For Weapon, Patient. I'd either make it uncommon requiring attunement or rare and not require attunement. As is it is on average increasing your critical hit range by a little bit more than 1, 50% of the time.
I don't understand why Devon's Do Over requires concentration and has a duration? It also just seems like a worse version of Enhance Ability.
Other Worldly Aspect is neat, but I'd increase the range to 300 ft, that's the typical range for thunder spells to be heard which seems an appropriate benchmark. Alternatively, if it is intended for the PCs to be able to overcome it, perhaps reduce the range to 60ft which is the typical hearing range (see Bardic inspiration and V-only spells). You could also add things like "a creature can understand the aspect even if it cannot understand any languages". But mostly I think it is lacking rules for what it can actually do actively rather than just existing - e.g. can it move and touch creatures in order to petrify them? can it interact with the physical world - move mountains, change the course of rivers, flatten forests? And what are it's limitations? Can a diety manifest it whenever they like for as long as they like, or does it have a time limit and the diety can only manifest again after some interval?
Thanks for the feedback!
Patient Weapon. Do you think it would be OP if the Patient Weapon gained patient points every time you missed - rather than every time you critically missed? I'll remove the attunement requirement.
Do Over. The spell has a duration in case the ability check is for something that takes time - like a check to fix an object or research a topic. But a finite duration, because Devon can't just hang around all day, and if the skill check is for something that'll take hours of work, you're outta luck. It requires concentration because most of the conjuration spells I looked at as a reference were also require concentration. I guess unseen servant doesn't require concentration though, so I'm happy to remove it.
I think it's complimentary with Enhance Ability - you could cast that first, then wait one round so you can cast another leveled spell. So, with Enhance Ability, you make the check with advantage. If you then fail, you can use your reaction to cast Do Over to get another shot, albeit just a straight d20 roll (and because Do Over also requires concentration, you'd lose Enhance Ability). Enhance Ability you'd use in advance - Do Over has a slightly different niche, reactionary, a shot at turning failure into success. It's not a great spell, (there lies the difficulty in a prompt to be average but not too average!) but for the right character, there could be a kind of charm in having this spirit dude occasionally get you out of a jam with a good roll.
Otherwordly Aspect. I'm not sure what other stats and abilities to specify for the aspect - really, they're whatever the DM wants them to be, as is its appearance and motivation. Probably, it can cast disintegrate at will, is immune to all damage and conditions, and has a million hit points. But the main tool is the consequences for the party. My intention was to make a simple template you could use to give the players the sense of a harrowing near miss (without actually doing lasting harm) - little bit Raiders of the Lost Ark, a glimpse of divine or infernal power that luckily didn't wish them harm, whether through benevolence or indifference.
I could draft up some tables of possible scenarios and themes for an aspect, effects on creatures besides the party and any markers left behind - but it gets broader than the original prompt of a way to hype up your villain without killing the party.
Rollback Post to RevisionRollBack
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
Patient Weapon. Do you think it would be OP if the Patient Weapon gained patient points every time you missed - rather than every time you critically missed? I'll remove the attunement requirement.
Absolutely. Players are expected to miss ~40% of the time, which means it would very rapidly increase in points and crit rate will be much much higher than normal.
Which mechanic do you think is better for Patient Weapon? Store critical misses to gain an expanded crit range, or additional damage die? I feel like the additional damage die feels like a bigger hit, even if an easier crit might give you more damage. Depends how many consecutive crit misses you get between 20s, but I also think it suits the original prompt better - a big hit in an unremarkable package.
For flavor, the weapon could also accumulate markings of some kind to show how many patient points it has - notches in the blade, or runic numbers in the language of whoever made it, ticking up 1 - 2 - 3...
DM Options: Might of the Meek
Expanded crit range
Weapon, Patient
Weapon (any), uncommon
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point. The minimum roll you need to score a critical hit with this weapon is decreased by the number of patient points on it. Whenever you score a critical hit with this weapon, you remove all patient points from it.
Additional damage die
Weapon, Patient
Weapon (any), uncommon
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point.When you score a critical hit with this weapon, you roll one additional weapon damage die for each patient point. This expends the patient points.
And for both of these, should I add something to the effect of "The DM determines the number of patient points already on this weapon."? I'm not sure what the best wording would be!
Which mechanic do you think is better for Patient Weapon? Store critical misses to gain an expanded crit range, or additional damage die? I feel like the additional damage die feels like a bigger hit, even if an easier crit might give you more damage. Depends how many consecutive crit misses you get between 20s, but I also think it suits the original prompt better - a big hit in an unremarkable package.
For flavor, the weapon could also accumulate markings of some kind to show how many patient points it has - notches in the blade, or runic numbers in the language of whoever made it, ticking up 1 - 2 - 3...
DM Options: Might of the Meek
Expanded crit range
Weapon, Patient
Weapon (any), uncommon
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point. The minimum roll you need to score a critical hit with this weapon is decreased by the number of patient points on it. Whenever you score a critical hit with this weapon, you remove all patient points from it.
Additional damage die
Weapon, Patient
Weapon (any), uncommon
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point.When you score a critical hit with this weapon, you roll one additional weapon damage die for each patient point. This expends the patient points.
And for both of these, should I add something to the effect of "The DM determines the number of patient points already on this weapon."? I'm not sure what the best wording would be!
A "critical miss" is a house rule, so you should specify exactly what you mean by that
Rollback Post to RevisionRollBack
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point.When you score a critical hit with this weapon, you roll one additional weapon damage die for each patient point. This expends the patient points.
And for both of these, should I add something to the effect of "The DM determines the number of patient points already on this weapon."? I'm not sure what the best wording would be!
Have a look at the wording for the Ring of Spell Storing, it has a similar clause. IMO the extra dice is more fun from the DM's perspective as you can load it up with a ton of damage that is effectively single-use. Though in the case of extra damage, I'd just let them choose to expend it on any hit not require a critical hit - effectively a mini-Smite that is built up from Nat 1s.
Draft concepts, looking for any suggestions or corrections before I submit them!
DM Options: Might of the Meek
Weapon, Patient
Weapon (any), rare (requires attunement)
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point. The minimum roll you need to score a critical hit with this weapon is decreased by
So a couple of things here. Firstly, I do not think that "in earnest" does much here. I understand the desire to avoid "farming" of patient points, but there really isnt much that can be done to judge how "earnest" an attack is mechanically. As an example, if a player says they want to swing their sword at a tree, is that attack made in earnest? If you say "no," the player could argue they are trying to use their attack(s) to damage the tree to knock it over. A player could similarly argue that attacking their high AC friend during downtime would be fine since they are "training" or "sparring."
Secondly, and this is just a matter of taste, but I am not a fan of "resource building" mechanics in 5e. Most abilities in the game work by having you start with some resource after a rest and slowly drain it over the adventuring day (spell slots, ki points, charges on a magic item, etc.). I dont mind the idea of certain effects stacking and becoming more powerful, but not if it can last (potentially) indefinitely.
To avoid farming and reduce any need for additional resource tracking over long periods of time, my suggestion would be to impart a time limit on the bonus and then buff its potency to balance it out. For example, something like "When you score a critical miss with an attack, until the start of your next turn each attack you make has the value needed to score a critical hit reduced by 3"
I like the goal of this item, just not a fan of the current execution, but again some of that is subjective to my own tastes
AntonSirius - Revised "critical miss" to specify a 1 on the d20. Does it make more sense now?
Agilemind - Thanks for the tip, that helped!
Kaboom979 - I hear what you're saying about resource building, but I think to live up to the name, the effect needs to last for longer than a round. In this case, the character in picking up a weapon that's been waiting untold since its last owner died is a selling point of the item - finally paying off the three critical misses left in the blade. The charges in a magic item don't seem to degrade over the adventuring day unless you use them, for example Ring of Spell Storing.
Regarding farming patient points, I suppose they're just as to score a critical hit while farming (erasing all patient points) as they are to critically miss, so maybe there doesn't need to be any prohibition at all. With "in earnest", I wanted to give the GM a tool in RAI, but perhaps it's not necessary. I thought about "when you make an attack against a hostile creature" or "make an attack in combat", but it's still sketchy.
Revised to:
Weapon, Patient
Weapon (any), uncommon
This magic weapon stores the misfortune of attacks gone awry and pays it back as additional damage. The weapon can store up to 5 patient points. When found, it contains 1d6-1 patient points.
Whenever you roll a 1 on the d20 for an attack roll with this weapon, it gains a patient point. When you score a critical hit with this weapon, you roll 1 additional weapon damage die for each patient point when determining the extra damage for the critical hit. This expends the patient points.
I referenced the barbarian's Brutal Critical feature to try to clarify that the additional dice are added to and not doubled by the critical.
Brutal Critical: Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
I.e. Patient Battleaxe (1d8) with 1 patient point deals 2 x 1d8 + 1d8 + Strength modifier = 3d8 + Strength modifier damage, not 2 x (1d8 + 1d8) + Strength modifier = 4d8 + Strength modifier damage.
I felt bad and bumped Devon's power up to use the spellcaster's proficiency bonus, hopefully to tip him into a positive kind of average. Thank you everyone for your suggestions! I hope you enjoy the story examples for an Otherworldly Aspect.
DM Options: Might of the Meek
Weapon, Patient
Weapon (any), uncommon
This magic weapon stores the misfortune of attacks gone awry and pays it back as additional damage. The weapon can store up to 5 patient points. When found, it contains 1d6-1 patient points.
Whenever you roll a 1 on the d20 for an attack roll with this weapon, it gains a patient point unless it already has 5. When you score a critical hit with this weapon, you roll 1 additional weapon damage die for each patient point when determining the extra damage for the critical hit. This expends the patient points.
Player Options: Painfully Average
Devon’s Do Over
2nd-level conjuration
Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you fails an ability check Range: 30 feet Components: V, S, M (a drop of white paint) Duration: 1 hour
You call forth a willing but unremarkable spirit to reattempt a task that you or another creature failed. The spirit immediately attempts the failed ability check. It makes the check with an associated ability score of 10 (+0) and uses your proficiency bonus. The spirit is visible and physically interacts with any creatures or objects required to make the check, but is otherwise incorporeal and shares the space with the creature who failed the initial check. If the check is to determine information, the spirit telepathically imparts anything it learns to you. The spirit vanishes upon succeeding or failing the check, or if the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spirit adds +1 to the ability check for each slot level above 2nd.
Interactive Options: This Foe is Beyond Any of You
Otherworldly Aspect
Whether deities or demons, some entities are too powerful, too ancient, or too alien to manifest fully in the world. Some are restrained from exercising their full might by pacts eternal. Others choose not to as their very presence casts mortal creatures into disarray. An aspect is a partial embodiment of such a force, often formed to achieve a single goal such as slaying a hated foe or defending hallowed ground.
Upon taking certain actions, creatures with an Intelligence score of 2 or higher within 300 feet of the aspect suffer the following instantaneous effects:
Dreadful Presence. Any creature with an opposing alignment to the aspect experiences a profound sense of directionless dread when it moves within range of the aspect. They have disadvantage on ability checks and attack rolls while they remain in range of the aspect. Lawful creatures experience this effect while in range of Chaotic aspects, as do Good creatures in range of Evil aspects and vice versa. Neutral creatures are less affected but are still aware of an otherworldly presence.
Blinding Visage. Any creature that looks directly at the aspect is blinded for 1d4 hours. The image of the aspect is seared into their consciousness for the duration. If the creature that looks at the aspect relies on a sense other than sight, such as tremorsense or blindsight, that sense is disrupted and limited to a range of 10ft for the same duration. Creatures may avoid this effect by averting or covering their eyes.
Thunderous Edict. Any creature that hears the aspect clearly is deafened for 1d4 hours. If the creature has no sense of hearing, it nevertheless feels the resonance of the aspect’s presence, experiencing phantom voices in an unknown language for the same duration. If the aspect wills it, creatures can hear the aspect even while deafened.
Incomprehensible Tongues. Any creature that casts a spell on the aspect experiences mental backlash as the spell fails. They lose the ability to speak coherently and can only produce meaningless babble for 1d4 hours. In addition, they lose the ability to correctly form the intricate gestures required for spells with somatic components for the same duration.
Sublime Form. Any creature that touches the aspect is petrified for 1d4 hours. Any magic creation that touches the aspect (such as the hand created by mage hand) is dispelled. Any non-magical metal weapon that touches the aspect corrodes and warps, requiring 1d4 hours of work to restore to its original condition. Any wooden weapon that touches the aspect blackens as if burned, or blossoms to new life according to the aspect’s disposition.
As a tool for the DM, an aspect represents a brush with a force beyond mortal ken. The effects above are intended to alarm and incapacitate the party without doing lasting harm. They can be used in any combination. Other characteristics, behavior and capabilities of an aspect are entirely open to the DM’s wishes. Some sample uses are presented below.
Tear of a Dead God. This aspect is a Neutral Good Tiny reliquary. It is said to contain the last tear shed by a goddess Mystryl before her death and reincarnation. The aspect’s effects other than Dreadful Presence are suppressed while the reliquary is sealed. The reliquary is indestructible and immutable.
A creature can open the reliquary as an action, upon which the aspect’s other effects occur. If a creature pours out the tear as part of the action of opening the reliquary, they gain the effect of a wish spell before they are petrified according to Sublime Form. If the tear is spilled by knocking over the open reliquary with an object, the wish spell is wasted. Spilling the tear destroys the aspect.
Refuge Beyond Time. This Lawful Good aspect keeps an eternal vigil over a small stone sepulcher. The sepulcher is an unadorned 20-foot by 40-foot structure with a single entrance and two rooms. The first room is a bare antechamber that ends in an open archway. Beyond the arch, the second room contains a dais upon which rests the preserved and unchanging remains of a mortal beloved of Tyr who was unjustly slain. An invisible force prevents creatures from entering the second room by any means.
The aspect takes the form of a glowing mastiff that walks a constant circle around the sepulcher. This aspect can suppress the range of its Blinding Visage effect to 10 feet. It may seek out adventurers in need and lead them to the safety of the sepulcher. Time is altered in the sepulcher. Creatures may gain the benefits of a short or long rest within, but they do not suffer the effects of hunger, thirst, disease or poison. When they leave the sepulcher, no time has passed outside.
While there are creatures inside, the aspect sits beside the entrance, out of line of sight but marked by its glow as it keeps watch.
Feast of Ruin. This Chaotic Evil aspect is an altar to the unending hunger of Yeenoghu. The aspect takes the form of a bloody pool at the bottom of an unwalled well 10-feet across and lined with stone fangs. It is said that the demon prince himself will rise from the well if only it can be filled to overflowing. However, in practice the well appears to be bottomless.
Gnolls gather in religious ecstasy, hurling offerings of flesh into the well. For each offering, a piercing hyena cackle rises from the depths, invoking the aspect’s Thunderous Edict. Blind and deaf, many of the faithful tumble in themselves, laughing along with their deity.
This aspect cannot be permanently destroyed except by a greater or equal power, but it can be suppressed by collapsing the well or by succeeding on a DC 20 Strength (Athletics) check to drag an ensorcelled metal cover across it.
The well is extremely dangerous, but there is a small hope for creatures that fall into it. Its walls are lined with many stone protrusions which can be climbed with a DC 10 Dexterity (Acrobatics) or Strength (Athletics) check. Even a creature that is petrified by contact with the foul water has a chance to be caught upon the spikes.
Garden of Tranquility. This True Neutral aspect presides over a walled garden that is always in bloom. The garden contains all manner of rare and spectacular flowers in a deep meadow crisscrossed with meandering stone paths. Creatures may seek out the garden to find an exotic ingredient, potent cure or spell component that cannot otherwise be found on the material plane. Creatures must succeed on a DC 15 Intelligence (Investigation or Nature) check to find a specific plant.
The aspect itself has no permanent form, but appears in the semblance of an archfey shaped from floating petals. The aspect remains dormant until a creature attacks, makes a damage roll, forces someone to make a saving throw, or attempts to pluck a flower without due deference.
The aspect may invoke any of its effects on any creature within the garden at will. Creatures that are petrified by the aspect are entirely engulfed in verdant tendrils and blooms for the duration. Creatures that succeed on a DC 10 Wisdom (Perception) check notice occasional humanoid shapes swathed in greenery, frozen in the act of reaching into the garden. Some may reanimate when the petrification effect ends after 1d4 hours; others remain as more permanent guests of the archfey.
Solemn Sentry. This Chaotic Good aspect is all that remains of a mighty adventurer who led her companions into disaster. The aspect takes a ghostly form resembling a stout human cleric in heavy armor. Characters that succeed on a DC 15 Wisdom (Perception) check notice a holy symbol emblazoned on her shield for a religion that has passed from common memory. While her prayer for salvation came too late for herself and her companions, it may yet be answered for their successors – another party of adventurers wandering into danger.
The aspect lies dormant where she fell at the hands of a terrible enemy, her bones turned to dust, and even her armor crumbling with age. If the approaching party is not prepared to face the enemy ahead, the aspect rises to block their path. “Go back,” she says, turning them away time after time, until the day she steps aside. The aspect may appear a final time to bequeath a final blessing from her forgotten deity, casting the wish spell to the party’s benefit.
If I had a quarter for every time someone entered a fighter subclass named The Reservist to one of my hosted Finest Brews Competitions, I'd have two quarters. Which isn't a lot, but it's weird that it happened twice.
Is there any rule against tweaking spelling or wording after submissions have been closed?
For Otherwordly Aspect, I want to change:
"Upon taking certain actions, creatures with an Intelligence score of 2 or higher within 300 feet of the aspect suffer the following instantaneous effects"
to:
"Upon taking certain actions within 300 feet of the aspect, creatures with an Intelligence score of 2 or higher suffer the following instantaneous effects"
(or if anyone has any suggestions to make it less clunky! It gets the intention of the mechanic across, but just doesn't sound right.)
officially you can't change it any more after submission's closed, I'm sorry. I know it doesn't change it mechanically, but editing after closing is not allowed.
Thanks for the feedback!
Patient Weapon. Do you think it would be OP if the Patient Weapon gained patient points every time you missed - rather than every time you critically missed? I'll remove the attunement requirement.
Do Over. The spell has a duration in case the ability check is for something that takes time - like a check to fix an object or research a topic. But a finite duration, because Devon can't just hang around all day, and if the skill check is for something that'll take hours of work, you're outta luck. It requires concentration because most of the conjuration spells I looked at as a reference were also require concentration. I guess unseen servant doesn't require concentration though, so I'm happy to remove it.
I think it's complimentary with Enhance Ability - you could cast that first, then wait one round so you can cast another leveled spell. So, with Enhance Ability, you make the check with advantage. If you then fail, you can use your reaction to cast Do Over to get another shot, albeit just a straight d20 roll (and because Do Over also requires concentration, you'd lose Enhance Ability). Enhance Ability you'd use in advance - Do Over has a slightly different niche, reactionary, a shot at turning failure into success. It's not a great spell, (there lies the difficulty in a prompt to be average but not too average!) but for the right character, there could be a kind of charm in having this spirit dude occasionally get you out of a jam with a good roll.
Otherwordly Aspect. I'm not sure what other stats and abilities to specify for the aspect - really, they're whatever the DM wants them to be, as is its appearance and motivation. Probably, it can cast disintegrate at will, is immune to all damage and conditions, and has a million hit points. But the main tool is the consequences for the party. My intention was to make a simple template you could use to give the players the sense of a harrowing near miss (without actually doing lasting harm) - little bit Raiders of the Lost Ark, a glimpse of divine or infernal power that luckily didn't wish them harm, whether through benevolence or indifference.
I could draft up some tables of possible scenarios and themes for an aspect, effects on creatures besides the party and any markers left behind - but it gets broader than the original prompt of a way to hype up your villain without killing the party.
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
Absolutely. Players are expected to miss ~40% of the time, which means it would very rapidly increase in points and crit rate will be much much higher than normal.
About 3 more days!
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Am snek.
Which mechanic do you think is better for Patient Weapon? Store critical misses to gain an expanded crit range, or additional damage die? I feel like the additional damage die feels like a bigger hit, even if an easier crit might give you more damage. Depends how many consecutive crit misses you get between 20s, but I also think it suits the original prompt better - a big hit in an unremarkable package.
For flavor, the weapon could also accumulate markings of some kind to show how many patient points it has - notches in the blade, or runic numbers in the language of whoever made it, ticking up 1 - 2 - 3...
DM Options: Might of the Meek
Expanded crit range
Additional damage dieAnd for both of these, should I add something to the effect of "The DM determines the number of patient points already on this weapon."? I'm not sure what the best wording would be!
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
A "critical miss" is a house rule, so you should specify exactly what you mean by that
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Have a look at the wording for the Ring of Spell Storing, it has a similar clause. IMO the extra dice is more fun from the DM's perspective as you can load it up with a ton of damage that is effectively single-use. Though in the case of extra damage, I'd just let them choose to expend it on any hit not require a critical hit - effectively a mini-Smite that is built up from Nat 1s.
So a couple of things here. Firstly, I do not think that "in earnest" does much here. I understand the desire to avoid "farming" of patient points, but there really isnt much that can be done to judge how "earnest" an attack is mechanically. As an example, if a player says they want to swing their sword at a tree, is that attack made in earnest? If you say "no," the player could argue they are trying to use their attack(s) to damage the tree to knock it over. A player could similarly argue that attacking their high AC friend during downtime would be fine since they are "training" or "sparring."
Secondly, and this is just a matter of taste, but I am not a fan of "resource building" mechanics in 5e. Most abilities in the game work by having you start with some resource after a rest and slowly drain it over the adventuring day (spell slots, ki points, charges on a magic item, etc.). I dont mind the idea of certain effects stacking and becoming more powerful, but not if it can last (potentially) indefinitely.
To avoid farming and reduce any need for additional resource tracking over long periods of time, my suggestion would be to impart a time limit on the bonus and then buff its potency to balance it out. For example, something like "When you score a critical miss with an attack, until the start of your next turn each attack you make has the value needed to score a critical hit reduced by 3"
I like the goal of this item, just not a fan of the current execution, but again some of that is subjective to my own tastes
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Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
AntonSirius - Revised "critical miss" to specify a 1 on the d20. Does it make more sense now?
Agilemind - Thanks for the tip, that helped!
Kaboom979 - I hear what you're saying about resource building, but I think to live up to the name, the effect needs to last for longer than a round. In this case, the character in picking up a weapon that's been waiting untold since its last owner died is a selling point of the item - finally paying off the three critical misses left in the blade. The charges in a magic item don't seem to degrade over the adventuring day unless you use them, for example Ring of Spell Storing.
Regarding farming patient points, I suppose they're just as to score a critical hit while farming (erasing all patient points) as they are to critically miss, so maybe there doesn't need to be any prohibition at all. With "in earnest", I wanted to give the GM a tool in RAI, but perhaps it's not necessary. I thought about "when you make an attack against a hostile creature" or "make an attack in combat", but it's still sketchy.
Revised to:
I referenced the barbarian's Brutal Critical feature to try to clarify that the additional dice are added to and not doubled by the critical.
Brutal Critical: Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
I.e. Patient Battleaxe (1d8) with 1 patient point deals 2 x 1d8 + 1d8 + Strength modifier = 3d8 + Strength modifier damage, not 2 x (1d8 + 1d8) + Strength modifier = 4d8 + Strength modifier damage.
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
One day left!
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
3 more hours!
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Spruce, do you have your final submissions ready? otherwise I'll add your final drafts, since I don't want you to miss out after all your work haha
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Final entries (just in time):
I felt bad and bumped Devon's power up to use the spellcaster's proficiency bonus, hopefully to tip him into a positive kind of average. Thank you everyone for your suggestions! I hope you enjoy the story examples for an Otherworldly Aspect.
DM Options: Might of the Meek
Player Options: Painfully Average
Interactive Options: This Foe is Beyond Any of You
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
SUBMISSIONS ARE CLOSED
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If I had a quarter for every time someone entered a fighter subclass named The Reservist to one of my hosted Finest Brews Competitions, I'd have two quarters. Which isn't a lot, but it's weird that it happened twice.
I am also here.
Am snek.
Is there any rule against tweaking spelling or wording after submissions have been closed?
For Otherwordly Aspect, I want to change:
"Upon taking certain actions, creatures with an Intelligence score of 2 or higher within 300 feet of the aspect suffer the following instantaneous effects"
to:
"Upon taking certain actions within 300 feet of the aspect, creatures with an Intelligence score of 2 or higher suffer the following instantaneous effects"
(or if anyone has any suggestions to make it less clunky! It gets the intention of the mechanic across, but just doesn't sound right.)
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
officially you can't change it any more after submission's closed, I'm sorry. I know it doesn't change it mechanically, but editing after closing is not allowed.
I am also here.
Am snek.
VOTING HAS STARTED: CLICK HERE
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Only two people have voted as of now, hope that's just because people are waiting for the weekend haha
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Planning to go through the entries this weekend, there's a bit many to review all at once!
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
Yeah, we definitely got a lot of submissions this time around!
I am also here.
Am snek.