The reason I'd want them to be villain exclusive is that they wouldn't work like player options do, that's the mistake they made with the Death domain Cleric and Oathbreaker paladin. They made them work like player options so players would want to have them.
You know the demonic boons from Mordenkainen's Tome of Foes? It would be kind of like that. Options only available for villains, and functioning different from player options so the players wouldn't be able to take them, or want to take them.
Like, rituals. Not ritual spells, but evil rituals that do certain things.
Example: They lay out an outline for what parts these rituals have, like what material components they would have, how many people/souls/sacrifices they'd require, and other information like that.
They'd have to give different steps to the rituals, options for what happens if it is ended before it should (like the players interrupt it and a mishap occurs), they'd also give reasons why players couldn't do them, like they require knowledge from demon lords or liches.
So, what I want in terms of villain options are special evil rituals they can do, how to become a lich, uses for souls, what sacrificing people does, and other such information.
So, rules for what villains can do outside their stat blocks.
Does this make sense?
Does it sound cool?
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We have guidelines for how many magic items players should get, what traps dungeons can have, and rules for making more options in most categories of the game. Why not give villains more options?
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The reason I'd want them to be villain exclusive is that they wouldn't work like player options do, that's the mistake they made with the Death domain Cleric and Oathbreaker paladin. They made them work like player options so players would want to have them.
You know the demonic boons from Mordenkainen's Tome of Foes? It would be kind of like that. Options only available for villains, and functioning different from player options so the players wouldn't be able to take them, or want to take them.
Like, rituals. Not ritual spells, but evil rituals that do certain things.
Example: They lay out an outline for what parts these rituals have, like what material components they would have, how many people/souls/sacrifices they'd require, and other information like that.
They'd have to give different steps to the rituals, options for what happens if it is ended before it should (like the players interrupt it and a mishap occurs), they'd also give reasons why players couldn't do them, like they require knowledge from demon lords or liches.
So, what I want in terms of villain options are special evil rituals they can do, how to become a lich, uses for souls, what sacrificing people does, and other such information.
So, rules for what villains can do outside their stat blocks.
Does this make sense?
Does it sound cool?
i really want an lich template and an vampire template just like we have an dracolich template so that i can have non wizard liches like earlier editions, as well as liches with rather unorthadox powers, perhaps an more plant based lich with fungal spore powers instead of paralyzing touch and frightening gaze
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Yes, but those are designed like player options, and are available to them on DnD Beyond. These options wouldn't be available to be taken by players by default, and would require things that players likely wouldn't have access to (Souls, stuff like that)
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So given that they have put the final nail in the coffin of the Mystic, and actually released the Artificer. What new class should the be working on next for UA testign?
So given that they have put the final nail in the coffin of the Mystic, and actually released the Artificer. What new class should the be working on next for UA testign?
To be fair, the Mystic being dead doesn't mean they can't have an entirely different psionic class.
I thought what Jeremy Crawford said was that classes would only be made with a setting that supported them, like Artificer with Eberron? Or is there a newer tweet?
The reason I'd want them to be villain exclusive is that they wouldn't work like player options do, that's the mistake they made with the Death domain Cleric and Oathbreaker paladin. They made them work like player options so players would want to have them.
You know the demonic boons from Mordenkainen's Tome of Foes? It would be kind of like that. Options only available for villains, and functioning different from player options so the players wouldn't be able to take them, or want to take them.
Like, rituals. Not ritual spells, but evil rituals that do certain things.
Example: They lay out an outline for what parts these rituals have, like what material components they would have, how many people/souls/sacrifices they'd require, and other information like that.
They'd have to give different steps to the rituals, options for what happens if it is ended before it should (like the players interrupt it and a mishap occurs), they'd also give reasons why players couldn't do them, like they require knowledge from demon lords or liches.
So, what I want in terms of villain options are special evil rituals they can do, how to become a lich, uses for souls, what sacrificing people does, and other such information.
So, rules for what villains can do outside their stat blocks.
Does this make sense?
Does it sound cool?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It does, but isn’t part of the DM’s job to come up with that stuff for themselves?
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I think this sounds super dopeskies, as one guy in my playgroup would say.
Partway through the quest for absolute truth.
The same thing could be argued for traps or for player options, but we have guidelines for those as well.
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We have guidelines for how many magic items players should get, what traps dungeons can have, and rules for making more options in most categories of the game. Why not give villains more options?
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Yes, and the guidelines they provided are in the DMG right next to the Death Domain and the Oathbreaker.
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Yes, but there's no real rules or examples of the options I would like.
I'm just saying, Wizards should make rules like these available.
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i really want an lich template and an vampire template just like we have an dracolich template so that i can have non wizard liches like earlier editions, as well as liches with rather unorthadox powers, perhaps an more plant based lich with fungal spore powers instead of paralyzing touch and frightening gaze
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
Well, it should be clear that they are only available for villains.
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That’s what they did with the Death Domain and the Oathbreaker, but people did it anyway.
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Yes, but those are designed like player options, and are available to them on DnD Beyond. These options wouldn't be available to be taken by players by default, and would require things that players likely wouldn't have access to (Souls, stuff like that)
Please check out my homebrew, I would appreciate feedback:
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So given that they have put the final nail in the coffin of the Mystic, and actually released the Artificer. What new class should the be working on next for UA testign?
🤞
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Except that Jeremy Crawford said no new classes after the artificer.
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Jeremy Crawford contradicts himself with every third tweet.
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Yeah, but I feel like they'll keep their word on something like this
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I hope you’re wrong.
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I thought what Jeremy Crawford said was that classes would only be made with a setting that supported them, like Artificer with Eberron? Or is there a newer tweet?
I hope so, too.
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I found this video, but I don't know how accurate it is:
https://www.youtube.com/watch?v=60G8tYTq7Kk
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