Mistress Misfortune declares you her champion. Although her attention is not always a good thing to the masses, you are different. She gazes upon you with favor, giving you the ability to evade the hardships of life while guiding your enemies onto the path of tragedy. Who needs luck to bring you success when you can just cause everyone else to fail miserably?
This subclass plays with the concept of 'equivalent exchange', where many of the features grant you benefits in exchange for having you roll with disadvantage. Conversely, this encourages strange playstyles. Since your attacks are going to have disadvantage, anyway, why not do other weird things? Use a heavy weapon as a Small creature, drop prone and make attacks from the ground, permanently shoot from long range, etc. Disadvantage doesn't stack in 5e, so go hog-wild! Now, the flavor of the class is pretty thematic overall, and pretty easy to understand in comparison to other subclasses, in my opinion. Also, I just love the idea of critting on a 1!
Anyway, please comment any thoughts or concerns you might have. I'm all ears! Thank you for your time, and have a great day!
Yes, definitely enter it in CotFB. It's a very well-done 'brew. The only thing that stands out to me is that the level 15 feature (where you can turn a crit into a crit with full damage) is extremely powerful with the number of uses it gets. (Honestly, I would limit it to once per long rest, since that feature + a Grave Domain cleric making someone vulnerable to an attack's damage + an Assassin rogue auto-critting and (at level 17+) having a chance to deal double damage = a potential damage of well over 500 from one attack. Without magic (technically). That's insanely powerful even when limited to once per long rest - imagine doing that every combat.) Other than that, though, I don't see any glaring issues.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Yes, definitely enter it in CotFB. It's a very well-done 'brew. The only thing that stands out to me is that the level 15 feature (where you can turn a crit into a crit with full damage) is extremely powerful with the number of uses it gets. (Honestly, I would limit it to once per long rest, since that feature + a Grave Domain cleric making someone vulnerable to an attack's damage + an Assassin rogue auto-critting and (at level 17+) having a chance to deal double damage = a potential damage of well over 500 from one attack. Without magic (technically). That's insanely powerful even when limited to once per long rest - imagine doing that every combat.) Other than that, though, I don't see any glaring issues.
Thanks for your advice! However, I'd argue that a single broken interaction doesn't beget a nerf. Although this does work supremely well within the circumstances you've stated, and even with just rogues in general, I feel that I should balance this around the majority of scenarios. And in most cases, the damage is along the lines of 15-30 ish damage on an attack. This is indeed a lot of damage for one attack, but it is a critical hit.
On the other hand, you do make a valid point about the number of uses. Thank you for bringing this to my attention. With your advice, I'm considering bringing to once per short rest. Do you think this is a good change?
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Yes, definitely enter it in CotFB. It's a very well-done 'brew. The only thing that stands out to me is that the level 15 feature (where you can turn a crit into a crit with full damage) is extremely powerful with the number of uses it gets. (Honestly, I would limit it to once per long rest, since that feature + a Grave Domain cleric making someone vulnerable to an attack's damage + an Assassin rogue auto-critting and (at level 17+) having a chance to deal double damage = a potential damage of well over 500 from one attack. Without magic (technically). That's insanely powerful even when limited to once per long rest - imagine doing that every combat.) Other than that, though, I don't see any glaring issues.
Thanks for your advice! However, I'd argue that a single broken interaction doesn't beget a nerf. Although this does work supremely well within the circumstances you've stated, and even with just rogues in general, I feel that I should balance this around the majority of scenarios. And in most cases, the damage is along the lines of 15-30 ish damage on an attack. This is indeed a lot of damage for one attack, but it is a critical hit.
On the other hand, you do make a valid point about the number of uses. Thank you for bringing this to my attention. With your advice, I'm considering bringing to once per short rest. Do you think this is a good change?
Yeah, I think once per short rest would be fine too. I think the most important thing is to limit it so that it's not happening too regularly, especially not more than once in a single combat. I think the only reason it should be limited like that is because it really doesn't take much to optimize around it - hold person / monster, Assassinate, etc. make it fairly simple to optimize.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Yes, definitely enter it in CotFB. It's a very well-done 'brew. The only thing that stands out to me is that the level 15 feature (where you can turn a crit into a crit with full damage) is extremely powerful with the number of uses it gets. (Honestly, I would limit it to once per long rest, since that feature + a Grave Domain cleric making someone vulnerable to an attack's damage + an Assassin rogue auto-critting and (at level 17+) having a chance to deal double damage = a potential damage of well over 500 from one attack. Without magic (technically). That's insanely powerful even when limited to once per long rest - imagine doing that every combat.) Other than that, though, I don't see any glaring issues.
Thanks for your advice! However, I'd argue that a single broken interaction doesn't beget a nerf. Although this does work supremely well within the circumstances you've stated, and even with just rogues in general, I feel that I should balance this around the majority of scenarios. And in most cases, the damage is along the lines of 15-30 ish damage on an attack. This is indeed a lot of damage for one attack, but it is a critical hit.
On the other hand, you do make a valid point about the number of uses. Thank you for bringing this to my attention. With your advice, I'm considering bringing to once per short rest. Do you think this is a good change?
Yeah, I think once per short rest would be fine too. I think the most important thing is to limit it so that it's not happening too regularly, especially not more than once in a single combat. I think the only reason it should be limited like that is because it really doesn't take much to optimize around it - hold person / monster, Assassinate, etc. make it fairly simple to optimize.
I've been thinking, and should blessing of bad luck be something that lasts for 1 minute? My friend brought up how the stacking attack bonus wouldn't be enough in tier 1 play, and a potential fix could be a 1 minute duration. Otherwise, maybe I could buff the bonus itself to +2 (maybe even higher). What do you two think?
Rollback Post to RevisionRollBack
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Mistress Misfortune declares you her champion. Although her attention is not always a good thing to the masses, you are different. She gazes upon you with favor, giving you the ability to evade the hardships of life while guiding your enemies onto the path of tragedy. Who needs luck to bring you success when you can just cause everyone else to fail miserably?
This subclass plays with the concept of 'equivalent exchange', where many of the features grant you benefits in exchange for having you roll with disadvantage. Conversely, this encourages strange playstyles. Since your attacks are going to have disadvantage, anyway, why not do other weird things? Use a heavy weapon as a Small creature, drop prone and make attacks from the ground, permanently shoot from long range, etc. Disadvantage doesn't stack in 5e, so go hog-wild! Now, the flavor of the class is pretty thematic overall, and pretty easy to understand in comparison to other subclasses, in my opinion. Also, I just love the idea of critting on a 1!
Anyway, please comment any thoughts or concerns you might have. I'm all ears! Thank you for your time, and have a great day!
CALAMITY: https://www.dndbeyond.com/subclasses/1631559-calamity
You should enter this subclass into the current Competition for the Finest ‘Brews: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/166382-competition-of-the-finest-brews-xiv#c13). It fits the theme, and people there give feedback when it’s asked for too.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yes, definitely enter it in CotFB. It's a very well-done 'brew. The only thing that stands out to me is that the level 15 feature (where you can turn a crit into a crit with full damage) is extremely powerful with the number of uses it gets. (Honestly, I would limit it to once per long rest, since that feature + a Grave Domain cleric making someone vulnerable to an attack's damage + an Assassin rogue auto-critting and (at level 17+) having a chance to deal double damage = a potential damage of well over 500 from one attack. Without magic (technically). That's insanely powerful even when limited to once per long rest - imagine doing that every combat.) Other than that, though, I don't see any glaring issues.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Thanks for the notice! I knew of this contest's existence, but I didn't really pay attention to it. I'll definitely submit it! Also, this is unrelated, but I notice you give a lot of advice to people who have a problem with D&D Beyond coding and such things. I, myself, have googled how to solve such issues only to find that you have graciously provided the solution to someone else who've already asked before me. Just giving credit where credit is due: Thank you!
Thanks for your advice! However, I'd argue that a single broken interaction doesn't beget a nerf. Although this does work supremely well within the circumstances you've stated, and even with just rogues in general, I feel that I should balance this around the majority of scenarios. And in most cases, the damage is along the lines of 15-30 ish damage on an attack. This is indeed a lot of damage for one attack, but it is a critical hit.
On the other hand, you do make a valid point about the number of uses. Thank you for bringing this to my attention. With your advice, I'm considering bringing to once per short rest. Do you think this is a good change?
Thank you! I’m happy to help.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah, I think once per short rest would be fine too. I think the most important thing is to limit it so that it's not happening too regularly, especially not more than once in a single combat. I think the only reason it should be limited like that is because it really doesn't take much to optimize around it - hold person / monster, Assassinate, etc. make it fairly simple to optimize.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I've been thinking, and should blessing of bad luck be something that lasts for 1 minute? My friend brought up how the stacking attack bonus wouldn't be enough in tier 1 play, and a potential fix could be a 1 minute duration. Otherwise, maybe I could buff the bonus itself to +2 (maybe even higher). What do you two think?