#homebrew

1 messages · Page 60 of 1

final gazelle
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Hey,

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Im new

rugged olive
rugged olive
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I'm doing good, hbu?

nova basin
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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

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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

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Parry has anti-synergy with those builds anyway given that it requires a 2 handed weapon while interception and similar effects require shields

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It overall feels like there are calculations for the sake of having smart sounding calculations instead of KISSing with keyed or flat values

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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

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You could expand on it in later levels, but all I see so far is lackluster and mechanically weak

true forge
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thoughts on it are welcome

nova yarrow
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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

native grove
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Sickle mastery
You have learned how to use this simple farm implement as weapons of war. You gain the following benefits:

  1. Sickles do 1D6 damage instead of 1D4
  2. 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?

nova basin
nova basin
native grove
nova basin
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Making it typeless gets around any resistance/immunity, so it should be the same damage as the initial attack

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It can also get annoying to track

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The issue comes in with attack shenanigans (action surge, haste, nick, etc.)

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You've effectively made sickles a light d10 weapon with a better average and nerfed crits

native grove
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this is for 2014

nova basin
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Ah

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Then ignore nick but its still a light "d10" weapon

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Still possible to dual wield no strings attached

native grove
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what if i just make the bleed be 2 typeless damage instead of a dice roll?

nova basin
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Not typeless

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A. Doesnt exist, B. Gets around all resistances and immunities

native grove
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fine what if i made it 2 slashing damage?

nova basin
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But that makes it a d8 weapon that cant roll under 3

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You already get a die bump to the light weapon cap, adding consistent extra damage isnt gonna be okay

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The usual non damaging bleed effect is antiheal, but you could also make it a slow or deal with Bloodied

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If you want extra damage, it should be conditional or resourced

native grove
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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?

nova basin
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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

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Maybe pb/lr but you only spend a charge if they fail

native grove
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hmmm... what if i made it so for each sickle hit the target loses 5 feet of their movement speeds?

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instead of the bleed thin

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i decided to give up on the feat

nova basin
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I think the slow stacking works

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Spiritual predecessor to slasher

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But its your feat

native grove
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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?

tacit leaf
# native grove i decided to give up on the feat

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

native grove
tacit leaf
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oh i can just, hold on

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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.

native grove
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i do like the idea of the sickles damage dice growing as you hit the enemy with it

native grove
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?

tacit leaf
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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

void jewel
obtuse lake
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Is this a good place to ask people to evaluate a hw subclass?

void jewel
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Yes

native grove
tacit leaf
patent radish
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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.

cerulean seal
# true forge https://docs.google.com/document/d/1_zD5ufAXf4Hc-NBM9TF6yxnG5nBUqIfiaTrH6XgkIIY/...

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.

  1. Most features flow by skipping a feature before getting a direct buff.
  2. 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.

true forge
cerulean seal
true forge
cerulean seal
true forge
cerulean seal
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It's really not important

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I was just being nitpicky

true forge
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and really

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only thing i could give them is more thunder damage on thunder spells

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but, there isnt alot of those

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and the only ones arti get are in the spell list i think?

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ok

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not counting cantrips

cerulean seal
true forge
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they get 2 (3 if absorb elements is counted)

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Elemental Bane (4th), and Glaph of Warding (3rd)

true forge
cerulean seal
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Same deal

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5th level is either Extra Attack or specifically a feature that directly buffs damage.

true forge
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Eattack doesnt really fit

cerulean seal
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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.

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But alas that is the design

true forge
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it doesnt have to be, really

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homebrew is all about doing new things

cerulean seal
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Yes, but It's the only major damage scaling thing Artificers get really

true forge
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(and tbh, the effects for this might as well be damage, most of the effects are very good)

cerulean seal
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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

cerulean seal
# true forge (and tbh, the effects for this might as well be damage, most of the effects are ...

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.

cerulean seal
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That's what I meant, sorry

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still, you get my point

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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.

true forge
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this does have a damage thing at 5th btw

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just for one of the instruments

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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.

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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

cerulean seal
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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.

true forge
cerulean seal
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The thunder damage thing you mentioned earlier isn't a bad idea either

fallow relic
fast cove
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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

fast cove
restive tusk
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Yeah that’s a crazy number of extra attacks

fast cove
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my math wasnt even right

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the non-euclidean fist says it applies to BOTH the abilities

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so that's 7 unarmed strikes

restive tusk
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Fractalized is also a pretty busted condition

fast cove
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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

fallow relic
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Ah ok, thank you very much

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So maybe delete non-euclidean fist and change Fractal Nexus

fast cove
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i wouldnt worry about Fractal Nexus cause balance goes out the window at 17th level
but definitely remove the former

fallow relic
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Got it, again thank you for your feedbacks

restive tusk
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I’d rework fractalized as well

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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

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So in practice I predict it will effectively double the party’s DPR and also slow down the game a fair bit

peak inlet
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Parallel Flurry is already insane

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Veil Sight is game breaking

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Misty Step should cost 2 Focus Points

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and require vision

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non-Euclidean is too much again

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the level 6 feature should only give you one of the 3 options and maybe an always on feature

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Fractal Nexus is completely broken

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11th level feature is pretty meh, it also doesn’t really create a coherent kit

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your best coherent part of the kit is the 10 attacks per turn

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but that’s too OP to keep

fallow relic
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Okay changed a lot of things to make it less powerful, I'll probably also change 11th / seismic branch. Thank you all

misty pagoda
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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?

cerulean seal
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Are the skills all that the feat does? OR does it do something else?

vernal leaf
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I assume it has other pieces

spring tusk
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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

vernal leaf
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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.

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Sounds better than a sunsword

lean crow
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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.

stoic latch
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How hard would it be to homebrew a race and class?

lean crow
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Race, not too bad. Classes are notoriously difficult to get right.

stoic latch
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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

stoic latch
lean crow
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Is there some issue with Druid as-is?

stoic latch
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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.

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Like if it's gonna be insanely difficult am I really bothered no

obtuse lake
peak inlet
lean crow
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I don't feel like any of this fits a "mourning domain".

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It's more of a psionic warrior subclass.

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The channel divinity option also feels like something that would get used at most once in an entire campaign.

unkempt relic
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Helloooo

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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.

frank berry
unkempt relic
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Sack of rats strategy?

frank berry
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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

unkempt relic
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Ok thank you

obtuse lake
leaden bear
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I made a bard subclass but I’m scared to post it

faint sonnet
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The worst people can say is that it needs improvement.

leaden bear
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it’s a Jester and might be op

restive tusk
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Quite a few mechanics are lacking detail and/or do nothing.

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For example, the “Deck of Funnies” says it has 100 effects yet lists none.

leaden bear
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I was actually about to create them

smoky sand
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I have a homebrew item. Basically its a focus for rangers to let them concentrate on HM and another spell.

restive tusk
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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
leaden bear
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Alrighty, let me go add that stuff

restive tusk
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The funny law is also pretty OP since it’s so ill-defined.

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“It would be funny if our party had immunity to all damage permanently”

leaden bear
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My brother made the concept of the Funny law, and I am still trying to balance it properly

smoky sand
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Would it be okay if I made a homebrew item where I make a weapon with gemstones but its legendary set or something?

restive tusk
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Homebrew can be whatever you want, balance is another thing

smoky sand
# restive tusk 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.

restive tusk
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It’s a little odd that this specifically excludes fighters

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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

smoky sand
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Why is it odd though?

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I think its pretty balanced.

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Wait... i could improve it... by having it +1d12 for rangers. and +2d10 for swarmkeeper rangers.

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and the gemstone stacks specifically for rangers.

restive tusk
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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)

restive tusk
cerulean seal
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Anyone down to give me some ideas for a 10th level feature for a subclass for the homebrew class i've been designing?

lament meadow
cerulean seal
cerulean seal
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If you need any context for features I can provide them. Since some of the stuff is tied to the core classes features.

lament meadow
cerulean seal
lament meadow
cerulean seal
lament meadow
cerulean seal
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That's kinda cool. I like that idea.

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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

lament meadow
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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

cerulean seal
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That's a good idea

lament meadow
# cerulean seal Throw ideas at me for the 10th level feature here. This is for a subclass for a ...

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

cerulean seal
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that's pretty cool

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Ooh, casting spells with those other equipment as the origin points is a great idea

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I love this idea

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I think that's the winner

lament meadow
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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.

cerulean seal
lament meadow
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Lovely! Thank you very much

solar kettle
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thoughts on a melee oathbow? is there some balancing reason its ranged only?

spring tusk
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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.

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How do we feel about this?

cerulean seal
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Though the damage is already good

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My heart keeps wanting to go to the extra dimensional space with the axe too somehow. Like Blink spell

spring tusk
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What about a once per short rest strength save or reduce speed to 0 on a hit?

solar kettle
nova yarrow
# nova basin There is no acceptable use of AI If you're new to d&d, it's recommended to stay...

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.)

spring tusk
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My DM isn't too experienced in terms of balancing

nova basin
nova yarrow
nova basin
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Lol

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Lmao even

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Id like to see an ai hop in the cage with me

void jewel
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Beyond rescue

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I'd scrap it and restart tbh

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As someone who works with AI itself: this really is not the use case for LLMs.

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They simply do an atrocious job of both design and balance, ethical concerns aside even.

nova yarrow
void jewel
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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"

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I don't recall the details, went over it last night

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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.

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Mind you, I consider several basekit martials to be poorly designed. So both her and I are to some extent harsh judges of martials.

nova yarrow
# void jewel As someone who works with AI itself: this really is not the use case for LLMs.

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

cerulean seal
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Phb = Players Hand Book

void jewel
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I didn't see a spell list. Does it have one?

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Let me check again. I didn't look for other tabs - this may be part of the issue

nova yarrow
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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)

void jewel
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If it is a half caster then that significantly changes things

void jewel
nova yarrow
void jewel
nova yarrow
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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)

void jewel
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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?

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And it can scribe and learn those spells like a wizard?

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-1 to all slot levels would deprive it of not just 9th but also 7th and 8th level slots

nova yarrow
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i did not know how to nerf that and that was one of the reason for me to ask for feedback

void jewel
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I see. We definitely missed that.

nova yarrow
void jewel
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There is a reason wizards, who get almost no features other than their spell list, still have a limited spell list

nova yarrow
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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

cerulean seal
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Eh, level 20 is allowed to be powerful

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It almost never comes up

void jewel
#

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

nova yarrow
void jewel
void jewel
#

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

nova yarrow
# void jewel I would consider that the best capstone in the game and likely too powerful, yes...

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

faint sonnet
#

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.

nova yarrow
#

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 **)

void jewel
#

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

nova yarrow
nova yarrow
#

whait i will trad these 2 in particular

nova basin
#

The point is that a unqiue class should not have its identity rooted in having access to other class' unique features, regardless of strength

nova yarrow
#

" 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)

faint sonnet
void jewel
#

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

nova yarrow
nova basin
#

Ai is crap and the argument stands

#

They can both be true at the same time

elder hornet
#

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

nova basin
#

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

nova yarrow
nova basin
#

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

nova yarrow
nova yarrow
elder hornet
#

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

void jewel
#

Reading up on those is best

nova yarrow
nova yarrow
elder hornet
nova yarrow
#

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

void jewel
#

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

elder hornet
#

Its like a Mary Sue character but a class in my eyes

elder hornet
void jewel
#

Even playing exactly the same tbh. Nothing wrong with it inherently.

nova yarrow
void jewel
#

But if one was a homebrew wizard 2, the other may feel bad

void jewel
#

If you have not read the player's handbook, I'd start there

nova yarrow
void jewel
#

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

elder hornet
void jewel
#

No need for party comp at all in 5e

#

Four clerics does just fine, as does four wizards or four druids

elder hornet
nova yarrow
# void jewel Bg3 has a littany of differences from tabletop

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)

void jewel
#

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.

elder hornet
void jewel
void jewel
#

Okay seems we agree

#

Just different words, same point

nova yarrow
#

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

void jewel
#

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

nova yarrow
# void jewel I'm not sure what you mean by this

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

nova yarrow
nova yarrow
elder hornet
#

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.

void jewel
nova basin
elder hornet
nova basin
#

Like how elves are generally better casters, orcs are generally better martials

nova yarrow
nova basin
#

Lizardfolk have natural weapons and racial feats that are effective in martial combat while changelings get better spell access

elder hornet
severe trellis
#

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

elder hornet
#

High charisma dex and int low strength. Wisdom and con high medium

nova basin
elder hornet
nova basin
#

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

nova basin
elder hornet
nova basin
#

I feel like having their antlers as the unarmed strike isnt great for visuals

elder hornet
#

Really, why?

nova basin
#

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

elder hornet
#

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

nova basin
#

Deer antlers have the same problem

elder hornet
#

Yeah but also its a fantasy world

nova basin
#

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

elder hornet
#

It doesn't need to be super realistic

nova basin
#

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

elder hornet
#

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

nova basin
#

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

nova basin
elder hornet
#

Ok, agree to disagree. I think they work without being heavy as they are fairly small and you disagree. And thats fine! :)

severe trellis
#

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

latent sequoia
#

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)

cerulean seal
void jewel
#

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

severe zephyr
#

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)

severe zephyr
void jewel
#

Google doc link is better but text walls are ok

severe zephyr
#

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.

cerulean seal
cerulean seal
severe zephyr
#

kk

void jewel
#

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

severe zephyr
# void jewel Depends on how prevalent the radiation in the zone is

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

void jewel
severe zephyr
#

Using items and suits

cerulean seal
# severe zephyr Eleborate?

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.

void jewel
#

Depends on a lot

#

And availability of the items

#

If your intention is to lock areas behind items, it'll work though

severe zephyr
severe zephyr
severe zephyr
spring tusk
#

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
cerulean seal
median pecan
#

okok my bad

solar kettle
#

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

rugged olive
#

Has anyone seen any ideas for homebrewed shepherd druid to work in 2024 rules?

cerulean seal
#

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.

solar kettle
#

what even is a bonded spell

#

like a target self spell

cerulean seal
#

Bonded is the name of the class

rugged olive
#

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

solar kettle
#

ah ok

cerulean seal
solar kettle
#

it seems a little weak for a 10th level feature

#

it feels like something that shouldve been thr level 3 feature

solar kettle
#

its cool enough to judtify level 10 tho

cerulean seal
#

This is the subclass. The Armament

#

If you need context I can send you the class

hidden delta
solar kettle
#

it seems kinda situational

#

extra attack at at lvl 15 is kinda crazy

cerulean seal
rugged olive
#

8/52 chances for a nat 20, and 8/52 chances for a nat 1

narrow nova
hidden delta
narrow nova
#

My guess is that during a SR or a LR they assemble the deck and reshuffle

rugged olive
rugged olive
#

You choose before you roll

#

Its a subclass feature to a homebrew class: the merchant

narrow nova
#

I guess this looks interesting if you've played Blackjack

rugged olive
solar kettle
hidden delta
rugged olive
#

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

cerulean seal
fallen vessel
#

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

cerulean seal
#

They would probably have a word that means that or something

fallen vessel
#

Ok

#

Oh, Just a thing i see them as mostly barbarian tribes that try to kill one god in specific

cerulean seal
#

I think that plus the other stuff you mentioned should be fine

rugged olive
steel ermine
#

Does this work

restive tusk
#

Oh, this is AI generated content

steel ermine
#

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

cerulean seal
#

I don't see any features here

#

I would just use google docs

steel ermine
#

I hate this whole website

restive tusk
#

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

steel ermine
#

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?

cerulean seal
restive tusk
restive tusk
# steel ermine Also I am very sorry for talking so much but Is critical role stuff considered c...

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.

steel ermine
#

Okay interesting

restive tusk
#

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.

tulip dirge
#

why are messages dissapearing?

coral delta
#

Mods cleaning up a server rules violation.

tulip dirge
#

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

coral delta
#

This is the chat for discussing homebrew rules for DnD 5e that you might be making or have already finished.

tulip dirge
#

Im curently trying to decide how gravity functions related to a gate spell

grave radish
tulip dirge
#

here too i assume

coral delta
#

That would be this one.

grave radish
#

Oh ok. Good to know!

tulip dirge
#

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

polar timber
tulip dirge
#

the vagueness of 5e is both nice and problematic

#

but thanks for the input

woven zodiac
#

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

lean crow
#

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.

grave radish
tepid hedge
#

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

nova basin
#

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

polar timber
#

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

nova basin
#

No im talking a subclass

polar timber
#

An exploding staff would probably have to be a custom weapon

nova basin
#

Like thats the core idea

#

My b I shoulda prefaced

polar timber
#

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?

nova basin
#

My image was sun wukong-esque

#

Trickster skirmisher that can stay in melee for aggressive space control

polar timber
#

Some sort of Illusion monk

nova basin
#

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

vernal leaf
#

It sounds like it belongs on an npc

rugged olive
#

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

mild cove
rugged olive
#

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

fickle moss
#

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

lean crow
#

I'm trying to see why anyone would ever pick Dueling over this.

#

Or Defense over this.

void jewel
#

We already have a fighting style for +1 AC and it is the best non archery style

rugged olive
#

If you dont use shields and want the +1

#

GWM

polar timber
#

But you can use the dueling style with sword an board

rugged olive
#

Now dueling, dueling is piss

#

You can, but I dont see it as specific to sword and board

polar timber
#

That along with dueling would be very strong

void jewel
#

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

polar timber
#

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

flint marsh
#

I would think that characters using great weapon master don't want a shield

#

or using a bow

void jewel
#

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

rugged olive
#

Optimal is not being in melee

flint marsh
#

so how about that homebrew tho

rugged olive
#

Hm?

rugged olive
flint marsh
#

let's not worry about what some internet says the most optimal incremental damage per second increase is

rugged olive
#

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

void jewel
#

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.

scenic dew
#

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 ?

brittle siren
#

Does anyone know which server I go to in order to find some one shot campaigns? Or campaigns in general

flint marsh
#

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"

void jewel
#

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

restive hare
#

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

nova basin
#

Which is by no means a bad option

#

Just be aware that if you give pokemon to one player, everybody is gonna want em

restive hare
#

No if you have a dragon and the blood of a dead god =players child or pet [dm's nightmare]

nova basin
#

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

sage zinc
#

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!

fiery prism
#

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

spring tusk
# solar kettle this magic item is effectivrly 3 seperate magic items put together

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

latent island
#

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.

flint marsh
#

that's just short resting without the short resting. if it works for your table go hard

latent island
flint marsh
#

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

latent island
#

I wish more clssses/subclasses interacted with additional actions like shoving, grappling, dodging, etc

void jewel
#

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

latent island
#

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

tulip dirge
#

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.

heady surge
#

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?

tulip dirge
#

So basically just a sword that gives you multihit 5 with some extra damage?

#

Or are you keeping the one attack per creature gimmick?

heady surge
#

No, just basically a limited amount of Steel Wind Strike activations that use str/dex for the attack rolls instead of their spellcasting modifier

tulip dirge
#

But you removed the teleport too

heady surge
tulip dirge
#

So you basically need to have all creatures in your attack range simultaneously then i assume

heady surge
heady surge
tulip dirge
#

How would you travel the distance if you did not teleport?

#

Or are you thinking about it like captain Americas shield throws

heady surge
#

Reflavored to be kinda ranged slashes coming from the weapon

tulip dirge
#

Ah ok

heady surge
#

Think like Virgil or Sephiroth

heady surge
tulip dirge
#

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

heady surge
#

The same as the spell

tulip dirge
#

Id say it can be very rare if it has one charge

heady surge
#

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

tulip dirge
#

Also it would probably be a weapon wielded by a specific person since its quite niech

heady surge
#

Yeah it would prob have to do with a specific characters story or whatever

tulip dirge
void jewel
# tulip dirge 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

tulip dirge
#

We use shield temporary hitpoints and disadvantage too. But you will still take damage, healing makes you able to avoid a month of recovery

void jewel
#

What do you mean shield temp HP?

#

Shield turns hits into misses

tulip dirge
#

Forgot comma

void jewel
#

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

tulip dirge
#

We dont heal in combat

void jewel
#

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

tulip dirge
#

It matters a lot

void jewel
#

I'm not sure I understand

tulip dirge
#

If you are dead you cant help so you want to increase time in combat

void jewel
#

Exactly. By casting shield, control spells, ect.

#

Unless downed. Then you use healing to get the downed guy up

tulip dirge
#

We have rules to avoid the downed player exploit too

void jewel
#

Exploit?

#

Then healing spells are even less useful

tulip dirge
#

More useful rather

void jewel
#

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.

tulip dirge
#

You dont want to reach the negative penalty of being downed

void jewel
#

Exactly. Hence the increased value of prevention, rather than healing

tulip dirge
#

I can talk more about my reasoning later im at work atm

void jewel
#

Fair

tulip dirge
#

If you want

void jewel
#

I'm also at work we just ran out of patients

#

Fair

left lagoon
#

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?

void jewel
#

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.

left lagoon
#

if you were low and making a saving throw would you not use it?

void jewel
#

Nope. I'd rather my buddies pick me up

#

Better to get downed

#

Hell, arguably better to get dominated

left lagoon
#

damn

void jewel
#

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

left lagoon
#

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

void jewel
#

You could do advantage with limited charges

#

Ala lucky origin feat

left lagoon
#

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

void jewel
#

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

left lagoon
#

oh I actually like that a lot

#

but would still have to have limited charges

void jewel
#

Yes

solar kettle
# spring tusk You can make a ranged attack roll with a greataxe, it's called a thrown attack, ...

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

spring tusk
left lagoon
#

no clue what the context is but you can make a ranged attack with any weapon, it'd just be an improvised weapon attack

spring tusk
#

You can make a ranged or melee attack with anything

void jewel
left lagoon
#

oh its horrible

solar kettle
#

i mean yeah itd just be really baf

spring tusk
#

And

void jewel
#

And I think they are aiming to fix that

solar kettle
#

avacyn i think at most you give it the thrown weapon property

#

itd be kinda broken but like

spring tusk
solar kettle
#

as long as your party members are ok with it

void jewel
solar kettle
void jewel
#

The martial using melee weapons mostly is bad enough for a power standpoint, and the short range of throw makes it pretty limited

void jewel
#

Which they could have been from the get go

#

So not really a balance issue

#
  • throw range is bad typically
solar kettle
#

ranged classed with a d12 damage dice

void jewel
#

Not really relevant, damage die size adds almost no damage

spring tusk
#

2d6 + 1d12 at 20/60 range is pretty strong

void jewel
#

1 damage per size increase

spring tusk
#

But the scale isn't wide

void jewel
solar kettle
#

it def depends on the dm

spring tusk
#

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

left lagoon
#

it just goes against proper design

#

its neither thematically nor mechanically correct

solar kettle
#

if a dm is running super large areas its perfectly ok

void jewel
left lagoon
#

magic items.

spring tusk
#

Whatever, I don't know why I'm falling into the pit trap of arguing with you again

void jewel
#

Up to you man

left lagoon
#

weapons become much stronger for that fact

solar kettle
#

avacyn just giving it a thrown weapon property is percrctlu fine

#

just check if your party members are ok with iy

void jewel
# left lagoon magic items.

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

solar kettle
#

i think thats overkill at levrl 1

void jewel
# solar kettle what

Martial are considerably worse than casters in every other regard is the issue

#

Less durable, less versatile, less utility, ect.

solar kettle
#

?????

left lagoon
solar kettle
#

i think you suck at running martials

#

6 to 8 medium/hard per long rest

void jewel
#

What's the issue here

solar kettle
void jewel
#

...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.

left lagoon
#

6 to 8 encounters doesn't refer to purely combat, 6-8 combats is insane

solar kettle
void jewel
#

Yeah but the casters won't use more resources in those noncombat encounters than the martials

left lagoon
#

yes they will

solar kettle
void jewel
#

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

solar kettle
#

then you force it out as an option

void jewel
#

The caster also has rituals for the purpose.

solar kettle
#

big gap

left lagoon
#

locked door.

#

how do you solve it?

oak parrot
left lagoon
#

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

void jewel
solar kettle
left lagoon
#

true

void jewel
#

Yeah wiz has plenty of resourceless ways through doors

#

Plus, yes, the party's other members can solve the situation.

left lagoon
solar kettle
void jewel
#

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

left lagoon
#

yeah no

void jewel
#

Druids can even do this as an action which is hilarious

left lagoon
#

if you allow your casters to play like that, then I see why you believe in the divide

void jewel
#

Its just the way the spell works

solar kettle
#

a deer cant fit in a lock

void jewel
#

Now, you COULD say the deer just becomes red goo

void jewel
solar kettle
#

and the resummoned deer cant fit in there

void jewel
#

Doesn't need to

oak parrot
solar kettle
#

it would puff out on the other side of the door

void jewel
void jewel
solar kettle
#

you right

#

this costs gold tho

left lagoon
#

no rule states anything happens to the lock either...

void jewel
#

Like, don't get me wrong, you could rule "no you clown, deer becomes red goo" which I HAVE done

void jewel
left lagoon
#

you allow your casters to break the game, then allow your martials to have random bs to make up for it

solar kettle
#

uou cant even pick an animal small enough to fit in a lock

oak parrot
void jewel
solar kettle
left lagoon
#

this is just powerscaling

#

you make one thing stupidly strong and then try making the other thing strong aswell

void jewel
# oak parrot there is no "form change" section. Its a "one familiar only" section.

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"

left lagoon
#

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

void jewel
oak parrot
#

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.

void jewel
#

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

solar kettle
#

i think you need to shoot your wizard

#

smart enemies should anyways

void jewel
#

It is much harder to damage a wizard than a fighter

#

Assuming the wizard armor dips

oak parrot
#

I don't think that's a fair assumption to make.

void jewel
#

(Unless you buff the fighter up)

oak parrot
#

Lots of people go pure wizard.

solar kettle
faint sonnet
void jewel
left lagoon
#

again, you play like its a dbz powerscaling competition

solar kettle
#

i hope your wizard carries around a brass brasier with herbs and charcoal

void jewel
#

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.

solar kettle
#

if youre playing at like tier 4 yeah that makes sense why youre used to gamebreaking wizard

void jewel
#

Again, when played optimally

solar kettle
void jewel
left lagoon
#

I think that there really isn't any reason to talk

#

we're just not playing the same game you are

solar kettle
#

wizards are really bad levels 1 to 3

void jewel
void jewel
left lagoon
#

no

#

I'm saying you're not playing dnd proper

void jewel
#

Your DND is wrong

left lagoon
#

absolutely

void jewel
#

Wrong though. Find familiar was just a RAW example, and armor dipping on casters isn't "playing wrong".

solar kettle
#

i think you let your casters get away with crazy stuff whivh has vastly skewed your perception

oak parrot
#

powergaming is valid way to play D&D. Its just highly incompatable with other styles

void jewel
void jewel
solar kettle
#

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

void jewel
#

Obviously, deer trick isn't allowed at the table. I've said this, you just choose to ignore it

left lagoon
#

its not a funny solution. its a bad, unfulfilling one.

void jewel
left lagoon
#

you want to make martials stronger? bigger numbers are boring as hell

#

no

#

im talking about the +2 weapons

#

not the deer

void jewel
faint sonnet
#

Honestly, casters need an overhaul more than martials. Historical data shows casters being the entire problem of 5e.

void jewel
solar kettle
left lagoon
#

what the hell are your wizards doing at lvl 1 to be op

void jewel
void jewel
faint sonnet
#

The vast majority of people's concerns with martials are actually just fixed by regressing casters to a much earlier state, such as 2e.

solar kettle
#

artificers at lvl 1 are also perfrctly fine

void jewel
#

In terms of combat and out of combat power

oak parrot
#

Most people I know consider level 1 artificers to be weaker than paladin and ranger equivalents. Hm.

solar kettle
void jewel
solar kettle
#

i feel like thid is thr wrong channrl to be talking in

solar kettle
faint sonnet
#

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.)

cerulean seal
#

Weapon Masteries are nice

solar kettle
#

i luv you vex

left lagoon
#

weapon masteries are great

void jewel
#

Level 1 ranger list could consist of just entangle and it'd be a great list tbh

left lagoon
#

ranger is carried by being able to get a swarm of cats

#

or a big cat

#

or a draconic cat

void jewel
#

20* deadly is not uncommon for encounters I've run

faint sonnet
#

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.

void jewel
faint sonnet
#

Essentially, highop makes certain classes bad because it plays the game in a way that makes them bad.

void jewel
#

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)

left lagoon
cerulean seal
#

Drakewarden?

void jewel
#

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.

left lagoon
faint sonnet
void jewel
#

An artichron is an example of a highop character that can "blend in" at a normal table very well

void jewel
#

All classes are viable for every printed module

faint sonnet
#

What I'm more specifically referring to is stuff that Rogue was initially created to do, which is stuff like disarming traps.

left lagoon
#

I prefer disarming traps the barbarian way

void jewel
left lagoon
#

running through the hallway and triggering every single one

void jewel
#

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

faint sonnet
#

Strength characters can be needed to get over gaps and such, yadda yadda.

left lagoon
#

and throwing people over gaps

#

🙂

void jewel
#

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

faint sonnet
left lagoon
#

and a rope is like 10lb

void jewel
oak parrot
left lagoon
#

I guess a strong bird might do it

void jewel
#

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.

faint sonnet
void jewel
#

Many solutions

#

Though tbh who isn't carrying rope

faint sonnet
void jewel
#

Yeah it would need enough str to carry the rope

#

Its score times 15 right?

#

Or is it 10?

oak parrot
#

See, you wouldn't have this issue if you just got a warlock familiar. 😈

faint sonnet
void jewel
#

I see why your name

void jewel
oak parrot
#

small and medium are the same

#

tiny is 7.5x

#

x15 for smol, med

void jewel
#

Ye should be able to do it no issue

digital crane
#

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 😄 )

void jewel
#

Owl can do 45lbs, should manage the rope fine

void jewel
#

Nvm is tiny

#

Half that

#

Rope, 50ft, 5lbs. Doable

oak parrot
#

tiny Spider dragging 50' rope!

void jewel
#

Though tamms the more I have thought about it the more I think the system you are working on could solve the caster issue.

faint sonnet
#

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.

faint sonnet
digital crane
# oak crag Sure

Can i send them to you directly , the discord server says its to long 😄

oak crag
#

Sure

oak parrot
#

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

oak crag
#

I'm a spood spooder

#

And I can carry 15 pounds

#

Why do spoods have a strength of 2 and not 1 anyways

oak parrot
#

clearly because they don't skip leg day at the gym!

faint sonnet
void jewel
#

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

oak parrot
#

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

void jewel
#

Ye barb needs some love IMO. In some regard

#

Great fantasy. Lackluster execution imo

void jewel
whole adder
#

Wild Magic Barb's right there

void jewel
#

It layers chaos on more chaos

whole adder
#

Zealot's basically Cleric Barb too (idk how close it plays compared to Cleric)

oak parrot
#

Wild magic barbarian is a good one, but I wouldn't call them the equivalent of eldritch knight on a barbarian

whole adder
#

Oh nah Wild Magic Barb basically has its own system, I guess they're closer to Warlocks in that regard?

void jewel
#

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"

oak parrot
#

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

whole adder
#

Tanking only works if your dm's willing to play along with it tbh

left lagoon
#

the best tank barbarian is ancestral guardian

#

purely for the reason that it's the only one with a good "taunt" like ability

whole adder
#

Its very romantic but its also very... average when I played it?

left lagoon
#

it cannot be ignored under any circumstances

whole adder
#

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"

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But I guess if the enemy boss is only staring me down its probably working

void jewel
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Also no real Incentives to tank with your face when good control exists

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And casters SHOULD be less durable than they are, so nothing really to tank for to begin with

whole adder
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Oh nah its not, its always been the romantic roleplay part of it than its actual effectiveness

left lagoon
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maybe in a minmaxed game

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in most games Im in casters are plenty squishy

void jewel
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When the GWM fighter "tank" has 16 AC and your cleric is rocking 18 plus the shield spell, you question your choices.

left lagoon
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excluding cleric

whole adder
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That's mostly a skill issue (sorry) when it comes to casters being squishy

void jewel
whole adder
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Cuz its actually really easy to just be deceptively tanky

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People are just not packing shield absorb elements silvery barbs web