Having started D&D during Covid, I'm still relatively new to the scene. As my first few homebrews turned out hilariously irrelevant or overpowered, I figured feedback would be key for this next attempt.
One of my players is a Lycan Blood Hunter, and isn't satisfied with how the blood curses play into their style. They wrote their character as a washed up, drunken old halfling who is basically the "bad grandpa" of the group. They get in the enemy's face while tanking damage, throwing it back, and hurling insults the whole time. They don't need to do more damage, and thought it would be better to have a debuff curse, which I agree with but do not know how to balance.
I don't see much affecting saving throws, and so I am unsure if allowing to choose disadvantage on either Dexterity or Wisdom would be too overpowered.
TLDR:
BloodCurseofIntoxication (Draft):
Version 1 - Target has disadvantage on the first DEX or WIS saving throw they make, until your next turn. Amplified: Target has disadvantage on the first DEX and WIS saving throw for the next minute
Version 2 - Target subtracts one roll of your hemocraft die from the next DEX or WIS saving throw they make, until your next turn. Amplified: Target subtracts one roll of your hemocraft die from the next DEX and WIS saving throw they make, for the next minute.
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Having started D&D during Covid, I'm still relatively new to the scene. As my first few homebrews turned out hilariously irrelevant or overpowered, I figured feedback would be key for this next attempt.
One of my players is a Lycan Blood Hunter, and isn't satisfied with how the blood curses play into their style. They wrote their character as a washed up, drunken old halfling who is basically the "bad grandpa" of the group. They get in the enemy's face while tanking damage, throwing it back, and hurling insults the whole time. They don't need to do more damage, and thought it would be better to have a debuff curse, which I agree with but do not know how to balance.
I don't see much affecting saving throws, and so I am unsure if allowing to choose disadvantage on either Dexterity or Wisdom would be too overpowered.
TLDR:
Blood Curse of Intoxication (Draft):
Version 1 - Target has disadvantage on the first DEX or WIS saving throw they make, until your next turn. Amplified: Target has disadvantage on the first DEX and WIS saving throw for the next minute
Version 2 - Target subtracts one roll of your hemocraft die from the next DEX or WIS saving throw they make, until your next turn. Amplified: Target subtracts one roll of your hemocraft die from the next DEX and WIS saving throw they make, for the next minute.