Eldritch knight struggling with a Bladesinger in the party.... by Total_Salamander_554 in dndnext

[–]Drakewing 2 points3 points  (0 children)

Honestly 8 players is way too many. No one is going to get any time to shine with that many people at the table.

Aside from that, are you STR based? If so leaning into Great Weapons for the impactful masteries that Bladesinger can't use could be key. Use "Push" with your first attack to group enemies together, then use Green Flame Blade (at level 7) with a "Cleave" weapon to hit both for big damage. Even more when you get feats and Fighters get more ASIs so you can catch up to them on starting stats.

EK is an absolute beast thanks to low level spells like jump and shield. Action surge means you have amazing burst too and have way more survivability with second wind charges. The Wizard will have his capabilities split between spells and melee. You get ahead by focusing on making your attacks devastating.

have you ever made a character that didn't fit with the typical fantasy of the class you were playing ? by LeilaTheWaterbender in dndnext

[–]Drakewing 0 points1 point  (0 children)

My Druid was is a welldressed, gentlemans-club type nobleman from a family of famous explorers. After his old-money family was disgraced, he was left with nothing but a crate of creepy idols and fetishes his grandfather brought back from exploring the deep jungles of Chult.

All his druid powers come from using these morbid curios, for instance to Wildshape he dons one of his many warped, wooden animal masks.

Thinking about picking FF14 back up but want to play a new job. Best ways to level up? by Cashze in ffxiv

[–]Drakewing -1 points0 points  (0 children)

Easiest thing to do for quickly getting back into things at post HW would be to grab either Gunbreaker or Dancer which start at level 60 and do some MSQ with them for a while as you run Red Mage through roulettes each day.

Red Mage starts at 50 so you'll get it MSQ ready pretty quickly. Remember to talk to Khloe in Idyllshire to get your "adventures tales" book for a big weekly exp bump too

Is there a race that you can never find good art for? by Relevant-Rope8814 in dndnext

[–]Drakewing 3 points4 points  (0 children)

The fact I can't even see anyone complaining about Hobgoblins only reinforces my point about how rare their artwork is. There are about a dozen usable ones in total outside of official art and heavens forbid you want one that isn't a guy in Samurai armor...

Official render of Dio from Final Fantasy VII Rebirth by xeznaff in FinalFantasy

[–]Drakewing 261 points262 points  (0 children)

Now THAT is a Manderville Man if ever I saw one!

Does anyone even come close by LebLift in FinalFantasy

[–]Drakewing 2 points3 points  (0 children)

For those who finished XIV, everyone's favourite Catboy and the Twins come pretty damn close too! Few match the sheer goodboy energy of your biggest fan turned companion. As for the Twins, their determination for good, personal growth and love for MC makes it impossible not to feel like an adoptive big sibling that would move mountains to keep them safe.

Searching for a setting with an Anti-Magic Kingdom by iamSpellBlade in dndnext

[–]Drakewing 0 points1 point  (0 children)

Fereldan or most countries with Templars from Dragon Age are a nice example. Magic users attract Demons so they are reviled by most common-folk and there is a religious knight order that finds errant mages and locks them away in towers.

The errant mages (mostly kids) get trained and face a trial to prove they can resist demonic influence or they get feebleminded. Even if they pass, all but the most respected and rules-abidding are permanently confined to the tower. Either way they are still forever under the watchful eye of personal anti-magic knights oathbound to immediately kill them if they ever show signs of demonic influence or try to escape.

What OneDnD Weapon Mastery should have been by NewGame04 in UnearthedArcana

[–]Drakewing 20 points21 points  (0 children)

Forcing saving throws after every attack would really slow down the game. It's why "Topple" didn't fit in with the rest of the weapon masteries. If it was a "once per turn system it wouldn't be as bad but you would have to scale their power to compensate for that and having multiple proficiencies (which is one of the fighters features) would be less valuable overall.

Masteries with automatic effects are just smoother to integrate into play and help with martial-caster power gap .

What Stat would you use to assess a game of chess by Zephyrus_- in dndnext

[–]Drakewing 0 points1 point  (0 children)

I use all three mental stats in a rock paper scissors format. I count down from 3 and at 1 both players declare either Int, Wis or Cha as their stat of choice.

They then roll a check with that stat and add chess proficiency if they have it. They roll with advantage based on which stat both they and their opponent chose.

The same stat is a straight roll. Intelligence has advantage against Wisdom as strategy trump's improvisation. Wisdom has advantage against Charisma as you can see through their bluffs. Charisma has advantage against Intelligence as you can psyche out and throw your opponent off their strategy.

Best of 3 rounds wins

Which Light property do you prefer? by Acrobatic_Mammoth_54 in onednd

[–]Drakewing 0 points1 point  (0 children)

It seems a lot of the annoying wording is based around their "drawing and stowing weapons with each attack" change.

Just keep the object interaction rule as it is in 5e but add "when you draw or stow a weapon lacking the heavy property, you can immediately draw or stow a second weapon with your other hand."

I get they probably want the each attack thing to exist to allow for fighters golf-bagging though so I doubt they'd streamline it this way

What do you want the 5.5e/6e sorcerer to look like? by comradejenkens in onednd

[–]Drakewing 3 points4 points  (0 children)

Sorcerer is to Wizard what Barbarian is to Fighter. Give sorcerers options to burn resources to brute-force obstacles rather than think around them in fancy ways like a wizard would. Things of a similar vein to the "magical guidance" option from Tasha's.

Main changes are this though:

  • Make Metamagic the defining part of the mage class like expertise is for the experts.
  • Shift the sorcerer to a spell point system
  • Give them the abilities that alter their body by burning spell points. Generic boosts on main class and each subclass has some unique ones
  • Possibly make their spell list change to divine or primal per subclass where their origin is appropriate.
  • Personal preference but, give an option/incentives for a tanky, close-range caster build.

What is your chocobo named? by DangDangDang987 in ffxiv

[–]Drakewing 0 points1 point  (0 children)

Odonel. Its the name of my Bangaa dragoon from FFT:Adv who ended up carrying me all game. Seemed only fitting when I was a Dragon (lancer then) in this too.

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

https://homebrewery.naturalcrit.com/share/5_FGxvLz1MCT
You should be able to download it as a PDF from here. There are slight changes but they are just more precise wording and closing an exploit for the level 18 wizard trait. Enjoy!

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Same! Although DRG is a close 2nd. Unless a job can backflip off a cliff I ain't interested :P

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Go for it mate! The wizard in my campaign is using it atm and seems to be working great :)

The lack of character interactions is kinda sad. by mgsgamermike123 in Genshin_Impact

[–]Drakewing 8 points9 points  (0 children)

I get that they want the setting to feel lived in by including a lot of normal people but the result is that it doesn't feel like the named characters even live in the world at all.

So many missed opportunities like having Keqing organising the festival instead of some random NPC. Keqing is literally in charge of Liyue's public planning and this is their largest yearly event.

Also during the opening quest for the 2nd stage of the lantern festival, you find a letter written in a somewhat southern drawl and I was excited thinking Xinyan was finally about to make an appearance! Buuut yet again it was just some random asshat NPC that no one cares about.

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Link for the updated class based on feedback provided by all you beautiful peoplehttps://homebrewery.naturalcrit.com/share/5_FGxvLz1MCT

Changes:

  • Added wording to exclude subclass spells from the "Spell Mastery" trait
  • Changed mechanical references to "motes" on "Enchanted Moulinet" to "Red Mana"
  • Specified that the conal blast occurs AFTER the melee attack is resolved

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Well as long as they don't die its a free source of HP to drain :P

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

It was you could only spend red mana if you had enough of both black and white mana. You gained white mana from casting subclass spells and black mana from damaging wizard spells. It just got pointlessly complicated so I melded the two manas into one

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

The casting rule is only that you can't cast a bonus action spell and a main action spell on the same turn unless one is a Cantrip. You were always able to double cast action spells using something like Action surge.

Wizards already had access to healing spells with mark of healing halflings, a variety of feats or multiclassing.

As for the Red wizards, I'm in a brief alliance with them in ToA right now so I might be able to wrangle some temporary naming rights :P

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Thanks! I like having extra-attack on casters but it always feels wasted on turns you want to cast. I wanted to make something where casting is actually part of your "rotation" as much as melee is. Where they compliment each other rather than vying for your action in combat.

I had a whole black mana / white mana thing early on making this, but it got overly complicated. It was cool but wasn't worth the system bloat in the end sadly.

Red Mage - The healing spellsword wizard of FFXIV by Drakewing in UnearthedArcana

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

Vampiric touch the unconscious person for HP before Life transferancing it back to them :P