elden Ring is so funky
the game is- extremely punishing, thats the point
but I feel like when translated to D&D standards the lowest CR you're gonna get besides the sheep/dragonflies is 3
well i've got a small document here already. So far its just the Tree Sentinel and Flying Dragon Agheel, but I also made Margit, The Fell Omen and plan on slipping him into the document later down the Limgrave chapter
does anyone have a 2024 version of Healing Spirit?
it really sucks rn compared to all the other healing spells in 2024 and it used to be one of my favorites theme-wise
you should highkey scrap this entire thing and start over, there is no reason a class should be given 9 full efficacy feats by level 3
just made the Stonedigger troll
will a more powerful version be called a golddigger?
I get where the joke is but nay
looks neat, nice lil bugger
What racial feats would you give to homebrewed raccoonfolk race?
Has anyone created a Breggle race for 5e from the Dolmenwood setting?
Darkvision, sleight of hand expertise
Made this as another silly idea influenced by me getting more into LOTR over the past week or so
Halfling's Halfblade
Shortsword(Requires Attunement by a Hafling or Hafling-Friend)
Rare
Origonally forged as a Dagger for a goliath chieftan and gifted to a halfing adventurer who's name has been lost to time. Over the centuries of its usage it has adopted the Halfling's spirit and appears to those needing a bit more luck and a taste of home.
While weilding this shortsword add a +1 to attack and damage rolls with it.
This blade has 3 charges and regains all charges at dawn
If you miss an attack with this weapon, you can expend 1 charge to reroll the dice, but you must use the second roll.
You can use a magic action to expend one charge and ignite unburned timber within 20 feet of you, making a Medium-sized campfire, when you do this you can also cook a hearty meal, for every person you feed with this food 1 ration is consumed. Anyone who eats this food gains 2d4 Temporary Hitpoints and a +2 to saving throws against being frightened while they have these Temporary hit points.
When you use a charge in this way you may roll Survival against a DC 15 to reduce the amount of rations consumed by half
I know the wording and mechanics are probably too wordy and rough
good idea, but It won't be enough
maybe something with resistance to poison, since raccoons are omnivores that tend to dig in trash?
They also have very sensitive touch
Do with that what you will
Maybe they can cast identify at will
just made the Ulcerated Tree Spirit
Would anyone mind helping me with some homebrew race options I'm working on?
Make sure the abilities are not super busted or anything
Mountain Dwarf (Stout-men)
Short yet mighty, Based off of Neandthrals. (Scruffy hair and flatter faces) (Can use once per day: BRACE - For until your next turn you can not be moved by any measure other than yourself. Immune to grapple, push, trip, etc. Your walking speed is also halved.
and
Elf (Pale men)
Slender and nimble, they have longer noses and ears. (Skin is a flat color, white / black / grey / etc)
(Can be used once per day: SWERVE - You can choose to dodge any attack of your choosing, if it is a multi-attack you only dodge one strike of your choosing. You may also choose to run away without being targeted by AOP until your next turn using your full walking speed.
as well as
Lightfoot Halfling (Little men)
The smallest human species, Light frame and long arms.
(Can use once per day: LIGHT TOUCH - any time you might have triggered a trap, sounded an alarm, alerted someone to your presence. You automatically pass the check. (Consult DM for any specific options you seek to choose)
If dodge means you take no damage hard stop i’d say its a bit strong and usually auto passing anything is a risk for balance
oh ok, should I just include a roll to determine just in case
A failed would be half damage, and a success would be no damage
thinking about this a bit more:
Novice book: 25 gp
Advanced book: 500 gp
Expert book: 1500 gp
And when you finish benefitting from all three tiers of book, you gain this Blessing:
Blessing of the Practiced Skill
When you gain this Blessing, it applies to a particular skill or tool. When you are rolling a D20 Test that uses that skill or tool, you can give yourself Advantage on that roll if you're Proficient. You can do this once, and you can do so again after you finish a Long Rest.
For basically 9 a-la-carte advantages?
That seems like its scaling neatly with expected income
And 200 pp for a mini feat seems a good call.
yea
Trying to work on the wording of this trait, ideas to clear it up a bit?
Bone Tentacle. The nakarkos has two bone clad tentacles. Instead of attacking nakarkos, an attacker can choose to attack a tentacle instead (Size: Large, AC 22, HP 30). Dealing damage to a tentacle does not damage the nakarkos. If the tentacle reaches 0 Hit Points, it becomes a Broken Tentacle.
The tentacles AC is reduced by 2, and gains Vulnerability to all damage but Acid and Cold, and damaging he tentacle in this state damages the nakarkos. At the end of the nakarkos’ turn, each Broken Tentacle dissapears. It reappears at the start of the nakarkos next turn with the bones of a new creature (choose one or roll a d4). On a 1, Lagiacrus Tentacle; On a 2, Glavenus Tentacle; On a 3, Uragaan Tentacle; On a 4, Brachydios Tentacle.
Bone Tentacle:
The Nakarkos has two of these bone clad tentacles.
A bone tentacle can be a seperate target and has a separate health pool off the Nakarkos.
When a Bone tentacle hits 0HP, it changes to a broken tentacle.
(Insert stats)
Broken Tentacle
The broken tentacle does no longer have a seperate hp pool. Damage to the Broken tentacles is now directly affecting the Nakarkos.
(Not sure on the rest but that + insert stats)
That not really dnd wording
ew
Rude but ok
They have a Style Guide
Crowdsourcing isn't a whole lot different than asking an LLM lol
https://www.dmsguild.com/product/267467/DMs-Guild-Creator-Resource--Style-Guide-Resources They have an FR guide, a style guide, an adventure style guide and a general IP guide
id rather just stick to people who know the system better than some LLM
not that it would be allowed in here to post if i did
Asking for help from humans is superior because we understand things and dont just regurgitate stuff. Plus we don't burn power and waste water to talk, we don't steal stuff by talking, and we are allowed to post things we think up using our own brains instead of slop from ai
AI slop is super not allowed on this server, for a lot of good reasons
Aj slop is okay, I don't mind him
We don't just regurgitate stuff in a server that is 50% quotes from a book is odd to me.
AI is grim lol
We discuss the things in the book
We aren't stealing piecemeal from random sources that are often hallucinated
We aren't?
I'm not
I feel like that's a good description for how D&D was created >_>
If you are no better than ai slop then that is a personal matter but I certainly am not saying that
If you say something you read in a book, that is a human using their brain
I don't really know where to go with that lol.
If ai does it, that's massive amounts of electricity and water wasted to steal it from literally every source including (especially) bad ones
AI has been around since like the mid 1940s.
So there is a difference even if you would prefer that there isn't one
Conflating the whole of it with commercial LLMs is just odd.
Obviously we are talking about LLMs and generative ai
LLMs can be trained on whatever you want to train them on.
There is a verbal shorthand
It's a 3 letter acronym vs a 2 letter acronym, lol.
And ultimately, it isn't allowed here
That's true.
For very good reasons
I mean, not a month ago the status for the Hasbro HR Rep was "Working on AI for Hasbro! :)"
We'll see how long that wall holds, lol.
Yeah bad move there haha
But especially here in homebrew
Where we post and discuss things we have created or are creating
I think LLMs are essentially just search engines that don't know how to summarize well.
But when it comes to editing text and phrasing and grammar, it's kind of a solved thing
Bringing in automated creativity theft is really scummy to the people that are thinking and creating
The question wasn't creative, it was a language / clarity one, iirc
It was "How do I rephrase this to be more clear"
There is a creative element to that as well- style guide is one thing but working through the style guide to achieve the mechanic you want is another
Microsoft Word does grammar checks too, I dunno.
I think there's things that language code is good at and bad at.
It can't really come up with anything new effectively or consistently.
That's exactly it
But it's by design spotting patterns and inconsistencies.
Which is what a editor would be doing.
When designing novel mechanics a grammar check isn't going to fix your wording for it
It's going to say "your, not you're"
And ultimately by throwing something into the slip machine, you're giving your creation to the slop machine
I would be surprised if every WOTC book that's come up including the upcoming ones isn't using LLMs heavily for editing and review
All they've said is that AI won't be generating content.
AI can be a useful tool for phrasing and editing, and thats what it has been about.
This isnt an ethical debate. This isnt art creation. This isnt anything productive. Its just adjusting in which cases ai can be helpful
They also said no ai on the discord, though
Yeah, you can't share AI stuff here.
We can talk about how damaging llms and generative ai are to the environment , creativity, even cognition
I didnt see anyone who did tbh.
Thankfully that stuff is all being studied very carefully
Yeah, was just confirming the server rule.
Yep, there was mention of using cpgt and that brought up the discussion
Yeah once a day evasion is cool at first but falls off, I’d maybe scale it off proficiency uses per day starting at 5th level and give them something else to play into the mobile fantasy earlier on
I do think it's interesting that as DMs we kind of make LLMs all the time.
Now who's muddling terms haha
Because if you have a roll chart that you use in certain situations, tied to other roll charts tied to those results.
You're kind of teaching a river to play checkers by exclusion, which is how LLMs work
They're in a way a kind of blurry madlibs
Which is why they're so bad at creating anything unique or consistent
But also, it's how we tend to populate wilderness as DMs when done by hand.
Oh I just make decisions haha
I'm just talking about the approach.
homebrew... the final frontier
The way an LLM code functions and grants weight to certain things is a lot like having a d8 chart where 6-8 is once result and 1-5 are 5 different results.
I think that llms are considerably broader, worse, and more destructive than rolling on a chart that humans came up with
This isn't really a comparison or gauge on how good LLMs are
More discussing the programming logic they use as applied to our hand homebrew
Logic is just logic, and that's from the programmers, not the program.
I mean you are literally making a comparison, I am as well, just along different axes
Specifically roll charts is more what I mean
I mean you say that but every day we come closer to fail the Turing Test more often than not. Being able to tell whats man made gets more difficult. Just as a reminder
An LLM is basically a river with a lot of dams. It's playing off probability and weight.
No
I think thats more like using roll charts
You're right, a human might read the name of the person they're talking to and decide to not ping them if they have requested it
We also make decisions based entirely on mood, external factors, unrelated connections.
An LLM wouldn't do that, which is why it's so consistently bland.
Someone call a blade runner!
Speaking mechanically I love this, like its Laplace little devil in the new modern age
For sure. It's just playing with booleans.
If you don't like the AI angle just think of circuits instead lol
Same principles.
If/And, Do While, All Except, etc
AI is also really incredibly stupid and shouldn’t be looked at as anything more than a really good search engine
Yeah, it's a really dumb but confident robot.
It is nice when you're like "Alphabetize this" though lol
Ask ChatGPT to show you a seahorse emoji and watch it spin out
Basically micro factors that affect us, and thats so funny whenever I see someone think of people as higher rational beings and AI as "some junk computer", like even John Rawls, the man who basically wrote about the responsible person, said it aint real.
AI is bad. Thats why all my homebrew is broken
Well it is easy to be confident when you were allowed to ignore trademark, copyright legal means of access and just take what you want
AI is nothing but a tool for convenience
Our irrationality is the reason we come up with extraordinary things.
If I was allowed to just grab a Hildebrandt and smudge my signature on it I could he pretty confident too
if i were to make homebrew, i wanna make it on my own terms
AI shouldnt be used. I think its a bad thing
Ai is a tool for making bad versions of things it has stolen.
Copyright is funny because we just are all cool with everything from 1925 and earlier being universal for everyone >_>
But we really don't need to get into a discussion on that in here
Well I mean thats kinda inaccurate representing it. AI has currently the task of looking for information and making it comprehensive but thats not because it is its limit. It just does what we tell it. If it did more, it would be AAI or UAI iirc, basically Ultron, and we dont want that
I can't believe that homebrew of all places is coming out swinging jn favor of a tool that steals from and diminishes the creativity of the world haha
Thats like saying a power drill is bad, its just a way to do something faster and easier than a screwdriver, but you wouldnt trust it to build the house
I think you're reading too much into it if you think I'm in favor of anything lol
It is the foundation for true creativity yes
Understanding a tool is not accepting it, but it is key to making an informed decision
A power drill doesn't steal someone else's house and make shitty version of it
exactly!
^
Ignoring everything except convenience is a great wally to push the line on acceptance tho
Yall are missing the point im making but ok
I don't actually believe in roko's basilisk so I'll keep fighting against theft of creativity
I mean, most of the pollution comes from transport. Transport that wouldnt be needed if countries that import most of their food just grew it.
So while my Amazon is on fire to grow soy, I have to worry about ChatGPT lol
Well thats a bad analogy. A tool has a use and can be misused. A knife can be used for cooking or a crime. Its funny we dont apply the same logic to any other tool. Ig we never seen anything like it before
The methodology of LLMs requires theft
LLMs are trained on what you give them to train on.
You can train an LLM solely on the Guttenberg library 🤷
Like per the court case they said "we can't operate if we can't steal"
But we're a little far from homebrew now
Ai as a concept is fine.
*Gutenberg(?)
Like Johann Gutenberg right?
Yeah, that sounds right
Ai as it is in operation right now with generative slop and bad but fast LLMs is not fine
The Gutenberg project is a massive collection of legal public domain books, along with a ton of volunteers making audio versions
It's a really neat resource.
They have a lot of mythology too!
So it's worth digging into for inspiration. Lots of classics too. Jules Verne and Lewis Carroll and Lovecraft and Doyle etc
We are at the stage where we have invented the knife but it's got no handle, only blade and peiple are like it's okay that it cuts me, because it also does the thing I want it to do, too bad it's covered in blood"
AI as it is in operation is very problematic. Yes for art but also actual enviromental effects and especially stolen sensible data.
The thing is the issue isnt AI but the system that feeds off it. The companies that want your data to make money, etc.
Ou I like that, might look into it when I am free
Good so homebrew
And right now there are no companies willing to invest money in non harmful, non wasteful ways to use it
Now that I've killed Charisma, I need to decide on a social system to integrate lol
So yeah ai as a concept is fun and cool and good, but we haven't gotten to that point.
Love homebrew, currently brewing a new spellcaster class, trying to make one big pod
Tell me what that entails
Well I just took what I like and put it together
The basis are 8 elements, of which a spell caster can use one at first. It is like a skill tree (if you watched HxH, similar to the Nen system)
I always hated that Sorcerers were the one to manipulate spells when Wizards were the one to actually study how magic works and not just wake up with it.
My spellcasters can manipulate spells, its an basic ability of the class.
The payoff is that the spellcaster has to spend more of their concentration (there is a system for it)
It made sessions really interesting as players had more open options, like increasing AoE effects, or making concentration spells last longer etc
I was having a discussion in rules forum about Specific over general, or S>G, it was suggested that this falls into homebrew? Would you people agree?
Wdym
I dont know this code
What do you mean
its in the rules that the specific is taken over general in the rules, the example was true vision working in Dim light, they said this was homebrew. So my counter was specific wining over general rules. Meaning it codifies RAI in RAW.
that being true vision is a specific exception to light condition rules thus is not homebrew to say it works in dim light as well. As the specific expection overides the general rules of lighting conditions.
I thought this was better in homebrew as a discussion topic since the claim of it being homebrew was there. Maybe people here have more insight into this.
Vision discussion are particularly important to me as i am partially blind if anyone was wondering. Vision is a huge topic for me.
uhhhh we don't really discuss things like that here ... i mean ... sure, you can do it
you dont need our permission to do it
True sight does what it says it does- unfortunately does not affect dim light as written
It calls out darkness specifically
I would happily homebrew it to include dim light, that seems reasonable. But as written, dim light isn't included as a part of "darkness"
ya i got that part but S>G, specific exception wins over general rules is written in the front of the book. So that seems a catch all for logical absurdities, i pointed out true sight also does not say you can see in daylight. That is implied too.
what is does say is see as normal
As normal in darkness
okay this isn't the place to argue the rules
we make content here and talk about it
||### Celestial Navigation
At 3rd level, you gain an innate understanding of celestial bodies and their movements. You always know which way is north, regardless of your surroundings. Additionally, you have advantage on Wisdom (Survival) checks related to navigation, and can't become lost except by magical means.
You also learn to read cosmic signs to predict future events. Once per long rest, you can study the movements of stars and astral energies to glimpse the threads of fate. Before a creature you can see makes an attack roll, saving throw, or ability check, you can declare whether the roll will automatically succeed or fail, regardless of the actual dice result. You must choose to use this feature before the roll is made.
Star-Touched Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | Faerie Fire, Guiding Bolt |
| 5th | Moonbeam, See Invisibility |
| 9th | Blink, Nondetection |
| 13th | Divination, Freedom of Movement |
| 17th | Far Step, Telekinesis |
Astral Step
At 7th level, you can draw on astral energies to briefly step between planes. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. After using this feature, you emit dim light in a 10-foot radius for 1 minute or until you use this feature again.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
@white bison gonna send the first bit of it since i doubt we'll get up to high levels very soon
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
You can see in normal and magical darkness
3rd level feature is already broken as hell
Normally you cannot see in normal or magical darkness.
That’s the chronurgy wizard capstone
well in that context no place is sadly, rules forum people were not interested as well. If it is homebrew it seems like a silly homebew.
isnt the first part of celestial navigation already a thing rangers can do?
not really seeing anything op there
partially
I don't know what your concern is to be honest.
like
you get a mega luck point once per day
you can talk about it in #dm-discussion but i guarantee it'll be a short discussion
yee, once a day
and you do something rangers usually do but slightly better
yeah i was just talking about the inability of getting lost part
pretty sure most DMs are gonna be like "yeah truesight can see dim light just fine, i dont care" and that'll be that
very cool
seems redundant
The 3rd level feature is crazy strong, it would make this subclass one of the best in the game alone
not really
True sight gives you the following benefits: seeing in darkness (both normal and magical)
if you want to argue rules that would be #dnd-rules but it sounds like the conversation is already concluded there
this aint beating gloom
i suppose the thing is its one and done
i want to do consistant-ish things, not just
HEY YOU MISS
once a session
The 7th level feature gives a ton of free casts of misty step and the spells are pretty mid
If this is the same general thing as yesterday, people disagreeing or otherwise disproving a rule misconception is not a reason to jump to another channel to present your point.
astral step seems kinda meh. It is free teleporting but most subs with stuff like that get it at level 3. the dim light doesn't really do much
And like I said, it would be a very simple homebrew to include dim light as well
Depends on party comp, but this feature lets you have chronurgy capstone at level 3
But this isn't really part of specific over general
its not beating gloom still
If the wizard has a big save or suck spell you can just make the boss fail
i think some of the spells are decent, especially since they're stuff rangers dont get access to
But yeah i don’t feel this subclass is underpowered at all
def not OVER either
like
i mean divination wizard can do that, but your point is still not wrong
i'm not saying its over or underpowered though
its a strong feature sure, but its not overpowered
i'm just saying it feels meh as a player
What is wrong with the discussion here?
most rangers i'm doing a lil extra something every turn
i can see it not being fun for certain playstyles, yeah. Usually ranger subclasses come with a damage booster feature, so i feel like this sub could be lower on the damage side
Not sure just responding.
is ranger not a striker leaning class though?
i should mention that the 11th and 15th level abilities lean towards weapons so going spell ranger is a bit weird
I don't know why you thought that you couldn't talk about it here, or why it's a dumb homebrew to make a very simple change
i thought it was kinda interesting you could move some subclasses around to work with other classes.
Like Aberrant mind rogue or wizard
what?
since aberrant mind has its own point system it is or could be modular and used for any class
abberant mind calls out sorceror points
I believe the Psionic Sorcery points are separate from the normal socery points with an option to convert. Meaning you could slot the sub class into barbarian, with slightly less versatility.
no
no, just no that it.. lol
it just plays off sorceror points, where are you getting a specific pool
Yeah "Psionic Sorcery Points" it not a game term
well just give them points it wouldn't be game breaking
maybe half of what a sorcerer would have
When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points... If you cast the spell using Sorcery Points
As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend...
just hand out psionic sorcery points and make the sub class modular to fit any class, that would be cool
but i am not sure points are even needed for the powers given
I have seen way more powerful subclasses for other classes without using a point economy.
i think giving other classes sorcerer points would make sorcerers sad
thats like ... their stick
and sorcerers don't have much already
you could make it easier and just make it available to just 1/2 caster classes and full casters. Then where it says use a point just use a slot
Giving Sorcerer Points to a subclass is like giving Rage or Focus Points
Just give "Spell Points" instead which have the same purpose but can't be used for Metamagic
It's still stealing a little but at least it's not that obvious
So my group uses a homebrew (i think) we call the maiming rule. The players have to opt in. The rule goes as follows.. if a player takes over half their health in damage in one round, they are considered maimed. Now the rule requires a little creativity, but think of where the atracked landed, and what the attack was with.. you then apply a permanent debuff based on the injury. Arrow to the knee, disadvantage to things that require athletics, and -5 speed. They are in heavy armor with a shield, but are looking over the edge and take a fireball, maybe their face is burned, and maybe their eyesight is damaged, -2 to perception, and disadvantage with ranged attacks.. this adds flavor to characters, gives each injury a story (especially in long campaigns), and makes the players learn to work when things aren't 100%. Remember, let them opt in or out (not all the players in my group use it on their character).. a slight addendum to the rule is not over half the hp in one round, but over half from one attack.
could perhaps use the injury table from th 2014 dmg
True. Damn i miss 3.5
It certainly works for one kind of campaign
https://docs.google.com/document/d/15YTNfzLTojz-Z_osotzlP1IpDY9ik2G6ZBlS5dStzuI/edit?usp=drivesdk
This should be my last run through with this subclass just need closing thoughts, feed back is appreciated 🙏
Not enough features
Wait never mind
It’s a subclass
Pretty sure making a subclass that blocks you out of the main thing your class is supposed to do isn't exactly a good thing to do
Ye
I was told before it would be too much versatility so I figured I'd lock it out, don't know what to really do there but I can see why because have 2 resource pools is a bit something
At this point it's almost a new class
Battle Master inspired
just finished making the Nights Cavalry
I finished making my akaza inspired fists phase
It's like making a Barbarian subclass like:
You can't use Rage or Reckless Attack anymore. Instead, you get the Arcane Storm feature.
During the Arcane Storm, you get:
- Advantage on all Charisma checks and saving throws
- The saving throws of your spells increase as shown in the Arcane Storm table
- You have Resistance against damage from spells
And instead of Reckless Attack, you get the Hextech Anomaly:
- For 1 round, you have Advantage on attacks using Charisma (including spells), but also have Disadvantage against enemies' spells
Hey
Do you think you would like a tanky boss who deals fast but low dmg attacks
Wym
Hm ok
So like Goku combat skill
Inchresting
I think thats neat
I would adapt that to 1/2 your HP in one hit, not one round, a little bit harder to achieve. I prefer that HP is an indictor of skill and HP reduction is exhausting that skill and the only time you take actual physical damage is on the last hit that drops you to 1 or below. Of course if that last hit involves 1/2 your hp of course its going correction: and its a critical, yes that would be a maim.
ya girl is gonna take a metaphorical box cutter and duct tape and start taping bits of CP:R and SR to D&D 5e to make a cyberpunk overhaul
Anyone try barbarian Wizard yet?
oh thats cool
Is this too strong or okay?:Ketaryll
CR-14
Large Abberration, Unaligned
HP- 212
AC- 17
+2 to strength, +8 to dex, +3 to con, -2 to int, +1 to wis, -2 to cha.
+3 to all int, Wis and cha saves. +9 to initiative.
Speed- 60 ft swimming, 10 ft walking.
Senses- Passive Perception 16
Ketaryll are fast, deadly aquatic predators that dwell in the waters of the second and third layers of the horizon realms. They are rare in the second layers, but they lurk around deep water pools and wait for people to get close so they may drag them into the water and eat them.
Abilities
Aquatic Predator- This creature can only stay out of the water for 10 minutes at a time. When it goes out of the water, its walking speed is 50 ft for its first two turns.
Strange Fangs- This creature can make its attack damage magical or Nonmagical at will.
Strong Jaws- The Ketaryll can grapple any creature that isn’t Gargantuan size.
Attacks/Actions
Swift Bite- 7d10+2 piercing damage to a target within 5 ft, its a finesse attack. Creatures hit must succeed a DC 18 athletics check or be grappled by the Ketaryll.
Lurk- As an action the Ketaryll may hide when it is in water. This makes the surface of the water murky and rippling, so they cannot see the Ketaryll within.
Swirling Currents- As an action the Ketaryll selects 3 targets within 80 ft and all must roll a DC 18 Str save. On a success they each take 4d10+4 bludgeoning damage and get pulled 30 ft closer to the Ketaryll; on a fail they all get brought to the Ketarylls location and all must succeed a DC 18 athletics check or be grappled by the Ketaryll, and double its movement for the next turn. Movement caused by this attack does not provoke opportunity attacks.
Aquatic Maelstrom (Recharge 6)- The Ketaryll creates a sphere of turbulent water in a unnocupied space where it can see within 50 ft of it. The sphere has a radius of 30 ft and is difficult terrain. All creatures within excluding the Ketaryll who start their turn within take 7d8 bludgeoning damage and cannot leave with spells unless they succeed a DC 18 athletics check. If you end your turn within the sphere with the grappled condition, you take 8d8+8 bludgeoning damage instead of 7d8. The sphere lasts for 10 minutes. To make any attack or cast any spell within you must succeed a DC 14 athletics check.
Yeah, half health is part of it as an option
what is the most crazy class combination?
Define "crazy" also wrong channel go to dnd-discussiion
oh? this whole channel hoping thing is getting confusing.
overhauling 5e for cyberpunk with technomancy magic and changing the damage types. should tech be one damage type or should i make multiple types of damage for spells?
I'd think of Tech like Arcane or Divine or Eldritch, as in "A way in which this thing manifests", so multiple damages and effects, but the nature of them is magitech
it's not exactly magitech
moreso they manipulate technology to perform magic-like effects
spellcasting focuses are the conduit
Or Steamtech or Solartech or Cybertech or a Decker kit, I just meant the concept of Tech as a Source.
So it's more like Tech-Wands?
kinda yeah
sorcerers are part machine, wizards are essentially IT guys, warlocks make a pact with corpos to get chrome that allows them to manipulate the elements, etc
I'm working on a new fully homebrew race for D&D. Does anyone want to see what it looks like so far?
Quick question for everyone, in homebrew character options inspired by anime and other media, do y'all prefer it to be called what it is in that media (i.e. Jujutsu Sorcerer, Jinchuriki, Witcher) or a unique name that simply alludes to the concept of the source material (i.e. Theurgist, Beast-Bearer, Wicker/Monster Slayer)? Thanks!
Show us!
i prefer it to be a unique name
Pretty cool that this species started as two separate ones that then sort of merged :) would be exciting to see what kinds of features a hybrid like that would get and which ones are conferred by the fungal infection too
Ya. I'm really liking this species so far. I'm probably going to do some versions were the fungus affected the original race a bit differently, creating a different version of them. I could maybe do a hivemind sub species instead of it being like a hierarchy
not a bad idea!
I also plan on making that eye thats practically staring into your soul do something if your character looks at the eye.
Like, by the looks of that eye you'd think it'd do something to you
Lol true
The species appearance is based off of a fungal species on the game Stellaris.
I really liked the appearance of it and always wanted to do something sorta based off of it
with the way i'm gonna have this set up wizards are gonna have concealable bulletproof vests and single use handguns
What do you think about class locked features? Like for a Rouge it'd be super sharp claws, a druid would have like tentacle/vine things that they can use as weapons or entangle enemies, Fighters or Barbarians have built in body armor, etc.
Not sure about class-locked features but maybe those distinct features could differ by subspecies?
(context: concealable IIIA vests are light armor, and wizards have handgun proficiency)
Have any of you guys ever tried expanding classes beyond level 20? Or have you guys just made up new classes to indicate a new level of mythicness to PCs? I'd like to hear what y'all have done
i use epic boons and multiclassing
maybe if they're powerful enough another subclass's features are given to them
classes cap out and 20 for a reason, don't push it
i havent even reached level 15 in a campaign 
i once as a foolish amateur dm let a player hit level 30 with epic level homebrew (bad idea)
I guess if I was gonna let THEM homebrew CR limit gonna have to hit 50 ngl
I was thinking making up things personally instead of letting them have free reign
but I find multiclassing a lil too bland, might make up more complex versions of their classes
I always liked the idea of "superclasses" that were like little mini-classes with 5-10 levels and went on top of your regular class as like a super powerful thing where every level and feature is crazy strong, like a Godslayer superclass where you gain a level in it for each deity you kill for example
killing deities might be a little too crazy for me lmao, I'm thinking for example: An evoker wizard becomes so skilled they're now called an archmage with a bunch of other stuff, or a oath of vengeance paladin is so steeped in revenge his oath becomes an Oath of Fury to take the fight to evil and etc
just wondering if anyone had an idea like this
I mean, killing deities certainly isn't for every campaign, but the concept was just "powerful class for past level 20 in which you gain levels by some kind of epic milestone"
what you're describing could probably work with Luna's idea of taking other subclass features
mixing them to create something new even
so each level past 20 would go towards another subclass or something
what CR would a deity even be anyways if I had to make a statblock for em?
To me it depends. Some people intentionally worldbuild their deities as killable (perhaps that is the object of the campaign or the lore of how new deities come to be is by claiming another's spot) while others intentionally make them intangible and so cosmic in nature that they're just not able to be directly challenged or at least not beaten
In the former example, weaker deities would be lower CR, so the god of honor probably wouldn't be as strong as the god of the sun for example
well I'm imagining past all that, assuming they somehow managed to fight the literal essence of the god through some miraculous means
assuming you have something like minor deities for concepts like "honor"
I mean, I'm not the most familiar with CR but, at that point I'd throw CR out the window and just custom-make the deity's stats and powers to challenge my players while still being possible to defeat and having abilities that embody their domain
I'm pretty sure most DMs dont have their players go past like level 15
I mean, I like the class locked features more since it makes mor sense when the race is going to be a hierarchy system with vastly different ranks and clases. I just feel like it would work better than subspecies.
Same DM I've had for years across several campaigns, first campaign ended at lvl 12, second at lvl 20, and third at lvl 18. I feel like he's slowly dialing in what he feels comfortable going up to.
Ya, thats fair.
and I think lvls for campaigns is strongly dependent on DM's
Def is
Alternatively, consider this: wouldn't those subspecies with armor be more likely to become fighters? And subspecies with more animalistic features would be more likely to become a druid? Class-locked species features like that is just sort of restrictive when it doesn't need to be. What if there was an armored one who wanted to be a wizard, too? Forcing those specific combinations/stereotypes removes players' agency in character creation to some degree and just kind of would suck if it were me
So prestige classes
I mean, I don't even know if I'm doing subspecies for it or not. I could also just have it as something that is there, but it just isn't really enforced, so like if you really wanted, you could be a wizard thats armored.
I'm also making this as more of a NPC race for right now.
oh god the urge to make an entire new class list and spell list is here
This may be a homemade question, but it's regarding the Spider Dragon creature. I plan to use it in a small quest for my players that is plays out like the second aliens movie. The Spiderdragon acting as the xenomorph queen. The Question is whether the SpiderDragon is sentient enough to speak.
Big shrug. Can an agreement be made between the players and her? Would she threaten, demand, bargain, plead, negotiate?
This article might give you some ideas:
https://www.dndbeyond.com/posts/375-how-to-play-a-manticore-like-a-cunning-beast
What damage type would a "tech" spell deal?
Looking for feedback for my homebrew spell. Thanks in advance!
Finale
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a broken string or a cracked reed)
Duration: Instantaneous
You conduct a horrifying symphony of your own suffering against a foe. Choose a creature you can see within range. That creature must make a Constitution saving throw.
The spell's effect depends on your current hit points at the time of casting. If you have any temporary hit points, only the First Movement can trigger.
· First Movement: Andante. If you have more than half your hit points, the target takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one.
· Second Movement: Crescendo. If you have half your hit points or fewer, the target takes 3d8 necrotic damage on a failed save, or half as much on a successful one. You then take 1d8 force damage.
· Third Movement: Finale. If you have one-fourth your hit points or fewer, the target takes 5d8 necrotic damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the target is Dazed until the end of its next turn. Your hit point total then becomes 1. This reduction is not considered damage for the purpose of effects that trigger when you take damage.
The Dazed Condition. A dazed creature can only do one of the following things on its turn: move, use an action, or use a bonus action. If a creature becomes dazed during its turn, its turn ends. The condition can be ended by lesser restoration or greater restoration. Source: Flee Mortals
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each movement increases by 1d8 for each slot level above 1st. The damage you take from Crescendo also increases by 1d8.
Additionally, when you cast this spell at 3rd level or higher and use the Finale movement, you gain one level of exhaustion.
Cool spell, do not make it 1st level. Way too complex for that and too powerful.
I thought so. I'll tune it some more
I don't think it's too complex though so I'll just tone the damage down
I made a couple of interesting common magic items, what are yalls thoughts on them?
Ball and Compass of Ventisto: The Compass will always point towards the Ball, provided they are on the same plane.
Dagger of Displacement: Once attuned to this small dagger, you may summon it freely in your hand as a bonus action. It also has the unique property of being indetectable by Detect Magic (unless castes at 5th level or higher). As a bonus action, you can also cause the dagger to disappear until summoned again. Both of these actions may be done once per dawn.
Fork of Detection: When placed in poisonous food or drink (to the attuned user), the fork will turn black to the users eyes, and theirs only.
Bracers of The Banker: When holding a gemstone and saying the command word (Claim Denied!), the value of the gemstone in GP is revealed to the wearer. It may be used three times per dawn.
My attempt at a Gish feat.
Bladecaster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Features)
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Surge. Whenever you consume a spell slot, the next time you deal damage using a weapon attack or Unarmed Strike this turn, deal additional damage equal to the spell slot’s level.
Channel. As a Bonus Action, you can consume a spell slot to channel your power into your weapons for the next minute. You have a +1 bonus to your AC and your weapon attacks deal additional damage equal to the spell slot’s level (up to +5). For the duration, Surge is deactivated. Once you use this feature, you can’t do so again until you finish a Long Rest.
I'm homebrewing a custom Tarrasque for 5e and need some advice
This ties very closely with world building so bear with me.
I'd also like to ask D&D players specifically so I can get some good advice on the mechanics.
i mean, its all dnd people here
Simply put: The Tarrasque was made by an unknown person during the first war of existence over the oldest argument in and out of existence.
It is the only one in existence.
It cannot die, at least not in any way that matters
And is single handedly responsible for the extinction of the first dragons.
I'm trying to write it as a force of nature.
Something that shows up and, unless you have trained for it, are increadibly powerful, and have magic items, you don't stand a chance.
BUT
something that is fun to fight/run away from.
Any ideas or suggestions?
Mythic monster, and can only be killed via wish
I kinda did that. I kept the whole "can only be killed via wish", even had a contingency where the person casting it had a chance to die. Players used a luck blade and two rangers and won.
I didn't read one of the spells they cast.
My biggest problem is the defense system I made
It's terrible.
I wanted a system by which the players would strike the Tarrasque to break its armor and use the holes in its armor to weaken it.
But I did it wrong.
i reccomend looking at Tromokratis
The idea was "no matter what you roll to hit I note the number and move on. When you roll it twice a peice of the Tarrasque's armor explodes and whenever you roll that number again you hit."
They HATED it.
Said it wasn't fun to have their strikes negated.
def isnt
So I have been playing with two other ideas:
Whenever they break off a peice of armor the AC lowers instead of getting holes.
And
Whenever they break a peice of armor the scales become enemies they need to fight before they can deal damage.
I can understand why. Your first swing has a 0% chance to hit. Best case scenario, your second swing has a 5% chance to hit and deals 0 damage. Best case scenario again, your third swing has a 5% chance to hit.
Which is why I need to revise it.
My idea was that over time they break through its defenses and get to hit no matter what.
But again, it was a bad idea.
The I'm playing with is making the armor of the Tarrasque its own stat block.
It has its own HP and as that HP lowers so does the overall AC of the Tarrasque.
So you'd be dealing with 2 ACs, the armor and the Tarrasque itself
Thoughts?
seems overly complicated and sloggish
In practice it would just be another monster that you target when you target the Tarrasque itself.
But good point
Maybe something as simple as starting it off with THP and a feature that says "while it has THP, its AC is increased by x"
Basically
What do you think?
What do I think of... my idea? Or your idea?
Both, basically
I think your idea is too complicated, which is why I recommend my idea.
I made a subclass that gives an Eldritch Smite that is 1d8 lower than the actual Eldritch Smite with different additional effects. Right now, if you get Eldritch Smite, it just gives that ability + 1d8 damage and the ability to knock people prone with it. It notably does not give you Eldritch Smite when you choose it (so you can’t double proc the effect)
that being said, it definitely feels like grabbing Eldritch Smite on it is underwhelming. I was wondering what I could add to it to make it worth grabbing again
I was thinking of something but I’m not quite sure which of the extra stuff would balance it out
I was thinking maybe I could just add 2d8 instead of 1d8 to the smite or allow for both the Prone effect and the chosen additional effect to both apply simultaneously
(the other additional options are push + slow as one option, or sap + vex as another option. There are more options but I think those two give a decent idea of the power level.)
Hey, so I'm making a stat block for my setting's equivalent of Vecna, and I have an idea to just give a base stat block the hand and eye. What stat block would be a good base?
Lore speaking, an empyrean would make sense because my setting's equivalent was the child of a god
But I think that'll be a little too strong for my new players
Even if they'll learn as they level up
I think maybe archmage? Or something similar
Btw I chose Noble prodigy, the sorcerer theme fits
I created a Bard Class Board for the Heroes of the Borderland starter box! I put a preview picture of the 1st-level board in the arts-and-crafts channel since can't upload images in this channel. Here's the link to the PDF (for free) here: https://www.patreon.com/posts/bard-class-board-140035779
Ketaryll
CR-14
Large Abberration, Unaligned
HP- 212
AC- 17
+2 to strength, +8 to dex, +3 to con, -2 to int, +1 to wis, -2 to cha.
+3 to all int, Wis and cha saves. +9 to initiative.
Speed- 60 ft swimming, 10 ft walking.
Senses- Passive Perception 16
Ketaryll are fast, deadly aquatic predators that dwell in the waters of the second and third layers of the horizon realms. They are rare in the second layers, but they lurk around deep water pools and wait for people to get close so they may drag them into the water and eat them.
Abilities
Aquatic Predator- This creature can only stay out of the water for 10 minutes at a time. When it goes out of the water, its walking speed is 50 ft for its first two turns.
Strange Fangs- This creature can make its attack damage magical or Nonmagical at will.
Strong Jaws- The Ketaryll can grapple any creature that isn’t Gargantuan size.
Attacks/Actions
Swift Bite- 7d10+2 piercing damage to a target within 5 ft, its a finesse attack. Creatures hit must succeed a DC 18 athletics check or be grappled by the Ketaryll.
Lurk- As an action the Ketaryll may hide when it is in water. This makes the surface of the water murky and rippling, so they cannot see the Ketaryll within.
Swirling Currents- As an action the Ketaryll selects 3 targets within 80 ft and all must roll a DC 18 Str save. On a success they each take 4d10+4 bludgeoning damage and get pulled 30 ft closer to the Ketaryll; on a fail they all get brought to the Ketarylls location and all must succeed a DC 18 athletics check or be grappled by the Ketaryll, and double its movement for the next turn. Movement caused by this attack does not provoke opportunity attacks.
Aquatic Maelstrom (Recharge 6)- The Ketaryll creates a sphere of turbulent water in a unnocupied space where it can see within 50 ft of it. The sphere has a radius of 30 ft and is difficult terrain. All creatures within excluding the Ketaryll who start their turn within take 7d8 bludgeoning damage and cannot leave with spells unless they succeed a DC 18 athletics check. If you end your turn within the sphere with the grappled condition, you take 8d8+8 bludgeoning damage instead of 7d8. The sphere lasts for 10 minutes. To make any attack or cast any spell within you must succeed a DC 14 athletics check.
Is it too broken or??
The wording is a little strange but I don’t think it’s too broken
In fact, it’s damage might even be a little short for a CR 14
But I still think it’s really cool
Thanks :)! How much damage am I short?
I can’t say an exact amount, I myself struggle with damage balance. But I think just add one more damage dice to each attack
Its lack of multiple attacks makes me feel like it’s all about single strong attacks
But I think then after that it should be good
Is this a place to share my own stuff I've crafted for my homebrew session?
Because if so then i have made a spell, is this balanced for level 8 spells? Inspired by dragon ball
Beam Cannon | school: evocation
This spell is cast from the caster's index and middle finger. After charging for 1 turn this spell releases a powerful precision attack that ignores armour and will heavily damage or kill most enemies. Does 8d10 piercing + 8d10 radiant damage. If the caster is hit before they are done charging, the spell will fizzle.
Correct
Ok
I love the visual and idea, but the wording and mechanics is a little strange.
Is the casting time an action, but the spell activates on your next turn?
Yes, once you begin charging the spell on your fingies, that costs an action, you then wait until your next turn and your beam will be ready and you may choose who to use it on.
Does it take an action on the second turn?
And is the spell slot wasted if the spell fizzles out?
Also while I’m here, I’m making the stat block for my homebrew setting’s equivalent of Vecna, and I’m struggling on legendary actions (since Vecna didn’t have any). What would be some cool legendary actions?
I have a shadow step one, and one where he casts darkness three times in one, since he’s called the Lord of Shadow
Yes, I feel like if it only took 1 action, allowing you to do 2 attacks in 1 turn when the beam is fired, it would be more on the level of a level 9 spell instead of an 8.
You spend the spell slot when you begin charging the attack
I like the idea, but the interruptible charging is incredibly brutal
Im thinking of making it so you have to maintain concentration, doing a concentration saving throw when you get damaged.
Almost every single time it’ll be interrupted and an 8th level-
Instead of instant interruption
Yes. Good idea
Other than that I think it’s fine
can anyone help me out, I'm trying to make a trap based class for dnd but tbh im awful at balance, I don't have much but id love any feed back on what I do have https://docs.google.com/document/d/1otReScIfJvjYXEb8vgHCTIDM6SZnfJiweZdv20oPB6o/edit?usp=sharing
I have comments open and it and u can ping me or dm me if u have any larger ideas
What’s the base class?
its supposed to be a whole new class, mainly martial tho,
Oh it’s a new class….that’s always tough
Everything you have looks fine so far, just a warning if you want it to be viable you WILL need to make traps like artificer infusions that you can select or make or buy or smth. I like the concept (trap and then get free damage)!
yeah I'm planning on making a whole list of traps u can make my adhd just decided I was done for a while, its also hard bc setting traps is kinda hard when ur clearing a dungeon or smth so I have to make stuff so u can set it up mid combat
I would recommend like a check to place the trap so they don’t notice and based on that the trap has a different efficacy
I like that idea but its also just hard bc there already is so many complications with traps like with seeing them and all that, plus base game traps are VERY underwhelming
That’s true you NEED some sort of board for this class to be viable
board? I probably know what this is just a diffrent name
Yeah like the DnD board that allows you to see where your players and monsters are and get a better sense of terrain and setting
yeah agreed
Do you guys think a class that generates/interacts with Heroic Inspiration could work?
Like 2024 Human or Champion Fighter
Too niche 🙁 but I’d be very happy to see you prove me wrong. I feel that it’s too focused of a topic with not too many ideas for subclasses
I mean, technically Artificer also uses a niche mechanic
as does diviner
It:
- Creates magic items almost instantly, while other classes would take days by using the crafting rules
- It increases its own number of attunement slots, something no other class does
step one: you can hold up to profmod heroic inspiration
The Wizard subclass?
yeah. diviner gets a non-reaction way to alter other characters' rolls
portent is unique in all of D&D
as for heroic inspiration I'd make it a fighter subclass, and give it some things to provide other uses and/or impove allied use of it
be heroically inspiring
I was considering something like "When you roll Initiative, you gain Heroic Inspiration if you don't already have it"
I never realized that
-# Because I ignore Wizard's subclasses lol
That would be cool, sounds like a version of Champion without the crits
I was just asking because I wanted to make a "Spellblade" character that wasn't just a guy with weapons with spells on top
oh, most spellblades are boring casters that don't have to do anything to be great at martial stuff too
And I realized it would be cool if there was a class that interacted with Heroic Inspiration
lean in on non magic stuff instead. inspire!
Exactly lol
My inspiration was something like JRPGs protagonists
like ooooh another completely original hexblade/swordmage/gish/whatever
Ramza from FFT - guts!!!
Final Fantasy... ten?
tactics
Not my brightest thought
I was thinking about it and Hexblade would actually be the perfect Arcane gish if it wasn't for the fact it's so occult themed
I mean it already does everythin
Sometimes i just want to be a guy who uses swords and magic, not an edgy guy who uses swords and dark magic
eldritch knight is super fun and cool
Indeed, it's one of my favorite subclasses
I knew I liked you
🙏
Fun Fact: If you go Eldritch Knight 15 and Wizard 5, you get an Arcane half-caster
Fighter 10/Wizard 10 also works, but not in the same way
I have my take on a hexblade, and an antimagic type in this (along with an unarmed type)
https://www.gmbinder.com/share/-NW0w97pU_itwZZXPAVG
it's not slander
it's extremely low barrier to entry
it's the minecraft of classes
you can play it without making any hard choices, any platform any age group, no need to worry about optimizing, it's all built in
You just said the words “Hexblade” and “Slander” in the same hour? Shame
... you said it in the same line. twice
I have a permit
I'm not emotionally invested in it haha
anyway, OG hexblade from 3.5 had FLAVOR and wasn't tied to warlock
Fr I hate the new UA Hexblade but 5e is okay I mean I’m fine with it
taking it from a super tough martial that made your opponents unlucky into a caster that doesn't have to have any physicality whatsoever is WEAK.
I capitalised weak because it's moves are weak
and I miss vine
Oh you’re saying it’s bad cause it’s a Spellblade?
no
I'm saying it's not as interesting because they took it from being a martial-forward half caster with interesting mechanics revolving around both resilience to magic and misfortune for enemies
Into?
into a no-thought version of a bladesinger
you don't need to make any decisions because you get everything you need
no give and take at all
I mean that makes sense I probably just like it cause it’s a good dip lol
But frankly any Spellblade isn’t gonna feel “right” in most scenarios like the arguably best way to play Bladesinger is as a durable wizard
But yeah the thought thing makes sense
notably eldritch knight feels great
and requires making decisions while levelling it
Yeah EB is nice because it’s not broken and the spells you get at the levels it offers have great synergy with fighter (e.g heat metal, shield, maybe even misty step)
and it's got built in teleporting!
it's cool and very dynamic
combined with masteries and action surge, second wind and indomitable, it's a really fun package
That's 3 martial archetypes
(Sorry for the ping)
I like EB :)))) especially since it has actual synergy with the spells
yes, my take on a hexblade, an antimagic sub, and an unarmed sub
Is that the Execrator?
(Execrator is my version of the OG hexblade)
Got it
yeah
I originally build it for 2014, this was an update made early in 2024's lifespan so some of these will likely still be changed up
of these it's unfortunately had the least playtesting, though I did have the privelege of running a game and one of my friends played a goliath execrator who wore mounds of bone fetishes as armor, like just covered in these beads and bone tokens
rattled everywhere he went
used a mammoth leg bone with brass bolts in it as a maul
that guy was cool
Devastator has been played a loooot at my tables, but it's not the hexblade thing
Just realized it could get very broken very quickly with Champion Fighter
I was considering increasing the maximum number of Heroic Inspiration you could have at a time, and it would be 4 at level 10
So after just 4 turns, a 10/10 multiclass with Champion Fighter gets the maximum amount 
Though it would be a level 20 character, so I don't think it would be that broken
A PC would need to go 10 levels deep into it to even get the feature too
Could someone help me make an odd item for a dnd character? Not like the item is needed by the character, more like it’s part of them, linked cosmically to the character
I was thinking that it would be a great fighter sub, so you couldn't also be a champion
Nuh uh
I have a clarifying question to ask here, can the Elements Monk do a ranged Grapple as your unaremd strike's length is extended?
Disastryx, Abyssal Archmage
Medium Undead, Chaotic Neutral-Evil (He's uncaring about others, tends towards evil but really doesn't care about being evil on a principle like chaotic evil)
Speed : 70 ft fly, 45 ft walk
CR: 24
AC: 22
HP: 520 (Uh uh 50d10+20)
Spell Save DC = 24
Spell Attack Bonus = + 17 to hit
+10 to CHA, +5 to STR, +8 to CON, +8 to INT, +8 to WIS, +3 to DEX
Skills = Perception +10, Insight +10, Intimidation +10
Saving Throws : Dex +7, CON +15,
Senses : Darkvision 150 FT, passive perception 27
Damage Immunities : Bld, Sls, Prc from Nonmagical Attacks.
Damage Resistances : Necrotic
Languages : Undercommon, Abyssal, Infernal, Common
Spellcasting Ability = CHA
Disastryx was once a common mage named Arcolet who studied necromancy as a method to cure illness and gain free labor. His work was undoubtedly significant, but very controversial, leading to his assasination. In the battle leading to his death, he cast a spell that misfired, instead of transporting his consciousness to an new body before he died, it took effect an hour after his death, ressurrecting him as a strange undead creature that resembles a lich in most ways.
Passives:
Levitate : As a free action on HIS TURN, whenever he wants Disastryx can begin levitating 5 ft off the ground. Stopping this is equally simple.
Necrotic Aspect : Whenever Disastryx deals damage, he can switch that damage to magic damage (of the same type), or switch it to necrotic damage, or both.
Undead Overlord : Undead cannot attack Disastryx at all, or deal damage to him, and must obey any verbal order he issues.
Siphon : When Disastryx takes necrotic damage, half the damage he recieves (after resistances are applied) becomes a pool of healing that takes a bonus action to draw from. This pool has no limit to its size.
I wanna make a Druidic-Plant feeling monk and kinda wanna give them thorn whip-like vines they can throw out and do stuff with, but I dont wanna just copy over or do too mcuh of what the element monk does
Frightening Presence : When entering into combat against Disastryx, roll a DC 24 Wisdom Save. On a fail, be frightened of Disastryx. The condition does not end until 5 minutes have passed or a spell of 5th level or above (or a spell upcasted to that level) ends it.
Legendary Resistance (3/day) : If Disastryx fails a saving throw he can choose to succeed instead
Cursed Sight = His Darkvision can penetrate through magical darkness and all darkened areas appear brightly lit to him
Deathreached = Some of Disastryx's attacks cause the condition Deathreach. When you have this condition and take damage, all healing effects on you are halved and you get disadvantage on CON saves. You also take 2d10+5 necrotic damage every turn under this effect. If you are hit by Curseblade while under this effect, you take an extra d12 of damage.
Attacks/Abilities
Multiattack - Disastryx uses 3 attacks - 2 Bloodmarks and Curseblade
Bloodmark (Ranged Spell Attack, +17 to hit, range = 100 ft, 1 target, ) : Disastryx throws a large projectile that looks like a wave of red energy. On a hit, it deals 3d4+5 slashing damage.
Curseblade (Melee Spell Attack, +17 to hit, range = 10 ft, 1 target) : Disastryx uses his magic to slice at you with a Curseblade. On a hit, you take 2d12+8 magical slashing damage and must roll a CON saving throw (DC 23) or gain the Deathreach effect until the end of his next turn.
Darksent Ray (Ranged Spell Attack, range = 100 ft) : As a bonus action, Disastryx throws out a ray of dark magic at a point, forcing all within to roll a DC 24 Wis Save All living creatures that are within 25 ft of that point that fail the save and are selected by Disastryx then are pulled to the point at the center and get Deathreached for a turn, and take 1d10 necrotic damage. On a success the creatures within are knocked prone and Deathreached for a turn.
Soulbind (Spell Attack, Range = 50 ft) : As a reaction, after succeeding a saving throw that a enemy forced him to make, Disastryx can make that creature roll a CHA Save DC 23. On a success it is Deathreached for a turn and loses 20 ft movement speed for that turn. On a fail it loses half of it's movement speed, is Deathreached for 2 turns.
Hellfire Casting (Spell Attack, Range = 50 ft) : If Disastryx misses his Curseblade attack, as a reaction that turn he can make a attack roll against that creature, +15 to hit. On a miss, the creature takes 2d8 fire damage and on a hit the creature takes (2d12+8)/2 damage.
Cataclysm: Rays of the Blood Moon (Recharge 12 on a d12): Disastryx uses his action and bonus action to damage everyone within a 70 ft radius for 2d10+5 psychic and 2d10+5 necrotic damage. They must also roll a saving throw (WIS) DC 24. On a success they are Deathreached for 3 turns and proned, on a fail they are Frightened of Disastryx for 5 minutes, Deathreached for 3 turns, and restrained for 1 turn. His next Curseblade attack (within the same day) then Deathreaches for 2 turns.
Cataclysm : World Funeral (Recharge 12 on a d12) : Disastryx uses his action and bonus action to damage 3 targets for 10d10 necrotic damage (he splits the damage amongst them) However much damage he deals, half of it is given back to him as healing, unless one of the targets dies, in that case he can gain no more hitpoints back from them.
Legendary Actions (2)
Curseblade (1): Disastryx makes a Curseblade Attack
Dash (1) : Disastryx Dashes foward
Bedarken (2) : Disastryx picks any living creatures he chooses within 40 ft of him and makes them roll a DC 24 saving throw, on a success they are frightened of him for a minute and are Deathreached for a turn, on a fail he can use a Bloodmark on one of them and Deathreach all of them for a turn.
No I don't think so
🙁
Hello people
PLS HELP ME
I have a question
IS MY HOMEBREW GOOD
Oh?
Hmmm lemme see
Yeah it doesn't look bad friend 🙂
Yay
So uhh need help with that or u good?
So I'm making a one piece dnd campaign
Well it takes place about 20 years before the anime
Oh
I want my players to have a really hard boss to fight at the end
And I'm thinking I want it to be young Whitebeard
Or GARP
Alrigh
I'm not an anime expert but if u have ideas for attacks or the boss I can help you polish it cause im good at Dnd
What I'm trying to figure out is how I make these characters where they are still really strong but not too strong for my players
I want to do them Justice with how strong they are in the anime without making them too strong to where they one hit KO everyone on the team
Ok what level is ur team gonna be for the boss?
Well I do not know yet but I feel like between 16 and 18
Ok. A good way to determine how bad damage should be and hp and AC and saving throws and all that logisitcis stuff is to look at a CR 16-18 boss (pick the level u want them to be at ) and examine it for ideas on those things. To find a CR 18 boss (for example) just search up "CR 18 boss"
As for attacks and stuff if you want to mix it up you can add in saving throws (idk if young whitebeard has the quake fruit) but like one of his attacks could be Quake and it makes them roll a Dexterity save or they get knocked over and ground up by the rocks.
Yeah that doesn't sound bad
Also should I mention what my players are going to be cuz they're kind of interesting for this campaign
With his devil fruit a good part of it is probably going to be earthquake and other Earth spells already in D&D that I'm going to re-flavor for this
Yeah that's the general idea on how to make a DnD monster. (E.x my boss Disastryx is kinda fire am I right) Also you don't have to format it like I do, I prefer a formal "statblock" type thing where his monster type, CR, languages and everything is listed. This can be helpful but not needed if it's obvious (I'm FAIRLY certain Whitebeard is human)
Most of the enemies my players will be facing are going to be human
But there's also still plenty of other things that can fit into one piece D&D
Welp there's my masterclass on how to make a homebrew monster! Knock yourself out :). One thing, when using a monster of the same CR as what you want to make, make sure it matches your character. Different types of monsters have different "strategies" or patterns. E.g, a Fiend or Celestial will use special abilities along with damage, whereas beasts and constructs will deal more damage and have little special abilities. A Fiend could have some broken burst attack, a Beast often won't and it's base attack will deal a lot instead
I will keep that in mind
Well I had to already do some home brewing with one of my players characters as well
A lot of my campaign is Homebrew
The first one of my players wants to use a octopus Fishman
So because of him being an octopus he has four arms and four legs
I had to figure out how to work this without it being overpowered but I think I thought of a pretty okay way
Sure, shoot it\
the extra arms I figured he could have two bonus actions instead of one
And with the legs I figured that they could give him advantage on all staggering or being pushed over kind of moves
What do you think?
Oh that's already broken with 2 bonus actions he can make a really broken build
I was afraid it would be but that's all I thought of so far 😅
I would reccomend advantage on Athletics checks (so he can grapple stuff with the tentacles), a 30 ft swimming speed and if you think it works then a innate attack that deals 1d6 (or 1d4+1 either works) bludgeoning damage
Technically they're not going to be tentacles they're just going to be normal arms with maybe some suction cups on the inside though
But that does sound pretty good
And it would give him a water-based advantage which means he would have to think harder about eating a devil fruit because if he eats one it takes away his ability to swim
That's true, his swimming speed would make him think twice
But that's just one of my characters then there's the other two
The first one is very simple he just wants to be a samurai so we agreed that it would be a Assassin Rogue
So that one isn't too hard
The next one gets interesting though
The third person's character is a wolf mink artificer
But I have been thinking and I thought I could probably just use the fox race and just re-flavor it I also don't remember what that race is named
If he wants to be a wolf type thing and you don't want to Homebrew more Shifter works fine, but otherwise give him proficiency (or advantage) in Intimidation, DEFINETLY a innate claw attack, and maybe even stealth advantage
Yeah also all magic is re-flavored in my campaign since magic isn't used in one piece so for it in my campaign it's all just for role play purposes gadgets so every single spell works exactly the same just in Canon it's a gadget
Which brings me back to the wolf character since he's an artificer we decided that he would be a cyborg on the outside he looks completely normal but when he uses something like Firebolt for example his arm will transform to shoot it out
And I have been thinking about a cool backstory for why he's a cyborg
@carmine schooner what our your thoughts on this?
Oh sorry I had to go for a second uhh backstories are easy just make it sound thematic. Same principles as in writing
E.x As a young apprentice artificer, he transformed his body using magic repeatedly to make life easier, slowly but surely literally making himself a robot until he realized that he was a half robot.
I didn't mean the backstory part I meant it all in general
Sorry I didn't specify
I mean cyborg races are easy
Yeah no his backstory is a lot darker
Um
Well him being a cyborg doesn't really change his race at all it just gives an explanation on why he can use his powers
Because like in one piece they don't use Magic and I didn't want to make an exception so I thought he's a cyborg and he's using technology and gadgets to be able to do his stuff that kind of looks like magic
Now of course mechanic-wise it's literally the Spells but for role-playing and lore wise it's all technology
Otherwise he still bleeds like a normal creature he still needs to eat digest sleep everything
So it won't really affect his race at all
It's just giving a in Universe reason for why he can use his spells you know?
theres reflavoring
Yes that's the word
yw!
i know of it. i heard its great but idk if its actually good
It is
It's a must watch for anyone who likes well written anime
I would say it is way too long to be well written
Maybe there's good character moments but brevity is the soul of wit
Spell opinions:
Clockwork grip
Level 3 evocation
Range: 120 feet
Components: verbal, somatic, material (a small gear or cog)
Concentration
Target one point you can see within range. Large gears erupt in a 30 by 30 foot square centered on this point. Movement within the square costs 1 additional foot per foot travelled. When a creature starts its turn in the area, it must make a dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is moved up to 10 feet in a direction of your choice as the gears hammer them in that direction. On a successful save, it takes half damage and is not moved.
i love it
So its an AOE spell? noice
6 tiles squared, ground targeted, yes
so no flying enemies right?
I'm assuming it takes an action to cast yes? I think this is pretty nice so far.
Other than that, I'm not sure if it was intentional or not but the movement reduction isn't explicitly difficult terrain which means it'll stack with anything that inflicts it (and also counters features which ignore difficult terrain)
does the movement provoke attacks of opportunity
Action cast yes mb
As forced movement, it does not.
That is entirely intentional, if you wanted to combo this with your Druid's spike growth, I intend to allow spiky gears.
seems fine then
spike growth is already jacked, it being even more powerful is w/e
Yeah. But tbh if you're spending 2 casters concentration on the same zone, it's gonna be a pretty solid grinder regardless.
if i had to choose one spell to ban, i'd rather ban spike growth over this
Good bar, because I'd not ban spike growth.
So I'm good with that take then
Another spell. This one is meant to be strong, because it is a major standout for a homebrew class, but should not be overbearing.
Architect's compulsion
1st-level enchantment
120 foot range
V,s,m (an innkeeper's bell)
Duration: instantaneous
Choose a point you can see within range. Each creature of your choice within a 30 foot radius must make a wisdom saving throw. On a failed save, the creature must immediately spend its reaction to move up to its speed towards the point, attempting to end its movement in the closest unoccupied space to the point. While creatures will enter hazardous terrain to reach the point, they will not leave solid ground (such as entering a magma or moving over open air) to reach it.
Edit: it has 30 foot radius, not 120 feet around the point lmao.
seems like the sympathy half of sympathy/antipathy, an 8th level spell
Is that the case? Huh.
Though that is an hour cast, lasts ten days, and affects a 200 foot cube.
Also movement relative to a target.
Though could target an object.
Also causes them to use their movement on each of their turns, this is reaction and preserves their real movement.
Didn't know that spell existed though. Pretty cool
way too broken
Appropriate level in your opinion?
1st level? hell no
I understand, but what is the appropriate level in your opinion?
so if they use their reaction to move it: 1-prevents their reaction attacks 2-invokes opportunity attacks on everyone that moves 3- sets up massive aoe (they will move though rough terrain aoe spells? fiery wall now game breaking even more) as it is it easily has to be a 4th level spell
I would say to tone it down they would have to NOT move through rough terrain or any spell effects (anything that would harm them), and they get pulled toward the point (they still have reaction and dont invoke opportunity)
Way too powerful, but that's just me
No reaction use, no opp. Attacks
Yeah probably will make it a second level, 30foot radius pull to the center on STR.
No opp. Attacks, preserves reactions, one level higher.
Third level and it's pretty garbage until late game when third level slots are much less valuable.
if you want it to be first level then i think:
It is critical that it pull/compel enemies into hazardous effects, even at the cost of not being higher level.
big aoe mass forced movement is definitely not garbage at 3rd level
oh and no friendly fire too
I mean, compared to casting HP or something, it kind of is. Again, not when YOU, the caster, are higher level, but it is when you're 6 or 7, for instance.
i mean forcing enemies into a pit will crowd control them harder than HP
15ft radius, up to 3 targets within range are pulled 10ft towards the center (must make save) and take 2d4 (damage type). For each spell upcast, gain 1 target and 1d4 damage
Class has a cantrip that's 1d4 and a 10 foot pull. Feels too similar. Though essentially upcastjng the cantrip isn't unreasonable.
2d4x3 is much more than 1d4
At first level that isn't bad actually.
yee and this way it doesnt take reaction or provoke opportunity, but still provides cc and now a bit of damage
Thanks
ok, I added an Eldritch Smite effect that expands the crit range to 19 or 20 instead of only 20, so you can retroactively turn the hit into a crit
I don’t think there’s anything in the game that does that, and I’m not sure how to compare it to being knocked prone without a save
Not the channel for that but yes
There's a problem because:
When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
So at the end of your turn, the grapple would end since you're not making an Unarmed Strike anymore
But in an old article in D&D Beyond, grappling enemies from a distance is apparently the right strategy with this sub
some people would say while you’re grappling, you are in the process of an Unarmed Strike
@stuck raptor scarecrow moment
So grapple someone for a whole 10 rounds and do a 1 minute long Unarmed Strike 
I’m probably gonna add another effect to it, but I feel like +1d8 on a crit is too low, and giving you Quicken on your next spell this turn is too much
tbf it is using a pact slot to do this, so to use it you need to use 2 pact slots on the same turn or use another form of slots
That's interesting but I think it would end up saving Eldritch Smite only for when they get a 19 on the dice since they wouldn't want to "waste it" on a non-crit
it’s a subclass that allows you to change your additional effect
so that’s one option
it’s a time-based subclass
so I thought it would be fun to play around with turning a hit into a crit
I think I’ll just give it the ability to cast a spell as a Bonus Action after landing a crit using it
is that overtuned? I’m not sure
I might just call it with making this one crit range expanded +1d8 on a crit and then make a separate one for level 10 that allows you to quicken
anyone notice the ring of sustenance is missing from the game?
so my homebrew will be to reintroduce rings, that dont need attunement, that people can use, called the rings of gygax, and each ring will remove rules that gygax was against. Like exhaustion, and micromanaging common resources like food and going to the washroom. lol
So you can play 5e without some of the anti-gygax rules.
a ring that trades all your cantrips for high level spell slots
Ring of limitless attunement (doesn't require attunement)
Level 5: Seeker’s Inspiration
The maximum number of Heroic Inspiration you can have at a time increases to 2.
It increases to 3 at level 9, 4 at level 13, and 5 at level 17.
Level 11: Inspired Casting
When you cast a spell, instead of a spell slot, you can expend a number of Heroic Inspiration equal to the spell slot level.
In a white room, how does it look like?
advantage is too op to neglect
even to cast a level 5 spell that cost is really high
thats 5 passed checks (hopefully)
also how are they getting so many stacks?
Heroic Inspiration isn't really Advantage
this is true but yk what i mean
And it's a half caster so 5th level spells are the highest they can get
I intended it to replenish on a LR
still a 5th level spell is so strong but what about rerolling your saving throws for an entire short encounter
I also intend Heroic Inspiration to be used for more stuff for this class
Like a resource similar to Bardic Inspiration, Channel Divinity, etc
Ring of Equilibrium (While wearing this ring, you cannot gain advantage or disadvantage on any attack roll, saving throw, or ability check)
fair you do you
inspiration is just already strong is all
most class charge stuff are designed to allow classes to do things with an otherwise useless charge, inspiration already comes with many uses, im just warning that it may not feel as op as rerolls
I mean, Champion gets it every turn
champion fighter?
Ye
gets inspiration every turn?
thats cool
but not my point
giving more inspiration is awesome
i just mean consuming it for spells seems weak
not a slight on you at all its a creative idea
just as a player id be drooling over 5 rerolls a day, not a level 5 spell once or a few level 2s
Understandable
I was thinking that the char would do the perma slowdown by hitting them with some extra chains that’s either special or just a large number of them
i still think it should just be a simple AC to hit, 0 speed, and str save to remove @long oyster
Points above
I wanted it to be a system similar to Bardic Inspiration but less supportive and more "selfish"
HB Arcane half caster
Perhaps you can clarify how it would work in 5e terms
And the chains are magic, hence they multiply. You can dispel them with an int save or str, but latter would probably have higher DC
or maybe if you want permanent slowdown, its shared
maybe 2 or 3 inspiration for level 5? maybe 1-1 2-1 3-2 4-2 5-3
2 spell levels for 1 Heroic Inspiration?
I see
i could not have made that more complicated but u get what i mean
when you hit the enemy, you are also speed 0, until hit or you remove it yourself
In simple terms, get close and land a punch.
then u have rerolls, and free spells, at disposal
I mean in 5e terms, not simple terms.
I could maybe do it with a variant of the technique
wait, if you want to basically want to immobilize someone, why are you getting in melee range
Doesn't Druid also trade 1 Wild Shape use for 2 level of spells? Though at level 20
Because you need to apply the chains
Giving meaningful feedback is harder if the function isn’t clear
chains are long, are they like, magical chains or are you literally throwing them
yes u can
is that a problem for you? you want it to be its own thing?
cause druids can only do it once a day no
also theres issues with creature sizes, are you going to be able to use it one something large or above?
First application of binding technique you can just throw a few chains as you don’t need much to slow em down
At second, you need a lot more, so much you can’t simply throw them all at once
(I'm lost, idk if you're talking to me or not)
I think it’ll only work on large and smaller
the inherant issue i see is that if its an ability it has limited uses, but they way you want to use it sounds like a cantrip that can be used forever with no downtime
Yeah
only you lord knows what the other convo is about
i think that just makes it feel better? dealers choice though
especially cause in your current system you cant cast level 5 spells until level 17 for free
Well, I might make it a ‘once per day’ or a special item that needs to be refilled
and then it would still take everything from the entire subclass
There’s 2 fundamental issues in my opinion with the ability.
- 1 is that it takes too long to function for relatively little benefit. Reducing a single creatures move speed to 0 over multiple turns isn’t that beneficial.
- 2 is that the gameplay loop of this ability based on previous channel discussion seems like it would leave a melee vulnerable character in melee range, which also doesn’t seem good for the benefit
it would basically need to be used like a bonus action cantrip to be even viable
Ok
So what if it could then be applied at long range and affect multiple people at once
Even still, something like Command, Sentinel, etc do the same thing but faster and more reliably
like even if its 3 turns to completely immobilize, most enemies would probably be dead, or where they want to be in 3 turns
Thats better but how would that work in 5e terms
Multiple attack rolls? Dex save? Etc
theres already some busted spells that do the same thing but better
like the slow spell
What would be the AoE range if the latter?
Multiple target immobilization seems like a reinvention of Hypnotic Pattern
Except, well, Hypnotic Pattern gives a better debuff. Granted it is a level 3 spell but still
you could change the core of the ability, instead of 0speed, instead you are able to try and move the target hit by it around like grapple
At that point why not just Grapple?
ranged grapple?
Ah that’s what you meant
like a 30ft range to hit, and anything grabbed by it is half speed, and you can spend bonus actions to attempt to move them around
In that case, I present you Entangle
Rip
But yeah that sounds like Entangle except instead of inflicting restrained it gives forced movement
Could be cool I guess
Though honestly Entangle beats it in utility
Force them into a trap or into moving them for an opportunity attack
Or does an opportunity attack not work on forced movement
It does not
Welp
I guess to make it less bad it could just give them people an advantage to hit them, but that might move it to being too good
I think if this were to be some useful ability it would need to inflict restrained but in a way that doesn’t already exist within the game options
I mean in terms of mechanical effects
Ring of Wizardry, all spells are fixed to a specific slot chosen at start of day, but doubles the number of slots.
Or rather, it needs some accessory effect that’s independent of similar effects
Or just needs to change the way it can inflict restrained
what stopping you to use the max level slot and doubling it
on like, a warlock
But honestly this most likely is a big roundabout way to cast Entangle without actually casting Entangle
entagle is a spell right?
not a cantrip
Yeah
well a wizard would only have 2 9th level slots, hard to plug all your spells into that
Level 1
so i guess if its treated like a bonus action or cantrip its different
the trade off is versitility for power
Not much versatility is traded off imo if at all
it is a gyaxian ring after all
Wizards just get even more powerful with that ring
as it should be
and then get the ring of unlimited attunement, its crazy