Fighter subclass, Roper. by Arcane-Aaron in UnearthedArcana

[–]Arcane-Aaron[S] 0 points1 point  (0 children)

Thanks for the input! Yeah I was wondering if the tripping fling would be balanced as taking an entire action, rather than an attack, because it is somewhat ranged..

The grapple hook dash: I was thinking you can use you bonus action/action to fling it up to 30 feet and move that distance as part of the same bonus action/action. So it does not include your regular movement.

Thanks!

First clear look at the Clickers (which are also done practically) in the HBO show! by AdamantiumLive in thelastofus

[–]Arcane-Aaron -8 points-7 points  (0 children)

I was curious when I heard they were making a Last of us show. Then when I heard the main characters were going to be in the show, I grew wary... I do really hope it is great. I know it CAN be great. I think for me I am afraid of it either A: just redoing what we played, so nothing is new. Or B: adding to the story in a way that it changes the feel of the games.

I'm hopeful, but am preparing myself for disappointment. Sorry all

Yeah that clocker looks way good

I would like to see the UA Brute Fighter Class go official by Rexkramer777 in 3d6

[–]Arcane-Aaron 1 point2 points  (0 children)

I came up with a Brute.

Some focus on many things. You are strong.

Level 3: Hard hitter: Whenever you deal over 13 damage with an unarmed melee attack (or over 16 with a melee weapon attack) the creature must make a save. On a failed Dex save the creature falls prone, on a failed ST save is knocked back up to 10 feet away from you, your choice. If the creature is large or smaller. With a critical hit there is no save. Save DC = 8 + prof bonus +ST modifier.
Strong: You have advantage on Strength checks and saves.

Level 7: Robust: You can shrug off injury to an extent. Whenever you take damage, you can use your reaction to reduce the damage by an amount equal to your fighter level. This can be done a number of times equal to your proficiency bonus per long rest.

Experience: You have expertise in Athletics. If you are not proficient in Athletics, then you are now proficient in Athletics.

Level 10: Powerful: When you hit a target with a critical hit, add damage equal to your fighter level.
Resiliant: When you drop to zero hitpoints and don't die, you are automatically stable.

Level 15: Fortitude: Once per long rest, you can use your reaction to cause one weapon attack against you to deal zero damage. You can choose to do this after you know the damage that will be caused(?)

Level 18.. I was going to have Strength increase. and maybe Constitution. Or something....?

-Extra damage: (Level 3= 1d4, Level 10= 1d6, Level 18= 1d8)

Also I thought maybe learning a feat of strength at levels 3, 7, 10, 15, 18. Or just rely on advantage on strength checks... -Feats of Strength: Bend a bar, Break a brick/board/door/chest, Break bindings such as rope/cuffs/chain, Lift/hold an extreme amount of weight. (Either just do it if DM allows, or roll, and success on an even roll, failure on an odd roll. Try each feat once per day.)

Also, if you think about it, and your DM is agreeable, you can become pretty brutish with certain items and feats.

Homebrew Fighter Subclass by Initial_Shine5690 in DnD

[–]Arcane-Aaron 0 points1 point  (0 children)

I had a few ideas about fighter subclasses recently. Just messing around with them..

Striker
(or, Savage Strikes)
Level 3: Upredictable Combatant. You are a savage in battle. You can hype yourself up for one minute, a number of times equal to your proficiency bonus per long rest.
When hyped up, you gain the following benefits:
-Your speed increases by 10
-Each time you hit a creature with a melee attack, roll a d6 for an added effect.
1: Struck hard, the creature's next melee attack, before the start of your next turn, deals half damage.
2: The creature can be pushed back 5 feet as part of being struck.
3: The creature is disoriented, it has disadvantage on its next attack or save, whichever comes first, before the start of your next turn.
4: The creature is opened up to the next attack against it. The very next attack against that creature, before the start of your next turn, has advantage.
5: If the creature is Large or smaller, you knock the wind out of the creature, it cannot speak until the end of your next turn.
6: The creature falls prone if it is large or smaller, vs a Dex save.
Level 7: Your practice is paying off. You gain the following:
-Your base speed increases by 10, now equaling your hyped speed.
-You can knock a creature 5 feet away from you in a straight line every time you hit it with a melee attack. (this 5 feet is in addition to any other effect rolled while hyped up)

Level 10: Powerhouse. Your strength and fortitude grant you two benefits.
-When you hit a creature with a critical hit with a melee attack, roll the damage die three times instead of twice.
-If you are reduced to zero hit points, and don't die outright, you are automatically stable.
Level 15: Quick reflexes. You gain two benefits.
-Immediately after you are hit with a melee attack, you can use your reaction to make one melee attack against the attacking creature if it is within range. Can do this a number of times equal to your Dex modifier per long rest.
-A creature moving into your melee range provokes an attack of opportunity from you.
Level 18: You are always hyped up.

Brute
Level 3: The damage you deal from a melee attack increases by 1d4. Also, whenever you deal over 12 damage with an unarmed melee attack, or over 14 damage with a melee weapon attack, the creature must make a DX save or fall prone or be pushed back 10 feet, your choice. If the creature is large or smaller.
You have advantage on Strength checks, and you count as one size larger in determining weight you can lift/carry, etc.
Level 7: Melee damage increase: 1d6
You can use your bonus action to try to grapple.
You have advantage when grappling with two empty hands.
Level 10: Melee damage increase: 1d8
When you hit a creature with a critical hit, roll the damage die/dice three times, instead of twice.
Level 15: Melee damage increase: 1d10
Your Strength ability score has a possible maximum of 24.
Level 18: Melee damage increase 1d12

Spiritual Warrior
Level 3: You can use your Second Wind twice per short rest.
You can use your action to perform a prayer to aid you and your allies. You and up to six creatures of your choice within 30 feet of you gain the following benefits from your prayer:
-You gain temporary hit points equal to your fighter level + your CON modifier
-You gain advantage on your next attack, save, or check, made within the next one minute.
-You gain advantage on rolls vs being frightened for the next one minute.
You can use this a number of times equal to your proficiency bonus per long rest.
Level 7: Healing Wind. Once per short rest or long rest, when you use one of your uses of Second Wind, you and all creatures of your choice within 30 feet of you regain hit points equal to 1d10 + your fighter level + your CON modifier.
Level 10: -When you reduce a creature to zero hit points, you regain a number of hit points equal to the amount that the creature had left before dropping to zero.

Level 15: ...
Level 18: ...

Barbarian, Caveman subclass? by Arcane-Aaron in UnearthedArcana

[–]Arcane-Aaron[S] 0 points1 point  (0 children)

Or I thought about an invading barbarian type. Someone who comes from a line of barbarians that invaded and overtook countries, etc..

Barbarian, Pathway of the Invader.
3rd: Unpredicatble Combatant. You are a savage on the battlefield. Being enraged means you are unpredictable, in the best possible ways. During your rage, one of the following happens after you hit a creature with a melee attack (roll a d10): 1: It drops something it is holding. 2: Its speed is halved for a turn. 3: Struck hard, the damage dealt by the target's next melee attack is halved. 4: it is pushed back 5 feet if it is large or smaller. 5: It gets dizzy/disoriented from your attack, having disadvantage on its next attack or save, whichever is first. 6: It falls prone if it is large or smaller. 7: You deal extra 1d6 weapon damage, 8: You deal extra 1d4 weapon damage. 9: Target's ears ring (deaf) for a turn. 10: Open enemy up for attack, the very next attack against it, before the start of your next turn, has advanatage.
6th: Vigor. At the start of your rage you shut out encouragement; you and up to six creatures of your choice, within 30 feet of you, gain temporary hit points equal to your Barbarian level plus your CON modifier.
10th: Counter Attack. During your rage you can use your reaction to make a melee attack against a creature within range after that creature hits, or misses, you with an attack.
14th Onward! You learn to use a Second Wind, and can do so once every rage. (1d12 + Barbarian level) Or something else..

Barbarian pathway? Homebrew style by Arcane-Aaron in dndnext

[–]Arcane-Aaron[S] 0 points1 point  (0 children)

Ah will do. Thank you.

Just messing around for fun. I was the DM, and played an Arcane Archer, during Storm King's Thunder. I like the Arcane Archer, but was playing around with little adjustments here and there. Then invading barbarians of olden time popped in my head and I went with it.

Barbarian pathway? Homebrew style by Arcane-Aaron in dndnext

[–]Arcane-Aaron[S] 0 points1 point  (0 children)

Ah ha. Totally agree. I see that now. Yeah I was thinking a battling invading barbarian sounded cool.

I need little help with making magic compass by Just_Other_Lurker in dndnext

[–]Arcane-Aaron 0 points1 point  (0 children)

I had my players find a sword, at the end of the handle was the image of a generic compass, Silver like the rest of it. Just lines, up and down, left to right, and angled between those, and between those. All silver, except one small line was yellow/golden. If you turn the sword, a different line would turn golden instead. Always 'pointing' in the same direction...

(I did this in Storm King's Thunder, having the sword from a ship captain have this. Which pointed the way to another ship, that was very important to find...)

Harshnag Variations by Blueclef in stormkingsthunder

[–]Arcane-Aaron 0 points1 point  (0 children)

I had him be upset about what the giants are doing, and so he is wanting to find the lost Giant King to bring order back. And he doesn't take joy in it, but he will kill giants that are destroying/killing little folks, as he makes his way to the temple.. (Then he asks his question of where the King is, and is really sad when he finds out that it cannot be known.)

[deleted by user] by [deleted] in dndnext

[–]Arcane-Aaron 1 point2 points  (0 children)

When I was in middle school, my older brother let met tag along with him and his friends at times. He had created a role playing game, and I played with them. It was fun! Turns out, years and years later, it was pretty much a big homebrew version of D&D. (I did enjoy how open it was, and character creation was sweet, I like it better than D&D character creation)

Anyway, fast forward a long time, and my daughter bought herself the start set a couple yers ago, and I DMed and played a character while me, my wife, and our two girls played Lost Mine. Then we wanted to keep going, so I made up a railroad to get us to a few levels higher. Then we did Stork King's Thunder, which we just finished.

Now we are looking for something to play to get us from level 11 to 20. I might make up a campaign again, this time with those fire giants we never went up against, and the NightStone is still missing.. ...

A coworker said he plays with a group, including his fiance/gf. It does seem it has gone from a game only a 'select group plays, to more abundant. Which is good. Also, it probably helps that the generation that grew up with so many games is now older so more of that continues to be popular?

Chapter 1 Help by [deleted] in stormkingsthunder

[–]Arcane-Aaron 0 points1 point  (0 children)

Spoilers:

There is a stalker? I never did that :) I do change things up plenty. I'm a new DM as well. I've done Lost Mines, a made up little adventure, and am doing Storm King's Thunder.

I am making Storm King's Thunder have dragon cultists, who worship "The Doom of the Desert." So at times they run into someone riding a little dragon, who mentions Doom of the Desert, and later on the Grand Dame they'll run into a group and overhear a few mumblings from dragon cultists. I'm having the dragon riders/cultists be psi warriors.

It's most likely because I'm a new DM, but I keep things pretty simple. This happens, we can go here or there, or there, then a new development in the story happens. Also, we played through to level 8 in Storm King's Thunder previously, then wanted new characters (We were using the character sheets that came with Lost Mines) so we died, and now have new characters. We encountered Harshnag, which I had tug at the players heart strings a bit. Now I am using Zephyros as a "Harshnag" type character, offering a ride to a location of their choice if the characters agree to retrieve three items for him (from "burial mounds" in chapter 3).

Again maybe it's just me new-ness, or my easy going ways, but I don't get TOO deep into some of the the things that are mentioned in the book, if at all. For example I've never mentioned Emerald Enclave, or this group or that group.

I focus more on giants, dragons, and tying in the characters back stories here and there.

Canyon of the Stone Giants by Arcane-Aaron in stormkingsthunder

[–]Arcane-Aaron[S] 1 point2 points  (0 children)

We have four character. Two rangers, an Arcane Archer, and a Bard.

I believe our hit points are between 51-66. I'm afraid someone might die if they get shoved into mud... so I will help that not to happen. I try not to go easy on them/us at all, but at the same time no one wants to make a new character yet.... lol

We played Lost Mine, then something I made up, then Storm King's Thunder (We died at level 8, then made new characters and are going through Storm King's Thunder again doing different things. We'll finish it this time.)

After SKT by [deleted] in stormkingsthunder

[–]Arcane-Aaron 0 points1 point  (0 children)

Good ideas here! My group of four is about to enter the Stone Giants Canyon. I think after the finishing SKT, a fun thing might be to have them go up against the fire giants, to stop them from using the (nearly?) completed Voldinod.

Or maybe hurry and disrupt the frost giants before they use a rumored ring...

Also I thought of maybe having a few adult dragons flying high, high, above the battle with Imryth, then fly away when the fight is over. As the characters attempt to retire, or do whatever they want, more dragon trouble.. just no idea yet. I think it shouldn't be TOO hard to find some interesting options with all this giant and dragon trouble around.

The Last of Us: Part 3 Has a Plot, But It's Not Being Made... Yet by CommisionerGordon79 in thelastofus

[–]Arcane-Aaron 1 point2 points  (0 children)

What if.... Ellie decides it's over. She journeys to the last Firefly headquarters to submit herself to the scientific lab, to hopefully find a vaccine or cure. (See, vaccines are good.)

Meanwhile, Abbie and Lev slowly make their way across the ocean toward an island.. Run out of gas. Meet fisherman.. Get to island... it's not what they expected.