That is fun as hell I don't see why not. It would require your character to lose BOTH of their arms and, if they were hit by a dispel magic, would then become solely reliant on their kicks and brains if they lost the ability to use them (unless I am forgetting an interaction). Seems to balance itself out.
I rolled up a star druid for a new campaign I'm in and I was thinking about a three level warlock dip after level 6 for rp reasons. Celestial patron seems like the obvious choice, but I don't want to be relegated to a healer and I don't really gain anything from the expanded spell list. Shillelagh+hexblade could be an interesting combination, and goolock seems thematic. I have good stats for it (18 wis 16 cha) so I'm not too worried about that. Thoughts?
Keep in mind that Shillelagh + hexblade doesn't mean you can add your Wisdom and Charisma modifiers to the attack. Assuming that you are using a club or quarterstaff for Shillelagh, you would have the option to use wisdom instead of strength with Hex Warrior adding Charisma to that list.
If there were other interactions that you might be interested in, certainly point them out. The concept of a club or quarterstaff being the hexblade and getting the Shillelagh treatment does actually sound like it could be an interesting story to investigate.
Hex warrior doesn't really add anything at all, since using wisdom will always be better than charisma and with my shield I'm limited to 1d8 weapons anyways (so the martial weapon proficiency is really only good for flavor). Hexblade's curse pairs really well with shillelagh though, with a quarterstaff doing 1d8+6 damage (and improving with proficiency bonus, with a solid +11 by level 17) and an improved critical. Just in terms of fluff, it would be interesting for some kind of cosmic patron to grant new ways to channel her power through her quarterstaff as opposed to simply giving her a magic weapon. The expanded spells are good too, with shield adding survivability and the smites improving melee attacks (although the general warlock mirror image is generally better than hexblade's blur).
Pact of the chain is probably the most thematic, but the ua class update gives druids find familiar anyways and I'm not sure the improvement is worth it. Pact of the tome is probably the most useful and it fits with her astronomer background. I was thinking of choosing among booming blade, message, spare the dying, and toll the dead, and then taking the agonizing blast, ascendant step, book of ancient secrets, or eldritch mind invocations.
The character theme I'm aiming for is an astronomer who looked just a bit too far into the depths of space and found something looking back. A goolock dip seems like the more obvious choice, but I really like the synergy of shillelagh and hexblade and I'd like to add some decent damage output to my control spells. The other two party members are a necromancer wizard and a wild soul barb/wild magic sorc multiclass at level 4, if that helps.
Primal Savagery may be a better melee option for your build depending. It's a d10 damage die with cantrip scaling and still benefits from all the effects of Hexblade's Curse, though you wouldn't be able to use it with booming blade or the smite spells as no weapon or weapon attack would be involved.
I've seen critique that the Armorer lacks a feature that let's them expend a spell slot for an effect. Alchemists can create more elixirs, artillerists can summon more cannons, and battle smiths can revive recently deceased steel defenders with these expenditures. Here's my idea for the armorer:
"As an action, you can expend a spell slot of 1st level or higher to gain access to one of your inactive armor model's special weapons for one hour."
Duration can, and probably should, be lowered. Thoughts?
As an action, a creature wearing this infused armor can integrate into it artisan's tools or thieves' tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
Would this include ability checks made as a result of using the integrated tool as a spellcasting focus or is that too generous an interpretation of the infusion?
Spells that might be affected in that case: Dispel Magic, Bigby's Hand (forceful hand) Those are the only two artificer spells I can think of where that might apply.
As an action, a creature wearing this infused armor can integrate into it artisan's tools or thieves' tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
Would this include ability checks made as a result of using the integrated tool as a spellcasting focus or is that too generous an interpretation of the infusion?
Spells that might be affected in that case: Dispel Magic, Bigby's Hand (forceful hand) Those are the only two artificer spells I can think of where that might apply.
I would rule that the bonus is only to checks that use the tools as the type of tools that they are, not as spellcasting components.
Yeah, they'd only apply to direct checks from the tools. A similar situation:
If you create a Steel Defender with Smith's Tools, do you get to add Expertise to all of their skills? No. It is not part of the Smith's Tools that you created, it is separate, so you don't get to add double your Proficiency Bonus to those rolls.
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That is fun as hell I don't see why not. It would require your character to lose BOTH of their arms and, if they were hit by a dispel magic, would then become solely reliant on their kicks and brains if they lost the ability to use them (unless I am forgetting an interaction). Seems to balance itself out.
The good thing about getting two extra infusions that can only be used on your armor is that you can use the other infusions for your party members.
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I rolled up a star druid for a new campaign I'm in and I was thinking about a three level warlock dip after level 6 for rp reasons. Celestial patron seems like the obvious choice, but I don't want to be relegated to a healer and I don't really gain anything from the expanded spell list. Shillelagh+hexblade could be an interesting combination, and goolock seems thematic. I have good stats for it (18 wis 16 cha) so I'm not too worried about that. Thoughts?
Great Old One seems more thematic, but you do you
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Keep in mind that Shillelagh + hexblade doesn't mean you can add your Wisdom and Charisma modifiers to the attack. Assuming that you are using a club or quarterstaff for Shillelagh, you would have the option to use wisdom instead of strength with Hex Warrior adding Charisma to that list.
If there were other interactions that you might be interested in, certainly point them out. The concept of a club or quarterstaff being the hexblade and getting the Shillelagh treatment does actually sound like it could be an interesting story to investigate.
So, the consensus is that everyone likes these subclasses, besides the people who wish that Fey Wanderer didn't exist?
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I love the fey wanderer!! Probably my favourite ranger now.
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It is tied with the Gloomstalker for me, but I really like it too, just a bit of wording needs fixing.
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But yes, the ua is excellent. Love the idea of multiclass stars druid and fey wanderer.
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Hex warrior doesn't really add anything at all, since using wisdom will always be better than charisma and with my shield I'm limited to 1d8 weapons anyways (so the martial weapon proficiency is really only good for flavor). Hexblade's curse pairs really well with shillelagh though, with a quarterstaff doing 1d8+6 damage (and improving with proficiency bonus, with a solid +11 by level 17) and an improved critical. Just in terms of fluff, it would be interesting for some kind of cosmic patron to grant new ways to channel her power through her quarterstaff as opposed to simply giving her a magic weapon. The expanded spells are good too, with shield adding survivability and the smites improving melee attacks (although the general warlock mirror image is generally better than hexblade's blur).
Pact of the chain is probably the most thematic, but the ua class update gives druids find familiar anyways and I'm not sure the improvement is worth it. Pact of the tome is probably the most useful and it fits with her astronomer background. I was thinking of choosing among booming blade, message, spare the dying, and toll the dead, and then taking the agonizing blast, ascendant step, book of ancient secrets, or eldritch mind invocations.
The character theme I'm aiming for is an astronomer who looked just a bit too far into the depths of space and found something looking back. A goolock dip seems like the more obvious choice, but I really like the synergy of shillelagh and hexblade and I'd like to add some decent damage output to my control spells. The other two party members are a necromancer wizard and a wild soul barb/wild magic sorc multiclass at level 4, if that helps.
Primal Savagery may be a better melee option for your build depending. It's a d10 damage die with cantrip scaling and still benefits from all the effects of Hexblade's Curse, though you wouldn't be able to use it with booming blade or the smite spells as no weapon or weapon attack would be involved.
I've seen critique that the Armorer lacks a feature that let's them expend a spell slot for an effect. Alchemists can create more elixirs, artillerists can summon more cannons, and battle smiths can revive recently deceased steel defenders with these expenditures. Here's my idea for the armorer:
"As an action, you can expend a spell slot of 1st level or higher to gain access to one of your inactive armor model's special weapons for one hour."
Duration can, and probably should, be lowered. Thoughts?
Yeah, Armorer has some kinks that need to be worked out, so does the Fey Wanderer, but other than that, it's a good UA.
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The Armorer has some kinks to work out. 😂
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Not what I meant.
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I know, it still made me laugh though.
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I can't wait until I can give feedback on this.
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Weird thought with the Armor of Tools infusion:
Would this include ability checks made as a result of using the integrated tool as a spellcasting focus or is that too generous an interpretation of the infusion?
Spells that might be affected in that case: Dispel Magic, Bigby's Hand (forceful hand)
Those are the only two artificer spells I can think of where that might apply.
I would rule that the bonus is only to checks that use the tools as the type of tools that they are, not as spellcasting components.
Yeah, they'd only apply to direct checks from the tools. A similar situation:
If you create a Steel Defender with Smith's Tools, do you get to add Expertise to all of their skills? No. It is not part of the Smith's Tools that you created, it is separate, so you don't get to add double your Proficiency Bonus to those rolls.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms