Not sure if this belongs in Homebrew of Unearthed Arcana so I'm putting it in both.
When I saw the new Wild Soul Barbarian, I was looking at the Wild Surge table and thought, "It would be cool if this had an option from every school of magic." and for the most part, it does, but it's missing the enchantment school. Any ideas for it?
Table for those who haven't seen it.
Abjuration
Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
Conjuration
You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
Divination
Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
Enchantment
Evocation
A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
Illusion
Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
Necromancy
Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
Transmutation
Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I suggest something like compelled duel. Enemies make a WIS save or have disadvantage when attacking other creatures until they get attacked by your allies.
I was thinking either within a radius when rage starts (and not have the clause that ends the effect if you attack a creature) or it occurs for every enemy you attack (and does have the only 1 at a time clause).
I feel like it should be similar to the Battlemaster Fighter's Goading Attack.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you, you add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
So if you attack someone, the make the save or are forced to attack you, and it lasts until the start of your next turn, but you can still use it on your next turn.
I feel like it should be similar to the Battlemaster Fighter's Goading Attack.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you, you add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
So if you attack someone, the make the save or are forced to attack you, and it lasts until the start of your next turn, but you can still use it on your next turn.
Yeah, no superiority die damage, but is free. This would be a good one.
My favorite part about this is that it replaces the exploding flumph effect which, while comical, was too random to be useful and ultimately my least favorite effect.
What about like, all hostile creatures within 20ft of you have to make a wisdom save or be frightened of you? Seems like a very barbarian-esque ability in my mind.
What about like, all hostile creatures within 20ft of you have to make a wisdom save or be frightened of you? Seems like a very barbarian-esque ability in my mind.
It is a very barbarian-esque ability. So much so that the berserker gets a far more limited version at level 10.
I think creating multiple opportunity attack chances all at once might be much.
What about like, all hostile creatures within 20ft of you have to make a wisdom save or be frightened of you? Seems like a very barbarian-esque ability in my mind.
It is a very barbarian-esque ability. So much so that the berserker gets a far more limited version at level 10.
I think creating multiple opportunity attack chances all at once might be much.
At the end of the day, the Necromancy ability hitting all the enemies is far superior. Frightening Aura seems fitting to me.
What about like, all hostile creatures within 20ft of you have to make a wisdom save or be frightened of you? Seems like a very barbarian-esque ability in my mind.
It is a very barbarian-esque ability. So much so that the berserker gets a far more limited version at level 10.
I think creating multiple opportunity attack chances all at once might be much.
At the end of the day, the Necromancy ability hitting all the enemies is far superior. Frightening Aura seems fitting to me.
Other than being the opposite of a tank ability, I suppose frightened isn't much different from the mass goad I pitched.
Not sure if this belongs in Homebrew of Unearthed Arcana so I'm putting it in both.
When I saw the new Wild Soul Barbarian, I was looking at the Wild Surge table and thought, "It would be cool if this had an option from every school of magic." and for the most part, it does, but it's missing the enchantment school. Any ideas for it?
Table for those who haven't seen it.
Abjuration
Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
Conjuration
You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
Divination
Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
Enchantment
Evocation
A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
Illusion
Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
Necromancy
Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
Transmutation
Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
Could potentially be some form of duplicity?
Like the Trickery Cleric?
The ability you list as enchantment closely resembles shadow blade, an illusion spell.
If we are indeed missing an enchantment effect, I would recommend causing other creatures to go into a mini rage themselves.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Well shit, so it is, I didn't know. I'll change it.
Maybe an effect like bless? Or all allies within 20-30 feet of you get a bonus to attack equal to your Con modifier?
Enchantments usually have somethign to do with charming or some other compulsion.
I suggest something like compelled duel. Enemies make a WIS save or have disadvantage when attacking other creatures until they get attacked by your allies.
Sounds good!
1 creature or all within a certain radius?
I was thinking either within a radius when rage starts (and not have the clause that ends the effect if you attack a creature) or it occurs for every enemy you attack (and does have the only 1 at a time clause).
I feel like it should be similar to the Battlemaster Fighter's Goading Attack.
So if you attack someone, the make the save or are forced to attack you, and it lasts until the start of your next turn, but you can still use it on your next turn.
What do you think?
Yeah, no superiority die damage, but is free. This would be a good one.
My favorite part about this is that it replaces the exploding flumph effect which, while comical, was too random to be useful and ultimately my least favorite effect.
Yeah, I don't like the flumph one either.
What about like, all hostile creatures within 20ft of you have to make a wisdom save or be frightened of you? Seems like a very barbarian-esque ability in my mind.
It is a very barbarian-esque ability. So much so that the berserker gets a far more limited version at level 10.
I think creating multiple opportunity attack chances all at once might be much.
RIP, didn't see that one.
At the end of the day, the Necromancy ability hitting all the enemies is far superior. Frightening Aura seems fitting to me.
Other than being the opposite of a tank ability, I suppose frightened isn't much different from the mass goad I pitched.