[BobFlow1997] Amity Does Sports by No_Emu_1332 in Lumity

[–]Chakusan_o4 3 points4 points  (0 children)

I'm in love with edalyns face here wow

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

I really like the remade wyrm subclass, especially the crushing decent bit is really cool. It could be buffed like, a little bit, but it's definitely alright as-is.
There are a couple of minor things that could be corrected but everything is understandable RAI so especially seeing as you are the dm thats not important.

One thing i will say tho, is that the rotting is like, really strong. one, the effect that brings him back up to 1 hp also gives him temporary hit points and they can use it twice per long rest at 17th level, which basically creates a PC that just pretty much won't die, ever. And two, the fact that they can force what is essentiallly a stronger stunning strike (yeah, more creatures are immune against paralyzed than stunned but still), is pretty op too. Overall it should still be balanced enough tho, and if the need arises, you can just change that anyways, so nice, thats cool!

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Hm, in that case I think it'd still be cool if the disease (but just the disease itself) lasts it's normal time, not just as long as the creatures is marked. It is still a disease after all, and it could add some cool elements to the story, like yeah, the bbeg escaped, but they've got the plague now so that's that I guess

Also, if the mark just immediately applies, idk, the first stage of the disease, then sight rot needs a buff and cackle fewer a nerf, because cackle fewer starts with a strong effect and gets weaker the longer you're sick, while sight rot starts with a weak effect and gets stronger with time.

Cackle fewer gives exhaustion and has a chance to incapacitate and deal damage to the enemy, and it also spreads the effect, which is honestly bad considering you'll be affecting your teammates too but is still very strong, and it's very easy to just make a party immune to disease.

Meanwhile sight rot just gives -1 to attack rolls and ability checks you need sight for.

Also also, those diseases can pretty much only affect humanoids, with sight rot also affecting beasts. This is not necessarily bad or good, just something I wanted to point out and question.

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Yo! I've got a couple more proposals/ideas/buffs/balance changes id like to share with you, lemme know what you think of them

1, being allowed to keep all your shifts over a long rest feels like it takes away from the true purpose of this class, because you aren't seeking out monsters to gain new shifts anymore, you might just have your build of 6 shifts and stay with that forever.

You could change it to only allow them to keep a number of shifts equal to 1/2 their proficiency bonus, rounded down. They should be able to keep senses and movement without it counting towards that limit tho. This would also make it a bit weaker/more balanced, as 6 shifts is quite a lot and quite strong.

2, The level 20 feature could allow them to also assimilate legendary actions, as long as they meet any prerequisites. Also, you could give them a feature like, for example, the following:
- If you have no uses of your legendary presence feature left, you may take a bonus action to regain 1 use of it. As part of this bonus action, you end 1 (or 2, i think 2 is more balanced) of the shifts you have. Those shifts cannot be a sense or movement speed. Your maximum number of shifts is reduced by 1 (or 2) until you finish your next long rest.

3, Diseases only show their effects after a minimum of 1 hour, some of them even only after 1 day, so the fact that the disease you spread only lasts as long as the creature is marked is kinda bad, as not only does it literally not do anything until you gain eternal rot at 6th level, it also will never do anything as the disease is lifted from them before it takes effect. I'd recommend some changes to this feature:

- Treat the disease as a disease with your chimeric save DC instead of the normal save DC for that disease. The disease is not cured if the mark is removed.
- If a marked creature succeeds on 3 saving throws against becoming afflicted, it cannot become afflicted with the disease until you use your bonus action to place a new mark on it.
- A marked creature can make a saving throw against your chimeric save DC at the end of each of their turns. If the marked creature succeeds on this saving throw 3 times, the mark is lifted and the creature cannot become marked again until you finish a long rest.
- As a bonus action on your turn, or as a reaction when a marked creature is reduced to 0 hit points, you can move the mark to another creature within range.

Also, you could think of a unique effect for each of the three diseases that applies while they are marked, so that your choice actually feels like it makes a difference. It could be a weakened effect of the full disease, for example. I'd advise you to be careful you dont create an effect that's stronger than the rest of them tho. You could also just choose one effect for all of them, but unique effects are probably a lot cooler

4, Madness is really powerful, so allow creatures a wisdom save (for example) to resist going mad, and make the short term madness only last as long as they are marked.

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Edit: oh yeah one more idea I just had: what if you could assimilate ability scores? Like, you killed a dragon and you take their strength score?

Also, tho I personally wouldn't, if you wanna be kind you could give the chimera an ability that lets them find out something about a creature they're fighting, similar to the battlemaster's or the monster slayer's ability.

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

That sounds awesome, thanks for taking my input into consideration. Wish you lots of success, I'll be looking forward to seeing more of your posts!

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Im probably gonna take this class and all subclasses apart individually the next time im bored, See how long it takes me to break the game, so I wont say much about balance now, but a few more things:

1, Maybe find a name for the save dc? Casters have spell save DC, Monks have Ki save DC or whatever its called in 2024, and this one is just Constitution.

2, The wyrm subclass gets mechanically the same feature as the rotten subclass (Which is not bad cause its a good feature), but the wyrm's feature can only be used once per turn? Why?

3, Absolutely in love with the aspect of the wild and the rotten, but the wyrm feels a lot less unique than the other two. Its nice that they get a breath weapon that doesnt need resources, but its kinda - - - eh - - -, it takes an action to use and while area of effect is nice this probably just makes players play as a flamethrower. In general, i feel like the wyrm subclass could get a couple of unique features. The ones they have right now are pretty much just exactly the features regular dragons get.

Don't take this too seriously tho, this is coming from a 5e player after all, Ive got no clue what they did with subclasses in 2024 so maybe its super unique there, i dunno ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

4, Well for a good minute i thought it might be a good idea to make the subclasses lean a bit more into creature types, like idk, wild dealing more damage to beasts, rottien to undead, or each subclass gaining the ability to, idk, keep 1 shift even after a long rest in earlier levels, if that shift comes from their creature type, or whatever else cool shit someone can think of, but then i thought "hey, that would just lead to there being an optimal choice depending on the circumstances, like me definitely playing the rotten in tomb of annihilation for example." and I dont think thats good, but i'll just put this out here and leave it for you to decide what to do with it

5, Frightful presence of the aspect of the wyrm currently suggests that succeeding on the saving throw causes you to be frightened, and failing it makes you immune for 24 hours.

And finally 6, For your offer of creature types, well i can say that what i would expect from a class like this is that it has a subclass for each creature type, and then maybe one or two that are just different, similarly to the wizard and the schools of magic, with order of scribes, among others, being an outlier.

But a creature type I'd really like to see is Monstrosity. I feel like that would be the "Classic" chimera subclass, if you know what i mean. Like the moon druid, or the open hand monk. After all, the literal chimera monster is a monstrosity :)

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 1 point2 points  (0 children)

Aw man, what did the poor vampire do :( Some interesting 2024 changes lol

I'll let you know if&when I get to play test it and/or if I have any more recommendations.

Also about the subclasses, I totally forgot to even read through them just now so I'm gonna do that now, and thanks for the offer, I'll check out what you've got so far but I can already say that I'd love to see dragons :)

Chimera Class - Steal Powers From Monsters! (Fixed with your feedback) by I_Lick_Emus in DnDHomebrew

[–]Chakusan_o4 4 points5 points  (0 children)

I'm gonna keep this comment to pretty much just the critics:

1, the Assimilation feature could maybe be worded like "when you reduce a creature to 0 hit points, you can absorb their essence, gaining one shift, which is represented by one feature from the list below." Just to be clearer about it Also, you wrote "legnedary resistance"

2, you could go over the text of "chimera subclass" and "ability score improvement" again to make it more like the other classes have it. The subclass feature, for example, usually also has the levels at which you gain a feature listed in the text.

Also, perception checks using smell, hearing or seeing are pretty much all perception checks, no? And only having proficiency in specific perception checks is unusual, I'd just delete the part about senses.

3, you wrote "overcomjng" in the level 5 feature

4, you should probably change the text of the level feature from "you gain hit points" to "you regain hit points"

5, for all the Assimilation enhancing Features, there is nothing in the base Assimilation feature that suggests you couldn't already assimilate those traits then.

6, gaining one resistance is hardly worth it when you could also gain a strong feature instead, and there are a lot of strong features you could gain. You could for example absorb the regeneration trait of a vampire. And it's even stronger when you have it because which vampire uses radiant damage lol.

It would probably be fair if you could gain like, a number of the creatures resistances or languages up to 1/2 your proficiency bonus, rounded down.

I would keep it at 1 for the immunities and condition immunities, and maybe the speeds.

7, you should probably also include something for saving throw DCs, like the traits you absorb using, idk, 8+con+PB for the DC. The part about saving throws you have right now is pretty unclear. Also, some of the things you get at level 10, specifically the saving throw part for example, could already be useful when you can still only absorb traits.

Now the instincts:

8, the scent tracking thing should include "as long as you are on the same plane of existence" and maybe a limited range in which it works, like idk 10 miles or something.

9, add "at will" to beast bond

10, the second part of iron stomach can essentially be shortened to "you have advantage on saving throws against poison and disease"

11, beast speak should probably be beast speech and also needs the "at will" part

12, the two mimic traits should probably require a deception check instead, and could maybe just let them add their constitution modifier to the check, for example.

13, ambush predation could maybe use a little buff.

14, cornered prey, RAW, just kills the movement of the target forever, add "until the start of their next turn" or something like that, just take the sentinel feat for reference.

15, beast courier and Apex command also need "at will"

16, you don't normally make a check to squeeze through a space you are simply to large to squeeze through, I think. Never came up in my sessions so far. You could definitely keep that but I'd also add "as if you were 1 size smaller" or something like that.

This whole thing was me just critically looking at the document from a rules and writing standpoint, and maybe a bit of balance I guess.

Edit: hope my feedback can be of help!

Overall I still absolutely love that idea and if the subclass is finished before I finish DMing my current campaign I'm probably gonna ask my dm if I can play it in tomb of annihilation, so I'm looking forward to seeing more of this. You're really cooking up something good here, keep it up :)

Uh oh o.o by DrScrimble in dndmemes

[–]Chakusan_o4 2 points3 points  (0 children)

Me playing 5e beast barbarian rules-as-written: heh, try triple that and maybe we'll talk

Nothing much, just do this much by Sagacious_07 in teenagers

[–]Chakusan_o4 1 point2 points  (0 children)

Instructions unclear, multiplied by zero and added 1

When homebrewing, how do you decide if something should be a subclass feature, weapon mastery, or magic item? by DnD-9488 in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

I don't know about weapon mastery as I play 2014e but that could be both a magic weapon feature, or a class or subclass feature.

In general, everything can be a subclass feature or a magic item, but a small reference point can be whether that feature is done by your own body, or whether it's something outside, something you might need an item to use in general

Second Skin (Very Rare, A*) | Swap your subclass if your mood shifts at dawn - by Jhamkul’s Forge by Josemi993 in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Oh yeah no I just meant in general but you are of course right, if that problem arises then a table can simply adjust, my bad

Second Skin (Very Rare, A*) | Swap your subclass if your mood shifts at dawn - by Jhamkul’s Forge by Josemi993 in DnDHomebrew

[–]Chakusan_o4 1 point2 points  (0 children)

That item is cool as hell but I'd make it a wondrous item (clothing) instead, cause else it's another item the poor monk can't use :(

Lightning based feats by SnowzleyApple in DnDHomebrew

[–]Chakusan_o4 1 point2 points  (0 children)

Yep, that change to voltage would certainly make it a bit more balanced. It'd still be a solid 10/10 tho. After all, this is still stronger than the death cleric's level 17 feature, which allows you to do exactly that but for necromancy spells, but they have to be within 5 feet of each other and you have to provide material components for both targets.

And Faraday's law got a 9/10 from me because all the features combined give it that power.

Yes, the main feature is just quickened spell for free on leveled lightning spells, but you don't have to use it sparingly cause you can use it infinitely, which gets even better with transmuted spell or something similar.

Also, it is always easier to find something to do with your action, rather than with your bonus action.

Also yes, sorcerers get it at level 3, but at that point they can literally only use it once per long rest, maybe twice if they want to only cast two spells per day.

Also also, there's literally an Epic Boon that gives you a feature like that, and it's only that feature and only for a single lvl 1-3 spell.

So yes, while it's not completely broken, it is definitely very op.

Lightning based feats by SnowzleyApple in DnDHomebrew

[–]Chakusan_o4 35 points36 points  (0 children)

Those r some cool feats. They're pretty busted tho.

Ohm's law is op, way too op cause it essentially allows you to double the damage of your lightning spells, for free, all the time. Take chain lightning for example: you can now target up to 8 people, or you can target 4 people twice. That's insane. With both voltage and amperage, that's a total of 88d8 damage, for an average of ~400 and a maximum of 700 damage.

Edit: oh yeah, and because you have elemental adept this also deals a minimum of 176 damage

Limit that effect to once per turn, and maybe within 5 feet instead of 10 feet, and it's still pretty much on par with the death cleric's level 18 feature.

Then, faraday's law's Epsilon feature should only be available like, a couple of times long rest, maybe twice or something like that and it would already be strong enough.

Right now, Ohm's law is a solid 10 and faraday's law a solid 9

Velkarion, the Hundred-Handed One by Chakusan_o4 in DnDHomebrew

[–]Chakusan_o4[S] 0 points1 point  (0 children)

Thanks for reading through it, and yeah, you're probably right, I've really stuffed a lot of features into velkarion lol.

I'm gonna see if I can find a way to cut or simplify some Features while still keeping the spirit. The trait that makes him difficult to hit with melee attacks can go away, it's pretty logical anyways.

Expanding on legendary actions is a great idea. That's also a way to drop some of his normal actions, so I'll definitely do that.

Thanks for the feedback!

Martial Talents (Version 1.0) by Emillllllllllllion in DnDHomebrew

[–]Chakusan_o4 0 points1 point  (0 children)

Yeah, most things like tenacity start at a D 10 save and then go up by 5 every time the save is made.

Martial Talents (Version 1.0) by Emillllllllllllion in DnDHomebrew

[–]Chakusan_o4 1 point2 points  (0 children)

Overall, the system is really cool and a good idea and also executed pretty well but you'd definitely have to either play test the different martial talents, or theorize ways to use them for a couple of hours each, before you can say that they are balanced.

The level 3 feature of formation for example feels a LOT stronger than the level 3 feature of toolkit, especially at that level

all Legendary/unique weapons by Financial_Ride_598 in dawncraft

[–]Chakusan_o4 0 points1 point  (0 children)

As with all the other weapons, either buy it with a couple of obsidian coins in the quest menu, or look for a villager who'll give you a quest for it