I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
Hence the "few" not none... You're one of the more frequent feedback-givers
I was planning on coming back to this thread, but as my most recent surveys have only gotten a couple responses, its usefulness is a bit . . . lacking to say the least.
Few people do answer surveys... At least, you can find out what's really bad, because the few comments that are given will likely be on the best stuff and the worst stuff, at the cost of everything else. But feedback is tricky - too few know how to give it, and even less care.
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
same. I never have enough time though... same with my pbps and my homebrew creation. I've tried to give feedback on everything on my homebrew guild, because I started it.
Okay. Maybe the problem beforehand was that I was doing too much content. To make this easier for the people doing the reviews, I'll just do one subclass at a time now. This should get more people to review it, right?
The subclass for the first ever Enigmatic Esoterica Short Form is the Ruffian Rogue. It is in the spoiler below:
Your roguish training has taught you of the importance of strength in numbers and how to use typically cumbersome weapons adeptly. While most rogues are nimble and use quick weapons with deadly accuracy, you have found more success using brute force paired with finesse movements to best serve your purposes. Thugs and mercenaries for hire typically belong to this archetype.
Thug's Assault
3rd-level Ruffian feature
When you hit a creature with an attack made with a weapon that deals damage and lacks the finesse or range weapon properties or an unarmed strike, as long as the weapon used in the attack isn't heavy or two-handed, and you aren't wielding that weapon with two hands, you may add your Sneak Attack damage dice to the weapon attack's damage so long as you obey all other rules associated with the Sneak Attack feature.
Mercenary's Training
3rd-level Ruffian feature
You gain proficiency in medium armor, martial weapons, and shields.
Brutish Coercion
9th-level Ruffian feature
You have advantage on any Strength or Charisma (Intimidation) checks you make against any creature that you have damaged or successfully grappled since the start of your last turn.
Pack Tactics
13th-level Ruffian feature
You have advantage on an attack roll against a creature if at least one ally is within 5 feet of the target and the ally isn't incapacitated. You may gain the benefits of this feature only once each turn.
Bully's Blitz
17th-level Ruffian feature
If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you must target the same creature with this attack that you attacked with your Attack action.
Here's the survey. Please fill it out when you have the time, all feedback is much appreciated.
(Basically, this rogue is based off of the Thug stat block, but with a bit of a name change because "Thug" has real world racial baggage. It's meant to use Strength based weapons, which is why it gets proficiency in martial weapons, medium armor, and shields.)
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Sidenote before I review: Sorry for the terrible feedback I gave before! Reading through it now, I was just like "this is cool, maybe a bit op." Sorry again! I'll give better feedback from now on.
With that done, here my review!
Overall, it looks really good, if a bit underpowered at before level 9. Fits the bill for a Ruffian rogue who wants to smash things while still being sneaky. This is not a problem per se, just a something I thought would be cool. If you had some feature that let you use strength instead of intelligence for intelligence related checks, that could be cool and fitting IMO.
Thug's Assault
Cool feature, let's you make a strength based rogue. However, because dexterity is still for stealth, a large part of the rogue's role, it makes making a strength built less usable. Maybe it could also let you, once per short rest, add you strength modifier in addition to your normal modifier(s) to any dexterity (stealth) checks? In addition, this is a bit weak for it being our only feature other than mercenary's training.
Mercenary's Training
Not a lot of feedback to give here, just proficiancy in armor and weapons so we can fight with powerful weapons and what not.
Although I like the idea of giving an extra attack to our fighting rogue, it's not until level 17, making it a lot weaker than the other subclass's extra attack. (Most are at level 6, Bladesinger, both collage of swords and valor, your own bladeborn sorcerer.) And it takes our bonus action, it's not a normal extra attack. Not to be mean, I like it overall, but this seems a little weak and below the par of other fighting subclasses. I'd like to hear you reasoning on this, maybe it'll seem more balanced if you tell me why you wanted until level 17 to give a weaker version of extra attack.
Overall Mechanics (IMO): 3.5/5
Overall Thematic (IMO): 4/5
Note on these ratings: I'd just like to say that these rating are made with a very high bar, so the 3.5 I gave you is still a good rating.
Sidenote before I review: Sorry for the terrible feedback I gave before! Reading through it now, I was just like "this is cool, maybe a bit op." Sorry again! I'll give better feedback from now on.
With that done, here my review!
Overall, it looks really good, if a bit underpowered at before level 9. Fits the bill for a Ruffian rogue who wants to smash things while still being sneaky. This is not a problem per se, just a something I thought would be cool. If you had some feature that let you use strength instead of intelligence for intelligence related checks, that could be cool and fitting IMO.
Thug's Assault
Cool feature, let's you make a strength based rogue. However, because dexterity is still for stealth, a large part of the rogue's role, it makes making a strength built less usable. Maybe it could also let you, once per short rest, add you strength modifier in addition to your normal modifier(s) to any dexterity (stealth) checks? In addition, this is a bit weak for it being our only feature other than mercenary's training.
Mercenary's Training
Not a lot of feedback to give here, just proficiancy in armor and weapons so we can fight with powerful weapons and what not.
Although I like the idea of giving an extra attack to our fighting rogue, it's not until level 17, making it a lot weaker than the other subclass's extra attack. (Most are at level 6, Bladesinger, both collage of swords and valor, your own bladeborn sorcerer.) And it takes our bonus action, it's not a normal extra attack. Not to be mean, I like it overall, but this seems a little weak and below the par of other fighting subclasses. I'd like to hear you reasoning on this, maybe it'll seem more balanced if you tell me why you wanted until level 17 to give a weaker version of extra attack.
Overall Mechanics (IMO): 3.5/5
Overall Thematic (IMO): 4/5
Note on these ratings: I'd just like to say that these rating are made with a very high bar, so the 3.5 I gave you is still a good rating.
I have a new Enigmatic Esoterica Short form; containing the Storm Weaver Artificer and its 3 Storm Spells!
The subclass was originally inspired of the idea of an Artificer similar to the classic (but incorrect) story of Ben Franklin being struck by lightning while flying a kite with a key on it during a thunderstorm. I thought that the idea of an Artificer that chose to master the storm was a really interesting and cool idea, so after some thought, I made this subclass.
Lightning strikes and thunder crashes. Bright flashes of blinding light and deafening roars of sonic waves come down from the heavens, seemingly sent by the gods that reside there. However, some artificers did not accept those unfounded superstitions as reality and instead sought to harness the mighty powers of violent tempests for themselves. Thus the Storm Weavers were founded; a new field of artifice that's members have learned the secrets of channeling the powers of thunder, lightning, and intense gales.
Tool Proficiency
3rd-level Storm Weaver feature
You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Storm Weaver Spells
3rd-level Storm Weaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Storm Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You've learned how to combine your affinity for weaving, tinkering, and channeling magic through your inventions to better master the power of the storm. Using either tinker's tools or weaver's tools, you can take an action to magically establish one rod, staff, or club that you hold as a Storm Rod, becoming a Small or Tiny object.
Once you create a Storm Rod, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one rod at a time and can't create one while your rod is present.
The Storm Rod is a magical object. If it was a nonmagical weapon before becoming a Storm Rod, it counts as a magical weapon while this feature is active on it, and you can use your Intelligence modifier, in place of your Strength or Dexterity modifier, for attack and damage rolls that you make with this magic weapon. While the Storm Rod is being held, it cannot be attacked, leave your hand, or be targeted by spells and other magical effects, unless you allow it. After 1 hour or if you dismiss it as an action, the Storm Rod returns to its previous form and loses all benefits of this feature.
When you create the rod, you determine its appearance and which type it is, choosing from the options on the Storm Rod table. While you are holding the Storm Rod, you have resistance to the damage type associated with the type you chose. Additionally, on each of your turns while you are holding the Storm Rod, you can take a bonus action to activate it. As part of the same bonus action, you may use the power of the Storm rod to allow you to fly an amount of feet equal to 5 times your Proficiency Bonus, not counting against the normal amount of distance you can move in a round. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Rod
Associated Damage Type
Activation
Lightning Rod
Lightning damage
Make a ranged spell attack, originating from the Storm Rod, at one creature or object within 180 feet of it. If it is made of metal or wearing metal armor, this attack roll is made at advantage. On a hit, the target takes 2d8 lightning damage and is blinded until the end of your next turn.
Thunder Rod
Thunder damage
Every creature of your choice within 10 feet of you must succeed on a Strength saving throw against your spell save DC, taking 2d8 thunder damage and being deafened until the end of your next turn on a failed save or half as much damage on a successful one and it isn't deafened.
Enhanced Storm Rod
5th-level Storm Weaver feature
You can use your Storm Rod as a spellcasting focus for your artificer spells. When you cast an artificer spell through the rod, you gain a bonus to one of the spell’s damage rolls equal to your Intelligence modifier.
Spin the Storm
9th-level Storm Weaver feature
As your mastery over tempests continues, the damage rolls that you make for your Storm Rods all increase by 1d8.
Additionally, when you deal lightning or thunder damage with a spell while you are holding your Storm Rod, you may cause one of the following effects, dependent on the triggering damage type:
When you deal lightning damage, you may stun them for one minute. At the end of each of their turns, a creature that is stunned this way may make a Constitution saving throw against your artificer spell save DC, ending the condition on a success.
When you deal thunder damage, you may knock the target prone, and reduce their speed to 0 for one minute. At the end of each of their turns, a creature that was knocked prone by this feature may make a Strength saving throw against your artificer spell save DC, ending this feature's effect on a success.
You may use this feature only once a turn. Additionally, you may use this feature an amount of times each long rest equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Master of Tempests
15th-level Storm Weaver feature
You are a master of weaving together the magical fabric that makes up the nature of a storm, granting you the following benefits:
Whenever you create a Storm Rod, you gain the benefits of both the Lighting Rod and Thunder Rod designs. When you use your bonus action to activate your Storm Rod, you gain both activations at the same time.
While you are holding your Storm Rod, you are immune to both lightning and thunder damage.
I would really love feedback! Thanks in advance! I've also got a few other ideas for new subclasses that I want to put in my last list of subclasses (Circle of Steel Druid, Circle of the Evergreen, Way of Reflection Monk, Deathless Sorcerer, and maybe a couple others) that will go in my Levistus's Codex of Curiosities DMsGuild product, so I'm going to get on making them to run past you guys so that I can get the book published.
I try to give feedback when I notice people's homebrew, but it's hard since I'm having less and less time lately. I'll try to check this out later.
All stars fade. Some stars forever fall.
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Homebrew: Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Hence the "few" not none... You're one of the more frequent feedback-givers
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
same. I never have enough time though... same with my pbps and my homebrew creation. I've tried to give feedback on everything on my homebrew guild, because I started it.
I am an average mathematics enjoyer.
>Extended Signature<
Okay. Maybe the problem beforehand was that I was doing too much content. To make this easier for the people doing the reviews, I'll just do one subclass at a time now. This should get more people to review it, right?
The subclass for the first ever Enigmatic Esoterica Short Form is the Ruffian Rogue. It is in the spoiler below:
Your roguish training has taught you of the importance of strength in numbers and how to use typically cumbersome weapons adeptly. While most rogues are nimble and use quick weapons with deadly accuracy, you have found more success using brute force paired with finesse movements to best serve your purposes. Thugs and mercenaries for hire typically belong to this archetype.
Thug's Assault
3rd-level Ruffian feature
When you hit a creature with an attack made with a weapon that deals damage and lacks the finesse or range weapon properties or an unarmed strike, as long as the weapon used in the attack isn't heavy or two-handed, and you aren't wielding that weapon with two hands, you may add your Sneak Attack damage dice to the weapon attack's damage so long as you obey all other rules associated with the Sneak Attack feature.
Mercenary's Training
3rd-level Ruffian feature
You gain proficiency in medium armor, martial weapons, and shields.
Brutish Coercion
9th-level Ruffian feature
You have advantage on any Strength or Charisma (Intimidation) checks you make against any creature that you have damaged or successfully grappled since the start of your last turn.
Pack Tactics
13th-level Ruffian feature
You have advantage on an attack roll against a creature if at least one ally is within 5 feet of the target and the ally isn't incapacitated. You may gain the benefits of this feature only once each turn.
Bully's Blitz
17th-level Ruffian feature
If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you must target the same creature with this attack that you attacked with your Attack action.
Here's the survey. Please fill it out when you have the time, all feedback is much appreciated.
(Basically, this rogue is based off of the Thug stat block, but with a bit of a name change because "Thug" has real world racial baggage. It's meant to use Strength based weapons, which is why it gets proficiency in martial weapons, medium armor, and shields.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sidenote before I review: Sorry for the terrible feedback I gave before! Reading through it now, I was just like "this is cool, maybe a bit op." Sorry again! I'll give better feedback from now on.
With that done, here my review!
Overall, it looks really good, if a bit underpowered at before level 9. Fits the bill for a Ruffian rogue who wants to smash things while still being sneaky. This is not a problem per se, just a something I thought would be cool. If you had some feature that let you use strength instead of intelligence for intelligence related checks, that could be cool and fitting IMO.
Thug's Assault
Cool feature, let's you make a strength based rogue. However, because dexterity is still for stealth, a large part of the rogue's role, it makes making a strength built less usable. Maybe it could also let you, once per short rest, add you strength modifier in addition to your normal modifier(s) to any dexterity (stealth) checks? In addition, this is a bit weak for it being our only feature other than mercenary's training.
Mercenary's Training
Not a lot of feedback to give here, just proficiancy in armor and weapons so we can fight with powerful weapons and what not.
Brutish Coercion
Cool feature. It seems balanced to me!
Sidenote: You could tool tip intimidation
Pack Tactics
Nice feature, very fitting.
Bully's Blitz
Although I like the idea of giving an extra attack to our fighting rogue, it's not until level 17, making it a lot weaker than the other subclass's extra attack. (Most are at level 6, Bladesinger, both collage of swords and valor, your own bladeborn sorcerer.) And it takes our bonus action, it's not a normal extra attack. Not to be mean, I like it overall, but this seems a little weak and below the par of other fighting subclasses. I'd like to hear you reasoning on this, maybe it'll seem more balanced if you tell me why you wanted until level 17 to give a weaker version of extra attack.
Overall Mechanics (IMO): 3.5/5
Overall Thematic (IMO): 4/5
Note on these ratings: I'd just like to say that these rating are made with a very high bar, so the 3.5 I gave you is still a good rating.
I am an average mathematics enjoyer.
>Extended Signature<
Got any replies to my feedback?
I am an average mathematics enjoyer.
>Extended Signature<
I have a new Enigmatic Esoterica Short form; containing the Storm Weaver Artificer and its 3 Storm Spells!
The subclass was originally inspired of the idea of an Artificer similar to the classic (but incorrect) story of Ben Franklin being struck by lightning while flying a kite with a key on it during a thunderstorm. I thought that the idea of an Artificer that chose to master the storm was a really interesting and cool idea, so after some thought, I made this subclass.
Here's the form:
Lightning strikes and thunder crashes. Bright flashes of blinding light and deafening roars of sonic waves come down from the heavens, seemingly sent by the gods that reside there. However, some artificers did not accept those unfounded superstitions as reality and instead sought to harness the mighty powers of violent tempests for themselves. Thus the Storm Weavers were founded; a new field of artifice that's members have learned the secrets of channeling the powers of thunder, lightning, and intense gales.
Tool Proficiency
3rd-level Storm Weaver feature
You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Storm Weaver Spells
3rd-level Storm Weaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Storm Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd
thunderstrike, thunderwave
5th
lightning leap, shatter
9th
call lightning, thunder step
13th
storm sphere, summon elemental (only Air or Water forms)
17th
control winds, storm strike
Weave the Storm
3rd-level Storm Weaver feature
You've learned how to combine your affinity for weaving, tinkering, and channeling magic through your inventions to better master the power of the storm. Using either tinker's tools or weaver's tools, you can take an action to magically establish one rod, staff, or club that you hold as a Storm Rod, becoming a Small or Tiny object.
Once you create a Storm Rod, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one rod at a time and can't create one while your rod is present.
The Storm Rod is a magical object. If it was a nonmagical weapon before becoming a Storm Rod, it counts as a magical weapon while this feature is active on it, and you can use your Intelligence modifier, in place of your Strength or Dexterity modifier, for attack and damage rolls that you make with this magic weapon. While the Storm Rod is being held, it cannot be attacked, leave your hand, or be targeted by spells and other magical effects, unless you allow it. After 1 hour or if you dismiss it as an action, the Storm Rod returns to its previous form and loses all benefits of this feature.
When you create the rod, you determine its appearance and which type it is, choosing from the options on the Storm Rod table. While you are holding the Storm Rod, you have resistance to the damage type associated with the type you chose. Additionally, on each of your turns while you are holding the Storm Rod, you can take a bonus action to activate it. As part of the same bonus action, you may use the power of the Storm rod to allow you to fly an amount of feet equal to 5 times your Proficiency Bonus, not counting against the normal amount of distance you can move in a round. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Rod
Associated Damage Type
Activation
Lightning Rod
Lightning damage
Make a ranged spell attack, originating from the Storm Rod, at one creature or object within 180 feet of it. If it is made of metal or wearing metal armor, this attack roll is made at advantage. On a hit, the target takes 2d8 lightning damage and is blinded until the end of your next turn.
Thunder Rod
Thunder damage
Every creature of your choice within 10 feet of you must succeed on a Strength saving throw against your spell save DC, taking 2d8 thunder damage and being deafened until the end of your next turn on a failed save or half as much damage on a successful one and it isn't deafened.
Enhanced Storm Rod
5th-level Storm Weaver feature
You can use your Storm Rod as a spellcasting focus for your artificer spells. When you cast an artificer spell through the rod, you gain a bonus to one of the spell’s damage rolls equal to your Intelligence modifier.
Spin the Storm
9th-level Storm Weaver feature
As your mastery over tempests continues, the damage rolls that you make for your Storm Rods all increase by 1d8.
Additionally, when you deal lightning or thunder damage with a spell while you are holding your Storm Rod, you may cause one of the following effects, dependent on the triggering damage type:
You may use this feature only once a turn. Additionally, you may use this feature an amount of times each long rest equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Master of Tempests
15th-level Storm Weaver feature
You are a master of weaving together the magical fabric that makes up the nature of a storm, granting you the following benefits:
And here's the Survey.
I would really love feedback! Thanks in advance! I've also got a few other ideas for new subclasses that I want to put in my last list of subclasses (Circle of Steel Druid, Circle of the Evergreen, Way of Reflection Monk, Deathless Sorcerer, and maybe a couple others) that will go in my Levistus's Codex of Curiosities DMsGuild product, so I'm going to get on making them to run past you guys so that I can get the book published.
Edit: Fixed a broken tooltip (stunned).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's a really cool and balanced subclass!
Erean Cabenrith a Variant Human Cleric (Light Domain)
Eliem Lightblossom a High Elf Blood Hunter
Check out my Extended Signature Here