Personally I’m in favor of #3. But #2 could also be really interesting, like shoving someone into another plane or something.
I had the thought of making a high level maneuver where it was similar to banishment, or that scene from Doctor Strange where the master force palms his soul out of his body for a moment. I thought about how sick that could be.
Your first feature is also serviceable, similar to what the other user posted. Both of you are on brand. The other had advantage on Charisma checks which is interesting for a barbarian.
For yourself, it is all checks that have to do with any sort of forced movement unto you.
I suppose my earliest rendition of this giving immunity was too strong if both of you are trying to get away from it. If I had to choose between the two, yours has a better feel. Better to just catch any and all effects concerning movement then one facet. The wording could be better probably but I'm not too concerned with that if I haven't ran this thing yet.
Okay, I see what you did with this. Okay this is good actually. This barbarian is going through some hearty materials, while ignoring the lock. This is good. I guess object AC tops out around 22-24ish right? So theoretically, without grabbing skill expertise from a feat, this barbarian is definitely going through the physical objects fairly easily, which is good!
As for the spell side of things, I get concerned about ending spells because of balance. But also, a barbarian shoulder checking through a wall of force (DC 20) is super cool. This is a limited feature to rage which I think is totally fair actually. I'm super down for this unless someone else thinks it should be changed up or is too strong. I want to make sure all perspectives are accounted for.
Your first feature is also serviceable, similar to what the other user posted. Both of you are on brand. The other had advantage on Charisma checks which is interesting for a barbarian.
For yourself, it is all checks that have to do with any sort of forced movement unto you.
I suppose my earliest rendition of this giving immunity was too strong if both of you are trying to get away from it. If I had to choose between the two, yours has a better feel. Better to just catch any and all effects concerning movement then one facet. The wording could be better probably but I'm not too concerned with that if I haven't ran this thing yet.
Both my version and quindraco’s have different advantages. Mine grants advantage against all forced movement and teleporting, theirs grants it on all Cha saves, even one’s that have nothing to do with forcing you to move. Mine is more focused, theirs is more broadly applicable but less wholly secure against teleportation.It’s a trade-off either way.
What is it about the language that struck you as off? I always endeavor to make my verbiage as consistent as possible with similar features from officially published sources. I actually look for comparisons when I write features and traits, and adjust my language accordingly. So if something isn’t right I want to know so I can fix it. (That’s part of my process of getting from a rough draft to a finished first draft.)
Okay, I see what you did with this. Okay this is good actually. This barbarian is going through some hearty materials, while ignoring the lock. This is good. I guess object AC tops out around 22-24ish right? So theoretically, without grabbing skill expertise from a feat, this barbarian is definitely going through the physical objects fairly easily, which is good!
As for the spell side of things, I get concerned about ending spells because of balance. But also, a barbarian shoulder checking through a wall of force (DC 20) is super cool. This is a limited feature to rage which I think is totally fair actually. I'm super down for this unless someone else thinks it should be changed up or is too strong. I want to make sure all perspectives are accounted for.
Oh Yeah!” With this you’re gonna Kool-Aid Man right through walls, even Adamantine ones at AC 23. In fact, I think the DCs should be a little higher, maybe AC +5 instead. That is still way doable for this barbarian, but not quite as easy.
Yeah, here I feel like playtesting may reveal the DCs for spellbusting should probably be higher, but when compared with counterspell and dispel magic they are already significantly higher. That’s why I used the same calculation that quindraco came up with because it seemed balanced compared to the comps. So I dunno, it may actually be on the nose.
Keep in mind, this is a 10th level feature, so it should be pretty baller, but definitely playtesting is required.
Personally I’m in favor of #3. But #2 could also be really interesting, like shoving someone into another plane or something.
I had the thought of making a high level maneuver where it was similar to banishment, or that scene from Doctor Strange where the master force palms his soul out of his body for a moment. I thought about how sick that could be.
You’ve now got most of this in at least a close to rough draft state, but what’s still on your chalkboard is the bit about the tackles. How do you want to proceed with them? You gotta decide, option 1, 2, or 3?
Eliminate charges altogether.
Make the charges fewer, say only a number equal to their Rage damage or Str mod or something, and then make the effects only cost 1 charge and be much more powerful like Arcane Archer shots. Like a “Banishing Shove” and stuff up at that level.
Make the charges recoverable on a short rest and leave everything else the same.
Ya no problem. This could be a me thing but let's look at it
" You have advantage on Strength checks and saving throws. While you are raging you have advantage on all ability checks and saving throws to avoid or resist being forcibly moved or teleported against your will."
Maybe have it written as "At level 6, you have advantage on Strength saves and checks even when you aren't raging. While you are raging, you gain advantage on all checks and saving throws to avoid being forcibly moved against your will." Teleporting is being moved, so cutting it off is probably fine. But what you had was probably more informative to the intended use of the feature.
I think breaking Adamantine at 23 is pretty easy to do. The barb at this point would have advantage and proficiency with Athletics, so it's definitely in the books for them to hit it. But also the intention is to also allow this crazy yoked planar Juggernaut to break things much easier than other people could, so maybe... its fine? We'll keep that +5 as an alternative.
The spell shatter tackle I think is fine. It's definitely easy to do, but it's once per rage, thats a good restriction. This is a possible out of combat ability that would force players to spend a rage to break the wall. So I think it works out.
Ahh the last question. That's a tough one. I lean toward 1 and 2. Whether you're more like a warlock with the invocations or youre an arcane archer.
I will say that the banishing tackle could be a good level 14 if it's worded nicely and makes sense. Or wait, what if someone can tackle you so hard, it's like a hurl through hell type effect from Fiend Warlock? Make it a once per day ,but man. Have the shooting stars meme song play and do some damage. thats cool.
You’ve now got most of this in at least a close to rough draft state, but what’s still on your chalkboard is the bit about the tackles. How do you want to proceed with them? You
Also, I need more tackles I think, I'll try to sort through them for levels, and then I can probably do the write up.
Ya no problem. This could be a me thing but let's look at it
" You have advantage on Strength checks and saving throws. While you are raging you have advantage on all ability checks and saving throws to avoid or resist being forcibly moved or teleported against your will."
Maybe have it written as "At level 6, you have advantage on Strength saves and checks even when you aren't raging. While you are raging, you gain advantage on all checks and saving throws to avoid being forcibly moved against your will." Teleporting is being moved, so cutting it off is probably fine. But what you had was probably more informative to the intended use of the feature.
I use the new style of writing features where it tells you the level as a subheading, specifically so I can skip the “At 6th level” part. Starting features off with “At Xth level” is the old fashioned way of writing features, and it’s clunky, so I switched to the new style. (And it’s always “Xth level,” never “level X” in any official feature or trait.)
Also, it would never be “saves and checks” because 1) they list things in alphabetical order, and 2) in this context they always refer to them as “saving throws,” so it’s always “checks and saving throws.” (I told you, I study the official language a lot.)
I threw the Teleported part in specifically to preclude any ambiguity so nobody can debate about it. 🤷♂️ But if you want to drop that last line it’s alright by me, it’s your subclass after all.
Ahh the last question. That's a tough one. I lean toward 1 and 2. Whether you're more like a warlock with the invocations or youre an arcane archer.
I will say that the banishing tackle could be a good level 14 if it's worded nicely and makes sense. Or wait, what if someone can tackle you so hard, it's like a hurl through hell type effect from Fiend Warlock? Make it a once per day ,but man. Have the shooting stars meme song play and do some damage. thats cool.
Options 1 & 2 are almost polar opposite of one another. Either
Highly spammable lower powered tackles like you’ve been writing that cost nothing at all Or:
Very powerful powers like throwing people through hell that cost a precious resource.
You’ve now got most of this in at least a close to rough draft state, but what’s still on your chalkboard is the bit about the tackles. How do you want to proceed with them? You
Also, I need more tackles I think, I'll try to sort through them for levels, and then I can probably do the write up.
I doubt you need many more if you go with option 1, I think you’ll be good. Too many options is a problem, it leads to something called “analysis paralysis.” If you go with option 2, then you’ll need to scrap all the tackles you have as chump change and start thinking waa—aay bigger.
Your choice, 1 or 2. Lots of normallish stuff, or a very small handful of super extra powerful stuff. Your call, 1 or 2?
Whenever you enter a Rage you can attempt to Shove a creature within reach as part of the same bonus action.
In addition, while raging you can attempt to Shove a creature as a bonus action on each of your turns.
Tackles
3rd-level Path of Fantasy Football feature
…?
Immovable (or Steadfast and Unyielding)
6th-level Path of Fantasy Football feature
You have advantage on Strength checks and saving throws. While you are raging you have advantage on all ability checks and saving throws to avoid or resist being forcibly moved or teleported against your will.
Implacable (or Unwavering and Unstoppable)
10th-level Path of Fantasy Football feature
Whenever you could make a shove attempt you can instead make a Strength (Athletics) check against a nonmagical object or section of structure that is no more than one size larger than you and within your reach. The check is made against a DC equal to the object’s AC as described in chapter 8 of the Dungeon Master’s Guide. On a success you break through the object or section of structure.
While you are raging, as an action you can make a Strength (Athletics) check against a magical barrier created as a spell effect, or an object or entryway under the effect of the arcane lock spell. The DC for the check is 10 + twice the level of the spell, on a success, the spell ends. Once you successfully use this ability you cannot use it again until the next time you enter a Rage.
Blitz
14th-level Path of Fantasy Football feature
While raging, as an action you move up to half your speed in a straight line, ignoring any other restrictions on your movement.
Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 4d8 force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success.
Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 4d4 force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Once you use this feature, you cannot use it again until the next time you enter a Rage.
I know it's my call, but also, there is no need to consistently *shove* me to make this decision. I know I need to do it. It's the weighing of having consistency or big impact. And there's positives and negatives for both of these.
So tell you what. Let's see some of these big impacts. A finite resource based on rage. If it doesn't fit, nothing stops us from circling back to possible spams.
As for more tackles. It's less of making a big pool for the players, it's a big pool for me to sift through of what's worth bringing even to the subclass. I can move passed analysis paralysis, it's part of my job in real life. I like having a big big sample size to whittle things down. It's okay.
Sorry, I didn’t mean to come off as pushy. My apologies.
I’ll sleep on it and see what I come up with. And maybe the others will have ideas too.
Okay, if you’re not prone to the “too manymuch choices” dilemma then no problemo. I worry about that because it affects some of my players, and I hen I was in sales it was the kiss of death.
Hm. The level 6 can probably keep your full notation if you wish to follow official readings.
The level 14 I think should be moved away from the line. The line can be an arcane charge. We can do hurl through hell here possibly as a coll thematic capstone.
I am happy you decided to follow up with the subclass being entered so far in dndbeyond, are you planning on taking this up as the writer? I know you have been incredibly helpful thus far, and I appreciate your help and expertise along the way here. However, there's an odd feeling I feel when I see the homebrew put up under your name.
This me being probably childish and tired at 3am though, excuse me.
Nono, this is your subclass. I’m just helping is all. Trust me, if it were “mine” I wouldn’t be theming it after football. That’s why, up until now I was calling it anything but “Path of Fantasy Football,” so you wouldn’t get that weird feeling. But I figured you might want to see it all put together in your concept for evaluation. Trust me, I’m not planning on stealing your idea, I just think it’s cool. I’ve been following your lead on this. All those ideas are yours, I just helped put them together for you. Every real decision has been yours, that’s why I was asking which direction you wanted this subclass to take, because I can’t make that decision, it isn’t my homebrew. I just think the idea of a Shovey McShoverson the Barbarian is cool.
My brother, path of fantasy football is not going to be the name. It's definitely a funny placeholder until I nail the theme and the lore content for it. The specific names aren't important right now to me. It's just getting some serviceable things on paper.
Path of the Cosmic Charger
Path of the Astral Bull
Path of the Planar Juggernaut
Path of the Raging Comet
These are more inline of the naming conventions for this subclass.
And thank you. I appreciate the effort and guidance you have given me. It really was me being tired and childish.
Here are a few ideas I had, another 1-3 Tackles like this and you would be good:
Arcane Tackles
3rd-level Path of Sportsball feature
Blahblah blah, something something power. This power is represented by your Arcane Tackle dice, which are each a d6. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Arcane Tackle dice to fuel various Arcane Tackles, which are detailed below. You cannot use an Arcane Tackle when your dice are all expended. When you reach 10th level in this class, the size of your Arcane Tackle dice increases to d8.
Some of your Arcane Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles below use your Arcane Tackle dice. You learn two Arcane Tackles of your choice. You gain an additional Arcane Tackle of your choice when you reach certain levels in this class: 6th, 10th, and 14th level.
Banishing Tackle. Whenever you successfully Shove a creature, you can spend an Arcane Tackle die and temporarily push that creature through the veil of the multiverse. Roll the spent Arcane Tackle die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Arcane Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Blitz. As an action you can spend an Arcane Tackle die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 8 Arcane Tackle dice force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 4 Arcane Tackle dice force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Holy/Unholy Tackle. Whenever you Shove a creature you can spend an Arcane Tackle die. When you do, and at the start of each of its turns the creature takes an amount of damage equal to a roll of an Arcane Tackle die. This effect lasts for a number of rounds equal to half your barbarian level (rounded down). The damage is radiant if you are good or neutral, or necrotic if you are evil.
Slam Tackle. Whenever you successfully Shove a creature prone you can spend an Arcane Tackle due to apply an excessive amount of force into the act. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around as the target. The Target and each creature other than you within 10 feet must make a Strength saving throw against your Tackle save DC. The target takes 8 Arcane Tackle dice of bludgeoning damage and is stunned on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 4 Arcane Tackle dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. [To Be Continued…]
Okay, it seems there are dice in this current rendition.
Banishing tackle : d6 rounds eh. That really really sounds strong. I know it's just under what the banishment spell does, and it's melee based instead of the included range of arcane archer.. Well we keep it like this and see what happens, seeing it's a per round to end the effect.
Blitz: this is where this went. If it's an Arcane charge utilizing a precious resource, should it only go half movement or full length? Though, it does technically add movement so maybe it's fine actually. The damage seems like a lot, 8d6 and 4d6 in adjacency. But locking this behind a level could make this fine.
Holy/unholy tackle : I don't know about this one, but it could be a good initial pick.
Slam tackle : I like this as an aoe option. I still think the dice damage is too high. But, this is probably a case where it's a higher level option. If we reduce the dice we could make it obtainable earlier.
Hurl Enemy :ya, this is probably a good initial pick.
More ideas are required but I understand the power level of these to make the very limited charges work.
I think a big big push/ movement one. Like you tackle someone and move them equal to your strength mod x 5. It was someone thing I wanted before and the math was updated by another user. It could include an aoe maybe, and move people half the amount equal to a cone, tho just an idea.
Originally you had wanted dice but there was just no real way to incorporate them that I could see, so I went with points instead. This time I could see how dice would fit so I figured I’d float the idea and see if it worked for ya. We can always switch back to points again, and then things could be looser with which dice get used for what tackle.
As for the power levels, I looked at stuff like fireball (8d6 damage), and banishing smite (up to 1 full minute with concentration) for comps, so that’s where those numbers came from. I figured the 3rd-5th level spell comparables were as good a starting point as any. 🤷♂️ I agree that these are all on the high side, but things can always get adjusted down easier than adjusting up. Heck, dropping the dice sizes would be just one simple way to weaken them, dropping the dice counts is another, and switching to regular “points” would mean not having to keep the same couple of dice sizes across the board anymore so that’s another.
Yeah, and wanted to give you an idea of how powerful things could conceivably be with such a limited pool of resources. But this feature is still spaghetti so it was all just going at the wall to see what would stick. We can let the undercooked parts fall off and just keep the goodgood.
It’s up to you what you like better. If you don’t like these then we can scrap it and switch back to Option 1, keep things at the level you were looking at before, and drop the resource costs.
I understand, for now we can stick with dice. People like rolling dice and expending these as the charges is good as they're tangible things. Hard to forget.
I figured you were doing comparables, and you are correct in using them as starting points.Dice size down is interesting as a possible scaling feature within the subclass. Similar to Bardic inspiration, you start low and the die gets bigger. It's a thought.
The dice being lowered is also another thought. the average of 8d6 is roughly 28-30 so that's pretty good as for as a finite resource used. The number of dice can be adjusted after any testing.
Nah, we can give more thought to these tackle dice and if it doesn't work, can always return to other ideas.
I had the thought of making a high level maneuver where it was similar to banishment, or that scene from Doctor Strange where the master force palms his soul out of his body for a moment. I thought about how sick that could be.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Your first feature is also serviceable, similar to what the other user posted. Both of you are on brand. The other had advantage on Charisma checks which is interesting for a barbarian.
For yourself, it is all checks that have to do with any sort of forced movement unto you.
I suppose my earliest rendition of this giving immunity was too strong if both of you are trying to get away from it. If I had to choose between the two, yours has a better feel. Better to just catch any and all effects concerning movement then one facet. The wording could be better probably but I'm not too concerned with that if I haven't ran this thing yet.
Okay, I see what you did with this. Okay this is good actually. This barbarian is going through some hearty materials, while ignoring the lock. This is good. I guess object AC tops out around 22-24ish right? So theoretically, without grabbing skill expertise from a feat, this barbarian is definitely going through the physical objects fairly easily, which is good!
As for the spell side of things, I get concerned about ending spells because of balance. But also, a barbarian shoulder checking through a wall of force (DC 20) is super cool. This is a limited feature to rage which I think is totally fair actually. I'm super down for this unless someone else thinks it should be changed up or is too strong. I want to make sure all perspectives are accounted for.
Thank you :)
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Both my version and quindraco’s have different advantages. Mine grants advantage against all forced movement and teleporting, theirs grants it on all Cha saves, even one’s that have nothing to do with forcing you to move. Mine is more focused, theirs is more broadly applicable but less wholly secure against teleportation.It’s a trade-off either way.
What is it about the language that struck you as off? I always endeavor to make my verbiage as consistent as possible with similar features from officially published sources. I actually look for comparisons when I write features and traits, and adjust my language accordingly. So if something isn’t right I want to know so I can fix it. (That’s part of my process of getting from a rough draft to a finished first draft.)
Oh Yeah!” With this you’re gonna Kool-Aid Man right through walls, even Adamantine ones at AC 23. In fact, I think the DCs should be a little higher, maybe AC +5 instead. That is still way doable for this barbarian, but not quite as easy.
Yeah, here I feel like playtesting may reveal the DCs for spellbusting should probably be higher, but when compared with counterspell and dispel magic they are already significantly higher. That’s why I used the same calculation that quindraco came up with because it seemed balanced compared to the comps. So I dunno, it may actually be on the nose.
Keep in mind, this is a 10th level feature, so it should be pretty baller, but definitely playtesting is required.
Happy to help
You’ve now got most of this in at least a close to rough draft state, but what’s still on your chalkboard is the bit about the tackles. How do you want to proceed with them? You gotta decide, option 1, 2, or 3?
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Ya no problem. This could be a me thing but let's look at it
" You have advantage on Strength checks and saving throws. While you are raging you have advantage on all ability checks and saving throws to avoid or resist being forcibly moved or teleported against your will."
Maybe have it written as "At level 6, you have advantage on Strength saves and checks even when you aren't raging. While you are raging, you gain advantage on all checks and saving throws to avoid being forcibly moved against your will." Teleporting is being moved, so cutting it off is probably fine. But what you had was probably more informative to the intended use of the feature.
I think breaking Adamantine at 23 is pretty easy to do. The barb at this point would have advantage and proficiency with Athletics, so it's definitely in the books for them to hit it. But also the intention is to also allow this crazy yoked planar Juggernaut to break things much easier than other people could, so maybe... its fine? We'll keep that +5 as an alternative.
The spell shatter tackle I think is fine. It's definitely easy to do, but it's once per rage, thats a good restriction. This is a possible out of combat ability that would force players to spend a rage to break the wall. So I think it works out.
Ahh the last question. That's a tough one. I lean toward 1 and 2. Whether you're more like a warlock with the invocations or youre an arcane archer.
I will say that the banishing tackle could be a good level 14 if it's worded nicely and makes sense. Or wait, what if someone can tackle you so hard, it's like a hurl through hell type effect from Fiend Warlock? Make it a once per day ,but man. Have the shooting stars meme song play and do some damage. thats cool.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Also, I need more tackles I think, I'll try to sort through them for levels, and then I can probably do the write up.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
I use the new style of writing features where it tells you the level as a subheading, specifically so I can skip the “At 6th level” part. Starting features off with “At Xth level” is the old fashioned way of writing features, and it’s clunky, so I switched to the new style. (And it’s always “Xth level,” never “level X” in any official feature or trait.)
Also, it would never be “saves and checks” because 1) they list things in alphabetical order, and 2) in this context they always refer to them as “saving throws,” so it’s always “checks and saving throws.” (I told you, I study the official language a lot.)
I threw the Teleported part in specifically to preclude any ambiguity so nobody can debate about it. 🤷♂️ But if you want to drop that last line it’s alright by me, it’s your subclass after all.
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Options 1 & 2 are almost polar opposite of one another. Either
Or:
You gotta choose before you can proceed.
I doubt you need many more if you go with option 1, I think you’ll be good. Too many options is a problem, it leads to something called “analysis paralysis.” If you go with option 2, then you’ll need to scrap all the tackles you have as chump change and start thinking waa—aay bigger.
Your choice, 1 or 2. Lots of normallish stuff, or a very small handful of super extra powerful stuff. Your call, 1 or 2?
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Ok
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
If it helps you decide, this is what your subclass looks like so far (names of stuff not withstanding):
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I know it's my call, but also, there is no need to consistently *shove* me to make this decision. I know I need to do it. It's the weighing of having consistency or big impact. And there's positives and negatives for both of these.
So tell you what. Let's see some of these big impacts. A finite resource based on rage. If it doesn't fit, nothing stops us from circling back to possible spams.
As for more tackles. It's less of making a big pool for the players, it's a big pool for me to sift through of what's worth bringing even to the subclass. I can move passed analysis paralysis, it's part of my job in real life. I like having a big big sample size to whittle things down. It's okay.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Sorry, I didn’t mean to come off as pushy. My apologies.
I’ll sleep on it and see what I come up with. And maybe the others will have ideas too.
Okay, if you’re not prone to the “too manymuch choices” dilemma then no problemo. I worry about that because it affects some of my players, and I hen I was in sales it was the kiss of death.
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Hm. The level 6 can probably keep your full notation if you wish to follow official readings.
The level 14 I think should be moved away from the line. The line can be an arcane charge. We can do hurl through hell here possibly as a coll thematic capstone.
I am happy you decided to follow up with the subclass being entered so far in dndbeyond, are you planning on taking this up as the writer? I know you have been incredibly helpful thus far, and I appreciate your help and expertise along the way here. However, there's an odd feeling I feel when I see the homebrew put up under your name.
This me being probably childish and tired at 3am though, excuse me.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Nono, this is your subclass. I’m just helping is all. Trust me, if it were “mine” I wouldn’t be theming it after football. That’s why, up until now I was calling it anything but “Path of Fantasy Football,” so you wouldn’t get that weird feeling. But I figured you might want to see it all put together in your concept for evaluation. Trust me, I’m not planning on stealing your idea, I just think it’s cool. I’ve been following your lead on this. All those ideas are yours, I just helped put them together for you. Every real decision has been yours, that’s why I was asking which direction you wanted this subclass to take, because I can’t make that decision, it isn’t my homebrew. I just think the idea of a Shovey McShoverson the Barbarian is cool.
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My brother, path of fantasy football is not going to be the name. It's definitely a funny placeholder until I nail the theme and the lore content for it. The specific names aren't important right now to me. It's just getting some serviceable things on paper.
Path of the Cosmic Charger
Path of the Astral Bull
Path of the Planar Juggernaut
Path of the Raging Comet
These are more inline of the naming conventions for this subclass.
And thank you. I appreciate the effort and guidance you have given me. It really was me being tired and childish.
Thank you again, friend.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Nah, not childish at all. It’s an understandable concern.
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Here are a few ideas I had, another 1-3 Tackles like this and you would be good:
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Okay, it seems there are dice in this current rendition.
Banishing tackle : d6 rounds eh. That really really sounds strong. I know it's just under what the banishment spell does, and it's melee based instead of the included range of arcane archer.. Well we keep it like this and see what happens, seeing it's a per round to end the effect.
Blitz: this is where this went. If it's an Arcane charge utilizing a precious resource, should it only go half movement or full length? Though, it does technically add movement so maybe it's fine actually. The damage seems like a lot, 8d6 and 4d6 in adjacency. But locking this behind a level could make this fine.
Holy/unholy tackle : I don't know about this one, but it could be a good initial pick.
Slam tackle : I like this as an aoe option. I still think the dice damage is too high. But, this is probably a case where it's a higher level option. If we reduce the dice we could make it obtainable earlier.
Hurl Enemy :ya, this is probably a good initial pick.
More ideas are required but I understand the power level of these to make the very limited charges work.
I think a big big push/ movement one. Like you tackle someone and move them equal to your strength mod x 5. It was someone thing I wanted before and the math was updated by another user. It could include an aoe maybe, and move people half the amount equal to a cone, tho just an idea.
Ill continue ti workshop on my side.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Originally you had wanted dice but there was just no real way to incorporate them that I could see, so I went with points instead. This time I could see how dice would fit so I figured I’d float the idea and see if it worked for ya. We can always switch back to points again, and then things could be looser with which dice get used for what tackle.
As for the power levels, I looked at stuff like fireball (8d6 damage), and banishing smite (up to 1 full minute with concentration) for comps, so that’s where those numbers came from. I figured the 3rd-5th level spell comparables were as good a starting point as any. 🤷♂️ I agree that these are all on the high side, but things can always get adjusted down easier than adjusting up. Heck, dropping the dice sizes would be just one simple way to weaken them, dropping the dice counts is another, and switching to regular “points” would mean not having to keep the same couple of dice sizes across the board anymore so that’s another.
Yeah, and wanted to give you an idea of how powerful things could conceivably be with such a limited pool of resources. But this feature is still spaghetti so it was all just going at the wall to see what would stick. We can let the undercooked parts fall off and just keep the goodgood.
It’s up to you what you like better. If you don’t like these then we can scrap it and switch back to Option 1, keep things at the level you were looking at before, and drop the resource costs.
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I understand, for now we can stick with dice. People like rolling dice and expending these as the charges is good as they're tangible things. Hard to forget.
I figured you were doing comparables, and you are correct in using them as starting points.Dice size down is interesting as a possible scaling feature within the subclass. Similar to Bardic inspiration, you start low and the die gets bigger. It's a thought.
The dice being lowered is also another thought. the average of 8d6 is roughly 28-30 so that's pretty good as for as a finite resource used. The number of dice can be adjusted after any testing.
Nah, we can give more thought to these tackle dice and if it doesn't work, can always return to other ideas.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
You mull it over and lemme know what you decide. And who knows, maybe someone else will have better ideas than me and come along to save your day.
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