You know what I think would be a bit more fun than the current 3rd-level ability? A table of magical weapon features among which the player can choose. As the character advances, allow them to choose increasingly awesome weapon characteristics. I feel that would fit the alteration theme a bit more.
The 7th-level feature feels a bit weak. Constitution checks barely exist, and 2d6 thp will evaporate in a round. So on. At 5th, I'd give the character access to the enhance ability and alter self spells rather than just duplicating its effects, prof bonus times/LR.
The level-15 ability shouldn't restrict the damage reduction to nonmagical sources. At that level, you're not getting any mileage out of it.
The 18th-level ability annoys me a little. 9-10 thp is trifling. I'm also not a huge fan of thp in general.
Generally speaking, the last three features have the same flavor. You use your (non-magical?) energy to change your form into something better at combat, once per LR. I feel there could be more done here.
I made the adjustments in the orignal post as requested, it's actually more interesting now. Might be a bit OP but at least it's orignal. It's easier to scale things down than the reverse I guess.
For the DM Option: There's a Time and a Place for That. I am putting forward an optional mechanic- The Horoscopy Ritual. This can act as a fun roleplay moment, giving the players a chance to play a "Yahtzee" minigame for the chance to get some free castings of spells, some of which are enhanced by being cast at night. It could help to enhance the roleplay experience for players who are using some connection to celestial bodies as part of their character theme. This could also be used to help supplement a party that lacks spellcasters focused on Divination magic still have a route to magically obtain information.
To quote the legendary Miguel and Tulio: "The STARS are not in position for this tribute!" 'Stars....cant do it..........not today.'
Horoscopy Ritual
Using this optional mechanic, you can give players the chance to divine their fate using the celestial bodies they observe in the night sky. If the planetary bodies happen to align, the player performing the ritual may even be able to channel extraplanar power to perform miraculous feats.
How to Perform the Ritual
To perform the ritual, the following prerequisites must first be met
The ritual must be performed outside and at night
The character performing the ritual must be capable of casting spells as Rituals
At least 48 hours must pass before the ritual can be performed again.
You can elect to ignore one or more of these prerequisites if events unfolding within the story merit having the ritual performed or if it fits within a particular character’s journey; however, this will likely make success less likely (see Modifying the Ritual below).
The ritual takes 1 hour to perform, and can be done as part of a long rest. After the ritual is completed, have the character roll a d4, a d6, a d8, a d12, a d20, and percentile dice. Then, consult the table below to determine what effect occurs. This will be dependent on how the values rolled across all of the dice compare to one another. For values which rely on a continuous set being formed, the dice can be rearranged in any order to form the set. If multiple patterns are met at the same time, the player chooses which effect they want to transpire.
Rolled Values
Description
Effect
No pattern
-
The ritual fails to reveal anything
All Odd
The rolled values are all odd
Odd Omen. The character can cast Auguryonce, without expending a spell slot and without providing material components. When cast this way at night, the specified course of action can be one taken anytime before the next dawn.
All Even
The rolled values are all even
Channel the Zodiac. The character can cast Enhance Ability once, without expending a spell slot and without providing material components. When cast this way at night, the player may select an additional target for the spell, provided it is within range, and can choose a different effect for that target.
Lesser Alignment
At least three rolled values form a continuous set (such as 2,3,4 or 9,10,11)
Guiding Star. The character can cast either [spell] Locate Object [/spell] or Locate Creature once, without expending a spell slot and without providing material components. When cast this way at night, the spell does not require concentration.
Greater Alignment
At least five rolled values form a continuous set
Constellation Tale. The character is treated as having cast Legend Lore.
True Alignment
All six rolled values form a continuous set OR each roll their maximum value
Astral Syzygy. The character is treated as having cast the Wish spell. If an effect other than duplicating a spell effect is chosen, the player rolls a percentile die. If the value rolled is equal to or lower than their level, the player does not suffer any stress associated with this casting of the spell.
Modifying the Ritual
At the DMs discretion, a character conducting the ritual may be allowed to add one or more additional dice to the pool to reflect some deeper connection formed as part of casting it. Some examples of circumstances which could modify the ritual include:
The character makes an offering as part of the ritual, with a costly material component which is consumed. Depending on the value of this offering, consider granting multiple additional dice.
The character belongs to a particular race/lineage, background, or subclass which has ties to the stars or astral plane, such as the Astral Elf or Circle of Stars druid.
One or more characters help with casting the ritual. Consider granting multiple additional dice if any of these characters are also capable of casting spells as Rituals.
When additional dice are rewarded this way, the player selects the type of die before rolling. After all the dice are rolled, the character then selects six dice(seven counting the percentile separately) to form the set.
Similarly, the DM may elect to subtract dice from the pool before a roll occurs if there are circumstances that impede the ritual’s strength or a character’s capability to perform it. Some examples of circumstances that would modify the ritual this way include:
Performing the ritual on a night where the sky is stormy or overcast.
The character performing the ritual has levels of exhaustion. For multiple levels of exhaustion, consider removing multiple dice.
The character performing the ritual has their spellcasting ability score reduced
One or more of the prerequisites for performing the ritual has not been met.
In this way, the DM selects the type of die which will be removed before rolling, using the remaining ones to form the set after rolling.
For the DM Option: There's a Time and a Place for That. I am putting forward an optional mechanic- The Horoscopy Ritual. This can act as a fun roleplay moment, giving the players a chance to play a "Yahtzee" minigame for the chance to get some free castings of spells, some of which are enhanced by being cast at night. It could help to enhance the roleplay experience for players who are using some connection to celestial bodies as part of their character theme. This could also be used to help supplement a party that lacks spellcasters focused on Divination magic still have a route to magically obtain information.
To quote the legendary Miguel and Tulio: "The STARS are not in position for this tribute!" 'Stars....cant do it..........not today.'
Horoscopy Ritual
Using this optional mechanic, you can give players the chance to divine their fate using the celestial bodies they observe in the night sky. If the planetary bodies happen to align, the player performing the ritual may even be able to channel extraplanar power to perform miraculous feats.
How to Perform the Ritual
To perform the ritual, the following prerequisites must first be met
The ritual must be performed outside and at night
The character performing the ritual must be capable of casting spells as Rituals
At least 48 hours must pass before the ritual can be performed again.
You can elect to ignore one or more of these prerequisites if events unfolding within the story merit having the ritual performed or if it fits within a particular character’s journey; however, this will likely make success less likely (see Modifying the Ritual below).
The ritual takes 1 hour to perform, and can be done as part of a long rest. After the ritual is completed, have the character roll a d4, a d6, a d8, a d12, a d20, and percentile dice. Then, consult the table below to determine what effect occurs. This will be dependent on how the values rolled across all of the dice compare to one another. For values which rely on a continuous set being formed, the dice can be rearranged in any order to form the set. If multiple patterns are met at the same time, the player chooses which effect they want to transpire.
Rolled Values
Description
Effect
No pattern
-
The ritual fails to reveal anything
All Odd
The rolled values are all odd
Odd Omen. The character can cast Auguryonce, without expending a spell slot and without providing material components. When cast this way at night, the specified course of action can be one taken anytime before the next dawn.
All Even
The rolled values are all even
Channel the Zodiac. The character can cast Enhance Ability once, without expending a spell slot and without providing material components. When cast this way at night, the player may select an additional target for the spell, provided it is within range, and can choose a different effect for that target.
Lesser Alignment
At least three rolled values form a continuous set (such as 2,3,4 or 9,10,11)
Guiding Star. The character can cast either Locate Object or Locate Creature once, without expending a spell slot and without providing material components. When cast this way at night, the spell does not require concentration.
Greater Alignment
At least five rolled values form a continuous set
Constellation Tale. The character is treated as having cast Legend Lore.
True Alignment
All six rolled values form a continuous set OR each roll their maximum value
Astral Syzygy. The character is treated as having cast the Wish spell. If an effect other than duplicating a spell effect is chosen, the player rolls a percentile die. If the value rolled is equal to or lower than their level, the player does not suffer any stress associated with this casting of the spell.
Modifying the Ritual
At the DMs discretion, a character conducting the ritual may be allowed to add one or more additional dice to the pool to reflect some deeper connection formed as part of casting it. Some examples of circumstances which could modify the ritual include:
The character makes an offering as part of the ritual, with a costly material component which is consumed. Depending on the value of this offering, consider granting multiple additional dice.
The character belongs to a particular race/lineage, background, or subclass which has ties to the stars or astral plane, such as the Astral Elf or Circle of Stars druid.
One or more characters help with casting the ritual. Consider granting multiple additional dice if any of these characters are also capable of casting spells as Rituals.
When additional dice are rewarded this way, the player selects the type of die before rolling. After all the dice are rolled, the character then selects six dice(seven counting the percentile separately) to form the set.
Similarly, the DM may elect to subtract dice from the pool before a roll occurs if there are circumstances that impede the ritual’s strength or a character’s capability to perform it. Some examples of circumstances that would modify the ritual this way include:
Performing the ritual on a night where the sky is stormy or overcast.
The character performing the ritual has levels of exhaustion. For multiple levels of exhaustion, consider removing multiple dice.
The character performing the ritual has their spellcasting ability score reduced
One or more of the prerequisites for performing the ritual has not been met.
In this way, the DM selects the type of die which will be removed before rolling, using the remaining ones to form the set after rolling.
Man, you're on a roll Kaboom. This is very cool. It reminds me of the soothe deck mechanic from the Invisible Sun rpg. I'm going to read this in a bit more detail tomorrow, but so far... wow.
I wonder if my Metal Domain cleric (and the three homebrew spells that are part of it) fits the player options theme? https://www.gmbinder.com/share/-NhX82cv6ToYVSCPS3qO Metal songs often are about glorious battles and legendary warriors, and this subclass is all about inspiring your allies with these songs and about adding to each other's music to empower your attacks to take down even the baddest enemy.
I wonder if my Metal Domain cleric (and the three homebrew spells that are part of it) fits the player options theme? https://www.gmbinder.com/share/-NhX82cv6ToYVSCPS3qO Metal songs often are about glorious battles and legendary warriors, and this subclass is all about inspiring your allies with these songs and about adding to each other's music to empower your attacks to take down even the baddest enemy.
I wonder if my Metal Domain cleric (and the three homebrew spells that are part of it) fits the player options theme? https://www.gmbinder.com/share/-NhX82cv6ToYVSCPS3qO Metal songs often are about glorious battles and legendary warriors, and this subclass is all about inspiring your allies with these songs and about adding to each other's music to empower your attacks to take down even the baddest enemy.
FYI the “amen and attack” has no text under it
That is an issue on your side. Do you use Firefox? I even adjusted the layout before posting here to ensure that it works (previously that paragraph was cut off sometimes, so I gave it more space).
Weaveblade artificers have discovered their ability to use the weave to interact with the world around them. Using their mind to manipulate the objects and creatures around them, weaveblade artificers hone their mystical powers over years of dedication and training. These artificers have unlocked a connection to the weave and have constructed a blade of energy to as their primary tool. For good or ill, a weaveblade artificer's power and ability should never be underestimated.
Feats at 1st level
Some of the features of a weaveblade artificer are very similar to, if not duplications of parts of some feats. If you take the Telekinetic feat or the Telepathic feat at level 1 with a variant human, custom lineage, or homebrew rule allowing a starting feat, ask your GM if you can swap that feat out when these features are provided by the weaveblade’s progression (levels 3 and 5). Keep in mind these feats do give a +1 to an ability score and this specialist's features do not. You'll need to take that into account when choosing a replacement feat.
Weaveblade Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Weaveblade Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
The weaveblade artificer is inspired by a particular archetype made famous by modern day cinema. Known skills of this archetype include exceptional jumping and speed as well as the ability to control objects or creatures using their mind and connection to the universe. These skills can be recreated using several artificer spells that are not included in the weaveblade's current spells list but are available for any artificer to prepare.
When you choose this specialist at 3rd level, you gain proficiency in the Intimidation or Persuasion skills. You also gain proficiency with martial weapons.
Weaveblade
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.
The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. When you attack with a weaveblade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. The blade deals radiant damage and its damage die is a d6. The damage die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 15th level. You can use the weaveblade as your spell casting focus.
You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.
Dual Wielding on Dndbeyond
It is currently not possible to add a bonus action weaveblade attack through this subclass. I have created homebrew weapons that can be used instead. Using these homebrew weapons utilizes your attunement slots correctly. Search for weaveblade in Add Items on your inventory tab. You should add two copies of the appropriate weaveblade, one regular, one for your offhand bonus action attack.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor, wielding at least one weaveblade, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Weavehand
At 3rd level, you learn the mage hand cantrip and your mage hand range is 30 feet. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell from another source, your mage hand range increases to 60 feet. Its spellcasting ability is Intelligence.
As a bonus action, you can try to telekinetically shove one creature you can see within your mage hand range. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Intelligence) or be moved 5 feet in any direction. A creature can willingly fail this save. At 5th level this movement increases to 10 feet, at 9th level it increases to 15 feet, and at 15th level it increases to 20 feet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weavespeak
At 5th level, you can speak telepathically to any creature you can see within double your mage hand range, either 60 or 120, feet from you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, it's range is determined by your mage hand range, and requires no spell slot or components, and you must finish a long rest before you can cast it this way again. Intelligence is your spellcasting ability for this spell. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Weaveblade
At 15th level, you have learned the weaveblade to be a valuable weapon and that this weapon is your life. You have mastered techniques of the weaveblade only known to a few. Some of the features below rely on your mage hand range. If you learned the mage hand cantrip from something other than the Weavehand feature you gain at 3rd level, your mage hand range will be 60 feet. Otherwise your mage hand range is 30 feet:
Thrown Weapon Your weaveblade gains the Thrown property. Your range when throwing the weaveblade is 30/60 or 60/120, depending on your mage hand range.
Weavepull As a bonus action, you can recall a thrown weaveblade to your hand. You can recall a weaveblade that is 30 or 60 feet away, depending on your mage hand range. You can only recall one weaveblade, a single time as bonus action.
Weavecatch While wielding at least 1 weaveblade, you can use your reaction to become immune to lightning damage until the start of your next turn as the weaveblade absorbs and disperses this energy.
Weavedeflect Also while wielding a weaveblade, you can use your reaction to deflect an incoming hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier. If you reduce the damage to 0, you can deflect the missile. You can make a ranged attack with the piece of ammunition you just deflected, as part of the same reaction. You make this attack with your spell attack modifier and has a normal range of 30 or 60 feet away, depending on your mage hand range. The damage is whatever was originally rolled as damage for the attack.
Weaveshield If you take the Dodge action while wielding at least one weaveblade, you and any creature of your choice within 5 feet of you is protected with three-quarters cover until the start of your next turn. If any creature you select is targeted for an attack, you expend your reaction for this round. If any creature you have selected to benefit from this moves further than 5 feet away from you, they lose this benefit. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.
I'm a little surprised the capstone isn't called Weave Lord or Weave Knight depending on your alignment. Just a few comments:
I'm not sure why this is an artificer subclass. It feels like a variation on EK fighter or BS wizard. It would make more sense as an articier archetype if the abilities interacted with the core artificer features.
Weavehand could just index the distance pushed to a number of feet equal to five times your proficiency bonus for natural scaling.
Weavecatch uses a reaction, and thus needs a condition. Preface that ability by saying something like "when you take lightning damage from a source you can see and are not surprised or incapacitated" or some such.
Weavepull and Weavedeflect feel like they come very late in the progression. Here's an idea: make these weaveblade abilities available earlier and allow the character to sacrifice infusion slots for weaveblade abilities. This would address my first point.
I feel the theme of this subclass fits perfectly with artificer progression and the core class features as a mechanical explanation for the fictional universe I took the inspiration from. Instead of "feel the force" all those abilities are replicated with spells and infusions. I know the tools and gadgets would be more closely associated with a different part of that fictional universe, I believe that other sect is better represented by Armorers already.
This subclass does draw some inspiration from EK fighter and BS wizard, but it's biggest influence is PW fighter though as I believe that would be the closest in ability set. Basically its just another approach to a gish build with a distinct inspiration and an alternative to the armored up robot builder we currently have in the Battle Smith.
I like the idea of basing the Weavehand feature based off PB, I'll look into that this weekend. I also appreciate your suggestion on Weavecatch and will look at revising the verbiage there.
I think Weavepull and Weavedeflect could use something earlier. The reason I put them all up in level 15 was this was the level you have mastered advanced uses of the blade. I'm not sure about using infusion slots as a consumable resource though, I'm thinking something along the lines of an Intelligence(Arcana) check to be able to pull off these features earlier in progression, but the only other blade specific feature is getting the blade at level 3. If I went this route I would like to set a progressing DC, perhaps something like 18 - PB, making it easier as you progress. Then at level 15, these would be automatic.
Thanks for the suggestions, I'll post some revisions this weekend.
It's on my "to do list" I just haven't got around to it yet, apologies. I will probably do it in blocks so I'm not having to update daily. If not over the weekend then probably Monday evening.
Hi! Wow it's really been a while! I'm glad to see that this is still running! I'm also glad to see a lot of users that weren't in the first few! The homebrew here looks really awesome. I've been really low on time but hopefully I can participate in either this one or next one.
Query: Can I submit a collection of NPCs as a single entry to the Interactive category?
Interactive Options: Things that affect how characters interact with the world, exploring both its social structure and environment - such as NPCs, puzzles, stories/lore, terrain, traps/hazards or even institutions like shops or taverns.
Seems so!
Related: the interactive category seems to be a bit confusing in general (across competitions). It may be worth revising the guidance. Don't ask me how, though.
Truly honored to be among those distinguished in the field of making shit up for fun on the internet.
I made the adjustments in the orignal post as requested, it's actually more interesting now. Might be a bit OP but at least it's orignal. It's easier to scale things down than the reverse I guess.
My Homebrew: Spells Subclasses
For the DM Option: There's a Time and a Place for That. I am putting forward an optional mechanic- The Horoscopy Ritual. This can act as a fun roleplay moment, giving the players a chance to play a "Yahtzee" minigame for the chance to get some free castings of spells, some of which are enhanced by being cast at night. It could help to enhance the roleplay experience for players who are using some connection to celestial bodies as part of their character theme. This could also be used to help supplement a party that lacks spellcasters focused on Divination magic still have a route to magically obtain information.
To quote the legendary Miguel and Tulio: "The STARS are not in position for this tribute!" 'Stars....cant do it..........not today.'
Horoscopy Ritual
Using this optional mechanic, you can give players the chance to divine their fate using the celestial bodies they observe in the night sky. If the planetary bodies happen to align, the player performing the ritual may even be able to channel extraplanar power to perform miraculous feats.
How to Perform the Ritual
To perform the ritual, the following prerequisites must first be met
You can elect to ignore one or more of these prerequisites if events unfolding within the story merit having the ritual performed or if it fits within a particular character’s journey; however, this will likely make success less likely (see Modifying the Ritual below).
The ritual takes 1 hour to perform, and can be done as part of a long rest. After the ritual is completed, have the character roll a d4, a d6, a d8, a d12, a d20, and percentile dice. Then, consult the table below to determine what effect occurs. This will be dependent on how the values rolled across all of the dice compare to one another. For values which rely on a continuous set being formed, the dice can be rearranged in any order to form the set. If multiple patterns are met at the same time, the player chooses which effect they want to transpire.
Rolled Values
Description
Effect
No pattern
-
The ritual fails to reveal anything
All Odd
The rolled values are all odd
Odd Omen. The character can cast Augury once, without expending a spell slot and without providing material components. When cast this way at night, the specified course of action can be one taken anytime before the next dawn.
All Even
The rolled values are all even
Channel the Zodiac. The character can cast Enhance Ability once, without expending a spell slot and without providing material components. When cast this way at night, the player may select an additional target for the spell, provided it is within range, and can choose a different effect for that target.
Lesser Alignment
At least three rolled values form a continuous set (such as 2,3,4 or 9,10,11)
Guiding Star. The character can cast either [spell] Locate Object [/spell] or Locate Creature once, without expending a spell slot and without providing material components. When cast this way at night, the spell does not require concentration.
Greater Alignment
At least five rolled values form a continuous set
Constellation Tale. The character is treated as having cast Legend Lore.
True Alignment
All six rolled values form a continuous set OR each roll their maximum value
Astral Syzygy. The character is treated as having cast the Wish spell. If an effect other than duplicating a spell effect is chosen, the player rolls a percentile die. If the value rolled is equal to or lower than their level, the player does not suffer any stress associated with this casting of the spell.
Modifying the Ritual
At the DMs discretion, a character conducting the ritual may be allowed to add one or more additional dice to the pool to reflect some deeper connection formed as part of casting it. Some examples of circumstances which could modify the ritual include:
When additional dice are rewarded this way, the player selects the type of die before rolling. After all the dice are rolled, the character then selects six dice(seven counting the percentile separately) to form the set.
Similarly, the DM may elect to subtract dice from the pool before a roll occurs if there are circumstances that impede the ritual’s strength or a character’s capability to perform it. Some examples of circumstances that would modify the ritual this way include:
In this way, the DM selects the type of die which will be removed before rolling, using the remaining ones to form the set after rolling.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
But of course.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Man, you're on a roll Kaboom. This is very cool. It reminds me of the soothe deck mechanic from the Invisible Sun rpg. I'm going to read this in a bit more detail tomorrow, but so far... wow.
I wonder if my Metal Domain cleric (and the three homebrew spells that are part of it) fits the player options theme? https://www.gmbinder.com/share/-NhX82cv6ToYVSCPS3qO Metal songs often are about glorious battles and legendary warriors, and this subclass is all about inspiring your allies with these songs and about adding to each other's music to empower your attacks to take down even the baddest enemy.
FYI the “amen and attack” has no text under it
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
That is an issue on your side. Do you use Firefox? I even adjusted the layout before posting here to ensure that it works (previously that paragraph was cut off sometimes, so I gave it more space).
Anyways, here are screenshots:
.
Here’s my submission to the DM category: the Azure Glue!
Edit: fixed AC
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Oh, I might actually use this little dude
I am also here.
Am snek.
I feel the theme of this subclass fits perfectly with artificer progression and the core class features as a mechanical explanation for the fictional universe I took the inspiration from. Instead of "feel the force" all those abilities are replicated with spells and infusions. I know the tools and gadgets would be more closely associated with a different part of that fictional universe, I believe that other sect is better represented by Armorers already.
This subclass does draw some inspiration from EK fighter and BS wizard, but it's biggest influence is PW fighter though as I believe that would be the closest in ability set. Basically its just another approach to a gish build with a distinct inspiration and an alternative to the armored up robot builder we currently have in the Battle Smith.
I like the idea of basing the Weavehand feature based off PB, I'll look into that this weekend. I also appreciate your suggestion on Weavecatch and will look at revising the verbiage there.
I think Weavepull and Weavedeflect could use something earlier. The reason I put them all up in level 15 was this was the level you have mastered advanced uses of the blade. I'm not sure about using infusion slots as a consumable resource though, I'm thinking something along the lines of an Intelligence(Arcana) check to be able to pull off these features earlier in progression, but the only other blade specific feature is getting the blade at level 3. If I went this route I would like to set a progressing DC, perhaps something like 18 - PB, making it easier as you progress. Then at level 15, these would be automatic.
Thanks for the suggestions, I'll post some revisions this weekend.
How to: Replace DEX in your AC | Jump & Suffocation stats | Build a (Spell & class effect buff system | Wild Shape effect system) | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
Check out my: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading A PERMANENT WORKAROUND!!! (thank you Jay_Lane)
Dragon_Shark, what’s your plan for putting submissions in the OP?
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
It's on my "to do list" I just haven't got around to it yet, apologies. I will probably do it in blocks so I'm not having to update daily. If not over the weekend then probably Monday evening.
Hi!
Wow it's really been a while! I'm glad to see that this is still running! I'm also glad to see a lot of users that weren't in the first few! The homebrew here looks really awesome. I've been really low on time but hopefully I can participate in either this one or next one.
Forest of Wonders DMless campaign
>Recruitment Thread< >Game Thread<
I am an average mathematics enjoyer.
>Extended Signature<
Hey Dragon, I noticed that my name is misspelled in the previous competitions. It's Zombles with an l, not zombies
Maybe you can correct that when you add the participants ^^
I am also here.
Am snek.
Mea culpa. I totally thought it was zombies.
I have now added the current contestants to the OP. Please do let me know if I have missed any.
I would encourage entries into the "Interactive Options: Once Upon a Time" category, as we don't, have any yet.
ZomblesKlein, I corrected the spelling of your name in the OP.
Query: Can I submit a collection of NPCs as a single entry to the Interactive category?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Seems so!
Related: the interactive category seems to be a bit confusing in general (across competitions). It may be worth revising the guidance. Don't ask me how, though.