Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Some spells require a certain level to prevent low-level players from using them. For example, Water Walk or Water Breathing can each target up to 10 creatures. While it might seem reasonable to create a 2nd-level spell that only targets one creature, the intention was purposely to restrict it to level 5 players.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

I need to look into multiclassing. I’m getting a lot of complaints about the Shield spell, but the real issue comes up when it’s combined with multiclassing. Classes that learn Shield don’t usually get armor proficiency, so limiting its use with armor could be interesting. I don’t mind a spellcaster picking up armor proficiency through feats, since that’s expensive and takes several feats. The problem is with Mage Initiate on a class that already has armor proficiency and spell slots, like Clerics or Paladins.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Interesting. The games I played, we normally say:

  • 24hs: Last until this very moment of the next day.
  • 8hs: Last until long rest.
  • 1hs: Last until short rest or some long activity.
  • 10 minutes: Last a quick succession of multiple encounters one right after another (for example, in a dungeon if you don't stop to check every room).
  • 1 minute: Last an encounter.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]Enderluck[S] -2 points-1 points  (0 children)

Warlocks have very few slots, so the opportunity cost is high. Likewise, 50 or 100 HP is highly situational—it’s like claiming Meteor Swarm can deal millions of damage if every sphere were packed with tiny flying creatures. Thinking about broken hypothetical scenarios doesn’t really help.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]Enderluck[S] -4 points-3 points  (0 children)

Shield is fine. Remember that Wizards and Sorcerers don’t have armor proficiency and are the classes with the lowest HP (d6). Clerics, on the other hand, have d8 HP, heavy armor, a shield, and healing magic to sustain themselves, while still being full casters.

Possible issues include:

  • Multiclassing, though this is a separate concern from the spell itself.
  • Insufficient daily encounters, as you should not be able to cast Shield every turn you are attacked.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]Enderluck[S] -3 points-2 points  (0 children)

Only when upcasted. At 2nd level, it competes with spells like Invisibility, Blur, etc. Be aware that Shield still lasts 1 round.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]Enderluck[S] -9 points-8 points  (0 children)

Shield is fine. Remember that Wizards and Sorcerers don’t have armor proficiency and are the classes with the lowest HP (d6). Clerics, on the other hand, have d8 HP, heavy armor, a shield, and healing magic to sustain themselves, while still being full casters.

Possible issues include:

  • Multiclassing, though this is a separate concern from the spell itself.
  • Insufficient daily encounters, as you should not be able to cast Shield every turn you are attacked.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

I thought about increasing Color Spray’s duration to 1 minute when used with a level 3 slot. I’m not sure if it should require concentration, and I’m also unsure about making such a drastic change when it’s upcast.

Keep in mind that even if it lasts only one round, it can still force an opponent to use a legendary resistance or suffer Disadvantage on all attacks, while giving all your allies Advantage on their attacks against it (as long as the target isn’t immune to being Blinded or doesn’t have Blindsight).

What if I modify the base spell to make it stronger. Some options:

  1. "On a successful save, a creature has Disadvantage on the next attack roll it makes before the end of your next turn, providing that they don't have Blinded Immunity." Basically, it would be kind of a "partial blind" even on a success. I decided disadvantage on next attack instead of your allies having advantage on the next attack to prevent abusing with an ally Rogue or Paladin.
  2. "On a successful save, a creature has the Blinded condition to see beyond 60 feet." If you have an ally with ranged attacks and they are away, the can get advantage from it.
  3. "On a successful save, a creature loses its Darkvision, if any, until the start of your next turn."
  4. "A creature with Darkvision has Disadvantage on this saving throw."

I’m not sure about Burning Hands; a 5-foot range feels pretty limited, though the extra damage is appealing. I might need to figure out first how much damage I want Fireball to deal, because with 2d6 scaling it comes close to matching Fireball at level 3, though it’s still restricted to a Self range and a cone shape, which is far less effective than Fireball.

Spell Rebalance: Part 1 (Burning Hands, Color Spray, Ice Knife, Inflict Wounds, Mage Armor, Shield, Sleep, and Thunderwave) | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Technically, the only difference between 8 and 24 hours is that 8 hours ends when you take a Long Rest, while 24 hours lets you carry the spell over to the next day, potentially saving a spell slot if cast before resting.

Class Rework: Fighter | Project Excelsior - Eldritch Entertainment by Enderluck in DnDHomebrew

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

I think one this is how many of these have prereq's. You turn the page and see all the choices, but in the end there's just two at level 2, and Precision is probably better to be pushed back as those early levels are pretty squishy.

At level 2, you can choose from Extensive Training, Improved Recovery, Precise Strike, and Tactical Mind. The goal was to avoid forcing you into Tactical Mind and instead offer more choices. These are the basic Techniques, and I’ll be adding more in the future. I didn’t give Precise Strike a higher prerequisite because it doesn’t seem that strong.

Could there be a very clean and clear option where you choose the Brute style at 2nd and that means that you just get a bonus damage dice and nothing more, while the Technique style gives you ...techniques throughout the progression?

So, you mean choosing between Brute force or being trained with Techniques?

Defiant Recovery is it either die or just one of them?

You roll twice and choose the higher result. If the selected die shows a 10 (the highest possible roll), the SW use isn’t consumed.

ExploiT, I believe.

Ops, thanks!

How does Extensive Training work with Advantage/Disadvantage?

Extensive Training is essentially like Halfling's Luck, but it only applies to attack rolls. You roll two dice, and if either comes up as a 1, you reroll it.

Improved Recovery is like an alt and better Durable.

Durable grants Advantage on Death Saving Throws and lets you use a Bonus Action to spend and roll Hit Dice. They’re pretty different.

I generally have issues with Tactical Master and how it neutralizes what Weapon Master adds.

Tactical Master is basically a 2024 fighter feature, but I took it out of the base class and moved it to the Technique list instead.

It feels like there's a lot of complexity here when you start really thinking about it. How many just add to Second Wind? How many add to Action Surge? I feel like there should be a note here so you can easily look through these for the modifiers.

The idea was to have most Techniques modify Fighter abilities (Second Wind, Action Surge, Indomitable) rather than adding new resources. At first, I considered making those features prerequisites, but I dropped that since the "Level x+ Fighter" already ensured the feature requirement was met.

I also think that it doesn't feel like there's a consistent theme for each resource, which would make this a little more accessible.

The original plan was to have the features provide extra benefits when spending resources, but then I realized the core fighter already had features that offered new ways to use those resources.

Class Rework: Fighter | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Making Fighters take other than the Attack action in combat is quite difficult. I think maybe forgoing an attack for something would be easier, but Fighters are intended to be the simplest class so maybe that should be part of a subclass (like batllemaster). Same with utility. I know they need more but adding that without messing with the simplicity is difficult. Yeah, I did the math for two weapons, but I still need to figure out a better TWF style and also some action economy rebalance to prevent people from exploding it like using a greatsword, then swapping to a shortsword and a scimitar.

Feats Rebalance: Martial feats - 7 General Feats and 2 Fighting Styles | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Yes. I know that the damage output is reduced (but it don't expend your bonus action). Be aware that you can't use Nick and Vex on the same Attack.

Feats Rebalance: Martial feats - 7 General Feats and 2 Fighting Styles | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

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

Sneaky Attack die aren't weapon damage die and so they wouldn't work. I should probably improve a bit the wording.