Hey, people. I need help. I'm making an anime-themed DND game. I've added domain expansions, and am on the Hakari one. I want your opinion on how balanced it is. For context, players don't get domain expansions until 13th level, and it heavily taxes their health. Also, assume the Domain lasts for about 5 rounds of combat. Also, when it says points, assume the player has ~12 points in this ability.
ability:
While you're in this domain, you can use a bonus action to make a Gamble. Roll a d100. This roll cannot be manipulated by having an advantage/disadvantage, using an ability(ex. Lucky, Portent, etc., etc.,). If you roll a 100, you get a Jackpot. If you get a jackpot, you are immune to all damage, automatically critical hit on all attacks, and are immune to all conditions, and when you roll for damage, you always deal maximum damage, for the duration of your domain. If you don’t roll a 100, you take 5d8 psychic damage, which cannot be reduced. If you roll a 1, you take 10d10 psychic damage, which cannot be reduced. For every point invested in this domain, you add 2 to the dice roll. Ex. You rolled a 90, and have 5 points invested. That means you get a +10, making it 100, giving you a Jackpot. You can only Gamble once per Domain made, but if you get Jackpot, you can Gamble again. If the second Gamble fails, your Jackpot ends. If it succeeds, the next Gamble you make automatically gets Jackpot.
You're gonna have a very hard time getting meaningful feedback on something like this, because it's so far outside the realm of how D&D normally works. It's wildly out of balance with the base game, but I assume your game is already under several layers of homebrew if you're even considering using this. Is it balanced with what you have? No idea. Impossible to say.
What I can say is that as written, I don't think I would ever use this as a player. Even with 12 points invested, you have a 3/4 chance to just deal ~23 damage to yourself for no benefit. Sure, the 1/4 chance of being a god for 5 turns is there too, but in most D&D games I just don't think the juice would be worth the squeeze. I also assume expanding the Domain takes an action or something, which makes the math on this even worse.
As a DM, anything with highly variable results is very difficult to plan around. If your player rolls a jackpot, congrats! Whatever encounter you planned is over. If they don't, they take between 5 and 100 irreducible damage, which potentially seriously alters the landscape of the battle. Everything you build now has to be ready to flex around this very powerful, unpredictable thing. That's a lot of gravity to give to a single ability; personally I wouldn't do it, but if that's the kind of game you run, you know what you're getting yourself into.
Hey, people. I need help. I'm making an anime-themed DND game. I've added domain expansions, and am on the Hakari one. I want your opinion on how balanced it is. For context, players don't get domain expansions until 13th level, and it heavily taxes their health. Also, assume the Domain lasts for about 5 rounds of combat. Also, when it says points, assume the player has ~12 points in this ability.
ability:
While you're in this domain, you can use a bonus action to make a Gamble. Roll a d100. This roll cannot be manipulated by having an advantage/disadvantage, using an ability(ex. Lucky, Portent, etc., etc.,). If you roll a 100, you get a Jackpot. If you get a jackpot, you are immune to all damage, automatically critical hit on all attacks, and are immune to all conditions, and when you roll for damage, you always deal maximum damage, for the duration of your domain. If you don’t roll a 100, you take 5d8 psychic damage, which cannot be reduced. If you roll a 1, you take 10d10 psychic damage, which cannot be reduced. For every point invested in this domain, you add 2 to the dice roll. Ex. You rolled a 90, and have 5 points invested. That means you get a +10, making it 100, giving you a Jackpot. You can only Gamble once per Domain made, but if you get Jackpot, you can Gamble again. If the second Gamble fails, your Jackpot ends. If it succeeds, the next Gamble you make automatically gets Jackpot.
You're gonna have a very hard time getting meaningful feedback on something like this, because it's so far outside the realm of how D&D normally works. It's wildly out of balance with the base game, but I assume your game is already under several layers of homebrew if you're even considering using this. Is it balanced with what you have? No idea. Impossible to say.
What I can say is that as written, I don't think I would ever use this as a player. Even with 12 points invested, you have a 3/4 chance to just deal ~23 damage to yourself for no benefit. Sure, the 1/4 chance of being a god for 5 turns is there too, but in most D&D games I just don't think the juice would be worth the squeeze. I also assume expanding the Domain takes an action or something, which makes the math on this even worse.
As a DM, anything with highly variable results is very difficult to plan around. If your player rolls a jackpot, congrats! Whatever encounter you planned is over. If they don't, they take between 5 and 100 irreducible damage, which potentially seriously alters the landscape of the battle. Everything you build now has to be ready to flex around this very powerful, unpredictable thing. That's a lot of gravity to give to a single ability; personally I wouldn't do it, but if that's the kind of game you run, you know what you're getting yourself into.
I could share the document I've been using, to see if you think it's balanced.
it's over here-->>>https://docs.google.com/document/d/17i8FGASAgs-wjoxclFSn4zqmzhGwHZR7nEICczs98mc/edit?usp=sharing
edit: I should warn you, its decently long ~40 pages.