I'm sill a relatively new player, I've been part of two other campaigns in the past. I am currently working on a dragonborn monk who struggles with anger issues, but is also part of a monastery which focuses on mastering the inner self and using a target's emotional imbalance to a disadvantage.
I added these two custom abilities with the goal of adding something unique that ties in with the character's backstory and personality, making the character face consequence for his anger. Here are the abilities:
Enraged -
"If an enemy, party member or npc taunts and insults Raezar, Raezar must make an insight roll. If the result is less than 10, Raezar will enter an enraged state. If he is not equipping a weapon, he will automatically equip a handaxe. He is unable to use any martial arts, ki or other monk related abilities. When this effect is active, Raezar's Strength is increased by +2 and Dexterity decreased by -2. His armor rating is reduced by -2. His Breath Weapon range is increased by +5 ft. and deals an additional 1d6 damage. The effect automatically disappears after using his Breath Weapon. Raezar is shook, demotivated and anguished after exiting this state, rendering all his attack moves for the rest of the battle at a disadvantage. This effect can only be used once per battle."
and Applied Rage -
"Taunt and whip a target. target must make an insight roll. if less than 14, disadvantage on next attack move is applied. If equal or more than 14, advantage on next attack applied."\
What do y'all think? Is this something which could work? How could I make these more suitable for both combat and rp?
1) These a character specific abilities. You can discuss it with your DM, but usually you want to write abilities that can be applied to a race, class, or subclass as a whole, not just one character. Your abilities are tied both to the character's race and class.
2) The abilities are wildly different from how most 5e abilities are written. One part of it is the language used, but the mechanics are also on the odd side for me.
- For example: I don't think there are any class abilities in the game that temporarily increase or decrease your ability scores outside of shapechanging effects. What might be better is a flat bonus of some sort that doesnt actually change your scores.
-Language example: Terms like equipped, attack move, or armor rating are not really standard as far as I know.
So, while I think you could make this work, the way it is written definitely strikes me as odd.
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"If an enemy, party member or npc taunts and insults Raezar, Raezar must make an insight roll. If the result is less than 10, Raezar will enter an enraged state. If he is not equipping a weapon, he will automatically equip a handaxe. He is unable to use any martial arts, ki or other monk related abilities. When this effect is active, Raezar's Strength is increased by +2 and Dexterity decreased by -2. His armor rating is reduced by -2. His Breath Weapon range is increased by +5 ft. and deals an additional 1d6 damage. The effect automatically disappears after using his Breath Weapon. Raezar is shook, demotivated and anguished after exiting this state, rendering all his attack moves for the rest of the battle at a disadvantage. This effect can only be used once per battle."
Applied Rage
"Taunt and whip a target. target must make an insight roll. if less than 14, disadvantage on next attack move is applied. If equal or more than 14, advantage on next attack applied."
What do y'all think? Is this something which could work? How could I make these more suitable for both combat and rp?
I agree with Kaboom, first order of business is tightening up your wording and fixing your rules to match how the game works. Since you said the monastery taught these, I'll fix them to be monk techniques where appropriate, and do my best to model your intent. Both abilities are intentionally very weak.
Enrage:
When the DM tells you you feel insulted, or you decide you feel insulted, as a reaction you enter a rage unless you pass a DC 10 Wisdom saving throw, which you can choose to fail. This rage lasts for 1 minute. During it, all attacks you make with Dexterity or Wisdom are at disadvantage, and all saving throws you inflict whose DC is based on your Dexterity or Wisdom are made with advantage. Furthermore, all attacks against you are made with advantage, and you roll Dexterity and Wisdom saving throws with disadvantage. However, all of your attacks made with Strength or Constitution are at advantage, and all saving throws you inflict whose DC is based on your Strength or Constitution are made with disadvantage. When the rage ends, you gain 1 level of exhaustion, which you recover from after an additional minute.
Applied Rage
When you hit a creature with an unarmed strike, you can expend one ki point to force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.
1) These a character specific abilities. You can discuss it with your DM, but usually you want to write abilities that can be applied to a race, class, or subclass as a whole, not just one character. Your abilities are tied both to the character's race and class.
2) The abilities are wildly different from how most 5e abilities are written. One part of it is the language used, but the mechanics are also on the odd side for me.
- For example: I don't think there are any class abilities in the game that temporarily increase or decrease your ability scores outside of shapechanging effects. What might be better is a flat bonus of some sort that doesnt actually change your scores.
-Language example: Terms like equipped, attack move, or armor rating are not really standard as far as I know.
So, while I think you could make this work, the way it is written definitely strikes me as odd.
Thanks for the feedback!
I must admit, I was unsure of the correct way to word things while setting this up xD I hope to catch up on the language use! I've been watching some DnD campaigns on YouTube, hopefully that'll help build an increased understanding of language and mechanics, until covid and work allows enough space for me to join a campaign :D
I'll give everything a review and see how I can make it better :D
"If an enemy, party member or npc taunts and insults Raezar, Raezar must make an insight roll. If the result is less than 10, Raezar will enter an enraged state. If he is not equipping a weapon, he will automatically equip a handaxe. He is unable to use any martial arts, ki or other monk related abilities. When this effect is active, Raezar's Strength is increased by +2 and Dexterity decreased by -2. His armor rating is reduced by -2. His Breath Weapon range is increased by +5 ft. and deals an additional 1d6 damage. The effect automatically disappears after using his Breath Weapon. Raezar is shook, demotivated and anguished after exiting this state, rendering all his attack moves for the rest of the battle at a disadvantage. This effect can only be used once per battle."
Applied Rage
"Taunt and whip a target. target must make an insight roll. if less than 14, disadvantage on next attack move is applied. If equal or more than 14, advantage on next attack applied."
What do y'all think? Is this something which could work? How could I make these more suitable for both combat and rp?
I agree with Kaboom, first order of business is tightening up your wording and fixing your rules to match how the game works. Since you said the monastery taught these, I'll fix them to be monk techniques where appropriate, and do my best to model your intent. Both abilities are intentionally very weak.
Enrage:
When the DM tells you you feel insulted, or you decide you feel insulted, as a reaction you enter a rage unless you pass a DC 10 Wisdom saving throw, which you can choose to fail. This rage lasts for 1 minute. During it, all attacks you make with Dexterity or Wisdom are at disadvantage, and all saving throws you inflict whose DC is based on your Dexterity or Wisdom are made with advantage. Furthermore, all attacks against you are made with advantage, and you roll Dexterity and Wisdom saving throws with disadvantage. However, all of your attacks made with Strength or Constitution are at advantage, and all saving throws you inflict whose DC is based on your Strength or Constitution are made with disadvantage. When the rage ends, you gain 1 level of exhaustion, which you recover from after an additional minute.
Applied Rage
When you hit a creature with an unarmed strike, you can expend one ki point to force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.
I must admit, I did not think of exhaustion level, that fits so much better xD
it was only the latter ability that was taught by the monastery, the former was more intended to be a consequence that the character must overcome on his journey to overcoming the inner self. I think the way you changed it works great, and I agree with them being weaker especially with the former ability being a consequential concept and not a permanent ability the character would maintain as he develops and grow.
I am curious though, in combat, is there a. specific amount of time that a character's turn to act is considered to last, or does a minute mean in real time?
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Hi Y'all!
I'm sill a relatively new player, I've been part of two other campaigns in the past. I am currently working on a dragonborn monk who struggles with anger issues, but is also part of a monastery which focuses on mastering the inner self and using a target's emotional imbalance to a disadvantage.
I added these two custom abilities with the goal of adding something unique that ties in with the character's backstory and personality, making the character face consequence for his anger. Here are the abilities:
and Applied Rage -
A couple of issues with this:
1) These a character specific abilities. You can discuss it with your DM, but usually you want to write abilities that can be applied to a race, class, or subclass as a whole, not just one character. Your abilities are tied both to the character's race and class.
2) The abilities are wildly different from how most 5e abilities are written. One part of it is the language used, but the mechanics are also on the odd side for me.
- For example: I don't think there are any class abilities in the game that temporarily increase or decrease your ability scores outside of shapechanging effects. What might be better is a flat bonus of some sort that doesnt actually change your scores.
-Language example: Terms like equipped, attack move, or armor rating are not really standard as far as I know.
So, while I think you could make this work, the way it is written definitely strikes me as odd.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I agree with Kaboom, first order of business is tightening up your wording and fixing your rules to match how the game works. Since you said the monastery taught these, I'll fix them to be monk techniques where appropriate, and do my best to model your intent. Both abilities are intentionally very weak.
Enrage:
When the DM tells you you feel insulted, or you decide you feel insulted, as a reaction you enter a rage unless you pass a DC 10 Wisdom saving throw, which you can choose to fail. This rage lasts for 1 minute. During it, all attacks you make with Dexterity or Wisdom are at disadvantage, and all saving throws you inflict whose DC is based on your Dexterity or Wisdom are made with advantage. Furthermore, all attacks against you are made with advantage, and you roll Dexterity and Wisdom saving throws with disadvantage. However, all of your attacks made with Strength or Constitution are at advantage, and all saving throws you inflict whose DC is based on your Strength or Constitution are made with disadvantage. When the rage ends, you gain 1 level of exhaustion, which you recover from after an additional minute.
Applied Rage
When you hit a creature with an unarmed strike, you can expend one ki point to force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.
Thanks for the feedback!
I must admit, I was unsure of the correct way to word things while setting this up xD I hope to catch up on the language use! I've been watching some DnD campaigns on YouTube, hopefully that'll help build an increased understanding of language and mechanics, until covid and work allows enough space for me to join a campaign :D
I'll give everything a review and see how I can make it better :D
I must admit, I did not think of exhaustion level, that fits so much better xD
it was only the latter ability that was taught by the monastery, the former was more intended to be a consequence that the character must overcome on his journey to overcoming the inner self. I think the way you changed it works great, and I agree with them being weaker especially with the former ability being a consequential concept and not a permanent ability the character would maintain as he develops and grow.
I am curious though, in combat, is there a. specific amount of time that a character's turn to act is considered to last, or does a minute mean in real time?