I have used this item for two campaigns now and my players love using it to create some cool scenarios. Here a few stories about what has happened with this item.
Story 1: My players were fighting this character called Yone who another character called Yasuo tried to resurrect after managing to complete his task to gain ultimate power by getting everyone into death saves. All the players had been killed by Yasuo at some point except for Justin Time who Yasuo decided to save. Anyway so they fight the boss Yone whos fighting them because he wants to stay dead for his honor and at the near end of the boss fight Bacon goes after Yasuo for killing the others who were still littered around and kills him. Justin time gets all upset and uses the ring to resurrect Yasuo. Bacon who has just joined the party now doesn't know who killed the rest as Yasuo hides the bodies and the two decide not to summon Yone. Then of course as the lovely dm I am, I set the very feared villain of the campaign Neskur on them. He takes the souls from Yasuo as they tell the new player characters who just showed up to run as they see the familiar portal. They all split up and Neskur resurrects Yone himself. Except Yone goes after Neskur this time as he was the one who resurrected him. They all end up separated in the woods as they use d20s to see who they encounter in the trees. Be it Neskur, a party member or Yone. This entails with the group journeying with Yone to kill Neskur.
Story 2: This is before Yasuo was revealed as the traitor. A cave elf told the group they had a darkness hiding in the party. Jesus decides it has to be Yasuo though the group thinks otherwise. He then uses all the charges on the ring to try and get them to listen to him after sending a secret note to Steffen to make sure he knows not to trust Yasuo. He fails and is lost to the void.
The Paradox class looks pretty cool, I wonder if the 6th level feature is perhaps either a bit gameable (get someone to punch you afterwards to get a minimal damage) or a bit weak (delay the damage by one turn, unless the enemies all die).
I wonder if it would be too difficult to state that you can borrow a nat 20 from the future instead - after you make a save or an ability check, you can use the feature to make it a nat 20 - but your next nat 20 is instead considered a nat 1. You could also add that it could be used to make the attack miss, something like:
Glimpse of the Future
Starting at 6th level, you can use your future self's knowledge to aid you, at a cost. When you are hit by an attack , or have rolled a skill check or save (but before you know whether it has succeeded) you can use a reaction to activate this ability. If you were hit by an attack, the attack instead misses. If you rolled a skill check or save, then the result is changed to a natural 20. After you use this ability, the next natural 20 that you roll is instead considered a natural 1. You cannot use this ability again until you either roll a natural 20, or you spend at least two hours meditating to aid your past self. This can be part of a long rest.
That way you're gambling that the failure now is worse than the natural 1 failure in the future, or that you can stop and meditate for 2 hours before you do anything dangerous again!
I had a strange dream tonight. A dream in which everything had a yellow taint. A dream that promised me with great power... The only thing I must do... is... finding the... Yellow... Sign...! *drifts off into insanity*
For my DM submission, I have nothing else than Hastur himself, the King in Yellow:
For my Inspirational Option, I will likely, if I find enough time, take a glimpse at what looms behind the Gate of Finis... :-) This power is so great, it deserves a whole encounter devoted to it instead of just a mere single statblock.
Semako, Master of the Boss Monster makes a triumphant return!
A few comments: first, I don't think you need to list as many spells under Innate Spellcasting. The reason being is that weird being an at-will spell makes many of the other options vastly subpar. WotC seems to have switched its style to include Spellcasting as an action, rather than a trait. In doing so, they've made it a priority to slim down spell lists. This is not critical for your brew, though. On the topic, I like that dimension door is at-will, but it would be very painful from an action economy standpoint to have it absorb Hastur's entire action. Consider adding the Teleport action as a bonus action.
Related: Reveal Visage feels like a mighty shock-and-awe ability that should have a recharge, rather than something you'd want to be available every turn. Totally up to you, though.
Next up, I really like Eldritch Tentacles, but it feels more like a lair action than a trait. As I value brevity in stat blocks, this may come as a shock, but I think you could do well with a set of lair actions, or at least regional effects related to dreams and madness. On the other hand, you may not want to deprive Hastur of Eldritch Tentacles when he incurs into another dimension. On the third hand, there's nothing saying that a DM can't rule that a Hastur's lair is wherever it currently resides. Yellow Mist has a similar feel.
Lastly, related to the spellcasting bit: I don't think this guy is doing enough damage for a level-30 apocalyptic entity. Some back-of-the-envelope math: If it uses Multiattack, it can deal 88 damage with weird (assuming it hits four targets), 128 damage if it uses its attack sequence. Let's say Hastur has two creatures hit by Eldritch Tentacles each round, for another 36 damage. With its legendary actions, let's say two creatures are hit by Devour (which is a great ability BTW, I really like attacks that build on other effects) for another 108 damage. Unless I'm way off, the best sequence it's dealing about 272 damage per round. In the DMG, a level-30 monster should be dishing out 303-320 damage. Here's the solution I think would make sense: just change the Multiattack option form an OR to an AND statement. Keep Unspeakable Appearance, then allow it to cast a spell AND attack thrice. On a related note, the Attack legendary action could probably use a boost to allowing two attacks. Otherwise it'll essentially never be a good choice.
Another stylistic point: consider dropping Fulvous Dreams and Yellow Sign out of the stat block and into the description text. You already have a good description of the Yellow Sign, and it's not an ability that I would see Hastur using in combat, for reasons of action economy. Ditto with Fulvous Dreams on the in-combat part. Remember, a stat block need not contain an exhaustive list of abilities that the monster can access, just what's relevant for the DM to run an encounter.
Now the good news: Cosmic Magic and Reality-Defying Existence are excellent and thematic. I wouldn't change Cosmic Magic except to maybe explicitly affect dispel magic and counterspell. Reality-Defying Existence could be simplified by just stating that while Hastur exists on the Material or Ethereal Planes, it can see and target creatures that exist on both.
If anybody out there is an expert on monster design, my comments could use a second opinion.
Thanks for your feedback! :-)
Do you think that weird is so strong? I think his other spells, including at-will ones, can be a lot more impactful than this considering Weird is easily blocked by fear immunity (Heroes' Feast, Paladin aura...); but I really like the theme of it.
Regarding the spellcasting trait, I will stick with the older version :). I really do not like the direction MotMM takes, I prefer monsters having more options (and thus give monsters with a greater focus on spellcasting or psionics spell slots, as I did with the Eldest for example); and spellcasting is not exclusively used as an action, as Hastur can cast spells with a legendary action too - including Dimension Door to teleport around. Which spells would you suggest me to remove?
Reveal Visage could be a recharge, yes. On the other hand my thought was that Hastur won't actually be able to move within 5 feet of an enemy quite often to use that ability considering his Eldritch Tentacles restrain creatures up to 30 feet away from him and he only has limited movement speed. On top of that it can affect every creature only once, and being immune to the frightened condition defeats it anyways, so I felt it had enough counterplay; and one recharge less keeps the already complex monster a bit more simple. Maybe I was overlooking something?
I was considering lair actions or regional effects... but I don't think anyone will fight Hastur in his lair on Carcosa; he will rather be fought somewhere else like on the Material Plane when a cult summons him. The Eldritch Tentacles work like an aura (most comparable to auras from monsters like the ice troll or Imix), so I am not sure how I could have them work as a lair action? Of course if I add lair actions I could have him summon even more tentacles in his lair... :-D If adding lair actions, the Yellow Mist like you mentioned could also become part of one of these. I will consider giving Hastur lair actions if I find time - but I am busy with both university stuff and my inspirational option for which I need to create two CR 30 statblocks plus minions :-D
Regarding the damage output, I originally had it attack thrice and use a spell on its turn, but felt that might be a bit overloaded and thus changed it to OR. I also kept his damage comparatively low on purpose as he has lots of powerful CC options and debuffs, which would make the battle way too swingy if he also had a much higher damage output. In addition, you need to take into account that Cosmic Orb is an AoE, so he might be able to hit multiple targets with it, and he can use it with its Attack legendary action as well.
Fulvous Dreams could be part of the description, yes. I used the Pathfinder statblock of Hastur as an inspiration for mine, there it was part of the description. I am not sure if the description is the right place for it, since it is an actual active ability that allows him to cast a certain spell in a certain way? Moving it to the description would mkae the statblock shorter of course. I will likely keep the Yellow Sign in the actual statblock though, since it is an action to place it, and he can make use of it in combat by adding an effect of the Symbol spell to the sign - which triggers once per round for each creature until the sign is dispelled.
The Paradox class looks pretty cool, I wonder if the 6th level feature is perhaps either a bit gameable (get someone to punch you afterwards to get a minimal damage) or a bit weak (delay the damage by one turn, unless the enemies all die).
I wonder if it would be too difficult to state that you can borrow a nat 20 from the future instead - after you make a save or an ability check, you can use the feature to make it a nat 20 - but your next nat 20 is instead considered a nat 1. You could also add that it could be used to make the attack miss, something like:
Glimpse of the Future
Starting at 6th level, you can use your future self's knowledge to aid you, at a cost. When you are hit by an attack , or have rolled a skill check or save (but before you know whether it has succeeded) you can use a reaction to activate this ability. If you were hit by an attack, the attack instead misses. If you rolled a skill check or save, then the result is changed to a natural 20. After you use this ability, the next natural 20 that you roll is instead considered a natural 1. You cannot use this ability again until you either roll a natural 20, or you spend at least two hours meditating to aid your past self. This can be part of a long rest.
That way you're gambling that the failure now is worse than the natural 1 failure in the future, or that you can stop and meditate for 2 hours before you do anything dangerous again!
I might do something similar to that. Maybe I'll borrow from the Tides of Chaos that Sorcerer has. Basically, you get one auto success or an automatic miss, and the DM gets to decide when you take the natural 1. I'll think about this. Thanks for the feedback!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
What I see already is astounding. It's all amazing. I'm also loving all the feedback, it tells me that people care more about creating good content and having good time than wining, which is always nice to see.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Do you think that weird is so strong? I think his other spells, including at-will ones, can be a lot more impactful than this considering Weird is easily blocked by fear immunity (Heroes' Feast, Paladin aura...); but I really like the theme of it.
This is embarrassing. I forgot that weird doesn't do any damage unless the character is frightened.
Fulvous Dreams could be part of the description, yes. I used the Pathfinder statblock of Hastur as an inspiration for mine, there it was part of the description. I am not sure if the description is the right place for it, since it is an actual active ability that allows him to cast a certain spell in a certain way? Moving it to the description would mkae the statblock shorter of course.
Yeah this is down to personal preference. In my mind, since dream takes a minute to cast, it is essentially useless for encounter purposes. But if you don't share my philosophy that stat blocks = shortened summaries for encounter purposes, then it's fair game. There is also another way to recast Fulvous Dreams + Yellow Sign, which is to mimic the stat blocks of demon lords,consider Zuggtmoy, wherein there is a table of unique madness effects that is referenced in the "infestation spores" ability. This would allow you to tighten up some of the language by outsourcing the description of the yellow sign madness to the table.
Regarding the spellcasting trait, I will stick with the older version :). I really do not like the direction MotMM takes, I prefer monsters having more options (and thus give monsters with a greater focus on spellcasting or psionics spell slots, as I did with the Eldest for example); and spellcasting is not exclusively used as an action, as Hastur can cast spells with a legendary action too - including Dimension Door to teleport around.
Which spells would you suggest me to remove?
Fair enough. I'm a bit of a WotC patriot, myself. I'm mostly looking at the lower-powered spells like dissonant whispers and Tasha's mind whip. Again, in my mind, these aren't worth the action economy cost when Hastur can spit out a synaptic static at will, which is a higher-level spell. Mirage arcane also jumps out because of the 10 minute casting time. But that's based on my philosophy as described above.
Reveal Visage could be a recharge, yes. On the other hand my thought was that Hastur won't actually be able to move within 5 feet of an enemy quite often to use that ability considering his Eldritch Tentacles restrain creatures up to 30 feet away from him and he only has limited movement speed. On top of that it can affect every creature only once, and being immune to the frightened condition defeats it anyways, so I felt it had enough counterplay; and one recharge less keeps the already complex monster a bit more simple. Maybe I was overlooking something?
This is a good point. The range is very short, though as long as Hastur can use dimension door as a part of multiattack, there is the opportunity for it to teleport in, use the remainder of its multiattack, and use reveal visage as a bonus action. Still, the multitude of ways to block the frightened condition makes it somewhat underwhelming, and again, using dimension door as part of multiattack is probably not a great move. I'll think more on this, but suppose reveal visage were a recharge ability that takes an action and can be used as a part of multiattack, when available, AND teleport were a bonus action, then you'd get the movement dividends without eating up the spell part of multiattack. As for the weakness of the frightened condition, one could simply drop that condition from the ability using the logic that Hastur's form is less a fear effect and more a reality-breaking experience. Now I'm just spitballing. =]
I will consider giving Hastur lair actions if I find time - but I am busy with both university stuff and my inspirational option for which I need to create two CR 30 statblocks plus minions :-D
Good luck with uni. I'm looking forward to seeing the encounter.
Regarding the damage output, I originally had it attack thrice and use a spell on its turn, but felt that might be a bit overloaded and thus changed it to OR. I also kept his damage comparatively low on purpose as he has lots of powerful CC options and debuffs, which would make the battle way too swingy if he also had a much higher damage output. In addition, you need to take into account that Cosmic Orb is an AoE, so he might be able to hit multiple targets with it, and he can use it with its Attack legendary action as well.
That's fair. If two or three targets are hit by cosmic orb, then the damage output easily falls within the right range. On the other hand, it is a CR 30, haha.
The Paradox with feedback! I'm gonna delete the previous versions now.
The class looks good, though I would reword the blurb for the "Glimpse of the Future", as it calls out attacks still but lets you use it for skill checks. Changing it to something like "You can draw on knowledge from your future self to aid you".
I really like the Paradox, I did have an idea (and feel free to say "nah") to make it a bit less book-keepy, and so that the borrowing from the future isn't on the DM but on the player:
What if your borrowing from the future instead affects your rests? for example, Temporal Loan doesn't require you to perform a ritual, it simply prevents you recovering spell slots the next time you rest. You could word it as "Whenever you recover one or more spell slots, you can choose to immediately expend any number of them to pay off your temporal loan". Allow your temporal loan to be as large as your proficiency modifier, EG at level 5 you can have a debt of up to 3 spell slots. With only 2 slots recovered, but recovering them over a short rest, that will make resting an important part of this class!
For Glimpse of the Future, you cold simply say "You can spend one hit die to make the attack miss or the check succeed". The gamble is that your characters next rest will be used to give you the glimpse of the future, rather than to try and heal their wounds! This takes the onus off the DM to remember to make an attack auto-hit you, and it also will reduce any "us vs them" feelings in a group! It also lets you gamble with doing it a number of times, but spending hit die to do so.
Question: Can I create blood hunter subclass as a submission for this competition? I was specifically thinking of making a order of the temporal nexus.
My submission for the Inspirational Options is called Astral Seals - an extension of the Planar Binding spell which, under the right circumstances, allows for extra-planar beings to be sealed inside of living vessels. While sealed, these beings grant their vessels cosmic power, but should the seal break, those beings would be released upon the material plane ready to seek revenge and wreak havoc.
These seals act as a simple way to add a second "stage" to a boss fight. If you defeat the vessel, you may risk unleashing an even more terrible evil upon the world by breaking the seal.
Question: Can I create blood hunter subclass as a submission for this competition? I was specifically thinking of making a order of the temporal nexus.
Question: Can I create blood hunter subclass as a submission for this competition? I was specifically thinking of making a order of the temporal nexus.
Voting will start May 22nd and will end at noon on June 1st. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including contestants. Please try to take the time to review and vote for every entry in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Noon in what timezone? Just wanted to clarify in case I'm running low on time with my brews!
This is my player option this time around. Its simple, but it has a lot of applications. I'm hoping everyone can see the beauty in its simplicity! Feel free to offer feedback, I always appreciate it!
I present:
Time Skip
LEVEL
3rd
CASTING TIME
1 Action Ritual
RANGE/AREA
Self
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Control
You and other creatures near you are launched forward in time. Each creature within 60 feet of you (including yourself) must make a Charisma saving throw (a creature can choose to fail this saving throw). On a failure, the time remaining for all active spells, effects, conditions, and effects that require concentration on those creatures is reduced by 1 minute.
If this spell is cast as a ritual, the time remaining for all active spells, effects, conditions, and effects that require concentration is reduced by 1 hour rather than 1 minute.
Voting will start May 22nd and will end at noon on June 1st. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including contestants. Please try to take the time to review and vote for every entry in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Noon in what timezone? Just wanted to clarify in case I'm running low on time with my brews!
I'm in the Pacific zone, so let's go with that. But I'm not going to be a jerk about it. =]
My submission for the Inspirational Options is called Astral Seals - an extension of the Planar Binding spell which, under the right circumstances, allows for extra-planar beings to be sealed inside of living vessels. While sealed, these beings grant their vessels cosmic power, but should the seal break, those beings would be released upon the material plane ready to seek revenge and wreak havoc.
The mechanics are still a work in progress, but Ill add the lore blurb for now to give an idea of what the final thing might look like.
Astral Seals
...
Now just to create confusion I want to submit Astral Seals the monster. :D
My submission for the Inspirational Options is called Astral Seals - an extension of the Planar Binding spell which, under the right circumstances, allows for extra-planar beings to be sealed inside of living vessels. While sealed, these beings grant their vessels cosmic power, but should the seal break, those beings would be released upon the material plane ready to seek revenge and wreak havoc.
The mechanics are still a work in progress, but Ill add the lore blurb for now to give an idea of what the final thing might look like.
Astral Seals
...
Now just to create confusion I want to submit Astral Seals the monster. :D
Id be lying if I said the thought didnt cross my mind
Rollback Post to RevisionRollBack
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Question about the inspirational category: Should the created brew be based on the seals themselves, or the thing(s) they were sealing? Could it be either?
I have used this item for two campaigns now and my players love using it to create some cool scenarios. Here a few stories about what has happened with this item.
Story 1: My players were fighting this character called Yone who another character called Yasuo tried to resurrect after managing to complete his task to gain ultimate power by getting everyone into death saves. All the players had been killed by Yasuo at some point except for Justin Time who Yasuo decided to save. Anyway so they fight the boss Yone whos fighting them because he wants to stay dead for his honor and at the near end of the boss fight Bacon goes after Yasuo for killing the others who were still littered around and kills him. Justin time gets all upset and uses the ring to resurrect Yasuo. Bacon who has just joined the party now doesn't know who killed the rest as Yasuo hides the bodies and the two decide not to summon Yone. Then of course as the lovely dm I am, I set the very feared villain of the campaign Neskur on them. He takes the souls from Yasuo as they tell the new player characters who just showed up to run as they see the familiar portal. They all split up and Neskur resurrects Yone himself. Except Yone goes after Neskur this time as he was the one who resurrected him. They all end up separated in the woods as they use d20s to see who they encounter in the trees. Be it Neskur, a party member or Yone. This entails with the group journeying with Yone to kill Neskur.
Story 2: This is before Yasuo was revealed as the traitor. A cave elf told the group they had a darkness hiding in the party. Jesus decides it has to be Yasuo though the group thinks otherwise. He then uses all the charges on the ring to try and get them to listen to him after sending a secret note to Steffen to make sure he knows not to trust Yasuo. He fails and is lost to the void.
Here is a link to the item for the DM Options Category:
The Ring of the Soulless
The Paradox class looks pretty cool, I wonder if the 6th level feature is perhaps either a bit gameable (get someone to punch you afterwards to get a minimal damage) or a bit weak (delay the damage by one turn, unless the enemies all die).
I wonder if it would be too difficult to state that you can borrow a nat 20 from the future instead - after you make a save or an ability check, you can use the feature to make it a nat 20 - but your next nat 20 is instead considered a nat 1. You could also add that it could be used to make the attack miss, something like:
Glimpse of the Future
Starting at 6th level, you can use your future self's knowledge to aid you, at a cost. When you are hit by an attack , or have rolled a skill check or save (but before you know whether it has succeeded) you can use a reaction to activate this ability. If you were hit by an attack, the attack instead misses. If you rolled a skill check or save, then the result is changed to a natural 20. After you use this ability, the next natural 20 that you roll is instead considered a natural 1. You cannot use this ability again until you either roll a natural 20, or you spend at least two hours meditating to aid your past self. This can be part of a long rest.
That way you're gambling that the failure now is worse than the natural 1 failure in the future, or that you can stop and meditate for 2 hours before you do anything dangerous again!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
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I also dabble in art on here (my art thread)
Thanks for your feedback! :-)
Do you think that weird is so strong? I think his other spells, including at-will ones, can be a lot more impactful than this considering Weird is easily blocked by fear immunity (Heroes' Feast, Paladin aura...); but I really like the theme of it.
Regarding the spellcasting trait, I will stick with the older version :). I really do not like the direction MotMM takes, I prefer monsters having more options (and thus give monsters with a greater focus on spellcasting or psionics spell slots, as I did with the Eldest for example); and spellcasting is not exclusively used as an action, as Hastur can cast spells with a legendary action too - including Dimension Door to teleport around.
Which spells would you suggest me to remove?
Reveal Visage could be a recharge, yes. On the other hand my thought was that Hastur won't actually be able to move within 5 feet of an enemy quite often to use that ability considering his Eldritch Tentacles restrain creatures up to 30 feet away from him and he only has limited movement speed. On top of that it can affect every creature only once, and being immune to the frightened condition defeats it anyways, so I felt it had enough counterplay; and one recharge less keeps the already complex monster a bit more simple. Maybe I was overlooking something?
I was considering lair actions or regional effects... but I don't think anyone will fight Hastur in his lair on Carcosa; he will rather be fought somewhere else like on the Material Plane when a cult summons him. The Eldritch Tentacles work like an aura (most comparable to auras from monsters like the ice troll or Imix), so I am not sure how I could have them work as a lair action? Of course if I add lair actions I could have him summon even more tentacles in his lair... :-D If adding lair actions, the Yellow Mist like you mentioned could also become part of one of these.
I will consider giving Hastur lair actions if I find time - but I am busy with both university stuff and my inspirational option for which I need to create two CR 30 statblocks plus minions :-D
Regarding the damage output, I originally had it attack thrice and use a spell on its turn, but felt that might be a bit overloaded and thus changed it to OR. I also kept his damage comparatively low on purpose as he has lots of powerful CC options and debuffs, which would make the battle way too swingy if he also had a much higher damage output. In addition, you need to take into account that Cosmic Orb is an AoE, so he might be able to hit multiple targets with it, and he can use it with its Attack legendary action as well.
Fulvous Dreams could be part of the description, yes. I used the Pathfinder statblock of Hastur as an inspiration for mine, there it was part of the description. I am not sure if the description is the right place for it, since it is an actual active ability that allows him to cast a certain spell in a certain way? Moving it to the description would mkae the statblock shorter of course.
I will likely keep the Yellow Sign in the actual statblock though, since it is an action to place it, and he can make use of it in combat by adding an effect of the Symbol spell to the sign - which triggers once per round for each creature until the sign is dispelled.
I might do something similar to that. Maybe I'll borrow from the Tides of Chaos that Sorcerer has. Basically, you get one auto success or an automatic miss, and the DM gets to decide when you take the natural 1. I'll think about this. Thanks for the feedback!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
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Looks amazing, I'm excited to get creating!
What I see already is astounding. It's all amazing. I'm also loving all the feedback, it tells me that people care more about creating good content and having good time than wining, which is always nice to see.
Good luck all!
I am an average mathematics enjoyer.
>Extended Signature<
The Paradox with feedback! I'm gonna delete the previous versions now.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Take your time and iterate. You can keep updating all month!
Of course. As the judge, I can't participate, meaning that I have to vicariously brew through you all.
This is embarrassing. I forgot that weird doesn't do any damage unless the character is frightened.
Yeah this is down to personal preference. In my mind, since dream takes a minute to cast, it is essentially useless for encounter purposes. But if you don't share my philosophy that stat blocks = shortened summaries for encounter purposes, then it's fair game. There is also another way to recast Fulvous Dreams + Yellow Sign, which is to mimic the stat blocks of demon lords,consider Zuggtmoy, wherein there is a table of unique madness effects that is referenced in the "infestation spores" ability. This would allow you to tighten up some of the language by outsourcing the description of the yellow sign madness to the table.
Fair enough. I'm a bit of a WotC patriot, myself. I'm mostly looking at the lower-powered spells like dissonant whispers and Tasha's mind whip. Again, in my mind, these aren't worth the action economy cost when Hastur can spit out a synaptic static at will, which is a higher-level spell. Mirage arcane also jumps out because of the 10 minute casting time. But that's based on my philosophy as described above.
This is a good point. The range is very short, though as long as Hastur can use dimension door as a part of multiattack, there is the opportunity for it to teleport in, use the remainder of its multiattack, and use reveal visage as a bonus action. Still, the multitude of ways to block the frightened condition makes it somewhat underwhelming, and again, using dimension door as part of multiattack is probably not a great move. I'll think more on this, but suppose reveal visage were a recharge ability that takes an action and can be used as a part of multiattack, when available, AND teleport were a bonus action, then you'd get the movement dividends without eating up the spell part of multiattack. As for the weakness of the frightened condition, one could simply drop that condition from the ability using the logic that Hastur's form is less a fear effect and more a reality-breaking experience. Now I'm just spitballing. =]
Good luck with uni. I'm looking forward to seeing the encounter.
That's fair. If two or three targets are hit by cosmic orb, then the damage output easily falls within the right range. On the other hand, it is a CR 30, haha.
The class looks good, though I would reword the blurb for the "Glimpse of the Future", as it calls out attacks still but lets you use it for skill checks. Changing it to something like "You can draw on knowledge from your future self to aid you".
I really like the Paradox, I did have an idea (and feel free to say "nah") to make it a bit less book-keepy, and so that the borrowing from the future isn't on the DM but on the player:
What if your borrowing from the future instead affects your rests? for example, Temporal Loan doesn't require you to perform a ritual, it simply prevents you recovering spell slots the next time you rest. You could word it as "Whenever you recover one or more spell slots, you can choose to immediately expend any number of them to pay off your temporal loan". Allow your temporal loan to be as large as your proficiency modifier, EG at level 5 you can have a debt of up to 3 spell slots. With only 2 slots recovered, but recovering them over a short rest, that will make resting an important part of this class!
For Glimpse of the Future, you cold simply say "You can spend one hit die to make the attack miss or the check succeed". The gamble is that your characters next rest will be used to give you the glimpse of the future, rather than to try and heal their wounds! This takes the onus off the DM to remember to make an attack auto-hit you, and it also will reduce any "us vs them" feelings in a group! It also lets you gamble with doing it a number of times, but spending hit die to do so.
Either way, I love the concept!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Question: Can I create blood hunter subclass as a submission for this competition? I was specifically thinking of making a order of the temporal nexus.
I am an average mathematics enjoyer.
>Extended Signature<
My submission for the Inspirational Options is called Astral Seals - an extension of the Planar Binding spell which, under the right circumstances, allows for extra-planar beings to be sealed inside of living vessels. While sealed, these beings grant their vessels cosmic power, but should the seal break, those beings would be released upon the material plane ready to seek revenge and wreak havoc.
These seals act as a simple way to add a second "stage" to a boss fight. If you defeat the vessel, you may risk unleashing an even more terrible evil upon the world by breaking the seal.
The link to the document can be found here
(please forgive the stat block formatting in the document)
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I support this suggestion
Come participate in the Competition of the Finest Brews, Edition XXIV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Absolutely.
This is my entry: The Fragment
There are some things that I forgot to add:
I will fix this in a second.
That's all, folks!
Fixed It! Here is the link: The New Fragments
Noon in what timezone? Just wanted to clarify in case I'm running low on time with my brews!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
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This is my player option this time around. Its simple, but it has a lot of applications. I'm hoping everyone can see the beauty in its simplicity! Feel free to offer feedback, I always appreciate it!
I present:
Time Skip
You and other creatures near you are launched forward in time. Each creature within 60 feet of you (including yourself) must make a Charisma saving throw (a creature can choose to fail this saving throw). On a failure, the time remaining for all active spells, effects, conditions, and effects that require concentration on those creatures is reduced by 1 minute.
If this spell is cast as a ritual, the time remaining for all active spells, effects, conditions, and effects that require concentration is reduced by 1 hour rather than 1 minute.
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
I'm in the Pacific zone, so let's go with that. But I'm not going to be a jerk about it. =]
Now just to create confusion I want to submit Astral Seals the monster. :D
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Id be lying if I said the thought didnt cross my mind
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Question about the inspirational category: Should the created brew be based on the seals themselves, or the thing(s) they were sealing? Could it be either?
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses