Think it's possible there will be a artificer subclass coming soon based around tattoos?
Could have the painters supplies as a articifying tool and get a spellcasting focus tattoo and some color spells (color spray, chromatic orb, hypnotic pattern) or illusions?
Think it'd work with the lore as well. Like the red wizards use tattoos and the whole dragonmark in eberron.
That does sound cool. They might go more into the whole tattoo idea, and maybe give examples of flavoring it different ways, like a barbarian that's tattoos fuel its rage abilities, and a subclass for that would be cool. A sorcerer subclass that accidentally got a magic tattoo, and now has powers. Reflavoring them as more powerful dragonmarks and stuff like that could be cool as well.
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someone with runic tattoos for a sorcerer origin would be pretty cool.
I would like an artificer subclass for building and defense, like masonry expert or something that uses abjuration and conjuration spells to fortify their physical barriers and defenses.
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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.
I do really want more Artificer subclasses. I want a Botanist, a Vehicle maker, a planescape related one, and a tattoo artist, or just general painter.
(I'm obsessed with Artificers, please help.)
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I would like to add my vote for Gnolls and Half-Ogres as playable races. Also it would be cool if there some way to have a published Half Dwarf, Half Giant and maybe some kind of Insect race.
Half-Dwarf, half-gnome, half-goblin, half-hobgoblin, Thri-Kreen.... I want them all.
Yep, along with all new Aasimar. There are a ton of new races and subraces they could add.
Along the lines of aasimar, some extra plane touched races could be exciting. A lot of planes don't get recognized I feel. Then again it would probably be a race from scratch.
There's the mechanatrix for Mechanus, but that was a hybrid between older edition inevitables and humans. Since they changed the inevitables in 5e, I doubt they'll ever exist or at least exist in the same way. The bariaur, a centaur-like race in the Upper Planes in 2e, wasn't very popular based on what I read.
I would like to add my vote for Gnolls and Half-Ogres as playable races. Also it would be cool if there some way to have a published Half Dwarf, Half Giant and maybe some kind of Insect race.
Half-Dwarf, half-gnome, half-goblin, half-hobgoblin, Thri-Kreen.... I want them all.
Yep, along with all new Aasimar. There are a ton of new races and subraces they could add.
Along the lines of aasimar, some extra plane touched races could be exciting. A lot of planes don't get recognized I feel. Then again it would probably be a race from scratch.
There's the mechanatrix for Mechanus, but that was a hybrid between older edition inevitables and humans. Since they changed the inevitables in 5e, I doubt they'll ever exist or at least exist in the same way. The bariaur, a centaur-like race in the Upper Planes in 2e, wasn't very popular based on what I read.
I want Mindflayer as a PC race
Good luck convincing Wizards to do that.
I seriously doubt we'll ever get anything like that, and if we do, it will be a joke.
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Please check out my homebrew, I would appreciate feedback:
I would like to add my vote for Gnolls and Half-Ogres as playable races. Also it would be cool if there some way to have a published Half Dwarf, Half Giant and maybe some kind of Insect race.
Half-Dwarf, half-gnome, half-goblin, half-hobgoblin, Thri-Kreen.... I want them all.
Yep, along with all new Aasimar. There are a ton of new races and subraces they could add.
Along the lines of aasimar, some extra plane touched races could be exciting. A lot of planes don't get recognized I feel. Then again it would probably be a race from scratch.
There's the mechanatrix for Mechanus, but that was a hybrid between older edition inevitables and humans. Since they changed the inevitables in 5e, I doubt they'll ever exist or at least exist in the same way. The bariaur, a centaur-like race in the Upper Planes in 2e, wasn't very popular based on what I read.
I want Mindflayer as a PC race
Low probability of this happening aside, how would you maintain your brain diet?
Eating party members' brains, easy. You just need one a month. Cast disguise self to get into a city and kill some commoners or urchins (some people no one would miss) and just hang around until the next adventure. Maybe take some brains for the road.
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Please check out my homebrew, I would appreciate feedback:
I would like to add my vote for Gnolls and Half-Ogres as playable races. Also it would be cool if there some way to have a published Half Dwarf, Half Giant and maybe some kind of Insect race.
Half-Dwarf, half-gnome, half-goblin, half-hobgoblin, Thri-Kreen.... I want them all.
Yep, along with all new Aasimar. There are a ton of new races and subraces they could add.
Along the lines of aasimar, some extra plane touched races could be exciting. A lot of planes don't get recognized I feel. Then again it would probably be a race from scratch.
There's the mechanatrix for Mechanus, but that was a hybrid between older edition inevitables and humans. Since they changed the inevitables in 5e, I doubt they'll ever exist or at least exist in the same way. The bariaur, a centaur-like race in the Upper Planes in 2e, wasn't very popular based on what I read.
I want Mindflayer as a PC race
Low probability of this happening aside, how would you maintain your brain diet?
Eating party members' brains, easy. You just need one a month. Cast disguise self to get into a city and kill some commoners or urchins (some people no one would miss) and just hang around until the next adventure. Maybe take some brains for the road.
it is actiually very simple, all you need to do is become a lich! but like the only way to make an balaned mind flayer race would be to apply some kind of level penalty or racial class all mind flayers must take, but considering how that would severely limit players imagination and fun i doubt that would happen, especially with the whole brain eating
I do really want more Artificer subclasses. I want a Botanist, a Vehicle maker, a planescape related one, and a tattoo artist, or just general painter.
(I'm obsessed with Artificers, please help.)
also if we want AL legal artificer subclasses wizards must re-release the artificer in every book with an new artificer subclass to comply with PHB + 1, or they change the rules to be PHB + 1 or Ebberon + 1 since wayfinders guide to everything has backgrounds, a class and some races, even if they technically then cannot use any spells from the PHB. That being said an vehicle artificer could work really well in an spelljammer setting, especially since artificers as we all know have expertise in all tools including thives tools and vehicles, especially if we get to use vechicle as the new spell focus oh boy imagine infused spell at 11th level but it is an airship that is infused oh boy oh boy
oh yeah and in my homebrew campaign one of my dearest friends is playing tharal, who is good at painting
We don't have any playable bug people. I want to play as a Chitine. I want a beetle-person. Any bug person would work.
Thri-kreens’ favorite food is elf flesh. They can’t speak words. The RP is so much fun.
They can also be psionic. They're cool.
Faves
major problem i want to point out: tri-kreens have four arms and that might become an massive issue for game balance in the future if you can just have a shield and a focus and a two handed weapon or be a UA beast barbarian and make two claw attacks and two handaxe attacks per turn and add your rage bonus to every attack or be a fighter and have a two handed weapon and two light weapons, making one attack with one of the light weapons with you attack action so you can make an bonus action attack with the other while making the rest of your action attacks with your greatsword or suddenly grapple four people at once or otherwise just completely break the hand economy
yes you could work arround this by limiting the number of hands a player can have but would that really be the same?
Why would simply having more hands equate to more actions? The action economy shouldn’t change, just the number of times they have to sheath/draw their dagger to draw/sheath their wand. The fact that they can’t speak common should offset that a bit.
On the topic of vehicle artificers, Descent into Avernus enamored me to the idea of someone who can modify and repair vehicles because of its war machine rules. I would have the subclass choose between proficiency in land vehicles or water vehicles instead of just slapping it with one tool proficiency. The "invention" of the subclass (like the eldritch cannon, alchemical elixir, steel defender, and power armor) would be some kind of vehicle that can cart the party around and has weaponry to help in the battlefield. Like the power armor, you can then steadily trick out your ride with infusions as you level up.
I'd also like to be able to homebrew vehicles in D&D Beyond, but I imagine that's not coming anytime soon.
esotetric objection: the war machine rules in decent into avernus is just an extension of the new vechicle rules introduced in ghosts of saltmarsh and acquisitions incorporated, and are classified as vehicles in dnd beyond.
other than that it sounds fantastic, i think having multiple options like the diffrent cannons might be good, and the vechicles ought not to be permanent so you can easily swap them as you change terrains. Other than that a feature that restores hit points to vehicles or a new spell that does that and a few exploration/ interaction benefits such as increased travel pace when using vehicles and advantage on survival checks to avoid getting lost might be nice as an ribbon abillity at 5th or 9th level (an ribbon abillity is an weak abillity that adds mostly flavour, such as the storm guide feature of the storm sorcerer). It would be nice if the flagship vehicle is not just a combat thing but actiually helps when travelling to move faster
Why would simply having more hands equate to more actions? The action economy shouldn’t change, just the number of times they have to sheath/draw their dagger to draw/sheath their wand. The fact that they can’t speak common should offset that a bit.
yeah the not being able to speak common should be an drawback, but something you could mitigate with telepathy, the message cantrip, minor illusion or background language choices (even if the inabillity to speak might limit you slightly), also i am not saying that it breaks the action economy, just that it breaks the hand economy in that before it was an strategic choice wether or not you wanted to maybe use an shield plus an one handed weapon or maybe an two handed weapon for extra damage, two light weapons or maybe even a weapon in one hand and the other is free for grappling, the number of hands you have has previously been an limitation and having twice as many hands will give you an significant advantage in combat, for instance:
-you can use both an greatsword and a shield at once, giving you an armor class slightly higher than that of other players at the table who also use the greatsword
-you could also use an greatsword and still grapple somebody
-you could be an 5th level fighter with the dual weilder feat weilding an greatsword with your upper arms and two longswords in your lower arms. With this setup, you can attack once with your greatsword, once with your right longsword and then make an attack as an bonus action with your second longsword.
is this overpowered? who knows, it is perhaps not the strongest racial feature in the game, it is just that this feature can be really potent and we should be careful about giving the tri kreen too many abillities since the basic anatomy of the tri kreen is already in of itself a rather potent racial feature, perhaps from a certain point of view as potent as the abillity to gain a free feat that the variant human gets
edit: i still think tri kreens are stil really cool, even if i have never used them or seen them used, it is just that i am really skeptical of the potential for an tri kreen race with how many appendages they have, they dont have much in terms of other features so it might actiually work out, if they also mabe tone down the venomous bite, the charmeleon carapace and the standing leap a little bit and maybe they dont get very many or very big abillity score increases it might work (getting advantage on stealth checks to hide might come up a lot in a campaign and standing leap is basically short range flight, the tri kreen is just so cool it might outshine other races) (also are tri kreen able to produce the nessesary noises for spellcasting? is this why they mostly stick to psionics, becuase of the lack of mouth movement?)
You would still only get one attack and one bonus attack no matter how many you are holding. Like I said, the extra arms shouldn’t change the action economy.
A two-armed level 20 fighter with Dual Wielder could make 4 attacks +1 bonus action attack, the four-armed fighter would still only make the same 4+1.
You would still only get one attack and one bonus attack no matter how many you are holding. Like I said, the extra arms shouldn’t change the action economy.
A two-armed level 20 fighter with Dual Wielder could make 4 attacks +1 bonus action attack, the four-armed fighter would still only make the same 4+1.
yes but the tri kreen gets the luxury of not using the same weapon for all of their attacks, they can make one greatsword attack and one light weapon attack in the same turn, and still get the bonus action completely for free, or use that broken ass unearthed arcana article, make one claw attack and one light weapon attack, get one extra claw attack as part of the same action and one more light action attack as an bonus action, he does not get more actions per say but he gets more potency, again not the action economy, the hand economy, the combat utillity of multiple hands is really big, especially when shields are counted in, it is just as powerful as having a free feat in my personal oppinion becuase of what an direct, observable diffrence it adds to combat
On the topic of vehicle artificers, Descent into Avernus enamored me to the idea of someone who can modify and repair vehicles because of its war machine rules. I would have the subclass choose between proficiency in land vehicles or water vehicles instead of just slapping it with one tool proficiency. The "invention" of the subclass (like the eldritch cannon, alchemical elixir, steel defender, and power armor) would be some kind of vehicle that can cart the party around and has weaponry to help in the battlefield. Like the power armor, you can then steadily trick out your ride with infusions as you level up.
I'd also like to be able to homebrew vehicles in D&D Beyond, but I imagine that's not coming anytime soon.
esotetric objection: the war machine rules in decent into avernus is just an extension of the new vechicle rules introduced in ghosts of saltmarsh and acquisitions incorporated, and are classified as vehicles in dnd beyond.
I know that war machines are vehicles in D&D Beyond (I didn't say they weren't), and I was saying exactly what happened. I saw the war machines in Descent into Avernus, I saw the rules attached to them (where they originated didn't matter), and it sparked an interest in having characters that focus on vehicles.
yeah sorry if is sound like an arsehole (maybe i am one) i just saw you say war machine rules and got annoyed
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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
I still want a playable Thri-Kreen. One of my favorite characters of all time was a Thri-Kreen in an AD&D2e Dark Sun campaign. I had such a blast playing that character.
Balancing factors could be created. Saying the arms are too spindly for Heavy Weapons. Saying that they can never wear armor like the Tortle, but with lower AC. Give them Vulnerability to Cold maybe? There are ways to balance things, they just have to be discovered is all.
That does sound good, and an interesting way to go with the Artificer
I want to play that!
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That does sound cool. They might go more into the whole tattoo idea, and maybe give examples of flavoring it different ways, like a barbarian that's tattoos fuel its rage abilities, and a subclass for that would be cool. A sorcerer subclass that accidentally got a magic tattoo, and now has powers. Reflavoring them as more powerful dragonmarks and stuff like that could be cool as well.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
someone with runic tattoos for a sorcerer origin would be pretty cool.
I would like an artificer subclass for building and defense, like masonry expert or something that uses abjuration and conjuration spells to fortify their physical barriers and defenses.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I do really want more Artificer subclasses. I want a Botanist, a Vehicle maker, a planescape related one, and a tattoo artist, or just general painter.
(I'm obsessed with Artificers, please help.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I want Mindflayer as a PC race
Good luck convincing Wizards to do that.
I seriously doubt we'll ever get anything like that, and if we do, it will be a joke.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just like playable Thri-Kreen. 😢
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Eating party members' brains, easy. You just need one a month. Cast disguise self to get into a city and kill some commoners or urchins (some people no one would miss) and just hang around until the next adventure. Maybe take some brains for the road.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I second this.
We don't have any playable bug people. I want to play as a Chitine. I want a beetle-person. Any bug person would work.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thri-kreens’ favorite food is elf flesh. They can’t speak words. The RP is so much fun.
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They can also be psionic. They're cool.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Faves
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it is actiually very simple, all you need to do is become a lich! but like the only way to make an balaned mind flayer race would be to apply some kind of level penalty or racial class all mind flayers must take, but considering how that would severely limit players imagination and fun i doubt that would happen, especially with the whole brain eating
also if we want AL legal artificer subclasses wizards must re-release the artificer in every book with an new artificer subclass to comply with PHB + 1, or they change the rules to be PHB + 1 or Ebberon + 1 since wayfinders guide to everything has backgrounds, a class and some races, even if they technically then cannot use any spells from the PHB. That being said an vehicle artificer could work really well in an spelljammer setting, especially since artificers as we all know have expertise in all tools including thives tools and vehicles, especially if we get to use vechicle as the new spell focus oh boy imagine infused spell at 11th level but it is an airship that is infused oh boy oh boy
oh yeah and in my homebrew campaign one of my dearest friends is playing tharal, who is good at painting
major problem i want to point out: tri-kreens have four arms and that might become an massive issue for game balance in the future if you can just have a shield and a focus and a two handed weapon or be a UA beast barbarian and make two claw attacks and two handaxe attacks per turn and add your rage bonus to every attack or be a fighter and have a two handed weapon and two light weapons, making one attack with one of the light weapons with you attack action so you can make an bonus action attack with the other while making the rest of your action attacks with your greatsword or suddenly grapple four people at once or otherwise just completely break the hand economy
yes you could work arround this by limiting the number of hands a player can have but would that really be the same?
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
Why would simply having more hands equate to more actions? The action economy shouldn’t change, just the number of times they have to sheath/draw their dagger to draw/sheath their wand. The fact that they can’t speak common should offset that a bit.
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esotetric objection: the war machine rules in decent into avernus is just an extension of the new vechicle rules introduced in ghosts of saltmarsh and acquisitions incorporated, and are classified as vehicles in dnd beyond.
other than that it sounds fantastic, i think having multiple options like the diffrent cannons might be good, and the vechicles ought not to be permanent so you can easily swap them as you change terrains. Other than that a feature that restores hit points to vehicles or a new spell that does that and a few exploration/ interaction benefits such as increased travel pace when using vehicles and advantage on survival checks to avoid getting lost might be nice as an ribbon abillity at 5th or 9th level (an ribbon abillity is an weak abillity that adds mostly flavour, such as the storm guide feature of the storm sorcerer). It would be nice if the flagship vehicle is not just a combat thing but actiually helps when travelling to move faster
yeah the not being able to speak common should be an drawback, but something you could mitigate with telepathy, the message cantrip, minor illusion or background language choices (even if the inabillity to speak might limit you slightly), also i am not saying that it breaks the action economy, just that it breaks the hand economy in that before it was an strategic choice wether or not you wanted to maybe use an shield plus an one handed weapon or maybe an two handed weapon for extra damage, two light weapons or maybe even a weapon in one hand and the other is free for grappling, the number of hands you have has previously been an limitation and having twice as many hands will give you an significant advantage in combat, for instance:
-you can use both an greatsword and a shield at once, giving you an armor class slightly higher than that of other players at the table who also use the greatsword
-you could also use an greatsword and still grapple somebody
-you could be an 5th level fighter with the dual weilder feat weilding an greatsword with your upper arms and two longswords in your lower arms. With this setup, you can attack once with your greatsword, once with your right longsword and then make an attack as an bonus action with your second longsword.
is this overpowered? who knows, it is perhaps not the strongest racial feature in the game, it is just that this feature can be really potent and we should be careful about giving the tri kreen too many abillities since the basic anatomy of the tri kreen is already in of itself a rather potent racial feature, perhaps from a certain point of view as potent as the abillity to gain a free feat that the variant human gets
edit: i still think tri kreens are stil really cool, even if i have never used them or seen them used, it is just that i am really skeptical of the potential for an tri kreen race with how many appendages they have, they dont have much in terms of other features so it might actiually work out, if they also mabe tone down the venomous bite, the charmeleon carapace and the standing leap a little bit and maybe they dont get very many or very big abillity score increases it might work (getting advantage on stealth checks to hide might come up a lot in a campaign and standing leap is basically short range flight, the tri kreen is just so cool it might outshine other races) (also are tri kreen able to produce the nessesary noises for spellcasting? is this why they mostly stick to psionics, becuase of the lack of mouth movement?)
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
Or using 4 light weapons instead of 2.
She/Her Player and Dungeon Master
You would still only get one attack and one bonus attack no matter how many you are holding. Like I said, the extra arms shouldn’t change the action economy.
A two-armed level 20 fighter with Dual Wielder could make 4 attacks +1 bonus action attack, the four-armed fighter would still only make the same 4+1.
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yes but the tri kreen gets the luxury of not using the same weapon for all of their attacks, they can make one greatsword attack and one light weapon attack in the same turn, and still get the bonus action completely for free, or use that broken ass unearthed arcana article, make one claw attack and one light weapon attack, get one extra claw attack as part of the same action and one more light action attack as an bonus action, he does not get more actions per say but he gets more potency, again not the action economy, the hand economy, the combat utillity of multiple hands is really big, especially when shields are counted in, it is just as powerful as having a free feat in my personal oppinion becuase of what an direct, observable diffrence it adds to combat
yeah sorry if is sound like an arsehole (maybe i am one) i just saw you say war machine rules and got annoyed
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
I still want a playable Thri-Kreen. One of my favorite characters of all time was a Thri-Kreen in an AD&D2e Dark Sun campaign. I had such a blast playing that character.
Balancing factors could be created. Saying the arms are too spindly for Heavy Weapons. Saying that they can never wear armor like the Tortle, but with lower AC. Give them Vulnerability to Cold maybe? There are ways to balance things, they just have to be discovered is all.
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