This should be a 2+ teir mechanic, not a level 1 mechanic
Yes. The DM can give out the power to do it at any time. You need a recipe. The healing potion doesn't sound to bad, though, especially in a group lacking a healer (which my group is always lacking.)
I'll add a suggested tier for each recipe (1 for healing potion, 2 for potion of enhancement, 4 for storm calling, ect.), which the DM can follow or not. Does that sound good, Bluepanther512?
And thanks for the feedback by the way, Bluepanther512!
Yep
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
I'm really sorry it's been taking so long everyone! I'm not great at making races, and I chose the hardest variant rules on my list to make. Because of this, along with my extremely busy few weeks, I was not able to finish as fast as I wanted to.
I'm still somewhat far from my goal, and with other dnd stuff I'm working on, it would be a while until I could release the content. I didn't want to release less content then I was planning, lower quality content, or force you all to wait another month. So what I decided to do it takes the release 4 I was planning on, and make it release 5. I'll replace release 4 with easier stuff (I'm planning on having 3 subclasses, 2-4 magic items, and 1 or 2 monsters) so I can finish soon. I should be able to release within a few days, possibly even today depending on how fast I am.
Sorry for the disappointment and delays. I hope you enjoy this next release.
Gatewardens specialize in protecting and defending. They posses ancient magic to help them in this goal. Superior to even the most well-trained bodyguard, Gatewardens are valued highly by Kings and emperors - anyone who can pay their immense fees. Gatewardens also are masters of guarding areas and objects.
The signature weapon of a gatewarden in a spear or polearm due to it's long reach, but gatewardens can be very versatile, using all kinds of melee weapons and even ranged weapons.
Defend
At 3rd level, you gain the ability to defend other in combat. As a bonus action on each of your turns you can choose a creature within reach of a melee weapon you are wielding. Until the start of your next turn that creature gains a bonus to it's armor class and any saving throws it makes equal to half your proficiency bonus.
Gatewarden Magic
Starting at 3rd level you can call upon your ancient magic. You learn a cantrip of your choice, which can be from any spell list. Constitution is your spellcasting ability for this spells.
Additionally, you gain proficiency in the arcana skill. If you are already proficient in it, you instead gain a skill proficiency of your choice.
Arcane Defeflection
Beginning at level 7, you can use your ancient magic to forcefully repulse creatures from the target of your defense. When a creature comes within 10 feet of the creature or object effected by your defend, you can, as a reaction, force that creature to take force damage equal to your fighter level and be pushed 10 feet away from the creature or object you are defending.
You can use this feature once, regaining use after a long rest.
Guardian's Gate
Starting at level 10, you can create a gate in which your abilities to defend the area are heightened. You can spend up to an hour preforming a ritual in an area, which can be done during an period of downtime, such as a short or long rest. This area can be a cube up to 40 feet across or a line that is up to 75 feet long and 10 feet wide.
When a creature enters your gate, it must make a wisdom saving throw, with DC equal 8 + your proficiency bonus + your constitution modifier. On a failure, you are alerted to the creature's presence. Additionally, when you deal damage to a creature in your gate, you can force the creature to make a wisdom saving throw, with the same DC as before. On a failure, they are teleported to an unoccupied space of your choice outside but within 10 feet of the gate, and take 2d6 force damage.
You can only have one gate at a time. When you create a new gate, any already existing gates you made vanish.
Parry
At level 15, you gain a number of d6s equal to twice your proficiency bonus. When a creature within reach of a melee weapon you a wielding takes damage, you can use you reaction and expend a number of these dice up to your proficiency bonus of these d6s to roll them. Reduce the damage the creature takes by the roll of the d6s.
You regain spent dice during a long rest.
Defender's Might
When you reach level 18, you become a terror to behold to your enemies. When a creature makes an attack roll inside of your gate, you can choose for them to have a disadvantage on it. Additionally, if a creature is effect by your defend feature, you and that creature gains a bonus to the damage of their first attack each turn equal to your constitution modifier.
You learn the wall of force spell, and can cast it without expending a spell slot or material components. You can only do this once between long rests, and to do this must expend a use of your indomitable feature.
the School of Arcane Discovery focuses on discovering the secrets of magic. Wizards of the school of Arcane Discovery usually use magic, not as a weapon to use in combat, but a mystical force to be explored and a treasure trove of secrets. They use spells as a tool to help them in this quest.
Arcane Fundamentals
At 2nd level when you choose this school, you gain proficiency in the arcana skill. If you were already proficient in it, you instead gain proficiency in a different skill of your choice.
When you make an ability check suing arcana, you can add twice your proficiency bonus instead of once. Additionally, you have an advantage on any arcana checks made to learn how spell of other magical effect works.
Spell Detection
Starting at 2nd level, you have learned enough about spells to detect them. As an action, you can sense any spells within 60 feet of you. You learn the location of any spells, magic items, and other magical effects. This could include a wall of force spell, someone under the effects of a disguise self spell, an immovable rod, or a trap designed using magic. You do not learn the specific spell, magical effect, or magic item however.
You can do this a number of times equal to your proficiency bonus, regaining use after a long rest.
Spell Manipulation
When you reach 6th level, you knowledge of the inner workings of spells becomes enough that you can tamper with the spells. When you cast a spell of 1st level or higher, you can do one of the following spell manipulations.
Change Damage Type. When you cast a spell that deals damage, you can change the damage type to one the following damage types of your choice: fire, cold, acid, poison, lightning, bludgeoning, piercing, slashing, necrotic, radiant, or psychic.
Change Material Components. When you cast a spell that requires material components, you can change the material components to any other object, worth the same gp value.
Change Duration. When you cast a spell that has a duration greater than instantaneous and requires concentration, you can cast it without requiring concentration. If you do this, the duration is until the end of your next turn.
You can use each of these options once, regaining use after a long rest.
Magical Shift
Beginning at level 10, you learn to shift your magical powers. As a bonus action, you can expend any number of spell slots. When you do this regain any number of spell slots, who's combined level adds up the combined level of spell slots you expended. For instance, you could expend a 2nd level spell slot and a 3rd level spell slot to regains a 1st level spell slot and a 4th level spell slot. You can do this once,regaining use after a short rest.
Additionally, you can treat any roll of 7 or lower as an 8 for any intelligence bases ability checks.
Arcane Replication
At 14th level, you become a master of replicating the arcane. You an spend a minute studying a magic item of rare or more common rarity. When you finish, you can write down the magic item in your spellbook.
As an action once between long rests, you can erase a magic item written down in your spellbook. When you do this, an arcane replication of the magic item appears. This replica works the exact same way as the normal magic item would, but it disappears after 10 minutes.
You can never have more magic items written down in your spellbook then an amount equal to twice your intelligence modifier.
Barbarians who follow the Path of the Marksmen use their rage to fuel feats of super-human accuracy. They hone there skills with the bow or crossbow until they are true marksmen. Rage is a focusing tool for them, to improve their marksmanship skills. The path of the marksmen focuses, not on the graceful and dexterous maneuvers usually uses withed ranged weapons, but on using brute strength and rage to fuel their sharpshooting.
Primal Marksmanship
When you choose the path at 3rd level, you learn the fundamentals of the path of the marksmen. You can use your strength instead of your dexterity for ranged weapons. You can also use your reckless attack and brutal critical features with ranged weapons, in addition to being able to use them with melee weapons.
Additionally, while raging, you can add the rage damage bonus to attack rolls made with ranged weapons.
Devestating Shot
Starting at 3rd level, your can unleash devastatingly powerful attacks. When you beat a creature's armor class by 5 or more with a ranged weapon attack, you can cause the attack to be a devastating shot. When you hit a creature with a devastating shot, you deal an additional 1d4 damage. You can unleash a devastating shot only once per turn.
The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
Cripple Target
Begging at level 6, you become a master of crippling your targets. When you hit a creature with a investigating shot, the target must make a constitution saving throw, with DC equal to 8 + your strength modifier + your proficiency bonus. On a failed save, the creature's armor class is decreased by 1 and it's walking speed is decreased by 10 feet.
These effects last until the end of your next turn.
Shaprshooter
When you reach 10th level, you become a skilled sharpshooter. You gain a special aim action. When you take this action, you gain a +5 bonus to your next attack roll made before the end of your next turn.
Additionally, if you use your devastating shot after taking the aim action, you roll twice the number of extra damage die you would normally. If a creature fails the save for cripple target by 5 or more after using you aim action, the creature is also incapacitated for a round.
You can do this a number of times equal to your proficiency bonus, regaining use after a long rest.
Unerring Strike
When you reach level 14, your accuracy when raging is truly unerring. While raging, when you make take the attack on your turn to attack with a ranged weapon, you can replace all the attacks you would normally make to fire with unerring accuracy. When you do this, you make a ranged attack. This attack automatically scores a critical hit, and instead of rolling damage for the attack, you can do the maximum possible damage.
You can do this only once between long rests.
Seed of Growing
Wonderous Item, Uncommon
This small, ordinary-looking seed measures 1/4 of an inch in diameter and weighs an a few grams. Typically, 1d2 + 3 Seeds of Growing are found together.
As an action, you can plat the seen in a point within 5 feet of you, in the ground. To do this, their must be dirt, soil, or other such ground below the point you plant the seed in. At the start of your next turn, the seed bursts up, instantly growing into your choice of dense foliage or a tree.
Dense Foliage. A 10 foot square of dense foliage that is 5 feet tall grows around the point where the planted the seed. The dense foliage lasts for an hour, before rumbling to dust. The foliage counts as difficult terrain, and lightly obscures creatures in it or behind it. It has an armor class of 11, vulnerability to fire and slashing damage damage, immunity to poison and psychic damage, and 10 hp.
Tree. A 25 feet tall tree with a 5 foot diameter base grows on the point you planted the seed. Creatures in the area of the tree are harmlessly pushed to the side, to the nearest unoccupied space. The tree lasts for an hour, before crumbling to dust. It heavily obscures creatures behind it, and provides as cover. It has an armor class of 13, vulnerability to fire damage damage, resistant to bludgeoning and piercing damage, immunity to poison and psychic damage, and 20 hp. Additionally, if the tree takes 4 damage or less, i can instead take no damage.
This set of alchemist's supplies is infused with arcane energy. This magic item has 3 charges. As an action, you can expend a charge to instantly create a potion of healing. The potion created by this magic item appears in your hands, and lasts for 24 hours, before turning into plain water.
Additionally, you can use an action and expend 3 charges to choose one of your features that has a limited number of uses between short or long rests, such as a fighter's action surge or a barbarian's rage. When you do this, you loose a use of the feature as if you had just used it, and a potion with a clear fluid inside appears in your hand. It lasts for 24 hours, or until it is drank. A creature can use it's action to drink the potion. When it does, it gains the benefit of the feature, as if it has just used it.
Finally, when you cast a spell while in possession of the alchemist's supplies, you can instead of casting the spell, spend 3 charges to cast it into the alchemist's supplies. When you do this, the spell is cast as normal, but the effect does not happen, and a potion with a clear liquid appears in your hands. It lasts for 24 hours, or until it is drank. A creature can use it's action to drink the potion. When it does, it casts the spell.
Vile of Shaping
Potion, Very rare
This small vile contains a thick, silvery liquid. As an action, you can uncork the vile. When you do so, the metal begins to flow out of the vile, hardening instantly. Choose any shape, that is 15 by 15 by 15 feet or smaller. That shape forms instantly in a point of your choice within 20 feet of you, made out of magical metal.
The object created by this lasts for 24 hours, before disintegrating into a metal powder. It weighs 448,000 pounds, regardless of what the object is. If a creature in in the area the object is created in, the creature is harmlessly pushed out of the way, to the nearest unoccupied space.
The object has an armor class of 19; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage; and 30 hit points. Additionally, if it is takes 5 damage or less, it instead takes no damage.
After the vile is uses, it cannot be used again until it is refilled. To refill it, you must spend 48 hours and 1,000 go worth of steel.
Biosphere Golem's are massive, towering earthen golems. They are covered in plants, from grass, to trees, to moss and mushrooms. It's surface is postmarked with caves, where more plants and all kinds of animals live.
The golem makes it it's job to take care of the many plants and animals who call the golem their home. They take care of the plants and animals, giving food, water, and anything else they need.
Biosphere golems live far removed from humanoid civilization, where nature flourishes. Although they are generally peaceful and mind their own business, if someone threatens the plants and animals they take care of, the biosphere golem can become a force to recon with.
These are amazing. The Gatewarden is the coolest non-Tasha's fighter possible and seems relatively balanced, and the magic items and Biosphere Golem are all awesome.
The School of Arcane Discoveries has many, many intriguing abilities, but I just feel like features such as Arcane Investigation just lack "omph". In addition, the Arcane Master effect is a bit confusing (but doable).
The Path of the Marksman seems a bit OP and repetitive (you gain a bonus to ranged weapon attacks, your opponent loses AC, you gain a bonus to ranged weapon attacks) and I feel like something akin to the Gunslinger's Trick Shots would be more than welcome for this otherwise intriguing subclass.
These are amazing. The Gatewarden is the coolest non-Tasha's fighter possible and seems relatively balanced, and the magic items and Biosphere Golem are all awesome.
The School of Arcane Discoveries has many, many intriguing abilities, but I just feel like features such as Arcane Investigation just lack "omph". In addition, the Arcane Master effect is a bit confusing (but doable).
The Path of the Marksman seems a bit OP and repetitive (you gain a bonus to ranged weapon attacks, your opponent loses AC, you gain a bonus to ranged weapon attacks) and I feel like something akin to the Gunslinger's Trick Shots would be more than welcome for this otherwise intriguing subclass.
Thanks a ton for the feedback! I'll add something like a gunslinger trick shots or battle master maneuvers to marksmen barbarian. As for arcane discoveries, I had no idea what I was doing....
I love the magic items and monster! I haven’t read the subclasses yet.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Gatewardens specialize in protecting and defending. They posses ancient magic to help them in this goal. Superior to even the most well-trained bodyguard, Gatewardens are valued highly by Kings and emperors - anyone who can pay their immense fees. Gatewardens also are masters of guarding areas and objects.
The signature weapon of a gatewarden in a spear or polearm due to it's long reach, but gatewardens can be very versatile, using all kinds of melee weapons and even ranged weapons.
Defend
At 3rd level, you gain the ability to defend other in combat. As a bonus action on each of your turns you can choose a creature within reach of a melee weapon you are wielding. Until the start of your next turn that creature gains a bonus to it's armor class and any saving throws it makes equal to half your proficiency bonus.
Gatewarden Magic
Starting at 3rd level you can call upon your ancient magic. You learn a cantrip of your choice, which can be from any spell list. Constitution is your spellcasting ability for these spells.
Additionally, you gain proficiency in your choice of history or arcana. If you are already proficient in both, you instead gain a skill proficiency of your choice.
Arcane Defeflection
Beginning at level 7, you can use your ancient magic to forcefully repulse creatures from the target of your defense. When a creature comes within 10 feet of the creature or object effected by your defend, you can, as a reaction, force that creature to take force damage equal to your fighter level and be pushed 10 feet away from the creature or object you are defending.
You can use this feature once, regaining use after a long rest.
Guardian's Gate
Starting at level 10, you can create a gate in which your abilities to defend the area are heightened. You can spend up to an hour preforming a ritual in an area, which can be done during an period of downtime, such as a short or long rest. This area can be a cube up to 40 feet across or a line that is up to 75 feet long and 10 feet wide.
When a creature enters your gate, it must make a wisdom saving throw, with DC equal 8 + your proficiency bonus + your constitution modifier. On a failure, you are alerted to the creature's presence. Additionally, when you deal damage to a creature in your gate, you can force the creature to make a wisdom saving throw, with the same DC as before. On a failure, they are teleported to an unoccupied space of your choice outside but within 10 feet of the gate, and take 2d6 force damage. Lastly, when you use your second wind feature in your gate, you can force a creature in the gate to take force damage equal to half the amount you healed by.
You can only have one gate at a time. When you create a new gate, any already existing gates you made vanish.
Parry
At level 15, you gain a number of d6s equal to twice your proficiency bonus. When a creature within 10 feet of you takes damage, you can use you reaction and expend a number of these dice up to your proficiency bonus of these d6s to roll them. Reduce the damage the creature takes by the roll of the d6s.
You regain spent dice during a long rest.
Defender's Might
When you reach level 18, you become a terror to behold to your enemies. When a creature makes an attack roll inside of your gate, you can choose for them to have a disadvantage on it. Additionally, if a creature is effect by your defend feature, you and that creature gains a bonus to the damage of their first attack each turn equal to your constitution modifier.
You learn the wall of force spell, and can cast it without expending a spell slot or material components. You can only do this once between long rests, and to do this must expend a use of your indomitable feature.
the School of Arcane Discovery focuses on discovering the secrets of magic. Wizards of the school of Arcane Discovery usually use magic, not as a weapon to use in combat, but a mystical force to be explored and a treasure trove of secrets. They use spells as a tool to help them in this quest.
Arcane Fundementals
At 2nd level when you choose this school, you gain proficiency in the arcana skill. If you were already proficient in it, you instead gain proficiency in a different skill of your choice.
When you make an ability check suing arcana, you can add twice your proficiency bonus instead of once. Additionally, you have an advantage on any arcana checks made to learn how spell of other magical effect works.
Spell Detection
Starting at 2nd level, you have learned enough about spells to detect them. As an action, you can sense any spells within 60 feet of you. You learn the location of any spells, magic items, and other magical effects. This could include a wall of force spell, someone under the effects of a disguise self spell, an immovable rod, or a trap designed using magic. You do not learn the specific spell, magical effect, or magic item however.
You can do this a number of times equal to your proficiency bonus, regaining use after a long rest.
Spell Manipulation
When you reach 6th level, you knowledge of the inner workings of spells becomes enough that you can tamper with the spells. When you cast a spell of 1st level or higher, you can do one of the following spell manipulations.
Change Damage Type. When you cast a spell that deals damage, you can change the damage type to one the following damage types of your choice: fire, cold, acid, poison, lightning, bludgeoning peeing, slashing, necrotic, radiant, or psychic.
Change Material Components. When you cast a spell that requires material components, you can change the material components to any other object, worth the same gp value.
Change Duration. When you cast a spell that has a duration greater than instantaneous and requires concentration, you can cast it without requiring concentration. If you do this, the duration is until the end of your next turn.
Arcane Investigation
Beginning at level 10, you are skilled at using you spells as a tool for investigation. As an action, you can expend a spell slot and touch an object. The DM tells you what the object is, and tells you some rudimentary information about the object, which could include information about it's history or it's purpose.
Additionally, when you touch a cursed object, you immediately know. This does not tell you what the curse is.
Arcane Master
At 14th level, you become a master of replicating and investigating the arcane. Once between long rests as an action when you are within 5 feet of a magical effect such as a glyph of warding or a magic item, you can expend a spell slot of a level equal to the level of the spell or higher. If the magical effect is not a spell, such as a magic item, the DM determines the level of spell slot you must expend.
When you do this, you gain an insight into the magical effect. The DM tells you what the magical effect is (such as what magic item it is for a magic item, or what spell it is for a spell), and you write down the magical effect in your spellbook.
When preparing spells for the day, you can choose to prepare a magical effect you wrote down instead of one of your spells. While a magical effect is prepared, you can use your action to replicate the magical effect. When you do this, you must expend a spell slot of the same level of the magical effect, and erase the magical effect fro your spellbook.
When you replicate the effect, you create the same effect the magical effect did. For example, if the magical effect was a Private Sanctum spell, you cast the Private Sanctum spell. If the magical effect was a vorpal sword, you turn a sword into a vorpal sword. However long the effect normally lasts, your replicated effect lasts for a minute.
Barbarians who follow the Path of the Marksmen use their rage to fuel feats of super-human accuracy. They hone there skills with the bow or crossbow until they are true marksmen. Rage is a focusing tool for them, to improve their marksmanship skills. The path of the marksmen focuses, not on the graceful and dexterous maneuvers usually uses withed ranged weapons, but on using brute strength and rage to fuel their sharpshooting.
Primal Marksmanship
When you choose the path at 3rd level, you learn the fundamentals of the path of the marksmen. You can use your strength instead of your dexterity for ranged weapons. You can also use your reckless attack and brutal critical features with ranged weapons, in addition to being able to use them with melee weapons.
Additionally, while raging, you can add the rage damage bonus to attack rolls made with ranged weapons.
Devestating Shot
Starting at 3rd level, your can unleash devastatingly powerful attacks. When you beat a creature's armor class by 5 or more with a ranged weapon attack, you can cause the attack to be a devastating shot. When you hit a creature with a devastating shot, you deal an additional 1d4 damage. You can unleash a devastating shot only once per turn.
The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
Cripple Target
Begging at level 6, you become a master of crippling your targets. When you hit a creature with a investigating shot, the target must make a constitution saving throw, with DC equal to 8 + your strength modifier + your proficiency bonus. On a failed save, the creature's armor class is decreased by 1 and it's walking speed is decreased by 10 feet.
These effects last until the end of your next turn.
Shaprshooter
When you reach 10th level, you become a skilled sharpshooter. You gain a special aim action. When you take this action, you gain a +5 bonus to your next attack roll made before the end of your next turn.
Additionally, if you use your devastating shot after taking the aim action, you roll twice the number of extra damage die you would normally. If a creature fails the save for cripple target by 5 or more after using you aim action, the creature is also incapacitated for a round.
You can do this a number of times equal to your proficiency bonus, regaining use after a long rest.
Unerring Strike
When you reach level 14, your accuracy when raging is truly unerring. While raging, when you make take the attack on your turn to attack with a ranged weapon, you can replace all the attacks you would normally make to fire with unerring accuracy. When you do this, you make a ranged attack. This attack automatically scores a critical hit, and instead of rolling damage for the attack, you can do the maximum possible damage.
You can do this only once between long rests.
Seed of Growing
Wonderous Item, Uncommon
This small, ordinary-looking seed measures 1/4 of an inch in diameter and weighs an a few grams. Typically, 1d2 + 3 Seeds of Growing are found together.
As an action, you can plat the seen in a point within 5 feet of you, in the ground. To do this, their must be dirt, soil, or other such ground below the point you plant the seed in. At the start of your next turn, the seed bursts up, instantly growing into your choice of dense foliage or a tree.
Dense Foliage. A 10 foot square of dense foliage that is 5 feet tall grows around the point where the planted the seed. The dense foliage lasts for an hour, before rumbling to dust. The foliage counts as difficult terrain, and lightly obscures creatures in it or behind it. It has an armor class of 11, vulnerability to fire and slashing damage damage, immunity to poison and psychic damage, and 10 hp.
Tree. A 25 feet tall tree with a 5 foot diameter base grows on the point you planted the seed. Creatures in the area of the tree are harmlessly pushed to the side, to the nearest unoccupied space. The tree lasts for an hour, before crumbling to dust. It heavily obscures creatures behind it, and provides as cover. It has an armor class of 13, vulnerability to fire damage damage, resistant to bludgeoning and piercing damage, immunity to poison and psychic damage, and 20 hp. Additionally, if the tree takes 4 damage or less, i can instead take no damage.
This set of alchemist's supplies is infused with arcane energy. This magic item has 3 charges. As an action, you can expend a charge to instantly create a potion of healing. The potion created by this magic item appears in your hands, and lasts for 24 hours, before turning into plain water.
Additionally, you can use an action and expend 3 charges to choose one of your features that has a limited number of uses between short or long rests, such as a fighter's action surge or a barbarian's rage. When you do this, you loose a use of the feature as if you had just used it, and a potion with a clear fluid inside appears in your hand. It lasts for 24 hours, or until it is drank. A creature can use it's action to drink the potion. When it does, it gains the benefit of the feature, as if it has just used it.
Finally, when you cast a spell while in possession of the alchemist's supplies, you can instead of casting the spell, spend 3 charges to cast it into the alchemist's supplies. When you do this, the spell is cast as normal, but the effect does not happen, and a potion with a clear liquid appears in your hands. It lasts for 24 hours, or until it is drank. A creature can use it's action to drink the potion. When it does, it casts the spell.
Vile of Shaping
Potion, Very rare
This small vile contains a thick, silvery liquid. As an action, you can uncork the vile. When you do so, the metal begins to flow out of the vile, hardening instantly. Choose any shape, that is 15 by 15 by 15 feet or smaller. That shape forms instantly in a point of your choice within 20 feet of you, made out of magical metal.
The object created by this lasts for 24 hours, before disintegrating into a metal powder. It weighs 448,000 pounds, regardless of what the object is. If a creature in in the area the object is created in, the creature is harmlessly pushed out of the way, to the nearest unoccupied space.
The object has an armor class of 19; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage; and 30 hit points. Additionally, if it is takes 5 damage or less, it instead takes no damage.
After the vile is uses, it cannot be used again until it is refilled. To refill it, you must spend 48 hours and 1,000 go worth of steel.
Biosphere Golem's are massive, towering earthen golems. They are covered in plants, from grass, to trees, to moss and mushrooms. It's surface is postmarked with caves, where more plants and all kinds of animals live.
The golem makes it it's job to take care of the many plants and animals who call the golem their home. They take care of the plants and animals, giving food, water, and anything else they need.
Biosphere golems live far removed from humanoid civilization, where nature flourishes. Although they are generally peaceful and mind their own business, if someone threatens the plants and animals they take care of, the biosphere golem can become a force to recon with.
On first glance the spell of arcane discoveries' level 6 ability seems quite powerful. Like near overpowered. The concentration removal, ending at the end rather than the start of your next turn can result in you doing some crazy shenanigans. Also the damage type change steps on the already very powerful scribes wizard.
I'm currently looking at the rest of he stuff, but other than that possibly broken level 6 ability, the subclass looks cool!
These are amazing. The Gatewarden is the coolest non-Tasha's fighter possible and seems relatively balanced, and the magic items and Biosphere Golem are all awesome.
The School of Arcane Discoveries has many, many intriguing abilities, but I just feel like features such as Arcane Investigation just lack "omph". In addition, the Arcane Master effect is a bit confusing (but doable).
The Path of the Marksman seems a bit OP and repetitive (you gain a bonus to ranged weapon attacks, your opponent loses AC, you gain a bonus to ranged weapon attacks) and I feel like something akin to the Gunslinger's Trick Shots would be more than welcome for this otherwise intriguing subclass.
Thanks a ton for the feedback! I'll add something like a gunslinger trick shots or battle master maneuvers to marksmen barbarian. As for arcane discoveries, I had no idea what I was doing....
Do like maybe 3 different types of trick shots, which you get for the marksmen.
These are amazing. The Gatewarden is the coolest non-Tasha's fighter possible and seems relatively balanced, and the magic items and Biosphere Golem are all awesome.
The School of Arcane Discoveries has many, many intriguing abilities, but I just feel like features such as Arcane Investigation just lack "omph". In addition, the Arcane Master effect is a bit confusing (but doable).
The Path of the Marksman seems a bit OP and repetitive (you gain a bonus to ranged weapon attacks, your opponent loses AC, you gain a bonus to ranged weapon attacks) and I feel like something akin to the Gunslinger's Trick Shots would be more than welcome for this otherwise intriguing subclass.
Thanks a ton for the feedback! I'll add something like a gunslinger trick shots or battle master maneuvers to marksmen barbarian. As for arcane discoveries, I had no idea what I was doing....
Do like maybe 3 different types of trick shots, which you get for the marksmen.
On first glance the spell of arcane discoveries' level 6 ability seems quite powerful. Like near overpowered. The concentration removal, ending at the end rather than the start of your next turn can result in you doing some crazy shenanigans. Also the damage type change steps on the already very powerful scribes wizard.
I'm currently looking at the rest of he stuff, but other than that possibly broken level 6 ability, the subclass looks cool!
Ok! I'll try to change it. Thanks for the feedback!
Gatewarden First off, I like the concept. It's very unique yet also easy to picture- area denial.
Defend: Good, but I feel like it's standing on the Paladin's toes a bit. Also, that bonus to AC is huge at higher levels. Give this to a bladesinger and they're essentially impossible to hit. Gatewarden Magic: So... why do they get magic or proficiency in those skills? It doesn't really fit the theme, IMO. Arcane Deflection: This feature says "object or creature," but Defend only says "a creature." One of the two needs to be changed. Otherwise, this feature is solid, though the wording is usually "once you use this feature, you can't use it again until you finish a long rest." Oh, and I'd recommend you change the recharge duration to a short rest, like most Fighter features. Guardian's Gate: Interesting feature, but the execution feels a bit off to me. Most adventuring parties don't stay in one place. Parry: A solid feature, but I think it would fit more if it worked on other creatures, instead of you. Defender's Might: This is just a bonus to your existing features, and is somewhat of a letdown for a capstone.
Overall, I think you had a great concept, but some of the execution could use some work.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
For the gate, it's mainly meant for setting up before taking a long rest, in case you get attacked while sleeping. But yeah, it's not super good.
Party can be used on others.
As for the capstone, I mean, you also get a 5th level spell so...
Yes, but it's at the expense of one of your other (very useful) features.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Defend: Cool! Seems like a fun and useful ability for this subclass.
Gatewarden Magic: I like this feature, it really helps the idea of a spellcasting guard. However, I feel this treads a bit on the Eldritch Knight's toes.
Arcane Deflection: A fun and useful ability, but I feel you should be able to use is more before your next long rest, and the same is the same as the War Magic Wizard subclass 2nd level ability.
Guardian's Gate: Awesome! A cool ability that you can use to further protect your friends.
Parry: Really amazing, but I feel that it should be within your weapon's reach instead of 10 feet away.
Defender's Might: A perfect powerful capstone ability.
Overall Subclass: A pretty balanced and cool subclass. 7/10.
School of Arcane Discoveries:
Arcane Fundementals: Perfect ability that fits the subclass, but you spelled fundamentals wrong.
Spell Detection: This ability is extremely helpful and useful, but it seems a teensy bit like detect magic.
Spell Manipulation: Cool, but I think there should be some limit on how many times you can use it, and under Change Damage Type, you wrote peeing instead of piercing.
Arcane Investigation: This ability seems a bit too niche for my liking, especially for a 10th level ability.
Arcane Master: This ability is quite confusing and I feel it could have been executed better.
Overall Subclass: I feel like this subclass is a little too overpowered and underpowered at the same time. 4/10.
Path of the Marksmen:
Primal Markmanship: This lets you be a ranged Barbarian. Cool!
Devastating Shot: Cool, but don't you almost always beat a creature's armor class by 5 or more?
Cripple Target: Cool and useful, but what is an "investigating shot"? Did you mean Devastating Shot?
Sharpshooter: Can you use each of those features a number of times equal to your proficiency bonus, or just one?
Unnering Strike: Pretty straightfoward.
Overall Subclass: Mostly cool, but the features seem a little repetitive, and it seems a little boring. 5/10.
Rollback Post to RevisionRollBack
Erean Cabenrith a Variant Human Cleric (Light Domain)
Defend: Cool! Seems like a fun and useful ability for this subclass.
Gatewarden Magic: I like this feature, it really helps the idea of a spellcasting guard. However, I feel this treads a bit on the Eldritch Knight's toes.
Arcane Deflection: A fun and useful ability, but I feel you should be able to use is more before your next long rest, and the same is the same as the War Magic Wizard subclass 2nd level ability.
Guardian's Gate: Awesome! A cool ability that you can use to further protect your friends.
Parry: Really amazing, but I feel that it should be within your weapon's reach instead of 10 feet away.
Defender's Might: A perfect powerful capstone ability.
Overall Subclass: A pretty balanced and cool subclass. 7/10.
School of Arcane Discoveries:
Arcane Fundamentals: Perfect ability that fits the subclass, but you spelled fundamentals wrong.
Spell Detection: This ability is extremely helpful and useful, but it seems a teensy bit like detect magic.
Spell Manipulation: Cool, but I think there should be some limit on how many times you can use it, and under Change Damage Type, you wrote peeing instead of piercing.
Arcane Investigation: This ability seems a bit too niche for my liking, especially for a 10th level ability.
Arcane Master: This ability is quite confusing and I feel it could have been executed better.
Overall Subclass: I feel like this subclass is a little too overpowered and underpowered at the same time. 4/10.
Path of the Marksmen:
Primal Markmanship: This lets you be a ranged Barbarian. Cool!
Devastating Shot: Cool, but don't you almost always beat a creature's armor class by 5 or more?
Cripple Target: Cool and useful, but what is an "investigating shot"? Did you mean Devastating Shot?
Sharpshooter: Can you use each of those features a number of times equal to your proficiency bonus, or just one?
Unnering Strike: Pretty straightfoward.
Overall Subclass: Mostly cool, but the features seem a little repetitive, and it seems a little boring. 5/10.
Thanks for the feedback! Your thoughts have been noted for when I revise them.
This seems like kind of a cool magic item, if you were running away from enemies you could make a bunch of shrubs pop up to stop them. I do think the tree should only have resistance to piercing and slashing damage but have more hit points.
Arcane Alchemist's Supplies:
Awesome magic item! Nothing much to say about it, but is does seem kind of OP for a rare magic item.
Vile of Shaping:
A cool and interesting magic item. Not sure what you'd use it for though.
Biosphere Golem: A cool and well designed monster.
Rollback Post to RevisionRollBack
Erean Cabenrith a Variant Human Cleric (Light Domain)
I have a suggestion: A spirit KOBOLD, because Kobolds are the best things ever. Or maybe a Draconic Aspect Van-Richten's Style lineage? Or my final idea, a draconic-style version of the Hollow One supernatural boon (you become part dragon, but the benefits are mostly just surface)
School or arcane discoveries v2.0, path of the marksmen v2.0 and gatewarden v1.1 will all be released later today or tomorrow. The prophet sorcerer revision of premonitions bard and way of unity v2.0 will also rerelased later today or tomorrow.
Additionally, to celebrate Fizban's Treasury of Dragons, I will be creating a spirit dragon monster and one other suggested dragon monster! The only restrictionst on what can be submitted for consideration are that it must be a dragon or dragon related monster, and it must be different enough from the current, existing dragons.
-HomebrewMindFlayer
How about a chaotic neutral dragon of some kind. I don’t care what it is as long as it is chaotic neutral and has abilities that are based around movement and changing and stuff. Maybe make it smaller than average?
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
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Yep
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Update:
I'm really sorry it's been taking so long everyone! I'm not great at making races, and I chose the hardest variant rules on my list to make. Because of this, along with my extremely busy few weeks, I was not able to finish as fast as I wanted to.
I'm still somewhat far from my goal, and with other dnd stuff I'm working on, it would be a while until I could release the content. I didn't want to release less content then I was planning, lower quality content, or force you all to wait another month. So what I decided to do it takes the release 4 I was planning on, and make it release 5. I'll replace release 4 with easier stuff (I'm planning on having 3 subclasses, 2-4 magic items, and 1 or 2 monsters) so I can finish soon. I should be able to release within a few days, possibly even today depending on how fast I am.
Sorry for the disappointment and delays. I hope you enjoy this next release.
-HomebrewMindFlayer.
Release Four Content, Revised Version:
I am an average mathematics enjoyer.
>Extended Signature<
That's quite alright, I'm just scared of the School of Arcane Discovery... We have Anthropologists and Archaeologists now!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I'm just afraid I wasn't be able to do thew amazing concept justice!
I am an average mathematics enjoyer.
>Extended Signature<
I'm sure it will be thrilling.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Candlekeep's Secret Scrolls 4: Gatewarden, School of Arcane Discoveries, Path of the Marksmen, Magic Items, and Biosphere Golem
I am an average mathematics enjoyer.
>Extended Signature<
These are amazing. The Gatewarden is the coolest non-Tasha's fighter possible and seems relatively balanced, and the magic items and Biosphere Golem are all awesome.
The School of Arcane Discoveries has many, many intriguing abilities, but I just feel like features such as Arcane Investigation just lack "omph". In addition, the Arcane Master effect is a bit confusing (but doable).
The Path of the Marksman seems a bit OP and repetitive (you gain a bonus to ranged weapon attacks, your opponent loses AC, you gain a bonus to ranged weapon attacks) and I feel like something akin to the Gunslinger's Trick Shots would be more than welcome for this otherwise intriguing subclass.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Thanks a ton for the feedback! I'll add something like a gunslinger trick shots or battle master maneuvers to marksmen barbarian. As for arcane discoveries, I had no idea what I was doing....
I am an average mathematics enjoyer.
>Extended Signature<
I love the magic items and monster! I haven’t read the subclasses yet.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
On first glance the spell of arcane discoveries' level 6 ability seems quite powerful. Like near overpowered. The concentration removal, ending at the end rather than the start of your next turn can result in you doing some crazy shenanigans. Also the damage type change steps on the already very powerful scribes wizard.
I'm currently looking at the rest of he stuff, but other than that possibly broken level 6 ability, the subclass looks cool!
Do like maybe 3 different types of trick shots, which you get for the marksmen.
Ok!
I am an average mathematics enjoyer.
>Extended Signature<
Ok! I'll try to change it. Thanks for the feedback!
I am an average mathematics enjoyer.
>Extended Signature<
Alright, here's some feedback.
Gatewarden
First off, I like the concept. It's very unique yet also easy to picture- area denial.
Defend: Good, but I feel like it's standing on the Paladin's toes a bit. Also, that bonus to AC is huge at higher levels. Give this to a bladesinger and they're essentially impossible to hit.
Gatewarden Magic: So... why do they get magic or proficiency in those skills? It doesn't really fit the theme, IMO.
Arcane Deflection: This feature says "object or creature," but Defend only says "a creature." One of the two needs to be changed. Otherwise, this feature is solid, though the wording is usually "once you use this feature, you can't use it again until you finish a long rest." Oh, and I'd recommend you change the recharge duration to a short rest, like most Fighter features.
Guardian's Gate: Interesting feature, but the execution feels a bit off to me. Most adventuring parties don't stay in one place.
Parry: A solid feature, but I think it would fit more if it worked on other creatures, instead of you.
Defender's Might: This is just a bonus to your existing features, and is somewhat of a letdown for a capstone.
Overall, I think you had a great concept, but some of the execution could use some work.
All stars fade. Some stars forever fall.
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Homebrew: Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Yes, but it's at the expense of one of your other (very useful) features.
All stars fade. Some stars forever fall.
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Homebrew: Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Here, I can give some feedback
Gatewarden:
Defend: Cool! Seems like a fun and useful ability for this subclass.
Gatewarden Magic: I like this feature, it really helps the idea of a spellcasting guard. However, I feel this treads a bit on the Eldritch Knight's toes.
Arcane Deflection: A fun and useful ability, but I feel you should be able to use is more before your next long rest, and the same is the same as the War Magic Wizard subclass 2nd level ability.
Guardian's Gate: Awesome! A cool ability that you can use to further protect your friends.
Parry: Really amazing, but I feel that it should be within your weapon's reach instead of 10 feet away.
Defender's Might: A perfect powerful capstone ability.
Overall Subclass: A pretty balanced and cool subclass. 7/10.
School of Arcane Discoveries:
Arcane Fundementals: Perfect ability that fits the subclass, but you spelled fundamentals wrong.
Spell Detection: This ability is extremely helpful and useful, but it seems a teensy bit like detect magic.
Spell Manipulation: Cool, but I think there should be some limit on how many times you can use it, and under Change Damage Type, you wrote peeing instead of piercing.
Arcane Investigation: This ability seems a bit too niche for my liking, especially for a 10th level ability.
Arcane Master: This ability is quite confusing and I feel it could have been executed better.
Overall Subclass: I feel like this subclass is a little too overpowered and underpowered at the same time. 4/10.
Path of the Marksmen:
Primal Markmanship: This lets you be a ranged Barbarian. Cool!
Devastating Shot: Cool, but don't you almost always beat a creature's armor class by 5 or more?
Cripple Target: Cool and useful, but what is an "investigating shot"? Did you mean Devastating Shot?
Sharpshooter: Can you use each of those features a number of times equal to your proficiency bonus, or just one?
Unnering Strike: Pretty straightfoward.
Overall Subclass: Mostly cool, but the features seem a little repetitive, and it seems a little boring. 5/10.
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here
Thanks for the feedback! Your thoughts have been noted for when I revise them.
Got any feedback on the magic items?
I am an average mathematics enjoyer.
>Extended Signature<
Feedback for the magic items (and monster)
Seed of Growing:
This seems like kind of a cool magic item, if you were running away from enemies you could make a bunch of shrubs pop up to stop them. I do think the tree should only have resistance to piercing and slashing damage but have more hit points.
Arcane Alchemist's Supplies:
Awesome magic item! Nothing much to say about it, but is does seem kind of OP for a rare magic item.
Vile of Shaping:
A cool and interesting magic item. Not sure what you'd use it for though.
Biosphere Golem: A cool and well designed monster.
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here
yes!!! kobolds need more.
N/A
How about a chaotic neutral dragon of some kind. I don’t care what it is as long as it is chaotic neutral and has abilities that are based around movement and changing and stuff. Maybe make it smaller than average?
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.