Guys I was using chat gpt and I asked it to make a homebrew class and this is what it is:
The Mutator
"My body is my weapon, my armor, and my curse."
Class Overview
Mutators are warriors who have undergone unnatural experimentation, alchemical enhancements, or eldritch mutations, allowing them to alter their bodies in battle. They harness Adaptive Mutations, evolving in response to danger but at great personal cost.
You can grow, shed, or alter parts of your body in response to battle. As a bonus action, you may select one mutation from the list below. Each mutation lasts 1 minute or until you end it as a free action.
Bestial Claws: Your hands transform into claws (1d6 slashing, finesse).
Chitinous Armor: Gain +2 AC while unarmored.
Tremor Sense: Detect creatures within 30 feet through vibrations.
Predator’s Leap: Your jump distance triples, and you can leap 10 feet without provoking opportunity attacks.
You can use this feature a number of times equal to your Constitution modifier per long rest.
2nd Level - Mutation Surge
You can unleash a burst of rapid mutation to push your body beyond its limits. As a bonus action, you can activate two mutations at once, but at the cost of 1 level of exhaustion once the effect ends.
3rd Level - Evolution Path
At 3rd level, you choose a Mutagenic Path that defines the nature of your mutations:
The Abomination (Monstrous Power): Focus on monstrous traits like extra limbs, breath weapons, and size increases.
The Bioweapon (Tactical Combat): Develop organic weapons like acidic spit, retractable spikes, or bladed tails.
The Aberrant (Psychic Evolution): Gain psionic abilities, extra eyes, or tentacle-like appendages.
5th Level - Extra Attack
You can attack twice whenever you take the Attack action.
6th Level - Mutator’s Resilience
Your body has become unnaturally durable. You gain resistance to poison and disease, and your hit point maximum increases by your level.
9th Level - Major Mutation
Your body undergoes a permanent shift. Choose one of the following permanent enhancements:
Titanic Frame: Your size becomes Large, increasing your melee reach by 5 feet.
Regeneration: You regain hit points equal to your Constitution modifier at the start of your turn if you have less than half your HP.
Adaptive Camouflage: Gain advantage on Stealth checks and the ability to hide in plain sight.
14th Level - Overclocked Biology
Your body can temporarily go beyond its normal limits. You can now use Mutation Surge without gaining exhaustion once per long rest.
18th Level - Monstrous Evolution
You can unleash your full potential. As an action, you transform into an evolved monstrosity for 1 minute, gaining the following benefits:
Gain 50 temporary HP.
Choose three mutations to activate at once.
Your attacks deal an extra 1d8 damage.
Once you use this feature, you must finish a long rest before using it again.
20th Level - Apex Mutant
You are the pinnacle of mutation. You may now have two active mutations at all times, and you no longer suffer exhaustion from Mutation Surge.
These so-called "AI" tools are just stringing words together in statistically likely ways. They have no understanding of what those words mean, or how a D&D class actually works, so they're never going to actually be good at this sort of thing.
it later fleshed out 6 different subclasses, but they were very unbalanced.
Yes of course they are because AI is not intelligent they are just really good mimics like a lyre bird, and the current models are actually designed to be incapable of logic, math and reasoning.
Just take the idea and make a human-made class, some inspiration or smth. That's what I did for a Animated Armor boss. I asked for ideas of how to make just a really big animated armor. Told me to beef up its hitpoints, don't increase it's AC, and add some resistances, and I filled the rest myself. it helped a bit, not as much as asking another human, so I definitely recommend just talking to people for ideas/edited.
Rollback Post to RevisionRollBack
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Not too crazy. Read this post and typed in a simple prompt into chat gpt and got this:
The Alchemic Knight is a martial spellcaster who blends transmutation magic with martial prowess, using alchemical abilities to shape the battlefield and augment their combat skills. They do not require material components or a spell focus—only their trained hands and sheer willpower.
Skill Proficiencies: Choose two from Arcana, History, Investigation, Athletics, Perception, or Insight
Alchemic Knight Table
Level
Features
Transmutation Points
1st
2nd
3rd
4th
5th
1st
Alchemic Craft, Alchemic Strike
2
2
—
—
—
—
2nd
Transmutation Surge
3
3
—
—
—
—
3rd
Alchemic Specialization
4
3
—
—
—
—
4th
Ability Score Improvement
5
4
2
—
—
—
5th
Extra Attack
6
4
2
—
—
—
6th
Improved Alchemic Strike
7
4
3
—
—
—
7th
Alchemic Specialization Feature
8
4
3
2
—
—
8th
Ability Score Improvement
9
4
3
2
—
—
9th
Advanced Transmutation
10
4
3
3
—
—
10th
Transmutation Reflex
11
4
3
3
2
—
11th
Enhanced Alchemic Craft
12
4
3
3
2
—
12th
Ability Score Improvement
13
4
3
3
3
—
13th
Alchemic Specialization Feature
14
4
3
3
3
1
14th
Master Alchemist
15
4
3
3
3
1
15th
Philosopher’s Touch
16
4
3
3
3
2
16th
Ability Score Improvement
17
4
3
3
3
2
17th
Alchemic Specialization Feature
18
4
3
3
3
3
18th
Alchemic Restoration
19
4
3
3
3
3
19th
Ability Score Improvement
20
4
3
3
3
3
20th
Grandmaster Alchemist
21
4
3
3
3
3
Class Features
Alchemic Craft
At 1st level, you can manipulate matter through alchemy. You can use Transmutation Points (TP) to reshape the battlefield or empower your strikes. You start with 2 TP and gain more as you level up. These points recharge on a short or long rest.
As an action, you can expend 1 TP to:
• Mold Earth & Stone: Create or destroy a 5-ft cube of terrain within 30 ft (difficult terrain, cover, or collapse small structures).
• Reinforce or Weaken Metal: Increase or decrease the AC of an object (like armor or a door) by 2 for 1 minute.
• Create a Simple Weapon: Transmute raw material into a weapon of your choice. It lasts for 10 minutes.
At 6th level, you can expend 2 TP to manipulate metal, shaping weapons or armor instantly.
Alchemic Strike
Also at 1st level, you learn to use alchemy in combat. When you hit with a melee attack, you can expend 1 TP to deal bonus force damage equal to your Intelligence modifier + proficiency bonus.
Transmutation Surge
At 2nd level, as a bonus action, you can expend 1 TP to either:
• Increase Speed: Gain +10 ft movement for 1 minute.
• Harden Your Body: Gain temporary HP equal to your level + Intelligence modifier.
• Magnetic Pull: Pull or push a creature 10 ft if it’s wearing metal armor or wielding a metal weapon.
Alchemic Specialization (3rd Level)
Choose one specialization: Steel Alchemist (Offensive), Guardian Alchemist (Defensive), or Arcane Alchemist (Utility & Spellcasting).
Each gives a unique set of abilities and spell lists.
Steel Alchemist (Like Edward Elric)
• Battle Transmutation: Your melee attacks count as magical.
• Blade of Alchemy: As a bonus action, transmute your arm into a melee weapon (dealing 1d10 slashing/piercing).
• Alchemic Counter (7th Level): When an enemy attacks you in melee, use a reaction to parry, reducing damage by 1d10 + INT mod and possibly disarming them.
• Alchemic Barrage (13th Level): When you use your Alchemic Strike, you can strike twice instead of once.
• Philosopher’s Touch (15th Level): You can use 3 TP to fully repair a broken object or heal half HP of a construct.
Guardian Alchemist (Like Alphonse Elric)
• Stone Shield: You can transmute the ground to create a 5-ft shield that gives +2 AC as a reaction.
• Armor of the Earth: Gain resistance to non-magical slashing, piercing, and bludgeoning.
• Fortress of Will (13th Level): Allies within 10 ft gain +1 AC and advantage on Strength saves.
Arcane Alchemist (More of a spellcaster)
• Alchemic Versatility: Gain additional spells from the Wizard spell list.
• Arcane Transmutation: You can replace a spell’s damage type with another of your choice.
• Mystic Matrix (15th Level): Cast Dispel Magic for free once per long rest.
Extra Attack (5th Level)
You can attack twice when taking the Attack action.
Transmutation Reflex (10th Level)
If you’re surprised, you can use your reaction to reshape the ground, granting half cover (+2 AC) until the end of your next turn.
Grandmaster Alchemist (20th Level)
You regain 5 TP when rolling initiative. Additionally, you can use 1 TP to cast Stone Shape, Fabricate, or Wall of Stone without using a spell slot.
Spellcasting
The Alchemic Knight follows a half-caster progression, using Intelligence as their casting stat. Their spell list consists of transmutation-based spells such as:
Not too crazy. Read this post and typed in a simple prompt into chat gpt and got this:
The Alchemic Knight is a martial spellcaster who blends transmutation magic with martial prowess, using alchemical abilities to shape the battlefield and augment their combat skills. They do not require material components or a spell focus—only their trained hands and sheer willpower.
Skill Proficiencies: Choose two from Arcana, History, Investigation, Athletics, Perception, or Insight
Alchemic Knight Table
Level
Features
Transmutation Points
1st
2nd
3rd
4th
5th
1st
Alchemic Craft, Alchemic Strike
2
2
—
—
—
—
2nd
Transmutation Surge
3
3
—
—
—
—
3rd
Alchemic Specialization
4
3
—
—
—
—
4th
Ability Score Improvement
5
4
2
—
—
—
5th
Extra Attack
6
4
2
—
—
—
6th
Improved Alchemic Strike
7
4
3
—
—
—
7th
Alchemic Specialization Feature
8
4
3
2
—
—
8th
Ability Score Improvement
9
4
3
2
—
—
9th
Advanced Transmutation
10
4
3
3
—
—
10th
Transmutation Reflex
11
4
3
3
2
—
11th
Enhanced Alchemic Craft
12
4
3
3
2
—
12th
Ability Score Improvement
13
4
3
3
3
—
13th
Alchemic Specialization Feature
14
4
3
3
3
1
14th
Master Alchemist
15
4
3
3
3
1
15th
Philosopher’s Touch
16
4
3
3
3
2
16th
Ability Score Improvement
17
4
3
3
3
2
17th
Alchemic Specialization Feature
18
4
3
3
3
3
18th
Alchemic Restoration
19
4
3
3
3
3
19th
Ability Score Improvement
20
4
3
3
3
3
20th
Grandmaster Alchemist
21
4
3
3
3
3
Class Features
Alchemic Craft
At 1st level, you can manipulate matter through alchemy. You can use Transmutation Points (TP) to reshape the battlefield or empower your strikes. You start with 2 TP and gain more as you level up. These points recharge on a short or long rest.
As an action, you can expend 1 TP to:
• Mold Earth & Stone: Create or destroy a 5-ft cube of terrain within 30 ft (difficult terrain, cover, or collapse small structures).
• Reinforce or Weaken Metal: Increase or decrease the AC of an object (like armor or a door) by 2 for 1 minute.
• Create a Simple Weapon: Transmute raw material into a weapon of your choice. It lasts for 10 minutes.
At 6th level, you can expend 2 TP to manipulate metal, shaping weapons or armor instantly.
Alchemic Strike
Also at 1st level, you learn to use alchemy in combat. When you hit with a melee attack, you can expend 1 TP to deal bonus force damage equal to your Intelligence modifier + proficiency bonus.
Transmutation Surge
At 2nd level, as a bonus action, you can expend 1 TP to either:
• Increase Speed: Gain +10 ft movement for 1 minute.
• Harden Your Body: Gain temporary HP equal to your level + Intelligence modifier.
• Magnetic Pull: Pull or push a creature 10 ft if it’s wearing metal armor or wielding a metal weapon.
Alchemic Specialization (3rd Level)
Choose one specialization: Steel Alchemist (Offensive), Guardian Alchemist (Defensive), or Arcane Alchemist (Utility & Spellcasting).
Each gives a unique set of abilities and spell lists.
Steel Alchemist (Like Edward Elric)
• Battle Transmutation: Your melee attacks count as magical.
• Blade of Alchemy: As a bonus action, transmute your arm into a melee weapon (dealing 1d10 slashing/piercing).
• Alchemic Counter (7th Level): When an enemy attacks you in melee, use a reaction to parry, reducing damage by 1d10 + INT mod and possibly disarming them.
• Alchemic Barrage (13th Level): When you use your Alchemic Strike, you can strike twice instead of once.
• Philosopher’s Touch (15th Level): You can use 3 TP to fully repair a broken object or heal half HP of a construct.
Guardian Alchemist (Like Alphonse Elric)
• Stone Shield: You can transmute the ground to create a 5-ft shield that gives +2 AC as a reaction.
• Armor of the Earth: Gain resistance to non-magical slashing, piercing, and bludgeoning.
• Fortress of Will (13th Level): Allies within 10 ft gain +1 AC and advantage on Strength saves.
Arcane Alchemist (More of a spellcaster)
• Alchemic Versatility: Gain additional spells from the Wizard spell list.
• Arcane Transmutation: You can replace a spell’s damage type with another of your choice.
• Mystic Matrix (15th Level): Cast Dispel Magic for free once per long rest.
Extra Attack (5th Level)
You can attack twice when taking the Attack action.
Transmutation Reflex (10th Level)
If you’re surprised, you can use your reaction to reshape the ground, granting half cover (+2 AC) until the end of your next turn.
Grandmaster Alchemist (20th Level)
You regain 5 TP when rolling initiative. Additionally, you can use 1 TP to cast Stone Shape, Fabricate, or Wall of Stone without using a spell slot.
Spellcasting
The Alchemic Knight follows a half-caster progression, using Intelligence as their casting stat. Their spell list consists of transmutation-based spells such as:
• 1st Level: Catapult, Shield, Absorb Elements
• 2nd Level: Heat Metal, Alter Self
• 3rd Level: Haste, Erupting Earth
• 4th Level: Stone Shape, Fabricate
• 5th Level: Wall of Stone, Transmute Rock
I need to ask it to build an int based half caster focusing on wizardry might and master swordplay...
Rollback Post to RevisionRollBack
Hey! I make (what I believe to be, could use some feedback) good homebrew!
Bro this is sick, I'm sad it came from Ai T-T. I would love to use it.
I mean, you canuse it. Nothing’s really stopping you apart from your morals.
Tweak it to your own liking; there’s already a ton of people who will just get ChatGPT to spitball ideas at them and then modify said ideas
You do have a point. The problem there is that my morals hate AI. In class, everyone just uses AI. On discord, its freaking AI. My friends were talking to me, and then one said "Hey, you use the AI Chat?" AGHHHHHHHHHHHHHH- (please get that reference ;-;)
Rollback Post to RevisionRollBack
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
You do have a point. The problem there is that my morals hate AI. In class, everyone just uses AI. On discord, it’s freaking AI. My friends were talking to me, and then one said "Hey, you use the AI Chat?" AGHHHHHHHHHHHHHH- (please get that reference ;-;)
I-I showed my Large Language Model to my chatbot, and the logo… I flipped it… and said, “hey GPT, when the intelligence is artificial!”
You do have a point. The problem there is that my morals hate AI. In class, everyone just uses AI. On discord, it’s freaking AI. My friends were talking to me, and then one said "Hey, you use the AI Chat?" AGHHHHHHHHHHHHHH- (please get that reference ;-;)
I-I showed my Large Language Model to my chatbot, and the logo… I flipped it… and said, “hey GPT, when the intelligence is artificial!”
PFFFFT- My final brain cell on a Monday be like.
Rollback Post to RevisionRollBack
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
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Guys I was using chat gpt and I asked it to make a homebrew class and this is what it is:
The Mutator
"My body is my weapon, my armor, and my curse."
Class Overview
Mutators are warriors who have undergone unnatural experimentation, alchemical enhancements, or eldritch mutations, allowing them to alter their bodies in battle. They harness Adaptive Mutations, evolving in response to danger but at great personal cost.
Class Features
1st Level - Adaptive Mutation
You can grow, shed, or alter parts of your body in response to battle. As a bonus action, you may select one mutation from the list below. Each mutation lasts 1 minute or until you end it as a free action.
You can use this feature a number of times equal to your Constitution modifier per long rest.
2nd Level - Mutation Surge
You can unleash a burst of rapid mutation to push your body beyond its limits. As a bonus action, you can activate two mutations at once, but at the cost of 1 level of exhaustion once the effect ends.
3rd Level - Evolution Path
At 3rd level, you choose a Mutagenic Path that defines the nature of your mutations:
5th Level - Extra Attack
You can attack twice whenever you take the Attack action.
6th Level - Mutator’s Resilience
Your body has become unnaturally durable. You gain resistance to poison and disease, and your hit point maximum increases by your level.
9th Level - Major Mutation
Your body undergoes a permanent shift. Choose one of the following permanent enhancements:
14th Level - Overclocked Biology
Your body can temporarily go beyond its normal limits. You can now use Mutation Surge without gaining exhaustion once per long rest.
18th Level - Monstrous Evolution
You can unleash your full potential. As an action, you transform into an evolved monstrosity for 1 minute, gaining the following benefits:
Once you use this feature, you must finish a long rest before using it again.
20th Level - Apex Mutant
You are the pinnacle of mutation. You may now have two active mutations at all times, and you no longer suffer exhaustion from Mutation Surge.
I found this crazy, what do you guys think
Owen is here. enjoy my favorite game. I like DND and am looking for a group. See my website here. A proud member of kingdoms and crowns.
it later fleshed out 6 different subclasses, but they were very unbalanced.
Owen is here. enjoy my favorite game. I like DND and am looking for a group. See my website here. A proud member of kingdoms and crowns.
These so-called "AI" tools are just stringing words together in statistically likely ways. They have no understanding of what those words mean, or how a D&D class actually works, so they're never going to actually be good at this sort of thing.
Yes of course they are because AI is not intelligent they are just really good mimics like a lyre bird, and the current models are actually designed to be incapable of logic, math and reasoning.
Bro this is sick, I'm sad it came from Ai T-T. I would love to use it.
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
Just take the idea and make a human-made class, some inspiration or smth. That's what I did for a Animated Armor boss. I asked for ideas of how to make just a really big animated armor. Told me to beef up its hitpoints, don't increase it's AC, and add some resistances, and I filled the rest myself. it helped a bit, not as much as asking another human, so I definitely recommend just talking to people for ideas/edited.
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Nice pfp
Hey! I make (what I believe to be, could use some feedback) good homebrew!
Click here!
Please tell me what you think!
I mean, you can use it. Nothing’s really stopping you apart from your morals.
Tweak it to your own liking; there’s already a ton of people who will just get ChatGPT to spitball ideas at them and then modify said ideas
thanks
Owen is here. enjoy my favorite game. I like DND and am looking for a group. See my website here. A proud member of kingdoms and crowns.
Not too crazy. Read this post and typed in a simple prompt into chat gpt and got this:
The Alchemic Knight is a martial spellcaster who blends transmutation magic with martial prowess, using alchemical abilities to shape the battlefield and augment their combat skills. They do not require material components or a spell focus—only their trained hands and sheer willpower.
Class: Alchemic Knight
Hit Dice: 1d10 per Alchemic Knight level
Primary Ability: Intelligence (for Alchemic Abilities & Spellcasting), Strength or Dexterity (for attacks)
Armor Proficiency: Light & Medium armor
Weapon Proficiency: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skill Proficiencies: Choose two from Arcana, History, Investigation, Athletics, Perception, or Insight
Alchemic Knight Table
Level
Features
Transmutation Points
1st
2nd
3rd
4th
5th
1st
Alchemic Craft, Alchemic Strike
2
2
—
—
—
—
2nd
Transmutation Surge
3
3
—
—
—
—
3rd
Alchemic Specialization
4
3
—
—
—
—
4th
Ability Score Improvement
5
4
2
—
—
—
5th
Extra Attack
6
4
2
—
—
—
6th
Improved Alchemic Strike
7
4
3
—
—
—
7th
Alchemic Specialization Feature
8
4
3
2
—
—
8th
Ability Score Improvement
9
4
3
2
—
—
9th
Advanced Transmutation
10
4
3
3
—
—
10th
Transmutation Reflex
11
4
3
3
2
—
11th
Enhanced Alchemic Craft
12
4
3
3
2
—
12th
Ability Score Improvement
13
4
3
3
3
—
13th
Alchemic Specialization Feature
14
4
3
3
3
1
14th
Master Alchemist
15
4
3
3
3
1
15th
Philosopher’s Touch
16
4
3
3
3
2
16th
Ability Score Improvement
17
4
3
3
3
2
17th
Alchemic Specialization Feature
18
4
3
3
3
3
18th
Alchemic Restoration
19
4
3
3
3
3
19th
Ability Score Improvement
20
4
3
3
3
3
20th
Grandmaster Alchemist
21
4
3
3
3
3
Class Features
Alchemic Craft
At 1st level, you can manipulate matter through alchemy. You can use Transmutation Points (TP) to reshape the battlefield or empower your strikes. You start with 2 TP and gain more as you level up. These points recharge on a short or long rest.
As an action, you can expend 1 TP to:
• Mold Earth & Stone: Create or destroy a 5-ft cube of terrain within 30 ft (difficult terrain, cover, or collapse small structures).
• Reinforce or Weaken Metal: Increase or decrease the AC of an object (like armor or a door) by 2 for 1 minute.
• Create a Simple Weapon: Transmute raw material into a weapon of your choice. It lasts for 10 minutes.
At 6th level, you can expend 2 TP to manipulate metal, shaping weapons or armor instantly.
Alchemic Strike
Also at 1st level, you learn to use alchemy in combat. When you hit with a melee attack, you can expend 1 TP to deal bonus force damage equal to your Intelligence modifier + proficiency bonus.
Transmutation Surge
At 2nd level, as a bonus action, you can expend 1 TP to either:
• Increase Speed: Gain +10 ft movement for 1 minute.
• Harden Your Body: Gain temporary HP equal to your level + Intelligence modifier.
• Magnetic Pull: Pull or push a creature 10 ft if it’s wearing metal armor or wielding a metal weapon.
Alchemic Specialization (3rd Level)
Choose one specialization: Steel Alchemist (Offensive), Guardian Alchemist (Defensive), or Arcane Alchemist (Utility & Spellcasting).
Each gives a unique set of abilities and spell lists.
Steel Alchemist (Like Edward Elric)
• Battle Transmutation: Your melee attacks count as magical.
• Blade of Alchemy: As a bonus action, transmute your arm into a melee weapon (dealing 1d10 slashing/piercing).
• Alchemic Counter (7th Level): When an enemy attacks you in melee, use a reaction to parry, reducing damage by 1d10 + INT mod and possibly disarming them.
• Alchemic Barrage (13th Level): When you use your Alchemic Strike, you can strike twice instead of once.
• Philosopher’s Touch (15th Level): You can use 3 TP to fully repair a broken object or heal half HP of a construct.
Guardian Alchemist (Like Alphonse Elric)
• Stone Shield: You can transmute the ground to create a 5-ft shield that gives +2 AC as a reaction.
• Armor of the Earth: Gain resistance to non-magical slashing, piercing, and bludgeoning.
• Fortress of Will (13th Level): Allies within 10 ft gain +1 AC and advantage on Strength saves.
Arcane Alchemist (More of a spellcaster)
• Alchemic Versatility: Gain additional spells from the Wizard spell list.
• Arcane Transmutation: You can replace a spell’s damage type with another of your choice.
• Mystic Matrix (15th Level): Cast Dispel Magic for free once per long rest.
Extra Attack (5th Level)
You can attack twice when taking the Attack action.
Transmutation Reflex (10th Level)
If you’re surprised, you can use your reaction to reshape the ground, granting half cover (+2 AC) until the end of your next turn.
Grandmaster Alchemist (20th Level)
You regain 5 TP when rolling initiative. Additionally, you can use 1 TP to cast Stone Shape, Fabricate, or Wall of Stone without using a spell slot.
Spellcasting
The Alchemic Knight follows a half-caster progression, using Intelligence as their casting stat. Their spell list consists of transmutation-based spells such as:
• 1st Level: Catapult, Shield, Absorb Elements
• 2nd Level: Heat Metal, Alter Self
• 3rd Level: Haste, Erupting Earth
• 4th Level: Stone Shape, Fabricate
• 5th Level: Wall of Stone, Transmute Rock
Blank
I need to ask it to build an int based half caster focusing on wizardry might and master swordplay...
Hey! I make (what I believe to be, could use some feedback) good homebrew!
Click here!
Please tell me what you think!
You do have a point. The problem there is that my morals hate AI. In class, everyone just uses AI. On discord, its freaking AI. My friends were talking to me, and then one said "Hey, you use the AI Chat?" AGHHHHHHHHHHHHHH- (please get that reference ;-;)
A Fools Errand will fail. A Foolish Errand has a chance to succeed.
I-I showed my Large Language Model to my chatbot, and the logo… I flipped it… and said, “hey GPT, when the intelligence is artificial!”
PFFFFT- My final brain cell on a Monday be like.
A Fools Errand will fail. A Foolish Errand has a chance to succeed.