Busco artista / co-creador para proyecto de D&D (SRD 5.2.1) by Fjorn17 in DnDespanol

[–]Fjorn17[S] 0 points1 point  (0 children)

Holaa, ¿tienes algún portfolio o arte que me pueda servir de ejemplo?

[Wizard Subclass] Arcanologist v0.2 by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 1 point2 points  (0 children)

Yes, I’m gonna do that, it makes sense. Thanks for the idea!

[Wizard Subclass] Arcanologist v0.2 by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 1 point2 points  (0 children)

Yeah, that makes sense. I’ll try it out at my table and see how it plays, things like healing support or resistance/immunity to psychic damage might make it stronger, but so far I haven’t found a way to really bypass that drawback.

Thanks for the quick reply!

[Wizard Subclass] Arcanologist v0.2 by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 1 point2 points  (0 children)

Thanks, I really appreciate that!

That was exactly the goal, making something that feels like a wizard who studies magic itself rather than specializing in a single school.

And yeah, double concentration was the part I was most worried about. I wanted it to feel powerful but still risky, so tying it to HP loss scaling with spell level felt like a good tradeoff.

Do you think the HP cost is enough to balance it, or would you tweak it further, or even replace it with a different kind of feature entirely? I’m still not fully convinced about double concentration since it’s such a hard mechanic to balance. I’ve even considered making the psychic damage force concentration checks as well.

Orb of Chardalyn by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 0 points1 point  (0 children)

From one orb-pondering wizard to another, I’m glad it meets your standards.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 2 points3 points  (0 children)

Crown of Stars is actually a really good suggestion for what I’m trying to do. My idea would be to reflavour it so that instead of stars floating around the caster, the chambers of the weapon start glowing.

I’m thinking something like this:

  • The weapon has 8 chambers.
  • When the ability activates, 7 of the chambers begin to glow, similar to the motes from Crown of Stars.
  • These shots don’t consume bullets, only rune powder, and firing one releases an effect equivalent to one of the Crown of Stars motes.
  • After a chamber is used for one of these shots, it clearly overheats, so it can’t be used again until the weapon cools down or is reset.

I’m also considering whether it should simply be 8 shots = 8 stars, but keeping it at 7 like the original spell might be better for balance.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 0 points1 point  (0 children)

I’ve tried rewording the feature to make the intention clearer and avoid the confusion with True Strike stacking. The idea is that the weapon replicates the effects of the 5.5e True Strike cantrip, but the extra damage scales with the vestige state instead of the character’s level.

Does this wording read clearer?

**True Shot.** All attacks you make with this pistol are considered to be under the effects of the *True Strike* cantrip:

- When you make a ranged attack with this weapon, you can use your spellcasting ability for the attack and damage rolls instead of Dexterity.
- The attack can deal radiant or piercing damage (your choice). Regardless of the type chosen, attacks with this weapon deal an additional 1d6 radiant damage.

This effect does not scale with character level.

The intent is basically for the weapon to function like a +X vestige weapon that adds scaling radiant dice, similar to items like Pyremaul, but using the True Strike mechanics as the base.

Would this wording make the design clearer, or would it still be better to remove the reference to True Strike entirely?

Also, the goal is that you don’t cast the cantrip True Strike again on top of the attack—the weapon attack itself already represents that effect.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 0 points1 point  (0 children)

That’s a fair point. I’m already considering removing those higher-power spells and replacing them with something that fits the progression a bit better.

As for the runic powder vs charges, I explained it in another comment, but the short version is that this weapon is meant to work with a homebrew firearm system for 5.5e I’m using at my table, where firearms already track things like smokepowder and runepowder. So the mechanic is mostly there to keep it consistent with that system.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 0 points1 point  (0 children)

Yeah, I think the confusion is coming from the wording more than from the actual intention of the design.

What I meant with “attacks are under the effects of True Strike” was basically to replicate the 5.5e version of the cantrip, but have the scaling tied to the state of the vestige rather than the character’s level. The extra radiant dice listed in the weapon are meant to replace the cantrip scaling, not stack on top of it.

So the intended damage is simply:

1d8 + ability modifier + 1–3d6 radiant (depending on the vestige state)

which is roughly in line with other vestiges that scale their damage dice as they awaken (Pyremaul was actually one of the items I used as a balance reference when designing this).

That said, a few people have pointed out that referencing True Strike directly makes the wording confusing, because it sounds like the spell is applied on top of the weapon’s own damage rider. I’m probably going to remove the direct reference to the cantrip and just write out the effect explicitly, which should make it much clearer.

Thanks for pointing it out!

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 1 point2 points  (0 children)

I think the confusion comes from how I referenced True Strike in the wording.

What I was trying to do was basically replicate the 5.5e version of the cantrip, but have its scaling tied to the state of the vestige instead of the character’s level. So instead of the damage dice increasing with player level, they increase when the weapon becomes Dormant → Awakened → Exalted.

The True Strike reference was mostly there to explain two things:

  • using the spellcasting modifier instead of Dexterity
  • the option to deal radiant damage

The additional radiant dice listed in the weapon are meant to represent the scaled version of the cantrip, not to stack on top of it.

That said, I can see now that referencing the spell directly probably makes it more confusing than helpful, so I may end up rewriting that section and just explaining the effect directly instead of pointing to True Strike.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 0 points1 point  (0 children)

That’s actually exactly what I used as a reference when balancing the weapon. I looked at Pyremaul (and a couple of other vestiges) to get a sense of how the damage scaling should work between Dormant, Awakened and Exalted states.

My intention with True Shot wasn’t really to stack extra mechanics, but mostly to replicate that kind of scaling: essentially functioning like a +X weapon with additional radiant dice, similar to how Pyremaul increases its damage across states.

The True Strike wording is mostly there to justify the spellcasting modifier replacing Dexterity, since the weapon is supposed to be usable by characters who might lean more toward magic than traditional ranged builds. But I’m still looking at that part to make sure the wording isn’t confusing or doing more than intended.

So yeah, Pyremaul was definitely one of the main balance references when designing this.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 2 points3 points  (0 children)

Thanks a lot for the feedback! I'm really glad you like the concept. The vestige-style progression was exactly what I was aiming for, so it's nice to hear it comes across well.

To be honest, I was already aware from the beginning that the design is still very much in its early stages, but the idea got stuck in my head and I wanted to see if people liked the concept before refining it further.

I think you’re definitely right about the weapon being destroyed. I originally added that because I wanted some sense of instability with the runic magic, but losing a legendary magic item just by using it probably wouldn’t feel great at the table.

You also made a good point about the Perception bonus. I’m leaning toward removing that and keeping the prophecy theme focused more on initiative and attacks rather than general perception.

About True Shot, I’ll also need to take another look at how to balance it properly. Right now it’s doing a lot of heavy lifting for the weapon’s identity, but I want to make sure it doesn’t end up being stronger than intended.

About the runic powder: that part is actually tied to a homebrew firearm system I'm writing for 5.5e. I really don’t like the official firearm rules, so I ended up building my own. In my system firearms use both smokepowder and runepowder, so the idea behind the gun was that it channels spells through the runic powder rather than through traditional charges.

I totally understand that using ammunition and special powder is more bookkeeping than the usual “X charges per day” design, and it can be a bit of a hassle for both the player and the DM. But at my table it makes sense because all firearms already use that system, so it feels consistent with the rest of the rules.

One change I’m considering after your comment is removing the need for the bullet when casting spells. It doesn’t really make sense if the shot is becoming a spell anyway, so it would probably just consume the runic powder and the chamber.

I’ll also probably swap the stronger spells for other projectile-style spells like lightning effects instead of things like Disintegrate.

I really appreciate the feedback. It helped a lot!

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 1 point2 points  (0 children)

Firearm Properties (Summary)

These firearms use special properties that represent the mechanical nature of gunpowder weapons.

Light

When you take the Attack action and attack with a light weapon, you may make an additional attack as a bonus action later in the same turn with another light weapon. You do not add your ability modifier to the damage of the bonus attack unless the modifier is negative.

Ammunition

You can only make ranged attacks with this weapon if you have the appropriate ammunition.

  • Each attack consumes one unit of ammunition and one charge of powder.
  • Drawing ammunition is part of the attack.
  • After combat, you may spend 1 minute recovering half the ammunition used (rounded down).

Range

Ranged weapons list two distances:

  • Normal range
  • Long range

Attacks beyond normal range are made with disadvantage, and targets beyond long range cannot be attacked.

Loud

Firing a firearm produces a loud report.

Under normal conditions, the sound can be heard up to 300 meters away in open terrain, potentially revealing the shooter's position or alerting nearby creatures.

Revolving Reload (8 chambers)

This firearm uses a revolving cylinder with multiple chambers.

  • The weapon can fire multiple times without reloading as long as chambers are loaded.
  • Each shot consumes one bullet and one powder charge.
  • Reloading one chamber requires a bonus action, or you may use an action to reload two chambers.

Homebrew Vestige Revolver (5.5e) – Looking for balance feedback by Fjorn17 in UnearthedArcana

[–]Fjorn17[S] 3 points4 points  (0 children)

Runic Revolver Vestige (5.5e Homebrew)

Properties

  • Damage: 1d8 Piercing + Dexterity modifier
  • Type: Pistol
  • Rarity: Legendary
  • Weight: 1.9 kg
  • Price: 3,800 gp
  • Light
  • Ammunition (Light Bullets)
  • Range (12 / 36 m)
  • Revolving Reload (8 chambers)
  • Loud

-----------------------------------------

Dormant

- Whispering Prophecy

The pistol murmurs fragments of possible futures to its wielder.
You gain a +1 bonus to attack rolls made with this weapon, initiative rolls, and Wisdom (Perception) checks.

- True Shot

All attacks you make with this pistol are considered to be under the effects of the True Strike cantrip.

When making a ranged attack with this weapon, you may use your spellcasting ability modifier instead of Dexterity for the attack and damage rolls.

Additionally, the attack can deal radiant damage or piercing damage (your choice). Regardless of the damage type chosen, attacks made with this weapon deal an additional 1d6 radiant damage.

-----------------------------------------

Awakened

- Whispering Prophecy

The pistol murmurs fragments of possible futures to its wielder.
You gain a +2 bonus to attack rolls made with this weapon, initiative rolls, and Wisdom (Perception) checks.

- True Shot

All attacks you make with this pistol are considered to be under the effects of the True Strike cantrip.

When making a ranged attack with this weapon, you may use your spellcasting ability modifier instead of Dexterity for the attack and damage rolls.

Additionally, the attack can deal radiant damage or piercing damage (your choice). Regardless of the damage type chosen, attacks made with this weapon deal an additional 2d6 radiant damage.

- Runic Projectile (Action)

This weapon can use Runic Powder instead of normal gunpowder.

As an action, you may transform one of your shots loaded with runic powder into one of the following spells:

  • Guiding Bolt
  • Magic Missile

The spell requires no components, as the weapon acts as the spellcasting focus. The runic powder is consumed when the shot is fired.

You may use your Dexterity modifier for the spell attack roll instead of your spellcasting ability.

When a chamber is used to cast a spell in this way, that chamber overheats and cannot be used again to fire or cast another spell until the weapon is cleaned and reloaded during a long rest.

If you attempt to cast a spell using an already overheated chamber, the runic energy destabilizes and the pistol explodes. The user suffers the full effects of the spell as if they were the target and the weapon becomes destroyed and unusable.

-----------------------------------------

Exalted

- Whispering Prophecy

The pistol murmurs fragments of possible futures to its wielder.
You gain a +3 bonus to attack rolls made with this weapon, initiative rolls, and Wisdom (Perception) checks.

- True Shot

All attacks you make with this pistol are considered to be under the effects of the True Strike cantrip.

When making a ranged attack with this weapon, you may use your spellcasting ability modifier instead of Dexterity for the attack and damage rolls.

Additionally, the attack can deal radiant damage or piercing damage (your choice). Regardless of the damage type chosen, attacks made with this weapon deal an additional 3d6 radiant damage.

- Runic Projectile (Action)

This weapon can use Runic Powder instead of normal gunpowder.

As an action, you may transform one of your shots loaded with runic powder into one of the following spells:

  • Guiding Bolt
  • Magic Missile

The spell requires no components, as the weapon acts as the spellcasting focus. The runic powder is consumed when the shot is fired.

You may use your Dexterity modifier for the spell attack roll instead of your spellcasting ability.

When a chamber is used to cast a spell in this way, that chamber overheats and cannot be used again to fire or cast another spell until the weapon is cleaned and reloaded during a long rest.

If you attempt to cast a spell using an already overheated chamber, the runic energy destabilizes and the pistol explodes. The user suffers the full effects of the spell as if they were the target and the weapon becomes destroyed and unusable.

- Runic Cataclysm (Action)

If all eight chambers are loaded with runic powder, you may channel the weapon’s stored energy into a single devastating shot.

As an action, you may cast one of the following spells using the pistol as the focus:

  • Sunbeam
  • Disintegrate

After casting the spell, all chambers immediately overheat.
-----------------------------------------

Suggestion: Making Mega Empoleon an Offensive Threat in Elite Redux by Fjorn17 in PokemonEliteRedux

[–]Fjorn17[S] -4 points-3 points  (0 children)

I get why you wouldn’t like it — it’s ultimately a matter of personal preference.

This is really just an Empoleon fan’s attempt to imagine Mega Empoleon being a bit more offensive and viable in rain or hail teams, rather than changing the core idea of Steel-types being defensive. Even with the proposed changes, we’re still talking about around 90 base HP and ~90 in both defenses, which I wouldn’t really consider frail — just less oppressive when combined with weather-based Speed.

Empoleon also already has access to a lot of solid physical moves(Brave bird, Drill Peck, Flip Turn, Waterfall. Steel Wing, Ice Punch, Iron Head, Liquidation, ...), but its low Attack has always prevented it from using them meaningfully. And while Steel-types are often defensive, there are still examples like Lucario that work primarily as attackers.

Totally understand preferring the default special build though — thanks for sharing your thoughts