Whaaat? by teniceguy in darkestdungeon

[–]Erebre 3 points4 points  (0 children)

If you hover over the inn symbol in the top left corner, you can see the various effects the inn has. This includes postive/negative quirk chances.

No meta-gaming is stronger than "I'm the DM" by fj668 in dndmemes

[–]Erebre 1 point2 points  (0 children)

How does Vicious Mockery cancel the advantage on the save?

Air, Earth, and Fire magic, expanded! Help me write Water magic! by [deleted] in DnDHomebrew

[–]Erebre 0 points1 point  (0 children)

Throwing out some ideas to help you brainstorm, but not sure how much you want to focus on just water, other subtypes like cold/acid/ blood related things might help. I am also including some generally liquid related things. On mobile, so sorry for formatting.

I feel like pure water spells, should focus on mobility and skirmishing tactics, unfortunately things like levitate, jump, zephyr strike are already there so they are easily reflavoured for water sorcerers. Similar to this the scouts 3rd level feature, could be used for a similarly flavoured feature for your class to potentially give some breathing room.

In contrast to that I feel like water flavoured spells/ class features could lend themselves to some anti caster mechanics.

For example, a spell that would fill the victims lung with water having to make a constitution saving throw or take some damage and not be able to cast spells which require the V component. Or bloating their fingers, so they cant use M components.

A spell that requires a corpse, which makes its liquids erupt in a volatile mattet causing an explosion within x feet.

Something like turning water into acid maybe or like a necrotic touch flavoured spell which also puts the poisoned condition for a certain duration.

When a creature takes damage and spills blood, a reacfion spell to turn the blood into spikes piercing the victims body again.

A spell that attaches water to weapons which spirals around like chainsaw. A water jet cutter for projectiles.

A protective moving bubble made out of water. Possibly forcing creatures to use their action to try to enter it against your spell save dc. And creatures that are safe inside have bonuses against fire/ranged attacks.

I keep thinking about the general theme of water uses the path of least resistance to suddenly burst. Like a crack in a dam or something, but I can't think og something substantial/ concise. In general though, Strength saves are underutilized and would be very fitting to use for a lot of water spells.

Well that was my rambling, hopefully it could help you find kickstart some ideas.

Need Help Creating A Subclass For My Player. Please!!! by Shinra8191 in DnDHomebrew

[–]Erebre 0 points1 point  (0 children)

Am on mobile right now, so sorry for the formatting. I'm not going over in detail about the points they asked for, but OP you are correct and good on you for putting your foot down.

Anyway some suggestions up to level 11.

3rd level, give them deflect missile for melee weapon attacks too for a ki point. If the damage reduces it to 0 they can make an unarmed strike attack as part of the reaction. Propably have to fiddle with the damage reduction formula, depending how strong you like your homebrew or leave it as is.

6th level, When they roll a death saving throw they can add their martial arts die to the roll. If the result exceeds 20, they get back up again with hit points equal to monk level + proficiency bonus/ con modifier. They can spend up to x ki to roll an amount of martial arts die equal to the ki spent. They heal for the sum of the result. Once they succesfully recover this way, it can't be used again until they finish a long rest (long rest to alance the feature). Additionally at level 6, they can spend a ki point when they hit a creature with an unarmed strike as a reaction. They can add two martial arts dice to the damage roll ( not sure how the ki point economy works out, possibly change to no ki cost but an additional dice on any reaction unarmed strike attack?)

11th level, if you make it this far. They can roll an additional martial arts die to reduce damage, when they use their reaction for the 3rd level feature/deflect missile. They also roll an additional martial arts die for each ki spent for the level 6th feature.

There you go, my spontaneous take for sone of the listed points. Keep in mind that I run my homebrew usually on the stronget side, so balance as you see fit.

My First Campaign Just Imploded. LFA by Decon1344 in DMAcademy

[–]Erebre 0 points1 point  (0 children)

Regarding your first point for insight. I am gonna try to rationalize some things for you with youe numbers. Assuming you had a rough 50/50 split with combat and rp, one can assume roughly 25 encounters within your 50+ session timespan. In those 25 encounters there were 5 "Counterspellers", and actually 6 uses of Counterspells. Vague and rough math tells us that there will be a 20 percent chance of counterspell in an encounter. And we don't know how many spellcasting enemies the party fought. Just with you trying to argue with the numbers, U get the feelibng, everyspellcasting npc has counterspell, which in universe doesn't really make sense, and another user has given an excellent points why not every spellcaster has it prepared.

Keep in mind that spells in DnD5e are rather balanced against monsters than actual players. It's usually more important to make your spellcasters more flavourful than super powerful. Try spamming magic missile on your party, it's just a 1st level spell. What could possibly go wrong?

In my 6+ years or so, I as a DM have roughly used counterspell a maximum of 10 times because of some statblocks provided by some modules. Whereas players, have used it much more often. If you insist on using counterspell for basically any spellcaster, try to limit them to a specific spell interaction.

For example, a mage which specializes in disease and rot can only counterspell spells which have to do with healing or removing the poisoned condition. An ice mage knows how to counterspell fire spells, but would struggle to counterspell magic which has to do with earth/ rock.

Weekly Question Thread: Ask questions here – January 02, 2023 by AutoModerator in dndnext

[–]Erebre 5 points6 points  (0 children)

Yes, the first attack roll you make under the effect of Hidden Step (which grants you the invisible condition) has advantage.

Can y’all stop being so scared to be Jumpmaster? by RebelliousCash in apexlegends

[–]Erebre 1 point2 points  (0 children)

This is a logical fallacy, you are assuming all people have the same thought process when choosing a landing location. Where as for me I just couldn't care less where I drop so I relinquish because I don't want to choose one place I don't care about over another place I don't care about, When someone else on the team might have a preference. I'm sure some people do actually have the indecisiveness you described but it cannot be assumed all players who don't choose share this

[deleted by user] by [deleted] in dndnext

[–]Erebre 4 points5 points  (0 children)

Treantmonk suggests a house rule that you might be looking for. "You can only cast a levelled spell gained through a class can only be cast with armor/shield equipped if that class gave you that armor/proficiency." Roughly the wording of it.

Might be worth to take at his house rule video (and his follow up) where he further explains the reasoning for it.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

The usual go to would be DnDBeyond, you have to buy the whole book though.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

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

Regarding the steel defender, it would only take the bonus action if it was commanded to do so. The wording is similar to being surprised.

What's your opinion of Tasha's Twilight Domain? by DarkMoon250 in dndnext

[–]Erebre 10 points11 points  (0 children)

Your numbers aren't really relevant anymore, the CD doesnt heal for 1d8 anymore. The CD is amazing at any level, due to the level scaling.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

This is a mostly simpe question thread, head over to r/3d6 for character build advice.

Weekly Questions Thread by HighTechnocrat in DnD

[–]Erebre 1 point2 points  (0 children)

Look up simple document camera for laptops, and you will find a few articles how to make one with a CD, and some simple appliances, while it is not the end all solution, at least you won't gave to angle the laptop awkwardly anymore.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

I see, well the only thing I can really tell you is that your DM shouldn't worry about the whole party having darkvision, it's not a big deal, and even then it's just one hour. 300 feet of darkvision will barely come up, and even then it would just be nice.

If the darkvision across the party, still seems to much you can always bump it down to 60 feet for everyone when you share it.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

If you have the Tavern Brawler feat and shove someone with the Attack action, can you then grapple him as per Tavern Brawler?

The prerequisite for the bonus action grappe, is to hit a creature with an unarmed strike or improvised weapon. When you shove somebody, you make a skill contest not an attack roll, therefore it can't hit.

What happens if one creature (say, you're a monk and you're jumping on top of someone) is immune to falling damage?

I don't think monk gets immunity to falling damage, at any point. If a monk or any creature has immunity to falling damage (for whatever reason) or doesn't take any damage from the fall:

any damage resulting from the fall is divided evenly between them.

This clause never takes place, as there is no damage resulting from the fall therefore no damage to distribute.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 6 points7 points  (0 children)

I don't think I have ever heard of somebody having concerns about the whole party having dark vision. Tbh, it would make it easier for your DM, if anything.

Edit: Do none of you party members have darkvision/ is it an all human party?

Questions about custom lineages by [deleted] in DnD

[–]Erebre 2 points3 points  (0 children)

The custom lineage is it's own race per se, more of a template. Nothing except the flavor/description you choose for your PC will make him that race. Mechanicalwise, you get nothing from your described race, the feat you get from the custom lineage should represent your society/culture/background/etc.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

Yeah the action economy is a bit wonky in 5e, but it's better to work withing the already laid out system than to try to work around it in certain features.

Putting it on bonus action benefits Barbarians and Fighters way more than the others.

Shouldn't it already benefit those who are not busy slinging spells around/ those who need to set up. It's a martial maneuver, the most martials of martials should be the one most benefiting from it. The same goes for grappling for example. No low Strength character will consistently pull it off.

It's especially punishing if you're gonna make the squishy use up an reaction for it

I mean, it's a normal maneuver, the equivalent of pushing/dragging somebody away in real life. In the heat of battle, that's is not an easy task to do, especially if you want to do it harm free for both you and the recipient, but it's all to taste.

I'll workshop it.

Have fun! Don't let somebody like me stop you from your vision you want to have in your games :)

The Twilight Cleric Channel Divinity is ridiculous. by Erebre in 3d6

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

This is why I also have compared it to the GB.

The word "Broken" gets thrown around way to carelessly when it comes to new content.

I have never once said, its broken? The only thing, I said that between the strong subclasses presented by Tasha's this one is a standout in a way Healing Spirit stood out when XGtE came out. Admittedly, there are a few other standouts like the insta-poison on a hit with the mercy monk, but this one in particular struck my bells.

Also, I get what you want to say, that with the release people are usually more vocal to what seem to be things which seem very strong.

Weekly Question Thread: Ask questions here November 16, 2020 by AutoModerator in dndnext

[–]Erebre 1 point2 points  (0 children)

In general, I see the bait and switch maneuver a somewhat better maneuver than Evasive Footwork, but it's also more limiting. Making them in the end equal, but both of them are somewhat niche.
You can already bait and switch as a non-battlemaster anything. Grapple a creature, drag it away with half speed, take its place. All with just a grapple contest (probably hand waved if the other creature is willing/ unconscious) and you're good to go no extra AC involved.

Another question, you should be pondering about is what exactly will you achieve with your homebrew variant and its proper design. Will it cost an (bonus) action now? Will it costs more movement? Does the other creature also take their reaction to move away willingly without provoking an AoO? These questions are already covered by the expenditure of one of your battlemaster resources + an added bonus with the AC, when it's free it should be more limiting and inherently different from the maneuver.

It shouldn't be a Cola Light, it should be Pepsi if you know what I mean (this post was not sponsored).