definitely right on the feat; I made it a light version of my homebrew death rules, and forgot that people would be sacrificing an ASI or other feat to gain it - it's kinda balanced if it's free, but it ain't!
In response to the comment about the towel being more useful than the price, it's sort of the point of the towel - it's not really doing anything a regular towel or blanket can't do, to be honest! But nevertheless, I really do appreciate the feedback!
Man I got hammered too. I guess none of us really gave feedback beforehand.
To whoever wrote this feedback comment regarding my subclass:
Please post a screenshot in the competition thread next time so that voters can easily check your submission without having to create a DM's Guild account.
You don’t need an account, you can read the “Full Sized Preview” of the entire subclass without one. See?👇
You can even view it on your phone if you switch to the desktop version of the website.
Thanks to everyone that gave me feedback (except fro the person who gave my interactive submission a 1 for creativity)! Here are my responses:
Epsilon-Complex Security Spear Model ES-273:
I think the electric discharge should consume charges and that the spear should also be +1.
I tend to disagree about the charges. The +1 is understandable.
Like it, but I think, for the sake of synergy with a martial character's main ability Extra Attack the discharge should replace an attack rather than using an entire action.
It’s been a while, but I believe I considered doing this when making the spear. I decided against it at the time, possibly because the spear would take time to 1)unfold, 2)fire, and 3) fold into a spearhead again.
a nice magic weapon, wording was a little fluffy when describing the action to shoot lightning - the description of the unfolding could have been in the opening fluff text - initially, it sounded like an action to just get the spear ready!
Understandable. The ability could have been done in one sentence to make the intent more clear.
Flavour wise I love it, the 1 hour recharge would be annoying to keep track of at the table, I'd probably modify it to be SR recharge or "you must spend 10 minutes to recharge it" so it is easier to rule.
True enough. I might reword it so that you have to spend 10 minutes during a short or long rest to recharge it, as you said.
Resolve of the Solwatch:
Does it reduce Max HP, or Current HP? Also, both a 3/4 HP loss and Exhaustion seems a steep price to pay for only 2-6d10 extra damage.
Current HP, just what it says. The idea is that you always have those resources (assuming you’re conscious) to make a final stand, a final desperate burst of damage, but it will make you more vulnerable.
Really cool concept, could be useful as a final blow or to deal some extra damage to help your party. Quartering your health seems a bit too extreme, i like it as a last resort, if you use on lower health would be fine.
It is extreme, because it is a last resort for extra burst damage.
Needs more clarification. As written, it is very powerful for low-HP characters who only have to sacrifice a small amount of HP to use it. Also, the AoE radiant damage should not friendly-fire as it will make it unusable in parties with more than just one melee character.
No matter who uses the ability, it will make them more vulnerable due to both decimating their health and gaining exhaustion. You may be right about the AOE. I will likely change that.
Balance is difficult when the proportions are not lined up - a low level or heavily injured character sacrifices less HP, meaning they can heal up easier. 3/4 of hitpoints may take a lot of people a calculator to work out, slowing things down.
The feat has a prerequisite of 4th level, so very low level characters who would not be in much more danger by using the ability cannot take it. A heavily injured character makes themself even more vulnerable by giving themselves exhaustion. What do you mean, they can heal up easier? I do think the time needed to calculate 3/4 is negligible.
3/4 is annoying to calculate and I dislike how this incentivizes whack-a-mole play style.
See above. Also, what is a whack-a-mole playstyle?
Whack-a-mole is a mechanical game in which little puppet moles randomly pop up through holes in a table and the goal is to whack ‘em with a mallet before they pop back down again. The “whack-a-mole playstyle” is one in which the party healer repeatedly waits until someone falls unconscious to heal them so they can stand back up and act before getting knocked back down again, only to be healed yet again to pop back up and repeat the cycle.
Whack-a-mole is a mechanical game in which little puppet moles randomly pop up through holes in a table and the goal is to whack ‘em with a mallet before they pop back down again. The “whack-a-mole playstyle” is one in which the party healer repeatedly waits until someone falls unconscious to heal them so they can stand back up and act before getting knocked back down again, only to be healed yet again to pop back up and repeat the cycle.
Ah, I see. This is one of the reasons why I’m thinking of implementing a scarring rule that occurs whenever someone drops to 0 hit points.
Whack-a-mole is a mechanical game in which little puppet moles randomly pop up through holes in a table and the goal is to whack ‘em with a mallet before they pop back down again. The “whack-a-mole playstyle” is one in which the party healer repeatedly waits until someone falls unconscious to heal them so they can stand back up and act before getting knocked back down again, only to be healed yet again to pop back up and repeat the cycle.
Ah, I see. This is one of the reasons why I’m thinking of implementing a scarring rule that occurs whenever someone drops to 0 hit points.
Slightly shameless plug but check the latest release in my DMs Guild thread, it's new rules to explicitly prevent this sort of playstyle, and make dropping to 0hp a much more serious event! Figured I'd share it as the topic is here!
The general consensus I got from the feedback for Magical Overload is that a) it's too weak if you don't expend any additional slots, b) you should have to spend the slots before you know if it hits or miss, and c) it's too powerful if you crit.
I'm disregarding A because that's a feature, not a bug. To cast it without spending any additional slots is just plain stupid. The situation where you cast it is supposed to be one where you're willing to recklessly spend most, if not all, of your slots.
I don't think B is really valid. I based the numbers somewhat off of Divine Smite, which also lets you add damage by expending a resource after a hit. The differences are:
Divine Smite gains 4.5 damager per extra level of slot expended, Magical Overload gains nothing.
Divine Smite can only be used once or twice a turn, Magical Overload is limited solely by slots.
Divine Smite is added to a free and already-powerful base, Magical Overload is added to a somewhat pricy and weak base.
Paladins are half casters, Wizards and Sorcerers are full casters.
All in all, it boils down to: Magical Overload has higher nova potential at a much higher cost. That, to me, is very much within the theme.
C does worry me, and surprisingly didn't come to my attention when I was making the spell. I figure my options are either making it a saving throw or just saying that only the base damage is doubled on a crit. If it's a saving throw, I'm not sure if it'd make the most sense as Dex, Con, or maybe the same ability that was used to cast it.
If anybody has any suggestions or further critiques, I'd really appreciate them. I do want to publish this spell on Beyond, but I'm trying to make sure it's up to snuff first.
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)
Without having read the DM's Guild document, I need to warn you: Making dropping to 0 HP more dangerous only works when you also buff healing spells significantly. Otherwise, you end up with death spirals in difficult encounters. The issue with whack-a-mole (or yo-yo healing) is that healing spells in 5e are very weak and scale abysmally - it is never worth to spend the action/bonus action and spell slot to heal anyone unless they are at 0 HP.
Imagine your party is at 5th or 6th level, fighting a young dragon or similar boss, challenging yet appropriate for their level. The fighter got hit hard, to about 10 hit points or so. The best thing the cleric could do in terms of healing is casting Cure Wounds at 3rd level, which restores a measily 15 HP to the fighter - but then the dragon downs the fighter anyways as it deals about 30 to 40 damage with its multiattack or breath weapon. The cleric's action and spell slot are wasted, the fighter is down and the cleric needs to spend another spell slot to heal them on their next turn. However, the cleric could have, instead of casting Cure Wounds, used the same action and spell slot to cast a spell like Fear, Command, Guiding Bolt or Spirit Guardians to either deal damage or to prevent the dragon from attacking; and in case the fighter still goes down, they can always throw out a Healing Word on their next turn. The same Healing Word they would have needed if they had cast Cure Wounds on the fighter instead. Even when the Cure Wounds indeed allowed the fighter to survive an attack that would otherwise have downed them it would not have made any difference as long as the cleric (or another character with Healing Word) takes their turn before the fighter's next turn comes up.
If you want to rise the stakes, you can always have special enemies that use Chill Touch or Spirit Shroud or similar effects that prevent healing for one turn - which force the party to plan accordingly.
In regards to the feedback I got to my submission, I am curious about how it did not match the theme. I think Primal Cataclysm is a good "last resort" ability, as you give up basically your entire subclass for the rest of the day when you use it - you will become dormant just like a volcano after a big eruption :-) It just isn't as lethal nor does it require the user to be at low HP to work. Also fixed the typo with the subclass spell list already.
I'm disregarding A because that's a feature, not a bug. To cast it without spending any additional slots is just plain stupid. The situation where you cast it is supposed to be one where you're willing to recklessly spend most, if not all, of your slots.
I still think this is a very valid concern, I was one of the people who brought that up. You need to compare the spell to other existing ones. Inflict Wounds is a good comparison as it deals twice the damage of Magical Overload (assuming it is upcast to 2nd level) without requiring additional spell slots to be spent. So you have the choice between spending a total of three spell slots, one of which must be at least 2nd level or just one single 2nd level slot to deal the same damage. And, Inflict Wounds already is considered not a good spell. At 3rd level, you learn Fireball, which deals an average of 28 damage - that is slightly more than what a 3rd level inflict Wounds deals (5d10 or 27.5), and it deals that to multiple targets in a big area. To reach the same damage with Magical Overload, you would have to spend a total of 4 spell slots, and to surpass it, you would need to spend a total of 5 spell slots. I do not think there will ever be a situation in which you want to do that, unless you run 1-encounter days and you do not know what to do with all your spell slots - unless you crit and nova the boss away with it.
In regards to the feedback I got to my submission, I am curious about how it did not match the theme. I think Primal Cataclysm is a good "last resort" ability, as you give up basically your entire subclass for the rest of the day when you use it - you will become dormant just like a volcano after a big eruption :-) It just isn't as lethal nor does it require the user to be at low HP to work. Also fixed the typo with the subclass spell list already.
(An issue I have with low HP abilities in general, like the Samurai fighter's Strength Beyond Death, is that they encourage you to stab yourself once you are close to their trigger point to activate them - which doesn't really make sense for most characters to do...)
The only thing that fits the theme in your submission is a single 14th level feature.
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)
I'm disregarding A because that's a feature, not a bug. To cast it without spending any additional slots is just plain stupid. The situation where you cast it is supposed to be one where you're willing to recklessly spend most, if not all, of your slots.
I still think this is a very valid concern, I was one of the people who brought that up. You need to compare the spell to other existing ones. Inflict Wounds is a good comparison as it deals twice the damage of Magical Overload (assuming it is upcast to 2nd level) without requiring additional spell slots to be spent. So you have the choice between spending a total of three spell slots, one of which must be at least 2nd level or just one single 2nd level slot to deal the same damage. And, Inflict Wounds already is considered not a good spell. At 3rd level, you learn Fireball, which deals an average of 28 damage - that is slightly more than what a 3rd level inflict Wounds deals (5d10 or 27.5), and it deals that to multiple targets in a big area. To reach the same damage with Magical Overload, you would have to spend a total of 4 spell slots, and to surpass it, you would need to spend a total of 5 spell slots. I do not think there will ever be a situation in which you want to do that, unless you run 1-encounter days and you do not know what to do with all your spell slots - unless you crit and nova the boss away with it.
If there is a problem with the damage, then that's a separate problem than what I listed as A.
Do you think boosting per-slot damage to be 2d8 or similar (in line with Divine Smite) would make the spell more viable?
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)
I'm disregarding A because that's a feature, not a bug. To cast it without spending any additional slots is just plain stupid. The situation where you cast it is supposed to be one where you're willing to recklessly spend most, if not all, of your slots.
I still think this is a very valid concern, I was one of the people who brought that up. You need to compare the spell to other existing ones. Inflict Wounds is a good comparison as it deals twice the damage of Magical Overload (assuming it is upcast to 2nd level) without requiring additional spell slots to be spent. So you have the choice between spending a total of three spell slots, one of which must be at least 2nd level or just one single 2nd level slot to deal the same damage. And, Inflict Wounds already is considered not a good spell. At 3rd level, you learn Fireball, which deals an average of 28 damage - that is slightly more than what a 3rd level inflict Wounds deals (5d10 or 27.5), and it deals that to multiple targets in a big area. To reach the same damage with Magical Overload, you would have to spend a total of 4 spell slots, and to surpass it, you would need to spend a total of 5 spell slots. I do not think there will ever be a situation in which you want to do that, unless you run 1-encounter days and you do not know what to do with all your spell slots - unless you crit and nova the boss away with it.
If there is a problem with the damage, then that's a separate problem than what I listed as A.
Do you think boosting per-slot damage to be 2d8 or similar (in line with Divine Smite) would make the spell more viable?
Without having read the DM's Guild document, I need to warn you: Making dropping to 0 HP more dangerous only works when you also buff healing spells significantly. Otherwise, you end up with death spirals in difficult encounters. The issue with whack-a-mole (or yo-yo healing) is that healing spells in 5e are very weak and scale abysmally - it is never worth to spend the action/bonus action and spell slot to heal anyone unless they are at 0 HP.
My submitted subclass that I published on DM's Guild has nothing to do with what we were discussing. I was just the one who explained what “whack-a-mole” referred to is all.
And why not read my subclass? You don’t need to log into DM’s Guild to read it, just follow the link and look at the preview which is no more complicated than reading anything published on GM Binder.
In regards to the feedback I got to my submission, I am curious about how it did not match the theme. I think Primal Cataclysm is a good "last resort" ability, as you give up basically your entire subclass for the rest of the day when you use it - you will become dormant just like a volcano after a big eruption :-) It just isn't as lethal nor does it require the user to be at low HP to work. Also fixed the typo with the subclass spell list already.
(An issue I have with low HP abilities in general, like the Samurai fighter's Strength Beyond Death, is that they encourage you to stab yourself once you are close to their trigger point to activate them - which doesn't really make sense for most characters to do...)
The only thing that fits the theme in your submission is a single 14th level feature.
Without having read the DM's Guild document, I need to warn you: Making dropping to 0 HP more dangerous only works when you also buff healing spells significantly. Otherwise, you end up with death spirals in difficult encounters. The issue with whack-a-mole (or yo-yo healing) is that healing spells in 5e are very weak and scale abysmally - it is never worth to spend the action/bonus action and spell slot to heal anyone unless they are at 0 HP.
My submitted subclass that I published on DM's Guild has nothing to do with what we were discussing. I was just the one who explained what “whack-a-mole” referred to is all.
And why not read my subclass? You don’t need to log into DM’s Guild to read it, just follow the link and look at the preview which is no more complicated than reading anything published on GM Binder.
Pretty sure they were referring to Thoruk's DM's Guild pdf on alternate dying rules.
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)
Without having read the DM's Guild document, I need to warn you: Making dropping to 0 HP more dangerous only works when you also buff healing spells significantly. Otherwise, you end up with death spirals in difficult encounters. The issue with whack-a-mole (or yo-yo healing) is that healing spells in 5e are very weak and scale abysmally - it is never worth to spend the action/bonus action and spell slot to heal anyone unless they are at 0 HP.
My submitted subclass that I published on DM's Guild has nothing to do with what we were discussing. I was just the one who explained what “whack-a-mole” referred to is all.
And why not read my subclass? You don’t need to log into DM’s Guild to read it, just follow the link and look at the preview which is no more complicated than reading anything published on GM Binder.
Pretty sure they were referring to Thoruk's DM's Guild pdf on alternate dying rules.
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)
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Man I got hammered too. I guess none of us really gave feedback beforehand.
First five days of voting have flown by! Five more days left!
I am also here.
Am snek.
To whoever wrote this feedback comment regarding my subclass:
You don’t need an account, you can read the “Full Sized Preview” of the entire subclass without one. See?👇
You can even view it on your phone if you switch to the desktop version of the website.
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Thanks to everyone that gave me feedback (except fro the person who gave my interactive submission a 1 for creativity)! Here are my responses:
Epsilon-Complex Security Spear Model ES-273:
I tend to disagree about the charges. The +1 is understandable.
It’s been a while, but I believe I considered doing this when making the spear. I decided against it at the time, possibly because the spear would take time to 1)unfold, 2)fire, and 3) fold into a spearhead again.
Understandable. The ability could have been done in one sentence to make the intent more clear.
True enough. I might reword it so that you have to spend 10 minutes during a short or long rest to recharge it, as you said.
Resolve of the Solwatch:
Current HP, just what it says. The idea is that you always have those resources (assuming you’re conscious) to make a final stand, a final desperate burst of damage, but it will make you more vulnerable.
It is extreme, because it is a last resort for extra burst damage.
No matter who uses the ability, it will make them more vulnerable due to both decimating their health and gaining exhaustion. You may be right about the AOE. I will likely change that.
The feat has a prerequisite of 4th level, so very low level characters who would not be in much more danger by using the ability cannot take it. A heavily injured character makes themself even more vulnerable by giving themselves exhaustion. What do you mean, they can heal up easier? I do think the time needed to calculate 3/4 is negligible.
See above. Also, what is a whack-a-mole playstyle?
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
Whack-a-mole is a mechanical game in which little puppet moles randomly pop up through holes in a table and the goal is to whack ‘em with a mallet before they pop back down again. The “whack-a-mole playstyle” is one in which the party healer repeatedly waits until someone falls unconscious to heal them so they can stand back up and act before getting knocked back down again, only to be healed yet again to pop back up and repeat the cycle.
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Ah, I see. This is one of the reasons why I’m thinking of implementing a scarring rule that occurs whenever someone drops to 0 hit points.
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
Slightly shameless plug but check the latest release in my DMs Guild thread, it's new rules to explicitly prevent this sort of playstyle, and make dropping to 0hp a much more serious event! Figured I'd share it as the topic is here!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
The general consensus I got from the feedback for Magical Overload is that a) it's too weak if you don't expend any additional slots, b) you should have to spend the slots before you know if it hits or miss, and c) it's too powerful if you crit.
I'm disregarding A because that's a feature, not a bug. To cast it without spending any additional slots is just plain stupid. The situation where you cast it is supposed to be one where you're willing to recklessly spend most, if not all, of your slots.
I don't think B is really valid. I based the numbers somewhat off of Divine Smite, which also lets you add damage by expending a resource after a hit. The differences are:
All in all, it boils down to: Magical Overload has higher nova potential at a much higher cost. That, to me, is very much within the theme.
C does worry me, and surprisingly didn't come to my attention when I was making the spell. I figure my options are either making it a saving throw or just saying that only the base damage is doubled on a crit. If it's a saving throw, I'm not sure if it'd make the most sense as Dex, Con, or maybe the same ability that was used to cast it.
If anybody has any suggestions or further critiques, I'd really appreciate them. I do want to publish this spell on Beyond, but I'm trying to make sure it's up to snuff first.
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)
Without having read the DM's Guild document, I need to warn you: Making dropping to 0 HP more dangerous only works when you also buff healing spells significantly. Otherwise, you end up with death spirals in difficult encounters. The issue with whack-a-mole (or yo-yo healing) is that healing spells in 5e are very weak and scale abysmally - it is never worth to spend the action/bonus action and spell slot to heal anyone unless they are at 0 HP.
Imagine your party is at 5th or 6th level, fighting a young dragon or similar boss, challenging yet appropriate for their level. The fighter got hit hard, to about 10 hit points or so. The best thing the cleric could do in terms of healing is casting Cure Wounds at 3rd level, which restores a measily 15 HP to the fighter - but then the dragon downs the fighter anyways as it deals about 30 to 40 damage with its multiattack or breath weapon. The cleric's action and spell slot are wasted, the fighter is down and the cleric needs to spend another spell slot to heal them on their next turn.
However, the cleric could have, instead of casting Cure Wounds, used the same action and spell slot to cast a spell like Fear, Command, Guiding Bolt or Spirit Guardians to either deal damage or to prevent the dragon from attacking; and in case the fighter still goes down, they can always throw out a Healing Word on their next turn. The same Healing Word they would have needed if they had cast Cure Wounds on the fighter instead.
Even when the Cure Wounds indeed allowed the fighter to survive an attack that would otherwise have downed them it would not have made any difference as long as the cleric (or another character with Healing Word) takes their turn before the fighter's next turn comes up.
If you want to rise the stakes, you can always have special enemies that use Chill Touch or Spirit Shroud or similar effects that prevent healing for one turn - which force the party to plan accordingly.
In regards to the feedback I got to my submission, I am curious about how it did not match the theme. I think Primal Cataclysm is a good "last resort" ability, as you give up basically your entire subclass for the rest of the day when you use it - you will become dormant just like a volcano after a big eruption :-) It just isn't as lethal nor does it require the user to be at low HP to work. Also fixed the typo with the subclass spell list already.
I still think this is a very valid concern, I was one of the people who brought that up. You need to compare the spell to other existing ones. Inflict Wounds is a good comparison as it deals twice the damage of Magical Overload (assuming it is upcast to 2nd level) without requiring additional spell slots to be spent. So you have the choice between spending a total of three spell slots, one of which must be at least 2nd level or just one single 2nd level slot to deal the same damage. And, Inflict Wounds already is considered not a good spell.
At 3rd level, you learn Fireball, which deals an average of 28 damage - that is slightly more than what a 3rd level inflict Wounds deals (5d10 or 27.5), and it deals that to multiple targets in a big area. To reach the same damage with Magical Overload, you would have to spend a total of 4 spell slots, and to surpass it, you would need to spend a total of 5 spell slots. I do not think there will ever be a situation in which you want to do that, unless you run 1-encounter days and you do not know what to do with all your spell slots - unless you crit and nova the boss away with it.
The only thing that fits the theme in your submission is a single 14th level feature.
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)
If there is a problem with the damage, then that's a separate problem than what I listed as A.
Do you think boosting per-slot damage to be 2d8 or similar (in line with Divine Smite) would make the spell more viable?
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)
Something similar, yes.
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
My submitted subclass that I published on DM's Guild has nothing to do with what we were discussing. I was just the one who explained what “whack-a-mole” referred to is all.
And why not read my subclass? You don’t need to log into DM’s Guild to read it, just follow the link and look at the preview which is no more complicated than reading anything published on GM Binder.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This👆
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Pretty sure they were referring to Thoruk's DM's Guild pdf on alternate dying rules.
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)
Ahh ha ha.
Creating Epic Boons on DDB
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Non contestants are allowed to vote, right?
MY INFO
Yup.
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)