That's the table in the description - you need to change the spells actually added to the subclass in the ADDITIONAL SPECIFIC SPELLS field that I posted the image of. 🙂
I hope you all leave an opinion preferably constructive criticism or lease a good joke.
How about some advice instead:
Don’t publish it right away. If you just finished it, then it probably has not seen the playtesting and editing that it inevitably needs. Take a few months to playtest each of the features, fix all of your spelling mistakes, edit your wording to make sure it says what you mean and not what you accidentally wrote, and adjust the coding of your actions to work a little better, and rework the snippets to be more efficient, etc.... Make sure everything is balanced and all the kinks are worked out. Double, triple checking all of those little things takes time. Do yourself a favor, take the time.
Publishing it makes it permanent. You will no longer be able to edit it without creating a new version and republishing it and that will leave ghosts of the old versions that will haunt your future homebrew attempts forever. There are many, many other good reasons to wait until it’s 1,000% perfect before publishing it. This way, in two weeks when you find a bug and come back to these forums you can post “how do I fix...?” instead of “How do I edit a published homebrew?”
You don’t have to publish your homebrews for you and the people in campaigns with you to use them. Publishing just lets the rest of the world use it if we want. As long as whatever you make is in your “collection” you can use it no problemo.
I honestly want opinions that aren't mine I want people's comments on my work. I'm thick skinned I can handle it. But I do appreciate the advice. Also please comment on my stuff.
I hope you all leave an opinion preferably constructive criticism or lease a good joke.
How about some advice instead:
Don’t publish it right away. If you just finished it, then it probably has not seen the playtesting and editing that it inevitably needs. Take a few months to playtest each of the features, fix all of your spelling mistakes, edit your wording to make sure it says what you mean and not what you accidentally wrote, and adjust the coding of your actions to work a little better, and rework the snippets to be more efficient, etc.... Make sure everything is balanced and all the kinks are worked out. Double, triple checking all of those little things takes time. Do yourself a favor, take the time.
Publishing it makes it permanent. You will no longer be able to edit it without creating a new version and republishing it and that will leave ghosts of the old versions that will haunt your future homebrew attempts forever. There are many, many other good reasons to wait until it’s 1,000% perfect before publishing it. This way, in two weeks when you find a bug and come back to these forums you can post “how do I fix...?” instead of “How do I edit a published homebrew?”
You don’t have to publish your homebrews for you and the people in campaigns with you to use them. Publishing just lets the rest of the world use it if we want. As long as whatever you make is in your “collection” you can use it no problemo.
Buddy, you say this in every thread on homebrewing... let it be. If people want to share things publicly for advice, that's okay. Fixing published homebrews really isn't that big a deal, and the ghosts of homebrews past is really just a tad annoying when you're looking through lists of templates and whatnot, but ultimately totally bearable. Now on the other hand, if the brew isn't complete, it's hard to offer advice.
Buddy, you say this in every thread on homebrewing... let it be. If people want to share things publicly for advice, that's okay. Fixing published homebrews really isn't that big a deal, and the ghosts of homebrews past is really just a tad annoying when you're looking through lists of templates and whatnot, but ultimately totally bearable. Now on the other hand, if the brew isn't complete, it's hard to offer advice.
You’re right, but it does two things:
It prepares people to make an informed decision because DDB doesn’t warn folks about that stuff. At least this way, when they publish, they can do it knowing all the facts.
In a week or two, when people do notice something they want to change, it saves them from having to come back here and asking “Why can’t I edit this?”/“Why can’t we unpublish stuff?”/“Why didn’t anybody tell me?” Which saves others the trouble of having to tell them because someone already did.
If they choose to ignore my advice, that’s up to them. But at least they have been informed.
PS- If you want feedback on a homebrew, you don’t need to publish it, you can just do this:
Monks who follow the Way of the Raging Storm realize that nothing is more dangerous than the power of nature itself. They have learned to focus their Ki to harness the forces of the storms to manifest devastating effects of ice, lightning, or thunder.
(This Subclass is intended for use either with or without the Monk Class Feature Variant rules.)
Stormcasting
When you choose the Way of the Raging Storm at 3rd level, and again at 6th, 11th, and 17th levels you learn different spells available from this subclass. These spells are you Raging Storm Spells. Whenever you gain a level in this class you may replace one Raging Storm Spell you know with a different Raging Storm Spell of the same level.
Spellcasting Focus
You can use monk weapon or druidic focus (see the Adventuring Gear section) as a spellcasting focus for your Raging Storm spells.
Casting Spells
All of your Raging Storm Spells cost 1 Ki per Spell Level to cast. You can spend additional ki points to increase the level of a Raging Storm Spell that you cast. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spell Levels and Ki Points table.
Spell Levels and Ki Points
3rd level: 1 Ki
4th-5th: 2 Ki
6th-10th: 3 Ki
11th-16th: 4 Ki
17th-20th: 5 Ki
Spellcasting Ability
Wisdom is your spellcasting ability for your Raging Storm spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Your Spell DC = 8 + your Wisdom Modifier + your Proficiency Bonus.
Your Spell Attack Bonus = your Wisdom Modifier + your Proficiency Bonus.
The Oncoming Storm
When you choose this tradition at 3rd level you learn either Gust or Message.
* - (You use your monk weapon or unarmed strike as the material component for Booming Blade.)
Whenever you use your Action to cast one of your Raging Storm cantrips, you can make an unarmed strike as a bonus action, or you may spend 1 Ki to immediately use Flurry of Blows as a bonus action.
The Storm’s Arrival
When you choose this tradition at 3rd level, you learn the Absorb Elements spell, you must choose Cold, Lightning, or Thunder when you cast it.
You also learn one 1st-level spell from the following list: Ice Knife, Thunderwave, Witch Bolt or Zephyr Strike. You lean another spell from that list at 6th, and 11th levels.
In addition, you learn the 3rd level spell Elemental Weapon, you must choose Cold, Lightning, or Thunder when you cast it and use a monk weapon or your unarmed strike as the weapon for this spell.
Finally, you can spend 1 Ki to cast one of your Raging Storm cantrips as a Bonus Action.
The Eye of the Storm
At 11th level you learn one spell from the following list: Lightning Bolt, or Thunder Step. You learn the other spell at 17th level.
When you reach 17th level, as a bonus action you may spend 7 Ki to become a Storm Incarnate. You surround yourself out to a range of 5 feet with swirling winds and snow, rolling thunder, and the occasional arc of lightning. This effect lasts a number of rounds equal to 5 + your Wisdom modifier (minimum 5), or until you are incapacitated. Once you use this feature, you may not use it again until you finish a Short or Long Rest. While this effect is in place you gain the following benefits:
You are immunity to Cold, Lightning, and Thunder damage and resistance to Fire damage.
You gain a flying speed equal to your walking speed. If you are still flying when this effect ends, you fall, unless you can somehow prevent it.
The area within 5 feet of you is difficult terrain for creatures other than you.
Unprotected flames that are torch-sized or smaller within 5 feet of you are extinguished.
Effects within 5 feet of you that can be dispersed by strong wind are dispersed out to that range. If you move, the effect refits the space.
Ranged weapon attacks have disadvantage if the attacks pass within 5 feet of you.
The area within 5 feet of you counts as lightly obscured by weather.
Once per turn, whenever you or an ally rolls dice to determine the amount of Cold, Lightning, or Thunder damage they deal against a target within 5 feet of you, you may spend 1 Ki to reroll any number of those dice once.
— IamSposta
and not have those ghosts or need the extra steps.
Sorry
Thank you
I hope you all leave an opinion preferably constructive criticism or lease a good joke.
How about some advice instead:
Don’t publish it right away. If you just finished it, then it probably has not seen the playtesting and editing that it inevitably needs. Take a few months to playtest each of the features, fix all of your spelling mistakes, edit your wording to make sure it says what you mean and not what you accidentally wrote, and adjust the coding of your actions to work a little better, and rework the snippets to be more efficient, etc.... Make sure everything is balanced and all the kinks are worked out. Double, triple checking all of those little things takes time. Do yourself a favor, take the time.
Publishing it makes it permanent. You will no longer be able to edit it without creating a new version and republishing it and that will leave ghosts of the old versions that will haunt your future homebrew attempts forever. There are many, many other good reasons to wait until it’s 1,000% perfect before publishing it. This way, in two weeks when you find a bug and come back to these forums you can post “how do I fix...?” instead of “How do I edit a published homebrew?”
You don’t have to publish your homebrews for you and the people in campaigns with you to use them. Publishing just lets the rest of the world use it if we want. As long as whatever you make is in your “collection” you can use it no problemo.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I honestly want opinions that aren't mine I want people's comments on my work. I'm thick skinned I can handle it. But I do appreciate the advice. Also please comment on my stuff.
Buddy, you say this in every thread on homebrewing... let it be. If people want to share things publicly for advice, that's okay. Fixing published homebrews really isn't that big a deal, and the ghosts of homebrews past is really just a tad annoying when you're looking through lists of templates and whatnot, but ultimately totally bearable. Now on the other hand, if the brew isn't complete, it's hard to offer advice.
I mean telling people they need to add more details and be more pacific is a structure criticism.
You’re right, but it does two things:
If they choose to ignore my advice, that’s up to them. But at least they have been informed.
PS- If you want feedback on a homebrew, you don’t need to publish it, you can just do this:
Way of the Raging Storm (Revised)
Monks who follow the Way of the Raging Storm realize that nothing is more dangerous than the power of nature itself. They have learned to focus their Ki to harness the forces of the storms to manifest devastating effects of ice, lightning, or thunder.
(This Subclass is intended for use either with or without the Monk Class Feature Variant rules.)
Stormcasting
When you choose the Way of the Raging Storm at 3rd level, and again at 6th, 11th, and 17th levels you learn different spells available from this subclass. These spells are you Raging Storm Spells.
Whenever you gain a level in this class you may replace one Raging Storm Spell you know with a different Raging Storm Spell of the same level.
Spellcasting Focus
You can use monk weapon or druidic focus (see the Adventuring Gear section) as a spellcasting focus for your Raging Storm spells.
Casting Spells
All of your Raging Storm Spells cost 1 Ki per Spell Level to cast. You can spend additional ki points to increase the level of a Raging Storm Spell that you cast. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spell Levels and Ki Points table.
Spell Levels and Ki Points
Spellcasting Ability
Wisdom is your spellcasting ability for your Raging Storm spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Your Spell DC = 8 + your Wisdom Modifier + your Proficiency Bonus.
Your Spell Attack Bonus = your Wisdom Modifier + your Proficiency Bonus.
The Oncoming Storm
When you choose this tradition at 3rd level you learn either Gust or Message.
You also learn two cantrips from the following list: *Booming Blade, Frostbite, Lightning Lure, Ray of Frost, Shocking Grasp, or Thunderclap. You learn an additional cantrip at 6th and 11th levels.
* - (You use your monk weapon or unarmed strike as the material component for Booming Blade.)
Whenever you use your Action to cast one of your Raging Storm cantrips, you can make an unarmed strike as a bonus action, or you may spend 1 Ki to immediately use Flurry of Blows as a bonus action.
The Storm’s Arrival
When you choose this tradition at 3rd level, you learn the Absorb Elements spell, you must choose Cold, Lightning, or Thunder when you cast it.
You also learn one 1st-level spell from the following list: Ice Knife, Thunderwave, Witch Bolt or Zephyr Strike. You lean another spell from that list at 6th, and 11th levels.
The Rising Storm
At 6th level, you learn one 2nd level spell from the following list: Gust of Wind, Shatter, or Snilloc's Snowball Swarm. You learn another at 11th and 17th levels.
In addition, you learn the 3rd level spell Elemental Weapon, you must choose Cold, Lightning, or Thunder when you cast it and use a monk weapon or your unarmed strike as the weapon for this spell.
Finally, you can spend 1 Ki to cast one of your Raging Storm cantrips as a Bonus Action.
The Eye of the Storm
At 11th level you learn one spell from the following list: Lightning Bolt, or Thunder Step. You learn the other spell at 17th level.
In addition, you learn the 4th level spell Elemental Bane, you must choose Cold, Lightning, or Thunder when you cast it.
Storm Surge
At 17th level, you learn two 4th level spells: Ice Storm, and Storm Sphere.
Storm Incarnate
When you reach 17th level, as a bonus action you may spend 7 Ki to become a Storm Incarnate. You surround yourself out to a range of 5 feet with swirling winds and snow, rolling thunder, and the occasional arc of lightning. This effect lasts a number of rounds equal to 5 + your Wisdom modifier (minimum 5), or until you are incapacitated. Once you use this feature, you may not use it again until you finish a Short or Long Rest. While this effect is in place you gain the following benefits:
— IamSposta
and not have those ghosts or need the extra steps.
I hope that helps.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting