Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
Thanks for the notes on the Ranger subclass. I appreciate you catching the mistakes with the terminology. For Primal Concentration, I was trying to avoid the issue of multiclassing leading to huge bonuses with slots higher than 5th level, but I may need to find a different approach to do so(like just put a hard limit on the maximum bonus you can get). Admittedly, neither of the 3rd level abilities are super "active" or exciting, but I think both still provide nice tools to play with. This is a Ranger whose increased vision is meant to help "double down" on the exploration pillar of the game, which sadly is not always as exciting or engaging as combat.
For the Scroll of Binding Accord, the mechanus flavor kind of came later on in the design process. I thought the idea of a scroll summoning a revenant is cool since they already have features tied into their kit that work on the idea of hunting down someone who has wronged them, which is the bread and butter of what I wanted the "enforcer" to do
Edit. For the Ranger subclass, I also disagree that the capstone ability is too weak. While it is the capstone of the subclass, it is more importantly a 15th level feature. A similar feature that can be unlocked at 15th level that immediately sticks out to me is the "Witch Sight" invocation for the Warlock class. This effectively gives the Warlock truesight as an invocation, which admittedly is only one part of their 15th level benefit. This feature for the Ranger gives them the same truesight and then in addition immunity to being blinded and surprised and the ability to cast a 2nd level spell and 4th level spell for free 1/LR without needing to know either of those spells or provide components. It maybe could be more powerful, but I think all of these benefits combined make it on par with most other Ranger subclasses, where at 15th level you might gain the ability to use your reaction to gain resistance to an instance of damage (looking at it now, theres surprisingly like 4 Ranger capstones that give you that sort of feature either as part of the feature or its entire effect, weird).
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
I assumed gust of wind on the Attorney's Badge was a joke about hot air and windbags
OBJECTION! It’s a reference to the Ace Attorney games and anime, in which lawyers gesturing boldly has been shown to have a physical effect on their opponent (which effect is only rarely lampshaded).
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interesting ability, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
Thanks for the feedback. For the Avatar of Justice, I did start out using the Solar statblock, that way I would know the basic idea of how strong it should be and what types of abilities a creature like that should have, but I felt like I added and changed it enough to make it its own thing.
Horrific/Glamorous appearance: Yeah, I tried, but I feel like I may not be very great at making spells. I thought that giving it those abilities at ninth level would be fine because true polymorph allows you to permanently transform something into another creature? I don't see how mine is different, did I mess up on the wording and forget to add a rule that makes it overpowered? I probably allow myself to do what I think is cool over what is balanced too often to be great at making player options.
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
With regard to the Dagger of Pacts, the DC is intentionally higher as you have to make an attack with the dagger to activate the feature, and that's all it does. As it's only attunable by a warlock, that's a turn you're not spamming EBs or casting something powerful, and aside from some MC possibilities (i.e. rogue and sneak attack) you're not going to do much damage with it
Boss-level enemies are likely have to have legendary resistances as well, so the actual DC doesn't tend to matter that much if you're in that sort of combat. It can absolutely be used to create a pact with a boss enemy while the warlock engages its minions though -- that's a feature, not a bug
As for pseudo-stacking resistances by using the dagger on an ally with warding bond, I did consider adding a 'This sympathetic damage cannot be reduced in any way' clause but ultimately didn't think it was really necessary for that edge case, and plugging a "loophole" almost seemed contrary to the theme anyway
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator (Assassin rogue) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
The idea behind putting gust of wind in the Attorney's Badge came from the Ace Attorney show, where I feel like I remember pointing at somebody blew them away. Now that I think about it, command probably makes way more sense. I'll make the change after the competition is over.
Rollback Post to RevisionRollBack
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)
Wouldn’t it be easier to not worry about it and just assume everyone gives themselves a 5 and move on? This way, if half the people follow the rules and the other half cheat, you’ll have skewed results.
This method would still be vulnerable to being skewed, as are all attempts to fix this issue. The chief problem is that completely stopping cheating is impossible. Yes, that doesn't mean we shouldn't try, but imposing methods that will unfairly penalize certain participants even if no one attempts to mess with the votes is not a good idea. I think everybody is overestimating the risk of cheaters: Tampering with the results only gives the victor more work and less homebrewing prompts and feedback, since they have to set up and judge the next competition.
Anyways, we have discussed this proposal in competitions past. Long story short, not everyone who submits to this challenge votes in the survey. This would effectively force people to vote if they wanted their works to be recognized and their score not to be lowered, which is not good since not everyone has the time or energy to participate.
And no offense, but no no no to non-anonymous voting.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
I'm curious how it would work out if we altered the fundamentals of how voting and winning works. What if - this is gonna sound weird - the judge of each competition was an actual judge? So maybe everyone votes for their favorite, and then the judge sort of "grades" the entries on how well they're done, how balanced they are, how creative the idea is, etc. We'd probably have to develop some sort of pseudo-rubric for the judges to use. And I know there wouldn't be absolute uniformity since different judges would have differing views of balance and things like that, but that would almost be the point of having different judges at all.
I know this system is not likely to get instituted, but as I've said before, you never know when someone will see your bad idea and come up with a good one.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I dont think its really necessary to alter things to greatly from how its already done. At the end of the day, this competition is just a fun way to make and share homebrew with each other and get some feedback. The actual "competitive" part of it is enticing, but secondary.
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I dont think its really necessary to alter things to greatly from how its already done. At the end of the day, this competition is just a fun way to make and share homebrew with each other and get some feedback. The actual "competitive" part of it is enticing, but secondary.
Yeah, I agree. It really isn't all that significant. Can't usually hurt to put ideas out there, though, so I thought I might as well.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I am extending the voting period for this competition until the end of the day of Thursday (March 2nd) to allow time for more responses.
At this point, there are 6 responses in total. Given that there were 8 contestants, I want to make sure everyone who submitted something has had a chance to vote. As always, others are encouraged to vote as well.
Best of luck to everyone. Once the voting period has ended, I will try to have the results compiled as quickly as possible.
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
As for your feedback on my Beholder subclass:
I used the link that was provided. The fact that it was an “affiliate link” should be irrelevant. And frankly, considering how much more work it takes to create something that looks good for DM’s Guild and requires most of the Adobe Suite as compared to the shortcuts available for GMBinber….
My Death Rays are compatible with the same Eldritch Invocations that EB uses, making it fairly balanced considering the d12 damage die in spite of the initially shorter range.
The antimagic cone wasn’t called out as “broken” because it works against your own eye rays. And it was the only feature at capstone level.
Sorry, I would have responded sooner but my da’s in hospital.
Today is the last day to vote in this competition. If you have not taken the time to already, please visit the poll listed in the original post and give your feedback.
Good luck to everyone. I will try to tally the votes and present them by sometime Friday or Saturday
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
As for your feedback on my Beholder subclass:
I used the link that was provided. The fact that it was an “affiliate link” should be irrelevant. And frankly, considering how much more work it takes to create something that looks good for DM’s Guild and requires most of the Adobe Suite as compared to the shortcuts available for GMBinber….
My Death Rays are compatible with the same Eldritch Invocations that EB uses, making it fairly balanced considering the d12 damage die in spite of the initially shorter range.
The antimagic cone wasn’t called out as “broken” because it works against your own eye rays. And it was the only feature at capstone level.
Sorry, I would have responded sooner but my da’s in hospital.
* I did not know about that regarding the affiliate link, sorry. I am curious though, what is the draw behind publishing something on DM's Guild when formatting is much more difficult than with GMBinder/Homebrewery and accessing it as an interested player or DM is much more inconvenient too, considering you have to go through the full purchasing process even for free content there?
* I think they are quite a bit weaker. Saving throw cantrips are weaker than attack rolls in general in many circumstances due to attack rolls being in the player's control and more reliable, and Eldritch Blast benefits from invocations like Agonizing Blast and Repelling Blast and from spells like Hex on each of its up to four hits, while this eye ray only hits once. The d12 damage dice aren't enough to make up for that in my opinion.
* I had removed the other feature though, because it would have been too much; and my sorcerer's eye cone works against their own magic too, just like any other antimagic field. Our subclasses basically use the exact same mechanics for the cones except that yours is available 4 levels earlier, but only for 1 minutes compared to the Dreamspawn sorcerer's 10 minutes :-)
Just voted and also decided to provide some written feedback :-)
DM Options:
Avatar of Justice - It seems like this is a slightly modified CR 21 Solar statblock. It is well done and has some interstinga bility, but also nothing really special :-) And I think a little bit weak for CR 24, but as you correctly said in your post back then, it is really difficult to determine CR for these high-level monsters.
Scroll of Binding Accord- I generally like it a lot in terms of mechanics and flavor. What confuses me though is that undead awaken and attack you when you break the contact, considering the item's strong connection to Mechanus. Wouldn't modrons make more sense in place of the undead, culminating in the appearance of a marut if you continue breaking the contact?
The House of Good Judgement- This submission appear to me a bit barebones, although the idea behind it certainly is not bad. Also, players should have a chance to lower the ability check's DC depending on their arguments and evidence in my opinion.
Attorney's Badge - Nice little item here :-) I have a question though: Why does it grant access to Gust of Wind? I don't really associate that spell with attorneys, except that gusts of winds can really mess up documents and folders in your office... What about Guidance, guiding whoever you are defending, Suggestion, Command, Dissonant Whispers (driving someone away with for them incomprehensible law speech) or Thaumaturgy (voice booming loudly when you shout "Objection!") in its place?
Dagger of Pacts - I think this has the potential to be quite broken. The DC can easily reach numbers that are out of reach for even powerful monsters, and having resistance to all damage is a very powerful boon. It is particularly effective in fights with multiple creatures as you can still deal damage to another creature while having a pact with one creature. Also, it allows you to willingly make a pact with an ally like the warding bond spell, with the exception that the other creature can be a beefy barbarian instead of a cleric or paladin and it stacks with an actual warding bond. I feel like at least the DC should be capped for this item instead of scaling with your damage.
The Stone Arbiter - A wellmade encounter! I think a bit of backstory or explanation would be nice to understand why the goddess of thieves is posing as a god of justice here and punishes those who steal the bowl?
Player options:
Surveyor Archetype - I love that interpretation of the category's theme. I found a couple of issues with it mechanically: The 3rd level feature mentions "Ranger spell slots", but these are not a thing in 5e, as there are only "spell slots" independant of classes (except for Pact Magic slots of course). This might lead to the feature becoming more powerful than expected with some multiclasses. On the other hand, I think it could need some more interesting, more "active" 3rd level feature. I also think the mark at 11th level could be a bit cumbersome to track in combat, and the capstone appears too weak to me for a level 15 ability. Also, it mentions prepared spells, but rangers learn their spells in 5e, unless you homebrew it otherwise.
Scopophobia - Great flavor, but unfortunately woefully underpowered. A good idea when balancing spells is looking at other spells that can create similar effects. In this case, the spell fear is a good comparison, which is a 3rd level spell, can affect multiple creatures as it is an AoE and takes their entire action away by forcing them to dash or dodge. Scopophobia should be a 2nd level spell in my opinion, where it works well as a mashup of cause fear and dissonant whispers.
Way of a Thousand Eyes - Monks are the class I have the least experience with, but this seems like a fine subclass to me. My only gripe is that its 6th level feature requires a bonus action, which monks already have enough of; and passive abilities always are 10 + bonus. I think the Foresight spell at level 17 is perfectly fine. I would even consider giving them something else in addition considering Foresight's benefits are redundant with Empty Body in combat against most creatures (and immunity to surprise is covered by their 3rd level feature anyways).
Horrific / Glamorous Appearance - I like the idea behind this one. Not sure about balance though. Especially its upcasting benefits appear quite strong to me. No other spell in the game besides magic jar - which is risky and difficult to set up - can turn a spellcaster into a medusa permanently while keeping their spellcasting. True polymorph would cause them to lose spellcasting, while shapechange lasts for 1 hour only and requires concentration.
Fomorian Knight - It isn't a bad subclass, but also just a reskin of the Rune Knight fighter. I didn't see any real issues with it though :-)
The Beholder - here I had to subtract a few points due to its availability. I have never been a fan of DM's Guild considering most homebrew there is paid and I don't know if it will be good before I pay for it, and even free content requres an account and the entire purchasing process rather than there being a simple PDF or GMBinder link to click on. Also, I felt it was a bit odd that the DM's Guild link provided was an affiliate link instead of a normal link. The actual subclass is very interesting thematically. I would change out some spells, such as find traps; and I think the Death Ray needs to get a buff in some way as right nwo it is considerably weaker than eldritch blast.The free casts of hold monster through its paralyzing eye ray for example are quite a bit stronger than what my Dreamspawn sorcerer can do in my opinion. Also, I am quite curious, it gets the same antimagic cone at level 14 as my Dreamspawn sorcerer at level 18, without concentration and with a similar time limit, but noone called that out as broken?
Dreamspawn Sorcerer- I quite like how it turned out with its last iteration. I think balance-wise it is in a good spot now. Maybe I get an idea for some kind of addition to its dreaming features, that mostly will be a ribbon feature instead of a power increase, then it would be perfect. I like that it promotes a playstyle otherwise rarely seem amongst sorcerers -. single-target blasting and using attack roll spells in general. And I like the amount of potential behind features like Eye Thief with creative players.
As for your feedback on my Beholder subclass:
I used the link that was provided. The fact that it was an “affiliate link” should be irrelevant. And frankly, considering how much more work it takes to create something that looks good for DM’s Guild and requires most of the Adobe Suite as compared to the shortcuts available for GMBinber….
My Death Rays are compatible with the same Eldritch Invocations that EB uses, making it fairly balanced considering the d12 damage die in spite of the initially shorter range.
The antimagic cone wasn’t called out as “broken” because it works against your own eye rays. And it was the only feature at capstone level.
Sorry, I would have responded sooner but my da’s in hospital.
* I did not know about that regarding the affiliate link, sorry. I am curious though, what is the draw behind publishing something on DM's Guild when formatting is much more difficult than with GMBinder/Homebrewery and accessing it as an interested player or DM is much more inconvenient too, considering you have to go through the full purchasing process even for free content there?
* I think they are quite a bit weaker. Saving throw cantrips are weaker than attack rolls in general in many circumstances due to attack rolls being in the player's control and more reliable, and Eldritch Blast benefits from invocations like Agonizing Blast and Repelling Blast and from spells like Hex on each of its up to four hits, while this eye ray only hits once. The d12 damage dice aren't enough to make up for that in my opinion.
* I had removed the other feature though, because it would have been too much; and my sorcerer's eye cone works against their own magic too, just like any other antimagic field. Our subclasses basically use the exact same mechanics for the cones except that yours is available 4 levels earlier, but only for 1 minutes compared to the Dreamspawn sorcerer's 10 minutes :-)
I plan on publishing a sourcebook on DM’s Guild in the upcoming future and am starting to publish things there now as a means to build a base. From now on, everything significant I publish will be on DM’s Guild.
Yes, they are a little weaker than EB, but that’s to balance them against the other, special eye rays.
I remembered one of your earlier incarnations specifying that the antimagic cone didn’t work against your own eye beams in your subclass. 🤷♂️ Maybe I misremembered? Either way, I think your subclass became much more balanced after you edited it down. I will add that a 1 minute duration is good for a fight, but a 10 minute duration can clear a whole dungeon.
For the DM Category - Letter of the Law, the winner is The Stone Arbiter by MilestoGo_24 with a total score of 7.83
For the PC Category - Windows to the Soul, the winner is the Dreamspawn Sorcerer by Semako with a total score of 7.5
For the Interactive Category - A House of Cards, the winner is the Starguide Casinoby MilestoGo_24 with a total score of 8
With the highest score across all three categories and two categories won, MilestoGo_24 definitively sweeps this competition as the victor!
Congratulations to both MilestoGo_24 and Semako on their victories. I look forward to the next iteration. of the competition you both build together I will be posting the total scores for each entry in the Contestants spoiler tag on the first post.
Small Note
The total number of votes submitted for this competition was 7. Out of these, one person voted for all entries (suggesting they were not one of the competitors). This means that out of the 8 members to submit an entry, only 6 of them actually voted. We will have to work on trying to improve community engagement, but at the very least its somewhat disappointing that even people who wanted to be contestants did not take the time to vote.
Awesome submissions from everyone! Congratulations to Semako, and to my fellow competitors! I hope to run the next competition with honor, dignity, and 11 Charisma as opposed to my usual 9.
Just a quick suggestion. I found it rather irritating to have to swap back and forth between the survey and here to find the entries. It would be much easier if the survey itself had links to the entries.
Thanks for the notes on the Ranger subclass. I appreciate you catching the mistakes with the terminology. For Primal Concentration, I was trying to avoid the issue of multiclassing leading to huge bonuses with slots higher than 5th level, but I may need to find a different approach to do so(like just put a hard limit on the maximum bonus you can get). Admittedly, neither of the 3rd level abilities are super "active" or exciting, but I think both still provide nice tools to play with. This is a Ranger whose increased vision is meant to help "double down" on the exploration pillar of the game, which sadly is not always as exciting or engaging as combat.
For the Scroll of Binding Accord, the mechanus flavor kind of came later on in the design process. I thought the idea of a scroll summoning a revenant is cool since they already have features tied into their kit that work on the idea of hunting down someone who has wronged them, which is the bread and butter of what I wanted the "enforcer" to do
Edit. For the Ranger subclass, I also disagree that the capstone ability is too weak. While it is the capstone of the subclass, it is more importantly a 15th level feature. A similar feature that can be unlocked at 15th level that immediately sticks out to me is the "Witch Sight" invocation for the Warlock class. This effectively gives the Warlock truesight as an invocation, which admittedly is only one part of their 15th level benefit. This feature for the Ranger gives them the same truesight and then in addition immunity to being blinded and surprised and the ability to cast a 2nd level spell and 4th level spell for free 1/LR without needing to know either of those spells or provide components. It maybe could be more powerful, but I think all of these benefits combined make it on par with most other Ranger subclasses, where at 15th level you might gain the ability to use your reaction to gain resistance to an instance of damage (looking at it now, theres surprisingly like 4 Ranger capstones that give you that sort of feature either as part of the feature or its entire effect, weird).
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
OBJECTION! It’s a reference to the Ace Attorney games and anime, in which lawyers gesturing boldly has been shown to have a physical effect on their opponent (which effect is only rarely lampshaded).
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Thanks for the feedback. For the Avatar of Justice, I did start out using the Solar statblock, that way I would know the basic idea of how strong it should be and what types of abilities a creature like that should have, but I felt like I added and changed it enough to make it its own thing.
Horrific/Glamorous appearance: Yeah, I tried, but I feel like I may not be very great at making spells. I thought that giving it those abilities at ninth level would be fine because true polymorph allows you to permanently transform something into another creature? I don't see how mine is different, did I mess up on the wording and forget to add a rule that makes it overpowered? I probably allow myself to do what I think is cool over what is balanced too often to be great at making player options.
With regard to the Dagger of Pacts, the DC is intentionally higher as you have to make an attack with the dagger to activate the feature, and that's all it does. As it's only attunable by a warlock, that's a turn you're not spamming EBs or casting something powerful, and aside from some MC possibilities (i.e. rogue and sneak attack) you're not going to do much damage with it
Boss-level enemies are likely have to have legendary resistances as well, so the actual DC doesn't tend to matter that much if you're in that sort of combat. It can absolutely be used to create a pact with a boss enemy while the warlock engages its minions though -- that's a feature, not a bug
As for pseudo-stacking resistances by using the dagger on an ally with warding bond, I did consider adding a 'This sympathetic damage cannot be reduced in any way' clause but ultimately didn't think it was really necessary for that edge case, and plugging a "loophole" almost seemed contrary to the theme anyway
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator (Assassin rogue)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The idea behind putting gust of wind in the Attorney's Badge came from the Ace Attorney show, where I feel like I remember pointing at somebody blew them away. Now that I think about it, command probably makes way more sense. I'll make the change after the competition is over.
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)
This method would still be vulnerable to being skewed, as are all attempts to fix this issue. The chief problem is that completely stopping cheating is impossible. Yes, that doesn't mean we shouldn't try, but imposing methods that will unfairly penalize certain participants even if no one attempts to mess with the votes is not a good idea. I think everybody is overestimating the risk of cheaters: Tampering with the results only gives the victor more work and less homebrewing prompts and feedback, since they have to set up and judge the next competition.
Anyways, we have discussed this proposal in competitions past. Long story short, not everyone who submits to this challenge votes in the survey. This would effectively force people to vote if they wanted their works to be recognized and their score not to be lowered, which is not good since not everyone has the time or energy to participate.
And no offense, but no no no to non-anonymous voting.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I'm curious how it would work out if we altered the fundamentals of how voting and winning works. What if - this is gonna sound weird - the judge of each competition was an actual judge? So maybe everyone votes for their favorite, and then the judge sort of "grades" the entries on how well they're done, how balanced they are, how creative the idea is, etc. We'd probably have to develop some sort of pseudo-rubric for the judges to use. And I know there wouldn't be absolute uniformity since different judges would have differing views of balance and things like that, but that would almost be the point of having different judges at all.
I know this system is not likely to get instituted, but as I've said before, you never know when someone will see your bad idea and come up with a good one.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I dont think its really necessary to alter things to greatly from how its already done. At the end of the day, this competition is just a fun way to make and share homebrew with each other and get some feedback. The actual "competitive" part of it is enticing, but secondary.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Yeah, I agree. It really isn't all that significant. Can't usually hurt to put ideas out there, though, so I thought I might as well.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I am extending the voting period for this competition until the end of the day of Thursday (March 2nd) to allow time for more responses.
At this point, there are 6 responses in total. Given that there were 8 contestants, I want to make sure everyone who submitted something has had a chance to vote. As always, others are encouraged to vote as well.
Best of luck to everyone. Once the voting period has ended, I will try to have the results compiled as quickly as possible.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
As for your feedback on my Beholder subclass:
Sorry, I would have responded sooner but my da’s in hospital.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Today is the last day to vote in this competition. If you have not taken the time to already, please visit the poll listed in the original post and give your feedback.
Good luck to everyone. I will try to tally the votes and present them by sometime Friday or Saturday
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
* I did not know about that regarding the affiliate link, sorry. I am curious though, what is the draw behind publishing something on DM's Guild when formatting is much more difficult than with GMBinder/Homebrewery and accessing it as an interested player or DM is much more inconvenient too, considering you have to go through the full purchasing process even for free content there?
* I think they are quite a bit weaker. Saving throw cantrips are weaker than attack rolls in general in many circumstances due to attack rolls being in the player's control and more reliable, and Eldritch Blast benefits from invocations like Agonizing Blast and Repelling Blast and from spells like Hex on each of its up to four hits, while this eye ray only hits once. The d12 damage dice aren't enough to make up for that in my opinion.
* I had removed the other feature though, because it would have been too much; and my sorcerer's eye cone works against their own magic too, just like any other antimagic field. Our subclasses basically use the exact same mechanics for the cones except that yours is available 4 levels earlier, but only for 1 minutes compared to the Dreamspawn sorcerer's 10 minutes :-)
I will add that a 1 minute duration is good for a fight, but a 10 minute duration can clear a whole dungeon.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
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Results !
For the DM Category - Letter of the Law, the winner is The Stone Arbiter by MilestoGo_24 with a total score of 7.83
For the PC Category - Windows to the Soul, the winner is the Dreamspawn Sorcerer by Semako with a total score of 7.5
For the Interactive Category - A House of Cards, the winner is the Starguide Casino by MilestoGo_24 with a total score of 8
With the highest score across all three categories and two categories won, MilestoGo_24 definitively sweeps this competition as the victor!
Congratulations to both MilestoGo_24 and Semako on their victories. I look forward to the next iteration. of the competition you both build together I will be posting the total scores for each entry in the Contestants spoiler tag on the first post.
Small Note
The total number of votes submitted for this competition was 7. Out of these, one person voted for all entries (suggesting they were not one of the competitors). This means that out of the 8 members to submit an entry, only 6 of them actually voted. We will have to work on trying to improve community engagement, but at the very least its somewhat disappointing that even people who wanted to be contestants did not take the time to vote.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Awesome submissions from everyone! Congratulations to Semako, and to my fellow competitors! I hope to run the next competition with honor, dignity, and 11 Charisma as opposed to my usual 9.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Just a quick suggestion. I found it rather irritating to have to swap back and forth between the survey and here to find the entries. It would be much easier if the survey itself had links to the entries.
Good job every body. There were some great submissions.
Congratulations to the Winners!!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Congrats to the winners! Great job MilestoGo! There was a lot of cool stuff here, and all of you guys are expert homebrewers! :)
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Hopefully I'll actually be able to find time participate in the next competition. I'm not sure though lol.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.