The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals Xd12 + your Wisdom Modifier, with X being half your cleric level rounded up.
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range. If the spell consumes its material components, you must provide them for each target.
Death Domain V 2.0
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. At 14th level, the creatures no longer have to be within 30 ft. of each other as long as both creatures are within the range of the spell.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals Xd12 + your Wisdom Modifier, with X being half your cleric level rounded up.
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. If the spell consumes its material components, you must provide them for each target.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. At 14th level, the creatures no longer have to be within 30 ft. of each other as long as both creatures are within the range of the spell.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals a number of d12s equal to half your cleric level (rounded up) plus your Wisdom modifier (minimum 1).
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Extra Attack (FIFY)
Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. If the spell consumes its material components, you must provide them for each target.
Notes:
I didn't make many changes to this subclass. I swapped out a couple of spells, removed the 5 ft. restrictions on the double targeting for the 1st and 17th-level features, allowed the ignoring of resistance to apply to all necrotic damage instead of just spells and channel divinity, and I changed the way you calculate the extra damage from Touch of Death.
I like most of the changes, but there are a few things I would tweak.
I was a little worried about the d12s for Touch of Death, but Channel Divinity is such a limited resource it should be okay.
I like the change to Inescapable Destruction, it does open things up for multiclassing, but it would still b getting generated by the PC, so I can accept it. But I’m not sure it should apply to magic items since the item generates the damage, not the PC. It’s probably fine balance wise, but just feels a little off to me for some reason. But that might just be me.
I’m not entirely sure removing any and all range restrictions from Reaper and Improved reaper for cantrips and spells is wise. Most spells that allow for multitargeting like that say the targets must be within 30 feet of each other. I could see Reaper starting at 30 and then going to unlimited at 17th level since it’s only for cantrips, but for leveled spells I would probably stick to the standard 30-foot restriction.
I like the change to Inescapable Destruction, it does open things up for multiclassing, but it would still b getting generated by the PC, so I can accept it. But I’m not sure it should apply to magic items since the item generates the damage, not the PC. It’s probably fine balance wise, but just feels a little off to me for some reason. But that might just be me.
I could see it going either way, my main focus for fixing this feat was the damage from the Divine Strike feature, but I personally think it does make sense for any necrotic damage from the cleric to be amped because of their relationship with death.
I’m not entirely sure removing any and all range restrictions from Reaper and Improved reaper for cantrips and spells is wise. Most spells that allow for multitargeting like that say the targets must be within 30 feet of each other. I could see Reaper starting at 30 and then going to unlimited at 17th level since it’s only for cantrips, but for leveled spells I would probably stick to the standard 30-foot restriction.
That's fair, but how about 14th level for the unlimited cantrip range upgrade instead of 17th?
One other question. Would replacing Blindness/Deafness with Misty Step make sense? Blindness/Deafness is already on the Cleric spell list and Misty Stepy has the ghostly teleportation feel to it.
Blindness/deafness is necromancy (which is weird, glad they're changing that), and I feel like the justification for misty step is a pretty big stretch. If you want to replace it, I would say go for ray of enfeeblement.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I like the change to Inescapable Destruction, it does open things up for multiclassing, but it would still b getting generated by the PC, so I can accept it. But I’m not sure it should apply to magic items since the item generates the damage, not the PC. It’s probably fine balance wise, but just feels a little off to me for some reason. But that might just be me.
I could see it going either way, my main focus for fixing this feat was the damage from the Divine Strike feature, but I personally think it does make sense for any necrotic damage from the cleric to be amped because of their relationship with death.
I’m not entirely sure removing any and all range restrictions from Reaper and Improved reaper for cantrips and spells is wise. Most spells that allow for multitargeting like that say the targets must be within 30 feet of each other. I could see Reaper starting at 30 and then going to unlimited at 17th level since it’s only for cantrips, but for leveled spells I would probably stick to the standard 30-foot restriction.
That's fair, but how about 14th level for the unlimited cantrip range upgrade instead of 17th?
One other question. Would replacing Blindness/Deafness with Misty Step make sense? Blindness/Deafness is already on the Cleric spell list and Misty Stepy has the ghostly teleportation feel to it.
1) for the Channel Divinity, the use of "Xd12" feels like an odd language choice. I understand what you mean, but it doesnt fall in line with typical 5e terminology. Perhaps it could be changed to something like "The damage is determined by rolling a number of d12 equal to half your cleric level (rounded up) and adding your Wisdom modifier to the total." Its a little clunky, but Im sure theres a nice sentence in there somewhere
2) Inescapable Destruction feels kinda lackluster as the sole 6th level feature. Maybe it could have an added benefit to help raise the average damage of your necrotic effects. Taking inspiration from Elemental Adept, you could allow the player to treat 1s on necrotic damage dice as 2s instead. Taking inspiration from Flames of Phlegethos, you could allow the player to reroll any value of 1 on a necrotic damage die, but they have to keep the new roll.
Otherwise, great job
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When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals a number of d12 equal to half your cleric level (rounded up) plus your Wisdom modifier (minimum 1).
1) for the Channel Divinity, the use of "Xd12" feels like an odd language choice. I understand what you mean, but it doesnt fall in line with typical 5e terminology. Perhaps it could be changed to something like "The damage is determined by rolling a number of d12 equal to half your cleric level (rounded up) and adding your Wisdom modifier to the total." Its a little clunky, but Im sure theres a nice sentence in there somewhere
2) Inescapable Destruction feels kinda lackluster as the sole 6th level feature. Maybe it could have an added benefit to help raise the average damage of your necrotic effects. Taking inspiration from Elemental Adept, you could allow the player to treat 1s on necrotic damage dice as 2s instead. Taking inspiration from Flames of Phlegethos, you could allow the player to reroll any value of 1 on a necrotic damage die, but they have to keep the new roll.
Otherwise, great job
1. I fixed the language of the Channel Divinity based on Sposta's suggestion.
2. Rather than adding another bonus to the Death Domain's necrotic abilities, I gave it a second attack at 6th level like the bladesinger to make the proficiency in martial weapons actually worth something and allow it to function as a melee damage dealer.
I think giving them the extra attack is a nice compromise to make 6th level more interesting, especially since their CD triggers on melee attacks and acts as a sort of necrotic smite. You could potentially dump all the uses of your CD into a single round of combat: two uses as part of the attack action and then once more if you hit with something like Spiritual Weapon
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You've missed the big problem with this subclass! It's features are all focused around melee combat but it doesn't get proficiency in heavy armour unlike every other melee-cleric subclass!
You've missed the big problem with this subclass! It's features are all focused around melee combat but it doesn't get proficiency in heavy armour unlike every other melee-cleric subclass!
I intentionally left that out. Giving this subclass heavy armor proficiency would essentially make it a paladin at that point. It's not supposed to be a tanker, it's a necrotic damage powerhouse whether in melee or ranged. If this cleric had heavy armor, it could stay in melee for long periods which would make it overpowered with its auto-smite and 2nd attack. As an example, a 14th-level polearm master Death cleric would be dealing 6d8 extra damage per turn. The lack of heavy armor means that this cleric can enter melee for a few rounds, deal insane damage, and then back out and keep dealing damage with the Reaper feat.
My attempt at fixing the Cleric's Death Domain
Death Domain V 1.0
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals Xd12 + your Wisdom Modifier, with X being half your cleric level rounded up.
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range. If the spell consumes its material components, you must provide them for each target.
Death Domain V 2.0
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. At 14th level, the creatures no longer have to be within 30 ft. of each other as long as both creatures are within the range of the spell.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals Xd12 + your Wisdom Modifier, with X being half your cleric level rounded up.
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. If the spell consumes its material components, you must provide them for each target.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
Death Domain Spells
Cleric Level
Spells
1st
False Life, Cause Fear
3rd
Blindness/Deafness, Wither and Bloom
5th
Animate Dead, Vampiric Touch
7th
Blight, Death Ward
9th
Cloudkill, Negative Energy Flood
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper (FIFY)
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. At 14th level, the creatures no longer have to be within 30 ft. of each other as long as both creatures are within the range of the spell.
Channel Divinity: Touch of Death (FIFY)
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals a number of d12s equal to half your cleric level (rounded up) plus your Wisdom modifier (minimum 1).
Inescapable Destruction (FIFY)
Starting at 6th level, your ability to channel negative energy becomes more potent. You ignore resistance to necrotic damage.
Extra Attack (FIFY)
Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper (FIFY)
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within 30 ft. of each other, within range. If the spell consumes its material components, you must provide them for each target.
Notes:
I didn't make many changes to this subclass. I swapped out a couple of spells, removed the 5 ft. restrictions on the double targeting for the 1st and 17th-level features, allowed the ignoring of resistance to apply to all necrotic damage instead of just spells and channel divinity, and I changed the way you calculate the extra damage from Touch of Death.
Any feedback is appreciated.
Thanks in advance!
For a list of all the current fixes, please check out the series thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157618-fify-wotc-a-series).
I like most of the changes, but there are a few things I would tweak.
I was a little worried about the d12s for Touch of Death, but Channel Divinity is such a limited resource it should be okay.
I like the change to Inescapable Destruction, it does open things up for multiclassing, but it would still b getting generated by the PC, so I can accept it. But I’m not sure it should apply to magic items since the item generates the damage, not the PC. It’s probably fine balance wise, but just feels a little off to me for some reason. But that might just be me.
I’m not entirely sure removing any and all range restrictions from Reaper and Improved reaper for cantrips and spells is wise. Most spells that allow for multitargeting like that say the targets must be within 30 feet of each other. I could see Reaper starting at 30 and then going to unlimited at 17th level since it’s only for cantrips, but for leveled spells I would probably stick to the standard 30-foot restriction.
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I could see it going either way, my main focus for fixing this feat was the damage from the Divine Strike feature, but I personally think it does make sense for any necrotic damage from the cleric to be amped because of their relationship with death.
That's fair, but how about 14th level for the unlimited cantrip range upgrade instead of 17th?
One other question. Would replacing Blindness/Deafness with Misty Step make sense? Blindness/Deafness is already on the Cleric spell list and Misty Stepy has the ghostly teleportation feel to it.
Blindness/deafness is necromancy (which is weird, glad they're changing that), and I feel like the justification for misty step is a pretty big stretch. If you want to replace it, I would say go for ray of enfeeblement.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
14th level would be fine.
I dunno about Misty step though.
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Alright, I applied the changes to the range restrictions on the Reaper features, and I left Blindness/Deafness without adding Misty Step.
So just a few small notes from me.
1) for the Channel Divinity, the use of "Xd12" feels like an odd language choice. I understand what you mean, but it doesnt fall in line with typical 5e terminology. Perhaps it could be changed to something like "The damage is determined by rolling a number of d12 equal to half your cleric level (rounded up) and adding your Wisdom modifier to the total." Its a little clunky, but Im sure theres a nice sentence in there somewhere
2) Inescapable Destruction feels kinda lackluster as the sole 6th level feature. Maybe it could have an added benefit to help raise the average damage of your necrotic effects. Taking inspiration from Elemental Adept, you could allow the player to treat 1s on necrotic damage dice as 2s instead. Taking inspiration from Flames of Phlegethos, you could allow the player to reroll any value of 1 on a necrotic damage die, but they have to keep the new roll.
Otherwise, great job
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals a number of d12 equal to half your cleric level (rounded up) plus your Wisdom modifier (minimum 1).
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Content Troubleshooting
1. I fixed the language of the Channel Divinity based on Sposta's suggestion.
2. Rather than adding another bonus to the Death Domain's necrotic abilities, I gave it a second attack at 6th level like the bladesinger to make the proficiency in martial weapons actually worth something and allow it to function as a melee damage dealer.
I think giving them the extra attack is a nice compromise to make 6th level more interesting, especially since their CD triggers on melee attacks and acts as a sort of necrotic smite. You could potentially dump all the uses of your CD into a single round of combat: two uses as part of the attack action and then once more if you hit with something like Spiritual Weapon
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You've missed the big problem with this subclass! It's features are all focused around melee combat but it doesn't get proficiency in heavy armour unlike every other melee-cleric subclass!
I intentionally left that out. Giving this subclass heavy armor proficiency would essentially make it a paladin at that point. It's not supposed to be a tanker, it's a necrotic damage powerhouse whether in melee or ranged. If this cleric had heavy armor, it could stay in melee for long periods which would make it overpowered with its auto-smite and 2nd attack. As an example, a 14th-level polearm master Death cleric would be dealing 6d8 extra damage per turn. The lack of heavy armor means that this cleric can enter melee for a few rounds, deal insane damage, and then back out and keep dealing damage with the Reaper feat.
If there are no other comments or suggestions, I'm good with calling this one "fixed."