Sorry to take the discussion in a different direction, but do you think they'll add extra spells to the PHB and XGTE sorcerers like they gave the Clockwork Soul Sorcerer?
I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
Yes, the problem with poison is, everyone is immune to it once you get to high levels, and a lot are at lower levels as well. Undead are immune, Celestials are immune, Green Dragons are immune, and a lot of other creatures are. I could see this subclass part of the Blighter idea, as poison is associated with death.
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I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
well the death cleric has a feature that lets them ignore resistance to necrotic damage, just something like that might come a long way in making such an subclass more viable. That being said spore druid already lets you use a lot of poison
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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
That kind of sounds like the Land druid to me, but maybe I'm not thinking deep enough.
I want another dark druid. Circle of Midnight, a ghost/ethereal druid would be super cool.
Also, something along the lines of a "Blighter" would be cool as well. Basically an "AntiDruid".
to change the subject to an diffrent subclass concept, what abillities would an ghost/ afterlife focused druid have? would it have more to do with controlling/ communicating with undead like the wizard milestone and oathbreaker paladin option, or perhaps even letting you summon ghosts or spirits using your spell slots, an feature that is similar to a spell but not a spell? Perhaps the abillity to cast speak with dead as an circle spell plus being able to cast certain spells like command on undead at will? or perhaps you go the summoning path and let an druid give the beasts or fey they summon with their spells ghost-like properties?
Or would it have more to do with becoming more and more ghost like with every milestone like an blend of the undying warlock and the abillity to aquire a ghost form with several resistances that the ghostslayer blood hunter and psion wizard has? You may not controll the spirits but you are among them, slowly becoming more incorporeal as you grow in your spiritual path to enlightenment?
There are a lot of ways you could tackle this subclass concept, and i am kinda curious about what you had in mind
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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've mentioned my idea for a Midnight druid on this thread and a couple others a few times before, but I don't remember where or when, so I'll just restate it:
At second level they'd get the ability to use their Wild Shape as an action to summon a "Midnight Spirit", which would be an undead with a flying speed that can do necrotic damage with a Withering Touch attack. They'd function similarly to the Steel Defender or the Wildfire Druid's Wildfire Spirit. They'd have HP equal to 5*druid level + Con mod. They could also grant you the ability to teleport, and possibly cast spells through their space. You would command them as a bonus action. They would also get an added prepared spell list with spells like Blink, Misty Step, Blindness/Deafness, Vampiric Touch, Blight, Phantasmal Killer, Geas and Wall of Force. (Maybe some different spells, this is just my first idea for them.)
At level 6, you would get the ability to use a Wild Shape as an action to shift yourself into the Ethereal Plane. This lasts indefinitely, or until you use another Wild Shape to go back to the material plane. (This may be too powerful, so maybe move this to a later level, or get rid of the wild shape fueling.)
At level 10, you would permanently become immune to disease, poison damage and poisoned condition, and you ignore necrotic damage resistance with your Midnight Spirit attack.
At level 14, you would be able to now summon the Midnight Spirit as a bonus action and whenever the midnight spirit reduces a creature to 0 hit points, you gain temporary hit points.
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So, are we in agreement that they're probably not going to have another Wizard subclass in the next UA?
Yes, I agree that it's not likely. Can't say what they would have though.
I will again say a Limbo mage, but that's probably not likely. It's the most likely one I can think of, as I do think Planescape is Xanathar's 2.0, so a planar wizard would make sense.
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Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
yes especially mind flayer Nautiloids would be fun to see in the game, and maybe some kind of hellish boat that those boat captain yugoloths would use, more vehicles is fun
Also if we go planescape then summoning yugoloths will be nessesary, and adding find vehicle from that modern magic unearthed arcana article would be fun.
They have never put an monster stat block in an unearthed arcana article, but maybe they will add monsters designed to be summoned by players that would be neat,
special eldritch invocations for warlocks that just like eldrich smite and tomb of levistus uses warlock spell slots to cast things that are not spells, but instead they allow an warlock to summon creatures that they normally cannot summon with their spells like succubi/ incubi, night hags, those werid CR 13 orcus minions made from demons that are not demons, spectators, modrons, high CR angels and other extraplanar entities supposed to be summonable yet that players cannot, perhaps even an invocation that lets an aspiring warlock necromancer turn the corpse of any creature from an fiend to an fey to an ogre into a zombie by applying an template to them (within an CR limit of course)
extra powerful invocations with extra powerful drawbacks like gaining exhaustion levels whenever you use it to reducing your hit point maximum temporarily when you use them, these sort of high risk high reward type of things would also be neat
increasingly weird warlock patrons, from it being the elemental planes yourself to an, to an extraplanar library full of knowledge, to an special type of pact for hags, pacts made with primus and the plane of law mechanus giving you powers, an psionic swarm of ants, an time traveler, the being that guides people to the afterlife etc etc, i wand wizards of the coast to kinda go ham if this upcomming sourcebook is supposed to have an extraplanar theme
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmic
And what I said about the skills thing just gets ignored, except by the 1 person who gave me a like.
well i mean like, we have already talked about how there probably is not going to be any more official abilllity scores, and the same is equally true of skills. Adding these new skills and having to introduce them to every new character sheet is not happening, if they do it will most likely be an variant rule, and in that case you might as well use the skill variant rules already in the dmg
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And what I said about the skills thing just gets ignored, except by the 1 person who gave me a like.
well i mean like, we have already talked about how there probably is not going to be any more official abilllity scores, and the same is equally true of skills. Adding these new skills and having to introduce them to every new character sheet is not happening, if they do it will most likely be an variant rule, and in that case you might as well use the skill variant rules already in the dmg
The skill variant rules talk about how can you go without skills at all, and not adding in new ones like the Ability Score section. Other than that, I see your point, but I would have preferred being told this than getting no response whatsoever.
I honestly didn't see that post when I posted my question about any other suggestions.
I do agree with ArtificeMeal with this. We're absolutely never getting more skills in this edition of D&D, and probably not any new ones in the next version of D&D. I think they've found the perfect amount and type of skills, and we don't really need more. There are exceptions to this, like Skill checks with Tools, but in general, we're fine with the amount of skills we have.
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Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
yes especially mind flayer Nautiloids would be fun to see in the game, and maybe some kind of hellish boat that those boat captain yugoloths would use, more vehicles is fun
I don't think we'll get Nautiloids in a Planescape book, I'd expect them in a Spelljammer book. Maybe both, maybe I'm just completely wrong with this assumption. I could possibly see a boat for the Merenoloth, but I tend to think of them like Rowboats. Maybe some other options would be avaliable, but I doubt that they'll be in the Planescape book, and probably not in the UA. Like ArtificeMeal said, they never playtest stat blocks. I think they did with the boats for Ghosts of Saltmarsh, but none of the others were ever playtested.
Also if we go planescape then summoning yugoloths will be nessesary, and adding find vehicle from that modern magic unearthed arcana article would be fun.
Yeah, Yugoloth summoning will be pretty much required. Maybe a general Summon Fiend spell that can summon Hell Hounds, Night Hags, and other fiends, but I'm not sure if they'd do this.
They have never put an monster stat block in an unearthed arcana article, but maybe they will add monsters designed to be summoned by players that would be neat,
I don't think they'll ever playtest a monster statblock in UA. That just doesn't happen.
special eldritch invocations for warlocks that just like eldrich smite and tomb of levistus uses warlock spell slots to cast things that are not spells, but instead they allow an warlock to summon creatures that they normally cannot summon with their spells like succubi/ incubi, night hags, those werid CR 13 orcus minions made from demons that are not demons, spectators, modrons, high CR angels and other extraplanar entities supposed to be summonable yet that players cannot, perhaps even an invocation that lets an aspiring warlock necromancer turn the corpse of any creature from an fiend to an fey to an ogre into a zombie by applying an template to them (within an CR limit of course)
extra powerful invocations with extra powerful drawbacks like gaining exhaustion levels whenever you use it to reducing your hit point maximum temporarily when you use them, these sort of high risk high reward type of things would also be neat
More eldritch invocations are always a good idea. They're also the kind of thing that needs playtesting.
increasingly weird warlock patrons, from it being the elemental planes yourself to an, to an extraplanar library full of knowledge, to an special type of pact for hags, pacts made with primus and the plane of law mechanus giving you powers, an psionic swarm of ants, an time traveler, the being that guides people to the afterlife etc etc, i wand wizards of the coast to kinda go ham if this upcomming sourcebook is supposed to have an extraplanar theme
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmi
I would like some more Warlock patrons. No matter how many we have, if feels like we could use more. I don't think we'll get an Elemental Planes patron, we have the Noble Genie, and I doubt we'll ever get anything from the elemental planes besides the genies. I don't think we'd get a library of knowledge patron, as there are gods that are focused on knowledge that you can worship as a cleric, or you could just reflavor Celestial Tomelock, as this would seem like a celestial patron. Hags can be represented by the Fey or Fiend patron. I would not mind a Primus patron, but I really don't see the swarm of ants happening. I would love a Future You patron in canon, but I don't think that's likely. An afterlife patron does seem either like a Celestial or Hexblade warlock, or Undying, so we're probably not getting that.
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmic
I don't think we need any more tiefling options, we already have a ton. I mean, I have nothing against tieflings, but there are a ton.
The only thing I could say is that Animal Handling is fairly niche...I think a basic Wisdom check would suffice.
Other than that I think you are right. We are unlikely to see more skills.
Yeah, Animal Handling is 100% a niche skill, but as there are 2 classes and multiple subclasses based around nature and animals, I think it has earned its place as a skill.
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Well, I don't think it's very unlikely for us to get more artificer options in a future book, but in an upcoming UA? I'm not so sure. We have the Armorer and Archivist that can make their way into the Planescape/Xanathar's 2.0 book, and I don't see them adding more than 2 subclasses to the new class.
They will have new spells in Xanathar's 2.0 most likely, so they should add some artificer exclusive spells.
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(Also, the next UA will probably come out some time next week. It's been about 3 weeks since the last one, and they seem to be releasing these ones about once a month.)
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Sorry to take the discussion in a different direction, but do you think they'll add extra spells to the PHB and XGTE sorcerers like they gave the Clockwork Soul Sorcerer?
I think they could give subclass spells for the Sorcerous Origins, but in a Class Feature Variants section of a book.
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I guess that could be cool as well. I'm not sure if they'd go for it, as Poison isn't really an aspect of nature, as much as life and undeath are.
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Yes, the problem with poison is, everyone is immune to it once you get to high levels, and a lot are at lower levels as well. Undead are immune, Celestials are immune, Green Dragons are immune, and a lot of other creatures are. I could see this subclass part of the Blighter idea, as poison is associated with death.
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well the death cleric has a feature that lets them ignore resistance to necrotic damage, just something like that might come a long way in making such an subclass more viable. That being said spore druid already lets you use a lot of poison
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
to change the subject to an diffrent subclass concept, what abillities would an ghost/ afterlife focused druid have? would it have more to do with controlling/ communicating with undead like the wizard milestone and oathbreaker paladin option, or perhaps even letting you summon ghosts or spirits using your spell slots, an feature that is similar to a spell but not a spell? Perhaps the abillity to cast speak with dead as an circle spell plus being able to cast certain spells like command on undead at will? or perhaps you go the summoning path and let an druid give the beasts or fey they summon with their spells ghost-like properties?
Or would it have more to do with becoming more and more ghost like with every milestone like an blend of the undying warlock and the abillity to aquire a ghost form with several resistances that the ghostslayer blood hunter and psion wizard has? You may not controll the spirits but you are among them, slowly becoming more incorporeal as you grow in your spiritual path to enlightenment?
There are a lot of ways you could tackle this subclass concept, and i am kinda curious about what you had in mind
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've mentioned my idea for a Midnight druid on this thread and a couple others a few times before, but I don't remember where or when, so I'll just restate it:
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So, are we in agreement that they're probably not going to have another Wizard subclass in the next UA?
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I will again say a Limbo mage, but that's probably not likely. It's the most likely one I can think of, as I do think Planescape is Xanathar's 2.0, so a planar wizard would make sense.
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Any other speculations on the next UA?
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Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
yes especially mind flayer Nautiloids would be fun to see in the game, and maybe some kind of hellish boat that those boat captain yugoloths would use, more vehicles is fun
Also if we go planescape then summoning yugoloths will be nessesary, and adding find vehicle from that modern magic unearthed arcana article would be fun.
They have never put an monster stat block in an unearthed arcana article, but maybe they will add monsters designed to be summoned by players that would be neat,
special eldritch invocations for warlocks that just like eldrich smite and tomb of levistus uses warlock spell slots to cast things that are not spells, but instead they allow an warlock to summon creatures that they normally cannot summon with their spells like succubi/ incubi, night hags, those werid CR 13 orcus minions made from demons that are not demons, spectators, modrons, high CR angels and other extraplanar entities supposed to be summonable yet that players cannot, perhaps even an invocation that lets an aspiring warlock necromancer turn the corpse of any creature from an fiend to an fey to an ogre into a zombie by applying an template to them (within an CR limit of course)
extra powerful invocations with extra powerful drawbacks like gaining exhaustion levels whenever you use it to reducing your hit point maximum temporarily when you use them, these sort of high risk high reward type of things would also be neat
increasingly weird warlock patrons, from it being the elemental planes yourself to an, to an extraplanar library full of knowledge, to an special type of pact for hags, pacts made with primus and the plane of law mechanus giving you powers, an psionic swarm of ants, an time traveler, the being that guides people to the afterlife etc etc, i wand wizards of the coast to kinda go ham if this upcomming sourcebook is supposed to have an extraplanar theme
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmic
there, this has been most of them i can think of, i probably have more ideas
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 i mean like, we have already talked about how there probably is not going to be any more official abilllity scores, and the same is equally true of skills. Adding these new skills and having to introduce them to every new character sheet is not happening, if they do it will most likely be an variant rule, and in that case you might as well use the skill variant rules already in the dmg
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 honestly didn't see that post when I posted my question about any other suggestions.
I do agree with ArtificeMeal with this. We're absolutely never getting more skills in this edition of D&D, and probably not any new ones in the next version of D&D. I think they've found the perfect amount and type of skills, and we don't really need more. There are exceptions to this, like Skill checks with Tools, but in general, we're fine with the amount of skills we have.
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The only thing I could say is that Animal Handling is fairly niche...I think a basic Wisdom check would suffice.
Other than that I think you are right. We are unlikely to see more skills.
I don't think we'll get Nautiloids in a Planescape book, I'd expect them in a Spelljammer book. Maybe both, maybe I'm just completely wrong with this assumption. I could possibly see a boat for the Merenoloth, but I tend to think of them like Rowboats. Maybe some other options would be avaliable, but I doubt that they'll be in the Planescape book, and probably not in the UA. Like ArtificeMeal said, they never playtest stat blocks. I think they did with the boats for Ghosts of Saltmarsh, but none of the others were ever playtested.
Yeah, Yugoloth summoning will be pretty much required. Maybe a general Summon Fiend spell that can summon Hell Hounds, Night Hags, and other fiends, but I'm not sure if they'd do this.
I don't think they'll ever playtest a monster statblock in UA. That just doesn't happen.
More eldritch invocations are always a good idea. They're also the kind of thing that needs playtesting.
I would like some more Warlock patrons. No matter how many we have, if feels like we could use more. I don't think we'll get an Elemental Planes patron, we have the Noble Genie, and I doubt we'll ever get anything from the elemental planes besides the genies. I don't think we'd get a library of knowledge patron, as there are gods that are focused on knowledge that you can worship as a cleric, or you could just reflavor Celestial Tomelock, as this would seem like a celestial patron. Hags can be represented by the Fey or Fiend patron. I would not mind a Primus patron, but I really don't see the swarm of ants happening. I would love a Future You patron in canon, but I don't think that's likely. An afterlife patron does seem either like a Celestial or Hexblade warlock, or Undying, so we're probably not getting that.
I don't think we need any more tiefling options, we already have a ton. I mean, I have nothing against tieflings, but there are a ton.
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Yeah, Animal Handling is 100% a niche skill, but as there are 2 classes and multiple subclasses based around nature and animals, I think it has earned its place as a skill.
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You know what we really need? More options for Artificers, including subclasses, Infusions, AND new spells that would be Artificer-exclusive.
Will we get it? Prolly not, but dammit it's what we need!
Well, I don't think it's very unlikely for us to get more artificer options in a future book, but in an upcoming UA? I'm not so sure. We have the Armorer and Archivist that can make their way into the Planescape/Xanathar's 2.0 book, and I don't see them adding more than 2 subclasses to the new class.
They will have new spells in Xanathar's 2.0 most likely, so they should add some artificer exclusive spells.
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(Also, the next UA will probably come out some time next week. It's been about 3 weeks since the last one, and they seem to be releasing these ones about once a month.)
Please check out my homebrew, I would appreciate feedback:
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