Sure! I do have my Arcane One Warlock that was inspired by your Archmage pact a bit, but I'd be happy to look over it. I also have an "undead" race, the Vezyi.
really? I'd like to see the race! could you send it, or the thread it on?
I added my archmage subclass to the my post above.
Sure! I do have my Arcane One Warlock that was inspired by your Archmage pact a bit, but I'd be happy to look over it. I also have an "undead" race, the Vezyi.
really? I'd like to see the race! could you send it, or the thread it on?
I added my archmage subclass to the my post above.
Okay, the Archmage. Like I said above, you partially inspired my Arcane One warlock subclass with this idea, but it looks like we took very different directions for it. Let's go down the features:
Expanded Spells: Most of these are good. I would do some changes for the ones that aren't very "archmage-y" in theme. Acid Arrow should be Rope Trick, IMO. Fireball should be Sending or Magic Circle. Polymorph should probably be Leomund's Secret Chest. Wall of Force is fine.
Arcane Power: You need to rephrase this to be more standard, but it's good. Expertise in Arcana and two wizard cantrips are fine.
Elemental Affinity: There's already an ability of the same name for the Sorcerer, so if this is staying, it needs a name change. Also, why elements? This is an archmage subclass, not elementals, right? Also, Intelligence modifier is a bit strange. Every warlock in the book still uses Charisma. If you wanted to go for something a bit different while keeping this general idea, I would get rid of this, and make the subclass have Intelligence as its casting ability, not Intelligence (replacing every other feature that uses Charisma for the Warlock with Intelligence; including the Charisma Saving Throw and other features).
Arcane Specialty: This is. . . unique. I see what you're going for, but I highly recommend against it. Any time a new subclass comes out, you're going to have to update this feature, which will be a lot of work for something you won't even use a ton. I would get rid of this subclass being tied to any specific wizard subclass, instead I would tie it to either a school of magic or just have it be a generic arcane-themed ability. Either allow them to choose a school of magic and gain some benefit to spells of that school, or just give them a minor benefit to arcane casting. If you do either, I would reference other Warlock subclass abilities of level 6 to compare your homebrew ability for balance reasons.
Mystic Affinity: Same thoughts as Elemental Affinity, this doesn't really fit the theme of the subclass. I'd find a replacement on par with other warlock subclass features of the same level.
Signature Spells: This is too powerful. Wizards get this at level 18. I know this is just one spell, but you didn't restrict it to Wizard spells, which allows someone to basically cast Healing Word every round as a bonus action, using Eldritch Blast as an action every round. That doesn't fit the theme of the subclass, and is too powerful. Again, same advice as for a lot of the other abilities. Look at subclass features from other warlock pacts of the same level and make an ability similar in power and usage to those, but different enough to warrant existing.
I hope this helps!
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Expanded Spells: Most of these are good. I would do some changes for the ones that aren't very "archmage-y" in theme. Acid Arrow should be Rope Trick, IMO. Fireball should be Sending or Magic Circle. Polymorph should probably be Leomund's Secret Chest. Wall of Force is fine.
definitely going to switch acid arrow for rope trick. i kinda like polymorph, but secret chest makes sense too, so I'll have to decide on that one.
Arcane Power: You need to rephrase this to be more standard, but it's good. Expertise in Arcana and two wizard cantrips are fine.
should i phrase it like "at first level, your patron grants you arcane skills. you gain proficiency in the arcana skill, and when you can add your proficiency bonus twice to checks made with it. additionally, you gain 2 cantrips of your choice from the wizard spell list, and they do not count against the number of cantrips you can learn."
Elemental Affinity: There's already an ability of the same name for the Sorcerer, so if this is staying, it needs a name change. Also, why elements? This is an archmage subclass, not elementals, right? Also, Intelligence modifier is a bit strange. Every warlock in the book still uses Charisma. If you wanted to go for something a bit different while keeping this general idea, I would get rid of this, and make the subclass have Intelligence as its casting ability, not Intelligence (replacing every other feature that uses Charisma for the Warlock with Intelligence; including the Charisma Saving Throw and other features).
the reason i used int, is i felt like using cha would be too op. i did not like this feature a lot either, i could not come up with any ideas for a 1st level feature. if you have any ideas, i am open to them.
Arcane Specialty: This is. . . unique. I see what you're going for, but I highly recommend against it. Any time a new subclass comes out, you're going to have to update this feature, which will be a lot of work for something you won't even use a ton. I would get rid of this subclass being tied to any specific wizard subclass, instead I would tie it to either a school of magic or just have it be a generic arcane-themed ability. Either allow them to choose a school of magic and gain some benefit to spells of that school, or just give them a minor benefit to arcane casting. If you do either, I would reference other Warlock subclass abilities of level 6 to compare your homebrew ability for balance reasons.
switching it too only schools could make sense. i dont want to take this feature away though. i value your advise, but i really love the idea of choosing a school or subclass. at the end, when you said i should look at official warlock subclasses to keep my features balanced, are you trying to hint that my feature is not balanced? its fine if so, and i would like you to tell me if thats what you think.
Mystic Affinity: Same thoughts as Elemental Affinity, this doesn't really fit the theme of the subclass. I'd find a replacement on par with other warlock subclass features of the same level.
ok. i might switch it to something along the lines of the level 10 ability for arch fey, but different.
Signature Spells: This is too powerful. Wizards get this at level 18. I know this is just one spell, but you didn't restrict it to Wizard spells, which allows someone to basically cast Healing Word every round as a bonus action, using Eldritch Blast as an action every round. That doesn't fit the theme of the subclass, and is too powerful. Again, same advice as for a lot of the other abilities. Look at subclass features from other warlock pacts of the same level and make an ability similar in power and usage to those, but different enough to warrant existing.
ok. do you have ideas of a way i could keep it balanced, while still being similar to spell mastery or signature spells? maybe only once between long rests or something?
Anybody else wishing they were any good at creating homebrew?
i not really that good.
practice also helps, and if you want, i can attempt to help you make homebrew
Have you seen my homebrew? They are silly little things that pop into my head. And I like it that way.
Edit: In summary, I don't want help making homebrew. Because Silliness Is Grand.
That’s good than. By the way you phrased the first comment in this quote, I thought that you were saying that you thought that you did not have very good home brew, and you wished you were good at home brewing.if you like yours, than great. Your magic shop is hilarious.
Arcane Power: You need to rephrase this to be more standard, but it's good. Expertise in Arcana and two wizard cantrips are fine.
should i phrase it like "at first level, your patron grants you arcane skills. you gain proficiency in the arcana skill, and when you can add your proficiency bonus twice to checks made with it. additionally, you gain 2 cantrips of your choice from the wizard spell list, and they do not count against the number of cantrips you can learn."
Something like that. Here, this should help:
Arcane Power
1st-level The Archmage feature
You gain proficiency in Arcana, if you weren't already proficiency. When you make ability checks with that skill, you add twice your proficiency bonus to the roll, instead of once.
Additionally, choose two cantrips from the Wizard spell list. They become warlock spells for you and you know them, not counting against the amount of warlock cantrips you can know.
If you want, you can just copy/paste this. That should work.
Elemental Affinity: There's already an ability of the same name for the Sorcerer, so if this is staying, it needs a name change. Also, why elements? This is an archmage subclass, not elementals, right? Also, Intelligence modifier is a bit strange. Every warlock in the book still uses Charisma. If you wanted to go for something a bit different while keeping this general idea, I would get rid of this, and make the subclass have Intelligence as its casting ability, not Intelligence (replacing every other feature that uses Charisma for the Warlock with Intelligence; including the Charisma Saving Throw and other features).
the reason i used int, is i felt like using cha would be too op. i did not like this feature a lot either, i could not come up with any ideas for a 1st level feature. if you have any ideas, i am open to them.
It would be too OP for level one. Here's how I would recommend changing it if you want to keep a similar idea:
Studied Caster
1st-level The Archmage feature
Your spellcasting ability for your Warlock spells is Intelligence, not Charisma. Your proficiency in Charisma saving throws becomes Intelligence saving throws. Any warlock feature that uses or requires your Charisma score or modifier instead uses your Intelligence score or modifier.
That would make it unique and special in comparison to other warlock subclasses.
Arcane Specialty: This is. . . unique. I see what you're going for, but I highly recommend against it. Any time a new subclass comes out, you're going to have to update this feature, which will be a lot of work for something you won't even use a ton. I would get rid of this subclass being tied to any specific wizard subclass, instead I would tie it to either a school of magic or just have it be a generic arcane-themed ability. Either allow them to choose a school of magic and gain some benefit to spells of that school, or just give them a minor benefit to arcane casting. If you do either, I would reference other Warlock subclass abilities of level 6 to compare your homebrew ability for balance reasons.
switching it too only schools could make sense. i dont want to take this feature away though. i value your advise, but i really love the idea of choosing a school or subclass. at the end, when you said i should look at official warlock subclasses to keep my features balanced, are you trying to hint that my feature is not balanced? its fine if so, and i would like you to tell me if thats what you think.
If you're tied to the idea of it, definitely go for it. I would 100% restrict this to spell schools to avoid having to constantly update this when new subclasses come out.
Not specifically hinting, just saying in general. That's how I balance my homebrew features. I look at other features of the same type (subclass level, race abilities, etc) and make sure my feature is different enough to be unique and cool while also making it be on par in balance and usage as other features.
As for whether or not this feature is balanced, it isn't. I don't mean to be rude, just to help you balance it. Most of the features are way more powerful than other features of the same level for other warlocks. Giving animate dead to warlocks is super unbalanced, as they get spell slots back on a short rest and this would allow them to have a horde of dozens of undead at level 6. Giving portent to a warlock is prone to abuse through multiclassing (paladin to get an instant critical smite, etc). A lot of the other features have similar issues.
I know you may love the idea of this, and I do too, but I would keep the idea while changing it a lot. I would dumb it down and make it less powerful, just to make it intuitive and simple. Something like this should work:
Arcane Studier
1st-level The Archmage feature
Choose one school of magic. All spells of that school from the Wizard spell list are added to the Warlock spell list for you. Additionally, when you cast any spell of that school that has a material component that has a cost, the cost is halved for you.
You don't have to use that specifically, just giving an example of how to keep the idea while giving them a more balanced version that is still useful.
Signature Spells: This is too powerful. Wizards get this at level 18. I know this is just one spell, but you didn't restrict it to Wizard spells, which allows someone to basically cast Healing Word every round as a bonus action, using Eldritch Blast as an action every round. That doesn't fit the theme of the subclass, and is too powerful. Again, same advice as for a lot of the other abilities. Look at subclass features from other warlock pacts of the same level and make an ability similar in power and usage to those, but different enough to warrant existing.
ok. do you have ideas of a way i could keep it balanced, while still being similar to spell mastery or signature spells? maybe only once between long rests or something?
Maybe just give them resistance to spell damage and advantage on saving throws against spells and other magical effects. That's what I did for my Arcane One subclass. If you want to let them cast a wizard spell of 3rd level or lower once a long rest for free, with it always being known for them, that would be fine.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Arcane Power: You need to rephrase this to be more standard, but it's good. Expertise in Arcana and two wizard cantrips are fine.
should i phrase it like "at first level, your patron grants you arcane skills. you gain proficiency in the arcana skill, and when you can add your proficiency bonus twice to checks made with it. additionally, you gain 2 cantrips of your choice from the wizard spell list, and they do not count against the number of cantrips you can learn."
Something like that. Here, this should help:
Arcane Power
1st-level The Archmage feature
You gain proficiency in Arcana, if you weren't already proficiency. When you make ability checks with that skill, you add twice your proficiency bonus to the roll, instead of once.
Additionally, choose two cantrips from the Wizard spell list. They become warlock spells for you and you know them, not counting against the amount of warlock cantrips you can know.
If you want, you can just copy/paste this. That should work.
Elemental Affinity: There's already an ability of the same name for the Sorcerer, so if this is staying, it needs a name change. Also, why elements? This is an archmage subclass, not elementals, right? Also, Intelligence modifier is a bit strange. Every warlock in the book still uses Charisma. If you wanted to go for something a bit different while keeping this general idea, I would get rid of this, and make the subclass have Intelligence as its casting ability, not Intelligence (replacing every other feature that uses Charisma for the Warlock with Intelligence; including the Charisma Saving Throw and other features).
the reason i used int, is i felt like using cha would be too op. i did not like this feature a lot either, i could not come up with any ideas for a 1st level feature. if you have any ideas, i am open to them.
It would be too OP for level one. Here's how I would recommend changing it if you want to keep a similar idea:
Studied Caster
1st-level The Archmage feature
Your spellcasting ability for your Warlock spells is Intelligence, not Charisma. Your proficiency in Charisma saving throws becomes Intelligence saving throws. Any warlock feature that uses or requires your Charisma score or modifier instead uses your Intelligence score or modifier.
That would make it unique and special in comparison to other warlock subclasses.
Arcane Specialty: This is. . . unique. I see what you're going for, but I highly recommend against it. Any time a new subclass comes out, you're going to have to update this feature, which will be a lot of work for something you won't even use a ton. I would get rid of this subclass being tied to any specific wizard subclass, instead I would tie it to either a school of magic or just have it be a generic arcane-themed ability. Either allow them to choose a school of magic and gain some benefit to spells of that school, or just give them a minor benefit to arcane casting. If you do either, I would reference other Warlock subclass abilities of level 6 to compare your homebrew ability for balance reasons.
switching it too only schools could make sense. i dont want to take this feature away though. i value your advise, but i really love the idea of choosing a school or subclass. at the end, when you said i should look at official warlock subclasses to keep my features balanced, are you trying to hint that my feature is not balanced? its fine if so, and i would like you to tell me if thats what you think.
If you're tied to the idea of it, definitely go for it. I would 100% restrict this to spell schools to avoid having to constantly update this when new subclasses come out.
Not specifically hinting, just saying in general. That's how I balance my homebrew features. I look at other features of the same type (subclass level, race abilities, etc) and make sure my feature is different enough to be unique and cool while also making it be on par in balance and usage as other features.
As for whether or not this feature is balanced, it isn't. I don't mean to be rude, just to help you balance it. Most of the features are way more powerful than other features of the same level for other warlocks. Giving animate dead to warlocks is super unbalanced, as they get spell slots back on a short rest and this would allow them to have a horde of dozens of undead at level 6. Giving portent to a warlock is prone to abuse through multiclassing (paladin to get an instant critical smite, etc). A lot of the other features have similar issues.
I know you may love the idea of this, and I do too, but I would keep the idea while changing it a lot. I would dumb it down and make it less powerful, just to make it intuitive and simple. Something like this should work:
Arcane Studier
1st-level The Archmage feature
Choose one school of magic. All spells of that school from the Wizard spell list are added to the Warlock spell list for you. Additionally, when you cast any spell of that school that has a material component that has a cost, the cost is halved for you.
You don't have to use that specifically, just giving an example of how to keep the idea while giving them a more balanced version that is still useful.
Signature Spells: This is too powerful. Wizards get this at level 18. I know this is just one spell, but you didn't restrict it to Wizard spells, which allows someone to basically cast Healing Word every round as a bonus action, using Eldritch Blast as an action every round. That doesn't fit the theme of the subclass, and is too powerful. Again, same advice as for a lot of the other abilities. Look at subclass features from other warlock pacts of the same level and make an ability similar in power and usage to those, but different enough to warrant existing.
ok. do you have ideas of a way i could keep it balanced, while still being similar to spell mastery or signature spells? maybe only once between long rests or something?
Maybe just give them resistance to spell damage and advantage on saving throws against spells and other magical effects. That's what I did for my Arcane One subclass. If you want to let them cast a wizard spell of 3rd level or lower once a long rest for free, with it always being known for them, that would be fine.
thanks for all the feedback. we should probably move this conversation to my homebrew thread. (if you want, you can reviwe my other homebrew there, but if you don't. I totally get it).
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
dun dun duuuuuunnnn...!
I am an average mathematics enjoyer.
>Extended Signature<
Vezy Race and Vezyi Lore
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
that will take me a long time to read, lol. thanks!
I am an average mathematics enjoyer.
>Extended Signature<
Okay, the Archmage. Like I said above, you partially inspired my Arcane One warlock subclass with this idea, but it looks like we took very different directions for it. Let's go down the features:
Expanded Spells: Most of these are good. I would do some changes for the ones that aren't very "archmage-y" in theme. Acid Arrow should be Rope Trick, IMO. Fireball should be Sending or Magic Circle. Polymorph should probably be Leomund's Secret Chest. Wall of Force is fine.
Arcane Power: You need to rephrase this to be more standard, but it's good. Expertise in Arcana and two wizard cantrips are fine.
Elemental Affinity: There's already an ability of the same name for the Sorcerer, so if this is staying, it needs a name change. Also, why elements? This is an archmage subclass, not elementals, right? Also, Intelligence modifier is a bit strange. Every warlock in the book still uses Charisma. If you wanted to go for something a bit different while keeping this general idea, I would get rid of this, and make the subclass have Intelligence as its casting ability, not Intelligence (replacing every other feature that uses Charisma for the Warlock with Intelligence; including the Charisma Saving Throw and other features).
Arcane Specialty: This is. . . unique. I see what you're going for, but I highly recommend against it. Any time a new subclass comes out, you're going to have to update this feature, which will be a lot of work for something you won't even use a ton. I would get rid of this subclass being tied to any specific wizard subclass, instead I would tie it to either a school of magic or just have it be a generic arcane-themed ability. Either allow them to choose a school of magic and gain some benefit to spells of that school, or just give them a minor benefit to arcane casting. If you do either, I would reference other Warlock subclass abilities of level 6 to compare your homebrew ability for balance reasons.
Mystic Affinity: Same thoughts as Elemental Affinity, this doesn't really fit the theme of the subclass. I'd find a replacement on par with other warlock subclass features of the same level.
Signature Spells: This is too powerful. Wizards get this at level 18. I know this is just one spell, but you didn't restrict it to Wizard spells, which allows someone to basically cast Healing Word every round as a bonus action, using Eldritch Blast as an action every round. That doesn't fit the theme of the subclass, and is too powerful. Again, same advice as for a lot of the other abilities. Look at subclass features from other warlock pacts of the same level and make an ability similar in power and usage to those, but different enough to warrant existing.
I hope this helps!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I have returned yet again!
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
K
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Okay
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
thanks for reviewing!
definitely going to switch acid arrow for rope trick. i kinda like polymorph, but secret chest makes sense too, so I'll have to decide on that one.
should i phrase it like "at first level, your patron grants you arcane skills. you gain proficiency in the arcana skill, and when you can add your proficiency bonus twice to checks made with it. additionally, you gain 2 cantrips of your choice from the wizard spell list, and they do not count against the number of cantrips you can learn."
the reason i used int, is i felt like using cha would be too op. i did not like this feature a lot either, i could not come up with any ideas for a 1st level feature. if you have any ideas, i am open to them.
switching it too only schools could make sense. i dont want to take this feature away though. i value your advise, but i really love the idea of choosing a school or subclass. at the end, when you said i should look at official warlock subclasses to keep my features balanced, are you trying to hint that my feature is not balanced? its fine if so, and i would like you to tell me if thats what you think.
ok. i might switch it to something along the lines of the level 10 ability for arch fey, but different.
ok. do you have ideas of a way i could keep it balanced, while still being similar to spell mastery or signature spells? maybe only once between long rests or something?
definitely did, thanks!
I am an average mathematics enjoyer.
>Extended Signature<
Anybody else wishing they were any good at creating homebrew?
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
i not really that good.
practice also helps, and if you want, i can attempt to help you make homebrew
EDIT: and third is very good at homebrew, and is very nice, so ask them, they would probably help.
I am an average mathematics enjoyer.
>Extended Signature<
Yes.
I have no personality.
It takes time and practice. I'm currently working on building stuff.
On that similar note, has anyone seen my updated Lineage system? I posted a second update, and haven't gotten any feedback yet.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Have you seen my homebrew? They are silly little things that pop into my head. And I like it that way.
Edit: In summary, I don't want help making homebrew. Because Silliness Is Grand.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
That’s good than. By the way you phrased the first comment in this quote, I thought that you were saying that you thought that you did not have very good home brew, and you wished you were good at home brewing.if you like yours, than great. Your magic shop is hilarious.
I am an average mathematics enjoyer.
>Extended Signature<
Hey Thanks.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Something like that. Here, this should help:
If you want, you can just copy/paste this. That should work.
It would be too OP for level one. Here's how I would recommend changing it if you want to keep a similar idea:
That would make it unique and special in comparison to other warlock subclasses.
If you're tied to the idea of it, definitely go for it. I would 100% restrict this to spell schools to avoid having to constantly update this when new subclasses come out.
Not specifically hinting, just saying in general. That's how I balance my homebrew features. I look at other features of the same type (subclass level, race abilities, etc) and make sure my feature is different enough to be unique and cool while also making it be on par in balance and usage as other features.
As for whether or not this feature is balanced, it isn't. I don't mean to be rude, just to help you balance it. Most of the features are way more powerful than other features of the same level for other warlocks. Giving animate dead to warlocks is super unbalanced, as they get spell slots back on a short rest and this would allow them to have a horde of dozens of undead at level 6. Giving portent to a warlock is prone to abuse through multiclassing (paladin to get an instant critical smite, etc). A lot of the other features have similar issues.
I know you may love the idea of this, and I do too, but I would keep the idea while changing it a lot. I would dumb it down and make it less powerful, just to make it intuitive and simple. Something like this should work:
You don't have to use that specifically, just giving an example of how to keep the idea while giving them a more balanced version that is still useful.
Maybe just give them resistance to spell damage and advantage on saving throws against spells and other magical effects. That's what I did for my Arcane One subclass. If you want to let them cast a wizard spell of 3rd level or lower once a long rest for free, with it always being known for them, that would be fine.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
thanks for all the feedback. we should probably move this conversation to my homebrew thread. (if you want, you can reviwe my other homebrew there, but if you don't. I totally get it).
I am an average mathematics enjoyer.
>Extended Signature<
Yes, this is an arena of battle.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Did you randomly say this or did you accidentally post on the wrong place?
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
I'm winning!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms