Yeah, it'll very much require a specific kind of player, someone who would rather never suffer disad than get ad as much as possible. I don't know of any Paladin auras that can be deactivated. They are, as I understand it, always on. Aura of the Guardian (Redemption) gives you a reaction you can choose to use, but aside from that and a couple capstone (level 20, as opposed to the 7/18 auras) they are just always-on things. So yeah, it would take a particular kind of player. Fortunately, I am one of those. I'm really excited to playtest this at some point, and I'm not a big Pally fan generally.
as you yourself have apparently pointed out in this thread, supressed rage should allow you to choose to either apply your rage to the attack or damage roll. The second benefit to calculated catastrophe, having your weapon attacks count as magical just kind of seems random, feature makes sense on a kensei becuase it is essentially an extension of their ki strike feature and feels appropriate for the arcane archer since they are magical archers, and both of those features had a limited range of weapons they apply to.
Reckless defense could easily just be an extension of the Reckless attack feature and thus not take up any action whatsoever (might be more interesting as-is tho), something like:
"When you make your first attack on your turn, you can decide to attack [adjective]ly. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but attack rolls against you have disadvantage until your next turn."
Something that i think would fit very neatly into this class as a 3rd level ribbon would be some kind of mechanic that alters the conditions where your rage ends, since this class is all about containing your fury and unleashing it at just the right moment the idea of having to constantly take or deal damage to maintain your rage seems a bit odd.
The abilllity to shrug off mental assaults should be its own feature with its own flavor text instead of being mushed into cold distance
If the initial attack from calculated catastrophe is meant to stack with critical hits that could get quite powerful if the barbarian happens to be in the same party as a spellcaster with Hold Person and Hold Monster, given the fact that all sucessful attacks against a paralyzed opponent are treated as critical hits
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
as you yourself have apparently pointed out in this thread, supressed rage should allow you to choose to either apply your rage to the attack or damage roll. The second benefit to calculated catastrophe, having your weapon attacks count as magical just kind of seems random, feature makes sense on a kensei becuase it is essentially an extension of their ki strike feature and feels appropriate for the arcane archer since they are magical archers, and both of those features had a limited range of weapons they apply to.
After a lot of input, it's looking like at the top of the Rage, you'll choose either to hurt more or hit more, and it'll last the duration of the Rage. At least for now. It may later change to the top of each round, but that feels anti-thematic. The purpose of magical weapons is mainly to be able to overcome those resistances while raging, regardless of what you're wielding, including improvised weapons and unarmed strikes. Thematically I'm thinking of it less like your attacks are actually magical and more like you're targeted enough to be able to find a way to make your strikes hurt. It may not pan out in the long run, but I'm thinking of alternatives.
Reckless defense could easily just be an extension of the Reckless attack feature and thus not take up any action whatsoever (might be more interesting as-is tho), something like:
"When you make your first attack on your turn, you can decide to attack [adjective]ly. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but attack rolls against you have disadvantage until your next turn."
Oh dang, this isn't actually what you proposed, but you did just give me an idea: What if "When you use your Reckless attack, you may disengage as a bonus action." Ditch the dodge entirely, and you'd still be attacked at advantage for attack actions, but it would clear you from attacks of opportunity. I think that gets across what I'm going for and is just generally much more elegant. It also wouldn't apply the same turn you activate your rage, as you've already used your bonus to do that.
Something that i think would fit very neatly into this class as a 3rd level ribbon would be some kind of mechanic that alters the conditions where your rage ends, since this class is all about containing your fury and unleashing it at just the right moment the idea of having to constantly take or deal damage to maintain your rage seems a bit odd.
That's not a bad idea, but I wouldn't know how to implement it. You can already end it as a bonus action. Or do you mean more like removing the condition where it ends earlier if you've neither taken nor dealt damage?
The abilllity to shrug off mental assaults should be its own feature with its own flavor text instead of being mushed into cold distance
I suppose that's fair. I just sort of...hesitated on anything that looked like giving them two capstones.
If the initial attack from calculated catastrophe is meant to stack with critical hits that could get quite powerful if the barbarian happens to be in the same party as a spellcaster with Hold Person and Hold Monster, given the fact that all sucessful attacks against a paralyzed opponent are treated as critical hits
Yeah, I think its already being rephrased as just "if your first attack on this turn hits, it is automatically a critical hit," or something like that. You still have to roll to beat AC, but if you hit, it "is" a crit, in terms of math and in terms of preventing that stacking damage.
Something that i think would fit very neatly into this class as a 3rd level ribbon would be some kind of mechanic that alters the conditions where your rage ends, since this class is all about containing your fury and unleashing it at just the right moment the idea of having to constantly take or deal damage to maintain your rage seems a bit odd.
That's not a bad idea, but I wouldn't know how to implement it. You can already end it as a bonus action. Or do you mean more like removing the condition where it ends earlier if you've neither taken nor dealt damage?
yeah basically an early version of the 15th level feature that would have to be weaker than it, for instance "when you enter your rage, you may designate one hostile creature as the target of your rage. For as long as you can see or hear that creature your rage ends early only if you fall unconcious or you choose to end it". Basically this means that the barb would be able to take action towards bringing the most important target down but with more flexibillity in how they do so
Reckless defense could easily just be an extension of the Reckless attack feature and thus not take up any action whatsoever (might be more interesting as-is tho), something like:
"When you make your first attack on your turn, you can decide to attack [adjective]ly. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but attack rolls against you have disadvantage until your next turn."
Oh dang, this isn't actually what you proposed, but you did just give me an idea: What if "When you use your Reckless attack, you may disengage as a bonus action." Ditch the dodge entirely, and you'd still be attacked at advantage for attack actions, but it would clear you from attacks of opportunity. I think that gets across what I'm going for and is just generally much more elegant. It also wouldn't apply the same turn you activate your rage, as you've already used your bonus to do that
then you would be turning the feature into a vastly inferior version of the rouge's cunning action, they should not be required to take an action to use the effect at that point, so "when you use the reckless attack feature, you do not trigger opportunity attacks until the end of your next turn" (pretty shure you already know this but just in case: you can only take one bonus action per turn)
Those are both good points. Taking those into account, as well as other input from this thread and elsewhere, I think I've completed the second draft of the Path of Silence for Barbarian. It's linked again here, but the original link in the first post should now reflect those same changes:
Those are both good points. Taking those into account, as well as other input from this thread and elsewhere, I think I've completed the second draft of the Path of Silence for Barbarian. It's linked again here, but the original link in the first post should now reflect those same changes:
That's strange, it works for me. There's a whole new ribbon on 3, several of the feature names changed, entirely new mechanics on what was formerly "Reckless Defense," and lots of clearing up of language and other minor changes.
I suppose I could just post it all here behind a spoiler tag.
If you update an unpublished DDB Homebrew the link stays the same as long as the name is unchanged, that may not be the case for that other website. Try updating the link.
I just checked the source code on that last post against the share link after hitting "Update to New Version" and copying the link again and they're identical, but I can re-copy and repost it here.
Just in case, though:
Put your spoiler here. THE FURY THAT WAITS Not all rages are loud, fiery, bombastic things. Some are suppressed, held onto, and prolonged so that they become cold, calculated things fueling elaborate schemes. They slowly strangle empathy in the heart, allowing for surgical attacks that hit right to the heart of their victims. The Path of Silence is a path of seething, of barely restrained anger, ready to boil over only when the time is right. Most barbarians would chop down every tree in the forest in their fury, but those of this path would wait until the season is right, then poison the water feeding that forest, ensuring nothing would ever grow there again. SUBCLASS FEATURES VOLATILE PRESENCE Your simmering anger can be felt by all around you. Beginning when you choose to follow this path at 3rd level, you gain proficiency in Intimidation. At 10th level, your proficiency bonus is doubled for any ability check made using this skill. CHANNELING ARTS By 3rd level, you have found that taking up a trade or craft has helped you use your rage as fuel for other pursuits, and that those pursuits help you in turn control that rage. You gain proficiency with one instrument or set of artisan's tools of your choice. At 10th level, your proficiency bonus is doubled for any ability check made using these tools. TARGETED RAGE Beginning when you choose to follow this path at 3rd level, your ability to restrain, control, defer, and aim your Rage has led to a greater degree of control and accuracy. When you enter your Rage, you can choose to either enter a Rage as defined in the Barbarian description in the Player's Handbook, or enter a Targeted Rage, which has the following changes:
While you are Raging, you do not add the Rage Damage bonus from the Barbarian table to the damage from your weapon attacks. Instead you add a number equal to Rage Damage for your level -1 to your attack rolls.
Once per turn while Raging, if you hit a creature with a weapon attack and that creature has resistance to the damage you deal with that weapon, you can attempt one additional weapon attack per creature as a part of the same action.
While Raging, you can Search as a bonus action.
Your Rage ends early only if you are knocked unconscious or choose to end it as a bonus action.
These changes last until your rage ends. All other conditions of Rage as defined in the Barbarian class description in the player's handbook apply normally. CALCULATED CATASTROPHE By 6th level, you have learned to wait and study your opponents so that you may strike at your enemies' most vulnerable points. When you are prompted to roll initiative, you can choose to forfeit the roll and go last in the initiative order. When you do this, if the first weapon attack you make on your turn hits, it is automatically a critical hit. If you enter your rage on this turn, you deal an additional 1d6 psychic damage on every attack that hits for the duration of your rage. TACTICAL WITHDRAWAL By 10th level, your controlled fury gives you an upper hand in predicting your enemies' movements and avoiding reprisals. When you use your Reckless Attack, you gain 1d6 temporary hit points and your movement does not provoke opportunity attacks until the end of your next turn.
The temporary hit points gained by this feature increase to 2d6 at 17th level. THE HIGH GROUND
By 14th level, you are the master of your own rage, and your restraint and patience allow you the ability to apply your anger to even the most considered and careful of attacks and to defend against the most subtle of mind magic, gaining the following benefits:
You can now use Strength instead of Dexterity for the attack and damage rolls of attacks made with ranged weapons.
All the benefits of your rage can now be applied to ranged weapon attacks as well as melee weapon attacks.
You gain immunity to psychic damage and automatically succeed your saving throws against effects that would charm or frighten you.
Another thing, lots of folks refuse to take links to pages outside of DDB. I trust you’re not linking me to a page full of viruses, but others may not.
GMBinder should be pretty well trusted around here, and I can't share unpublished subs on Beyond. Is there another, more accepted method?
dnd beyond homebrew the site is built in with a homebrewing tool that is litterally linked in several of the threads participants signatures
I'm aware, I mentioned it in the post you're quoting. But I can't share it if it's unpublished. I don't want to publish until it's workable. Several of the other subs can't be published at all because they use spells from outside the Basic Rules, so they'll never be public. Thus, alternatives.
GMBinder should be pretty well trusted around here, and I can't share unpublished subs on Beyond. Is there another, more accepted method?
I’m just letting you know that some folks might opt to not review those specific subclasses for that reason. Most folks won’t care, but a few might. I’m not implying you should change anything, just letting you know. (If you are really concerned do the copy/paste in a spoiler thing like you did for that last one.)
Yes, I know caster barbs are a crime unthinkable, and there's no lore/flavor text in there yet, but I had a thought about how it could maybe work and just had to get it down and out of my head.
Made some pretty expansive changes to my aberrant Druid. A name change, as well as big chonky refinements as to how aberrant wildshapes work, plus some adjustments to the capstone.
Yeah, it'll very much require a specific kind of player, someone who would rather never suffer disad than get ad as much as possible. I don't know of any Paladin auras that can be deactivated. They are, as I understand it, always on. Aura of the Guardian (Redemption) gives you a reaction you can choose to use, but aside from that and a couple capstone (level 20, as opposed to the 7/18 auras) they are just always-on things. So yeah, it would take a particular kind of player. Fortunately, I am one of those. I'm really excited to playtest this at some point, and I'm not a big Pally fan generally.
Thanks!
thoughts on path of silence:
as you yourself have apparently pointed out in this thread, supressed rage should allow you to choose to either apply your rage to the attack or damage roll. The second benefit to calculated catastrophe, having your weapon attacks count as magical just kind of seems random, feature makes sense on a kensei becuase it is essentially an extension of their ki strike feature and feels appropriate for the arcane archer since they are magical archers, and both of those features had a limited range of weapons they apply to.
Reckless defense could easily just be an extension of the Reckless attack feature and thus not take up any action whatsoever (might be more interesting as-is tho), something like:
"When you make your first attack on your turn, you can decide to attack [adjective]ly. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but attack rolls against you have disadvantage until your next turn."
Something that i think would fit very neatly into this class as a 3rd level ribbon would be some kind of mechanic that alters the conditions where your rage ends, since this class is all about containing your fury and unleashing it at just the right moment the idea of having to constantly take or deal damage to maintain your rage seems a bit odd.
The abilllity to shrug off mental assaults should be its own feature with its own flavor text instead of being mushed into cold distance
If the initial attack from calculated catastrophe is meant to stack with critical hits that could get quite powerful if the barbarian happens to be in the same party as a spellcaster with Hold Person and Hold Monster, given the fact that all sucessful attacks against a paralyzed opponent are treated as critical hits
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
After a lot of input, it's looking like at the top of the Rage, you'll choose either to hurt more or hit more, and it'll last the duration of the Rage. At least for now. It may later change to the top of each round, but that feels anti-thematic. The purpose of magical weapons is mainly to be able to overcome those resistances while raging, regardless of what you're wielding, including improvised weapons and unarmed strikes. Thematically I'm thinking of it less like your attacks are actually magical and more like you're targeted enough to be able to find a way to make your strikes hurt. It may not pan out in the long run, but I'm thinking of alternatives.
Oh dang, this isn't actually what you proposed, but you did just give me an idea: What if "When you use your Reckless attack, you may disengage as a bonus action." Ditch the dodge entirely, and you'd still be attacked at advantage for attack actions, but it would clear you from attacks of opportunity. I think that gets across what I'm going for and is just generally much more elegant. It also wouldn't apply the same turn you activate your rage, as you've already used your bonus to do that.
That's not a bad idea, but I wouldn't know how to implement it. You can already end it as a bonus action. Or do you mean more like removing the condition where it ends earlier if you've neither taken nor dealt damage?
I suppose that's fair. I just sort of...hesitated on anything that looked like giving them two capstones.
Yeah, I think its already being rephrased as just "if your first attack on this turn hits, it is automatically a critical hit," or something like that. You still have to roll to beat AC, but if you hit, it "is" a crit, in terms of math and in terms of preventing that stacking damage.
Thanks!
yeah basically an early version of the 15th level feature that would have to be weaker than it, for instance "when you enter your rage, you may designate one hostile creature as the target of your rage. For as long as you can see or hear that creature your rage ends early only if you fall unconcious or you choose to end it".
Basically this means that the barb would be able to take action towards bringing the most important target down but with more flexibillity in how they do so
then you would be turning the feature into a vastly inferior version of the rouge's cunning action, they should not be required to take an action to use the effect at that point, so "when you use the reckless attack feature, you do not trigger opportunity attacks until the end of your next turn" (pretty shure you already know this but just in case: you can only take one bonus action per turn)
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Those are both good points. Taking those into account, as well as other input from this thread and elsewhere, I think I've completed the second draft of the Path of Silence for Barbarian. It's linked again here, but the original link in the first post should now reflect those same changes:
Path of Silence for Barbarian
i cannot see any changes in this new document? It's all the same mechanically
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
That's strange, it works for me. There's a whole new ribbon on 3, several of the feature names changed, entirely new mechanics on what was formerly "Reckless Defense," and lots of clearing up of language and other minor changes.
I suppose I could just post it all here behind a spoiler tag.
If you update an unpublished DDB Homebrew the link stays the same as long as the name is unchanged, that may not be the case for that other website. Try updating the link.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I just checked the source code on that last post against the share link after hitting "Update to New Version" and copying the link again and they're identical, but I can re-copy and repost it here.
Just in case, though:
Put your spoiler here.
THE FURY THAT WAITS
Not all rages are loud, fiery, bombastic things. Some are suppressed, held onto, and prolonged so that they become cold, calculated things fueling elaborate schemes. They slowly strangle empathy in the heart, allowing for surgical attacks that hit right to the heart of their victims. The Path of Silence is a path of seething, of barely restrained anger, ready to boil over only when the time is right. Most barbarians would chop down every tree in the forest in their fury, but those of this path would wait until the season is right, then poison the water feeding that forest, ensuring nothing would ever grow there again.
SUBCLASS FEATURES
VOLATILE PRESENCE
Your simmering anger can be felt by all around you. Beginning when you choose to follow this path at 3rd level, you gain proficiency in Intimidation. At 10th level, your proficiency bonus is doubled for any ability check made using this skill.
CHANNELING ARTS
By 3rd level, you have found that taking up a trade or craft has helped you use your rage as fuel for other pursuits, and that those pursuits help you in turn control that rage. You gain proficiency with one instrument or set of artisan's tools of your choice. At 10th level, your proficiency bonus is doubled for any ability check made using these tools.
TARGETED RAGE
Beginning when you choose to follow this path at 3rd level, your ability to restrain, control, defer, and aim your Rage has led to a greater degree of control and accuracy. When you enter your Rage, you can choose to either enter a Rage as defined in the Barbarian description in the Player's Handbook, or enter a Targeted Rage, which has the following changes:
These changes last until your rage ends. All other conditions of Rage as defined in the Barbarian class description in the player's handbook apply normally.
CALCULATED CATASTROPHE
By 6th level, you have learned to wait and study your opponents so that you may strike at your enemies' most vulnerable points. When you are prompted to roll initiative, you can choose to forfeit the roll and go last in the initiative order. When you do this, if the first weapon attack you make on your turn hits, it is automatically a critical hit. If you enter your rage on this turn, you deal an additional 1d6 psychic damage on every attack that hits for the duration of your rage.
TACTICAL WITHDRAWAL
By 10th level, your controlled fury gives you an upper hand in predicting your enemies' movements and avoiding reprisals. When you use your Reckless Attack, you gain 1d6 temporary hit points and your movement does not provoke opportunity attacks until the end of your next turn.
The temporary hit points gained by this feature increase to 2d6 at 17th level.
THE HIGH GROUND
By 14th level, you are the master of your own rage, and your restraint and patience allow you the ability to apply your anger to even the most considered and careful of attacks and to defend against the most subtle of mind magic, gaining the following benefits:
Another thing, lots of folks refuse to take links to pages outside of DDB. I trust you’re not linking me to a page full of viruses, but others may not.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
GMBinder should be pretty well trusted around here, and I can't share unpublished subs on Beyond. Is there another, more accepted method?
dnd beyond homebrew the site is built in with a homebrewing tool that is litterally linked in several of the threads participants signatures
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I'm aware, I mentioned it in the post you're quoting. But I can't share it if it's unpublished. I don't want to publish until it's workable. Several of the other subs can't be published at all because they use spells from outside the Basic Rules, so they'll never be public. Thus, alternatives.
I’m just letting you know that some folks might opt to not review those specific subclasses for that reason. Most folks won’t care, but a few might. I’m not implying you should change anything, just letting you know. (If you are really concerned do the copy/paste in a spoiler thing like you did for that last one.)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I made a new one that I'm sure everyone will think is as much of an abomination as the Circle of the Deep Druid:
Path of the Spellflood for Barbarian
Yes, I know caster barbs are a crime unthinkable, and there's no lore/flavor text in there yet, but I had a thought about how it could maybe work and just had to get it down and out of my head.
Made some pretty expansive changes to my aberrant Druid. A name change, as well as big chonky refinements as to how aberrant wildshapes work, plus some adjustments to the capstone.
Circle of the Unfathomable for Druid