I like it, but it’s AC, damage, regeneration and health all combined definitely make it higher than CR 1/4. This would destroy an average group of even level 3 or 4.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Hello all of you! I have a lineage to submit to this "Guild of Homebrew" that I'm quite proud of, but would still like feedback on. It's the Reforged (which are sorta-magical cyborgs).
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Hello all of you! I have a lineage to submit to this "Guild of Homebrew" that I'm quite proud of, but would still like feedback on. It's the Reforged (which are sorta-magical cyborgs).
My main criticism is the ability to retain a flying speed. The races that can get flying speeds tend to have very few other features as flight is an extremely powerful ability (particularity at low levels).
I would recommend cutting the ability to retain speeds from the original race in favour of keeping any proficiencies from the original race and learning more so that they each have 2 proficiencies (so a half-orc would learn one additional skill, but a dwarf would learn two).
I have updated the Rune Witch to clear up the language and edit the features. There are 2 posts with edited content and I'd particularly like feedback on the capstone I have suggested in the second of those posts
@Superpalapru, I am going through your feedback on this now! Thankyou!
Regarding flavour text vs the actual effects of the cleric, I can see your point. I agree that this seems like quite an evil cleric class, and I had envisioned it being more neutral, so I will do some work on the spells and abilities, with regard to your feedback on them as well, to make it less evil!
Regarding the spells, all the ones in there are my own creations, but I think there is one spell from Xanathars in the list as well, so I assume that's what you're referring to? Also not too fussed about DDB's creation tools, I don't use 'em!
I see what you mean about Accelerate Poison or Disease being auto-damage. I've amended it to require a constitution save, allowing them to halve the damage.
Corroding presence is based on Rust Monsters, and by affecting mundane weapons it loses a lot of kick later in the game. Rust monsters only being CR 1/2, it didn't seem enough to make it 2nd level. I've amended it to clarify it's only meant to affect nonmagical weapons! I have amended its wording to be more comprehensive (directly imitates a rust monster now) and made rusting things an action not a bonus action. I think that it being a concentration spell which requires that you be hit makes it only worth being level 1!
I've updated Plague to only caused Poisoned condition on a failure, passing just takes half as much damage and doesn't cause poisoned.
Added poison duration of 1 minute to noxious form
I've dropped immune to poisoned (quite rightly, it was a bit much) and said "you have advantages on any checks to avoid poison or disease".
I've rewritten Blessings of Disease to make con check after being hit to ward off the disease, vs spell save DC, and then changed the con DC to 10 for the start of the turn, made it confer the poisoned condition (so immunities work) and had it increase at 10th level to DC15.
Miasma of Sores is now against spell save DC and is a reaction, I liked that idea.
I've redone Withering Debilitation as Withering Strike, dealing necrotic damage
Changed Avatar of disease entirely - now you can choose between either tripling damage on cantrip or targeting 2 extra creatures within 10ft. of the first. Much less oomph than unlimited bonus action triple damage cantrips! I've also added immunity to poisoned condition and resistance to necrotic and poison damage, because it's level 17 so being good is kinda needed!
Corroding presence is based on Rust Monsters, and by affecting mundane weapons it loses a lot of kick later in the game. Rust monsters only being CR 1/2, it didn't seem enough to make it 2nd level. I've amended it to clarify it's only meant to affect nonmagical weapons! I have amended its wording to be more comprehensive (directly imitates a rust monster now) and made rusting things an action not a bonus action. I think that it being a concentration spell which requires that you be hit makes it only worth being level 1!
The main worry on my end was putting it in the context of a full party; which meant that it can really mess with some weapon users. An action creates a significant opportunity cost to use it. This makes me feel a lot more comfortable.
I've updated Plague to only caused Poisoned condition on a failure, passing just takes half as much damage and doesn't cause poisoned.
My point on concentration stands, though. Disadvantage on all attacks and ability checks greatly increases the survivability of the party and power of stuff like grapples and webs. 1 minute likely lasts the entire encounter. Layer that on top of a concentration spell, which the cleric list has a number of good options for, and you can see where I'm coming from.
Added poison duration of 1 minute to noxious form
I've got the same issue with this guy as I have with plague. Even with the decreased range and increased spell level.
I've rewritten Blessings of Disease to make con check after being hit to ward off the disease, vs spell save DC, and then changed the con DC to 10 for the start of the turn, made it confer the poisoned condition (so immunities work) and had it increase at 10th level to DC15.
It is better now, but I am still not feeling it myself. It is probably for the best to playtest it to see if it does what you want it to do, because I'd probably take an entirely different design direction if I were to say anything about it.
I've redone Withering Debilitation as Withering Strike, dealing necrotic damage
Fitting damage type, nice.
Changed Avatar of disease entirely - now you can choose between either tripling damage on cantrip or targeting 2 extra creatures within 10ft. of the first. Much less oomph than unlimited bonus action triple damage cantrips! I've also added immunity to poisoned condition and resistance to necrotic and poison damage, because it's level 17 so being good is kinda needed!
With the other changes, this feels a lot better. Good change.
The selling point of the 15th level feature is mostly the ability to swap out spells on a short rest, which is a cool unique benefit when limited by the artificer spell list. Being at level 15 you probably don't have too many other spells from multiclasses to worry about, but do check out the synergies for prepared casters for any cases where it might matter to judge if you want to allow for it.
I suppose you could use radiant damage to bypass undead constitution with fire shield/armor of agathys/tasha's caustic brew on the enemy's turn, but some niche interactions aside I'd say this primarily benefits your cantrips. It is a nice to have, either how, and the class spells adding extra damage types can help target vulnerabilities on occasion.
Edit: What drawbacks are there of Battle Smith or Armourer? Just out of interest.
Armorer has to deal with resistance/immunity to thunder/lightning damage and the gauntlets mean you have a martial that can't abuse PAM or GWM, whereas going infiltrator with CBE makes you MAD (sharpshooter works tho). They also have some issues keeping up defensively with other specialists like bear barb and sword and board paladin.
Battle Smith's Steel defender is a construct therefore can't profit from certain forms of conventional healing and mending costs forever to cast, which hurts considering their poor AC.
Corroding presence is based on Rust Monsters, and by affecting mundane weapons it loses a lot of kick later in the game. Rust monsters only being CR 1/2, it didn't seem enough to make it 2nd level. I've amended it to clarify it's only meant to affect nonmagical weapons! I have amended its wording to be more comprehensive (directly imitates a rust monster now) and made rusting things an action not a bonus action. I think that it being a concentration spell which requires that you be hit makes it only worth being level 1!
The main worry on my end was putting it in the context of a full party; which meant that it can really mess with some weapon users. An action creates a significant opportunity cost to use it. This makes me feel a lot more comfortable.
I've updated Plague to only caused Poisoned condition on a failure, passing just takes half as much damage and doesn't cause poisoned.
My point on concentration stands, though. Disadvantage on all attacks and ability checks greatly increases the survivability of the party and power of stuff like grapples and webs. 1 minute likely lasts the entire encounter. Layer that on top of a concentration spell, which the cleric list has a number of good options for, and you can see where I'm coming from.
Added poison duration of 1 minute to noxious form
I've got the same issue with this guy as I have with plague. Even with the decreased range and increased spell level.
I've rewritten Blessings of Disease to make con check after being hit to ward off the disease, vs spell save DC, and then changed the con DC to 10 for the start of the turn, made it confer the poisoned condition (so immunities work) and had it increase at 10th level to DC15.
It is better now, but I am still not feeling it myself. It is probably for the best to playtest it to see if it does what you want it to do, because I'd probably take an entirely different design direction if I were to say anything about it.
I've redone Withering Debilitation as Withering Strike, dealing necrotic damage
Fitting damage type, nice.
Changed Avatar of disease entirely - now you can choose between either tripling damage on cantrip or targeting 2 extra creatures within 10ft. of the first. Much less oomph than unlimited bonus action triple damage cantrips! I've also added immunity to poisoned condition and resistance to necrotic and poison damage, because it's level 17 so being good is kinda needed!
With the other changes, this feels a lot better. Good change.
The selling point of the 15th level feature is mostly the ability to swap out spells on a short rest, which is a cool unique benefit when limited by the artificer spell list. Being at level 15 you probably don't have too many other spells from multiclasses to worry about, but do check out the synergies for prepared casters for any cases where it might matter to judge if you want to allow for it.
I suppose you could use radiant damage to bypass undead constitution with fire shield/armor of agathys/tasha's caustic brew on the enemy's turn, but some niche interactions aside I'd say this primarily benefits your cantrips. It is a nice to have, either how, and the class spells adding extra damage types can help target vulnerabilities on occasion.
Edit: What drawbacks are there of Battle Smith or Armourer? Just out of interest.
Armorer has to deal with resistance/immunity to thunder/lightning damage and the gauntlets mean you have a martial that can't abuse PAM or GWM, whereas going infiltrator with CBE makes you MAD (sharpshooter works tho). They also have some issues keeping up defensively with other specialists like bear barb and sword and board paladin.
Battle Smith's Steel defender is a construct therefore can't profit from certain forms of conventional healing and mending costs forever to cast, which hurts considering their poor AC.
Now you mention it, the idea behind the prepared spell changes is that runes are being adapted - so I'll specify that they have to be artificer spells (the intent is the same but I'm clearing up the wording). At 15th level this isn't much of a nerf at all and does the theme better.
As much as anything else, I wanted it to be a cool ability to play with using all those customisation abilities.
I like it, but it’s AC, damage, regeneration and health all combined definitely make it higher than CR 1/4. This would destroy an average group of even level 3 or 4.
I like it, but it’s AC, damage, regeneration and health all combined definitely make it higher than CR 1/4. This would destroy an average group of even level 3 or 4.
Oops! Forgot to change the challenge rating!
Seems good now.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
its great. publish it, please. the only arch cleric/ priest is mine(I think) and mine sucks.
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
its great. publish it, please. the only arch cleric/ priest is mine(I think) and mine sucks.
wait, nevermind. mine is the only arch cleric. but its bad
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
its great. publish it, please. the only arch cleric/ priest is mine(I think) and mine sucks.
wait, nevermind. mine is the only arch cleric. but its bad
Fine, I will...
*fake sigh*
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Cool! Would totally mess up a character though, best used as a plot hook.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Hell of a harsh that it returns even if you die and come back! I like the idea though, and being legendary it should be potent!
I would stipulate that a correctly worded wish spell can get rid of it, and nothing else. That way it becomes a quest to find someone/something which can grant a wish!
I like it, but it’s AC, damage, regeneration and health all combined definitely make it higher than CR 1/4. This would destroy an average group of even level 3 or 4.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Hello all of you! I have a lineage to submit to this "Guild of Homebrew" that I'm quite proud of, but would still like feedback on. It's the Reforged (which are sorta-magical cyborgs).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
My main criticism is the ability to retain a flying speed. The races that can get flying speeds tend to have very few other features as flight is an extremely powerful ability (particularity at low levels).
I would recommend cutting the ability to retain speeds from the original race in favour of keeping any proficiencies from the original race and learning more so that they each have 2 proficiencies (so a half-orc would learn one additional skill, but a dwarf would learn two).
Chilling kinda vibe.
https://www.dndbeyond.com/forums/class-forums/artificer/117956-homebrew-subclass-rune-witch#c2
I have updated the Rune Witch to clear up the language and edit the features. There are 2 posts with edited content and I'd particularly like feedback on the capstone I have suggested in the second of those posts
Chilling kinda vibe.
@Superpalapru, I am going through your feedback on this now! Thankyou!
Regarding flavour text vs the actual effects of the cleric, I can see your point. I agree that this seems like quite an evil cleric class, and I had envisioned it being more neutral, so I will do some work on the spells and abilities, with regard to your feedback on them as well, to make it less evil!
Regarding the spells, all the ones in there are my own creations, but I think there is one spell from Xanathars in the list as well, so I assume that's what you're referring to? Also not too fussed about DDB's creation tools, I don't use 'em!
I see what you mean about Accelerate Poison or Disease being auto-damage. I've amended it to require a constitution save, allowing them to halve the damage.
Corroding presence is based on Rust Monsters, and by affecting mundane weapons it loses a lot of kick later in the game. Rust monsters only being CR 1/2, it didn't seem enough to make it 2nd level. I've amended it to clarify it's only meant to affect nonmagical weapons! I have amended its wording to be more comprehensive (directly imitates a rust monster now) and made rusting things an action not a bonus action. I think that it being a concentration spell which requires that you be hit makes it only worth being level 1!
I've updated Plague to only caused Poisoned condition on a failure, passing just takes half as much damage and doesn't cause poisoned.
Added poison duration of 1 minute to noxious form
I've dropped immune to poisoned (quite rightly, it was a bit much) and said "you have advantages on any checks to avoid poison or disease".
I've rewritten Blessings of Disease to make con check after being hit to ward off the disease, vs spell save DC, and then changed the con DC to 10 for the start of the turn, made it confer the poisoned condition (so immunities work) and had it increase at 10th level to DC15.
Miasma of Sores is now against spell save DC and is a reaction, I liked that idea.
I've redone Withering Debilitation as Withering Strike, dealing necrotic damage
Changed Avatar of disease entirely - now you can choose between either tripling damage on cantrip or targeting 2 extra creatures within 10ft. of the first. Much less oomph than unlimited bonus action triple damage cantrips! I've also added immunity to poisoned condition and resistance to necrotic and poison damage, because it's level 17 so being good is kinda needed!
Here's version 2 of my Domain of Decay Cleric!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I've made some changes to the wyrmforger yesterday (overview and changelog in post #9). Any thoughts would be appreciated.
The selling point of the 15th level feature is mostly the ability to swap out spells on a short rest, which is a cool unique benefit when limited by the artificer spell list. Being at level 15 you probably don't have too many other spells from multiclasses to worry about, but do check out the synergies for prepared casters for any cases where it might matter to judge if you want to allow for it.
I suppose you could use radiant damage to bypass undead constitution with fire shield/armor of agathys/tasha's caustic brew on the enemy's turn, but some niche interactions aside I'd say this primarily benefits your cantrips. It is a nice to have, either how, and the class spells adding extra damage types can help target vulnerabilities on occasion.
Armorer has to deal with resistance/immunity to thunder/lightning damage and the gauntlets mean you have a martial that can't abuse PAM or GWM, whereas going infiltrator with CBE makes you MAD (sharpshooter works tho). They also have some issues keeping up defensively with other specialists like bear barb and sword and board paladin.
Battle Smith's Steel defender is a construct therefore can't profit from certain forms of conventional healing and mending costs forever to cast, which hurts considering their poor AC.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Now you mention it, the idea behind the prepared spell changes is that runes are being adapted - so I'll specify that they have to be artificer spells (the intent is the same but I'm clearing up the wording). At 15th level this isn't much of a nerf at all and does the theme better.
As much as anything else, I wanted it to be a cool ability to play with using all those customisation abilities.
Chilling kinda vibe.
Sorry I've not been giving feedback here lately. It's cool to see so many new people! Welcome Third_Sundering, Stephanie252, and superparaplu!
If there anything I missed giving feedback on that people are still interested in feedback on?
I am an average mathematics enjoyer.
>Extended Signature<
https://www.dndbeyond.com/forums/class-forums/artificer/117956-homebrew-subclass-rune-witch?comment=12
The final draft of the Rune Witch subclass (I hope). I'd really appreciate any feedback - if you point out something wrong then I'll release draft 4.
Chilling kinda vibe.
Oops! Forgot to change the challenge rating!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Yes
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Seems good now.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
This is somewhat older, but here's an Archpriest to go alongside the Archdruid and Archmage.
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, sacred flame, thaumaturgy
1st level (4 slots): guiding bolt, healing word, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, spirit guardians
4th level (3 slots): death ward, guardian of faith
5th level (3 slots): commune, flame strike
6th level (1 slot): heal, word of recall
7th level (1 slot): resurrection
8th level (1 slot): holy aura
9th level (1 slot): mass heal
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
its great. publish it, please. the only arch cleric/ priest is mine(I think) and mine sucks.
N/A
wait, nevermind. mine is the only arch cleric. but its bad
N/A
I mean, any feedback on the wyrmforger v0.2 would be greatly appreciated ;)
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Fine, I will...
*fake sigh*
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
LORE LORE LORE LORE LORE
Elixir of the Bloodstained
(Lore intensifies)
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Cool! Would totally mess up a character though, best used as a plot hook.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Hell of a harsh that it returns even if you die and come back! I like the idea though, and being legendary it should be potent!
I would stipulate that a correctly worded wish spell can get rid of it, and nothing else. That way it becomes a quest to find someone/something which can grant a wish!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!