Well, I know I can submit an NPC as an entry, but I also know I can only submit 1 entry per category. I just want to make sure if I submit a half a dozen NPCs it’ll be counted as a single entry and not get disqualified as multiple entries.
Well, I know I can submit an NPC as an entry, but I also know I can only submit 1 entry per category. I just want to make sure if I submit a half a dozen NPCs it’ll be counted as a single entry and not get disqualified as multiple entries.
I would say it’s acceptable, so long as they’re all related to the same idea. (See also: Tungsten Golem)
Well, I know I can submit an NPC as an entry, but I also know I can only submit 1 entry per category. I just want to make sure if I submit a half a dozen NPCs it’ll be counted as a single entry and not get disqualified as multiple entries.
We've had things like this before. and the consensus seemed to be: As long as they're connected and not just a random collection.
Once upon a time you traded in weapons. Be it supplying crossbows and spears to the local militia, serving as a middle man for a noble and his smiths or hunting down the truly unique weapons to sell for high profit. Maybe you even have some experience with making your own. While magic is prevalent, you know the armies get nothing done without the man with a sword. But trading arms is a dangerous business and traveling with adventures and bodyguards has taught you that sometimes it's best to get your own hands dirty. You must be able to at least hold the weapons you trade, after all.
When you pick this background, decide with your DM where your trading took place and what notoriety you have amongst the warriors of the realm.
Tool Proficiencies: Choose between Vehicles (land), Vehicles (water), Smith's tools and Tinker's tools
Languages: One of your choice
Equipment: A ledger of completed trades, a leftover from your trading (a hammer, broken blade, or lucky arrowhead), a Scholar's Pack, and a pouch containing 15 gp
Specialty
During your time as an arms trader, you had a specific role to play in your supply chain. Roll a d8 or choose from the options in the table below to determine your role:
d8
Specialty
1
Ammunition Dealer
2
Militia Supplier
3
Blacksmith's Trader
4
Noble's Middle Man
5
Magic Weapon Hunter
6
Traveling Merchant
7
Criminal Fencer
8
Official Military Quartermaster
Feature: Knower of Weapons
As an arms trader you have an above average knowledge of weaponry of all kinds. As a result you can quickly judge a weapon's worth and make, as well as potential dangers. You know the marks of most local blacksmiths as well as the famous ones of more distant realms. Furthermore you have the ability to try to judge if a weapon is cursed or not.
Suggested Characteristics
Arms traders are beyond everything a necessary evil, and each justifies their role in different ways. Your reputation is everything. Are you respected or feared? Do you sell to nobility or any gutter rat looking for a blade?
d8
Personality Trait
1
Its best to always be polite and helpful, I've found.
2
I stoically face down nobles and great generals.
3
It's hard to make friends in this trade, so I try to keep the ones I have.
4
I feel absolutely no hesitation in playing two sides of a conflict.
5
Deep down I kind of enjoy the damage my products cause.
6
I like taking risks, as long as the profit is worth it.
7
I have a crude sense of humor.
8
I love the interaction with people of all walks of life.
d6
Ideal
1
Greater Good. Even the greatest good can not survive without shedding blood, so I supply them with the tools they need. (Good)
2
Responsibility. I follow regulations and expect others to do the same since this is a dangerous product we peddle. (Lawful)
3
Thrill. Selling weaponry is its own kind of thrill, I live for the danger in the deals. (Chaotic)
4
Greed. I don't care what suffering my product causes as long as I profit. (Evil)
5
Detachment. Someone has to fill the role so why not me. (Neutral)
6
Relations. The customer is king, but I treasure my comrades the most. (Any)
d6
Bond
1
I love the people I work with.
2
I have a particular customer that I really get along with.
3
I will never cheat a supplier.
4
Long ago my partner cheated me out of a life-changing profit, I will never forgive them.
5
I know the danger of loyalty, but I face it for my nation and its people.
6
My pride is the heroes I've supplied weapons too.
d6
Flaw
1
I cannot bring myself to care about violence done to those I don't know.
2
I love haggling, I'd argue hours over a few coppers.
3
I once sold weapons to the wrong side and I'd do anything to keep that secret.
4
What good is all this money if I can't spend it on sin.
Here's my tentative and incomplete entry for the PC category. I'm far far too lazy to commit to making a subclass around this concept (and would encourage others to give me pointers on how to do so), so I've rebuilt the "combat focus" feats from 3.5e into a series of two feats for 5e. Basic idea is that spellcasters have a concentration mechanic, so why shouldn't martials also have some sort of focus?
I'm not convinced these feats are balanced yet, but they're along the lines of what I would do to make martials a bit more interesting. I'd be thrilled if you'd like to offer some feedback.
Combat Focus
Prerequisites: Weapon Mastery, Wisdom 12+
When you make a successful weapon attack, you can use a bonus action to enter a state of combat focus for one minute, until you expend it, or until you lose your concentration (as if concentrating on a spell). You can enter combat focus a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. While in a state of combat focus, you gain the following benefits.
Combat Awareness. As a bonus action, choose a number of creatures within 30 feet of you that you can see. You know whether each creature has fewer than half of their hit point maximum.
Combat Stability. You can add your Wisdom modifier to all opposed ability checks, and all saving throws you make to avoid being moved or knocked prone.
Combat Strike. On your turn, you can expend your combat focus to gain a bonus on your next attack roll made before the end of your turn equal to your Wisdom modifier. If you hit, roll a number of d8s equal to your Wisdom modifier and add the total to the damage roll.
Improved Combat Focus
Prerequisites: 4th level, Combat Focus feat
While in a state of combat focus, you gain the following benefits.
Combat Reflexes. You get a number of special reactions equal to your Wisdom modifier that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Combat Rush. As an action, you can expend your combat focus to move up to your speed. During this movement, you can make a weapon attack against a number of creatures within five feet of you equal to your Wisdom bonus.
Combat Sight. You have blindsight out to a range in feet equal to five times your Wisdom bonus.
Combat Vigor. You gain a number of temporary hit points equal to twice your Wisdom bonus at the beginning of each of your turns.
Thinking of dumping these and starting fresh. Does anybody think they're worth salvaging?
Here's my tentative and incomplete entry for the PC category. I'm far far too lazy to commit to making a subclass around this concept (and would encourage others to give me pointers on how to do so), so I've rebuilt the "combat focus" feats from 3.5e into a series of two feats for 5e. Basic idea is that spellcasters have a concentration mechanic, so why shouldn't martials also have some sort of focus?
I'm not convinced these feats are balanced yet, but they're along the lines of what I would do to make martials a bit more interesting. I'd be thrilled if you'd like to offer some feedback.
Combat Focus
Prerequisites: Weapon Mastery, Wisdom 12+
When you make a successful weapon attack, you can use a bonus action to enter a state of combat focus for one minute, until you expend it, or until you lose your concentration (as if concentrating on a spell). You can enter combat focus a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. While in a state of combat focus, you gain the following benefits.
Combat Awareness. As a bonus action, choose a number of creatures within 30 feet of you that you can see. You know whether each creature has fewer than half of their hit point maximum.
Combat Stability. You can add your Wisdom modifier to all opposed ability checks, and all saving throws you make to avoid being moved or knocked prone.
Combat Strike. On your turn, you can expend your combat focus to gain a bonus on your next attack roll made before the end of your turn equal to your Wisdom modifier. If you hit, roll a number of d8s equal to your Wisdom modifier and add the total to the damage roll.
Improved Combat Focus
Prerequisites: 4th level, Combat Focus feat
While in a state of combat focus, you gain the following benefits.
Combat Reflexes. You get a number of special reactions equal to your Wisdom modifier that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Combat Rush. As an action, you can expend your combat focus to move up to your speed. During this movement, you can make a weapon attack against a number of creatures within five feet of you equal to your Wisdom bonus.
Combat Sight. You have blindsight out to a range in feet equal to five times your Wisdom bonus.
Combat Vigor. You gain a number of temporary hit points equal to twice your Wisdom bonus at the beginning of each of your turns.
Thinking of dumping these and starting fresh. Does anybody think they're worth salvaging?
Yeah, I think so. I personally think the main problem with them is that feats aren’t supposed to be “avatar states”, or temporary buffs.
Yeah, I think so. I personally think the main problem with them is that feats aren’t supposed to be “avatar states”, or temporary buffs.
I think you're right. I'd really like to incorporate a focus mechanic into a martial or psionic subclass, but boy oh boy am I lazy. Do you think it would be more appropriate in those forms?
Yeah, I think so. I personally think the main problem with them is that feats aren’t supposed to be “avatar states”, or temporary buffs.
I think you're right. I'd really like to incorporate a focus mechanic into a martial or psionic subclass, but boy oh boy am I lazy. Do you think it would be more appropriate in those forms?
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
Rollback Post to RevisionRollBack
Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
There is absolutely no need to purchase this subclass unless you want to, it is “Pay What You Want,” so if you only want to pay $0.00 you can. You don’t even need an account with DM’s Guild and you can view two different previews of the subclass.
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
I’d say Fighter, or possibly Monk since it feels like it would fit with the”spirit/soul of the weapon” theme. But Fighter would be my first choice.
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
I’d say Fighter, or possibly Monk since it feels like it would fit with the”spirit/soul of the weapon” theme. But Fighter would be my first choice.
Y'know I think I've noticed you really like Fighter subclasses... Yeah, I had briefly thought about Monk too. But thanks for the suggestion; Fighter's kind of how I was leaning anyway.
Rollback Post to RevisionRollBack
Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Yeah, I like fighter. It’s a solid chassis you can load just about anything onto in some way or other. Monks too for that matter, and Warlocks. Artificers too come to think of it. I have to be careful not to make all my subclasses for those four classes. Bards are tough though. It’s one of my favorite classes to play, but one of my least favorite to write for, Paladins and Clerics too.
Yeah, I tried making a big fighter subclass, but I'm not good enough at subclasses yet, so it didn't come together well enough. So instead I put my effort into the background.
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
I’d say Fighter, or possibly Monk since it feels like it would fit with the”spirit/soul of the weapon” theme. But Fighter would be my first choice.
Barbarian sounds intriguing to me, although Warlock and even Sorcerer could be interesting too.
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
I’d say Fighter, or possibly Monk since it feels like it would fit with the”spirit/soul of the weapon” theme. But Fighter would be my first choice.
Barbarian sounds intriguing to me, although Warlock and even Sorcerer could be interesting too.
I mean... I could build both and then just submit the one I like more. But I probably don't have the time for that.... And yeah, almost any class could be made to work. But I'm not very confident building a martial subclass for a 'lock or Sorcerer.
Rollback Post to RevisionRollBack
Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
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.
Well, I know I can submit an NPC as an entry, but I also know I can only submit 1 entry per category. I just want to make sure if I submit a half a dozen NPCs it’ll be counted as a single entry and not get disqualified as multiple entries.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I would agree with Gnomarchy, it seems creative and in keeping with the theme to me. I'm supportive of the idea.
I look forward to seeing how your brew plays out.
I would say it’s acceptable, so long as they’re all related to the same idea. (See also: Tungsten Golem)
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
We've had things like this before. and the consensus seemed to be: As long as they're connected and not just a random collection.
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
Player Options: Grab Your Sword
Arms Trader (Background)
Once upon a time you traded in weapons. Be it supplying crossbows and spears to the local militia, serving as a middle man for a noble and his smiths or hunting down the truly unique weapons to sell for high profit. Maybe you even have some experience with making your own. While magic is prevalent, you know the armies get nothing done without the man with a sword. But trading arms is a dangerous business and traveling with adventures and bodyguards has taught you that sometimes it's best to get your own hands dirty. You must be able to at least hold the weapons you trade, after all.
When you pick this background, decide with your DM where your trading took place and what notoriety you have amongst the warriors of the realm.
During your time as an arms trader, you had a specific role to play in your supply chain. Roll a d8 or choose from the options in the table below to determine your role:
As an arms trader you have an above average knowledge of weaponry of all kinds. As a result you can quickly judge a weapon's worth and make, as well as potential dangers. You know the marks of most local blacksmiths as well as the famous ones of more distant realms. Furthermore you have the ability to try to judge if a weapon is cursed or not.
Suggested Characteristics
Arms traders are beyond everything a necessary evil, and each justifies their role in different ways. Your reputation is everything. Are you respected or feared? Do you sell to nobility or any gutter rat looking for a blade?
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
Thinking of dumping these and starting fresh. Does anybody think they're worth salvaging?
Yeah, I think so. I personally think the main problem with them is that feats aren’t supposed to be “avatar states”, or temporary buffs.
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
I think you're right. I'd really like to incorporate a focus mechanic into a martial or psionic subclass, but boy oh boy am I lazy. Do you think it would be more appropriate in those forms?
Possibly. I can't say.
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.
I have a question, or maybe more accurately I would like some advice. So I have an idea for a subclass - the basic premise is that you awaken or attune to the spirit or “soul” of your weapons, allowing you to do special stuff with ‘em - but I don’t know what class to build it for. Fighter seems like the obvious choice, but if I did barbarian I could easily tie it to Rage and it would still be thematically solid. Ranger could also work, I think, though I’m leaning toward Fighter or Barb.
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Here is my submission to the PC Options category:
https://www.dmsguild.com/product/464405/Mage-Martial?affiliate_id=3811156
There is absolutely no need to purchase this subclass unless you want to, it is “Pay What You Want,” so if you only want to pay $0.00 you can.
You don’t even need an account with DM’s Guild and you can view two different previews of the subclass.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I’d say Fighter, or possibly Monk since it feels like it would fit with the”spirit/soul of the weapon” theme. But Fighter would be my first choice.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Y'know I think I've noticed you really like Fighter subclasses... Yeah, I had briefly thought about Monk too. But thanks for the suggestion; Fighter's kind of how I was leaning anyway.
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Yeah, I like fighter. It’s a solid chassis you can load just about anything onto in some way or other. Monks too for that matter, and Warlocks. Artificers too come to think of it. I have to be careful not to make all my subclasses for those four classes. Bards are tough though. It’s one of my favorite classes to play, but one of my least favorite to write for, Paladins and Clerics too.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah, I tried making a big fighter subclass, but I'm not good enough at subclasses yet, so it didn't come together well enough. So instead I put my effort into the background.
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
I'm thinking of dumping all of my submissions and redoing them entirely. Perks of a 1.5 month submission period!
Barbarian sounds intriguing to me, although Warlock and even Sorcerer could be interesting too.
I mean... I could build both and then just submit the one I like more. But I probably don't have the time for that.... And yeah, almost any class could be made to work. But I'm not very confident building a martial subclass for a 'lock or Sorcerer.
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Thoughts on the changes?
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)
Can we make a blood hunter subclass?
This is the new account for Efry Elf, after I switched schools and my old account got shut down.
I play rocket league, Roblox and Minecraft, or any switch games I can get my hands on.