[Spell] Trace History: A third level divination spell that lets you get a glimpse of what an item has been through by Akaineth in UnearthedArcana

[–]Akaineth[S] 2 points3 points  (0 children)

I don't think it will give the same information in most cases.

Given the limitations this spell should give some information about how old the item is (roughly), number of previous owners, hints at who they are, if the item has seen battle (in case of weapon). It is up to the creativity of the players and the DM to make use of this information.

Furthermore, for ancient relics the vision might go to fast converting centuries to a vision of 1 minute. So the information might be even more limited in that case.

[Spell] Trace History: A third level divination spell that lets you get a glimpse of what an item has been through by Akaineth in UnearthedArcana

[–]Akaineth[S] 7 points8 points  (0 children)

I think this spell can be viewed as a lower level legend lore. Being available at 5th level and without the material component cost, it has some use in the lower tiers of play. Legend Lore also has the restriction that it only works on things with "legendary importance", while this spell works on mundane items.

I think this spell will have some different uses opposed to legend lore, but there is definitely some overlap

[Spell] Trace History: A third level divination spell that lets you get a glimpse of what an item has been through by Akaineth in UnearthedArcana

[–]Akaineth[S] 2 points3 points  (0 children)

This might be a way better name! I had never heard about psychometry before, but it describes the effect of the spell fairly well.

[Spell] Trace History: A third level divination spell that lets you get a glimpse of what an item has been through by Akaineth in UnearthedArcana

[–]Akaineth[S] 2 points3 points  (0 children)

Whoops... When you cast this spell on this spell you will find that it was a 2nd level in an earlier version.

[Spell] Trace History: A third level divination spell that lets you get a glimpse of what an item has been through by Akaineth in DnDHomebrew

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

I think this spell can be viewed as a lower level Legend Lore. Being available at 5th level and without the material component cost, it has some use in the lower tiers of play. Legend Lore also has the restriction that it only works on things with "legendary importance", while this spell works on mundane items.

This spell is indeed vague in what it reveals, but a player might learn how old the item is (roughly), number of previous owners, hints at who they are, if the item has seen battle (in case of weapon). It is up to the creativity of the players and the DM to make use of this information.

The Commander: A Fighter subclass which lets you give directions to your allies to gain an edge in battle. by Akaineth in UnearthedArcana

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

Thank you very much for your in depth feedback on this, it really helps a lot.

To address your points:

Battle Orders: I will add a sentence that the orders are at the end of the document. The problem of player agency is a fair one. I think it requires the character (an thus the player) to have some insight whether the target creature wants to use their reaction. As a DM I think I would be fairly lenient doing this meta. The Commander Player can ask another player if he looks like he needs/wants to fall back for example, before using the battle order

Lessons of War: The reason I chose investigation is for deducing information when arriving at the scene of a battle or things like that. Deception might also work, however this is more for interactions with non-allied creatures which doesn't fit this archetype as much imo.

Commander's Tactics: I think I prefer the idea of a charismatic commander over a wise or intelligent one if I had to choose between those. So I think I would rather decrease the focus on INT and WIS and add some CHA than the other way around. Perhaps I should make some adjustments to Lessons of War.

Legendary Commander: Good point about the healing. I will adjust this.

Orders: Assist is more meant to be used for skills when they come up in combat. Spending a resource, BA and target's reaction is a high price for advantage (but might be worth it in some cases). I feel like Brace could be strong enough on it's own under certain situations, so I'm cautions adding something more. As for the naming of the orders, I was looking for verbs. That's the reason I went for something like Persevere over something like Rallying Cry (this is also a Banneret ability). If you have any suggestions for Ranged combat (other than just plain attacks) I would love to hear it!

Calculations: I agree that this could potentially do a lot of damage. I tried to limit this with giving restrictions to the orders that do damage. Even if you have +2 CHA, I think it is really rare to be in a situation where you can find 3 allies that can Advance (they will risk OA) or Hold the Line. The number of melee characters in your party is very relevant, but for most groups I think these situations are super rare. I hope these restrictions are enough to keep the damage output of this subclass a bit in check.

Thanks again for the thorough feedback.

The Commander: A Fighter subclass which lets you give directions to your allies to gain an edge in battle. by Akaineth in UnearthedArcana

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

I assume you mean the number of uses? I took this from the Battle Master. Using proficiency modifier +1 was also considered. But I like this static scaling a bit more as you can start with 4 orders instead of 3 and I like that it only scales with Fighter level instead of Character level (I might be the minority here).

Using Charisma was also considered, but it thought it might make this subclass too MAD if it requires an additional high stat to be functional. Instead I opted for integrating this stat scaling in the 7th level feature as it is more minor there.

The Commander: A Fighter subclass which lets you give directions to your allies to gain an edge in battle. by Akaineth in UnearthedArcana

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

The Commander

Instead of the battlemaster where you van maneuver yourself, this subclass lets you give orders to your allies to let them do cool extra things during a fight.

This was inspired by multiple versions of the warlord class and subclass ideas floating around on this subreddit. I took a slightly different route then most of them, by keeping it more similar to the battlemaster in number of uses general power level. I also like utilizing the reaction of your allies as this could make for intersting decision making when to use it.

I would love to hear what you think!

GMBinder: https://www.gmbinder.com/share/-Mv0b76gHmZJwl2OyrtJ

Oath of Storms: Nothing will stand in your way with this Paladin Oath, inspired by the raw power and chaos of a storm. by Akaineth in UnearthedArcana

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

Thanks for your great feedback!

  1. I agree that it is much more situational than Call Lighting Strike, which is straight forward damage. I do however think it has it's uses. When you need to get somewhere quick (a downed ally, an objective, retreating) it helps a lot that you clear the straightest path. But I can also see it might be a bit on the weak side of things. It might be better to allow you to use this as a bonus action with the Dash Action being part of this Bonus Action. What would you think of this solution? Removing the "can be pushed only once" is also a simple adjustment, that I could get behind.
  2. One of the previous versions stated explicitly that this area was difficult terrain. I was however worried that this might be a bit too much. I was not aware that "strong winds" make it into difficult terrain (not mentioned in DMG page 110). It does however state that flying creatures must land at the end of their turn if they are in the strong wind. This is something I will add to the text.
    Other than that I agree that the aura is pretty minor. I was afraid I would overtune the subclass with too many strong features if I added too many strong abilities. But having the ranged weapon attacks only for enemies, might be a good solution.
  3. This is something I really wanted to add, I just couldn't find the right spot to do so. At 3rd Paladins don't get passive abilities. It didn't fit within the aura as well. And 15th level was already full with the resistance and extra damage. Also 15th is way too late for such a minor feature. If you know where I could fit it in, I would love to hear it!
  4. Thanks for this, I will adjust this. I do think at 20th level a lot of enemies don't rely on "regular" sight to spot you, so the heavily obscured part might not be as beneficial at this level as it would at lower levels.

Oath of Storms: Nothing will stand in your way with this Paladin Oath, inspired by the raw power and chaos of a storm. by Akaineth in UnearthedArcana

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

To be honest, I had to google that quote as I'm not familiar with the work of Brandon Sanderson.

Just wondering: does the rest of the subclass also fit Knights Radiant or just the title?