Hey all, so I am designing an artificer subclass for one of my PCs. In the official subs, the "Tool Proficiency" trait automatically gives you proficiency in the desired tools, and only gives you the option to select one if you already have said proficiency. I've tried looking at the "Copy of Alchemist" to see how it is coded, but the modifier just has Proficiency - Choose and Artisans Tools. I'm fine with not being able to recreate the auto proficiency, but I would prefer to ensure they get Cook's Utensils proficiency, especially if I do submit it to the community. I've tried using the "Choose a Default Choice" at the bottom of the modifier page, but it always says "no matches found."
Also, this class is going to be able to create foods that give some small benefits (example below) so if anyone has some suggested foods that would be great!
Example:
Darkling's Chocolate Brownie
DC: 12
Cost: 1 GP (Exotic Chocolate's and Bluecap spores)
That's very powerful. Darkvision is a level 2 spell. It should cost more to craft, and shouldn't have as many servings. Darkvision for a minute is fine. Maybe ten.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
That's very powerful. Darkvision is a level 2 spell. It should cost more to craft, and shouldn't have as many servings. Darkvision for a minute is fine. Maybe ten.
Well the ability to create these magical foods is limited its not just a constantly able to create. Plus is also requires the party to take a long/short rest so I feel like power level is fine. I'm always horrible at gold costs so that's fine. But seeing as the PC will only be able to create maybe like 4 in a day on average, having it be slightly better than than a 2nd level spell is not that bad. Seeing as other class get plenty of ways to do similar spells effects but better, I don;t feel this is a home run to left field.
Well It would require resources they'd have to buy (as pointed out above I suck at calculating gp amounts always have), but also the time of needing to occur during a short/long rest. The artificer class itself gets to infuse 6 items per day, and these Magical Recipes are meant to be similar in nature, but more of a temporary boost. That's what I've been basing my guideline off of for them. Each short/long rest they's only be able to create a single recipe (as they need to cook the food) so that's my reasoning for a higher creation amount per recipe, give the ability to cover a whole party on some, but more powerful affects would create less servings.
Why not instead just make it a set three things per short rest (main and two sides, or appetizer, entree, desert) some categorizing system to limit how many of what type of things each time. Then it can be a number of servings per Int mod+1 (most parties cap out at 6 PCs anyway), and just have the more complicated recipes require the higher levels.
A lower level thing should cost maybe 5 gp/serving, and mid level thing could cost 10-25 gp/serving, and high level things could cost 25-50 gp/serving.
Oooo, actually that sounds like a really good idea. Much better than up to a certain number of known recipes. Will definitely be an interesting game mechanic too! Now to just toy around with that for a little bit.
Hi, sorry for the delay in a response (IRL work has been off the charts this past week) But I took your advice and wanted some input if possible.
So for the class feature, which I'm calling "Magical Meals" the Artificer will be able to create 3 meals a long rest, provided they have the coin to invest in supplies. The meal can consist of only one entree, and then either 2 sides or 1 drink and 1 side. Meals can be made with only the entree, but an entree must be made in order to use this ability. As the artificer goes up in level they will be able to make better meals (Basic at 3rd, Fine at 9th, Lavish at 15th). I was thinking of allowing the creation of these meals to be interchangeable, but on the condition that the sides/drink can only be of equal or lower tier to the Entree. So if a Level 15 Gourmand makes a Fine entree, they cannot add on the Lavish sides or drinks. Although I think it might be to restrictive so might change cut that. But here are the foods I have in mind and effects they'll give (I'm not set on any of the names they are mostly placeholders for now). GP required would be per serving, servings made is base off of 1 + INT modifier.
3rd level - Basic Meals - effects last for 1 hour (~5-10 gp)
Entrees (5 gp)
Clarity’s Chicken - Gain guidance for 1 hour
Korn’s roast beast - Gain resistance for 1 hour
Quick fried catfish - Gift of alacrity for 1 hours
Sides (2 gp)
Hearty smashed potatoes - Gain 2d6 + int temp hit points
Resilient spinach - Gain +1 to saving throws for the next hour
Drink (3gp each)
Timely Tea - Increase the duration of the meal effects by 1 hour (x2 gold cost)
Pumpkin Juice - regain 1 spent hit die
9th level-Fine Meals-effects last for2hours (~10-23 gp)
Entrees (10 gp)
Blackened drum fish - Darkvision
Clover infused chicken Fortune's favor
Mamma's chicken noodle soup protection from poison
Sides (5 gp)
Quick Rise Biscuits - increase move speed by 10 (duration is equal to entree)
Magical re-fried beans - +1 to ability checks (artificer choose type on creation)
Drink (8 gp)
Elixir of the Cleric - Hit point maximum increases by 8
Triton’s Brew - Gain the ability to breath underwater, and gain a swim speed equal to your movement.
15th level - Lavish Meals - effects last for 4 hours (~25-50 gp)
Entrees (25 gp)
King’s Feast - Advantage on 1 ability score check
Dwarven mushroom roast - +1 to AC
Herb Crusted salmon - Lesser Restoration
Sides (10 gp)
Glazed Rainbow Carrots Heal for 2d8 + 4
Smoked Owlbear gizzards - +1 to weapon attack and damage rolls
Drink (15 gp)
Vintage Port - double duration of meal
Alchemist’s Sour - recover 1 spell slot of 3 level or lower, or 2 hit die (can be used immediately)
I like the concept, and you have clearly put a lot of work into the execution. I’m just not sure about game balance. But that’s exactly what playtesting is for. I think you need some other opinions too. But I like it.
Like Sposta said, it's a super cool concept. I can remember a whole book about cooking in 5e, though never bought it. Maybe you could try and find it to see how they balanced things (if it is anything to do with in game stuff - I'll post again after I have found it again) . Don't publish it until there is nothing to make it more balanced. Good luck!
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Thank you Sposta and Bramble, glad you like the concept honestly that was about two hours of hard write up and semi thinking of balance, but definitely a week of on and off brainstorming at work. When I have the full subclass finished (almost there just trying to get the final D&D Beyond subclass builder silliness out of it) I'll share it here, but really haven't thought much of publishing it. I was just making this for a PC that was going to be a cooking artificer and wanted game mechanics to go along with the RP her and I were already planning.
Speaking of not sure who good either of you are with the builder, but I'm having trouble with Tool Proficiency, I've got the class feature all built and even have the modifier- proficiency- Choose an artisan tool, but I want the feature to automatically give the Cook's Utensils as the tool, and only offer the choice if they already have that proficiency (kinda like how the published sub-classes do it.) But even by looking at a copy of the published sub-classes I can't figure our how it is done.
I'm also trying to set up the meals to be given at the designated levels but it there some trick with the "Class Feature Options" to make the granted as specific levels vs requiring them to be chosen from a drop down? I've tried every combination of selecting "Has options" in the main feature, and "is granted" in the class feature options. But either they don't show up or the bug out the character builder.
Thank you Sposta and Bramble, glad you like the concept honestly that was about two hours of hard write up and semi thinking of balance, but definitely a week of on and off brainstorming at work. When I have the full subclass finished (almost there just trying to get the final D&D Beyond subclass builder silliness out of it) I'll share it here, but really haven't thought much of publishing it. I was just making this for a PC that was going to be a cooking artificer and wanted game mechanics to go along with the RP her and I were already planning.
Speaking of not sure who good either of you are with the builder, but I'm having trouble with Tool Proficiency, I've got the class feature all built and even have the modifier- proficiency- Choose an artisan tool, but I want the feature to automatically give the Cook's Utensils as the tool, and only offer the choice if they already have that proficiency (kinda like how the published sub-classes do it.) But even by looking at a copy of the published sub-classes I can't figure our how it is done.
I'm also trying to set up the meals to be given at the designated levels but it there some trick with the "Class Feature Options" to make the granted as specific levels vs requiring them to be chosen from a drop down? I've tried every combination of selecting "Has options" in the main feature, and "is granted" in the class feature options. But either they don't show up or the bug out the character builder.
Hokay, so....
First off, happy to help! Also, DON’T PUBLISH!! At least not yet. Give it several months of playtesting and editing before considering publication. Make sure you got all the kinks out first. Once you publish you cannot edit it anymore. You basically have to jump through hoops and it has unintended consequences. Wait until it’s perfect, and then wait a little longer just to be sure. Then publish if you want to.
Second, I do not think we can. Under “Choose a default choice” there is never anything to choose. The homebrewer is the same system the devs use to make the official stuff, we just don’t have admin privileges, and I think that’s one of them. Maybe in future, but not currently.
Third, for the options to get automatically granted at certain levels, you need to first make a different feature where they have and option where they choose something. It can be the only option you give them to choose, but they have to choose something from a different subclass feature first. Then, for the feature with the options that you want automatically granted, here’s what you gotta do: Make the feature and set the levels where you want the options to be granted, but do not check “has options.” Then, for each of the options, check “is granted,” and then you have to set the “prerequisite class feature option.” After you save all of the options, you have to save the class feature. And after you save all of the features, you have to re-save the whole subclass. That will trigger the system to pick up the changes. Then be patient, it can take up to 15 minutes for the changes to push to the character sheet.
Okay thank you again for your help. And yes AS of now I am not publishing it, seeing as the only play testing it will get is my game it definitely won't be for a few months. But I prefer to just make the stuff on Dnd Beyond for my PC rather than sharing it with the worlds. That way my balancing can be slightly off. haha.
And let me talk you through the option issue to make sure I understand.
So I want to only let the section of recipes the PC knows to show up on their character sheet so that means split them into Basic, Fine, and Lavish. So if I understand you correctly. I have to make a feature called "Magical Meals". Under that feature, I need to create a class feature option say "Recipes". Magical meals has "has options" checked. Then I create a completely different class feature, and under that new feature (called Test for example), I create the three options of Basic, Fine, and Lavish all with "Is granted mark" and prereq of "Recipes" and that will do what I described? TL:DR - Magical Meals "Has options" only feature option is recipes. Second feature called test has 3 options with "is granted" and prereq "Recipes"
And let me talk you through the option issue to make sure I understand.
So I want to only let the section of recipes the PC knows to show up on their character sheet so that means split them into Basic, Fine, and Lavish. So if I understand you correctly. I have to make a feature called "Magical Meals". Under that feature, I need to create a class feature option say "Recipes". Magical meals has "has options" checked. Then I create a completely different class feature, and under that new feature (called Test for example), I create the three options of Basic, Fine, and Lavish all with "Is granted mark" and prereq of "Recipes" and that will do what I described? TL:DR - Magical Meals "Has options" only feature option is recipes. Second feature called test has 3 options with "is granted" and prereq "Recipes"
if you do that, then those three options “basic, fine, and lavish will each automatically get applied at whichever levels you entered. That is what you wanted, yes?
Hey all, so I am designing an artificer subclass for one of my PCs. In the official subs, the "Tool Proficiency" trait automatically gives you proficiency in the desired tools, and only gives you the option to select one if you already have said proficiency. I've tried looking at the "Copy of Alchemist" to see how it is coded, but the modifier just has Proficiency - Choose and Artisans Tools. I'm fine with not being able to recreate the auto proficiency, but I would prefer to ensure they get Cook's Utensils proficiency, especially if I do submit it to the community. I've tried using the "Choose a Default Choice" at the bottom of the modifier page, but it always says "no matches found."
Also, this class is going to be able to create foods that give some small benefits (example below) so if anyone has some suggested foods that would be great!
Example:
Darkling's Chocolate Brownie
That's very powerful. Darkvision is a level 2 spell. It should cost more to craft, and shouldn't have as many servings. Darkvision for a minute is fine. Maybe ten.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Well the ability to create these magical foods is limited its not just a constantly able to create. Plus is also requires the party to take a long/short rest so I feel like power level is fine. I'm always horrible at gold costs so that's fine. But seeing as the PC will only be able to create maybe like 4 in a day on average, having it be slightly better than than a 2nd level spell is not that bad. Seeing as other class get plenty of ways to do similar spells effects but better, I don;t feel this is a home run to left field.
What is the limiting factor?
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I currently have it set to be (1 + INT).
So they could make up to 6 of these things per day. Does it cost any resources?
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Well It would require resources they'd have to buy (as pointed out above I suck at calculating gp amounts always have), but also the time of needing to occur during a short/long rest. The artificer class itself gets to infuse 6 items per day, and these Magical Recipes are meant to be similar in nature, but more of a temporary boost. That's what I've been basing my guideline off of for them. Each short/long rest they's only be able to create a single recipe (as they need to cook the food) so that's my reasoning for a higher creation amount per recipe, give the ability to cover a whole party on some, but more powerful affects would create less servings.
Why not instead just make it a set three things per short rest (main and two sides, or appetizer, entree, desert) some categorizing system to limit how many of what type of things each time. Then it can be a number of servings per Int mod+1 (most parties cap out at 6 PCs anyway), and just have the more complicated recipes require the higher levels.
A lower level thing should cost maybe 5 gp/serving, and mid level thing could cost 10-25 gp/serving, and high level things could cost 25-50 gp/serving.
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Oooo, actually that sounds like a really good idea. Much better than up to a certain number of known recipes. Will definitely be an interesting game mechanic too! Now to just toy around with that for a little bit.
Happy to help
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Hi, sorry for the delay in a response (IRL work has been off the charts this past week) But I took your advice and wanted some input if possible.
So for the class feature, which I'm calling "Magical Meals" the Artificer will be able to create 3 meals a long rest, provided they have the coin to invest in supplies. The meal can consist of only one entree, and then either 2 sides or 1 drink and 1 side. Meals can be made with only the entree, but an entree must be made in order to use this ability. As the artificer goes up in level they will be able to make better meals (Basic at 3rd, Fine at 9th, Lavish at 15th). I was thinking of allowing the creation of these meals to be interchangeable, but on the condition that the sides/drink can only be of equal or lower tier to the Entree. So if a Level 15 Gourmand makes a Fine entree, they cannot add on the Lavish sides or drinks. Although I think it might be to restrictive so might change cut that. But here are the foods I have in mind and effects they'll give (I'm not set on any of the names they are mostly placeholders for now). GP required would be per serving, servings made is base off of 1 + INT modifier.
3rd level - Basic Meals - effects last for 1 hour (~5-10 gp)
Entrees (5 gp)
Sides (2 gp)
Drink (3gp each)
9th level - Fine Meals - effects last for 2 hours (~10-23 gp)
Entrees (10 gp)
Sides (5 gp)
Drink (8 gp)
15th level - Lavish Meals - effects last for 4 hours (~25-50 gp)
Entrees (25 gp)
Sides (10 gp)
Drink (15 gp)
I like the concept, and you have clearly put a lot of work into the execution. I’m just not sure about game balance. But that’s exactly what playtesting is for. I think you need some other opinions too. But I like it.
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Like Sposta said, it's a super cool concept. I can remember a whole book about cooking in 5e, though never bought it. Maybe you could try and find it to see how they balanced things (if it is anything to do with in game stuff - I'll post again after I have found it again) . Don't publish it until there is nothing to make it more balanced. Good luck!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thank you Sposta and Bramble, glad you like the concept honestly that was about two hours of hard write up and semi thinking of balance, but definitely a week of on and off brainstorming at work. When I have the full subclass finished (almost there just trying to get the final D&D Beyond subclass builder silliness out of it) I'll share it here, but really haven't thought much of publishing it. I was just making this for a PC that was going to be a cooking artificer and wanted game mechanics to go along with the RP her and I were already planning.
Speaking of not sure who good either of you are with the builder, but I'm having trouble with Tool Proficiency, I've got the class feature all built and even have the modifier- proficiency- Choose an artisan tool, but I want the feature to automatically give the Cook's Utensils as the tool, and only offer the choice if they already have that proficiency (kinda like how the published sub-classes do it.) But even by looking at a copy of the published sub-classes I can't figure our how it is done.
I'm also trying to set up the meals to be given at the designated levels but it there some trick with the "Class Feature Options" to make the granted as specific levels vs requiring them to be chosen from a drop down? I've tried every combination of selecting "Has options" in the main feature, and "is granted" in the class feature options. But either they don't show up or the bug out the character builder.
Oh also, not sure which book you might have been talking about but I found two (technically three) on DM Guilds:
Hokay, so....
First off, happy to help! Also, DON’T PUBLISH!! At least not yet. Give it several months of playtesting and editing before considering publication. Make sure you got all the kinks out first. Once you publish you cannot edit it anymore. You basically have to jump through hoops and it has unintended consequences. Wait until it’s perfect, and then wait a little longer just to be sure. Then publish if you want to.
Second, I do not think we can. Under “Choose a default choice” there is never anything to choose. The homebrewer is the same system the devs use to make the official stuff, we just don’t have admin privileges, and I think that’s one of them. Maybe in future, but not currently.
Third, for the options to get automatically granted at certain levels, you need to first make a different feature where they have and option where they choose something. It can be the only option you give them to choose, but they have to choose something from a different subclass feature first. Then, for the feature with the options that you want automatically granted, here’s what you gotta do:
Make the feature and set the levels where you want the options to be granted, but do not check “has options.” Then, for each of the options, check “is granted,” and then you have to set the “prerequisite class feature option.”
After you save all of the options, you have to save the class feature. And after you save all of the features, you have to re-save the whole subclass. That will trigger the system to pick up the changes. Then be patient, it can take up to 15 minutes for the changes to push to the character sheet.
Lemme know if you need anymore help.
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I don’t know what book they meant, but you might want to look into this for ideas for the different recipes.
https://dnd.wizards.com/products/fiction/heroes-feast
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Okay thank you again for your help. And yes AS of now I am not publishing it, seeing as the only play testing it will get is my game it definitely won't be for a few months. But I prefer to just make the stuff on Dnd Beyond for my PC rather than sharing it with the worlds. That way my balancing can be slightly off. haha.
And let me talk you through the option issue to make sure I understand.
So I want to only let the section of recipes the PC knows to show up on their character sheet so that means split them into Basic, Fine, and Lavish. So if I understand you correctly. I have to make a feature called "Magical Meals". Under that feature, I need to create a class feature option say "Recipes". Magical meals has "has options" checked. Then I create a completely different class feature, and under that new feature (called Test for example), I create the three options of Basic, Fine, and Lavish all with "Is granted mark" and prereq of "Recipes" and that will do what I described?
TL:DR - Magical Meals "Has options" only feature option is recipes. Second feature called test has 3 options with "is granted" and prereq "Recipes"
if you do that, then those three options “basic, fine, and lavish will each automatically get applied at whichever levels you entered. That is what you wanted, yes?
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Yes, that is exactly what I need! Thanks again for your help!