#homebrew
1 messages · Page 60 of 1
That's an interesting name. Hi new, I'm Hermes /j
Hru
The resource management is very convoluted and doesnt follow standars fighter design philosophy, and the intended effect behind the complexity also doesnt feel very interesting imo
Your entire subclass until level 6 is "I take less damage on average", which probably isnt enough to attract anyone to the subclass outside of very specialized builds
Parry has anti-synergy with those builds anyway given that it requires a 2 handed weapon while interception and similar effects require shields
It overall feels like there are calculations for the sake of having smart sounding calculations instead of KISSing with keyed or flat values
Not every fighter subclass has to be a damage dealer, but even the defensive fighters get some sort of active benefit with their defensive abilities, while this is purely defensive with no payoff
You could expand on it in later levels, but all I see so far is lackluster and mechanically weak
https://docs.google.com/document/d/1_zD5ufAXf4Hc-NBM9TF6yxnG5nBUqIfiaTrH6XgkIIY/edit?tab=t.0
welp, finshed this artificer
thoughts on it are welcome
hey so i am new to dnd and french and i have a friend who ask me for help to setup is obsidian ( a type of google doc but more advance)for the first dnd party he wanted to make and propose to me go fetch every classes, races, diety ... i could find and put it inside his obsidian and i did just that but at some point i endedup on a class called "dilettant" and with a quick chqtgpt request i ended up learning what was homebrew and kind of wanted to do a class myself so after my friend game me the green light i spent the whole night on it ( so i did use chat gpt but only for the organisation cus i was layzy , tell me rules i didn't know and the differences between bg3 and dnd5e that's it all) the idea are my own at least i think because i did not read a single homebrew class ( and i didn't know that the artificer was a class until i started my reasersh ) so i just wanted to show at least 1 person my 9.30hour job and go to sleep to see sugestion and feedback when i'm awake ( and incase the whole thing is in french and i am not sure google trad will do a good job translating it all sooo good luck i guess ( and i just copy/paste from obsidian so there is still the - ou ## from the " mise en page " i have no idea how to translate this sorry )
good read i guess
https://docs.google.com/document/d/1F5wMTZ8JRlY8vxqCdX2dOqLlVDh7nBoN8Gv9anLdL-k/edit?usp=sharing
Sickle mastery
You have learned how to use this simple farm implement as weapons of war. You gain the following benefits:
- Sickles do 1D6 damage instead of 1D4
- Whenever you hit a creature with a sickle attack, you cause a wound to appear on their body. At the start of the targets next turn they take 1D4 typeless damage for each wound you applied to them. Undead, elementals and constructs are immune to this damage.
How does this feat look?
Cool but scales real high real quick
There is no acceptable use of AI
If you're new to d&d, it's recommended to stay away from homebrew until you have a few games worth of experience in the base rules
any ideas on how to make the bleeding effect more balanced then? To me it looks fine in its current state
Making it typeless gets around any resistance/immunity, so it should be the same damage as the initial attack
It can also get annoying to track
The issue comes in with attack shenanigans (action surge, haste, nick, etc.)
You've effectively made sickles a light d10 weapon with a better average and nerfed crits
this is for 2014
Ah
Then ignore nick but its still a light "d10" weapon
Still possible to dual wield no strings attached
what if i just make the bleed be 2 typeless damage instead of a dice roll?
fine what if i made it 2 slashing damage?
The first thing I said
But that makes it a d8 weapon that cant roll under 3
You already get a die bump to the light weapon cap, adding consistent extra damage isnt gonna be okay
The usual non damaging bleed effect is antiheal, but you could also make it a slow or deal with Bloodied
If you want extra damage, it should be conditional or resourced
Sickle mastery
You have learned how to use this simple farm implement as weapons of war. You gain the following benefits:
Sickles do 1D6 damage instead of 1D4
Once per turn when you hit with a sickle attack, you can force the target to make a constitution saving throw (DC=8+proficiency bonus+strength modifier) or start bleeding for 1 minute. While bleeding the target takes 1D4 slashing damage at the start of each of their turn. If you cause the target to bleed for a second time, the timer resets and the damage of the bleeding increases by one stage (D4 to D6, D6 to D8, etc) to a maximum of a D12.
How about this?
I'd make it a half feat for str or dex and have the dc based off whatever you choose, amd give the save a resource
Maybe pb/lr but you only spend a charge if they fail
hmmm... what if i made it so for each sickle hit the target loses 5 feet of their movement speeds?
instead of the bleed thin
i decided to give up on the feat
Sickle mastery
You have learned how to use this simple farm implement as weapons of war. You gain the following benefits:
Sickles do 1D6 damage instead of 1D4
Each time you hit a creature with a sickle attack, you lower their movement speed by 5 feet until the end of their next turn.
How about this?
If you're still interested in the concept, I gave it a try
Sickle Expert
-# General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Reaping Slices. When you hit with a Sickle on your turn, the damage die of the next attack you make with a Sickle before the end of the current turn becomes the next higher damage die (d4 to d6, d6 to d8, etc.) to a maximum of 1d12.
Mow. When you hit with a Sickle on your turn, you can activate the Cleave mastery property in addition to a different mastery property you’re using with that weapon.
The idea was as you escalate in damage, you have to gauge when you want to activate that cleave mastery for maximum effectiveness. "Do I wait until next turn when I possibly have a d10, or just cash it in now with the d8?"
I wanted to try and evoke how sickles were used to sweep across crops with the cleave, while keeping the hack-until-they-fall idea you had previously, which I think was strong
problem is that this feat is supposed to be for 2014 DnD
oh i can just, hold on
Mow. If you hit a creature with a melee attack roll using a Sickle, you can make a melee attack roll with the Sickle against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Sickle’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
i do like the idea of the sickles damage dice growing as you hit the enemy with it
btw what do you think of this version of the feat_
?
I think it definitely makes sickles more viable, about equivalent to a shortsword with a stackable, slightly weaker slow property. Assuming you dump both attacks and your BA into it, you're slowing 15 ft. which is pretty good.
It's strong, but I think you have a little more power budget to work with
Needs a repeat save to end the bleed
Is this a good place to ask people to evaluate a hw subclass?
Yes
Then I’ll probably go with that version. You can use your version of the feat for your own games as I can see it working well in a 2024 game
If it makes it easier for people to view, I tried using homebrewery for the first time to see how it works, using the Potter as my first publish.
Reading over this now.
I thought I would share my most enjoyed homebrew by my players.
Item crafting templates
Metelurgy
Each metal has a dc and a forge that is capable of working with that material.
Each metal has a method of working with it. This is because of the heat needed to melt and work with it to make use the properties of the metal is exact and flaws will result in the final product if mistakes are made.
Iron dc10
Steel dc15
Mithral dc20
Adamantine dc25
The base property of the metal will not count agents its number of enchantments but improper crafting may require resmelting and working from scratch is needed to increese its overall quality score.
Heat Treatments
Heat can change properties and even the color of a metal material, but slight changes in heat can ruin the quality of the final product. This can make the item hold more magic properties.
Rune Inlay
inlay of magic runes in silver or gold can add magical properties to an item and requires Arcana and cligraphry tool profency in addition to smiths tools. the process only increses the quality of the weapon to hold more enchantmemt properties, but will not make the item magic on its own, use normal magic item crafting rules to enchant it.
Final quality standards met by a DC scale and steps in the crafting process required to meet the dc for a final product (such as heat treating, sharpening, rune inlay, etc. Table below.
Quality Scale
Quality scale effects the number of enchantment properties that the final item can withstand without being broken by the magic within. This is directly on a 1 to 1 of number of properties it can have.
0 dc10
1 dc15
2 dc20
3 dc25
4 dc30
5 dc35
(this is only a suggestion of dc)
Each +1 to weapons or armor counts as a property. DM decides if a property counts as more than one slot that the item can hold.
each level of quality requires that ALL of the rolls in quality enchancing are made at that dc.
Your setting can name each level of the scale to your liking.
Good writing, feels very Wizards.
I would move the instrument proficiency from Music Maker to Tool Proficiency since TP is usually where you get that sort of stuff. (Source: Armorer artificer)
Additionally, while I don't disagree with carpenters tools, some instruments are made form metal so maybe not the best option? It's debatable.
5th level usually is extra attack or some very damage buffing feature for the artificer. Artificers tend to lag behind in damage and REALLY need something purely damaged focused here. I would probably not make this level a direct upgrade to the former feature for two reasons.
- Most features flow by skipping a feature before getting a direct buff.
- The damage issue I stated before
Many Man Band is cool but I don't know how useful it will be, especially with Orchestral Fury giving you another extra charge to the instruments themselves. Or maybe i'm misunderstanding the feature.
Imo, I would move a feature like Note of the Mighty to 9th level. Make 5th level either extra attack or a direct damage upgrade of some kind.
Orchestral Fury is cool and I think works fine.
should i be scared by this essay your writing?
No. lol. I'm just at work so I have to take breaks from reading and writing.
*Artificer (unless you mean WOTC lol)
Yes, WOTC
well Tool prof doesn't include instruments so hence why they are bundled with the proper feature (and it makes sense with the prof insturments take less time/money to craft), and tools are annoying to pick ones that fit
Oh, I just meant specifically the "you gain proficiency in X number of instruments of your choice" to the tool proficiency feature. For example, Armorer Artificer specifically gets their armor proficiency from their Tools of the Trade feature. Similar to how this feature is supposed to be giving you your crafting stuff.
It's really not important
I was just being nitpicky
this arti is alot more support focused, and their is a pretty good damage thing in there for 5th level (the smite that lutes/others get)
Many Man Band is more for other people lol, they spend a use, but you spend a use of Flash to let them use it again
and really
only thing i could give them is more thunder damage on thunder spells
but, there isnt alot of those
and the only ones arti get are in the spell list i think?
ok
not counting cantrips
So looking at other "support" based artificers, the Alchemist and Cartographer. Their 5th level features are still direct damage buffs and only that mostly.
they get 2 (3 if absorb elements is counted)
Elemental Bane (4th), and Glaph of Warding (3rd)
well 2014, so idk what cartographer does really
but Alchemist's thing is kinda buns
I'll use 2014 as reference then. One moment.
Same deal
5th level is either Extra Attack or specifically a feature that directly buffs damage.
Eattack doesnt really fit
It's honestly my least favorite design of the Arti in general is that their 5th level feature is kinda restrained to this damage focus thing.
But alas that is the design
Yes, but It's the only major damage scaling thing Artificers get really
(and tbh, the effects for this might as well be damage, most of the effects are very good)
And even if this is a support based subclass, they are still going to be in combat and need to do things on their own
Yes, but consider that the player can only ever use their own thing once, more later of course. The other players have their own bonus action things they need to do. Reckless attacks, cunning actions, flurry of blows, BA spells, etc. So in order to get the full milage out of this feature you have to hope your party takes advantage of the magic items you have given them essentially.
The player should be benefitting the most from their instruments imo since they have the most incentive to focus on using them.
reckless isnt a BA btw, Rage is
That's what I meant, sorry
still, you get my point
The milage on this feature is reliant currently on your party doing what you need them or want them to do but probably isn't always going to happen that way.
this does have a damage thing at 5th btw
just for one of the instruments
Dulcimer, Glaur, Lute, Lyre, Viol, Yarting. When a creature damages a target with this instrument, you can spend your reaction and a spell slot to cause the target to take an additional 1d4 per spell level + your Intelligence modifier thunder damage.
the others are to do with their 3rd level effects, one boosts movement and makes you resist to falling, other is save or prone when entering difficult terrain, and the last is lose 10 walking speed and all fly speed for a minute
Yeah, so that means this artificer will always have to take that instrument as one of their instrument proficiencies to get the damage scaling they may need. And forces them to give that instrument.
I understand that this feature gives a lot of different things but I'm talking about general design philosophy of the Artificer doesn't do that. It's your subclass so you are free to discard this feedback of course. I'm just trying to point out that every other artficer subclass at 5th level either gives E attack or a specific direct buff to damage and that's it.
ik, with ones like this and how they have multiple stuff for certain things, trying to make all of them to increase damage is kinda impossible
You don't do that then. You make it a separate feature that buffs damage for the artificer as a whole and not specifically tied to the instruments. Maybe its even a new attack option for the player specifically and not your allies like... "While you hold one of your instruments, you gain a new attack options..."
The thunder damage thing you mentioned earlier isn't a bad idea either
Can I get some feedback on a monk subclass I just made? I'm still new to making these so it might be unbalanced
https://docs.google.com/document/d/1moua4J8q1U9n07baBPMQIi_xSsodpi2EY-gJnR6yNmY/edit?usp=drivesdk
with the way Monk as a class is built i think this subclass goes out of hand with the sheer number of unarmed strikes it gets
if my understanding of the class is correct a 6th Level fracture monk can unarmed strike 6(?) times a turn?
Yeah that’s a crazy number of extra attacks
my math wasnt even right
the non-euclidean fist says it applies to BOTH the abilities
so that's 7 unarmed strikes

Fractalized is also a pretty busted condition
true
it's a self serving class
in two turns you can set up difficult terrain, grapple multiple enemies, teleport away and then strike a grappled enemy with 7 attacks
Ah ok, thank you very much
So maybe delete non-euclidean fist and change Fractal Nexus
i wouldnt worry about Fractal Nexus cause balance goes out the window at 17th level
but definitely remove the former
Got it, again thank you for your feedbacks
I’d rework fractalized as well
The condition as is applies to any source of damage, and since it works off of every hit that’s a lot of extra d6’s being rolled
So in practice I predict it will effectively double the party’s DPR and also slow down the game a fair bit
Parallel Flurry is already insane
Veil Sight is game breaking
Misty Step should cost 2 Focus Points
and require vision
non-Euclidean is too much again
the level 6 feature should only give you one of the 3 options and maybe an always on feature
Fractal Nexus is completely broken
11th level feature is pretty meh, it also doesn’t really create a coherent kit
your best coherent part of the kit is the 10 attacks per turn
but that’s too OP to keep
Okay changed a lot of things to make it less powerful, I'll probably also change 11th / seismic branch. Thank you all
I'm trying to make a homebrew feat where the player can pick between three skill options: insight, perception or survival. I can't seem to find a way to make it work. I can only set it so they can choose ANY skill, and I'm trying to restrict it to specific options. Is there something I'm missing? Or can this just not be done within a single feat?
So the Skilled feat lets a player pick any 3 skills to become proficient with.
Are the skills all that the feat does? OR does it do something else?
It sounds similar to the choose one feats like fey touched.
I assume it has other pieces
How would y'all classify the rarity of a weapon that is just the handle and guard, that when under water instantly forms a giant shark-like club that smacks people, can grapple people with a bite, grants a swim speed to the wielder, and has a thunder damage emanation, but outside of water otherwise does nothing
I would first ask...Is the rarity...mechanically important? And if it is then I guess....treat it as if it were always in the water. Its very rare.
Sounds better than a sunsword
Sounds like you want to try #ddb-support, if this is an issue with getting the site to give the correct skill options when a player selects the feat.
I've been having fun with low-level cursed items:
Robe of Supreme Leisure
Wondrous item, uncommon (requires attunement)
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. It is always warm and soft, and it gives off a faint but comforting floral fragrance. When you wear this bathrobe to sleep, you need only spend 4 hours of your long rest sleeping and you gain 2d10 temporary hit points when you complete your long rest.
Curse. Once you've used this bathrobe to get the best rest you've ever had, you can’t rest well without it. Unless you're wearing the bathrobe, you can’t gain the benefits of a long rest for 1d4 days after your last long rest using the bathrobe.
How hard would it be to homebrew a race and class?
Race, not too bad. Classes are notoriously difficult to get right.
Hmm I have an idea that I would like to play a character based on Aos Sí in Irish mythology at the moment I’m having fun creating the backstory and origins of how it would fit in a world but I’d love to be able to get the mechanics to fit my goal
At the moment if I was to do a class it would be heavily based on the Druid with some minor tweaks
Is there some issue with Druid as-is?
Not necessarily, I haven't looked into in full detail yet and really laid out what I want from the class I'm currently investigating my options.
Like if it's gonna be insanely difficult am I really bothered no
https://www.dndbeyond.com/subclasses/1689316-mourning-domain
could yall evaluate this? I want to say I like it but something isn't clicking-- sans the wording because I know there are issues there.
I think this is more of a DDB question than a balance question
I don't feel like any of this fits a "mourning domain".
It's more of a psionic warrior subclass.
The channel divinity option also feels like something that would get used at most once in an entire campaign.
Helloooo
I have a cool character concept and my DM is new so we're a lil worried about a proposed magic item being too OP. (we're starting at Lv 1
A seemingly normal longsword that after every kill gains +1 necrotic damage. the effect resets after a long rest.
Not the most busted thing, but still has the potential to be easily abused (sack of rats strategy), and I wouldn't be giving one to a 1st level character
And if the DM is new, I don't think it's a good idea to start off with homebrew, especially right off the first level
Sack of rats strategy?
Basically a hypothetical situation where a character is carrying a bag of rats for abilities like these that benefit from any kill. Get a bag of, what, dozen rats, and you get a +12 to your attacks after easily killing them all
Ok thank you
Not enough support abilites? The focus on psychic abilities was to subsume others with grief, weaponized anguish. But I suppose it does come across as too hostile?
I made a bard subclass but I’m scared to post it
The worst people can say is that it needs improvement.
it’s a Jester and might be op
https://docs.google.com/document/d/1vKXff4c88VTgIjmcjuF2uh4fRdsBtNcQwuvg5pt531s/edit?usp=sharing
here’s the link to the doc
Quite a few mechanics are lacking detail and/or do nothing.
For example, the “Deck of Funnies” says it has 100 effects yet lists none.
I have yet to make them
I was actually about to create them
I have a homebrew item. Basically its a focus for rangers to let them concentrate on HM and another spell.
As another example, the circles of spin says it changes the position of everything in a room, but it doesn’t list:
- a range for the effect
- if it targets creatures and/or objects
- how far things are repositioned
- how the “rotation” mechanic works. Particularly in how much your character rotates translates to repositioning
- what “confusion” does mechanically
Also it being a flat DC instead of scaling is a tad unusual
Alrighty, let me go add that stuff
The funny law is also pretty OP since it’s so ill-defined.
“It would be funny if our party had immunity to all damage permanently”
Yeah I still need to balance it more
My brother made the concept of the Funny law, and I am still trying to balance it properly
Would it be okay if I made a homebrew item where I make a weapon with gemstones but its legendary set or something?
Homebrew can be whatever you want, balance is another thing
Gemstone Weapon (50GP per gemstone per weapon, 475GP for all 10, +1d8 of respective damage on top of weapon damage. All weapons count as magical.)
Ruby: Fire
Quartz: Radiant
Onyx: Necrotic
Sapphire/Opal: Cold
Amethyst: Force
Emerald: Poison
Topaz: Lightning
Tanzanite: Poison
Garnet: Acid
Citrine: Thunder
Doesn't work with fighters. Rogues can get extra attack with this.
If ranger connects an attack with this, the next attack that connects with a target is a critical hit.
It’s a little odd that this specifically excludes fighters
I’d say it could quickly get OP and imbalanced if the gemstones can stack on the same weapon, especially for how cheap they are and how they don’t require attunement
Why is it odd though?
I think its pretty balanced.
Wait... i could improve it... by having it +1d12 for rangers. and +2d10 for swarmkeeper rangers.
and the gemstone stacks specifically for rangers.
Class exclusionary items aren’t unheard of, but usually such items are designed to compliment a specific class in particular (e.g. Amulet of the Devout +X)
Given this and your history with Ranger homebrew I’m inclined to think you’re actually not interested in balancing feedback
Anyone down to give me some ideas for a 10th level feature for a subclass for the homebrew class i've been designing?
I'm down for it. Just shoot it here!
Throw ideas at me for the 10th level feature here. This is for a subclass for a half-caster class i've been working on. The subclass is intended to be martial focused.
I just need ideas on the 10th level feature for The Armament
https://docs.google.com/document/d/15KCu579LADAW0QeC12evvgB98UwP3jlNbcKOYhg-x_8/edit?usp=sharing
Thank you!
If you need any context for features I can provide them. Since some of the stuff is tied to the core classes features.
Please do. I have some NPCs whose gimmick is using weapons made of their own flesh and blood so maybe I can help
This is the core class. The "strikes" and "Synchrony" features are the first two features so you don't have to read the entire thing if you don't want to.
https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
I think for the Armament subclass, because their bonded is a weapon, having some defense against disarming tactics can help
The main Living Gear feature says your Armament can't be removed from you against your will. So I think I have that covered.
How about giving the armament the ability to fly (or at least lift the bonded user up)? Maybe become one of those swordsman that rides on flying swords and control their sword from afar
That's kinda cool. I like that idea.
I can have it expand upon the 3rd level ability where, you can either Fly if its Armor or Launch the sword a distance away and attack from afar or something
I honestly struggle to give ideas because the class + subclass is already very loaded so I think more out of combat utilities and versatility is preferred
That's a good idea
Oh, I do want to play as a person surrounded by weapons. Maybe the bonded armament's consciousness can be separated to different weapons. This way, the Armament gets extra attack at the cost of spellcasting.
Maybe give each of the party a weapon enchanted by the armament's consciousness. This way, the armament can know if a particular member of the party is in danger and can cast spells from there
Oh that's a pretty cool idea. You can touch other weapons or suits of armor up to your Wis mod per long rest and your Armaments consciousness fills that equipment as well. You can communicate through the equipment within a certain range and your armament can be a lookout for you
that's pretty cool
Ooh, casting spells with those other equipment as the origin points is a great idea
I love this idea
I think that's the winner
I absolutely love your idea of Armament Bonded. May I use it with some modifications for a campaign I'm running?
Essentially, in that campaign, there are some people who can create magical weapons by pouring a part of their spirit to that weapon. I'm inspired by magical and godly artifacts from east asian mythology here.
Yeah go for it! Let me know if you use any of the other stuff too. I would love to see how it comes out
Lovely! Thank you very much
thoughts on a melee oathbow? is there some balancing reason its ranged only?
I've made a magic item
Call of the Void
Weapon (Greataxe), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. On a hit, the weapon deals an extra 2d6 Force damage.
You can dismiss the weapon, shunting it to an extra dimensional space. Additionally, you can always call it to your hand or an adjacent space within 5 feet without spending an action to stow or drop a weapon as long as it's on the same plane as you.
The weapon returns to your hand immediately after you use it to make a ranged attack roll.
How do we feel about this?
I feel like it should do slightly more for very rare.
Though the damage is already good
My heart keeps wanting to go to the extra dimensional space with the axe too somehow. Like Blink spell
What about a once per short rest strength save or reduce speed to 0 on a hit?
really really strong. i think its fine thr way it is
Listen, I just sent this message to ask for opinions on the class, not on your opinion about using AI or to tell me I should stay away from homebrew because I'm a beginner.
I know AI is crap, but it's everywhere (to send this message I had to use Google Translate, which is technically AI). So if I have to use it anyway, I might as well use it to save time rather than spending two hours formatting my ideas or finding some obscure rule that destroys my entire creation.
And just to be clear, I didn't ask for your opinion on whether I could do homebrew or not.
You know that it's because of people like you that many people end up not playing D&D because they're afraid of running into a GM who will correct them on every little thing instead of helping them? Read my entire class, and then if you still say it's crap, explain it to me with arguments, and either I'll correct it or save it for later when I'm better.
In the future, avoid judging a book by its cover, thank you.
(And if other people want to give constructive feedback, I'm interested because I don't have anyone in my circle of friends who plays D&D regularly.)
I'm hearing two conflicting opinions
My DM isn't too experienced in terms of balancing
Woah thats crazy anyway boycott AI
i hope ai steal your job
Had my girlfriend who is fluent in French read over your ai class last night BTW: its cheeks. Back to the drawing board
Beyond rescue
I'd scrap it and restart tbh
As someone who works with AI itself: this really is not the use case for LLMs.
They simply do an atrocious job of both design and balance, ethical concerns aside even.
may i ask the general problem ? ( and i already said it i only use it to put it in clean instead of the random shit i had wiriten on my notepad i did not ask ia to create it just to take the hole text and put it in clean )
I can get her thoughts again when I am home, I am at work right now. But I believe her general thoughts were "another lackluster martial without any compelling oopmh"
I don't recall the details, went over it last night
I believe there were also writing inconsistencies (ways things are phrased that don't make sense with PHB precedent) but we are not familiar with French PHB linguistic uses, so can't be sure if they use different conventions.
Mind you, I consider several basekit martials to be poorly designed. So both her and I are to some extent harsh judges of martials.
so i did not know that world, it was the litteral second time i use it and it's only because after 3h of reasherch i did not find a single online page where the general rules where writen in full french so i asked it because i was thinking that it would do the reashersh for me and it did ( maybe badly ok but still)
and just in case it's a class with mix type ( it use both magic ans martial so i do not think she even read half of it but ok i will wait for you to ask her)
i do not know the meaning of PHB so i will look it up
Phb = Players Hand Book
I didn't see a spell list. Does it have one?
Let me check again. I didn't look for other tabs - this may be part of the issue
thanks and i did dot use it as i did not find it in french ( i know my english is pretty bas so i wanted to not make any major mistake but visibly the ia was wrong)
If it is a half caster then that significantly changes things
Yes, we did not read the entire thing, so its totally possible we missed that
so i kinda forgot to explain that the character have acces to all the spell of the wizard but i did say that at lvl 9 he can learn all type of scorll of all class
Ah. That was misunderstood. What slot progression does it have? Half caster?
and for the spell slot i realize that i had forget it but it's basicly a sorserer but -1 to all ( for exemple he never have a lvl9 spellslot)
So. Let's just double check. Its a full caster with no ninth level slots with access to every spell in the game via scrolls?
And it can scribe and learn those spells like a wizard?
-1 to all slot levels would deprive it of not just 9th but also 7th and 8th level slots
i did not know how to nerf that and that was one of the reason for me to ask for feedback
I see. We definitely missed that.
i didn't think of lvl 7 spell slot too but it was the point for lvl 8 too
I think the fundamental design flaw is access to every spell in the game. This is extremely broken. Find steed, the whole wizard list, spirit guardians, command, ect. Ect, is kind of crazy
There is a reason wizards, who get almost no features other than their spell list, still have a limited spell list
ans i know the lvl 20 ability is too broken ( capable of using the multi attack like the lvl 5 of warrior ) but with spell
So two action based spells?
I would consider that the best capstone in the game and likely too powerful, yes.
Extra attack compensates for a single attack getting less and less effective over time.
Spells do not get less effective over time
Unless it has limited uses
the point of the class was to give a true alternative for jack of all trade other than being dong shit lvl 1 in every class so i wanted the class to have acces to every type of spell our rare "resources" for the character to test every one and keep the one he like withour being too broken
Ye we stopped reading before lv 9 (so likely why we didn't see this)
That inherently is broken.
The wizard already can do almost everything
You've expanded that repitoire even more.
One character is, by design, not supposed to be able to do everything
but limited to lvl 7 spell slot and only max at lvl 20, 6 spell cast in 1 turn but 2 stack of exaustion ( the core of the gameplay of this class is that you can take action unique to certain class and have a waterdown vertion of it to test it yourself and the more you lvl up the more you can test thing and even multiple thing by turn without the detious prosses of resource managment ( like if you multiclass monk, mage and arcane archer there would be 3 type of resource where here it's only 1 of all choices but no resources and just the downgrade to use it 1 time per fight
Being able to take actions unique to certain classes is something that will immediately flag something as poorly designed in most cases, as that's the entire point of classes having unique actions.
i will try te find traduction for every thing i use ( action or other) and do a badly make english trad ( and add the spellbook and the way to have spellslot so i can have more proposition) but it will take a bit of time ( and i will remoove the monctuation like **)
As an example, find steed is a spell exclusive to paladins that breaks on a character with fullcaster speed of slot progression
(This is the reason mark of passage in the new eberron book is so broken)
Needing at least 5 levels of pally to access find steed is very intentional
maybe but i was just finding the jack of all trade kind of usless in bg3 and was thinking " why not juste put a class who can have acces to class restricted action but less powerfull so he can be a good support " a know it was naive but as i said i have no prior knwolege on dbd ( exept bg3) and never even knew that homebrew was possible
for paladin exept scroll the only 2 capacity he have access is a water down version of smite and a modified aura
whait i will trad these 2 in particular
The point is that a unqiue class should not have its identity rooted in having access to other class' unique features, regardless of strength
" divine punition "
came from the paladin class
when you toutch withe a close fighting weapon you can inflict 3d6 randiant damage . in case of critical damage dice double
in case of critical miss no bonus damage
this is the smite water dopwn ( i am not sure for the damage but i put somthing i think low ( it dose not scale with level or other)
The counterargument at its most basic is that it would not be fun to play in a game in which someone picked this class, as everyone else would feel like their toes were being stepped on. It's not just a single person, but almost everyone.
You'll note that wizard is the closest to jack of all trades in the base game, and it very intentionally leaves major spells from some other classes out of its spell list, and entirely lacks options like healing
Bard gets to steal spells, but only late game, and even then only off of the fullcaster lists.
And only a limited number of those spells
your whole argument for before was " ia iS CrAp " so nope thanks
otherwise i know it is not a really good class but i still find the multiclassing to be crap so i tried somthing and at worst its un usable and it's ok i tried
Ok imagine this. Let's say you and another player are playing the same type of character and both do the exact same thing in combat. That'd be annoying. That's what the class is but to everyone
Making a class to get around multiclassing is inherently flawed design
Imagine a feature that was basically barbarian rage but dex based and let you cast spells, built because you wanted the survivability and extra damage but you didn't want to be restricted
i did try to make most really spetial action different ( for exemple the artificer have an action to create a cannon who dose force damage so i change it for a placement before a fight and when an ennemy is in it's renge the canon get out of hiding do 1d8 damage and get destroy and ONLY if the shot is the first attack of the fight it can stun the person attact for 1 turn
Those restrictions are the balancing factors for rage, it's too strong without them and intentional to the fantasy of the class and ability
Or saying that a fighter can spend downtime learning how to cast spells without having to take caster levels
i never played a bard so i did not know about that and this chat is the reason i join the discord to have an exterlan opinion
the thing is that he can only have 2 " stolen" action at lvl 3 and +1 every 3 lvl and as a bonus he can only use it 1 time per fight ( it go up to 2 at a certain lvl but it's 2 use max per fight of eatch ability even at lvl 20 )
Its not that its too powerful, its that it makes other characters feel obsolete by stealing their gimmick
You can make a jack of all trades character
But making them have what makes others special
Hurts other characters
My honest recommendation is that you should avoid homebrew until you have a good grasp of all the vanilla classes and how the rules work
Reading up on those is best
there is at lvl 6 the thing that make every attack take the int bonus ( like the packted blade of occultist but int based ) yea it's probably to powerfull i will change that
technicly you can do that by going to lvl 3 of a class and multy classing for 3 other lvl in an other class and doing the same thing
That is true but then you do nothing really powerful late game, your class is super powerful and has all of that. On top of that you need stat scores and such
so that's why the every 3 lvl and why it's just here to take that , make it better and possibly stopping somone form having a dogshit character but still have the ability to do that
Which is a cost in itself
Plus, nothing is wrong with duplicating classes in a party
The issues come when a homebrew class does what a vanilla class does and also other things with no drawbacks
Two wizards in a party is just fine
Its like a Mary Sue character but a class in my eyes
Especially if they play different!
Even playing exactly the same tbh. Nothing wrong with it inherently.
i have a ok ( i think) grasp up to lvl 12 ( max in bg3 ) after that i al bling this is why i am asking tips ( and just in case it's not EVERY special action of every class max 3 action of eatch major class and not from all subclass)
But if one was a homebrew wizard 2, the other may feel bad
Bg3 has a littany of differences from tabletop
If you have not read the player's handbook, I'd start there
no idea who this is sorry
Bg3 balance and design is fundamentally different from tabletop balance and design. Some things transfer, but many so not.
For example, hold person is great in bg3 and a bait spell in tabletop
I mean no but it can get annoying if both characters play the same as it fills the same role and can take away from what makes a character cool
Eh, roles are fake.
No need for party comp at all in 5e
Four clerics does just fine, as does four wizards or four druids
Basically bad star trek fanfic that Basically had the new oc get everything and everyone loved them and they were better than everyone
i know and this is why i did dot know at witch point wizard have a butload of spell ( there is max 40 in bg3 so i just put that here but i can change it for it to work more like a cleric on the spell point and more like a occultist for the spell ? if you have an idee i am here)
IMO if player A and player B both want to play wizard in style X and player A has a problem with it, player A is free to switch classes or playstyles.
Yeah, Im more talking bout the fun tho. It'd be kinda annoying in my eyes if I had this idea for a character and someone else did the same thing. It'd make both characters feel less special in my eyes
I'm not sure what you mean by this
Exactly
i was trying withe the class to not take the role of a prexisting class but more as a support for these class but if i fails well it's ok i cans try to modify and see where it lead and if it lead nowhere well at least i tried ad as a bonus i gain more knowlege on dnd
I do believe it has failed because by giving it all spells you've given it the "role" of all the other classes that have spells
the fact that the only experience with the wizard i have is with gale in bg3 and at best he is a good support at lvl 12 so i wanted to mimic that but if it's too powerfull i use the idea of using the spellslot of the clerc or create one and allowing the class to acces spell similar to another class like warlock
and i will change that and this is the reason i wanted feedback on the class not just a stupid response like the first one i got
i will if i find it in french ( everything starded from the fact that i do not know if i am just bat at doing reserch or else but i did not find it )
Uhhhhh would people like to look at my custom classes/species they are made for 2014 and are original. They aren't very good but I playtested them and put hard work in them.
A good support is selling bg3 wizards short by a lot. Likely worth looking more into how casters are designed and what they are capable of before designing one
Do you have any martial "focused" races
Uhhhh wdym?
Like how elves are generally better casters, orcs are generally better martials
i was not a good wizard on bg3 and i will look into it !
Lizardfolk have natural weapons and racial feats that are effective in martial combat while changelings get better spell access
Oooohhh maybe lemme check
https://docs.google.com/document/d/1VINtxAvqsNF0btOcEoz9EONLE8Z4frIWl4WllZRqyFs/edit?usp=drivesdk ignore the comments, I have one more thats also kinda martial based
Theoretically what do y'all think a Vampire-Lich would look like? Looking to have a villain that echoes that as my party's bbeg
Stat wise
High charisma dex and int low strength. Wisdom and con high medium
Vampires have superhuman strength naturally
Yeah but also I feel lich kinda over powers that but its their decision
There are some beefy undead
And vamps are already undead
Not like they would lose that strength by doijg more of what theyre already doing
But also, by nature of already being undead, it could be hard to justify them even being capabke of lichdom
This is supposed to be a jackalope race yeah?
Yeah made it for a friend
I feel like having their antlers as the unarmed strike isnt great for visuals
Really, why?
Antelope antlers are likely too small or fragile to be effective goring/clubbing weapons with consistent use
I would say give them a charge attack like centaurs, but universal dex save adv is really really strong, and idk if you have enough power budget for that
The other big issue I see is that it steps all over the toes of the harengon except for the jump
Lemme see if I can find an image (they take a bit more after deer then antelope). I do see it stepping on harengon and I suggested that to my friend but they were adamant
Deer antlers have the same problem
Yeah but also its a fantasy world
Territorial disputes only last a few hits before antlers break or one guy gives up, and even then theyre designed to break and regrow on a yearly cycle
It doesn't need to be super realistic
Youve given it enough lore amd thought to warrant considerations of realism
Its a point of respect
If you wanna lean into the antlers being smaller than most offensive horns, maybe you could replace an unarmed strike with an antler that breaks off in the target after it hits and stops healing until they take an action to remove it, but you only get 2 antlers per long rest
The effect wouldnt scale, but antiheal is a useful effect through all levels of play and the save adv is already a lot
Eh fair but agree ti disagree dnd itself says that antlers can be used as natural weapons and yeah thats all. As much as I love research, I can explain it as they are special antlers
I know dnd says they can be used as natural weapons, and they can, but on a small-end-of-medium race built around agility, I think it could help with that speed fantasy to mechanically imply that the antlers are light enough to support that speed
Also gives the race some uniquity to set ut apart from other horned races and harengon
Forgot to mention you but I responded to the topic up there
Ok, agree to disagree. I think they work without being heavy as they are fairly small and you disagree. And thats fine! :)
Your good I am not going for lichdom any more was just floating the idea around
Making my BBEG a powerful Arch-mage who went the Vampire route to immortality instead of Lichdom and wanted to default to using that stat block lol
How many turns would you say the average combat has?
I am currently cooking an alternative Wildshape (2014) feature, where you get temp hp every turn instead of one big chunk of hp at the moment of transformation.
And now I am calculating on which turn-count the temp HP should catch up, considering its weaker before that point and better the longer the fight goes on.
Oh, and we are comparing this to Moon-Druid specifically, as my subclass is also centred around being in Wildshape as much as possible (Hopefully with a slightly less extreme power-curve :D)
3 to 4 rounds of combat is the average
It needs to be much more overall
HP now is better than HP later
The first few turns of THP are more important than the last few, as you're more liable to take more damage earlier in the fight than after things are dead
Quick question before i post here: This is for posting well, Homebrew things, including effects right? (Stupid question im sure, i just want to make sure)
Anything homebrew
Text walls allowed or no? i know some servers are picky about text walls.
Google doc link is better but text walls are ok
Great then!
So, in that case, how is this homebrew radiation system?
Radiation:
Every hour spent inside of a radiation zone, you gain Radiation equivalent to the radiation level of the zone. When you reach above certain radiation levels, you get debuffs. On a long rest, if the radiation gain of the zone is 20x lower than your current radiation, you lose half of your current radiation.
Debuffs:
10+ Radiation: Sickness: At the start of your turn, or before performing any action, roll a D20, if the D20 lands on a 1 or a 2, you get disadvantage on your next roll.
50+ Radiation: Heavy sickness: Same as Sickness, but its 1 - 5, and its dissadvantage on your next 3 rolls.
200+ Radiation: Irradiated: Upon taking damage, roll a Constitution saving throw, the DC starts at 14, and increases by 1 every 100 radiation you have. On a fail, you throw up, making you lose movement for that turn, and you take 1d8 radiation damage.
600+ Radiation: Heavly irradiated: Same as Irradiated, but the DC 20. And does not increase. You also lose a bonus action on fail and take 3d8 Radiation damage.
1,200+ Radiation: Nuclear charged: At the start of your turn, you take 3d8 Radiation damage. You allways have halfed movement speed. You cannot Cast Spells out of your max spell slot, when you cast a spell, roll a d20, on 1 - 5, you lose 2 spell slots instead of one. For any non-caster, you instead lose 25% of your max HP for the duration you have this radiation, and you lose an extra action. For every 500 Radiation after this, increace damage dice by +2.
10,000 Radiation: You take 10d12 Radiation damage every turn.
Is the "radiation level" just a predetermined thing? Because you could probably just have this work like Exhaustion
Eleborate?
Sorry i'm at work, one moment
kk
Depends on how prevalent the radiation in the zone is
The mechanic needs to be avoidable to be fun, so depends how reasonable avoiding it is
Very hard to judge without knowing how fast it'll accumulate
Radiation zone one:
Radiation level: 0.4
Radiation zone two:
Radiation level: 2
Radiation zone three:
Radiation level: 10
Radiation zone Four:
Radiation level: 350 (Deadly Radiation)
Radiation zone Five:
Radiation level: 1000 (Deadly Radiation)
Radiation zone Six:
Radiation level: 15,000 (Leathal Radiation)
There is also ways to midigate it
and remove of it
Depends how common the zones are and the ways to mitigate it are
Using items and suits
So the radiation level of an area. Is this a predetermined thing by you the DM or is this just meant to be a general scale? Like what Whisper said, the accumilation of this radiation makes it more or less balanced and easy to track.
What I am suggesting is just to simplify the system and numbers all together and to look at how the Exhaustion mechanic works. You get 1 level of exhaustion and get X debuffs from that. You can rest/sleep to recover levels of exhaustion. A max of 10 levels of Exhaustion and you die (in 2014)
in 2024, you just take -X to your rolls per your level of exhaustion.
Depends how avoidable the zones are plot wise then
Depends on a lot
And availability of the items
If your intention is to lock areas behind items, it'll work though
They have to visit every reactor (Or, they are supposed to atleast, they DO have to visit zone 6 though, since its the final zone and the BBEG fight)
They are pretty avalible, and get better the more they progress
You mean like this?
As for you suggesting it be like levels of exausion, i'd have to check how that works. and i shall
I just finished making this item
Made a new magic item
Wet Willy
Weapon (Club), Legendary (Requires Attunement)
Unless the weapon is fully submerged in water, it is unable to be Identified with spells such as Identify, or detected with spells such as Detect Magic, and otherwise appears as a leather wrapped handle and wooden guard to a broken sword.
When the weapon becomes fully submerged in water, the body of a Hunter Shark appears from the sword's tang, with its tail replaced by the guard and handle. This transformation has all of the usual stats, except its Intelligence score increases to 6, and its swim Speed is reduced to 20 feet.
When the weapon transforms, if nobody is actively attuned to it, one creature within 5 feet of it that can see it and is also completely submerged in water can use its reaction to make a DC 14 Wisdom (Animal Handling) check, immediately attuning to the weapon on a success. On further turns a creature can instead use their action to attempt this check, immediately attuning to this weapon on a success.
While attuned and submerged in water, the weapon allows you to wield it, causing you to gain the following effects:
- This weapon has a +2 bonus to attack and damage rolls. On a hit, the target takes 3d6 +4 Bludgeoning damage and must succeed in a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check to avoid being Grappled (Escape DC 14).
*Attack rolls with this weapon against creatures with fewer than their maximum Hit Points are made with Advantage. - You gain 60 feet of Blindsight and a 40 foot swim Speed.
- Once per long rest, as an action you can force each creature of your choice within 30 feet that can see you to make a DC 16 Wisdom saving throw. On a failure, the target takes 6d8 Psychic damage and is Frightened of you for 1 minute. An affected creature can remake the saving throw at the end of each of its turns to end the Frightened condition on itself. The creature takes half damage on a successful save.
While the weapon is being wielded, it has no swim Speed, and can take no actions until it is released by its wielder.
- If the shark body would die, it instead reverts back into the body of the handle, and resurfaces in 1d6 + 1 days. If the weapon is not fully submerged at the end of those days,
Hunter Shark
Try #ddb-support
okok my bad
this magic item is effectivrly 3 seperate magic items put together
its a rare +2 weapon
it is a rare flametongue but no ba to activate and it used force instead of fire (so 100x better)
and its kinda like an armblade but also 100x better
i dunno why it says itll return to uour hand after a ranged agtack roll becsuse its a greataxe. you cant make ranged attack rolld with a greataxe
the other person says "it should do more" theres no rules or anything atounf how much stuff should do at any rarity
Has anyone seen any ideas for homebrewed shepherd druid to work in 2024 rules?
Does this feature read okay? This is for a subclass that is all about having a "living" armament like a weapon or set of armor.
Level 10: Living Armory
Your Armament allows you to share its consciousness. As a magic action, you can touch your Armament to another weapon or set of armor. Your Armament’s consciousness connects to the target becoming an extension of itself. While connected, your armament can sense and speak through that piece of equipment and shares these senses with you. You can speak and sense through the equipment for up to 1 hour as long as it remains on the same plane of existence. While connected, you can cast Bonded spells through that equipment as if it were the origin point of that spell if the equipment is within 120 feet of you.
You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses on a long rest.
i mean seems kinda mid but thematic
what even is a bonded spell
like a target self spell
Sorry, this is for a homebrew class
Bonded is the name of the class
Here is the cardistry table I am using instead of d20s, from anthology of Heroes by Taron pounds https://imgur.com/a/yGpjxZS
@narrow nova
ah ok
Also, that’s fine. The rest of the subclass is pretty stacked imo so I was wanting this ability to be chill
it seems a little weak for a 10th level feature
it feels like something that shouldve been thr level 3 feature
ah ok
its cool enough to judtify level 10 tho
That’s essentially a normal d20 with 3 extra ones and 20s the math is the same but the out come will change
I originally had it at 10th level but you could only use it Wis mod times per day
Another thing, each time a card is drawn, it is put in a discard pile, until a short or long rest
8/52 chances for a nat 20, and 8/52 chances for a nat 1
This makes the math more complicated.
What happens when you run out of cards?
My guess is that during a SR or a LR they assemble the deck and reshuffle
Then you go back to using a d20 until you can reshuffle
You choose before you roll
Its a subclass feature to a homebrew class: the merchant
I guess this looks interesting if you've played Blackjack
Yep, learned how to count cards by playing that
the 10th levrl ability seems fine enough if the armament is a half caster. itd be fun slapping it on a dagger and taping it to some animal and having kt run around to scout
So for dc10 advantage it would be (# of cards >10/total#) * (new # of cards >10/new total #)
The base odds for each roll with a full deck are these: 15.3846% for nat 20s and nat 1s (each), and 3.84% for all others
Yeah. I also pictured if you were in combat against an enemy, you could like, use the feature to put your armament in their armor or weapon and then let them run back to their base to scout.
Here is the main class if you are interested at all: https://docs.google.com/document/d/1jrVXS-PFn0lv4tJYuS1nSC4SCdK7ksh9N5HBfK04V5A/edit?usp=sharing
Hello guys, so, i want to make a race called "titan killers" and i want that race to have some caracteristics that has some thing to to with them beeing abandoned by gods and in revenge trying to kill them, i alsol imagine them not having nitgh vision having long arms like bugbears having advantage when trying to be intimidated
Can some one help me to develop abilityes related tô god killing and being abandoned by them
I think that all sounds easy enough. I would probably change the name maybe since I can't imagine a group of people of a race specifically calling themselves "titan Killers"
They would probably have a word that means that or something
Ok
Oh, Just a thing i see them as mostly barbarian tribes that try to kill one god in specific
Well, you wouldn't want to make anything too crazy since species abilities are supposed to be pretty tame. You could give them resistance maybe to like... Radiant damage or whatever damage type is most related to the diety in question.
I think that plus the other stuff you mentioned should be fine
But I dont know how to calculate adv and disadv because each one is 1 less card
Oh, this is AI generated content
The image is yes
The friends and fables thing is an AI dungeon master I hate it
I just used it because it lets you type in all the class stuff
I hate this whole website
Friends and Fables seems like an AI "TTRPG" website. Just keep in mind sharing AI generated content is against server rules.
Outside of that, I don't see anything in the features or subclass sections. I would paste everything to Google Docs as GoreAndSmores saidd
Yeah that's what it is
You get like 5 actions for free per day lol
But the class and characters you make yourself ill just put it in a doc
Some of the terms might not be perfect I'm still learning lol. This was intended just for fun
Am I correct in that the shadow weave is a different type of magic than the shadow magic in shadowfell right? And it's more like raw shadow? Or is it the other way around
Also I am very sorry for talking so much but Is critical role stuff considered canon now?
I believe so. There is a forgotten realms page about it I think
For a more definitive answer you should ask in #dnd-lore
As for this, yes & no.
The only Critical Role book that provides official game options is Explorer's Guide to Wildemount. Outside of that CR operates in mostly its own sphere; their settings are "canon" to their own game/franchise.
D&D has many official settings, the most popular/common being the Forgotten Realms. Since Exandria and FR are different settings, they have little to no impact on their lore.
Okay interesting
As far as I know, the only time CR has made a tangible impact on FR lore is a single NPC in a single adventure.
If you want a "meta" answer there is no single "canon" as stated by the designers of 5e in multiple interviews. Canon only goes so far as your table wants in the setting.
why are messages dissapearing?
Mods cleaning up a server rules violation.
Also, is this the chat for discussing rules integrations for my dumb ideas or are there better places for discussing making rules for physics problems
This is the chat for discussing homebrew rules for DnD 5e that you might be making or have already finished.
Im curently trying to decide how gravity functions related to a gate spell
Question, would there be a server for discussing homebrew monsters?
here too i assume
That would be this one.
Oh ok. Good to know!
if you have a gate opening below you that is laying flat on the ground that is conected by the other opening to a vacuum, would that make you hover over it?
Or are gates not actually a portal and instead more of a disintegrate + rebuild on the other spot kind of thing
This would probably be more of a #dm-discussion topic, since your talking about ways to interpret a spell. Unless the idea is your proposing some sort of homebrew mechanic.
Either way, the Gate spell is a portal classically. How you feel like interpreting the physics as a result is up to you, but also be aware that the system hardly ever tries to take into account such details.
I need advice I think i need to know if it does exist or not but an outfit where the pockets are bags of holding
Is it a thing
Sounds like something you could just flavor in.
Instead of a bag it's a cloak or cargo pants or whatever. Pockets all go to the same space.
All the same mechanical properties.
I’m trying to ascertain if the stats for this warlock patron/NPC are suitable.
Hey I wanna make one of my OCS that wasn't made to go with d&d bc I made him before I got into d&d and he's like some sort of shadow monster, and I want to put him in my d&d beyond app bc I have no clue what species to make him. If anyone needs an image I can dm but note cw: blood and scars.
Or dm me
Im still new to this server so idk if this should be here if it isn't then I'll move it
Gentlemen
Question
Imagine you bonus action summon and attack with a weapon (quarterstaff in my head), while you have the weapon you can dodge as a reaction, but if you get hit you have to make a save to hold onto it
BUT
If you are disarmed, you can reaction tp away and make it explode
What class does that sound like
I think monk but I wanna see if I can make it a different martial
Bc that actually sounds good on a rogud
I mean, no class can take the Dodge action as a reaction. Unless you just mean the character is good at avoiding attacks. There also is no reaction teleporting spell. Other than that, flavor wise, sounds like monk or eldritch fighter with the summoning staff thing
No im talking a subclass
An exploding staff would probably have to be a custom weapon
So what exactly does the subclass do? It sounds almost like your going for an eldritch fighter/monk flavor
So maybe some sort of arcane monk subclass?
My image was sun wukong-esque
Trickster skirmisher that can stay in melee for aggressive space control
Some sort of Illusion monk
Indeed
However
All I do is make monks
I wanna try something else
Not barbarian either bc I do those too
Too easy
I could definitely fit it on a fighter
It sounds like it belongs on an npc
Fighting style: Sword and Board
While wielding a shield and a melee weapon, you gain an additional +1 to ac, attack and damage rolls.
Just thought of this off the top of my head, hoping to help melee builds
Seems a bit op. I’d remove the attack roll buff
I added it so that it wasnt just +1 and +1, cuz it feels worse than dueling, and archery is stupidly good
Maybe just +1 ac and +1 attack roll
Because 1 handing a weapon shouldn't add damage looking back now
Try to think about how this fighting style grants such bonuses. For example you can say that you use your weapon as additional defense, covering gaps that can't cover shield and then use your shield as a distraction to make more precise strike, so +1 to AC and attack looks reasonable
Objectively better protection?
We already have a fighting style for +1 AC and it is the best non archery style
But you can use the dueling style with sword an board
Now dueling, dueling is piss
You can, but I dont see it as specific to sword and board
That along with dueling would be very strong
On its own it'd be strong. Sword and board is already optimal
Qstaff+shield with PAM is optimal melee
Every character in the game wants a shield, optimally
Hard to say, ultimately a "sword and board" fighting style is just Dueling + Protection or Defense
Two seperate feats to achieve it
Or achieve what your generally going for thematically
I would think that characters using great weapon master don't want a shield
or using a bow
They wouldnt, I just meant from a purely damage dealt per damage taken optimization perspective.
A character that has a design restriction that prevents a shield won't use a shield of course, but a character seeking to be optimal in terms of surviving and winning combat almost always takes a shield, often to the point of avoiding such styles of play
Um, no, it isnt, at all
Optimal is not being in melee
so how about that homebrew tho
Hm?
What do you mean
let's not worry about what some internet says the most optimal incremental damage per second increase is
Ultimately, I was torn on how to make it a fighting style and be worthwhile, dueling does work with sword and board, but I don't think that's its purpose, defense specifies armor, and while you usually can't get Defense and Archery without a feat, if you want to survive, defense and archery is best
This is made more optimal for specifically sword and board fantasy, GWF being big damage, TWF feeling more attacks based, and dueling feeling more dashing and "exquisite". Protection and Interception are party helpers
Just sword and board gets dogged on a lot
Totally right. Optimal melee involves a shield, though, which is what I was referencing
Regarding the actual brew, my main concern is that it's just power creep over existing options quite blatantly.
That said, power creep for martials is totally okay and likely needed. It's also usable to casters who armor dip, but so is protection and the caster doesn't much care for the damage boosts to weapons
On one hand, is it power creep? Yeah. But is that needed for martials? Yeah.
I'll be asking DM if I can use "Sabre" for a character. I'm thinking of treating it like Rapier just with Slashing Damage or should I go with different Mastery ?
Does anyone know which server I go to in order to find some one shot campaigns? Or campaigns in general
how does shield allow things like cleave
or is optimal really truly only "one extra damage per attack" or whatever
I think when designing homebrew you should go for interesting rather than "one narrow band of netlisting optimisation"
Totally fair. I think you keep both in mind.
"Is this interesting and how does it affect optimization" is a totally reasonable combo of questions
I had an idea for a D&D item/creature
A gemstone that is hollow with a sterile liquid and if DNA is present two different types or even the same type it'll grow a possible animal or huminoid
Do you think that's too much for a D&D item
Seems like a plot item unless you want to turn your game into basically pokemon
Which is by no means a bad option
Just be aware that if you give pokemon to one player, everybody is gonna want em
No if you have a dragon and the blood of a dead god =players child or pet [dm's nightmare]
Yeah
Presumably there are multiple of these
Ezpz custom familiars
Everybody is gonna want that
Unless this is a one of a kind plot item
Also dragon + dead god is VERY OC vibes whats the plan
Hi all! This is my first time participating in a social media setting with strangers since I withdrew from using social media like 10 years ago, so please be nice.
I recently made the red wizard subclass for a player in my game that I wished WotC would make, cobbled together from content in the 3.0 Forgotten Realms Campaign Settings, the Thay Land of the Red Wizards book from DM's guild, Tasha's Cauldron of Everything, and the new Heroes of Faerun book. I feel like it's pretty good but would love to hear the thoughts of more experienced DMs to see if they foresee any major issues popping up in practice. Would it be too much to post the text I wrote up for them here and get some thoughts from people? It's a lot of text, since it's an entire subclass.
Thank you!
Here's my attempt at a red wizard subclass:
https://docs.google.com/document/d/18m3DzfccA7ptiuDxgUsYuJB6JNjA-pUp1J1cPXVwsDk/edit?usp=sharing
I had 4 themes I wanted to integrate:
Magic item creators
Hyper specialists
Tattoo magic masters
Circle magic masters
Note that all of this assumes knowledge and understanding of the content in Tasha's Cauldron of Everything (magical tattoos) and Heroes of Faerun's new circle magic feature.
sorry didnt see there was a separate homebrew channel
im planning on running a one shot with lvl 1 characters and wanna know how many geese i can throw at them without accidentally killing them all
You can make a ranged attack roll with a greataxe, it's called a thrown attack, I can change the formatting to make that clearer though
It's a very rare +2 weapon that requires attunement, and while 2d6 Force is better than 2d6 Fire I wouldn't necessarily say it's twice as good
For a bit of extra context, I did do some research on other very rare magic items, and am namely looking at the Dragons Wrath Weapon very rare variant, but replacing the 8d6 AoE with a returning weapon clause
Alright give it to me straight people, what about this feature is terrible and abuseable for the game.
Recover: As an action you can expend a number of hit die equal to your CON modifier. You recover an amount of hit points equal to what was rolled.
that's just short resting without the short resting. if it works for your table go hard
True, but in combat it has decent opportunity cost. You lose a lot of healing efficiency by losing out on adding your CON modifier to the healing. That was the main issue I was running into 😓
if it works for your table, go hard 🙂
I think it'd be cool in a fighter subclass or something to allow you to roll extra hit dice during a second wind
That’s actually the plan in general, I thought it would be cool to make it so classes or subclasses interact with it
I wish more clssses/subclasses interacted with additional actions like shoving, grappling, dodging, etc
Reasonable tradeoff.
For your average d8 hit die character with a standard 16 con, that takes the average from 7.5 to 4.5 in exchange for not needing to rest. Sizeable tradeoff, usable benefit
It'll get used at times without breaking the game
Thanks for the comments! Appreciate it! I've been looking for ways to increase martial characters survivability in combat and I thought that a way to recover in combat would be interesting. I might combo this with fighters second wind as well!
A way to use hit die during combat sounded interesting to me as well, since it meant that characters with bigger hit die and more CON can actually stay in fights longer and take more meaningful punishment
My table made passive healing a lot slower.
Short-rests: Player can spend up to con mod hit dice minimum of one to heal. Shortres abilities return
Long rest: Player can spend up to con mod hit dice minimum of one to heal. Longest abilities return
Full rest: Takes a week and afterwards you recover con mod amount of hit dice per night.
A manifestable/summonable, light, finesse, nick/vex, maybe +1 or more weapon that let's the wielder use what's essentially the Steel Wind Strike spell but it's not a spell (no more attacks that action, tho), uses the wielder's weapon attack modifier for attack rolls, has limited uses per turn/round/combat/rest/whatever, and does not allow the wielder to telaport.
How rare/hard-to-get would you guys make this weapon and when would you give it to a player?
So basically just a sword that gives you multihit 5 with some extra damage?
Or are you keeping the one attack per creature gimmick?
No, just basically a limited amount of Steel Wind Strike activations that use str/dex for the attack rolls instead of their spellcasting modifier
But you removed the teleport too
Yeah, 1 attack per creature gimmick
So you basically need to have all creatures in your attack range simultaneously then i assume
Figured it didn't need a telaport at that point since it's attached to a weapon and using the martial's proffered stat for attack rolls
Yeah, like the normal spell does, right?
How would you travel the distance if you did not teleport?
Or are you thinking about it like captain Americas shield throws
Reflavored to be kinda ranged slashes coming from the weapon
Ah ok
Think like Virgil or Sephiroth
So how rare and what tier of play would you say it should be?
Probably rare or very rare
Wait how much damage does it do on a hit
I just noticed steel wind strike was a lot better than i remember. I would lean legendary if it has 3 charges now. Thought it was like a d10+normal dmg
The same as the spell
Id say it can be very rare if it has one charge
Or maybe it starts out with less but scales up with level or something, up to the normal spell
Idk how many charges/uses it would have
Also it would probably be a weapon wielded by a specific person since its quite niech
Yeah it would prob have to do with a specific characters story or whatever
Super mega crafting buff
I guess, more of a healing spell buff though in practice
The thing is, not really. The spells that get buffed most are healing spell's competition, such as web, which often prevents far far more damage than healing spells heal.
When you play in gritty realism, you can't do more encounters per long rest - the players can still only handle the same things with the same resources. So you don't actually change the economy of the game's resources, you just narratively insert more time between rests.
Healing spells still have the fundamental problem of being poor value in slot compared to the possible damage that could be prevented by spending that same slot elsewhere
shield for instance is much often a better spell for actual hit point recovery than healing word, as shield generally prevents more damage than healing words recovers. healing word maintains its niche for picking up downed players, which is where it is best used normally.
silvery barbs preventing a single critical hit has far outpaced cure wounds
We use shield temporary hitpoints and disadvantage too. But you will still take damage, healing makes you able to avoid a month of recovery
Forgot comma
Thing is, if shield could prevent 12 damage or healing word heal 10, you don't want to use healing word instead of shield
Because if you use healing word you need more recovery time than if you had used shield
The time scale doesn't change the math
We dont heal in combat
In, out, no matter. The slot's value is the same
Except for things like aura of vitality
Which is exclusively used out of combat
It matters a lot
I'm not sure I understand
If you are dead you cant help so you want to increase time in combat
Exactly. By casting shield, control spells, ect.
Unless downed. Then you use healing to get the downed guy up
We have rules to avoid the downed player exploit too
More useful rather
Not sure I follow.
If I have a level one spell slot and I can use it to prevent 15 damage or heal 10, I take the former.
You dont want to reach the negative penalty of being downed
Exactly. Hence the increased value of prevention, rather than healing
I can talk more about my reasoning later im at work atm
Fair
If you want
Borrowed luck
Uncommon, attunement
An amulet in the shape of a five leaf clover.
While wearing this amulet and making a d20 test, the user can choose to grant themselves advantage.
If the wearer rolls a natural 20 when using the advantage effect of this item, all of their subsequent d20 tests are made at disadvantage until they roll a natural 1 or take a long rest, and they cant use the advantage effect of this item for that period.
is on command advantage too strong or is the backlash strong enough to make this a "break in case of emergency" kind of item?
That backlash is strong enough to never use the upside ever
Atrocious downside. If I as the player got this magic item, I'd toss it on the side of the road if I couldn't sell it.
Advantage, BEFORE you know if you need it, ONE time, and if get the 9.25% chance of a 20 there, the boom, you are now obliterated in everything you do until you long rest.
if you were low and making a saving throw would you not use it?
Nope. I'd rather my buddies pick me up
Better to get downed
Hell, arguably better to get dominated
damn
Wouldn't touch the effect with a 10 foot pole.
Also from a design POV just kinda turning a 20 into a feels terrible moment, well, feels terrible
also makes you pray for a nat 1 on occasion
but yeah, fair
I'm trying to make something thats luck based, not too strong, and has a fey vibe to it
nah it has to have some kinda bite to it
maybe not one this bad
but I want it to be a gambling risk thing
If you want a luck based downside, you could say rolling a 1 on either die makes it count as a 1
Ignoring the other die's roll
So while you have advantage, you also have a much higher chance of critical failure
So if you get 1, 20, it is 1 but if you get 13, 20 it is 20
Yes
you cant. greataxe doesnt have the thrown weapon property. you can only throw weapons with the thrown property. at high levels (which i assume you are) monsters are beinh built with resistances, especially to fire. plus freeing up your ba is really nice.
i think its fine the way it is, you dont really need any more. sure you have the dragon touched weapon but you also have the simple +3 weapon as a very rare
Improvised thrown weapon attacks exist
no clue what the context is but you can make a ranged attack with any weapon, it'd just be an improvised weapon attack
You can make a ranged or melee attack with anything
I mean, it does. But it's bad
oh its horrible
i mean yeah itd just be really baf
And
And I think they are aiming to fix that
avacyn i think at most you give it the thrown weapon property
itd be kinda broken but like
But gotcha, I won't add anything new then
as long as your party members are ok with it
Would it really though?
its a weapon that returns to your hand and solves melee classes biggest problem
The martial using melee weapons mostly is bad enough for a power standpoint, and the short range of throw makes it pretty limited
Ye but like. You see. Now they are just a ranged class
Which they could have been from the get go
So not really a balance issue
- throw range is bad typically
ranged classed with a d12 damage dice
Not really relevant, damage die size adds almost no damage
2d6 + 1d12 at 20/60 range is pretty strong
1 damage per size increase
But the scale isn't wide
Disagree, sounds atrocious. Eldritch blast with agonizing is way better
plus mod
it def depends on the dm
You don't have gaps of damage between 1 and 10, each dice increase is 1 extra average damage but that's how the game scales
it just goes against proper design
its neither thematically nor mechanically correct
if a dm is running super large areas its perfectly ok
I mean EB+agonizing does one less damage (d10 vs d12) and has massively better range.
magic items.
Whatever, I don't know why I'm falling into the pit trap of arguing with you again
Up to you man
weapons become much stronger for that fact
avacyn just giving it a thrown weapon property is percrctlu fine
just check if your party members are ok with iy
Absolutely. And martial should be better at dealing single target damage than casters.
I often start my martials with +2 items at level 1
They just don't keep up without them
what
i think thats overkill at levrl 1
Martial are considerably worse than casters in every other regard is the issue
Less durable, less versatile, less utility, ect.
?????
incredibly overkill
Yeah the martials will run out of resources well before the casters will
What's the issue here
no they wont thats thdir entire design
...but they will
HP is a resource and a martial will be out of hit dice long before a well played wizard is out of spell slots
With good casters, no martial will keep up with their longevity.
With poorly played casters from an optimization pov, absolutely they run out of slots.
This article may shed some light on the issue https://tabletopbuilds.com/the-squishy-caster-fallacy/
6 to 8 encounters doesn't refer to purely combat, 6-8 combats is insane
yeah anything that takes resources i mean
Yeah but the casters won't use more resources in those noncombat encounters than the martials
yes they will
if you design them to yes they will
If a wizard opts to not use utility spells to solve out of combat issues, he is on a level playing field with the fighter regarding solving that situation.
(Neither has a fancy ability to solve it better)
Then no resources used
then you force it out as an option
The caster also has rituals for the purpose.
big gap
i find that casters default to using things like misty step or the like than Athletics or Acrobatic checks.
a barbarian might punch through that door
a rogue might lockpick it
neither one takes resources
a wizard will almost certainly have to spend something
Firebolt, lockpick, bust down, put familiar in the door's keyhole as a spider and turn it into a deer, many others
*depends on the door
true
Yeah wiz has plenty of resourceless ways through doors
Plus, yes, the party's other members can solve the situation.
that was just the simplest example I could give
you cant change your familiar mid summon
Yes you can
Check the spell again
You just need to recast the spell
You can totally put a spider in a tiny space and change it into a deer
yeah no
Druids can even do this as an action which is hilarious
if you allow your casters to play like that, then I see why you believe in the divide
???wym allow, it's RAW
Its just the way the spell works
a deer cant fit in a lock
Now, you COULD say the deer just becomes red goo
Exactly. But the spider can.
and the resummoned deer cant fit in there
Doesn't need to
the spell says "appears in unoccupied space"
it would puff out on the other side of the door
Doesn't apply to the change form section
No rule states this
no rule states anything happens to the lock either...
Like, don't get me wrong, you could rule "no you clown, deer becomes red goo" which I HAVE done
Exactly, that's your out
you allow your casters to break the game, then allow your martials to have random bs to make up for it
uou cant even pick an animal small enough to fit in a lock
there is no "form change" section. Its a "one familiar only" section.
Precisely. Martials SHOULD have random bs, because casters do kind of walk all over them
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
this is just powerscaling
you make one thing stupidly strong and then try making the other thing strong aswell
Sure, call it whatever you want. I al calling this section of the spell "form change":
"You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature"
if you played normally, didnt allow your casters to do bs, and gave your martials places to put forth their strengths too, you'd have a much better game
Point being, you ain't forcing knock out of the wizard.
- wizard player can get around this by simply not prepping out-of-combat spells.
That does not imply that you can suddenly have it occupy the same space as a door, and it break open the door
You're taking an absense of a rule as a rule of absense.
A classic case of "it doesn't say I can't". Fortunately, the rules don't deal in implication. Again, rule it how you wish at your table. Deer becomes red goo is a totally reasonable response
You can as the DM just say no to this by ruling the deer dies, which is reasonable
I was just providing one very funny example
Totally, but they have as high or higher AC than martials typically
It is much harder to damage a wizard than a fighter
Assuming the wizard armor dips
I don't think that's a fair assumption to make.
(Unless you buff the fighter up)
Lots of people go pure wizard.
forces out spell slots still!
Just a reminder, this requires a specific GP component and can't be considered to be truly resourcless.
Totally fair. And in that situation, you're right, it just isn't the conversation I'm having.
Ye 100%
again, you play like its a dbz powerscaling competition
i hope your wizard carries around a brass brasier with herbs and charcoal
No, but my table is fairly high optimization.
At high optimization, martials are quite weak compared to casters.
At low and sometimes medium OP levels, they are totally fine.
Notably, casters have a TON of spells that are trap options and make them much weaker if they spend slots on them vs. Other spells. Casters have a much higher skill floor in this sense from an optimization pov
So at low optimization tables, the gap is much lower or even nonexistent.
if youre playing at like tier 4 yeah that makes sense why youre used to gamebreaking wizard
Na tier 1 casters are immediately still way better
Again, when played optimally
thats just straight up wrong lol
It is not.
I think that there really isn't any reason to talk
we're just not playing the same game you are
wizards are really bad levels 1 to 3
I totally agree. That's exactly what I'm saying. At low and mid op, this doesn't apply
*maybe at low op
Ah, the classic
Your DND is wrong
absolutely
Wrong though. Find familiar was just a RAW example, and armor dipping on casters isn't "playing wrong".
i think you let your casters get away with crazy stuff whivh has vastly skewed your perception
powergaming is valid way to play D&D. Its just highly incompatable with other styles
Huh? I don't. Deer turns to red too at my table.
exactly
What do you think they get away with, our of curiosity?
the fact that you consider a deer in a door a valid solution is very telling
and that you think martials need a +2 weapon at level 1
Lol. It's an immensely funny solution.
But on a more practical note, a cleric casting SG and dodging vastly outperforms any martial at that level in terms of damage dealt per damage taken.
Obviously, deer trick isn't allowed at the table. I've said this, you just choose to ignore it
its not a funny solution. its a bad, unfulfilling one.
I agree. Which is why I've said I don't allow it. You guys seem to be ignoring that
you want to make martials stronger? bigger numbers are boring as hell
no
im talking about the +2 weapons
not the deer
Agreed. Martials need a complete overhaul.
Honestly, casters need an overhaul more than martials. Historical data shows casters being the entire problem of 5e.
Oh totally. But things of that power level are needed at high op tables specifically to allow them to feel relevant in combat. Not sure why that's contentious.
maybe if all of your enemies are zombies or other mindless creatures
That would also work yeah
what the hell are your wizards doing at lvl 1 to be op
No. I hard target the right people.
At level 1, they are an artificer, because they are armor dipping. That's what mine do
The vast majority of people's concerns with martials are actually just fixed by regressing casters to a much earlier state, such as 2e.
artificers at lvl 1 are also perfrctly fine
Totally yeah. They're an excellent class, and superior to martials by a good margin.
In terms of combat and out of combat power
Most people I know consider level 1 artificers to be weaker than paladin and ranger equivalents. Hm.
all i know about early dnd casters is that they cant cast cantrips
All of those classes are better than all martials
i feel like thid is thr wrong channrl to be talking in
ok be real ranger hard carried by gloom
Then again, I'm also assuming this conversation is in reference to 5.14, not 5.24, as highop is largely not something that follows actual dungeon structures (to my knowledge.)
Weapon Masteries are nice
i luv you vex
weapon masteries are great
It's carried by spellcasting, but gloom is good yeah. Entangle is an amazing spell that goes HARD in t1
Level 1 ranger list could consist of just entangle and it'd be a great list tbh
ranger is carried by being able to get a swarm of cats
or a big cat
or a draconic cat
Yeah it requires vastly different combat structure
20* deadly is not uncommon for encounters I've run
Not that I'm yucking highop's yum, but I think it requires a bit of self-awareness that it's own results are based on it causing its own conclusions.
2014 Conjure animals my beloved
Essentially, highop makes certain classes bad because it plays the game in a way that makes them bad.
Eh. Even outside of alternative combat structure, the problem is that an optimized caster will outperform an optimized martial in almost ever level of combat and game you put them in (I want martials to be better, and I wish they were)
I was refering to swarmkeeper, beastmaster, and draconic whatever its called
Drakewarden?
Sometimes, my girlfriend and I play at more normal tables and build sneakily high OP characters and just hold back a ton unless needed. These characters can outperform massively at any level of play.
yes thats the one
It's not about just combat structures, but dungeon structures.
An artichron is an example of a highop character that can "blend in" at a normal table very well
Ye. I mean in normal tables too.
Don't get me wrong. Four fighters, hell, four rogues, could beat every published module handily.
I just find a well built caster consistently outperforms
All classes are viable for every printed module
What I'm more specifically referring to is stuff that Rogue was initially created to do, which is stuff like disarming traps.
I prefer disarming traps the barbarian way
Oh yeah there needs to be tons of both simple and complex traps
running through the hallway and triggering every single one
If you remove aspects of the game like that, you'll see meta changes
If you just ran a dungeon with combat after combat you'd find issues
Traps make a dungeon not a slog
Strength characters can be needed to get over gaps and such, yadda yadda.
Ye they can but oftentimes things like familiar + rope do the job just as well.
Obviously, depends on the gap
Many solutions the caster has there
A familiar would need opposable thumbs to affix the rope to something.
and a rope is like 10lb
Depends on the something, but possible.
which is why all casters should be halflings, gnomes or otherwise Smol size. So they can be yeeted as part of the greatest sport in all of D&Ddom
I guess a strong bird might do it
If the rope can be hooked on to something, the caster could simply tie it and have the familiar slide it onto said thing, for one example
Depends on terrain
And I find a creative caster is able to improvise past almost all such obstacles.
Which also gets into weight capacity.
Ye. A STR character can carry more. Though a 2024 arti/wiz could just materialize rope at lv 1 with new artificer
Many solutions
Though tbh who isn't carrying rope
The weight capacity of the familiar, sorry.
Yeah it would need enough str to carry the rope
Its score times 15 right?
Or is it 10?
See, you wouldn't have this issue if you just got a warlock familiar. 😈
Depends on size, which is the real kicker.
Imp does go crazy
I see why your name
Small is what again?
Ye should be able to do it no issue
Is there a DM here who might be up to look at some house rules i made ? , were starting a new campaign and i was a DM for one campaign before that a while ago .... until now my brother was mainly the DM , and i dont like the lack of RP , or giving people with proficiency some time to shine , so i made some rules for that , but i would like some feedback on that ( Also made one for Ammo that isnt to heavy on new players 😄 )
Owl can do 45lbs, should manage the rope fine
Sure
tiny Spider dragging 50' rope!
Though tamms the more I have thought about it the more I think the system you are working on could solve the caster issue.
I'm also not saying that "everything is fine", just that significantly more variables that a dungeon structure provides makes the experience better for all.
That's one of many reasons why I originally devised it, aye.
Can i send them to you directly , the discord server says its to long 😄
Sure
That makes me giggle slightly. Tiny spider has a strength of 2. It can carry 2*7.5lbs. that means it can carry around 15 lbs
Spiders are strong
I'm a spood spooder
And I can carry 15 pounds
Why do spoods have a strength of 2 and not 1 anyways
Jacked ahh spider
clearly because they don't skip leg day at the gym!
Choosing power or versatility in varying levels within a framework that also pushes party members to have less overlap is always good in my books.
Ye I do think one flaw of 5e is that the casters can just do it all.
I think caution needs to be taken to avoid "necessary" party roles - mechanics that are so powerful that your team is let down if you don't have a specialist in just that - but there are many ways around this, such as allowing enough "points" to go up multiple "skill trees" or making each role more balanced.
But if that trap can be dodged specialization is preferable
speaking of casters doing it all nigcough I do wish we had a spellcasting monk and barbarian. I still need to figure out how to do it with barb
It could be a considerations now that I think about it to cap the amount of resources you can put into a single thing.
This would force at least a little diversity. This means the player FEELS as though they are progressing as fast as possible in their "primary thing" while also getting to play with secondary things.
Not sure if this is even applicable to your system or not.
Wild Magic Barb's right there
As much as I dislike playing barb I think wild magic barb is one of the best fantasies available in terms of flavor.
It layers chaos on more chaos
Zealot's basically Cleric Barb too (idk how close it plays compared to Cleric)
Wild magic barbarian is a good one, but I wouldn't call them the equivalent of eldritch knight on a barbarian
Oh nah Wild Magic Barb basically has its own system, I guess they're closer to Warlocks in that regard?
Unfortunately, it does not. I'm quite disappointed with zealot tbh.
It tries to be a tank but fails
5e designers are allergic to good tanks that aren't casters
Cleric casting spirit guardians and dodging memes on all martial "tanks"
Never understood why they didnt make the "everyone but me gets disadvantage on attacks" as a weapon mastery
that feels like a good tanking ability
Tanking only works if your dm's willing to play along with it tbh
the best tank barbarian is ancestral guardian
purely for the reason that it's the only one with a good "taunt" like ability
Its very romantic but its also very... average when I played it?
it cannot be ignored under any circumstances
Had the whole feeling of "I think I'm tanking some damage but I also think I'm not tanking as much as I should"
But I guess if the enemy boss is only staring me down its probably working
Also no real Incentives to tank with your face when good control exists
And casters SHOULD be less durable than they are, so nothing really to tank for to begin with
Oh nah its not, its always been the romantic roleplay part of it than its actual effectiveness
When the GWM fighter "tank" has 16 AC and your cleric is rocking 18 plus the shield spell, you question your choices.
excluding cleric
That's mostly a skill issue (sorry) when it comes to casters being squishy
Druids also have med+shields