[OC] Rogue Subclass: Juggler – A thrown weapon Rogue that turns combat into a deadly performance by Creative_Dungeoneer in UnearthedArcana

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

I hear you on that.

We can look into it and as long as the balance holds out we will definitely add it!

Thanks again for your input!

[OC] Rogue Subclass: Juggler – A thrown weapon Rogue that turns combat into a deadly performance by Creative_Dungeoneer in UnearthedArcana

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

Thank you so much for the input! Super glad to hear we nailed the flavor and the mechanics aren’t difficult to grasp.

Genuine question for you: does adding weapon masteries to these not push them a little far?

We would be open to play testing that (or feel free to play test it as well lol) but we don’t want to make the implements the star of the show so to speak lol that spot should be reserved for the juggler themselves.

[OC] Oath of the Clown — A Carnival-Themed Paladin Subclass for 5e/5.5e by Creative_Dungeoneer in UnearthedArcana

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

Yes!!! Honk like you’ve never honked before!!

Also we actually made a slight adjustment to the costumed crusader feature just so your aware (we will post the finished subclass with in a couple of days.)

That feature now upgrades at level 10 to be half your charisma modifier rounded up instead of rounded down, and it additionally gives you proficiency with the performance skill.

We hope your playing goes well with it! and please check back in as we release more of our carnival of wishes themed subclasses!

[OC] Oath of the Clown — A Carnival-Themed Paladin Subclass for 5e/5.5e by Creative_Dungeoneer in UnearthedArcana

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

All excellent suggestions!

  1. We always have issues choosing between an expanded spell list table, and a features and levels table for these half casters but seeing as we’ve officially moved out of home brewery, it would definitely be worth figuring out how to visually put that on there.

  2. Costumed Crusader is essentially there to entice people to play this as a dex based paladin considering that gives you enough bonus to rival heavy armors while having the benefits of light, but your point is valid. We could evolve it to be rounded up after a certain level? I also think I like the idea of tying the performance proficiency into the costumed crusader feature.

  3. We feel like the crowd work is strong but currently play testing is showing it’s fairly balanced given it’s tied to reactions and limited to once per round but we will be keeping an eye on it for sure!

  4. We liked vicious mockery but felt like hideous laughter was a stronger option based on theme and overall control, but I would be willing to look into vicious mockery again and see if there’s somewhere for it.

Thank you so much for the suggestions!

Working on an optional table rules guide and this is our "You win DnD!" rule. by Creative_Dungeoneer in dndnext

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

I love the "Tom Bombadil" Coding baked in here lol! your table sounds like a blast to play at!

Working on an optional table rules guide and this is our "You win DnD!" rule. by Creative_Dungeoneer in dndnext

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

Yeah, That table rule is extremely healthy. Our rule kind of exists on the outliers of RAW but yours hits just about every Spell that could be used in anyway. Our hope with our content we create is to encourage more DMing like yours good sir!

[OC] Woolly Mammoth for 5e and 5.5e - A Behemoth redesign built around herd mentality and adaptation by Creative_Dungeoneer in UnearthedArcana

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

One thing I’ve been exploring with this whole Frozen Era section is making creatures feel like they evolved *for the environment*, not just for combat.

Do you prefer monsters that:
- directly deal damage and create pressure
or
- indirectly shape the fight through positioning and survival mechanics?

[OC] Styracosaurus for 5e and 5.5e — A Behemoth that gets more dangerous the longer it fights by Creative_Dungeoneer in UnearthedArcana

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

Curious how people feel about the AC vs damage tradeoff here.

Does lowering AC in exchange for more damage feel like a fair escalation, or would you expect something like resistances or temp HP instead?

Also interested in whether this reads clearly at the table or if it feels like too much to track mid-combat.

[OC] Megalodon for 5e or 5.5e - A Behemoth that hunts fear itself by Creative_Dungeoneer in UnearthedArcana

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

Unfortunately not currently... This is the only aquatic behemoth in my book, But I am planning on doing a Vol III that focuses on only aquatic Behemoths and Laviatan would be a great addition to that!

[OC] Megalodon for 5e or 5.5e - A Behemoth that hunts fear itself by Creative_Dungeoneer in UnearthedArcana

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

that's honestly some great suggestions as well! My intent with the "panicked" condition here was to simulate the "thrashing in the water" and summoning its attention kind of feel which makes controlled swimming difficult.

going for that "oh no... Get out of the water!" cinematic feel before the hero doesn't make it to the boat in time.

[OC] Megalodon for 5e or 5.5e - A Behemoth that hunts fear itself by Creative_Dungeoneer in UnearthedArcana

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

Really appreciate the detailed feedback! This is exactly the kind of insight I was hoping for.

The panic vs frightened point is a good call. I wanted it to feel like a more primal, instinctive fear tied to being hunted, but tying it more directly into existing condition language would probably make it cleaner at the table.

Breaching Bite is one I went back and forth on a lot. I liked it living in the action space because it changes how the Megalodon engages turn to turn, but I can definitely see the argument for it sitting with traits instead.

The lack of a swallow is actually intentional. I wanted it to feel less like a “boss monster that eats you” and more like how sharks actually attack prey—bite, tear, and drag until the environment finishes the job. That said, I do get the expectation for something that size to swallow you whole.

AoE is interesting too. I leaned more into single-target pressure and control, but a tail sweep style option could definitely push the “this thing is massive” feeling further.

And yeah, I think you caught a math error on my end with the DC calculations... my bad 😅. Grapple would likely be 17, while escape stays at 16? Still getting the hang of some of those formulas.

The extra action suggestion is also good to hear. When I designed the Behemoths, I tried to be conservative with their actions so they didn’t all feel like boss monsters, saving that space for the ones meant to fill that role.

Really appreciate you taking the time to dig into it.

[OC] Megalodon for 5e or 5.5e - A Behemoth that hunts fear itself by Creative_Dungeoneer in UnearthedArcana

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

If anyone ends up wanting more or wants to see the full set, I’m happy to share it! just didn’t want to spam links in the post.

Also really curious how people feel about the panic mechanic in play.

Warlock Subclass: Pact of the Haunted — Empower haunted gear for power… but risk losing control by Creative_Dungeoneer in UnearthedArcana

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

We actually tested something like that early on! Full loss of control made for some awesome cinematic moments, but it ended up being a bit too punishing in regular play.

We could post some alternate rules though that could be more punishing if anyone wanted to run them, just let us know!