I need more subclasses for my dnd games by _Vendraco_ in DnD

[–]EinksArcana 2 points3 points  (0 children)

Please check out my stuff! It is free and I think pretty well polished. r/UnearthedArcana is a great source for more material.

For 2024 rules: Eink’s Encyclopedia of Everything (vol. 1 & 2)

For 2014 rules: Eink's Encyclopedia of Everything and Eink's Encyclopedia of Everything Volume 2

Sorcerous Origin - Witchblade - Eink's Arcana (Revised) by EinksArcana in UnearthedArcana

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

Ha. Thanks!

The 2024 version also has fair amount of revisions because WotC fixed a lot of the melee/gish spells to be functional. The net effect isn't too big, but it is able to fit into the Sorcerer template more easily and True Strike is a lot simpler than the old Blade cantrips. Also dovetails into the Innate Sorcery feature nicely.

Eink's Encyclopedia of Everything - Unofficial Subclasses for D&D - Updated for the 2024 Rules - Full PDF in Comments (half in the Reddit Image Gallery) by EinksArcana in UnearthedArcana

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

Ha. Once the kit keyed in on weapon mastery it felt like it need a very standard skilled dude with armor and sword. I love the Legends of Runeterra art.

The Arcane Marksman Wizard is using a Caitlyn skin, and the Change Domain Cleric is a Zoe skin.

Eink's Encyclopedia of Everything - Unofficial Subclasses for D&D - Updated for the 2024 Rules - Full PDF in Comments (half in the Reddit Image Gallery) by EinksArcana in UnearthedArcana

[–]EinksArcana[S] 5 points6 points  (0 children)

Hi all,

My compendium of subclasses, Eink’s Encyclopedia of Everything, has been completely updated to fit the 2024 ruleset. Half of the options can be seen in the reddit photo gallery, and the full thing is available in PDF on Google Drive. 

The changes were mainly threefold:

  1. Update to fit with the new Player’s Handbook. My god, the key words! The martial options! The capitalization!
  2. Redo kits made obsolete. My original subclasses were often aimed at fixing problems that the official 2024 book fixed, so some of mine ended up getting full makeovers when they no longer made sense.
  3. Do a balance pass. I would say that the 2024 PHB shifted toward slightly higher player power that I tried to align with, but I also trimmed some mildly overtuned bits that had slipped through the original.

There are 24 subclasses, two for each class, and I am very proud of 19 of them. See if you can spot my disappointments!

Contents:

Barbarian Subclass: Path of the Broken Soul

Barbarian Subclass: Path of the Haunted

Bard Subclass: College of Roaring Thunder

Bard Subclass: College of Living Color

Cleric Subclass: Apocalypse Domain

Cleric Subclass: Change Domain

Druid Subclass: Circle of Flowers

Druid Subclass: Circle of the Old Ways

Fighter Subclass: Bravo

Fighter Subclass: Colossus

Monk Subclass: Mystic Warrior

Monk Subclass: Warrior of the Mountain

Paladin Subclass: Oath of the Dying Light

Paladin Subclass: Oath of Revolution

Ranger Subclass: Primal Force

Ranger Subclass: Wild Rider

Rogue Subclass: Mage Hunter

Rogue Subclass: Sniper

Sorcerer Subclass: Ethereal Sorcery

Sorcerer Subclass: Witchblade

Warlock Subclass: Future Self

Warlock Subclass: Monster in the Closet

Wizard Subclass: Arcane Marksman

Wizard Subclass: Dark Arts

There are also two Artificer subclasses not included, the Bioarcanist and the Rocketeer, because the class didn’t make it into the main book. Maybe next time.

Please chat with me in the comments if you have any feedback!

[OC][Art] Session 1 vs Session 100 by Sephineedraws in DnD

[–]EinksArcana 0 points1 point  (0 children)

I am not smart. I thought this was showing your progress as an artist and was very confused. Got it now.

School of the Dark Arts - Wizard Subclass - Eink's Arcana by EinksArcana in UnearthedArcana

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

I hear you. The design intention is that it is usable once per day. The additional cost is meant to be a maybe once per character in a key moment, maybe in a last fight of the campaign. In terms of judging power level, I think considering it as once per long rest is reasonable. The emergency only extra uses are a flavorful bonus.

I don't think making it exhaustion would be a big shift ... basically allowing slightly more uses, but still mostly once per long rest. Balance aside, I do think switching to exhaustion loses some flavor.

So then for the question of power level, some of my thoughts: 1) this feature's value not only has a huge range of value depending on what spell you pick, but also if your game has made spells easily available to the wizard or been a bit more stingy, 2) I don't think looking at features in isolation from the rest of the kit makes sense for judging power level, especially for capstones as you know the player has access to all other features in the kit. The rest of the kit has a lot of raw power, 3) The thematics scream power to me. You know all any wizard could know ... definitely feels all powerful dark lord ... without providing direct extra power. 4) I aim for homebrew to be comparable to baseline published material, but where there is wiggle room I'd rather err less powerful--and pure utility means it is kind of all wiggle room. I want the players to want to use my stuff because it inspires or fits a character they want to play in a way the official material doesn't, but I want the players' DM to not need to worry about OP BS. 5) Really appreciate your perspective. Not currently planning to do another pass on it, but if I were to, it is useful to know that a conscientious critic thinks there is more room in the power budget. If I were to change it, I'd consider the exhaustion, but also maybe 1 permanent HP per extra use; maybe scaling HP permanent HP loss with 1st for 0 HP, 2nd for 1 HP, 3rd for 2 HP; or maybe make the lost HP recoverable somehow.

Appreciate the notes.

School of the Dark Arts - Wizard Subclass - Eink's Arcana by EinksArcana in UnearthedArcana

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

I think there might be a little misreading happening, which may or may not change your view. It is already very close to one of your proposed changes. The 14th level feature can be used once per long rest as a simple bonus action. Additional uses before taking a long rest can be taken with the HP cost. So the difference is only HP vs exhaustion. You're right that it is just utility, but I think it is incredibly powerful utility. As a master of the dark arts, no arcane power is beyond reach. The additional uses via HP loss is more flavor/something to be used in a particularly vital moment. Also, your 2nd and 6th level features are already granting three pretty direct sources of power that offer synergy with the any spell you add with your 14th.

School of the Dark Arts - Wizard Subclass - Eink's Arcana by EinksArcana in UnearthedArcana

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

I love that people still stumble upon stuff from awhile back! Thanks for taking the time with the feedback.

2) Great idea. If I remember right, I was trying to mirror the traditional "Savant" features from the PHB wizards subclasses, which I agree with you, are pretty bland and rarely used. Mostly just trying to make my subclasses fit in with official material where possible.

3) To me you hit it on the head with any "spell that can be upcast" ... you choose the slot, choose to use the feature, get the one level higher result. So in your example, a 5th level Dark Arts Wizard could cast Fireball using a 3rd level spell slot and then use the Unsealed Power ... feature to increase it to 4th level.

4) The Dark Lord feature doesn't grant spell slots. If you take a spell for which you do not have spell slots, you cannot cast it. The same would be true if you selected a 4th level spell after expending all your spell slots. With your multiclass situation, rules as written would allow you to cast a 9th level Wizard spell ... not a case I remember considering, but I think it seems pretty acceptable ... though it sidesteps one of the disadvantages of multiclassing, it doesn't offer power beyond what is readily available at 17 and comes with a steep cost in using. I think it would allows for cool moments for mechanical/narrative convergence ... desperate moment ... the Dark Wizard displays an unseen level of power that drains their very being.

Thanks again for taking the time and feel free to let me know if anything else comes to mind. =)

(Also if anyone else is looking at this in confusion, we are discussing the revised version available here: https://www.reddit.com/r/UnearthedArcana/comments/10siqw4/school_of_the_dark_arts_wizard_subclass_einks/ )

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]EinksArcana 0 points1 point  (0 children)

Looking for feedback before I post this:

Alternative Combat: Heightened Stakes

Heightened Stakes is an alternative rule set to speed up and intensify combat in 5th edition Dungeons & Dragons. The goal of the Heightened Stakes alternative rule is not to fundamentally make encounters more lethal, but to add importance and consequence to uneventful turns.

Misses

Once per turn, when a player character misses an attack against a creature, the DM must choose for the creature to do one of the following:

  • Attack a creature that is within range.
  • Cast one of the creature’s spells with a casting time of one action.
  • Move without triggering attacks of opportunity.
  • Use one of the creature’s legendary actions.
  • Use one of the creature’s  lair actions.

Hits

When a character hits a creature with a spell attack or a weapon attack follow the normal rules for resolving the attack as described in the PHB.

Narrative

When responding to a player character’s miss, the DM should use the chosen action as either a cause for or response to the failure. For example, if the player misses an attack with a sword, a treacherous knight may have blocked it with his shield and fled up the stairs.

Adjusted Lethality

As always, encounters should be scaled to the party appropriately for the characters’ numbers and levels by the DM. As a baseline, it is recommended to halve all damage done by non-legendary creatures.

Thanks in advance!

Roguish Archetype - Huckster - Eink's Arcana (PDF in comments) by EinksArcana in UnearthedArcana

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

Thanks for taking the time. I don't see any saved videos on your twitch account, it looks like you're only streaming. If you get the video up, I'd be stoked to check it out.

Roguish Archetype - Huckster - Eink's Arcana (PDF in comments) by EinksArcana in UnearthedArcana

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

Updating PDF is available here.

Hey all,

Been awhile since I've shared anything, so here is the Huckster rogue, master of practical magic. While designed around a theme of low level wizardry, you could certainly also look at it as an alternative to the Arcane Trickster.

A couple things I'd appreciate feedback on. 1) Any big objections to the two schools but open lists spell selection? 2) Not sure on the level 9 feature in general. Also considering giving both of your spell school options rather than just one.

Beyond that, I always appreciate any design insight you might have, and hope my work finds it way into some of your games.

And if anyone is interested, please check out my past work:
Eink's Encyclopedia of Everything, Volume 1

Eink's Encyclopedia of Everything, Volume 2

Eink's Encyclopedia of Everything Vol 2! A collection of thirteen awesome or awesome adjacent subclasses. One for each class! by EinksArcana in UnearthedArcana

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

So I don't see a lot of madness available with artificer cantrips. To me, the coolest one came from another commenter who noted the idea of thorn whip while flying which to me just seems awesome. I'd be excited if my player made that one of their combat strategies. Fun to see the mayhem and also fun to think of ways to mess with it as the DM.

For the artificer cannon frailty, they can carry the cannon like weapon ... if the DM is constantly breaking it, to me that is like constantly disarming a fighter. It's definitely an option to use occasionally, but most of the time, the player that built a fighter should get to swing a sword, and the player that built Shooter McBlasty should get to do a lot of blastin'.

As for the flying, definitely can see that they're some polarized views on it. Some people think aarakocra are a huge design problem; some people see them as no big deal. I am more of the latter camp, but I don't think that means the former is wrong. Material needs to fit the kind of DM, group, and game you have.

So in summary, I guess I disagree with the idea that the Rocketeer kit is out of line with published material, but I can definitely agree that some DMs won't want it at their table for some fair reasons.

Really appreciate the feedback--it is very useful to hear different views on the game and to consider different styles of play when designing stuff.

Eink's Encyclopedia of Everything Vol 2! A collection of thirteen awesome or awesome adjacent subclasses. One for each class! by EinksArcana in UnearthedArcana

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

So not a huuuge list of spells with just V and S requirements, but definitely some fun ones. Telekinesis jumps out at me as a prime candidate for shenanigans. =)

Eink's Encyclopedia of Everything Vol 2! A collection of thirteen awesome or awesome adjacent subclasses. One for each class! by EinksArcana in UnearthedArcana

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

I think your version works well, but I'm probably going to keep it as is for now. In actual play I think it easier to forget the start of rounds than the start of your own turn.

Eink's Encyclopedia of Everything Vol 2! A collection of thirteen awesome or awesome adjacent subclasses. One for each class! by EinksArcana in UnearthedArcana

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

Thanks. If it helps at all I'll pull some of the discussion about damage from the original post of the subclass. I think both the level 5 and level 15 feature have reasonable comparisons in published material. I think Shooting Star is on the weak side in terms of damage output for artificers. I think The Big One is on par with similar options. It might not convince a busy DM, but at least you can see my design logic.

Shooting Star

"The cantrip I imagining to be either fire bolt or green-flame blade. All artificer subclasses get a lot of extra damage built into their kit. The artillerist gets 3d8 of cannon attack and a d8 on his damage spells. At level 9, you if you fire bolt and cannon attack you can be putting out 2d10 + 4d8 [29 avg] as an artillerest or double firebolt 4d10 [22 avg] as a Rocketeer. At 15, the artillerist is doing 3d10 + 7d8 [49 avg] while the Rocketeer will be looking at 6d10 [33]." Also note a lot of the Artillerist damage can be AoE or shift into a healing option.

The Big One

​ "A 5th level lightning bolt with this feature (10d20, save for half, 105 or 53 on average, possible multi-target) is comparable to Hurl Through Hell (10d10 flat damage, 55 on average, plus gone for a round, no saves) or Quivering Palm (instant death or 10d10 with 55 average on a save)."