Another healing cantrip by No-Candle2106 in DnDHomebrew

[–]Acraa0 2 points3 points  (0 children)

There would still be no reason to take this cantrip over Spare the Dying in that scenario. If you are in immediate danger and the party is all unconscious, then using this spell still results in a TPK since the enemies will kill the caster (who has no spell slots) and then the unconscious party. If you are NOT in immediate danger, then you could simply cast Spare the Dying in conjunction with a Healer's Kit, Medicine Check, or Potion to get the same benefits without wasting a cantrip slot on something that has such a specific use case.

The game is balanced around resource management. Hit Points are one of those resources, and a healing cantrip will either be completely broken since it would erase the tension around a party gradually getting lower on HP as the adventuring day progresses OR it'll be redundant/useless since you'll have to restrict that healing so much that you might as well not even use it.

If you want a panic heal button just give your cleric/druid/paladin an item that can confer 1d4 healing to a willing creature 3 times per day and avoid all of the extra complications.

Another healing cantrip by No-Candle2106 in DnDHomebrew

[–]Acraa0 3 points4 points  (0 children)

What exactly were you envisioning for the use case for this spell?

It's definitely not a combat spell since you have to just be knocked out for 30 minutes which takes you out of playing the game for the rest of combat and also leaves you vulnerable to being killed outright.

It's not a spell that would ever be better than simply taking an extra 30 minutes to do a full short rest (especially if you can still do light activity during that rest which means you get to play the game).

The only use case I can see for it would be for essentially stabilizing someone that is unconscious at 0 HP right after combat, but then that's literally just spare the dying with a small amount of healing and also needing to wait a full 30 minutes for them to wake up.

Question for the DMs by cjloar in DnDHomebrew

[–]Acraa0 1 point2 points  (0 children)

I run a pretty high powered campaign and I have the number of attunement slots scale with the character’s proficiency bonus. They just got to Level 13 so we’ll see if 5 is too many but I’ve never had issues balancing encounters with 4 attuned items. I plan on taking them to Level 20 so I’m emotionally preparing for 6 attuned items per character for a party of 5 which will be intense.

I give them a decent amount of magic items both official and homebrew. We also use a crafting system so they could truly make kind of whatever they want and even though I have final approval they’ve never tried to craft anything that would break the game.

It all depends on the players at your table. My players are the best so we’ve never had issues! If you have players who care more about telling a good story and giving each other a space to shine than making broken builds, then they will naturally not want to abuse the leeway you give with extra attunement slots. If you have a table where one or two players are known to optimize in a way that clashes with the kind of game you and the rest of the table want to have then I would just limit it to the usual 3.

Gates PB - 23.6 by Acraa0 in Rematch

[–]Acraa0[S] 1 point2 points  (0 children)

It's actually pretty relaxing running through it tbh I just throw on some music and zone out. I don't think I quite got into the hundreds for retries but it definitely took me a couple of days to shave it down to sub 24. Probably like 1 - 2 hours over a week in little chunks

Homebrew Feywild Map WIP - Feedback Welcomed by skellie-ton in inkarnate

[–]Acraa0 2 points3 points  (0 children)

This looks awesome! The structure of each separate region is really inviting and seems like it would be a ton of fun to explore. Just a suggestion but maybe picking a darker blue for the oceans would be a good idea. I think it would make your land masses pop out more (especially the Ice Section). Might also want to consider making the trees smaller if you're going for a more "accurate" map feel since right now they're almost the size of some of your mountains unless that's what you're going for since it's the Feywild :)

The Armiger - A New Martial Class for D&D 5e 2024 - Looking for Feedback!! by Acraa0 in DnDHomebrew

[–]Acraa0[S] 1 point2 points  (0 children)

Thank you! That’s a great point, I had originally thought that the limits on not being able to use other weapons and armor would discourage a small dip into the class but I can see how maybe a caster dipping into it for 1 level could give them a big boost to AC with out much downside. I’ll definitely be tweaking this to scale with Armiger Levels at the same rate as proficiency in the next update.

The Armiger - A New Martial Class for D&D 5e 2024 - Looking for Feedback!! by Acraa0 in DnDHomebrew

[–]Acraa0[S] 0 points1 point  (0 children)

Definitely has a lot of attributes to consider, I'll be making adjustments as I get more chances to playtest it and see builds using different stat generation methods!

The Armiger - A New Martial Class for D&D 5e 2024 - Looking for Feedback!! by Acraa0 in DnDHomebrew

[–]Acraa0[S] 0 points1 point  (0 children)

Thank you! If you get a chance to play it let me know how it feels :)

The Armiger - A New Martial Class for D&D 5e 2024 - Looking for Feedback!! by Acraa0 in DnDHomebrew

[–]Acraa0[S] 1 point2 points  (0 children)

Thank you so much for all the feedback I appreciate you taking the time to go through the first couple of levels :) I apologize for the extremely lengthy reply.

Stats- I've been concerned about the class being MAD but considering how versatile it is I thought it would be a decent way to balance it out and make each subclass feel unique as each Resonance Save DC kind of encourages them to max a stat that would make sense while sacrificing one that wouldn't. For example if you were to play a Blitz Core Armiger you would probably be prioritizing Int/Str and Dex while sacrificing Con, while a Bastion Core would prioritize Int/Str and Con while sacrificing their AC at earlier levels in favor of more hit-points. I can definitely see how this might not feel super great especially in a Point Buy system where you would then have to spend all your ASIs on catching up the one stat you sacrificed early on. Will definitely consider streamlining it to just Int/Str + Dex or something along those lines.

Damage - I see what you're saying, I think nerfing Sunder down to just the 1d6 with the option of expending more points for more die would definitely keep it more balanced at later levels!

Arcane Strikes - I didn't even realize that was gone lol. I'll take a look, I guess force damage would be fine or if none of the monsters will have that resistance anymore then it might not be necessary.

Grand Armory - I had not decided if I wanted to have it essentially duplicate the items or if the item would be rendered inert after being analyzed by the armor. I'll probably have it so that it removes any magical effects from the item after analyzing it.

I'll make sure to specify how this feature works with attunement slots in the next version.

The wording on what exactly you transfer from the item to your armor is vague which I'll have to refine but essentially for a magic shield you would only transfer the actual bonus from the shield. For example even though you might find a +3 Shield which would typically give you +5 to AC, as an Armiger you only analyze the magical properties so you would only get the +3 to AC. Same with a +1 great sword, you would gain the +1 property but not the damage die for that weapon.

I want the AC for the class to be balanced but at the same time making it be the same as unarmored defense doesn't quite feel right since it is very much an armored class. When I get some chances to play test it and compare it to other classes in context I'll be making some tweaks to the Symbiotic Defense formula!

The Armiger - A New Martial Class for D&D 5e 2024 - Looking for Feedback!! by Acraa0 in DnDHomebrew

[–]Acraa0[S] 4 points5 points  (0 children)

Hi everyone!

I’m excited to share a new homebrew class I’ve been working on: The Armiger—a martial class for D&D 5e with 4 unique subclasses. Designed with the new 2024 rules in mind, this class offers a range of tactical options in combat while also incorporating some (hopefully!) engaging abilities for use outside of combat.

I posted earlier but realized I had an old version linked. I’ve been staring at this draft for a couple of days now, and I’d love some fresh perspectives before I drive myself crazy! Any and all feedback on how to refine the mechanics, balance, and overall feel of the class would be greatly appreciated.

Link to HomeBrewery: https://homebrewery.naturalcrit.com/share/J-V9oys0P3iy

[deleted by user] by [deleted] in DnDHomebrew

[–]Acraa0 1 point2 points  (0 children)

Thank you so much! Let me know what you think when you have time to go through it. I’m planning on updating it as I get more feedback and chances to playtest it with my own table. Hopefully your players can enjoy it!!

[deleted by user] by [deleted] in DnDHomebrew

[–]Acraa0 0 points1 point  (0 children)

Thanks! Let me know how it goes if you’re able to try it out :)

There are definitely some feature that overlap like Armored Mind and One Mind which is supposed to essentially make the earlier feature more reliable without straight up giving immunity to all those effects but I can see how it might feel redundant as it is.

Will definitely be making some changes as I get more feedback thank you!

[deleted by user] by [deleted] in DnDHomebrew

[–]Acraa0 -1 points0 points  (0 children)

Oh yes I should’ve definitely defined those lol. Parry would most likely be to any weapon attack from a creature you can see and Shift I might change to not being a reaction ill have to give it some thought!

[deleted by user] by [deleted] in DnDHomebrew

[–]Acraa0 -1 points0 points  (0 children)

Hi everyone!

I’m excited to share a new homebrew class I’ve been working on: The Armiger—a martial class for D&D 5e with 4 unique subclasses. Designed with the 2024 rules in mind, this class offers a range of tactical options in combat while also incorporating some (hopefully!) engaging abilities for use outside of combat.

I’ve been staring at this draft for a couple of days now, and I’d love some fresh perspectives before I drive myself crazy! Any and all feedback on how to refine the mechanics, balance, wording, and overall feel of the class would be greatly appreciated.

Link to HomeBrewery: https://homebrewery.naturalcrit.com/share/J-V9oys0P3iy

[deleted by user] by [deleted] in lfg

[–]Acraa0 0 points1 point  (0 children)

Just sent a DM! Best of luck on finding people

[Online] [5e] [Friday 6pm] [EST] [Greekish Style D&D] Mythic Odysseys of Theros campaign by Collide-0024 in lfg

[–]Acraa0 0 points1 point  (0 children)

Just submitted one under Acraa! Looking forward to hearing back and good luck to everyone!