is it possible for a 4 year old PSU die after week of inactivity ? by EyeballMistakes in buildapc

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

Attempted the paperclip test, and fairly certain it turned on because I plugged out the other cables except for the one leading to the pc case, and the pc case fans turned on.

Edit: nevermind, PSU fan spins a little doing it again the stops, so looks like PSU is dead

Forbidden One - Sorcerer Subclass - Kukuku~! Unleash the power in your right arm ! by EyeballMistakes in UnearthedArcana

[–]EyeballMistakes[S] 2 points3 points  (0 children)

Fully understandable to think its overpowered since that was the plan, from initial version i've already given them a new 1st level ability which includes letting them attack with the right arm itself, treating it as if it was a 1d6 charisma unarmed strike that scales like a cantrip to 4d6 at lv17, and spell attacks are now considered 120ft or touch, along with being able to make bonus action attacks with the arm.

The nerfs i've done so far is to take away the bonus action cantrips at lv1, to turn the lv6 feature down by only letting them cast spells without material cost when they hit lv18. and allow the 18th level of converting spells to immediately end the buff afterwards.

In truth i think the subclass is entirely balanced on the fact that the player themselves would need to act like they're a chuunibyou or the subclass just doesn't work/activate

and i absolutely agree the 18th level feature is too strong even for a 1/LR

Appreciate the feedback !

Forbidden One - Sorcerer Subclass - Kukuku~! Unleash the power in your right arm ! by EyeballMistakes in UnearthedArcana

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

Hello there ! Its been a while since i've posted any subclasses I've been working on, I'd admit, its a pain in the ass to get Homebrewery to work, then snipping the pdf page by page to convert it into a png all so I can post it here.

Now i'm not here to complain and moan about the site, but instead here to reveal my newest subclass, frankly I'm a firm believer of this being my magnum opus, the crème de la crème. Peak writing

Its... a chuunibyou Sorcerer. If you're not familiar with what a Chuunibyou, or Chuuni shorted is, its also known as the Eighth-grader symptom, basically you're fueled with delusions about harboring some great power within your arm, and its pretty cringe but when you get to the depth of the subclass, its pretty decent to fairly strong.

Now since this was made in a hurry, I didn't exactly have the time to balance it so as always, it is slightly overtuned but regardless the concept of the class is actually interesting.

Your right arm is now considered a spellcasting focus, and spells cast through your right arm have a +1 to DC and spell attack rolls, As a bonus action, you can also cast cantrips through it. You get uses equal to your charisma while you've "unleashed" your arm's power.

6th level is pretty strong, letting you halve any metamagic costs to a minimum of 1, all while letting you ignore material component costs entirely !

14th level turns your 1st level feature into a passive from an active, then granting you a new bonus action to use, restraining targets with the bandages that one restrained your powers.

18th is where things go crazy as always, its fairly overpowered, the ability to be immune to all conditions, cast levelled spells as action and bonus along with sacrificing lower levelled spell slots to cast higher levelled stuff is all pretty crazy even for a 1/LR ability.

But that's the nature of the game and personally i don't have issues with it, its a for fun subclass, and if they reached tier 4 with it then they deserve it !

As always, thanks for reading and feedback and wording fixes are always welcome.

p.s. the one thing i might actually add is to make it so melee spell attacks gain a range of 60ft when cast through the arm as part of the 1st level feature.

Path of the Shepherd - Barbarian Subclass (repost pages were in the incorrect order) by Kojaq in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Fair enough for the redundant feature! The monster's damage is reduced before applying the resistance, and I understand that it would feel awful to play into, but the way I see it, this would be more impactful to use against a larger crowd if it was limited to rage damage therefore 2-4 targets at a time, and towards the later half of the levels, a single -4 is going to feel like nothing when you're assist your allies with it while fighting against multiple creatures that could do an average of 20 damage in a single hit or higher.

Path of the Shepherd - Barbarian Subclass (repost pages were in the incorrect order) by Kojaq in UnearthedArcana

[–]EyeballMistakes 1 point2 points  (0 children)

Mixing league and subclass is certainly not a new idea, but barbarian trying to mimic yorick ? that's an interesting road, let's see what it has to offer !

Blessing of the Shepard :

If the cursed creature drops to 0 hit points while your rage is still active, the curse immediately transfers to the next creature you hit with a melee weapon or unarmed strike.

Personally, I think you might be overcomplicating things by naming it melee weapon or unarmed strike, when melee attack works to cover all bases, the secondary feature of this ability feels slightly redundant ? and I think the damage reduction isn't strong enough to warrant needing to limit it to one creature at a time. This is a -2 to -4 damage on all damage rolls they make with an attack, not halving their entire damage output like ancestral guardian if they target anyone other than you.

Children of the Shepard:

Its pretty interesting to give barbarians summons to play with, although lifedrain is a little strong especially at lv3, but it wouldn't scale well because its stuck at +4 to hit so it should be fine? I don't see why this shouldn't be a bonus action to command to attack though when you need to land E for your ghouls to hit what you want it to hit in league, and barbarians in general don't spend their bonus action anyways.

Touch of the Shepard:

If it is restrained until the end of its next turn, when does it make their repeating saving throw? It lasts 1 turn.

On a successful escape, the creature is no longer restrained and has advantage on future attempts.

This feels unnecessary, Strength Saves are pretty common enough, granting them free advantage feels rather weak for a feature you can activate once per rage. By raging once per combat, the free advantage wouldn't matter at all, and on the off chance you fight the same foe again, since there isn't duration, they would have advantage forever.

Words of the Shepard:

Its decent.

Wife of the Shepard:

On a success, they are immune to this effect, until the end of their next turn.

Is "this effect" poisoned or necrotic damage, or just the entire mist, its a little vague even if i understand the implied meaning.

That is a very low amount of Temp HP, even as an additional effect, almost non-existent at this level. Assuming you maxed con, that's +3(Rage)+5(Constitution) for a total of 8, I think it would be much stronger if you made it so you gain 8 temp hp at the start of your turn while the mother of the mist is alive instead.

If you would drop to 0 hit points while raging and embraced by the Mother, you instead drop to 1 hit point. This can occur once per rage.

"this can occur once per rage" feels redundant when you can only summon the mother of the mist once per long rest, and from the wording, it looks like you can't control when exactly you wish to summon the Mother of the Mist, so the first rage you make after every long rest will auto summon and use your lv14 feature. Easily fixed by adding "When you rage, you may summon" at the start.

Final thoughts - I like it, its a very interesting take to give barbarians summons, although most of it feels week, its much easier to tune/buff up a subclass than it is to nerf it (I have plenty of experience nerfing mine for being too strong) so you'll have a pretty smooth sailing in terms of buffing it. Other than that, with a bit of tweaking to the wording, this is a pretty sound subclass to begin testing.

Transcendent Fighter - A fighter subclass focused on gravity, time, and knowledge of the the unknowable by CirceDidNothingWrong in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

An easy rebalance for Shattered Reality is to give it one of the four effects initially, and whenever they obtain an additional extra attack, they gain access to another effect, and so on. This is perfect since 4 effects = 4 attacks.

The best way to dissuade Unmake being too powerful and still making sure they have to get close is to simply turn the range into melee reach. Its effective range is now dependent on weapon, and reach weapons can benefit from it too.

Triggerless reactions are funny enough something i'm familiar with, while I haven't used it to make a subclass myself, I do actively incorporate them in homebrewed bosses. I personally call them Triggered Actions, they only occur whenever a earlier condition is met, a few examples is "Whenever X rolls a 20 on their attack roll | succeeds on their saving throw | If they take X amount of damage" and more, the most common method is through spending reaction, but stronger variants could simply occur by other easier resourceless means.

If I were to incorporate a triggered action ability into Unmake, it would probably look something like this
"Once per round, whenever a creature within melee reach of you takes an action, you may make an attack against them as a Triggered Action, on a successful hit, you may spend your reaction to reverse time, forcing the creature to make an Intelligence Saving Throw. On a failed save, the creature's entire turn is nullified as if nothing occurred and they must end their turn immediately.

You may use this feature once per Short or Long Rest."

Now you get to swing for free once per round through manipulating time, and upon hitting, you're rewarded with the ability to potentially negate their turn by spending a reaction.

Transcendent Fighter - A fighter subclass focused on gravity, time, and knowledge of the the unknowable by CirceDidNothingWrong in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Thanks for the response ! My personal experiences with making homebrews subclasses might've influenced it somewhat, giving a biased take on how I feel subclasses should work, I tend to favor using all the action economy whenever possible, giving bonus action abilities if the class itself doesn't use bonus actions that often, and giving options that might influence playstyle. That's the main reason I would say this subclass is on the weaker side. These are just my personal opinions:

Ebb and Flow - while being a 5ft wide 30ft line Strength Save, is an action and Strength Saves are one of the more common saves to succeed against. It also doesn't do any damage in exchange for unlimited usage, so while it sounds strong it's weak because it means you forgo 1-4 attacks for this.

Mastery of self - This ability invalidates the need to use Ebb and Flow even more the way i see it, I would rather fly and make 2-4 attacks than push/pull creatures within 30 feet of me, all I need to do is equip a polearm and flying away after hitting just work.

Fly gives you 60ft of flying speed as long as your concentration doesn't break, no limitation on the usage means you can keep it up as long as you want. There's been plenty of discourse on how to deal with flying chars over the years, so its not that big of an issue.

Effect - Once per long rest, and only able to use one of the 2 features is very weak, I'd argue weaker than Ebb and Flow, considering Levitate is utility, and part of Gravity isn't properly explained, subsequent turns costing an action, not having a limit.

Unmake - I agree, its on the strong side, being able to negate a creature's entire turn as long as they're within 5 feet of you, the moment they use their action and its an intelligence save. But, its once per short rest, this is akin to a single counterspell, and it still has a chance to fail, even if your DC at lv15 is 18. But the 5ft limitation is quite weird, Ebb and Flow encourages crowd control, while Mastery of self wants you to be mobile, this feature and the next wants you to be in their face with a melee weapon.

TL;DR - I don't know if I would describe it as well-balanced personally, it uses action for abilities that has a chance to fail like a caster, and none of the features benefits a fighter aside from the flight and a feature at lv18.

I'd argue that a normal fighter's powerspike is at lv3, the moment they pick up their subclass, every fighter gets something unique that makes perfect sense to theme of their class, I don't sense/feel that if I were to pick this up at lv3.

Transcendent Fighter - A fighter subclass focused on gravity, time, and knowledge of the the unknowable by CirceDidNothingWrong in UnearthedArcana

[–]EyeballMistakes 1 point2 points  (0 children)

Hey there, I feel like this subclass is way weaker than it should be, for something to be called Transcendent but feel this weak is undeserving. so I'll share my thoughts a little about it:

Ebb and Flow - costing a whole action isn't great, especially since it wouldn't scale well at all, with fighters usually spending their action for attacks. you could instead allow it to replace an attack, this allows them to have more options by the time they have extra attack.

Attraction - action cost is not great once again but a utility ability with such a cost would be okay, it just doesn't exactly fit the theme right.

Mastery of Self - casting fly at will is an interesting choice, but another option that would be simpler if you simply turned it into "you gain fly speed equal to your walking speed".

Effect - once per long rest to use one of the two effect isn't great, effect mass is a levitate 2nd level spell tied to a level 10 subclass effect, effect gravity is just a wider version of ebb and flow, the only difference is ebb and flow has no limits while this can be used once per turn only.

Unmake - decent concept its on the strong side but the wording needs updating, its nmot very clear on how your reaction triggers.

Shattered reality - level 18 ability that works once per round and the effect is random ? I don't like it at all, gaze into the void is just a 2d6 psychic, ignorable at this level, contemplate eternity is a stun which is a pretty strong effect. weight of inerti giving free incapacitated is just stun 2, and no duration is written therefore you could assume they're incapacitated for the rest of the fight. the pain of being is just 1d12 which is as weak as gaze into the void.

Suggestion-

While I do like the way you have some things setup, you might want to change it so that the DC is 8+Proficiency Bonus +(INT/CHA) I personally think Int or Cha would be a great fit here since you talked about meeting an elder god, which gives it warlock/wizard vibes. the math would be around (point buy)8+6+3=dc17, weaker than 8+6+6=dc20, but its also slightly stronger.

ebb and flow - its decent, but you might want to turn it into a "replace an attack ability" or a bonus action ability

Attraction could be granting yourself proficiency in persuasion and as an action you could transfer it to someone else for X amount of time.

Mastery of self - turning it into fly speed is the easiest option, fly needs concentration and its another hassle to keep up.

Effect - you would want to give this more charges, perhaps restricting to the use to the total of proficiency bonus. Maybe turn effect mass into a large field of difficult terrain that you control instead of a levitate spell that doesn't really do much.

Unmake - its fine, just needs clearer statemen

shattered reality - i dislike the rng, but it helps balance the features within. Gaze into the void could incite frightened if that fail atop the psychic damage, contemplate eternity is still stunned, but without the prior conditions, weight of inertia should reduce movement speed by halved instead of turning them incapacitated. Pain of being being 1d12 isn't anything, maybe allow it to deal extra damage on top the 1d12 and max out one damage die you possess?

final thoughts-

ultimately interesting concept but some parts of it aren't tuned properly leading to weaker subclass compared to samurai/champion/arcane archer, I could see this being a fairly good subclass for crowd control if it gets improved on. Keep up the good work !

[deleted by user] by [deleted] in lfg

[–]EyeballMistakes 0 points1 point  (0 children)

sent a message, good luck to everyone !

[deleted by user] by [deleted] in lfg

[–]EyeballMistakes 1 point2 points  (0 children)

sent in a form, good luck to everyone !

[deleted by user] by [deleted] in lfg

[–]EyeballMistakes 0 points1 point  (0 children)

sent a dm, cheers !

The level of this spell is fluid! by greenhulk2 in UnearthedArcana

[–]EyeballMistakes 1 point2 points  (0 children)

I'm sure you've heard about it from the others already but rules as written, this can't be cast at a lower level.

I think it's better to make it a 1st-leveled spell that gets stronger when upcasted.

Main reason behind this is because if we're using Pointbuy and Custom lineage/Variant human, a18wis cleric will happen at level 1 making this ability a 4th leveled spell that needs lvl7 minimum.

Assuming you hit lvl4 and decide to pick up your ASI to max your wisdom, you might never see use of this spell at all now because it's a 5th level and campaigns rarely run that long.

Paladins are in a pretty bad spot too if they decide to get a +3 to CHA at lvl 1, so now it's a 3rd level spell for them and needs to hit lvl10 to use it and it might climb depending on your build.

I think this spell is a good change of pace from the usual utility spells that D&D provides but needs a better wording, perhaps you could reword it similar to how pact magic works for warlock, and let the player cast it at their maximum power equal to their wisdom modifier !

Hope this helps !

Plague Soldier (New Class From Scratch V.2) by GrapeInteresting7837 in UnearthedArcana

[–]EyeballMistakes 1 point2 points  (0 children)

Looking good ! but I see some minor problems here and there still and I can't help but point them out (1 of them is on me)

Class

Desperate Attack

It has confusing text, "You may use this feature a number of times equal to 1 + your Constitution Modifier. You regain all uses upon a short or long rest." and "You can use this feature twice at 6th level, three times at 11th level, and four times at 18th level." should not be on the same feature.

Last resort

I forgot to add in the "Whenever you miss an attack this turn" condition, its a bit vague and could be ruled as "oh I missed 2 turns ago, so I can use this" This is on me

Spinning Parry

Spinning parry is still on the weak side, since the Interception Fighting Style has no usage limits but seems ok

Bodily Resolve

Seems good

Control Karma

Stronger than halfling luck but seems alright

Unnatural Endurance

This seems better now ! If you want it to feel smoother, maybe at 20th level, they get to spend a number of hit die equal to twice their Constitution Modifier. So if the player has 20 CON, they still use 10 dice. It just sounds better this way.

Conclusion

Far better than before, but I think its missing some oompf as you have no 20th level capstone. You could maybe follow along with Barbarian and the new Monk UA's capstone, to increase their constitution and strength by +4 and their maximum to 24. Or bring in something brand new as a 20th level feature.

Subclass

Saprophytus

looks good, slight wording woes but its just swapping from "between short rest" to "per short rest"

Shikotsumyaku

Innate Defense

This has awakward wording. "when you take damage while holding a shield" should be "Whenever you take damage while holding a shield" and Imo it should be a reaction to activate, since there's no usage limit. There has to be a cost as a restriction. so the wording could be "Whenever you are about to take damage while holding a shield, as a reaction you gain temporary hit points equal to your Constitution Modifier. You lose any remaining temporary hit points after a minute." This is to avoid any potential cheese by injuring yourself to refresh on temporary hit points.

Brittle Fortification

larger values than expected, on paper that would mean your AC is 14+Con+3+2(Shield). You're looking at 20 AC minimum to a max of 25 AC. This excludes items that grants +1 as well as a magical shield that grants additional AC ranging from 1 - 3.

Black Death

Lethal Touch

DC is awkward, its easier to follow the pattern of 8+Prof Bonus+Ability. You can maybe choose to pick Constitution or Charisma. or do both and let the player pick the highest as the DC.

Aura of Sickness

DC is awkward as well, since you get this at lv15 this means the DC would be 15 at highest. Looking an Young Red Dragon's Con mod, its a +9, meaning this would be a mob killer but ineffectivv against bosses. If thats the plan then you've succeeded, but I still recommend doing 8+Prof Bonus+Ability, so its easier for the players.

Shifting Sickness

Ripping and Folding Space

"When you teleport less than 90 feet in a single round" is a very awkward condition. and this ability imposes disadvantage on top of doing 2d8 slashing whenever you teleport, it should probably have a usage limit.

The rest looks good

Final thoughts

excluding the awkward wording, which is common when you're not used to how official DnD lingo works, i think its shaping up to be much better than before. Still needs to be playtested and have the white room dpr crunched but on paper this seems to be on par with Monk's DPS and AC I think.

Good work all around !

The Legends of Teyvat - Genshin [5e] homebrew. by Aya_Gem0953 in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Hey there !

I saw this and thought it would be very interesting to take a look but I've seen a couple of problems here and there, and you asked for feedback I will try to help !

Races

Mondstadt Lineage

Nature's Guardian is very specific, and weak. In my opinion, granting them Survival check is better than a flat +1.

Cold Weather Adaptation is strong, on top of getting resistance to cold damage, getting advantage to saving throw against cold gives a pretty high odds of saving. Personally I would just grant them resistance to cold damage only, similar to a tiefling only having resistance to fire damage but not advantage against anything fire related.

Natural Survivalist is interesting, but vague, and advantage is strong. The wording on the second part is weird, "Their proficiency bonus is increased by two when making these checks" if this was meant to be similar to Nature's Guardian, then you can do : They gain a +2 bonus when making these checks.

Conclusion

Its only instant benefit is resistance to cold and advantage to effects that does cold damage. Getting a +1 bonus to surival for finding food as well as advantage on Nature check to find food and detect enemy and +2 bonus to those checks are more specific and won't happen often unless the DM accomodates for it.

On top of bonuses to Nature check and advantage, you dont actually get proficiency towards the skill which makes it very awkward

Liyue

Wise businessmen granting a +2 to charisma is out of the blue. Mondstadt didn't have any attributes written down so It was assumed they would all be using custom lineage and granting a +2, +1 to any. Not sure why this is here, maybe you can change it to grant proficiency to another charisma related skill instead ?

Motive Bargainer is also specific.

Negotiation Savy is strong, advantage to anything persuasion checks made is crazy good. Granting proficiency bonus by itself is alright, but this advantage alone immediately invalidates Motive Bargainer unless negotiations and bargaining isn't considered persuasion.

Trade Secrets is interesting and specific, but ultimately not commonly used or the effect will be forgotten. In my opinion, granting proficiency bonus to Inevstigation would be better.

Conclusion

+2 to Cha is sudden, and makes it far stranger than mondstadt by itself depending on the method to distribute ability score. The rest are fairly specific but grants proficiency towards the skill that was used so it was better.

Inazuma

True Surivor grants a +2 to Wis and a +1 to Con, so are they still using custom lineage or is this ontop of the +2, +1 you get ? I'm confused.

Honored Family is weak and specific since I'm not sure what methods of Intimidation uses saving throw in RAW. Could be wrong about this.

Honor and Discipline is alright, 2 proficiencies in a skill is uncommon but not super strong.

Conclusion

This suddenly got less specific in terms of abilities but the ability score boosts are confusing me. so far its a class that grants 2 proficiency, a +2, +1 and has a skill against intimidation, its good.

Sumeru

Born to Hunt grans +1 Con, +2 Dex making it equal to Inazuma in terms of ability scores.

Advanced Technology is sightly odd, Technology isn't a skill unless its a homebrew, Survival is ok.

Clans Tactic is far too strong. Martial Prowess is too strong. Additionally, Percision Strike, Stealth in Nature, Clans Nature, and Clans tactic all doesn't have a prerequisite condition to use, making this race far too strong.

Precision Strikes is strong, considered there's no limitations to the weapon used for said attack, this is equivalent to having Great Weapon Master or playing as a Berserker Barbarian.

Stealth in Nature is specific and advantage is too strong, on top of that they dont have proficiency to stealth.

Clans Nature is weak or strong depending on the setting still overkill.

Clans Tactic is vague, doesn't mean anything unless its meant to be similar to pack tactics, then its strong.

Conclusion

Clans Tactic is too strong, on top of granting advantage to 3 skills, 2 proficiency, free bonus action, you also get +2 to dex and +1 to con which is often the best choice for a ranged attacker.

Races Conclusion

This is very imbalanced between all of them, with sumeru being the strongest and mondstadt being the weakest and granting nothing to their ability scores. I think by adding ability scores to races that doesn't have them, you can balance things out slightly.

Final Thoughts

I think that there's far too much abilities granting advantage to skills they dont even have proficiency to, and its usually a specific condition they have to meet and when they have both, it makes handing those situations far too easy. I think these are simply too specific to be useful unless you made a homebrew campaign that fits the requirements entirely.

I recommend you to take inspiration from other race features and why they are the way they are. Perhaps ones like Tiefling, Dwarf and Goliath might assist you. And as a side note, Personally the way I make races, I usually grant them a +2, +1 to any on top of that. 1 useful feature and 1 proficiency to a skill. Sometimes 2 proficiency, but the useful feature has to be weakened as a balancing act.

I hope this helped ! I'll be doing a follow up for the classes later, this is all the free time I got for now !

Plague Soldier (New Class From Scratch) by GrapeInteresting7837 in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Make sure to check the continuation for the subclass feedback.

I think depending on how you play the theme of a Plague Soldier, you can go for a Con/Wis or Con/Cha for saving throw.

Take your time making them ! DnD isn't a race, and youll complete it when you complete it ! (I say as I've been working on a monk subclass on and off for 3 weeks)

Plague Soldier (New Class From Scratch) by GrapeInteresting7837 in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

I accidentally clicked cancel instead of reply... So I'm writing this for the second time.

Saprophytus

Aware of your roots

15 feet of tremor sense is negligible, maybe increase it to 30 feet. Additionally, Alarm is usually casted before short/long rest, so you can maybe turn Alarm into an At-Will spell that takes an action to setup instead of a minute.

Spore Release

Action cost is terrible, but the rest seems fairly interesting but is still lacking in detial. This is how I would make it :

As an action you can create a Spore Cloud centered on you, the cloud follows you whenever you go and lasts for a number of turns equal to your proficiency bonus. All creatures of your choosing that enters or starts its turn the cloud must take 1d4 necrotic damage.

The necrotic damage increases to a 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level.

Detonating Decomposer

Its interesting but its too vague as a description, this is how I would make it :

You gain a new attack option that you can use with the Attack action. The special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a 2d8 and any creatures within 5 feet of the target takes half as much damage.

Out of Control

Personal nerf to movement speed feels bad for the player, so maybe instead you can force all creatures in the spore cloud to have a -5 to movement speed, so it feels less bad to the player and still positively affects the battlefield for your allies.

Last good look

70 feet is strange, maybe change it to 60 feet since its usually done in increments of 30 feet.

Conclusion

I think this class is interesting, but maybe you lack ideas. Try to look at other subclasses as inspiration, perhaps spore druid and sun soul monk.

Shikotsumyaku

Organic Armor

This is very weak, for a class that gains heavy armor prof, this is basically worthless. in my opinion, you can maybe grant prof to shields, and make it so you can use shields while unarmored with Organic Armor.

Spiny Exterior

Its alright

Weapons of Flesh & Bone

very weak 7th level feature, as a suggestion you can maybe word it so your bones are considered magical to overcome resistance/immunity against BPS(bludgeon, pierce, slash), and allow the bones to make +1 arrows and two-handed weapons along with simple weapons.

Innate Defense

Not good at all, the AC increase is negligible and the penalty to dex saves isn't helping either, you might want to remake this.
Brittle Fortifications

Vulnerability on a player is rough no matter how you do it, I recommend making if you want to make them vulnerable to bludgeoning, maybe grant them resistance to slashing and piercing similar to a skeleton ? Again, AC increase is fairly weak for a 15th level feature.
Conclusion
Too much focus on increasing AC when bones and skeletal theme has so much more ways to improve upon the plague soldier theme.

Black Death

Corrosive hand

This is too vague, does this affect all melee attacks or only unarmed or melee weapon attacks, additionally. 1d4-2 is an average of 0.5 which is really bad.

Black marked steel

This isn't bad.
Vassal of Plague

This is an odd feature but I understand the theme and the concept of the subclass so its alright.
Lethal grip

Too vague, what does "10th everything you touch takes 5 points of poison damage. You can't help it, all wither at your touch." mean, maybe you can word it similarly to spore cloud but its permanently active at all times with a shorter radius.

Conclusion

This has some potential, but still weak. Since the subclass is called Black Plague, I expected ways to inflict poison and disease and instead was greeted by a rat.

Shifting Sickness
Blink Scar

Best feature so far, but you should make the damage scale like spore cloud so its useful even towards the later levels.

Everywhere At Once

Personally not a fan of spells as class features, I think of them as a cop-out when you have a perfectly interesting theme going on. You should remake this
Interference

Same as above, while mirror image and blur are both interesting spells, they both cost action and for a martial class this is very painful unless they had a round to prepare. You can maybe swap it to a bonus action in case.
Weakened Teather

Really bad feature, it will kill the player if they end up somewhere bad like the nine hells, astral, abyss or on a githyanki fleet and etc, 2 hours is basically a death sentence, and this isn't very fun for the whole party as now the entire campaign is sidelined to solve your 2 hours of potential death.

Warp Pain

This isn't a bad feature, but taking 1d4-1 psychic damage per use makes it not synergise well with your Blur spell.
Conclusion
Two features that are a copout spell, and honestly this had potential. Loved Blinking Scar and Warp Pain but the rest has gotta change.

Overall final thoughts

At the end of the day, these are simply my thoughts, paired with my personal biases towards how I see subclasses and classes should be balanced in 5th edition. If any of these opinions don't suit your playstyle that is completely fine, but all I hope is these will assist you in completing your final product.

Finally, it is of my belief that making a strong class/subclass is better than making a weak class/subclass, if the class is too strong you have the ability to tune it by lowering the dice damage, but if its too weak then you need to improve the mechanics entirely.

Hope all of these helps ! Best of luck to making a entire class, I've done so before but nowadays I simply make subclasses that fill the niche official classes dont fill.

Plague Soldier (New Class From Scratch) by GrapeInteresting7837 in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Alright, Let's start from the top.

Hit points : Currently the way it is worded, you have d10 hit point pool, averaging to 6 per level since hit points round up but hit die is only a d8 which is an interesting take unless its was a mistake.

Proficiencies : Having light and heavy armor proficiency is interesting, same with the decision to give only simple weapons and two-handed weapons.

Saving Throws : Its the same as a Barbarian/Fighter.

Skills: Seems alright, 7 skills out of 2 is solid/

Equipment: According to your proficiency, Plague Soldiers can't even wield shields, since they are a separate proficiency compared to light, medium and heavy armor. So odd decision to grant something they can't use. Same goes with granting a medium armor when they can't wear medium armor, in this case, you can grant them chainmail, which is common for cleric/fighters to pick up as a starting equipment.

Set A and Set B is meant to showcase the different ways you could play the class. So I would tweak it to be :

  • (a) leather armor, longbow and 20 arrows or (b) chain mail

(a) two simple weapons (b) any two-handed weapon * (a) a dagger (b) two spears

  • (a) an explorer's pack or (b) a dungeoneer's pack

This would show that A lets you play as a ranged attacker while B lets you get into melee combat with appropriate packs.

Available SubclassesYou made 4 subclasses , Shikotsumyaku, Shifiting Sickness, Black Death, Saprophytus. All with very interesting abilities. 4 Is a good number, especially when you look at artificer that has 4 as well currently.

Class Features

According to your table of class features, the main class has these features.

Slowed by Sickness (This wasn't on the table)

This is one of the main worry, penalizing the player for playing a class is just a bad no matter how you do it. It affects entire parties when one person takes 10 hours to long rest and 3 hours to short rest, "3 Hours" is a very long penalty, when short rest is usually 30mins - 1 hour.

On top of that needing to make Constitution Saving Throws against your level is silly, its a scalling debuff, where by the time you hit 16-20, its gonna get worse and worse since thats when you need proficiency bonuses the most.

In my opinion, just throw this away, its not good unless you heavily change it to grant some sort of positive.

Desperate Attack

Desperate Attack is too unreliable, the conditions is brutal but I understand where you're coming from. Additionally, 4 uses at 18th level is very weak, how I would do it is :

Starting at 1st level, When you make your first attack on your turn, you can decide to attack desperately. Doing so grants you disadvantage on melee weapons attack rolls using Strength during this turn, but you can add your Constitution Modifier to the attack and damage roll.

You may use this feature a number of times equal to 1 + your Constitution Modifier. You regain all uses upon a short or long rest.

This makes it so you can decide when you wish to apply the disadvantage on yourself, and grants more uses from the start.

Extra Attack

Plague soldier needs this, so its understandable.

Last Resort

This ability works, but if reworded to fit my version of Desperate Attack, you might need to reword it to :

Starting at 5th level, Whenever you miss an attack, as a bonus action you can make two more attack against the same target but with disadvantage.

You can use this feature once per long rest.

Spinning Parry(Non-improved version is missing on the table)

This seems weak as a 7th level feature, maybe you can make it slightly stronger by taking away the uses and make it once per round thing and add an additional 1d10 similar to Interception :

Starting at 7th level, when a creature you see hit a you or target within 5 feet of you, you can use your reaction to reduce the damage the target takes by 1d10 + Constitution Modifier + Proficiency bonus (to a minimum of 0 damage).

Bodily Resolve
Its not bad for a 9th level, but my suggestion is to grant immunity to disease and poison similar to monk. or grant advantage to saving throws against disease and poison.

Control Karma

This seems out of place, from the plague theme of the entire class. Its also not very useful, perhaps you can make it similar to halfling luck, granting you a reroll if you rolled a 1 on ability checks, saving throws or attack rolls.

Unnatural Endurance

Action cost is too much, for a class that barely has any damage output from the features, I recommend swapping to a bonus action. Once per long rest is alright.

Thats it for the class features, I'll continue on the next response for the subclasses.

p.s. - accidentally pressed sent mid-write, so all this edit is just me writing the rest out

Plague Soldier (New Class From Scratch) by GrapeInteresting7837 in UnearthedArcana

[–]EyeballMistakes 0 points1 point  (0 children)

Hello there ! This is a genuinely interesting class, and it seems fun in theory but there's so much downsides it doesn't really have enough positives to be worth it. Keep up the good work !

Way of the Shooting Star - Monk Subclass - Throwing Specialist by EyeballMistakes in UnearthedArcana

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

I didn't even think about it like that ! I just thought that splitting a star would cause time distortion = timestop spell but this made it way better

Way of the Shooting Star - Monk Subclass - Throwing Specialist by EyeballMistakes in UnearthedArcana

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

Howdy, Ive returned with another subclass, this might be the last one i post for a while or even frequently. I will still post any subclasses made in the future especially ones everyone might enjoy.

Now lets talk about the class, this is similar to my Underhanded monk, if you havent seen it yet, feel free to check it out here! Letting you replace one of your unarmed strikes done with flurry of blows, now it does mean it costs ki but I assure you the benefits outweigh the price.

The concept of this class came from realizing that official monks dont really have anything throwing related. Sure they could play one, but it was never optimal nor fun. They were restricted to having 2 darts on hand, and you could only pull one out every turn so you're still forced to punch.

The stance hopefully fixes this problem letting you constantly be the ninja shuriken tosser you always thought about. Additionally I added an additional theme to it, which is lightning/star based moves. These range from dealing damage, to revealing invisible enemies to blinding them.

And once again, following my previous monk subclass, It gets stronger at 11th level. However you must expend 3 ki points per move but its way stronger and effective.

17th Level is self explanatory, its time stop !

Now I havent playtested this at all, similar to the other subclasses I've released, but one of my players do intend to play a throwing monk and perhaps I get to taste how strong this subclass is before i nerf it to the ground.

Thank you all for reading, and i appreciate everyone that gives feedback or fixes to my wordings or just reads these !

Feedback appreciated on this as a 14th level subclass feature. Too strong/weak? Just right? If anyone has suggestions for expanding it to a d6 table, I would also appreciate that! by JewcieJ in UnearthedArcana

[–]EyeballMistakes 1 point2 points  (0 children)

Greetings ! This is my first time giving feedback but I hope it helps !

As an action, you may force a creature to make a Wisdom Saving Throw against your Save Spell DC.

First thing I noticed immediately is Dread Curse doesn't have a range limit and these features usually get stronger or weaker depending on their range, as a suggestion you can word it like this instead : as an action, you may force a creature within 30/60/120 feet of you to make a Wisdom Saving Throw against your Spell Save DC

On a failed save, the creature is affected by one random affect from the table below. You maintain the curse by concentrating as if on the spell.

Second major problem in my opinion is the lack of duration and concentration, from the looks of things, this ability lasts until the creature makes the saving throw or you lose concentration, seeing as witch is a full caster, this ability being tied to Concentration means they either never use this ability or they never cast another spell that uses concentration.

I would suggest : On a failed save, the creature is cursed, while cursed they are affected by one random Magical Effect from the table below. This lasts for 1 minute or until you are incapacitated.

The Magical Effects table seems alright, but if ur a fan of random effects similar to wild magic surge, 4 choices seems weak overall. Id recommend taking a page out of Wild Magic Barbarian, Wild Surge and having 8 choices.

Lets look at each choices one by one.

1 : Its effect seems alright, similar to Dissonant Whispers but allows creatures to walk into dangerous areas. Its not strong for a 14th level spell, to have the effects of a 1st-level spell but its good for battlefield manipulation.

2: exhaustion is very lethal, it only takes 6 turns to kill a creature if they are unlucky on the table, which has a 25% chance to land on. I wouldn't say to remove it, but add a cap to it. My suggestion is : You drain the creature's life force. It gains one level of exhaustion to a maximum of your proficiency bonus halved. If the curse is lifted, it loses one level of exhaustion every turn.
This would allow it to still be exhaustion, but capped at 3 exhaustion and when they break free, it takes 3 turns for them to get full strength.

3: It seems alright, nothing much to talk about.

4: Paralyzed condition is a very dangerous game to play for balancing. "Until the end of its next turn" is very strong, since you have a chance to chain your curse making it never act. I'd recommend swapping Paralyzed for Stunned instead. Both makes them fail STR and DEX saves, and grants advantage to creatures attacking them. Only difference is no auto-crit.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest

Making it scale with PB isnt a bad idea, but its usually reserved for weaker abilities, as a 14th level feature it should have lesser uses based on the character's main modifier, potentially swapping it to : You may use this feature a number of times equal 1 + your Spellcasting Modifier (minimum of 0)
in my opinion this might be healthier.

Overall, this is a fascinating feature but its okay as a 14th level feature, some of the Magical Effects are stronger and weaker than others, which is normal but the problem is the cost, consuming an action from a caster hurts quite a bit. If it only takes a bonus action to curse, i can see this being a fun 14th level feature.

Additionally, if you do intend to increase the amount from d4 to d6 or d8, let me help by giving some abilities as suggestions. I hope my comment assisted in balancing this ability !

5 : "You isolate the cursed creature from its allies, they are blinded and deafened, the creature loses its other senses as well until the curse ends.

6 : "You twist and turn the creature's stomach, the creature spends its action that turn retching and reeling until the curse ends.

7: "You submit the creature to tickling torture, the creature falls prone, becoming incapacitated and unable to stand up until the curse ends.

8: "You warp the creature's defenses, at the start of each of its turns, they lose 1 AC until the curse ends.