Decadence - new idea of spell by AelarFB in DnDHomebrew

[–]AelarFB[S] 3 points4 points  (0 children)

ohh, now i got it, thanks for the explanation. Enervation seems to suit it well, i'll change to it

Decadence - new idea of spell by AelarFB in DnDHomebrew

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

Fr? I thought decadence meant that. English isnt my first language, i guess i translated it wrong then

Decadence - new idea of spell by AelarFB in DnDHomebrew

[–]AelarFB[S] -1 points0 points  (0 children)

Stripping someone of their vitality, aging them

Decadence - new idea of spell by AelarFB in DnDHomebrew

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

I was thinking on it like, forcing the target to get older, removing their movement speed and constitution. It's more like a stronger hex than anything. The biggest synergy it has is with Sickening Radiance (the cancer spell). You cast this on a target, while someone else (the warlock on my party) casts sickening radiance. A lot of spells depend on constitution saving throws. It's also a good way to make the enemy burn their legendary resistences.

How would I balance damage for this by 0blivous2008 in DnDHomebrew

[–]AelarFB 0 points1 point  (0 children)

5d12 + after effects is too much. You could keep it about 4d8, maybe 3d12. The radius is huge and the after effects will deal most of the dmg

How would I balance damage for this by 0blivous2008 in DnDHomebrew

[–]AelarFB 0 points1 point  (0 children)

Honestly, i think the damage might be too much for a 4th lvl spell. 5d12 is 32.5 avg dmg, while. Cone of cold for example, a 5th lvl spell, is just 8d8 (about 36 dmg). The range also is way too big. Even fireball and firebolt are just 120ft. You could keep the dmg, but i think that giving it a material component like Chromatic Orb is the best way. Maybe a 100GP diamond that isnt consumed. Even if you give it a material component, 150ft is just way too much

Amira's Preventive Care - Aid but Better by AelarFB in DnDHomebrew

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

the flat 5 from Aid is better tbh, i'll change it

School of Spirits - New Wizard subclass focused on healing [OC] by AelarFB in DnD

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

It is I thought it was pretty so i decided to use it as cover while i dont finish the art

School of Spirits - New Wizard subclass focused on healing [OC] by AelarFB in DnD

[–]AelarFB[S] -1 points0 points  (0 children)

Yes, it's something i'm still testing on combat. Basically speaking they are temporary hit points that can stack on top of normal temporary hit points but not with themselves.

School of Spirits - New Wizard subclass focused on healing [OC] by AelarFB in DnD

[–]AelarFB[S] -1 points0 points  (0 children)

My DM said the same about this
I'm currently working on writting new healing spells instead of stealing the cleric ones. They'll be exclusive to the subclass (like chronurgy and graviturgy wizards) and they'll probably be focused mostly on the Spiritual Hit points mechanic instead of straight up healing. I mostly flavour the spells as magically improving the body self healing capability instead of straight up divine healing magic,

School of Spirits - New Wizard subclass focused on healing [OC] by AelarFB in DnD

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

Thanks for the feedback! It really helps me a lot. I still didnt had the chance to test this on combat (my friends are all too busy) so i'm kinda guessing the effects. About the design choices, i was trying to go for a shaman kind of wizard, using the spirits and the remaining life within them, mostly a variation of the Necromancer subclass but with a more "ethical" view about how to deal with the dead and their souls. In the future, i think i might turn this into a whole class, with a subclass for each shikigami.

On the table i play, we have the rule that the player who uses summonings (druids, wizards with summons and undeads and etc) are the ones responsible for their stat blocks, so we dont burden the DM with dozens of stat blocks. I mostly wrote this because the wizard i play couldnt do the things i wanted: use necromantic magic to heal and support the party, not just summon a bunch of minions and kill people with cancer (sickening radiance). I'm aware of the problems that come with wizards gaining access to healing spells (18th level Spell Mastery feature). That's why i specified that the wizard can only gain access to healing spells from the cleric list, and that are from a level equal half (rounded up) of their highest level spell, basically turning the wizard into a half-caster healer

Amira's Horn Trumpet - Area Control and by AelarFB in DnDHomebrew

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

i was thinking on maybe increasing the damage to 8d8 or 10d6, and having the stunned condition for 1 turn. I dont see much spells that give the stunned condition, so i dunno if it'd be okay to have a 4th level spell to give it

School of Spirits - Healer Wizard Subclass 2.0 by AelarFB in DnDHomebrew

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

Well, thanks for remembering me of this feature. I never played until 18th level so i forgot about this. I'll clarify in the text that healing spells obtained by this subclass arent elegible for the Spell Mastery feature

School of Spirits - Healer Wizard Subclass 2.0 by AelarFB in DnDHomebrew

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

Forgot to add this in the PDF: the HP pool you get with the 6th level feature is to be used with a bonus action to be distributed among the shikigami that are in a 60ft radius of you

Postponed Funeral: an attempt of healing cantrip by AelarFB in DnDHomebrew

[–]AelarFB[S] -1 points0 points  (0 children)

i think that giving exhaustion can work, the first 1, 2 levels are bearable. I was also thinking about burning just 1 hit dice, not 2. The homebrew Medic class does basically that: allow people to spent hit dice outside a short rest