It's a fairer now, but how long does the mark last? Also, by adding twice proficiency bonus to attacks, the feat is very, very powerful (from +4 to +12 damage bonus always), so maybe just 1x proficiency to damage? Otherwise, it's much better.
It's a fairer now, but how long does the mark last? Also, by adding twice proficiency bonus to attacks, the feat is very, very powerful (from +4 to +12 damage bonus always), so maybe just 1x proficiency to damage? Otherwise, it's much better.
I have amended the Chosen Weapon to reflect the wording of Finesse, all the time, without actually being finesse. This removes unwanted interactions with Sneak Attack, if the player multiclasses to rogue! (reckless attack + sneak attack + the zone = too much!) Good catch! I completely glossed over that!
Raising the AC is kind of what the class is about - it's about not being hit, rather than tanking the hits. Perhaps I need to make a different mechanic for this? Maybe something along the lines of the Fateweaver ability at 14th level, of rolling a dice and deducting it from a hit roll? I will ponder this further. The goal is to make them hit well, and snake around enemy attacks. I think this is pretty tricky in general. When we look at 'dodgetanking' we are ironically looking at heavy armour builds. Stuff like artificer armorer, or sword and board fighter/paladin, putting the shield spell on anything with decent AC, etctera. If we're looking at purely attack rolls, we can take some of the enemies we expect to fight and multiply their damage by their chance to hit. That's why AC scaling is such a tricky beast.
I would have guessed "GWM" means Great Weapon Master, but I can't see how that feat (being all about either making extra attacks or dealing extra damage) gets you +10 to AC? I'd really appreciate it if you can explain what you've done to get 27AC! Great weapon mastery doesn't increase AC, no. I mentioned it because you get ASI at 4 and 8 and a practical, not vHuman build will typically use their first ASI/feat to grab GWM. Therefore the AC in a practical setting is lower at that level than the theoretical potential. I believe what was written in the.pdf was an increase by barbarian level, that's where the +10 comes from.
Fury Unleashed is more of a bonus, I realise that The Zone improves as you level up so the class is quite heavily frontloaded, so I didn't want to give too good of a bonus at this level. I think my main concern comes from the level = scaling. Consider how monsters their to-hit chance scales significantly slower than your AC, as you level your survivability goes from way below average to way, way over average considering resources spent. When we look at our average damage, the survivability 1 AC adds pales in comparison to taking half damage from b/p/s. When that ball starts rolling, however, when the AC scales to a point it halves your chance to get hit, you're on equal footing. This happens before that level 10 I mentioned. Assuming an enemy has a 60% chance to hit, increasing your AC by 6 decreases that to 30% which means you're now in line with rage. The main thing is thematic and in not wasting a rage/zone. It would suck to enter the zone, then get hit and break concentration, and that's it. At least with this, they can immediately rage (for free) and get their resistance to damage and bonus damage for their (now normal) attacks. I think the survivability is kind of cool, don't get me wrong. My issue is with how weapons interact with STR and DEX. Focus barbs better grab a rapier when they fall out of the zone or they become useless as greataxe attacks and other barb utilities (shove, grapple) rely on strength (and not being small-sized). However, having a back-up rapier feels very out of line with your single-minded weapon focus of the fantasy. This is less about power levels and more about how it feels to play.
I've rewritten the flavour text to better reflect the desired aspects of the class (insane skill and focus) rather than my own weird fate stuff. That's more for my own character that I want to run with this! Glad you've found more of a focus! Pun not intended, I swear.
I'm going to compare this to Artillerist, as it is the closest existing subclass to your one! That's exactly the one I balanced against haha. I compared it in the math&mechanics section, which explains why Wyrm's Breath is so bonkers. Though I am open to changing numbers if need be,I'd like to hear about some concrete examples and situations as to where they're necessary.
Initial 2d6 damage and later 4d6 damage is about right, might be worth splitting it further to 2d6, 3d6, 4d6, for a better feeling of progression. The scaling coming in at once is to stay in line with the artillerist's ability to summon 2 cannons at 15.
Wyrms Breath. This seems somewhat excessively powerful. It's a bonus action, and isn't an attack, so assuming a 16 in intelligence, you have a guy with a cannon at level 3 who deals:
2d6 + intelligence modifier of chosen damage to one enemy
2d6 + intelligence modifier of chosen damage to everyone in a 30ft. line who fails dex. save
and that just keeps going up. It's very powerful. Also, what is the Dex save DC? If this against your spell save DC? Yes, it is indeed the spell save DC. I should probably edit that in for clarity.
Wyrm Shell. In my mind, this cantrip is being cast on the target of the cannons shot - range is overruled, and the cantrip targets the same target as the cannon. Is this the intent? Otherwise you can be shooting one person and then acid spraying another. It needs some words to explain that it is cast at the same target, as the rest of the description implies it. Poison Spray has a 10ft. range, so it'll need overruling! Having 2 separate targets, potentially, is intended, as it works similar to Eldritch Knight's War Magic. However, the cannon's range is independent of the cantrip's range. The changes to the cantrips themselves should be covered under their individual descriptions. I worded it as using the cannon as a focus. Though, if that is still unclear I will take a second look.
Iron Scales. This bit seems to go a little sideways from the theme. Everything thus far has been about dealing as much damage as a dragon, and doing so in a similar manner to a dragon. When someone thinks of a dragon, the first two things they think of are "Fire breathing" and "Flying". You've nailed fire-breathing (or element of your choice) but I would consider the ability to fly to be somewhat more of a draw. I had considered putting it in earlier, but I wanted to delay it because I didn't want to tie flight to concentration and some tricks like putting your archer fighter on a Greater Steed or the aakrocra archer can be annoying to balance around for DMs.
Obviously this next suggestion involves a good deal of rewriting, but if you were to take the 3 aspects of a dragon - flying, breath-weapon, and armoured scales - and then give the artificer those 3 things to advance as they choose, but without the ability to get all of them to full power (say 3 steps on each, and they have 6 steps available) then they can tailor if they want flight, armour, or firepower. I think that's a really cool idea! I'm not sure if I'll implement it as that means I'll have a lot more moving parts to balance around, but I'll think it over and give it consideration.
All in all, it sounds like a really good class and is sufficiently different to the artillerist to make it fit well! Thanks for the feedback, I appreciate it!
@ superpalapru (avoiding quoting as it's a lot of text for only a few points!)
I think you've misread the focus barbarians AC boost; it's not increased by your barbarian level, it's increased by the proficiency bonus for your barbarian level. So at level 10, you're looking at +4 to AC, +5 if they grab +2 to dex/con for +1 to the modifier, or +6 if they happened to have odd numbers in both dex and con!
Do you think it would make more sense if I either:
1: added the "rage bonus" instead - not a fan as it goes up very slowly, or 2: added a new column for Focus Bonus, which would be the same numbers as Proficiency (but would avoid any confusion about a level 3 barb/10 fighter getting higher bonuses than they should!)? 3: Just make it mimic the Shield spell whilst in the zone, giving a flat AC boost?
For your comments on dropping into rage, the weapon now uses dex all the time, not just in the zone, so can be used effectively whilst raging (but not as effectively as a normal barbarian would with strength - such is the cost of focus, it's intended for them to rage worse but do as well or better if in the zone). With the chosen weapon always acting as finesse (in all but name, I copied the wording) and never being heavy, they don't need a backup rapier.
For your replies on my feedback:
Scaling on the damage - whilst going from 2d6 to 4d6 is aligned with artillerist, it doesn't have to be a perfect copy. For the class itself, it feels odd for it to suddenly jump, when it could have been improving the whole time.
Damage of Wyrms Breath, I feel like it would be better if you choose between that and firing the cannon. Thematically, I struggle to see how you would do both at once, especially as it could be in opposite directions!
With Wyrm Shell, I feel like it makes more sense thematically for the artificer to "fire" cantrips through the cannon, as a bonus damage. "When you hit with a ranged attack with the cannon, you can use a bonus action to cast a cantrip which deals the same damage type as the cannon. The target of the cannon is the target of this cantrip, regardless of range." Then at a higher level, give the option to expend a spell slot to hit a number of creatures within 10ft. of the first as well, equal to the spell slot expended + 1. So spend a level 3 spell slot and you can do Poison Spray to the target plus 4 other creatures within 10ft of them. pump more magic into the cannon to make the cannon deal more damage! Step 1 is to cast catrips with the cannon, step 2 is to make those cantrips more powerful!
I think the problem I'm having is picturing what the artificer is doing - the cannon shoots, then they blow poison spray at someone else, using the cannon as a focus, or they shoot the cannon and then spin and shoot it again but more powerfully, as a bonus action? Again, it seems a lot for them to be doing in one turn. Making the shot more powerful makes sense, making it do several things at once seems too much.
Ah, that clears up some of the confusion of the AC. Yes, that sounds a lot better than my earlier interpretation. Be sure to run the math, ofc!
Rage bonus is the easiest to read option. However, it is also a substantial nerf. I think it would make the most sense if you wrote: "This bonus increases to 3 when you reach X level in this class." For each increase. It might not be the most elegant solution, but it is consistent with 5e's style
That change to using DEX-based weapons is for the best, I agree.
Wyrmforger Artificer
I see your point regarding it not needing to be a straight copy, as neither are the other scaling options. I'm a bit worried on the balancing here, though, as I don't want to push too much power into the class during t2 and 3.
I'm not sure if I agree, considering this is how extra attack, eldritch blast and war magic all work. On the other hand, a big cannon is probably more difficult to tilt around than longbow or focus. I'll need to brainstorm on this a little, but how would you feel about the following:
Wyrm's Breath requires an action.
Wyrm Shell can be used on the same turn as Wyrm's Breath.
Wyrm's Shell can only target the same target as (one of the) creatures you used your attack of Wyrm's Breath feature against.
I put different cantrips on different elements to make each element feel a little different. Similar to how there's minor differences between the abilities of dragons. I'd really like to keep this separation in-tact.
Using spell slots as a resource to augment cantrips cast by the cannon is a super cool idea (really, I love it!) and is similar enough to how the artillerist uses spell slots to summon their cannon. I may incorporate this, depending on how/if I decide to change Wyrm's Breath.
My next piece of Homebrew which I'd like some feedback on is a Domain of Decay Cleric, which I have put together after I realised I had no way to make the character I wanted (an old Tortle with a rotting shell, who spreads disease but in a weirdly benevolent way, as it is just life changing forms. They are an evil character, but not in their own eyes!)
The class is built around a cantrip, which affects anyone who is diseased or poisoned, and the ability to spread disease (thereby making the cantrip more effective). It took some digging to find the only god of disease in the extended pantheon - I may have to make some of my own!
It's a fairer now, but how long does the mark last? Also, by adding twice proficiency bonus to attacks, the feat is very, very powerful (from +4 to +12 damage bonus always), so maybe just 1x proficiency to damage? Otherwise, it's much better.
Hiya, someone suggested that I should put some homebrew I made today on here (I don't usually share my homebrew stuff, since it's all on paper). It's an artificer subclass called the Rune Witch - the intended aim is to create a subclass with a slightly warlock-like vibe without patrons. Martial character who is an expert in esoteric runes.
I'm admit to being unsure about the balance on the 9th level ability (too powerful?) and the 13th level (lacks focus?).
Hiya, someone suggested that I should put some homebrew I made today on here (I don't usually share my homebrew stuff, since it's all on paper). It's an artificer subclass called the Rune Witch - the intended aim is to create a subclass with a slightly warlock-like vibe without patrons. Martial character who is an expert in esoteric runes.
I'm admit to being unsure about the balance on the 9th level ability (too powerful?) and the 13th level (lacks focus?).
I like this one a lot in concept! It has a few really cool design decisions, but there's also a couple abuse cases to look out for.
Rune Caster
Sure. For simplicity (and to line up to other artificer subclasses) you could go for one set of tools instead of 3 options, but it doesn't break anything.
Rune Spells
I like this spell list, it definitely picks a lot of the warlock flavour and strikes a good selection in terms of power level with some strong options like Armor of Agathys and some middling ones like Vampiric Touch.
Rune Fighting
Basically Battlesmith's way of avoiding MAD, cool.
Esoteric Casting
This bypasses stuff like silence and counterspell in addition to being stealthy, similar to sorcerer's subtle spell. This is a situational tool, but when it is relevant it is incredibly powerful. Sorcerer might get more use out of this as a full caster, but has to spend resources and has no martial capabilities. Binding this feature to a resource cost would balance it a bit more in these situations.
The free cast per day is pretty cool, but I'm a little hesitant on the disadvantage. The artificer spell list is hardly the most broken list to put this on, but it can do work with Otiluke's Resilient Sphere which is hard lockdown. It is probably for the best to see how players would use this in playtesting. If it proves too powerful, consider options like limiting it to the Rune Witch' additional spells or up to a certain spell level.
Biting Runes
Watch the wording here, as ki-empowered strikes on monk specifically mentions "for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." There are some monsters that have immunity to all bludgeoning, for example.
Speaking of wording, because infusions are an artificer feature, using infusion for other features is rather confusing. I assume it is intended to work separately from artificer infusions, but it'd be nice if the terminology would reflect that.
I'm not sure what you mean by "3 weaknesses infused." I assume from the context you can use the Biting Rune feature on up to 3 weapons, for each of which you can choose the damage type. If so, it'd be nice if the text clears this up. Targets can have weaknesses to damage types and attacks can have a damage type (but not a weakness.) Also, can other party members use weapons with these Biting Runes? A 1d6 is not that great on a cantrip attacker, but it is pretty good on someone with multiple attacks.
Runes of Last Resort
Two words: free revivify. This is one of those few cases where the artificer spell list does pose a problem.
13th Level : Master of Glyphs
Artificers don't get 13th level features normally. That aside, this is neat. It makes a meh spell more interesting to take with you on an adventuring day with a little foresight. I like it. You could probably put this a few levels earlier where its more relevant.
- Improved Stored Spells :
15 casts of a spell per day is pretty bonkers, even if it is just a first or second level spell. Consider a fairly meh spell like Cure Wounds. That's 9.5*15 = 142.5 average healing out of combat. A level 15 fighter with 16 CON has 139 HP and you need a minute and a half to get them from 0 to max and then some.
My next piece of Homebrew which I'd like some feedback on is a Domain of Decay Cleric, which I have put together after I realised I had no way to make the character I wanted (an old Tortle with a rotting shell, who spreads disease but in a weirdly benevolent way, as it is just life changing forms. They are an evil character, but not in their own eyes!)
The class is built around a cantrip, which affects anyone who is diseased or poisoned, and the ability to spread disease (thereby making the cantrip more effective). It took some digging to find the only god of disease in the extended pantheon - I may have to make some of my own!
Feedback always appreciated!
Just Bumping this one as I'm really eager to see what people think of it!
Unlike the flavour text suggests, all your features are very much intended to mess with what does die. Die horribly, if I may add. The flavour text and mechanics feel pretty evil for a cleric. Not all clerics (or gods) are good of course, but consider disease and the church has one hell of a subtext when we consider fantasy's roots in medieval times. A pestilence cleric and unholy disease bringer is one thing, but focusing on those to blast goes into some pretty hefty levels of chemical warfare and unless you're in an all evil party I don't think this fits most groups for that reason.
Anyway, mechanics time. A lot of my criticism on this front is going to be "Why not do X conventional thing instead?" There's a lot about this domain that just feels off mechanically and that makes it hard to judge its balance.
Domain Spells
Usually, subclasses avoid spells that require sources we have to pay for. This subclass does include said spells by itself, but this is gonna break the D&DB homebrew builder if you want to make the subclass public.
The non-homebrew domain spells are fine and plenty thematic. Cool, cool.
Accelerate Poison or Disease
This opens up some cool synergies with things like Mercy Monk. My main question here is if the damage type and poison condition prerequisite could keep the auto-hit in check? I'm not super comfortable with the idea.
Why not consider something similar to Toll the Dead instead?
Corroding Presence
I feel pretty nervous about this one, honestly. There's very few ways to reduce to hit bonuses and they stack with disadvantage and there's no way to prevent the bonus action effect.
One thing you can do is limit the effect for the spell's duration unless said weapon breaks, and only have it affect mundane weapons. Still even with these nerfs in place, considering there's no save to the bonus action whatsoever, this feels like at least a 2nd level spell. Again, I dunno, though. Maybe someone else has a clearer idea of how to handle this one.
Plague
Upcasting is weird but very cool, I like it.
AoE disadvantage on attack rolls and ability checks for a full minute + rider damage is pretty crazy though. If you throw concentration on this and its fine, but otherwise this is maybe a bit too potent.
Noxious Form
Gaseous Form + mini-Plague for a 5th level slot. Seems cool, though do include how long the poisoned condition lasts and what other conditions you need to meet if any for it to last.
Bonus Cantrip
Sure.
At one with decay
Free detect poison and disease is pretty cool and thematic. Poison condition immunity is thematic too, but pretty stronk for level 1. Not like monk is a good comparison for most things, but they only get poison/disease immunity at 10.
Consider starting with resistance and later upgrade to immunity.
Channel Divinity: Blessings of Disease
On the one hand it is a CON save and it is a low DC. On the other, you can't prevent it from happening, the DC is very unconventional and therefore confusing, and also can't get rid of it until dawn and even then you only get one shot. I'm not a fan for those reasons.
Miasma of Sores
I know this is mostly here to buff your cantrip, but consider throwing this on a reaction against your cleric save DC. This means it doesn't feel as unconventional and the player has more decisions to make.
Withering Debilitation
Normally, this is where we put Blessed Strikes/Potent Cantrip/Divine Strike. This domain deviates from all other subclasses because of this. Then again, it is probably for the best we're not putting Blessed Strikes on top of the auto-hit cantrip. Still, consider adjusting to the cleric norm to make the class feel more believable.
Otherwise, we are now potentially dealing 24 damage with a cantrip without attack rolls or saves. Sure, poison still faces its issues as a damage type and condition, but consider that Eldritch Blast with Agonising deals 2*(1d12+5) = 23 if both rays hit. Which means that, assuming bounded accuracy, we calculate this as 23 * 0.65 = 14.95. Are the limitations of the cantrip enough to make up for this potential damage? I don't know.
Avatar of Disease
Infinite quickened spell, potentially against multiple targets. Not a fan.
Hiya, someone suggested that I should put some homebrew I made today on here (I don't usually share my homebrew stuff, since it's all on paper). It's an artificer subclass called the Rune Witch - the intended aim is to create a subclass with a slightly warlock-like vibe without patrons. Martial character who is an expert in esoteric runes.
I'm admit to being unsure about the balance on the 9th level ability (too powerful?) and the 13th level (lacks focus?).
I like this one a lot in concept! It has a few really cool design decisions, but there's also a couple abuse cases to look out for.
Rune Caster
Sure. For simplicity (and to line up to other artificer subclasses) you could go for one set of tools instead of 3 options, but it doesn't break anything. Reply - Good point, I'll say smith's tips as most of these runes will end up on metal armour and weapons. Rune Spells
I like this spell list, it definitely picks a lot of the warlock flavour and strikes a good selection in terms of power level with some strong options like Armor of Agathys and some middling ones like Vampiric Touch.
Reply - Thanks, I really like this spell list too.
Rune Fighting
Basically Battlesmith's way of avoiding MAD, cool.
Esoteric Casting
This bypasses stuff like silence and counterspell in addition to being stealthy, similar to sorcerer's subtle spell. This is a situational tool, but when it is relevant it is incredibly powerful. Sorcerer might get more use out of this as a full caster, but has to spend resources and has no martial capabilities. Binding this feature to a resource cost would balance it a bit more in these situations.
Reply - It doesn't counter counterspell as the runes are material components so you can still see the spellcasting (I'm pretty certain this is in line with Sage Advice, I'll edit it if not). I think Silence rarely gets used except against spellcasters at which point I think it's situational enough to get away with. I'll playtest it to be sure.
The free cast per day is pretty cool, but I'm a little hesitant on the disadvantage. The artificer spell list is hardly the most broken list to put this on, but it can do work with Otiluke's Resilient Sphere which is hard lockdown. It is probably for the best to see how players would use this in playtesting. If it proves too powerful, consider options like limiting it to the Rune Witch' additional spells or up to a certain spell level.
Reply - Seems sensible, I'll playtest it and probably restrict it to Rune Witch Spells if it proves too strong.
Biting Runes
Watch the wording here, as ki-empowered strikes on monk specifically mentions "for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." There are some monsters that have immunity to all bludgeoning, for example.
Speaking of wording, because infusions are an artificer feature, using infusion for other features is rather confusing. I assume it is intended to work separately from artificer infusions, but it'd be nice if the terminology would reflect that.
Reply - yep, as a first draft I'll be rewording it for clarity tonight.
I'm not sure what you mean by "3 weaknesses infused." I assume from the context you can use the Biting Rune feature on up to 3 weapons, for each of which you can choose the damage type. If so, it'd be nice if the text clears this up. Targets can have weaknesses to damage types and attacks can have a damage type (but not a weakness.) Also, can other party members use weapons with these Biting Runes? A 1d6 is not that great on a cantrip attacker, but it is pretty good on someone with multiple attacks.
Reply - You caught my miswordings again, yes you're right it means three weapons. I made sure to add the phrase 'while you wield' to this feature but I'll make it clearer.
Runes of Last Resort
Two words: free revivify. This is one of those few cases where the artificer spell list does pose a problem.
Reply - I'm cutting this feature and using the 13th level ability at 9th level.
13th Level : Master of Glyphs
Artificers don't get 13th level features normally. That aside, this is neat. It makes a meh spell more interesting to take with you on an adventuring day with a little foresight. I like it. You could probably put this a few levels earlier where its more relevant. Reply - what I said for the 9th level feature. - Improved Stored Spells :
15 casts of a spell per day is pretty bonkers, even if it is just a first or second level spell. Consider a fairly meh spell like Cure Wounds. That's 9.5*15 = 142.5 average healing out of combat. A level 15 fighter with 16 CON has 139 HP and you need a minute and a half to get them from 0 to max and then some.
Reply - I'm replacing this feature completely, it does seem bonkers to me now. I'll instead say you can use two uses of the stored spell to carry it as if it were one level higher. Useful in combat when you can't afford to use 2 actions for a stronger version but by no means broken.
With a couple of exceptions, I think it's mostly rewording and redrafting. I've left replies in the quote.
With a couple of exceptions, I think it's mostly rewording and redrafting. I've left replies in the quote.
Be careful not to nerf it too hard! Artificer is pretty weak as a base class, so they really rely on their subclass to stay competitive.
Biting Runes becomes a bit weak if it is just you wielding it. The enhanced weapon infusion (or a magic weapon in general) will already overcome resistance to magical b/s/p damage, so it is only a 1d6 per turn for the price of an entire feature.
The new Improved Stored spells is a bit weak as your selection of spells just isn't that great to upcast. There's alternatives. You could go for the extra castings (just not too many) or do something cool like allow up to 3rd level artificer spells. This can use your ally's concentration for stuff like Fly, grant the fighter Intellect Fortress against spellcasters or let someone else cast Revivify in a pinch if you die (though they'd need the diamond on them still.) This'd be fair game for level 15 and give your subclass something unique. EDIT: reread the feature description of spell-storing item. Would need to think a lot harder about what to allow.
Casting Time: 1 Hour Range: Self (Plane) Duration: Instantaneous Components: S, M (The bone dust of a dead loved one) Classes: Wizard, Sorcerer, Warlock
You create the end of times for your world. Choose your doom:
Inferno. Fire rains from the sky, flames grow wildly out of control, or the world is filled with fire by some other means. Each creature and object on your plane of existence must make a Dexterity saving throw or take 40d20 fire damage, or half as much on a successful save. This fire damage ignores resistance but not immunity to fire damage. Choosing this option also starts immense fires all over the plane.
Shatter. The plane itself shatters apart, casting every creature on it into the Astral Sea along with anything that creature is wearing or carrying. In addition, each creature cast into the Astral Sea in this way must make a Wisdom saving throw or take 50d12 force damage, or half as much on a successful save.
Vacuum. You create a vacuum at a point in space, which expands until it consumes everything on the plane. Each creature and object on your plane of existence must make a Strength saving throw or be pulled 1 mile towards the vacuum and take 400 bludgeoning damage. This bludgeoning damage ignores resistance and immunity to bludgeoning damage. On a successful save, a creature or object takes half as much damage and is only pulled a number of feet towards the vacuum equal to its weight.
Dust. You attempt to turn every creature on your plane of existence to dust. Each creature on your plane of existence must succeed on a Constitution saving throw or take 90d8 necrotic damage. On a successful save, a creature takes half as much damage. A creature killed by this damage turns into dust, destroying the body along with everything that creature was wearing or carrying.
Leak. You open an immense rift into the Far Realm, and horrors of unspeakable chaos leak into your plane of existence. Each creature on your plane must make an Intelligence saving throw or take 50d12 psychic damage. A creature takes half as much damage on a successful save. This damage ignores resistance to psychic damage, but not immunity.
Bloodlust. You inflict a terrible disease upon the world. Each creature must make a Charisma saving throw or become afflicted for 24 hours. An afflicted creature must spend that time moving towards and attacking the nearest living non-afflicted creature until that creature is dead, moving on to the next closest creature after that. After the 24 hours are up, the creature can repeat the save to end the bloodlust. On a failed save, they are transformed into a ghoul which acts the same as when it was afflicted.
Cool! May I ask how you learn level ten spells? I know there are multiple systems for it, so I’m just wondering which it is. They are obviously not balanced with each other, but when they each deal enough damage to kill a tarrasque it doesn’t really matter. I can’t find a use for it other than a villain spell, and even then only a few villains or villains who’s plans have failed disastrously would use it.
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Cool! May I ask how you learn level ten spells? I know there are multiple systems for it, so I’m just wondering which it is. They are obviously not balanced with each other, but when they each deal enough damage to kill a tarrasque it doesn’t really matter. I can’t find a use for it other than a villain spell, and even then only a few villains or villains who’s plans have failed disastrously would use it.
There’s no official way to get 10th-level spells in 5e, but I would rule it takes 100 years of research to find out how to cast a single 10th-level spell once.
Be careful not to nerf it too hard! Artificer is pretty weak as a base class, so they really rely on their subclass to stay competitive.
Biting Runes becomes a bit weak if it is just you wielding it. The enhanced weapon infusion (or a magic weapon in general) will already overcome resistance to magical b/s/p damage, so it is only a 1d6 per turn for the price of an entire feature.
The new Improved Stored spells is a bit weak as your selection of spells just isn't that great to upcast. There's alternatives. You could go for the extra castings (just not too many) or do something cool like allow up to 3rd level artificer spells. This can use your ally's concentration for stuff like Fly, grant the fighter Intellect Fortress against spellcasters or let someone else cast Revivify in a pinch if you die (though they'd need the diamond on them still.) This'd be fair game for level 15 and give your subclass something unique. EDIT: reread the feature description of spell-storing item. Would need to think a lot harder about what to allow.
What I've done is to make the upcasting to third level, regardless of whether the base spell was 1st or 2nd level. This seems like a good way to work it, but I need to think harder about that last feature because it wants a strong capstone.
As for Biting Runes, I've run the maths and when you cast a cantrip like Green Flame Blade or Booming Blade, with the additional damage it works out as equivalent to the damage of Extra Attack as you'd find it on Armourers and Battle Smiths. Since the whole point of that feature was because I wanted a way of buffing DPR while sticking with a theme of eldritch enhanced attacks, I'm happy with how it works out.
Cool! May I ask how you learn level ten spells? I know there are multiple systems for it, so I’m just wondering which it is. They are obviously not balanced with each other, but when they each deal enough damage to kill a tarrasque it doesn’t really matter. I can’t find a use for it other than a villain spell, and even then only a few villains or villains who’s plans have failed disastrously would use it.
There’s no official way to get 10th-level spells in 5e, but I would rule it takes 100 years of research to find out how to cast a single 10th-level spell once.
Ok.
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This is brilliant now!
It's a fairer now, but how long does the mark last? Also, by adding twice proficiency bonus to attacks, the feat is very, very powerful (from +4 to +12 damage bonus always), so maybe just 1x proficiency to damage? Otherwise, it's much better.
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Gonna do some replies in bold. I miss the days forums made you code your own formatting, but what can you do right ;p
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
@ superpalapru (avoiding quoting as it's a lot of text for only a few points!)
I think you've misread the focus barbarians AC boost; it's not increased by your barbarian level, it's increased by the proficiency bonus for your barbarian level. So at level 10, you're looking at +4 to AC, +5 if they grab +2 to dex/con for +1 to the modifier, or +6 if they happened to have odd numbers in both dex and con!
Do you think it would make more sense if I either:
1: added the "rage bonus" instead - not a fan as it goes up very slowly, or
2: added a new column for Focus Bonus, which would be the same numbers as Proficiency (but would avoid any confusion about a level 3 barb/10 fighter getting higher bonuses than they should!)?
3: Just make it mimic the Shield spell whilst in the zone, giving a flat AC boost?
For your comments on dropping into rage, the weapon now uses dex all the time, not just in the zone, so can be used effectively whilst raging (but not as effectively as a normal barbarian would with strength - such is the cost of focus, it's intended for them to rage worse but do as well or better if in the zone). With the chosen weapon always acting as finesse (in all but name, I copied the wording) and never being heavy, they don't need a backup rapier.
For your replies on my feedback:
Scaling on the damage - whilst going from 2d6 to 4d6 is aligned with artillerist, it doesn't have to be a perfect copy. For the class itself, it feels odd for it to suddenly jump, when it could have been improving the whole time.
Damage of Wyrms Breath, I feel like it would be better if you choose between that and firing the cannon. Thematically, I struggle to see how you would do both at once, especially as it could be in opposite directions!
With Wyrm Shell, I feel like it makes more sense thematically for the artificer to "fire" cantrips through the cannon, as a bonus damage. "When you hit with a ranged attack with the cannon, you can use a bonus action to cast a cantrip which deals the same damage type as the cannon. The target of the cannon is the target of this cantrip, regardless of range." Then at a higher level, give the option to expend a spell slot to hit a number of creatures within 10ft. of the first as well, equal to the spell slot expended + 1. So spend a level 3 spell slot and you can do Poison Spray to the target plus 4 other creatures within 10ft of them. pump more magic into the cannon to make the cannon deal more damage! Step 1 is to cast catrips with the cannon, step 2 is to make those cantrips more powerful!
I think the problem I'm having is picturing what the artificer is doing - the cannon shoots, then they blow poison spray at someone else, using the cannon as a focus, or they shoot the cannon and then spin and shoot it again but more powerfully, as a bonus action? Again, it seems a lot for them to be doing in one turn. Making the shot more powerful makes sense, making it do several things at once seems too much.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Focus Barbarian
Wyrmforger Artificer
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
My next piece of Homebrew which I'd like some feedback on is a Domain of Decay Cleric, which I have put together after I realised I had no way to make the character I wanted (an old Tortle with a rotting shell, who spreads disease but in a weirdly benevolent way, as it is just life changing forms. They are an evil character, but not in their own eyes!)
Domain of Decay Cleric
The class is built around a cantrip, which affects anyone who is diseased or poisoned, and the ability to spread disease (thereby making the cantrip more effective). It took some digging to find the only god of disease in the extended pantheon - I may have to make some of my own!
Feedback always appreciated!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Ranger Initiate 1.3
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Hiya, someone suggested that I should put some homebrew I made today on here (I don't usually share my homebrew stuff, since it's all on paper). It's an artificer subclass called the Rune Witch - the intended aim is to create a subclass with a slightly warlock-like vibe without patrons. Martial character who is an expert in esoteric runes.
I'm admit to being unsure about the balance on the 9th level ability (too powerful?) and the 13th level (lacks focus?).
https://www.dndbeyond.com/forums/class-forums/artificer/117956-homebrew-subclass-rune-witch
Chilling kinda vibe.
I like this one a lot in concept! It has a few really cool design decisions, but there's also a couple abuse cases to look out for.
Rune Caster
Sure. For simplicity (and to line up to other artificer subclasses) you could go for one set of tools instead of 3 options, but it doesn't break anything.
Rune Spells
I like this spell list, it definitely picks a lot of the warlock flavour and strikes a good selection in terms of power level with some strong options like Armor of Agathys and some middling ones like Vampiric Touch.
Rune Fighting
Basically Battlesmith's way of avoiding MAD, cool.
Esoteric Casting
This bypasses stuff like silence and counterspell in addition to being stealthy, similar to sorcerer's subtle spell. This is a situational tool, but when it is relevant it is incredibly powerful. Sorcerer might get more use out of this as a full caster, but has to spend resources and has no martial capabilities. Binding this feature to a resource cost would balance it a bit more in these situations.
The free cast per day is pretty cool, but I'm a little hesitant on the disadvantage. The artificer spell list is hardly the most broken list to put this on, but it can do work with Otiluke's Resilient Sphere which is hard lockdown. It is probably for the best to see how players would use this in playtesting. If it proves too powerful, consider options like limiting it to the Rune Witch' additional spells or up to a certain spell level.
Biting Runes
Watch the wording here, as ki-empowered strikes on monk specifically mentions "for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." There are some monsters that have immunity to all bludgeoning, for example.
Speaking of wording, because infusions are an artificer feature, using infusion for other features is rather confusing. I assume it is intended to work separately from artificer infusions, but it'd be nice if the terminology would reflect that.
I'm not sure what you mean by "3 weaknesses infused." I assume from the context you can use the Biting Rune feature on up to 3 weapons, for each of which you can choose the damage type. If so, it'd be nice if the text clears this up. Targets can have weaknesses to damage types and attacks can have a damage type (but not a weakness.) Also, can other party members use weapons with these Biting Runes? A 1d6 is not that great on a cantrip attacker, but it is pretty good on someone with multiple attacks.
Runes of Last Resort
Two words: free revivify. This is one of those few cases where the artificer spell list does pose a problem.
13th Level : Master of Glyphs
Artificers don't get 13th level features normally. That aside, this is neat. It makes a meh spell more interesting to take with you on an adventuring day with a little foresight. I like it. You could probably put this a few levels earlier where its more relevant.
- Improved Stored Spells :
15 casts of a spell per day is pretty bonkers, even if it is just a first or second level spell. Consider a fairly meh spell like Cure Wounds. That's 9.5*15 = 142.5 average healing out of combat. A level 15 fighter with 16 CON has 139 HP and you need a minute and a half to get them from 0 to max and then some.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Just Bumping this one as I'm really eager to see what people think of it!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Unlike the flavour text suggests, all your features are very much intended to mess with what does die. Die horribly, if I may add. The flavour text and mechanics feel pretty evil for a cleric. Not all clerics (or gods) are good of course, but consider disease and the church has one hell of a subtext when we consider fantasy's roots in medieval times. A pestilence cleric and unholy disease bringer is one thing, but focusing on those to blast goes into some pretty hefty levels of chemical warfare and unless you're in an all evil party I don't think this fits most groups for that reason.
Anyway, mechanics time. A lot of my criticism on this front is going to be "Why not do X conventional thing instead?" There's a lot about this domain that just feels off mechanically and that makes it hard to judge its balance.
Domain Spells
Usually, subclasses avoid spells that require sources we have to pay for. This subclass does include said spells by itself, but this is gonna break the D&DB homebrew builder if you want to make the subclass public.
The non-homebrew domain spells are fine and plenty thematic. Cool, cool.
Accelerate Poison or Disease
This opens up some cool synergies with things like Mercy Monk. My main question here is if the damage type and poison condition prerequisite could keep the auto-hit in check? I'm not super comfortable with the idea.
Why not consider something similar to Toll the Dead instead?
Corroding Presence
I feel pretty nervous about this one, honestly. There's very few ways to reduce to hit bonuses and they stack with disadvantage and there's no way to prevent the bonus action effect.
One thing you can do is limit the effect for the spell's duration unless said weapon breaks, and only have it affect mundane weapons. Still even with these nerfs in place, considering there's no save to the bonus action whatsoever, this feels like at least a 2nd level spell. Again, I dunno, though. Maybe someone else has a clearer idea of how to handle this one.
Plague
Upcasting is weird but very cool, I like it.
AoE disadvantage on attack rolls and ability checks for a full minute + rider damage is pretty crazy though. If you throw concentration on this and its fine, but otherwise this is maybe a bit too potent.
Noxious Form
Gaseous Form + mini-Plague for a 5th level slot. Seems cool, though do include how long the poisoned condition lasts and what other conditions you need to meet if any for it to last.
Bonus Cantrip
Sure.
At one with decay
Free detect poison and disease is pretty cool and thematic. Poison condition immunity is thematic too, but pretty stronk for level 1. Not like monk is a good comparison for most things, but they only get poison/disease immunity at 10.
Consider starting with resistance and later upgrade to immunity.
Channel Divinity: Blessings of Disease
On the one hand it is a CON save and it is a low DC. On the other, you can't prevent it from happening, the DC is very unconventional and therefore confusing, and also can't get rid of it until dawn and even then you only get one shot. I'm not a fan for those reasons.
Miasma of Sores
I know this is mostly here to buff your cantrip, but consider throwing this on a reaction against your cleric save DC. This means it doesn't feel as unconventional and the player has more decisions to make.
Withering Debilitation
Normally, this is where we put Blessed Strikes/Potent Cantrip/Divine Strike. This domain deviates from all other subclasses because of this. Then again, it is probably for the best we're not putting Blessed Strikes on top of the auto-hit cantrip. Still, consider adjusting to the cleric norm to make the class feel more believable.
Otherwise, we are now potentially dealing 24 damage with a cantrip without attack rolls or saves. Sure, poison still faces its issues as a damage type and condition, but consider that Eldritch Blast with Agonising deals 2*(1d12+5) = 23 if both rays hit. Which means that, assuming bounded accuracy, we calculate this as 23 * 0.65 = 14.95. Are the limitations of the cantrip enough to make up for this potential damage? I don't know.
Avatar of Disease
Infinite quickened spell, potentially against multiple targets. Not a fan.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
With a couple of exceptions, I think it's mostly rewording and redrafting. I've left replies in the quote.
Chilling kinda vibe.
Be careful not to nerf it too hard! Artificer is pretty weak as a base class, so they really rely on their subclass to stay competitive.
Biting Runes becomes a bit weak if it is just you wielding it. The enhanced weapon infusion (or a magic weapon in general) will already overcome resistance to magical b/s/p damage, so it is only a 1d6 per turn for the price of an entire feature.
The new Improved Stored spells is a bit weak as your selection of spells just isn't that great to upcast.
There's alternatives. You could go for the extra castings (just not too many) or do something cool like allow up to 3rd level artificer spells. This can use your ally's concentration for stuff like Fly, grant the fighter Intellect Fortress against spellcasters or let someone else cast Revivify in a pinch if you die (though they'd need the diamond on them still.) This'd be fair game for level 15 and give your subclass something unique.EDIT: reread the feature description of spell-storing item. Would need to think a lot harder about what to allow.Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
New 10th-level (maybe 11th) spell:
Doomsday
10th-level evocation
Casting Time: 1 Hour
Range: Self (Plane)
Duration: Instantaneous
Components: S, M (The bone dust of a dead loved one)
Classes: Wizard, Sorcerer, Warlock
You create the end of times for your world. Choose your doom:
Inferno. Fire rains from the sky, flames grow wildly out of control, or the world is filled with fire by some other means. Each creature and object on your plane of existence must make a Dexterity saving throw or take 40d20 fire damage, or half as much on a successful save. This fire damage ignores resistance but not immunity to fire damage. Choosing this option also starts immense fires all over the plane.
Shatter. The plane itself shatters apart, casting every creature on it into the Astral Sea along with anything that creature is wearing or carrying. In addition, each creature cast into the Astral Sea in this way must make a Wisdom saving throw or take 50d12 force damage, or half as much on a successful save.
Vacuum. You create a vacuum at a point in space, which expands until it consumes everything on the plane. Each creature and object on your plane of existence must make a Strength saving throw or be pulled 1 mile towards the vacuum and take 400 bludgeoning damage. This bludgeoning damage ignores resistance and immunity to bludgeoning damage. On a successful save, a creature or object takes half as much damage and is only pulled a number of feet towards the vacuum equal to its weight.
Dust. You attempt to turn every creature on your plane of existence to dust. Each creature on your plane of existence must succeed on a Constitution saving throw or take 90d8 necrotic damage. On a successful save, a creature takes half as much damage. A creature killed by this damage turns into dust, destroying the body along with everything that creature was wearing or carrying.
Leak. You open an immense rift into the Far Realm, and horrors of unspeakable chaos leak into your plane of existence. Each creature on your plane must make an Intelligence saving throw or take 50d12 psychic damage. A creature takes half as much damage on a successful save. This damage ignores resistance to psychic damage, but not immunity.
Bloodlust. You inflict a terrible disease upon the world. Each creature must make a Charisma saving throw or become afflicted for 24 hours. An afflicted creature must spend that time moving towards and attacking the nearest living non-afflicted creature until that creature is dead, moving on to the next closest creature after that. After the 24 hours are up, the creature can repeat the save to end the bloodlust. On a failed save, they are transformed into a ghoul which acts the same as when it was afflicted.
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Cool! May I ask how you learn level ten spells? I know there are multiple systems for it, so I’m just wondering which it is. They are obviously not balanced with each other, but when they each deal enough damage to kill a tarrasque it doesn’t really matter. I can’t find a use for it other than a villain spell, and even then only a few villains or villains who’s plans have failed disastrously would use it.
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There’s no official way to get 10th-level spells in 5e, but I would rule it takes 100 years of research to find out how to cast a single 10th-level spell once.
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What I've done is to make the upcasting to third level, regardless of whether the base spell was 1st or 2nd level. This seems like a good way to work it, but I need to think harder about that last feature because it wants a strong capstone.
As for Biting Runes, I've run the maths and when you cast a cantrip like Green Flame Blade or Booming Blade, with the additional damage it works out as equivalent to the damage of Extra Attack as you'd find it on Armourers and Battle Smiths. Since the whole point of that feature was because I wanted a way of buffing DPR while sticking with a theme of eldritch enhanced attacks, I'm happy with how it works out.
Chilling kinda vibe.
I also specified that the casting of spells through runes is just to replace the tools required mechanic - you still need to provide other components.
Chilling kinda vibe.
Ok.
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Made a new monster, please leave feedback!
Giant Axolotl
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