That isn't an unfair point So how about some "awakening" or "Infusing" spells, that jolt things to life temporarily. Less powerful that the full summons, but things like "Awaken minor Elemental" which requires some ready supply of that element which you want to create an elemental for. or "Infuse minor Construct" and the material cost is basically the housing for the construct.
It would be nice to see the concept expanded further to new spells in various classes. If you look at it from a certain point of view, True Polymorph can also do this.
One of the things that I like most about the summoning spells in the UA is shows that they CAN expand the spell list in a thematic fashion. I want to see more spells within a given theme. I want more Element specific spells so I can make an Earth Cleric/Monk or more Acid spells so I can go crazy with my Black Dragonborn Sorcerer.
I hadn't really taken note of it, but there really aren't that many pure acid spells. Why is that?
Cause fireball/fire spells are the only spells wizards/sorcerers should take.
Have you ever seen anyone take Vitriolic Sphere instead of fireball? Have you ever seen anyone take acid splash instead of fire bolt? If there's an acid spell, there's a fire-based equivalent of it that does more damage.
I have done both of those things, however you are correct that the fire based spells all do more damage. But as I said before, these new UA spells give me some hope at we will see more spells in the future that fill the holes in the current list.
That isn't an unfair point So how about some "awakening" or "Infusing" spells, that jolt things to life temporarily. Less powerful that the full summons, but things like "Awaken minor Elemental" which requires some ready supply of that element which you want to create an elemental for. or "Infuse minor Construct" and the material cost is basically the housing for the construct.
It would be nice to see the concept expanded further to new spells in various classes. If you look at it from a certain point of view, True Polymorph can also do this.
One of the things that I like most about the summoning spells in the UA is shows that they CAN expand the spell list in a thematic fashion. I want to see more spells within a given theme. I want more Element specific spells so I can make an Earth Cleric/Monk or more Acid spells so I can go crazy with my Black Dragonborn Sorcerer.
I hadn't really taken note of it, but there really aren't that many pure acid spells. Why is that?
Cause fireball/fire spells are the only spells wizards/sorcerers should take.
Have you ever seen anyone take Vitriolic Sphere instead of fireball? Have you ever seen anyone take acid splash instead of fire bolt? If there's an acid spell, there's a fire-based equivalent of it that does more damage.
I have done both of those things, however you are correct that the fire based spells all do more damage. But as I said before, these new UA spells give me some hope at we will see more spells in the future that fill the holes in the current list.
i feel that acid spells have a trend to go for "a damage over time" format, and also a tendency to use a lot of d4's for some ungodly reason, it is for shure an interesting choice but perhaps not to everyones liking
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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
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
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I really don't mind the DoT style for Acid spells, I just want a more extensive list of options. Not just for Acid damage either, I hate that Fire is the go to element. I know that it would be difficult to have spells of each Element type without the list getting redundant, but at least a few more options should be doable.
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
I like to think that the Acid is sticky like phlegm :)
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
I like to think that the Acid is sticky like phlegm :)
But fire actually, you know, lights things on fire. A fireball lights objects on fire, and stuff like that, it isn't just a burst of heat, it is an explosive fireball!
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Please check out my homebrew, I would appreciate feedback:
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
I like to think that the Acid is sticky like phlegm :)
But fire actually, you know, lights things on fire. A fireball lights objects on fire, and stuff like that, it isn't just a burst of heat, it is an explosive fireball!
I am not disagreeing with you, I am just stating why I think Acid lingers, beyond just a way to make it mechanically unique from fire.
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
I like to think that the Acid is sticky like phlegm :)
But fire actually, you know, lights things on fire. A fireball lights objects on fire, and stuff like that, it isn't just a burst of heat, it is an explosive fireball!
I am not disagreeing with you, I am just stating why I think Acid lingers, beyond just a way to make it mechanically unique from fire.
Yep. I understand that it can be explained, but mechanically I think it's weird.
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Please check out my homebrew, I would appreciate feedback:
Why is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
I like to think that the Acid is sticky like phlegm :)
But fire actually, you know, lights things on fire. A fireball lights objects on fire, and stuff like that, it isn't just a burst of heat, it is an explosive fireball!
I am not disagreeing with you, I am just stating why I think Acid lingers, beyond just a way to make it mechanically unique from fire.
Yep. I understand that it can be explained, but mechanically I think it's weird.
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It's kind of hilarious that fireball uses d6 as it's die size and does instantaneous damage and vitriolic sphere uses d4 and does damage both in the moment and on the next turn while the mundane items alchemist fire uses a d4 as it's die and does repeated damage over time and an acid vial does an instantaneous 2d6.
It's like the nature of it "being a spell" reverses how the damage works.
hmm... Transmute Water to Acid, first level transmutation spell you can temporarily transform up to 5 cubic feet of water in an open container into a potent acid. concentration Spell lasts 1 hour, after which the acid becomes inert water again. At higher levels, the acid does more damage OR a larger amount can be affected OR the transmutation can last longer
hmm... Transmute Water to Acid, first level transmutation spell you can temporarily transform up to 5 cubic feet of water in an open container into a potent acid. concentration Spell lasts 1 hour, after which the acid becomes inert water again. At higher levels, the acid does more damage OR a larger amount can be affected OR the transmutation can last longer
Who figured it was a clever idea to allow tattoo attunement to stack? I like them, but this makes them way to powerful. I hope that part gets removed before release.
Who figured it was a clever idea to allow tattoo attunement to stack? I like them, but this makes them way to powerful. I hope that part gets removed before release.
well the same applies to prostetic limbs from rising from the last war, so not unheard of, the tatoos do take up physical space on your body (an reasonable limitation) but that limit would be useless for non artificers if you could not have a lot of attunements. If you do not have many items with attunement or you do not get a lot of tatoos however, this will not matter much, and besides they are presumably less powerful than most normal magic items with attunement, and also rarer tatoos take more space so if you have a single ledgendary tattoo you could not fit any more on your body, uncommon items takes half the space of rare items and they take half the space of very rare items, there is an balance to it all hopefully, it is an unique mechanic and without it the tattoos would just be not much at all
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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’m pretty sure WotC is regretting the Cap3 on Atunement and is trying to backpedal. What with the UA Armorer and all. Either that or all this “Extra Atunement” in the UAs lately is gonna be Campaign Setting specific, like maybe the Theros book or something after that.
Attunement was one of the best things that happend to this edition. It allows GMs to toss out loads of stuff 8which is natural given that one fights progressively more powerful stuff) without making a mess of the game balance.
so anyways is it possible to have both an legendary and an very rare tattoo? would an tattoo covering the torso prevent chest and back tattoos?
does the spell wrought tattoo use the normal magic item crafting rules and also take up an attunrement slot, while also having an level cap? that seems kinda weak for only removing material components
(that being said if the material component is costly and you just want to cast it once like with hallow it might be worth it, or if you want a spell from another spell list)
(also it seems that since the tattoo does not go away until after the spell ends, you can use an tattoo with an duration of "untill dispelled" an infinite number of times, and that is an oversight probably and should be fixed before release)
imo, the 'up to 6 inches' size for common tattoos is totally broken:
'up to 6 inches'...a couple inked dots = a small tattoo. Thinking like that, you can have an almost unlimited number of spellwrought cantrips and 1st level spells on you (assuming you find a needle supplier of course).
Add the prior to no spellcasting ability required and every character in D&D will be able cast all cantrips and first level spells (again assuming you find a needle supplier).
not all characters are the same size...a goliath could have more common tattoos that a halfling.
is it a 6 inch circle? if so, halflings probably can't even put one on their arm as you probably can't wrap a 6 inch circle around their arm without overlap
it just doesn't match the space restrictions of the other rarities.
i also think they allow way too many on one body. Here's the same UA rules with some separate homebrew rules, which don't add anything other than a less vague way to determine how many tattoos can be on one body, and a homebrew way of scribing spellwrought tattoos without the use of magic needles. The homebrew rules are broken out to keep them separate from UA to avoid confusion.
I have done both of those things, however you are correct that the fire based spells all do more damage. But as I said before, these new UA spells give me some hope at we will see more spells in the future that fill the holes in the current list.
She/Her Player and Dungeon Master
i feel that acid spells have a trend to go for "a damage over time" format, and also a tendency to use a lot of d4's for some ungodly reason, it is for shure an interesting choice but perhaps not to everyones liking
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 is it that acid spells do damage over rounds, when fire ones are mostly instantaneous? Fire lights things on fire! Acid is a liquid, so it slides/falls off of people.
Just something I find weird.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I really don't mind the DoT style for Acid spells, I just want a more extensive list of options. Not just for Acid damage either, I hate that Fire is the go to element. I know that it would be difficult to have spells of each Element type without the list getting redundant, but at least a few more options should be doable.
She/Her Player and Dungeon Master
I like to think that the Acid is sticky like phlegm :)
She/Her Player and Dungeon Master
But fire actually, you know, lights things on fire. A fireball lights objects on fire, and stuff like that, it isn't just a burst of heat, it is an explosive fireball!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I am not disagreeing with you, I am just stating why I think Acid lingers, beyond just a way to make it mechanically unique from fire.
She/Her Player and Dungeon Master
Yep. I understand that it can be explained, but mechanically I think it's weird.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yep. I understand that it can be explained, but mechanically I think it's weird.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's kind of hilarious that fireball uses d6 as it's die size and does instantaneous damage and vitriolic sphere uses d4 and does damage both in the moment and on the next turn while the mundane items alchemist fire uses a d4 as it's die and does repeated damage over time and an acid vial does an instantaneous 2d6.
It's like the nature of it "being a spell" reverses how the damage works.
hmm... Transmute Water to Acid, first level transmutation spell you can temporarily transform up to 5 cubic feet of water in an open container into a potent acid. concentration Spell lasts 1 hour, after which the acid becomes inert water again. At higher levels, the acid does more damage OR a larger amount can be affected OR the transmutation can last longer
Larger amount can be effected.
Who figured it was a clever idea to allow tattoo attunement to stack? I like them, but this makes them way to powerful. I hope that part gets removed before release.
well the same applies to prostetic limbs from rising from the last war, so not unheard of, the tatoos do take up physical space on your body (an reasonable limitation) but that limit would be useless for non artificers if you could not have a lot of attunements. If you do not have many items with attunement or you do not get a lot of tatoos however, this will not matter much, and besides they are presumably less powerful than most normal magic items with attunement, and also rarer tatoos take more space so if you have a single ledgendary tattoo you could not fit any more on your body, uncommon items takes half the space of rare items and they take half the space of very rare items, there is an balance to it all hopefully, it is an unique mechanic and without it the tattoos would just be not much at all
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’m pretty sure WotC is regretting the Cap3 on Atunement and is trying to backpedal. What with the UA Armorer and all. Either that or all this “Extra Atunement” in the UAs lately is gonna be Campaign Setting specific, like maybe the Theros book or something after that.
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Attunement was one of the best things that happend to this edition. It allows GMs to toss out loads of stuff 8which is natural given that one fights progressively more powerful stuff) without making a mess of the game balance.
so anyways is it possible to have both an legendary and an very rare tattoo? would an tattoo covering the torso prevent chest and back tattoos?
does the spell wrought tattoo use the normal magic item crafting rules and also take up an attunrement slot, while also having an level cap? that seems kinda weak for only removing material components
(that being said if the material component is costly and you just want to cast it once like with hallow it might be worth it, or if you want a spell from another spell list)
(also it seems that since the tattoo does not go away until after the spell ends, you can use an tattoo with an duration of "untill dispelled" an infinite number of times, and that is an oversight probably and should be fixed before release)
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
imo, the 'up to 6 inches' size for common tattoos is totally broken:
i also think they allow way too many on one body. Here's the same UA rules with some separate homebrew rules, which don't add anything other than a less vague way to determine how many tattoos can be on one body, and a homebrew way of scribing spellwrought tattoos without the use of magic needles. The homebrew rules are broken out to keep them separate from UA to avoid confusion.
https://www.dmsguild.com/product/303247/Spell-Tattoo-5e
its free
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Spell wrought works closer to a scroll, as it's the one tattoo that is consumed by use. I don't think you can replace a full spell caster by tattoos.
Can I use a tattoo as a ritual drawing requirement ??? so when I cast this ritual spell, the tattoo just disappears.
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