Yeah, they need spells that can summon just general fiends. Hell Hounds, yugoloths, Night Hags, so on.
Much of the cool fiend summoning is something only NPCs apparently get to do, at least in 5E. Same goes for celestials, which caps out at the hollyphant in 5E as far as what you as a PC can summon goes. Gate and planar ally are the only spells that can summon basically anything. Planar ally needs permission from whichever entity you're asking, and warlocks and wizards can't use it. For gate, you need to know the creature's real name, and if it's a powerful entity like a demon lord, it has to let you do it.
Hollyphants are pretty powerful, though. Conjure Celestial cast at 9th level is definitely a worthwhile spell slot.
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Yeah, they need spells that can summon just general fiends. Hell Hounds, yugoloths, Night Hags, so on.
Much of the cool fiend summoning is something only NPCs apparently get to do, at least in 5E. Same goes for celestials, which caps out at the hollyphant in 5E as far as what you as a PC can summon goes. Gate and planar ally are the only spells that can summon basically anything. Planar ally needs permission from whichever entity you're asking, and warlocks and wizards can't use it. For gate, you need to know the creature's real name, and if it's a powerful entity like a demon lord, it has to let you do it.
Hollyphants are pretty powerful, though. Conjure Celestial cast at 9th level is definitely a worthwhile spell slot.
Not saying it isn't strong. The couatl is also a potent option, and until the hollyphant came out in 5E, was far and away the best option the spell had. But I imagine it might be a bit disappointing for those who see the spell for the first time expecting it to let you summon angels, only to learn that the only angel it lets you conjure is from Ravnica.
Yeah, I agree. Planar Binding/Ally is much better in that respect.
Better creature summoning spells and pet subclasses.
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Please check out my homebrew, I would appreciate feedback:
Yeah, they need spells that can summon just general fiends. Hell Hounds, yugoloths, Night Hags, so on.
Much of the cool fiend summoning is something only NPCs apparently get to do, at least in 5E. Same goes for celestials, which caps out at the hollyphant in 5E as far as what you as a PC can summon goes. Gate and planar ally are the only spells that can summon basically anything. Planar ally needs permission from whichever entity you're asking, and warlocks and wizards can't use it. For gate, you need to know the creature's real name, and if it's a powerful entity like a demon lord, it has to let you do it.
Hollyphants are pretty powerful, though. Conjure Celestial cast at 9th level is definitely a worthwhile spell slot.
Not saying it isn't strong. The couatl is also a potent option, and until the hollyphant came out in 5E, was far and away the best option the spell had. But I imagine it might be a bit disappointing for those who see the spell for the first time expecting it to let you summon angels, only to learn that the only angel it lets you conjure is from Ravnica.
Yeah, I agree. Planar Binding/Ally is much better in that respect.
Better creature summoning spells and pet subclasses.
I'm hoping summoning gets more support as a playstyle in a future UA at least. If it weren't for Xanathar's Guide (Gods bless that book), I'd be bellyaching about how we can't summon fiends in 5E, so I'm hoping to see more like that.
I'm still upset that Fiend Warlocks can't upcast Infernal Calling or Summon Greater/Lesser Demons beyond 5th level spell slots. This should be changed.
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Yeah, they need spells that can summon just general fiends. Hell Hounds, yugoloths, Night Hags, so on.
Much of the cool fiend summoning is something only NPCs apparently get to do, at least in 5E. Same goes for celestials, which caps out at the hollyphant in 5E as far as what you as a PC can summon goes. Gate and planar ally are the only spells that can summon basically anything. Planar ally needs permission from whichever entity you're asking, and warlocks and wizards can't use it. For gate, you need to know the creature's real name, and if it's a powerful entity like a demon lord, it has to let you do it.
Hollyphants are pretty powerful, though. Conjure Celestial cast at 9th level is definitely a worthwhile spell slot.
Not saying it isn't strong. The couatl is also a potent option, and until the hollyphant came out in 5E, was far and away the best option the spell had. But I imagine it might be a bit disappointing for those who see the spell for the first time expecting it to let you summon angels, only to learn that the only angel it lets you conjure is from Ravnica.
Yeah, I agree. Planar Binding/Ally is much better in that respect.
Better creature summoning spells and pet subclasses.
I'm hoping summoning gets more support as a playstyle in a future UA at least. If it weren't for Xanathar's Guide (Gods bless that book), I'd be bellyaching about how we can't summon fiends in 5E, so I'm hoping to see more like that.
I'm still upset that Fiend Warlocks can't upcast Infernal Calling or Summon Greater/Lesser Demons beyond 5th level spell slots. This should be changed.
Mystic Arcanum could do with a few changes, like letting you use a Mystic Arcanum "slot" to upcast a 5th-level or lower spell instead of casting the spell you chose for that arcanum, as well as letting you switch out your arcanum choices as you level up like every other spell.
They should also make Variant Capstone Abilities for the classes that desperately need them (Warlock, Sorcerer, Ranger, Monk, Bard, so on)
Yeah, Mystic Arcanum needs an update.
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On the topic of variants, why not something else getting a variant.
They surprised everyone with the possibility of variant class features, what if they tried making variants of subclasses that people were disappointed in, like the Beast Master.
We might get that with Theros with the supernatural gifts.
If Xanathar's 2.0 is Planescape, some plane-touched variant race features might work.
If it is, it'd be nice IMO for aasimar to maybe get another subrace and for the non-tiefling planetouched to get racial feats.
Yeah, Tiefling have like 12 subraces, and Aasimar have 3. There should be more aasimar. Other planetouched races that aren't tieflings would be great too. Also just some rules for applying planetouched to most races, like an Elf planetouched by the Abyss, or Dwarf Planetouched by Limbo, or something like that.
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We might get that with Theros with the supernatural gifts.
If Xanathar's 2.0 is Planescape, some plane-touched variant race features might work.
If it is, it'd be nice IMO for aasimar to maybe get another subrace and for the non-tiefling planetouched to get racial feats.
Yeah, Tiefling have like 12 subraces, and Aasimar have 3. There should be more aasimar. Other planetouched races that aren't tieflings would be great too. Also just some rules for applying planetouched to most races, like an Elf planetouched by the Abyss, or Dwarf Planetouched by Limbo, or something like that.
i made an homebrew rakshasa tiefling race, since i got the information that they did in fact exist. Instead of innate spellcasting, they have magic resistance, and once per long rest they can use an reaction to not to be affected by an spell, as long as the spells level is less than or equal to one third their level, rounded down. Having an tiamat tiefling, an tiefling with influence in their bloodline from the dragon godess, with tharmaturgy, cause fear and dragons breath as their innate spells
seeing as how aasimar are a verry simple race, all of them get an small passive boon that helps mostly in the exploration pillar of the game, plus ether a single second level spell that can target only them and also works mostly for the exploration pillars or one cantrip and one 1st level spell, all of them are cast using constiution
kuo tua have so many weird racial features that you can just give em all the things they have in the MM and give them only an minor +1 to wis or str with all the funky stuff they have going on. Similarly sahuagin might also make a functional mosterous race, and i know that there are like at least five or or more people on the internet who wants an official harpy race.
also i'd say dwarves, being as lawful as they are would be more prone to being affected by mechanus rather than limbo, and also i think abyss touched elves were a thing in like 3.5e or something in the races of faurn book
also while on the topic of planetocuhed, perhaps an tanaruuk orc subrace? would that possibly be too strong?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
On the topic of variants, why not something else getting a variant.
They surprised everyone with the possibility of variant class features, what if they tried making variants of subclasses that people were disappointed in, like the Beast Master.
To be fair, they did do a Beast Master sub-variant with the Class Feature Variant UA. It improves the companion mechanic with fixed beast companion stat blocks and such.
yeah but it does not really fix the beast master, it just adds a pair of options for it that are kinda interesting and that implements some of the features from the steel defender and the homunculus companions, and it seems it is deliberately weak in some areas to facillitate the fact that you add proficency bonus to literally everything important, having an variant of the 3rd level feature that instead redefines how the beast master affects their companion would be nice
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
On the topic of variants, why not something else getting a variant.
They surprised everyone with the possibility of variant class features, what if they tried making variants of subclasses that people were disappointed in, like the Beast Master.
To be fair, they did do a Beast Master sub-variant with the Class Feature Variant UA. It improves the companion mechanic with fixed beast companion stat blocks and such.
yeah but it does not really fix the beast master, it just adds a pair of options for it that are kinda interesting and that implements some of the features from the steel defender and the homunculus companions, and it seems it is deliberately weak in some areas to facillitate the fact that you add proficency bonus to literally everything important, having an variant of the 3rd level feature that instead redefines how the beast master affects their companion would be nice
You know now that you mention it, Steel Defender kind of is just Beast Master but better, isn't it? I don't think I'll ever play a Beast Master, but Steel Defender is a subclass I make characters for all the time.. I think it's because I can flavor the defender to be any animal and still have it be useful? I unno.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
On the topic of variants, why not something else getting a variant.
They surprised everyone with the possibility of variant class features, what if they tried making variants of subclasses that people were disappointed in, like the Beast Master.
To be fair, they did do a Beast Master sub-variant with the Class Feature Variant UA. It improves the companion mechanic with fixed beast companion stat blocks and such.
yeah but it does not really fix the beast master, it just adds a pair of options for it that are kinda interesting and that implements some of the features from the steel defender and the homunculus companions, and it seems it is deliberately weak in some areas to facillitate the fact that you add proficency bonus to literally everything important, having an variant of the 3rd level feature that instead redefines how the beast master affects their companion would be nice
You know now that you mention it, Steel Defender kind of is just Beast Master but better, isn't it? I don't think I'll ever play a Beast Master, but Steel Defender is a subclass I make characters for all the time.. I think it's because I can flavor the defender to be any animal and still have it be useful? I unno.
yeah, but one like myself might argue that the beast master is even stronger, especially with the two new options, now you can make two attacks, then command your companion to attack as an bonus action, and at 11th level that bonus action lets your companion make two attacks instead of one, also the versatillity of the beast master is way higher, your companion can be anything from an skirmishing flying dinosaur flying at ridiculous speeds, an giant frog that restrains your opponents to give you free advantage, and magical cow from the underdark who is able to cast dancing lights (yes it is an legal beast master companion from volo's guide to monsters), or an poisonous snake that deals ludicris amounts of damage compared to fighter and barbarian as long as their target is not immune to poison or nonmagical attacks
beyond that they also get to add your proficency bonus to armor class, to damage, to all their skills, to attack rolls (meaning they basically have expertise in attacks and can have like a +8 at level 3), the beast master allows you to pick an companion of any shape or size, with any type of speed or special abillity and with any type of supernatural sense, the battle smith is not nessesarily a better version of the beast master, but the battle smith kept in mind the issues people had with the beast master (that being that the companions hit points are low and that doing anything with your companion wastes your action), and made an more fun to play subclass that is viable even if you are terrible at minmaxing or make simple, safe basic decisions
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Yeah, they need spells that can summon just general fiends. Hell Hounds, yugoloths, Night Hags, so on.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Also, they should make a Strength-based Monk subclass.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hollyphants are pretty powerful, though. Conjure Celestial cast at 9th level is definitely a worthwhile spell slot.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, I agree. Planar Binding/Ally is much better in that respect.
Better creature summoning spells and pet subclasses.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm still upset that Fiend Warlocks can't upcast Infernal Calling or Summon Greater/Lesser Demons beyond 5th level spell slots. This should be changed.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
They should also make Variant Capstone Abilities for the classes that desperately need them (Warlock, Sorcerer, Ranger, Monk, Bard, so on)
Yeah, Mystic Arcanum needs an update.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
On the topic of variants, why not something else getting a variant.
They surprised everyone with the possibility of variant class features, what if they tried making variants of subclasses that people were disappointed in, like the Beast Master.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Race variants? Similar to dragonmarks?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If Xanathar's 2.0 is Planescape, some plane-touched variant race features might work.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, Tiefling have like 12 subraces, and Aasimar have 3. There should be more aasimar. Other planetouched races that aren't tieflings would be great too. Also just some rules for applying planetouched to most races, like an Elf planetouched by the Abyss, or Dwarf Planetouched by Limbo, or something like that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
i made an homebrew rakshasa tiefling race, since i got the information that they did in fact exist. Instead of innate spellcasting, they have magic resistance, and once per long rest they can use an reaction to not to be affected by an spell, as long as the spells level is less than or equal to one third their level, rounded down. Having an tiamat tiefling, an tiefling with influence in their bloodline from the dragon godess, with tharmaturgy, cause fear and dragons breath as their innate spells
seeing as how aasimar are a verry simple race, all of them get an small passive boon that helps mostly in the exploration pillar of the game, plus ether a single second level spell that can target only them and also works mostly for the exploration pillars or one cantrip and one 1st level spell, all of them are cast using constiution
kuo tua have so many weird racial features that you can just give em all the things they have in the MM and give them only an minor +1 to wis or str with all the funky stuff they have going on. Similarly sahuagin might also make a functional mosterous race, and i know that there are like at least five or or more people on the internet who wants an official harpy race.
also i'd say dwarves, being as lawful as they are would be more prone to being affected by mechanus rather than limbo, and also i think abyss touched elves were a thing in like 3.5e or something in the races of faurn book
also while on the topic of planetocuhed, perhaps an tanaruuk orc subrace? would that possibly be too strong?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
yeah but it does not really fix the beast master, it just adds a pair of options for it that are kinda interesting and that implements some of the features from the steel defender and the homunculus companions, and it seems it is deliberately weak in some areas to facillitate the fact that you add proficency bonus to literally everything important, having an variant of the 3rd level feature that instead redefines how the beast master affects their companion would be nice
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You know now that you mention it, Steel Defender kind of is just Beast Master but better, isn't it? I don't think I'll ever play a Beast Master, but Steel Defender is a subclass I make characters for all the time.. I think it's because I can flavor the defender to be any animal and still have it be useful? I unno.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
yeah, but one like myself might argue that the beast master is even stronger, especially with the two new options, now you can make two attacks, then command your companion to attack as an bonus action, and at 11th level that bonus action lets your companion make two attacks instead of one, also the versatillity of the beast master is way higher, your companion can be anything from an skirmishing flying dinosaur flying at ridiculous speeds, an giant frog that restrains your opponents to give you free advantage, and magical cow from the underdark who is able to cast dancing lights (yes it is an legal beast master companion from volo's guide to monsters), or an poisonous snake that deals ludicris amounts of damage compared to fighter and barbarian as long as their target is not immune to poison or nonmagical attacks
beyond that they also get to add your proficency bonus to armor class, to damage, to all their skills, to attack rolls (meaning they basically have expertise in attacks and can have like a +8 at level 3), the beast master allows you to pick an companion of any shape or size, with any type of speed or special abillity and with any type of supernatural sense, the battle smith is not nessesarily a better version of the beast master, but the battle smith kept in mind the issues people had with the beast master (that being that the companions hit points are low and that doing anything with your companion wastes your action), and made an more fun to play subclass that is viable even if you are terrible at minmaxing or make simple, safe basic decisions
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You know, I missed that “Ready Companion” feature the last two times I read through it!
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Maybe new racial feats for the non-PHB races?
That would be sweet! I got a gobbo could use a boost.
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Wouldn't mind an update to Kobold's stat block. That negative on strength is just a slap in the face.
Agreed. Orks of Ebberon lost the negative to Int, Kobolds could use the bump too.
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Well, they have the plus to dex, how about drop the negative, and add a plus to int. They are supposed to be clever trap makers.