#homebrew
1 messages · Page 45 of 1
does not mean you can or must go ham
it's built for fairly balanced high fantasy play
well it aint gritty realism or grimdark meatgrinding either
fb is an outlier for the simple fact its iconic
that's true
I also want to say that weapon masteries make same-weapon TWF worse with Longswords.
Sap doesn't stack, after all.
I agree with Dave's rewrite
Adds a meaningful amount of damage, fulfills the fantasy to a good degree
Rolling both dice is the solution here
and it doesn't step on gwm, because at the same time you're also making more attacks
(because presmuably you'll still be taking DW/TWF)
so you're making 2 more attacks per turn than the gwm person, and one of those attacks will do extra damage
and im totally fine wiht that
i just want to wield two rules as written longswords
- adding extra damage on every attack
how?
... you said making simultaneous attacks more than once a turn
You can. Just do it with Extra Attack.
check it out;
Twin Blade Fighting
+1 Strength
When you take the attack action while wielding two one-handed weapons, you may make an attack as a bonus action at advantage. if both dice hit, roll the damage dice from both of your held weapons to the damage roll
twin blades are a different thing
honestly I don't care if a youtuber thinks something cool like two weapon fighting isn't cool
it's not different because I just made it up
In all honesty, though, I don't think it's bad to make a homebrew feat that enables TWF with two non-Light weapons. I just think that you gotta dig a bit deeper to think of what it would do that's more exciting.
yeah. do something novel instead of just supercharging something to be way more potent than other options
well im not good at providing statistics that show my change would make a negligable amount of difference
because it is.
negligable.
Then just homebrew Dual Wielder back to doing that, maybe.
I haven't read the whole discussion, but would a feat that allows you to add the Light property and/or Nick mastery to non-heavy or two-handed weapons achieve what you're looking for?
TWF has always been a blindspot of mine tho so maybe that's horrendous
though if the weapons aren't light then there's no mechanic in 5e to allow the other attacks
not adding the nick mastery
I suppose if you're just looking for two long swords you don't have to be as fast as two short swords
the twin blade fighting thing is a good compromise. you aren't getting all the extra attacks that light/nick give you
because you aren't wielding light weapons
and you wouldnt benefit from nick with my feat either
you get to make one extra attack and it even does more damage if you meet the conditions
as the feat only says they're light during the attack
so you won't get the bonus actiona ttack then
I think, if you're spending a feat to attain this, moving from effectively d6s to d8s with nothing changing is fair. As in, dual wielding longsword the exact same way you would shortswords.
Its only an increase of 1 damage per attack on average, no? GWM and other feats have much larger increases
(since the bonus action is after the attack action and they are no longer light, so no longer elligible)
then ill change it to during combat
all attacks are during combat. so .. they will be getting light as a property
Constructively, I'm just struggling to see the creative process behind this. It seems to me that it's too much on-the-nose in a way that is hard to engage with.
you've decided that balance isn't really your aim, and that's fine
yes but longswords dont come from nick
just do the thing you want to do
with*
correct there's no nick
but if you make them light, then they will get a bonus action attack
and the only way to add masteries is play fighter
Fighter can't add masteries, though it can get masteries like the other martials.
fighter can replace properties but only with push, sap, or slow.
they cannot add nick
yes and then they will be back in line with 2014.
which would just be undoing a step backwards to an already underpowers style of play
yes it is.
you have to pay 2 feat taxes just to undo restrictions
exceptions to exceptions
The thing is, TWF is more powerful now than before, with the caveat that you don't like how TWF is now.
I'm a TWF glazer myself who hated how it was in 5.14.
TWF is more powerful.
dual wielder isnt.
Twf?
I like how TWF is in 2024, I didn't know people had issues with it. Is the perceived problem with how you can no longer "effectively" dual wield non-light weapons, which the old dual wielder I guess enabled?
I would actually say Dual Wielder is, considering it's a half-feat and it allows you to get yet another attack.
Sorry I'm only like half-sure what we're talking about if I'm being honest.
Don't get me wrong, I feel the pain, but from trying to figure it out myself, TWF is a really intricate mess of gears that is not super easy to fix.
level 5 fighter with two short swords, two weapon fighting and dual wielder:
attack 1: 1d6+str mod
attack 2: 1d6+ str mod
nick attack: 1d6+ str mod
bonus action attack: 1d6+str mod
level 5 fighter with greatsword, Great Weapon Fighting, and Great Weapon Master:
attack 1: 2d6+str mod+prof bonus
attack 2: 2d6+str mod+prof bonus
bonus action attack might happen if you kill something/crit
so assuming everything hits; the TWF gets 4d6+4xStr Mod. the GWM fighter gets 4d6+2xstr mod+2xprof mod
if we're talking 16 str then the damage is identical, but the TWF gets to benefit four times from magic weapons, while the GWM gets twice
if they're 18 strength, the TWF does edge out the GWM damage by 2
by 2
okay, should the giant weapons do less damage than two smaller weapons?
i think that the giant weapons should do even more damage, and the two weapons shouldnt have exceptions on exceptions
and if so, how would you change great weapon master to make it do more damage than TWF?
and then when GWM does more damage, would you then bump up TWF again?
ultimately it seems like you want TWF to do more damage than GWM
execution
if the damage from an eligable weapon would reduce an enemy to belowthe threshold,
they die.
Does the TWF add their mod to the dual wielder BA attack? I thought the feat calls it out, unless TWF fighting style mitigates that
This is one of those times where I'm going to put out there that one should work backwards with understanding TWF (more specifically, understanding why a developer did what they did.)
the fighting style says when you're making an extra attack, not calling out the BA specifically
the nick attack is also an attack you get as a result of the light property, it is just moved as to where it is made in the action economy
and you misunderstand, i dont want twf to outdamage everyone, i want twf to have no arbitrary restrictions at a certain point of a character build
there aren't arbitrary restrictions
there's balance restrictions based on the size of the weapon
arbitrary would be like "you can't dual wield clubs"
this is a balance restriction
you dont add your mods to the second attack (unless you have the fighting style)
you can only use light weapons (unless you have the feat, and one of them still has to be.)
and, as Tamms said, you can fight with two longswords, you just won't be as fast/making as many attacks as someone with two short swords
you have to spend a bonus action (unless you have nick)
None of those are arbitrary.
well best of luck
you seem to have a different understanding of how words work than most
and that's okay, every table is different
I don't know how to balance something you want to be unbalanced
so go with your gut and have fun
Respectfully, that's because you legitimately don't understand the mechanical ramifications otherwise.
I don't mean that to be rude or anything.
also; if you aren't looking for feedback, just say that! it's fine to just post something you did that you enjoy
I'm saying that assuming that someone who is a professional who creates content in an industry knows worse than someone who is solely involved in consuming said content in the industry is worthwhile to try to unpack.
im looking for feedback
what im not looking for is to be told to throw the whole thing in the garbage.
I can see how it doesnt work, what i want to know is how to make it work.
I didn't say throw it in the garbage, and you were offered ways to make it work
you didn't like them, and that's fine
My honest feedback is that it's too much of a runaround when you could just state it to do what you want it to do.
thing is i did that before
Can I post a code block here so it's alot of text but compressed and scrollable?
and i was told how the wordings could be abused
well if they could be abused then that isn't incorrect
being given feedback when you ask for feedback is generally the transaction that occurs
which is why i worded it the way i did now
it won't always line up with what you expect
You mentioned something about Nick and mastery properties, but nothing exists that gives a weapon Nick or swaps its property to Nick.
It's highly unlikely something will ever exist that does that, unless it's meant to fulfill the same design space as what you are making now.
yeah but it feels like im asking how to make my windows install run better and am just being told to install linux
let me rephrase my previous question
a: do you want this two longsword fighter to be making as many attacks as a two dagger fighter (with the feat and fighting style for both)
so as an example at level five, do you want to be making four attacks
three in the attack action and one in the bonus action
two rolls per attack, no bonus action attack, no nick.
The fact that you're competing against an existing build of a different style within the same mechanical space is difficult, too.
as in they then cannot use their bonus action for an attack at all
okay
so GREAT news
you can do that right now
with no feats
that's actually the cool thing about 5e is that taking the attack action doesn't require you to only use one weapon
do not say use extra attack with one longsword each.
so you can attack with your left hand weapon and then your right hand weapon
its two attacks. with no ba attack
so what you can do is use the feat to focus on what your actual aim is
you want to do hella damage
right?
i want to roll two longswords per attack, then do something else for the BA
I do have to say that it's a bit confusing that you are trying to interface with Light when you could just make this be an entire new branch of fighting style stuff.
which.... you can do already
two rolls, for a weapon each, on each attack action
so, 4 attacks per action?
worded like that, you're implying advantage
each attack action, you roll twice for a weapon
I think there is a single thing that makes that entirely not possible or a good idea, which is on-hit bonuses.
or is this just two attacks, but double the die
if it's four attacks, I'm afraid that is way bigger than a feat
I think there's a mechanic for firearms that does something similar in a third party book. Split your attacks into two, but you lose the modifier.
even if you were just doing it with light weapons haha
combat:
fighter: left sword right sword
fighter: extra attack, left sword right sword
fighter: bonus action, idk second wind
no nick what so ever
okay so it is doubling the number of attacks
as what nick does
well just say that and call it a day
it won't be balanced
but you aren't concerned about that here
Does this count as one hit despite both hitting?
Like, there's significant concerns with your idea otherwise.
nvm, it was this, which I have no idea whether or not is balanced.
Automatic
When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks.
that just sounds like one attack roll, double the die if its one hit
basically doubling the damage your sword gets yeah
paladins get that, at level 11!
(for one handed weapons)
yeah
as part of their class
(it is a little less than double damage for larger weapons)
not as an asi feat
If it's just "do 2d8 per hit instead of 1d8", then go nuts.
let me tell you
if I had a feat I could take that would double my damage
every single martial character would take it
If it's "this counts as two hits", we gotta talk.
well devils advocate, what would be the consequences of 4 total hits between two attacks
damage and hit riders
It would double your damage unless you impose some sort of drawback or modifiction to damage calculation
thats what the 1d6 penalty was for
I definitely am going to work on a clean version of the suggestion I made, it's rad as hell
ok let me just actually finish this edit now that i have my attention undivided
I would like to introduce you to on-hit bonuses, such as Hunter's Mark and magic items. I would also like to introduce you to their interaction with the Fighter class getting more than two attacks, as well as the Fighter class getting Action Surge, meaning that you can comfortably go for what could be 16 hits between 8 attacks.
again im not frustrated about the feedback, im frustrated that im hearing responses to something i didnt say is the thing
you could split attacks with the trade-off you lose the modifier on both? But that is much better than attacking twice at 16 strength, then worse once you hit 18 strength. I don't see a way you could cleanly balance it on a numbers-level
My direct feedback would be to entirely separate your thought-process from this being "Dual Wielding", to be honest.
I'm gonna be real with you, as a TWF glazer, TWF absolutely sucked.
it's so much better now
its like the monkey's paw, curled up its fingers, and proceeded to give me a black eye, personally
this seems like a wide swing and overreaction
Sure, you could dual wield two longswords, but it sucked and it always would suck.
yeah, 2014 twf was geninely ass
a pure light weapon build definitely eats gluttonously in this edition
You had zero capacity to ever stand up to GWM, or SS, or PAM.
I never TWF'd in 2014 and half my 2024 characters do, that's how big the difference is lol
let me put it this way,
has anyone seen demon slayer
What you hate is specifically that your fantasy was lost, because the strength was never there.
Yeah
what does he have to do with dnd
i want to give people the ability to create inosuke
(Honestly, with the fact that he smashed out material from his swords, they probably would be light lol)
Chaotic good character with physical attributes that normal humans woulden't have
he seems to be more an action surging, samurai to me honestly
Anyone experienced with homebrew poisons here and has some time to skim through a list real quick?
I have a list of some I found but im not the best at balancing
but he dual wields, and idk about you but if those katanas were supposed to be short swords, they would have been called wakazashi
if you're going to tell me to use my left hand for an extra attack, with the same mechanical impact as literally just attacking with the same hand but a different weapon twice,
imma figuratively rip on a necklass of fireballs like a beyblade
I do gotta say, I think you're making this harder on yourself because you're trying to take an avenue that is likely not going to work.
Im so lost, what is trying to be done here?
It's not that your idea can't exist, it's that you're trying to fit a couch through a window closest to the car when there's a door just a bit away.
your alternative just seems like a wild overreaction
sure
but theres a feat contest going on
and im pretty sure that remotely balanced is one of the judging criteria
so i have to make sure this fits my vision but doesnt break the game
I think maybe it's less of a contest than you think
Maybe just make a reguler character then reflavor stuff?
From a reader perspective, if someone presents me with an idea about dual wielding that doesn't work at all with how the game presents dual wielding, I'm gonna be a bit offput.
What the craziest homebrew weapon you have heard of our seen?
let me edit this, and instead of a link, i'll post the whole text.
If someone provides a framing for a new thing, we're in business.
A nuke that did 700 damage, that wasen't homebrew...
Wha
then this isn't the right channel for it haha
It was literally so aligned with the rules that the DM coulden't even argue
Hence, I think your primary issue is that you are trying to make this be dual wielding, despite saying you don't want it to interact with dual-wielding at all, really.
Tryna rate my home brew
i never said that
What's your homebrew
like did you even click mylink tamms? respectfully?
i want it to upgrade dual wielding
A barbarian class but only because it's the closest to berserker
.
im failing to see how thats dual wielding anyway
I'm referring to the messages you sent starting here:
Hmmmmm
forgotten realms equivalent of the bigman upstairs i guess, let mehead to a different channel so i can finish editing this feat, and provide entire context.
"Two rolls per attack, no Bonus Action attack, no Nick."
"I want to roll two Longswords per attack, then do something else for the BA."
"Fighter: left sword, right sword
Fighter: Extra Attack, left sword, right sword
Fighter: Bonus Action, idk Second Wind
No Nick whatsoever."
If someone gives me the above context that they don't want to get a Bonus Action attack from using two weapons, including Nick (and seemingly Dual Wielder?), I think the best way to resolve this in a way that they prefer would be to make it where they aren't trying to interface with Light at all and instead they are providing a different pathway for using weapons that isn't the traditional dual wielding.
alright - I'm cookin.
Tamms, check this out
Fighing Style: Oversized Two Weapon Fighting
When you take the attack action while wielding a one-handed weapon in each hand, you may make an additional attack as a bonus action. When his bonus action attack deals damage, roll the damage die an additional time. This attack may not benefit from any masteries.
Wannnnnnnnaaaaaaaaa
Mmmm elden ring
Fr tho he's pretty cool
big hammer
I don't watch anime but
sounds good!
actually it's too good for a fighting style. hm
I'll add an ASI and work it into a feat
Feat: Oversized Two Weapon Fighting
+1 Strength
When you take the attack action while wielding a one-handed weapon in each hand, you may make an additional attack as a bonus action. When his bonus action attack deals damage, roll the damage die an additional time. This attack may not benefit from any masteries.
When you are wielding a one handed weapon in each hand, the first opportunity attack you make in a round does not use your Reaction.
I do gotta say that I find it comedic that Dual Wielder's update actually made combat with it more realistic.
while also making dual wielding more fun
There's definitely a lot more freedom when it comes to throwing stuff, admittedly.
It's just that the light off-hand weapon/heavier main-hand weapon combo was the primary way to do it.
I will also say that I understand the difficulty of trying to make non-Light TWF work, because masteries make it infinitely more "complicated" in terms of build-aspects.
TWF feels like it gets bullied, but when you consider how many benefits there are for multiple attacks, being able to slot in an extra attack and forgoing a higher damage dice can easily be worth it, even without the Dual Wielder feat.
especially with how easy it is to make each of them hit as hard as a greatsword
(hex, HM being available from level one via a number of ways)
idk whats happening lol
that's okay, you can hang out still
i see people talking about duel welding tho (which is very eh as we have it now imo but :P)
If you always add your mod as well, it's also easy for your mod and those on-hit bonuses to easily overcome that more standard damage.
Normally costing your BA isn't a huge concern, either, as you get to make another attack.
does "very eh" mean very fun and good? because if so I agree
eh has in more underdeveloped
ah then I disagree lmao
like, dont get me wrong, its cool to attack with 2 weapons
it's rad and good and potent
That I'll agree with, ya.
2024 weapon masteries make dual welding so much better
Nick, Vex, Push, even Sap, all good with dual welding
Spells thoughts balance wise?
Runic Ward
1st level abjuration
V,S
Concentration, up to 1 minute.
60 feet
You conjure a protective ward of magical energy in a 20-foot cube within range. Creatures within the cube gain the benefits of half cover.
ig with magic weapons it can get bonkers, but i still think it needs something else
``Prerequisite: Dual Wielder, Strength or Dexterity 15+
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Superior Dual Wielding. During combat, you can treat Melee weapons that lack the Light and Two-Handed properties as if it has the Light property.
Crossing Swings. When you make the extra attack of the Light property with these weapons, you can make it as part of the Attack action instead of as a Bonus Action at a penalty of 2d6 to hit. For the rest of your turn, you cannot use your bonus action to make an extra attack of the Light property.
Twinned Touch Training. At level 8, If you also have the Two-Weapon Fighting feat, you can choose an additional eligible feat.``
now with the full, unabridged context,
like, maybe something defensive besides the feat, a parry maybe?
Crossing Swings is bad, just a worse Nick
thats the point
i dont WANT it to stack with nick
but i also dont want to be better nick
or free nick
2d6 penalty is also alot
I'd nver use that lol
ok so the penalty is too high
on avarage, its worse then GWM and SS
it's a more complex, harder to use thing all for an extra 1 damage per attack
Just so I'm on the same page, is this feat meant to have similar motivations as this compiled message?
it does not achieve what you've said you want to achieve
-7 opposed to -5
essentially
dave, i think you still dont understand what i even wanted to achieve to begin with
overly complicated way to fight with two longswords and miss a lot?
and bobble, the 2d6 was originally 1
if that's not it then you aren't achieveing what you want
eh, idk if anybody would use it still, any reduction to attack rolls is bad no matter how you slice it, with GWM and SS, they can get away with it as the benefits are good, while this just seems, ok at best?
I think the biggest issue with the feat, in this case, is that it basically is just Nick.
that's why 2024 gwm is so so so much better than 2014 even though 2014 has that "+10 damage!!!!" on it
it's nick, but significantly worse
also i would get rid of the Twinned Touch Training, as imo, 2 feats for the choice of one is a no go zone
this is true, because dual wielder should have been nick in 2014 to begin with
you say that as if it is a fact rather than an opinion lol
Dual Wielder the feat, to be clear?
yes
the 2014 dual wielder should have let us forego the bonus action cost
but ok,
- too big a penalty
- needs more than just pseudo-nick
- an additional feat is too much
i can work with this
I actually think there's an interesting discussion point based on this, which is specifically that TWF is unique in the sense that it's a fighting style that is both DEX and STR.
Dueling isn't something I'd really consider a "style", in the sense that your supplemental feats like Shield Master aren't actually about your single weapon, but what you have in the other hand.
frankly, i'd have added to dueling that the player can use an item as a bonus action back in 2014. make an attack, then do stuff like chug a potion or pocket sand
Why I mention this at all is because if you have this feat and you are playing a DEX TWF character aiming for damage, there is now a single weapon you will use: Rapiers.
we do need more nonlight finesse weapons dont we...
just bows
there's PLENTY of finesse out there and other ways to ignore strength for things that require strength
hexblade with pact of the blade my beloved~
This is where it's difficult, because it assumes a "master" always uses a certain style of weapon if they rely more on their dexterity than their strength.
but yes, this is much better feedback to work with.
also there's the idea that "dex" is somehow your accuracy... but that's proficiency
But someone could just forgo this feat and take Nick and appear to be a master as well.
(really dislike how dndb handles versioning.)
I'm gonna go sleep very soon, but I really do think it's worthwhile to figure out the form of what you want very concisely, along with understanding if things can share that form, prior to getting super deep into the mechanics. Leading questions could be stuff like
- "Does every master of this use this style?"
- "Does mastery increase capabilities across the board, or only in specific aspects?"
- "Does this provide any new avenues or unlock new 'powers' to use?"
I consider those good questions because when I think of a character I'd consider a/having Dual Wielding Master, I don't see them represented by the feat.
``You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Superior Dual Wielding. During combat, you can treat Melee weapons that lack the Light and Two-Handed properties as if it has the Light property.
Crossing Swings. You can make the extra attack of the Light property as part of the Attack action with these weapons. For the rest of your turn, you cannot use your bonus action to make an extra attack of the Light property.
Twinned Touch Training. If you make an extra attack of the Light property with this feat, you can use the highest of the two attacks for both at a 2d4 penalty.``
for your consideration before you sleep.
imagine for a moment, in a single motion, you swipe at the enemy's chest leaving an x shaped scar
thats the fantasy im going for here
perfect unision
I can imagine it, but I don't think the feat represents it.
I also am not saying that to be reductive, I'm just saying that I think the fantasy could be more bold.
it also kind of loses it's specialness if every turn you do the same x-slash thing because thnat's what the mechanics say you do
my reasoning for the new twin touched training is the symbolism that anything determined by a d20 role happens all simultaneously in a single second
intsead of flavoring a final hit as that
as i said earlier, a real great weapon master feat would just set a creature's hp to zero if they have low enough hitpoints
imo
thats just imo
yeah definitely also disagree there
I'm looking at my old TWF Fighter subclass and I realize I literally almost word-for-word wrote Nick before I ever saw Nick.
GWM is an awesome feat that works great
I mean, I'm all for that type of thing, to be honest.
sure, I don't think it should be tied to the basic feat that enables the fighting style though
that sounds like a high level ability for a subclass
It honestly depends on the value of the health.
I can see it being something like immediately setting a creature's HP to zero if an attack left them with equal or less HP than your proficiency bonus, or something like that.
Anything that sells a fantasy harder and relies less on numbers is more skillful design to me.
warriors (the class group that they should have kept as a concept) dont really get a lot of flashy stuff like casters do and thats no secret.
so i really dont think someone slamming their BIG FRIDAY NIGHT FUNKY-OFF hammer down on someone thats already got a foot in the door, guarenteeing their name being an adjective meaning something painted a shade of dark pinkish red,
is really any more op than-
wait i was gonna say power word kill but then i realized theres no feat in the game that requires later levels until the epic boons...
I'll be totally honest, if someone asked me to take a second feat in a feat tree and that second feat was just numbers, I'm going to be much less interested in it. It's a second feat, after all, so it can definitely give something exciting.
frankly,
im just doing what wotc did for the pact of the blade back when the hexblade came out instead of what they should have done.
but ok tamms, you're a fellow twf enjoyer
how can i make my feat more spectacular
than just numbers
It needs to care significantly less about numbers, to be entirely honest. If it's meant to be an upgrade to TWF as a whole, make it provide two pathways, with one being a further upgrade to the classic Light weapons and the other being something that enables two non-Light weapons. Then, give some sort of increased interaction based on those pathways.
Here's a TWF subclass for Fighter I wrote back in 2023, for reference. It enables both TWF and Dueling, if you can spot how: https://www.gmbinder.com/share/-Na4agzjBybORowygslW
ohhhh kind of a... matrix of booleans...
just in terms of what it allows, this could allow a weapon to be both Heavy and Light theoretically, and it also allows for Versatile weapons wielded in 2 hands to be Light
which is definitely strange
I’m not sure if the current conversation is about this feat, but I def don’t see this as having the flavor that’s being talked about
theming. How does it look in your mind (paint a picture), reflect it
Flavour, how can a player flavour it to be unqiue to themselves and how can creatures with this feat make it their own
If you want to see an example of my more current standards for what I'd consider spectacular? This is the type of thing I consider spectacular.
Titanic Roar. When you enter your Rage, you can let out a roar. If you do so, creatures other than you and your allies in an Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). The radius of the Emanation is a number of feet equal to five times your Barbarian Class Affinity. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. This roar can be heard a number of feet away equal to 100 times your Barbarian Class Affinity.
isn’t this almost an exact feature in the game?
Not that I'm aware of, as Berserker's thing is a single enemy.
i think its apart of the base class of tamm's barb rework thingie
In reality it's just a radial Frighten, but there's so many things that are played off of within the fantasy of it where you look at it and can tell the intent and how it would appear within the world, and it matches perfectly (at least, to me.)
it is the Berserker’s capstone
i mean yeah, i would be scared out of my pants if somebody roared in my ears that loud (if it can be hear 100x barb level its bound to be loud)
30 foot emanation
that would deal Thunder damage realistically
i like how cool this is but, i've come to realize that im not a fan of subclasses built around one type of equipment or similar.
like arcane archer for example: everything needs a bow. you are playing this if you intend to never hold a sword for as long as your character doesnt fail 3 death saves
wasnt meaning for damage sake, more for flavour sake
Ah, the 5.24 one is indeed an Emanation. (Still, that doesn't make me mad because it shows that Berserker got an upgrade.)
arcane archer, is well, a bad example lol
and its a subclass, which is different in design then feats and most other class things
yeh, subclasses have to be a bit broad, but feats have to be much more broad
The point is less about the specific content and more the presentation and being able to intuit what is intended by it.
especially in 2024 since they’re all half-feats
you can’t just make a super specific strong feat
right... hmm...
well, maybe if you have an original light weapon and a nonlight weapon, along with the effects of my current text, if you miss with the nonlight you can go in with the other with advantage, a kind of "feint attack"?
but what would i give two lights and two nonlights...
Actually gonna sleep now, but my last comment is that I'd read through all of the existing feats in the game while working on this and consider how you could make this numerical but unique.
I don’t think you should complicate it that much
I just don't see the seasoning here, y'know? It feels like it appeals to the writer, but is hard to understand/get excited about if you aren't the writer.
to an extent i disagree lemon, we need more horizontal game design for pure martials.
even after the weapon masteries, they still get to higher levels with barely any new [BIG SHOT] to do
I have a feat that gives advantage on the next weapon attack if you miss any weapon attack + gives Graze to your weapons
(this is a one-handed weapon in one hand feature)
but my point is you don’t need it to be super specific
just a general effect that happens if you’re holding 2 Light weapons (whether innately or that became Light through the feat)
The reason I say "read through all of the existing feats" is because I think an upgrade feat needs more oomph and excitement than this is being given.
hey, thats why i suggested GWM be given the power to splat someone with low enough hp
yeah but that isnt really a good design
making non-Light weapons Light is already a big effect, giving all Light weapons Nick is another big effect
comeback mechanics and all
To clarify, when I say "upgrade feat", I'm referring to the fact that this is a feat conditional upon another feat already.
very true
a low HP creature would do anything it means to stay alive, and some DMs play into that idea with combat mechanics like Aspect of Tiamat (2014) but for other creatures
maybe two successful attacks with originally light weapons can give a free disengage?
the enemy too dazed by what even happened?
whats the fantasy of this?
what do you seen when you think of a master of welding two weapons?
imagine someone coming at you with two nunchucks and they're just absolutely goated with them. they hit you with them and you cant even react because they're so fast
you could do reapeating extra attack with a light weapon, but the attack roll gets worse and worse (kinda like that one barb feature that lets them keep getting up when they hit 0 HP)
maybe damage aswell idk, might be abit much
2 weapon fighting (in 2024) is abit viotile as is as weapon masteries and some features (and ofc magic weapons) make it 10x what it was in 2014
i dont like having to keep track of "how much am i supposed to subtract from my attack roll this time?"
it gives 3.5
thats why i want to word my feat to explictly disqualify nick from the non-light weapons.
i mean, nick only works for the nick weapon, tbh
you could just give all weapons nick
otherwise it will be 3 rolls to hit per attack
that would pretty good for a feat
i mean thats basically what im doing here
``You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Superior Dual Wielding. You can make the extra attack of the Light property as part of the Attack action with weapons that lack both it and the Two-Handed property. For the rest of your turn, you cannot use your bonus action to make an extra attack of the Light property.
Twinned Touch Training. If you make an extra attack of the Light property with this feat, you can use the highest of the two attacks for both at a 2d4 penalty.``
yeah
worded it a bit differently
just say weapons that dont have the Nick property gain it and can use it instead of their weapon mastery (so say longsword, your choice between sap/whatever it is or nick)
as its basically the same
no see, if you have extra attack and nick, theres the first, the nick, the extra, and the bonus attack
my feat will let you roll two attacks, per attack
there has to be a better way to word that, wotc.
and thats balanced?
read the part of the feat where im disqualifying a bonus action attack
i dont brew for 2024 often, so i cant really help all to much, i'd wait for tamms or other 2024 people to help
they are better then me in that department anyway
keep in mind the earliest you're going to get my feat is gonna be lvl 8
if only treantmonk was in this discord...
so you just have double Nick?
did you add that as a prereq?
because Fighters can get it at level 6
i understand what you’re going for an honestly im all for it
the issue is that RAW it will be stronger than other methods of fighting - what dnd really needs is a martial overhaul that makes all kinds of fighting styles balanced and working
but for the sake of it, i think:
“You can use the Nick weapon mastery on Any one-handed weapon, regardless of it having the nick or light properties’ might be the easiest way to manage that
double Nick is really strong
indeed
you know what armokil,
if you wanna make a double Nick feat, that’s kinda your whole budget for the feat + the 1 ASI
i'll bite the bullet
Nick specifies that the weapon has to be Light and the other weapon has to be Light iirc, not sure if your wording voids that
nah my wording was a cheap shot at it, far from mechanically sound
but just like
give em the light property and access to nick mastery so long as its one-handed
but then you have Vex/Nick weapon combos with all your weapons
I still think it’s too much
that should sort it
but i do like the idea of making dual wielding as strong as you want it to be Octo - more martial strength is something im keen for all around.
compared to other martials? yes. Compared to what casters can do? i think its fine lol
but either way, if you wanna balance it 2024 style, i wouldnt go beyond letting them dual wield as though any 1 handed weapon was a dagger etc
I think 2024 Martials are pretty close to casters (not taking Circle Casting into account)
in terms of combat at least
Over the course of an adventuring day with lots of combat, yes
but most tables dont have that, and thats not mentioning out-of-combat
yeah
utility-wise they’re lacking
in combat martials are doing better than before, but spellcaster scaling still does outpace them imo
but this doesn’t help their out of combat power, it just supercharges them in combats, where they’re already better than casters for a lot of the early levels
i mean barbarian scaling is an extra rage damage every 4/5 levels or so
caster scaling is an extra entire dice for a slightly higher spell slot, or with cantrips is the same
which i like personally
i wanna see an era where martials are good in combat, and can outperform casters since casters are great out of combat too
anyway, thats a whole debate thats been going on for years, probably not too releveant here
I personally give my Martials the +2 Flanking bonus but not my casters (after Circle Casting was added)
all in all if you want balance Octo, tone it to be slightly slightly weaker than just ‘all 1 handed weapons you use are light and have nick’
if you want the fun you’re after, go it your way
which I think already puts them in a really good spot
i’ll have to try that
they also get a +5 bonus if the creature is completely surrounded
which is completely insane when you have a narrow path and flank them in an alley
i would love more maneuver esque martial features, and perhaps even teamfighting combos like circle casting
(and because of half-cover, that gives casters a -2 to attack those creatures)
been working on feats for level 1 to help expand player heritages
https://www.gmbinder.com/share/-O5kkdPpAjWCaQ-le56x
not all of these have been hit with the balancehammer yet
``You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Superior Dual Wielding. All melee weapons that lack the Two-Handed property are treated as having the Light weapon property and Nick weapon mastery.
Light Work. If you attack with a melee weapon that originally has the Light property, Each subsequent attack with a light weapon after the first on your turn reduces the minimum roll needed to crit by 1 for the rest of the turn.
Long and Short. If you make an extra attack of the Light Property after a melee weapon that originally lacks the Light and Two-Handed property misses, your Light attack will deal critical damage if successful.
Synchronized Swinging. If you make an attack with a melee weapon that originally lacks the Light and Two-Handed properties, You can roll for advantage with a 1d6 penalty and use the result for the extra attack of the Light property.``
i really wish they just called "an extra attack with the Light property" as "an off-hand attack".
wait crap, the last one was supposed to have a nonlight weapon for both
I think they’re mostly pretty weak if this is 2024, the Celestial one is way worse than Spellfire Spark and adding Celestial to your identity is mostly a negative in terms of spells that can target you.
The squeeze one gives 2 super niche abilities and adds conditions.
etc.
Also, I think spell names should be capitalized
I can go through all of them and give you feedback, but I just think they have so much more space for the most part
Vampire Hunter gives advantage on all ways of leaving Grappled and advantage to leave non-magical restraints and also has a more powerful version of your Draconic one
what is vampire hunter
it’s an Origin Feat in the new DLC book
ah
I know you said you didn’t balance it yet, but I’m not sure what else to get into
so I’m sorry if that’s not what you’re looking for
it already exists as a system, see the monster manual
idk if we’re allowed to send the full thing, but basically it’s advantage against leaving Grappled and any non-magical restraints, and you can decrease Necrotic damage by PBd6 per SR
oh dave you're back
i revised my feat
I think you could get around a flat d6 without a Reaction on Draconic Resilience maybe
Cool idea, but being a say stayr with a astral origin opens alot of spells and effects you wouldn't be effected by before say
Noted i dont think any races in 2024 rules have creature type a other then humanoid, but its something to consider me thinks
Satyrs don't get access to these feats as they aren't 2024 species
these feats specifically are only available for level 1. Satyrs don't get a level 1 feat. so there's no worry there
I think it’s too long for a feat, and it does what 4 different feats would have to combine to do
Oh so it really effects humans then, nvm my thing then lol
Dave are those intended as origin feats
idk what to tell you lemon, tamms told me that an upgrade feat should have more pizzazz
and so i went with a branching design
And the species thing seems like an oversight. Old species are still valid in 2024. Not allowing them to take a feature the new ones have would kill the old species. Satyr are a valid 2024 species, even RAW, they just aren't in the 2024 pub.
right, but they don't get a feat
Why wouldn't they, under this system, I'm just curious
each of the effects and the main effect are all really strong on their own
other than the last one which is super weak instead?
No new species gets a feat for being that species except human. All origin feats come from backgrounds otherwise
should i just not have a penalty at all then
2014 races use 2014 backgrounds - if you combine a 2014 race with a 2024 background, you will gain a bunch of extra points of ASI.
oh dip, you get to double dip?
to flumph with it im going to bed.
No, you just don't get the racial ASIs
Specific guidelines in the character creation section of phb
well I'll add language there that this is balanced around 2024 species
There's just no reason to restrict species like that is the thing
It just kills a lot of choice for no reason or benefit. It solves a problem that doesn't exist
(Old species do not get the ASIs from species in 2024 already, so it isn't an issue)
Don't get me wrong, I think if a DM wanted to limit races to 2024 phb, they can do that, I just don't see why that should be done on a system-level like this
You can totally make it that way though. If I was to use such a system, is probably just remove that rule for my games
no worries. I just added a prerequisite of humanoid for anything with a different type
That's fair enough
I'd probably just ignore that if I found it to be an issue, which is also reasonable.
or you can just say that the type change is what requires the humanoid prerequisite
I'd just mentally remove the prereq if I was the DM, but that's just me.
Not gonna punish my player for rolling up a satyr with less options
I mean it is on them to choose it or not, I suppose - these are meant to represent ancestry that involves other species - so don't play an aarakocra and then pick "wings"
it would also not behoove an elf to take sharp eyes
are those in addition to your background origins or instead of them?
these are instead of. as an option
alright then I still think they’re on the weaker end
the first paragraph kind of covers it
I do think we need medium armor + shields origin feat back, to get around the dip meta.
and that's totally fair. I don't mind tweaking the potency at all
Origin feat balance is already all over the place
I personally just have a general Martial options feat
that gives the effect of 2 benefits of a Fighter dip
Needs to be origin though or they'll still dip
(You do get more from the dip, and you don't want to delay warcaster which allows you to actually use lots of spells)
But war caster and the component system is its own bag of worms
Zatoichi (requires attunement)
Cane Sword
1d6 dex scaling
-5 weapon
Underestimate the blind man: Upon missing with this weapon 4 times in a row, this weapon loudly snaps, turning into a +5 weapon for 1 minute.
A blind man's gamble: Critical ranges for fails and successes increase by 2. Critical failures apply critical damage. Critical hits deal 2 times more damage.
Friendly Fire: Critical failures always hit your allies, or yourself if no allies are within range.
Overcompensate: Whilst attuned to this weapon, your perception (sight) is reduced by 10 but your perception (hearing) is increased by 10.
Massage after the fight: For every 10 damage dealt with this weapon, it stores 1 hp, after a fight is over, you may heal yourself or your allies with it.
weapon based on a movie, whatcha guys think?
it’s an origin feat but you can’t pick a Fighting Style unless you get it later
you'll need to define critical failures as that isnt' a game term currently
Bag of rats problem, I'd totally attack some rats to trigger the misses
Thats fine if you can find some right before a fight starts
A bag of rats doesn’t necessarily care when or where the rats are found, only that they are present to trigger the effect. Could just pick them up beforehand. Hell, you could target an object and miss that, shouldn’t be hard if you miss something made of metal (steel/iron) or rock which have suggested ACs of 19 and 17, respectively.
“critical failures apply critical damage” what does this mean?
I think the weapon as a whole isn’t really designed for 5e in the current state
even ignoring the bag of rats problem
also, what’s the base weapon?
is it a Shortsword stat block?
or a whole new weapon that just has Shortsword damage?
@primal osprey your list is so real, all of the classes I wanna brew subclasses for are either half casters or full martials
They are just more fun to homebrew for
I really wanna homebrew a good support fighter subclass
I’ve always wanted to make one that’s all about fighting as a team
I have a set of feats to give to a party when they achieve that kind of team cohesion actually
it's all about giving a sort of heroic inspiration equivalent to your allies, taking some damage for them, and sharing your skills among your allies
I’m gonna try give it it’s own identity from undead patron and call it pact of the Eternal, and the patrons can only be creatures who have never touched death
similar vibe to way of the long death might be cool. Where it's not connected to undeath, but actually drawing from the sources of life to prolong your own life. That might be a really interesting subclass....
Ooooh, that does sound cool
Ooohohohoo yes
They're just feats, but it means that everyone in the party will get them. I like to save them for the end of the first story arc, once the party has an identity and a shared coheson
Let’s see, I wouldn’t want to copy Dark One’s blessing, but it does seem rather suitable for the vibe
I also don't let players take them for their ASI feats, they're only given at DM discretion
And if new PCs join the party, they get them maybe a couple sessions down the track
Yeah, some feats just feel like DMs should give them out and player’s can’t just choose them
I've got a few subclass brews I'm proud of
here are my four In-Spired Subclasses (get it? cuz... slay the spire, inspired? spire)
Warrior of Resonance, a sound/vibration based subclass for Monk
I've otherwise helped a friend make more, and I have a... decent few on the backburner, and some others that I have discontinued.
Hell yes
I'm not sure what class to do one for.
Taking suggestions otherwise I'll roll a d12 for it
Oh, I'd also made an entire document for Void Powers like the classic Dishonored
Peak
total of 30 powers in the list, 14 active 16 passive
And each class gets a unique perk, too. Martials get some energy recovery, casters get quirky bonuses
like barbarian getting to do spells from void powers during rage, or druid buffing wild shape, paladins getting to make a gambit on damage (rerolling damage), Ranger getting free mark transferral and no concentration while they have energy, or wizard getting quick rituals
Dayum
That's a lot
Btw I've started my remake of the undying patron already. And right away I am stuck with abilities
yeah, the default is starting with 2 powers at 3rd level. That doesn't include Class Power, an auto-granted given. But the 2 of your choice from the list needs at least 1 active.
the 1 active power limit remains in place, even until you get to level 17 and get your final, 9th power. So at most, you get 8/16 of the passives, or 9/14 of the actives. (but all the actives will be a big drain on energy - even some passives)
As for the void energy amount and recovery, very adjustable. Want more trickle feed? Make it low cap but fast recovery. Want a very strategic resource? high cap, near-no recovery.
But there are a lot of powers.
Talk to rats, defy death, resist magic, emanate fear, be quiet, walk on walls and do big jumps from them like vampires in modern movies, do super slides, cast spells using void magic
and that's just passives
bend time for some haste, or use Emily's far reach tentacle hoist, or Corvo's infamous Blink, manipulate the minds of individuals or the masses, enter a mirror dimension or change your face, bind fates together, see through the power of umbral sense, yeet your enemies with wind, or use the mislead spell to really mislead with an illusion so real it can make attacks.
I am really proud of that doc, in general.
Gods. That sounds like pain lol
how do you think i feel with my patron features? 
What's your patron?
Me
Oh right, my mistake (its also me)
Well, i might need to look at somethings for inspiration for something lol
I kinda wanna make a artificer, as my last one was alot
oh, artificer
I really enjoyed the Channeler I made
I wouldn't of thought of it (and also making it as it sounds really annoying lol)
Elaborate?
Ah, I understand
At least for me
yeah, Defect's Orbs mechanic was quite the hrmm
But I think it went stellar. Especially for all the other features! So little to use from Defect as inspiration. No claws, FTL, laser, steam or holograms. Just Orbs.
So, Fission, Orbit, that kinda stuff came in!
That and just being, nifty passives, quirky effects, relatively small amount of them at a time, and we were keeping an eagle eye on costs vs benefits
by the time you go "this combo is crazy!" it's probably at the level that crazy averages out the meh of artificer as half a caster without a martial half.
Well iron clad and huntress's gimmicks aren't really gimmicks (in a dnd sense)
You got damage with some fire and tanking, then you got poisons and acrobatics
And well other one (forget the name)
Its gimmick is pretty easy to translate into dnd
Silent* But yeah Silent does have a gimmick.
The issue was, doing anything with Silent. I'm proud of Pit Viper, silent really had a lot of clunk to it before. Initially a poison based subclass, I went further to the martial art style, dirty fighting, sucker punch and heel hook and finesse strike style.
The characters in StS really do have unique gimmicks, and they essentially have subclasses of their own.
Block Ironchad, vs the HP spending ironclad, vs the Exhaust ironclad, or attacks and weakens silent vs poison silent vs skill silent, orb defect vs claw defect, etc
Yknow an annoying part though?
I think Soulfire might be a better name than Lifeburn, for the Fire Warrior.
Ig, but boiling it down into core concepts, poison is the major one for Slient (at least imo)
right, but
D&D.
Subclass within the subclass is the best solution /jk
Oh, wow I just remembered the StS supplement doc we've been working on... yeah that comes with rules for Block, as well as a couple feats...
Oof
anyway, Watcher, I also really like Watcher's subclass, the Way of the Flowing River (I'm not changing it from way and nobody can make me! :P )
I am a sucker for Stances, as well as supernatural stances especially
Hmmm, what game/piece of media could I translate into dnd, mainly as subclasses for now (i have a couple of projects i would like to get semi done before starting more)
So so true
go ahead and throw a few ideas onto the table, let's see
I was thinking like Terraria, but holy hells that doesn't work as subclasses
does terraria even have features not dependent on gear
Some, but like mine craft, its placing blocks and crafting
yeah, I.. would absolutely pass on trying to make a subclass based on either of those games
StS worked because they were defined characters with descriptive fantasies
terraria is "i have sword that killed three gods, now I use it and wings of gods to kill god but number 4"
Let's see
COD zombies
Dead by Daylight
Overwatch
Alot of different anime (mainly Demon Slayer)
Uh, maybe some more mythological based ones aswell
Huh.
Any contexts as to which kinds of brews?
Mainly subs, maybe items or monsters if I can be generous
because up front, COD Zombies subclass has no material, DBD also has no material for a D&D subclass
Maybe overwatch characters could inspire one
Most it would be inspired for all of them lol
also, me when I make the hand of vecna from DBD into a D&D item (full circle
)
the issue is, what would a cod zombies inspired subclass... do. kiting? points for crits? spend points for... weapons? board windows?
There is also some more generic stuff like
Dual welding
Stances
Ect ect
I did have an idea, based around the perks
Kinda like alchemist arti, but not
there are like... hundreds, and from varying media franchises too. What could you even mash together?
From COD zombies (which is what I meant by that lol)
Which not going to IW or other non black ops games, is about 15 or so (prob do the core 8)
oh, right. Still though, feels too abstract.
Fair
At least with Channeler, I could get the idea of "magitech revolving around a Core, makes Orbs based on arcane energy, Orbs do stuff"
True, was just an idea lol
Should probably get Mytho-Mash (one of the 2 projects) finshed lol
yeah, for me it's just... you get a perk from a gumball machine. The how and the why, and where it came from, is the crucial "huh?" part to me
Im 2 races deep of the 6 planned
And still got to make items and monsters (which both im not skilled at)
whereas, to explain my thinking, Channeler in the same example
Arcane Core they made, the why is recycling a bit more energy, and the where is from the artificer making it in order to do magic with it
oh I am pretty experienced with monsters
Im not lol, closest I've been is making summon statblocks
for reference... do you know of XCOM 2's ADVENT enemy roster?
Nope
dreadnought twins from DRG, or The Visage from the Binding of Isaac Repentance, or Agony and Tundra from ULTRAKILL?
Draugr
:
Kamad
:
Wildkin
:
Thunderborn
:
Furnature
:
Lineage: Poltergeist
:
Astra Ursa
Those are the races, only Dragur and Wildkin are finshed lol
Feel like I've heard of them but no not really lol
Well, here goes
bunch of Random Creations
Otorians (being used in my campaign as aberration's vat-grown mind controlled army, initially supported on ingenious tech (like gnome ceremorph making laser pistol), but had to dial back to more magical stuff)
Malefactors from "The Suffering"
Agony and Tundra twin boss, as well as The Rose and The Thorns, and my take on reworking the Royal Incinerator from MonkeyDM.
Here's just what I feel would survive a spotlight given how so much of my catalogue is going to be "very legacy" in design.
Honestly, the first bit is what I'm most fond of in this feat.
I'm not sure if I'm not conveying the rest properly when I said "move away from numbers", but thinking of it from a user perspective, all of these options basically read "you are going to do more damage and your actions during combat or capabilities are not at all modified."
For example, I hate how 5.24 Sharpshooter negates Disadvantage in close range (because the feat ends up bypassing essentially every downside of most ranged weapons), but bypassing most cover and ignoring the penalty of long range are both wonderful for the fantasy and for the gameplay aspect. If you can bypass cover and ignore the penalty of long range, those capabilities will have a tangible effect on how a player interfaces with combat.
If I'm in a combat as a ranged martial without SS and there's a high value target that needs to die ASAP and a medium value target, but the high value target is partially behind cover, I have a difficult choice for if I want to try to focus that high value target despite the lower chances of killing them or if I want to aim for the medium value target that I have a very high chance of killing. With the investment into Sharpshooter, that same situation lets me ensure that the high value target isn't really more protected at all. I've gained a way to circumvent a weakness, and that's actually all my feat does. Even so, it totally impacts how I may approach scenarios. I may actually play in a way that I put myself in more scenarios with cover because I know the enemies are more affected than I am by it.
Even GWM has an impact because hits that drop a target to 0 (or less importantly, crit) allow an immediate other attack. This means that being in the fray with multiple enemies and reducing them to 0 ends up letting you do a pseudo-Cleave. Where this DWM feat deviates from those two feats, along with others like CBE, PAM, and Shield Master, is that it solely and directly focuses on the numerical aspect but doesn't actually provide the user a more exciting play pattern. Aside from the first bullet point, it basically reads "numbers get bigger", as if martial combat's issue is numbers and not a lack of excitement factor.
I want to be clear that there's no actual issue with numeric bonuses, and I've used simple bonuses plenty in my own entire Fighting Style rework, but when you look at the core of fantasies, any bonus granted should be directly and evocatively derived from that fantasy in a way that enables the player to use it as a tool for enjoyment.
A really simple one of mine is below:
Ambitious
Prerequisite: Adamant
You have Advantage on Initiative rolls and your Speed is increased by 10 feet on your first turn in combat.
Additionally, you have proficiency in Persuasion (or History, if already proficient) and when you roll a 20 on the d20 for an ability check, you gain one Heroic Inspiration.
Looking at what it grants, the first bit is very "boring" mechanics-wise, but considering it's linked to a PC's personality, it's not just a bonus to the first turn in combat; it's a way for a player to having their PC express a personality trait. The fact that I gave a cherry on-top where you get Heroic Inspiration for getting a Nat 20 on an ability check is meant to push the player towards being more involved in the situations in which they are getting those Nat 20's.
wwhat are the wildkin,,
@chilly jewel
Should I implement status effects based on if the two weapons do the same physical damage type?
(Instead?)
I would honestly take a step back and figure out the evocative capabilities you're trying to tell with the feat. That's one of many things that separates thoughtful design from unthoughtful design. How do you want the players to feel and act when using this feat, and how do you want to empower them to do that within the feat itself?
The key to that is making mechanizing one of the last steps and honestly cutting it out of the creative steps entirely until you've cemented the idea.
Personally, I can think of at least 5 ways off the top of my head that dual-wielding is made really cool in fantasy, and none of those 5 ways is really reflected well by just giving a straight numerical bonus, y'know?
i mean how i want the player to feel is how dual wielding feels in all other media be it video games or television/movies. specifically elden ring if you've played it.
but could i hear what you have in mind?
I think of things like:
- Parrying with both weapons.
- Confusing the enemy due to attacks from multiple angles.
- Consecutive striking making it harder and harder to defend against.
- Being able to swap between weapons really easily.
- Being able to fight off multiple enemies due to having multiple weapons.
ohhhh so instead of upping the crit chance i should like... add +1 to attack rolls per hit?
as one example
also frankly i think the current rules already lets us swap easily
I’d lower their AC, letting allies hit better too, which feels more ‘confusing’ to me
IRL, many swordmasters had a simple recommendation when it came to duel-wielding weapons
"Don't do it"
yes but this is a world where a full tummy and a good night's sleep brings you back from the brink of death.
im not playing world of darkness
If you HAVE to do it though, here are some tips I recall.
-Don't block with both weapons. Otherwise you'll let your opponent engage and control both weapons and leave you without a means to strike back
-Use weapons of different lengths
-Attack with one and defend with the other. Don't use both to attack or defend.
I would say to consider it from a non-mechanical perspective first instead of just jumping to the mechanics.
Jumping straight to the implementation is how you lose out on creating lot of cool ideas.
Oh, yeah, it's not a very good strategy at all, realistically.
Yeah, one of the reasons is that your mind needs to keep track of multiple weapons that you have one you as well as your opponents's. I imagine that's why in some editions of D&D, there's a penalty for attack rolls.
Basically, think how the Egyptian gods look, but the head provides power (so the cat one has claws and reduced fall damage for example
owh,,,
ssuddenly wanna work on weapon tactics, , , ,
bwah, , , ,
(it's because it'd let me add stuff like dirks with a reason for it to be different from like, a dagger)
(and because i saw it described as "The very name of this dagger sounds like someone is choking on their own blood.")
Would it be homebrew if I could make level 39 dnd characters?
3 levels in eevery class?
I don’t think that would be homebrew, as long as you follow all multiclassing rules (although you’d probably want to change spellcasting for more slots, which would be homebrew)
This feature was inspired by the Flourish system in Fable and is intended to be a core mechanic for Fighters to give them a boost in a system that offers much more power to spellcasters than those who rely on weapon attacks and mundane abilities.
The Momentum Dice are a resource that waxes and wanes with combat but is never fully gone, all the Fighter need to is land another blow, feeding the loop of striking, striking harder, and punishing opponents in close combat. This supports the fantasy of a character who excels in martial combat above all others and effectively introduces an attack combo mechanic, thanks to Fighters’ extra attacks and action surges. Players will want to think about whether to save up as much Momentum as they can on their current turn to unleash a spectacular blow or ability on their next turn, or whether to avoid the risk of losing the streak and instead putting out a consistent stream of slightly stronger attacks.
Later levels offer more than just mathematical improvements to the feature and let the final blows of the Fighter fuel the next one by refunding the Momentum Dice spent on an attack if that attack causes the target to reach 0 hit points, as well as becoming resistant to losing the Momentum they’ve built up.
yeah, for some reason, i made them fey in nature
born from animal related dreams
I made a statblock for the Angelic guard of the gates of hell, Maalik.
This was mostly for fun cause I don't think the party would fight him, but it is helpfulness for just in case
Anyone have a any simple changes to buff scorching ray to make it more viable?
would just a simple damage buff work?
or does it need a major rework
its not a bad spell just undertuned
It probably needs a rider
A slot for inconsistent damage isn't great, the appeal is the multiple attack rolls but it can be hard to capitalize on that because it's a spell
Maybe the next time a hit creature takes fire damage it detonates for extra damage
what if it left a lingering burn on each target, maybe make it stackable per beam? kinda like an acid spell?
Tracking burns is annoying
It's an option but people usually try to find alternatives
especially with how many attacks and rolling scorching ray already does
a fair point
So like would it burst in an aoe? would this design encourage it to strike multiple targets, then chain them all to blow with something like a fireball?
Probably
Or quickened spell a tight group
Like scorching hits 3, you hit the one in the middle with quickened firebolt to detonate, 10 ft aoe to detonate the other 2
But probably make it so a creature can only gain that mark once per turn
would this also enable you to single target by shooting with one beam, and then triggering the blast with the second beam?
So it would be optimal to do 2 shots at 1 target then the rest elsewhere
Probably 10ft aoe 1d6 fire
It's not a lot but it sets off a chain
Pure damage spells usually work better when they can hit more than 1 target at a time
and should I put a line in there that the additional blast can only be triggered on each creature once per turn?
Here
I am gonna ask here but I am unsure if this is supposed to be optimization or third party, but I want to update a subclass I've already published to DnD beyond, is all that I do set it to version 1.1, make the changes, then publish it?
i think so
Okay, thank you
It would be, since it would be more than 20 levels.
what is thist trying to do? its also really hard to read due to formating and the diction isn't always great but thats just me.
ssorry yeah that's as a result of it being my first attempt at writing one of these down like this (i use dicecloud, which is only easy to understand for like, people who use dicecloud)
wwdym,,?
most sublcases have thing they excel at and want to do
ahh,, probably like, hexes-? i understand what you mean, all of these are like, combat-oriented, , , ,
jjust a bit worried abt bloat at that point, since many features already give two unique actions per subclass level up,,
it seems wierd to play level 3 i think is fine, to me it seems you try to kill with a light weapon then stun targets to do it again. but at higher levels the chain kills seem to dispear which i think would be a fun direction
you should cut and rework some
Doji, Magical Ogrillions: A Homebrew Race/Subrace for Half-Orcs Guide.
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Doji or Shuten-Doji : Volo’s Notes. “A Doji is the result of intermixing between Orcs and the Magical Ogres called Onis. These rare Ogrillons mostly come from the east, in far lands of Kara-Tur" -Volo
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Size: Medium
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Age: Matures at 40, can live up to 580 years.
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Creature Type: Humanoide.
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Speed: 35 ft.
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Alignment: Any.
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Ability Score Increase: +1 to Con & +2 To Cha.
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Race Traits: Darkvision (80 ft)
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Regeneration (regain +2 hp after a Long, Short or Song of rest or when not in combat.).
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Initiate spellcasting:
You know Minor Illusion Or Prestidigitation (at 3rd level). [Once per short rest]
Invisibility, Vicious Mockery Or Charm Person (at 6th level). [Once per long rest].
Enlarge/Reduce Or Polymorph (at 12th level). [Once per long rest]
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Elemental resistance (Based on Oni lineage).
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Savage Attacks.
Relentless Endurance.
Menacing.
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Languages: Orcish, Giant & Common.
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The Oni Liniages.
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Red (Akuma): Resistance to Fire.
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Blue (Enma-O): Resistance to Cold.
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Green (Gaki): Resistance to Poison.
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Yellow (Kojio): Resistance to Psychic.
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Black (Kijin): Resistance to Shock.
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White (Hannya): Resistance to Necrotic.
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[I present to the comunity the race i worked on while I was in the hospital]
tthat's still sort of kept-? it's mainly used as like, the fuel for the rest of the features, since they all utilise the unchecked power which is gained from the level 1 features,,
So a friend of mine made this and I'm wondering how OP it is:
Properties
The properties of this weapon depends on the Starcore that is inserted into it, and here is the properties of each
M Type: Red plasma, 2d4 Fire(1) Slashing(1)
K Type: Orange Plasma, 2d6 Fire(1) Slashing(1)
G Type: Yellow Plasma, 3d6 Fire(1) Slashing(2)
F Type: Yellow Plasma, 4d6 Fire(2) Slashing (2)
A Type: White Plasma, 3d8 Fire(1) Slashing(2)
B Type: Light Blue Plasma, 4d8 Fire(2) Slashing(2)
O Type: Dark Blue Plasma, 4d12 Fire(2) Slashing(2)
W Type: Purple Plasma, 8d20 Fire(3) Slashing(3) Force(2)
why does it have healing that damages it doesn't fit it should have abilites like malediction that encourage dealing damage with weapons to kill and set up with boosted spells/abilites
oh that one was sort of supposed to be a preface to malediction and anemnesis, as well as for chaotic offering later on,,
ddamage over time effect, , , , also i wanted a risky chaotic heal,,
it doesn't fit
maybe an aoe that deals a little damage or grants a debuff soemthing to use on enemies
well it depends how accessible each 'starcore' is. do you hand them out? anything past G type is already very busted for a weapon, but it doesn't seem to have a + modifier to hit
tthe debuffs are the various hexes in the spell list, , , ,
It's neat because basedon the number of times you use the weapon, it can "evolve"
Except for one
well flat out, "W type" 8d20 should never be in anyone's hands, 1 attack dealing on average 84 damage????
ok you could make a dot for it that deals a little damage, the subclass doesn't have any healing otherwise and doesn't lean to much into support so it would make more sense to let it deal damage than heal
@golden temple Wyrd Reconstruction
Crit! 0
(i think that's how you spell that anyway)
I mean you need to shoot an o type out a gun at another o type.
to get a w type
Yeah.
is incredibly busted and should not exist lmao
just 2 attacks puts the wielder with a W type hitting for 168 damage
Hopefully they don't use it
"hopefully"
ah mhm 😭 it took me a second to understand that,,, i thought that was javascript for a second that i just didn't understand,,,,
you're the dm...
crit 0 + bleed 1/3 😁
let me read this actually
it's just occultist😭
tthat is one of the main criticisms i've gotten, or like, one of the only ones,,
"it's just occultist'
well that's not a bad thing
actually the ongoing conversation with jomakl is very good for me since no one's actually looked at it from a gameplay standpoint,,
okay
I mean just to get the w type they need 2 plasma blades that they have to use 140 times each to get the 2 required o types
so 280 attacks before you can get a W type
it makes sense, hm , , ,
i may ax wyrd reconstruction and just make it a spell available to warlocks, the outer spheres,,
i could keep the bonus from unchecked power to advance the eldritch blast thing in level 1,,
here's just my feedback on the level 1 feature
- "Unchecked Power" tokens only being gained in combat is fine, but you don't need to specify that they are not gained on short/long rest. this is how i'd word it:
While in combat, you can accept and draw upon power from the outer planes. When you first enter combat, you start with 0 Unchecked Power tokens, and certain subclass actions allow you to gain them, up to a maximum of 3*. After combat ends, your Unchecked Power tokens are all lost.
*editor's note: make this to a maximum of your charisma modifier so it scales as you grow a bit
- your gain of tokens is very, very slow! only gaining 1 after YOU, a warlock who probably shouldn't be in melee, kill a creature with a light (property?) melee weapon attack. if you're fighting against a boss without minions, for example, you simply won't get any until after the fight is over, at which point they won't matter.
- coupling this with the fact that your way to expend them is also antisynergistic with how you acquire them. you get them by being in melee, but to spend them you have to attack (not hit?) a creature with eldritch blast, a spell you'd be casting in melee and thus have disadvantage on all beams because you are making a ranged attack from melee.
i see what you mean, , ,
i suppose my only real argument is It's Level One And You Get Binding Before The Tier Ends
occultist can hit from the 3 position ingame with sacrificial stab so if you really want to stick with representing sacrificial stab, you could tack on a feature that allows this class DURING THEIR TURN to make melee weapon attacks up to 30 feet away
it would be interesting to add like, a sort of, , , what would it be, like, , , yeah like that actually 😭
increased range with a melee weapon attack with the light property,,
tier 1 is 1-4 and you get binding at 6 :(
should it be like, as a bonus action the warlock is capable of making a second attack with a melee weapon with the light property up to 30 feet away-?
wwith sacrificial being just a passive on kill,,
You can make a melee weapon attack with a light weapon. This attack has the following properties:
- It deals Necrotic damage instead of its original damage type.
- It has 30 feet of reach instead of its normal reach.
Hit or miss, you then gain 1 Unchecked Power token. You can only use this ability a number of times equal to your Charisma modifier, regaining all uses on a short or long rest.```
It has too many features. It has good parts from both Half Orc and Tiefling, with the addition of better darkvision and movement speed. There isn’t precedent for getting spellcasting for spells of that spell level or at that character level from race.
Shock isn’t a damage type, is it meant to be Thunder?
yhea, i kinda just wrote it while i was high off pain meds in the hospital, sorry.
😭 ah
Nothing to be sorry about
sstill wondering if i should keep sacrificial in some way, the just, on kill - gain 1 unchecked power,,
as an action, maybe-? hm,,
you can, the reason i changed your ability to just be "ba attack, guaranteed get an unchecked power" is because otherwise your subclass kinda didn't do anything if there were no creatures dying by your hand
also, it can create a lot of feel-bad scenarios
yyou're very correct,,
joking about killstealing becomes a lot more important
hmm,,
if someone accidentally rolls big on damage and steals a kill from you, your subclass doesn't function
wwhat if it counted for another's kill, , , , hm,,,
tthinking about some kind of buff on a willing target, that allows the warlock to gain unchecked power from that creature's kills once per turn at the cost of an action,,
I usually do "when a target you have damaged since the start of your last turn dies"
That way there's no resource cost for quality of life
i might wanna limit it a bit more than that,, ,,
it's used for very big stuff later on in the subclass,,
Idk I'd keep that and have some sort of execute mechanic later on to ensure your loop works
I think an early execute mechanic would be too strong tho
Or you could make it a reaction to pull the life essence from a creature that dies in range
i mean at level 1 you can use it to cause a stun at the cost of two tokens,,
Okay?
fforgot to reply but i do understand what you mean,,
tthat's kinda what i was thinking, a level 6 feature that would allow you to use sacrificial as a reaction, but only on a kill from a creature specifically buffed by you during a long rest,,
Would a melee 1d10 finess weapon which doesn't let you to use a shield be broken on a ranger?
No
Unless you can dual wield it but even then I think it'll at most be above average but not broken tier
Alrighty
Not only would it not be good, it'd probably be trolling
A ranger wants a shield if they're using a one handed weapon
Definitely not overpowered
Oki
is it two handed?
basically finesse means that it is getting rid of requirements for use (Strength) and allowing you to just use dex, which also allows for better AC, initiative, saves, and a ton of skills, which ranger already uses. so it is likely not too balanced, because larger weapons/weapons that do more damage are balanced by having strength as their ability score
Is it really a balance concern though?
Like, said ranger is already giving up +2ac. That's massive.
I mean rangers do bows or TWF all the time
Bows are great due to range but yeah TWF is suboptimal so not the thing to compare to for balance IMO
if 1d10 on a one handed weapon isn't a balnce issue, then why aren't all strength based one handed weapons 1d10?
Black and white.
I don't think that matters to this point
The fact that other weapons aren't doesn't mean one being that way would inherently be an issue
Let alone the fact that this (presumably) isn't a magic weapon
my point is that there are no one-handed 1d10 weapons. and all the weapons that are 1d8 that are versatile are strength based. finesse weapons typically have lower damage or are unable to be used as a versatile weapon.
I totally agree with that point from a truth standpoint, I just don't think the point matters
I think we compare to what is optimal, and it's worse than what is optimal due to much lower defenses.
Essentially this line of thinking:
If all finesse weapons were 1d4, introducing a 1d6 one wouldn't be overpowered, because that's still subpar.
Needs to be evaluated in the grand scheme of available options, rather than against its direct competition IMO.
(Similar to how, even though spell fire flare is better than scorching ray, it still isn't overpowered)
It can't be dual wielded but it isn't two handed
That only really serves somatic spell components
-2 ac for no strings attached somatics is not that good
Especially in 2024 where you can draw and stow weapons mad easy
And it isn't even an issue for bows
You can use dueling fighting style and defensive duelist with it
True
It's virtually the same as a great weapon though
With dueling fighting style
What are you on and where do I get some
No heavy weapon synergy, no possible oversize shenanigans
You get +2 to your attacks, great weapons depend on strength and use 2d6 or 1d12
And on what Dave was saying, Strength weapons are allowed to hit that hard because it uses a secondary stat
Dex influences the most common save in the game, initiative, base and adjusted AC, stealth, lots of non-standard movement
Yup
Strength is either a dump stat or your primary thing, and doesn't have any defensive capabilities outside if resisting grapples, which you can use dex for anyway
Dex is too good to hit the upper half of base damage
So a 1d10 finesse weapon would be too op?
Probably not too op but outside of balanced design
It would be past the band but not gamebreaking, just kinda sucky for other melee builds at your table
Alrighty
Dude this autocorrect is killing me
not really
tbh, its prob not even that good besides for melee rogues
It's specifically for a ranger
Yeah idk
It feels unnecessary
Like its too good but not even in a cool or interesting way
I want a ranger with a long sword essentially and don't like shields
just play a STR based ranger
:D
It's just an extra average damage that the base game doesn't support
Scimitar?
I've tried to make some strength based builds. The best one I've seen was reflavouring polearms as very long swords and leaving wis at 13, and choosing hunter subclass
It's only 1d6
Flavor is free and the difference between 1d6 and 1d10 is 2 average damage
that is true
You're literally fine
2 average damage adds up
If you're stressing over that I think you're too concerned with numbers to enjoy the game
any ranger works with any type of build
Well that's without accounting for accuracy lol that stuff is not adding up
I like optimizing but this isn't significant
Yeah, my biggest struggle so far with dnd has been over focusing on having a good build
dont
Yeah so quit
dnd for fun not for big number go brr
Or make a build that doesn't stress over specific weapon stats
Play a beast barb kensei monk for maximum funny
If your dm is cool they let you have the beast claws as your kensei weapons and 5 attacks per turn go brrr
Or 6 at level 14 in 2024
I'll probably just stick to strength ranger, my DM doesn't use stuff outside of the 2024 phb except some homebrew
Then chill with a scimitar and use whatever art you want
again, i say this
Alright, thanks for the help!
Don't, unless that's fun for you, then do
If big number fun. Do it. But don't do big number if not fun
Yeah, i do like doing big damage, but i do also want to learn to focus on the story of the character over big number
Yeah if you have a specific idea, go for it.
Also bear in mind most chill DMs will allow you to do stuff like pretending a quarterstaff is a sword, using the stat block of a quarterstaff, if you talk to them
That's an example because a quarterstaff is the best polearm for PAM because you can hold a shield, so lots of people want a Qstaff but want the "sword" fantasy. However, flavor is free!
Alrighty, thanks for explaining!
Submariner Ranger Level 11:
Enhancement of the Deep
Your exposure to the great sea has brought you to the depths, which you've adapted to. You gain the following benefits:
You gain Darkvision up to 60 ft (add 30 ft if you already have Darkvision)
You gain Resistance to Bludgeoning Damage
Weapons you wield no longer have Disadvantage underwater
You can cast Water Breathing without expending a Spell Slot once per Long RestJet Slam
When using Tidal Jet, Creatures between your starting position and where you end your movement must make a STR Save. On a Fail, they take Bludgeoning Damage dependant on your current size and are knocked Prone, half on a Success.
Damage by Size:
Tiny - 1d4 -1 (Cannot knock Prone)
Small - 3d4
Medium - 3d6
Large - 3d10
Huge - 4d12 (Advantage)
Gargantuan - 6d12 (Advantage)
Any thoughts?
hey guys anyone in chat experienced in homebrew and interested in helping a new DM? im making a new DnD class for my players problem is i have no idea how to scale damage all the features are at like 3d6 2d8 levels of damage and idk how to scale them according to player level to make them viable at higher level play. so to summarize, how does higher level play in dnd look like? how much damage is dealt? what kind of damaging spells are used and how much damage do they deal?
Depends on how often you can use it
like if this was your only damaging spell? like your main one
Probably 3d8, maybe a bit more if you’re at high levels, as you mentioned (comparing how a level 17 wizard could cast chromatic orb as many times as they want)
That’s about the same
Honestly, 4d10 sounds better, now that I think about how cantrips scale
If a feat allowed you to pick one base Infusion, no higher level ones, from Artificer's list and it didn't count towards your infusions known or used in case you're already an Artificer, what would be balance of such a feat ? A strong one, a weak one, just okay ? I know that it will vary based on which infusion you pick
Probably pretty weak
One base infusion isn't nearly worth a feat imo
Feats are pretty good
so starting at which level? bc my subclass works off of milestone so at level 1-7 they have like 3d6 from level 7-15 theyd have ?? and 15-20 ??
I’d make it 2, and you can switch which one is active on a long rest (and if your an artificer you get one extra infusion slot too)
1-7: 3d6
7-12: 4d6
12-17: 5d6
17-20: 6d6
Would making it a half feat change much ?
Or maybe I just copy the idea of Metamagic Adept entirely
so per milestone increase it by one die?'
so if i end at level 12 4d8 damge is good?
btw do melee weapon damage scale as well?
Melee weapon damage scales with martials getting more attacks.
@void jewel
What's up my g
3rd level College of Poetry feature
Ponderous Phrase
Whenever you give a creature a Bardic Inspiration die, you can choose a theme to inspire the creature with. The creature gains an additional benefit of your choice from the options below until it expends the die:
- Freedom. The creature has advantage on checks and saving throws made against being Grappled or Restrained, and its movement speed increases by 5 feet.
- Hope. When the creature gains hit points or temporary hitpoints, it can add your Charisma modifier (minimum of 1) to the total.
- Introspection. When the creature rolls the Bardic Inspiration die, the die size increases by 1 size.
Is this balanced?
Hope is a little too strong.
+4 or +5 to every source of healing or THP adds up extremely quickly.
Healing would make more sense given there's a cap for it, so I'd go with 1/2 CHA Mod to make sure it doesn't overflow Temp HP.
That's a good point
Thanks! 
On a different note, I need feedback for this.
EotD
- Removing disadvantage on weapons being wielded underwater should be an earlier level thing, it feels underwhelming
Jet Slam
I have no idea what Tidal Jet is, but the damage seems balanced for 11th level
Level 3
Tidal Jet
As a Bonus Action, you can create a high pressure blast of water from your hand or foot. You can jet yourself in the other direction 10 ft without triggering Opportunity Attacks. Creatures 5 ft in front of the blast must make a STR Save. On a Fail, they take 1d4 + Prof Mod Bludgeoning Damage and are knocked Prone, half damage on a Success.
At Level 7, this damage increases to 2d4 and you jet yourself 15 ft. At Level 11, 3d4 and 20 ft. At Level 15, 4d4 and 30 ft. You can do this a number of times equal to your Prof Mod per Long Rest.
You don't expend uses while in water at least 5 ft x 5 ft and 1 ft deep.
Should've added that before
Hm
Looks balanced then, Jet Slam and Tidal Jet
Making an encounter for a a group of three level 5 players (warlock, paladin, druid). There is a secret room they could find within a cave that is covered in Violet Fungus. The opening is wide enough for individuals to squeeze through and it opens to a small (10x60ft) chamber. The chamber is lined with Violet Fungus pumping out gas/spores of some kind (undecided). There is a treasure on the other end. I'd like to design this so it's more of a Deadly Trap that players can decide is worth pursuing or not. I'm having a hard time trying to sort out how the gas/spores should be - contact or inhaled (looking at poisons in the DMG) and what sort of skill/check should be applied to this. And if this is ingested (a gas), I could use the Holding Breath rules. (1 + CON Mod of minutes allowed). Looking for suggestions on how some folks might run this kind of obstacle.
con ST, if fail add lvl of exhaustion
if they take too long (aka exhaustion lvl 6) they die
could be both too tbh, inhaled is just contact from the inside
so easier uptake (more skillchecks)
than if they held their breath
Would you suggest using distance to call for ultiple checks along the way? it's 60ft long and we use grids.
e.g. difficult terrain + looting sth, every turn=1 skillcheck
also after lvl 4 of exhaustion they actually have disadvantage on the saving throw
so it gets more deadly if they stay in for a longer time
if they failed 3 times while going to the chest they will have a hard time getting back unless they expend other resources such as misty step
and even then its a close call
if you want it to be easier, just dont make it difficult terrain
The chamber is lined in a sticky fungus. Difficult terrain. They can essentially move to the treasure in 2 increments of 15ft. Each time they move, make a CON S.T. DC 16 (I'll go off the Deadly Trap in DMG). The treasure getting pulled off the corspe will require an extra check as they stand there getting the gear off. Then 2 more checks for the return. Total of 5 checks. Fail they suffer a lvl of exhaustion. If they want to hold their breath, I would say this wouldn't apply because gas can still enter via your eyes and nostrils and I'm not going to get into that? Or would there be a a way to maybe do that.
if you want to be mean: you can also let them roll a D4 to loot the chest (or however many items/things you want to give them) so the more players actually go there the more they get
thats fine, theres also a lot of poisons irl that trigger off off skin contact
so just do what you want
seems fine, IF they decide to linger around (or u let them roll e.g. a max of 2 time to get "more loot" )this could potentially kill them but also reward them
yeah
i could do, for holding breath, 1+CON Mod as the number of rounds. it'll take 5 rounds to get there and back. so if they send someone with a lower CON mod they will HAVE to roll at least once then.
also: if you make the exhaustion last until the next rest, it will affect the next steps a LOT
yeah
or just make ti if they THINK about holding their breath, the DC is 15 instead of 16
a slight bonus that might save them
and there's an encounter after this to rescue an NPC - again they could skip this and come back later - but now the gas has creeped through the secret openning and into the previous chamber
like they say: I actually hold my breath
maybe, but the question is: why wasnt it there before?
if its a cave, why is it only now that the spores/the gas has built up
maybe theres actually a little crack in the "treasure chamber" connecting to the outside --> so the spores could actually escpae, just happens that one of the fungi has now grown over it
or sth clogged it up on the surface
yeah i sort of see it as an area they could return to, but since they hack at the overgrowth containing the gas, the next time they return, it's filled another area of the cave.
yeah that's wha ti wanna kinda of prepare for
alright sure
i could just say "no" and move on but im like...maybe there's a means to allow it and properly measure/prepare for that mechanically
I mean it still affects them, but just a BIT less, might even be ok to make it a CD 14 for those who think (or have it be a CD17/18 (diabolical IK) and IF they hold their breath its "only" a CD16)
so its even more deadly if they dont engage with the info given
what item/items do you plan to give them here btw?
"yes you can hold your breath for 1+CON Mod minutes. it'll take 5 minutes to go there, get the loot, and come back. the longer you spend out there collecting potential loot, you'll have to roll a CON Save (DC 15) or suffer a level of exhaustion."
yup, but tbh, dont tell them in detail
maybe give them hints as : you cut down the vines, some purple smoke comes out, it makes you cough uncontrollably or even give the person to discover it 1 lvl of exhaustion in advance
i'm not sure yet. it won't be key items - they will meet a mychonid NPC named Chia along the way who asks them to look out for his traveling buddy. I'll describe them as the buddy when the players see through the purple cloud. So they could either recover the fallen traveler's stuff and report back or just say it's too dangerous and let the friend know of the fate"
fair enough
yeah for sure. i'll apply some easy DC to the object of the vines cover it. then it seeps out they make a save (lower to just give em the hint something deadlier is in this chamber)
and i maye say the gas does necrotic damage instead of exhaustion since Violet Fungus does necrotic damage. but i'll sort that out.
sure, that also works
this was super helpful to chat through this. it's giving me a much better layout for this encounter.
I just like the risk of the "instakill" aspect and further ramifications
right