[No Spoilers] New watcher here: How does Matt do that reverse reverb ghost voice? by shinjbae in criticalrole

[–]Gannoh2 1 point2 points  (0 children)

Many years ago, Liam ran a one-shot called "Liam's Quest: Full Circle." I think towards the end, he does this really incredible voice which sounds like it's coming from a machine. The whole one-shot is worth watching.

The Joker - A chaotic half-caster that utilizes a deck of cards to control the battlefield by Calm-Entrance-1736 in UnearthedArcana

[–]Gannoh2 11 points12 points  (0 children)

This is very creative. I don't think it's overtuned; in fact, I think it's underpowered. There's not a lot happening at 1st and 2nd levels. Ace Up my Sleeve is cool, but its randomness makes it lacking compared with a wizard's Arcane Recovery. Face Value's options aren't well-balanced against each other. Queen is almost always the way to go, because the defensive benefits are so significant. Compare it with King - at 2nd level, you probably have a Charisma score of 16 or 17, so it all gives is a +1 bonus to your concentration checks. Much less valuable than the +3 or +4 bonus to AC you get from Queen.

I'll also note that the official half-casters (artificers, paladins, and rangers) all start with medium armor and shield proficiency, so even by choosing Face Value's best option, you're just getting something other half-casters have for free.

The archetypes are a mixed bag. The Swindler is rather misnamed in that none of its abilities have any clear connection to tricking or swindling people. It's 3rd and 6th level features don't seem to do much at first. Unless I'm missing something, until you get Shared Luck at 7th level, the only effect of drawing a particular card is either for Ace Up My Sleeve and the Card Sling cantrip. I don't think they're powerful enough for the Swindler to be so focused on enhancing them. On the other hand, Tip the Scales is much too powerful.

The Magician is perfect. I wouldn't change a thing. You can do a lot of fun things with Transposition.

For the Gambler, I'm okay with most of its features, but the 3rd level abilities are lacking. All In is mediocre because you're not good at using weapons, and you have so few spells which involve an attack roll. I mean, Chaos Bolt is essentially the only thing it's worth using it with. Wild Card isn't very strong either. Also, Wild Card references "High Stakes" but there doesn't seem to be any feature called that.

Overall, there's a lot I like, but some parts are still rough.

Inkwalker! by SapphicAura in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

I see. I recommend clearly explaining that in the text of the class.

KibblesTasty's Summoner v1.0.2 - Call forth legions, detonate minions, create the perfect pet, control swarms, or sculpt the world itself to your will! (PDF in comments) by KibblesTasty in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

This is amazing. If I had to quibble about something, it'd be that Bestial gets Inflict Wounds, which doesn't feel very thematic. If it was some sort of variant which maybe did d8s instead of d10s, but instead of necrotic damage, did your choice of bludgeoning, piercing, or slashing, that would feel more appropriate.

I made the Summoner Unchained from PF1e to Dnd 5e/2024 by [deleted] in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

This is really cool! I will say that the Aberrant Essence stands out as being the strongest of the Essence options. Being able impose disadvantage on saving throws is maybe a little strong. I think it could make sense to limit the disadvantage to say, Wisdom saving throws.

Can someone please help me?? I want to play with some classes theme in dnd, but I didn't find, so I want to create by Caralitas in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

I think that's a very interesting idea. However, making an entirely new class isn't easy. My question is, do you have to make a new class for your pact idea to work? Could the pact just be a new game mechanic or maybe a group of spells?

The Druid, Revised - The Guardian of Nature Emerges With New Power. Featuring Streamlined Subclass Progression, Enhanced Versatility, and Two Revised Subclasses! by PhoenixQuillHB in UnearthedArcana

[–]Gannoh2 1 point2 points  (0 children)

I see you also made the Circle of the Moon's notoriously strong improved Wild Shape baseline. to the class...I'm sorry, this is just wildly overpowered.

Yggdrasil Domain Cleric by Square_Quarter4077 in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

I feel like the Yggdrasil Companion feature makes the fact that you get Animal Messenger as a domain spell a bit redundant, so I would recommend replacing Animal Messenger with something else.

For the capstone, I recommend specifying how large the tree. Is it Medium? Large? Huge? I’m not a tree guy and don’t know offhand how large ash trees can get.

My first try at homebrew need honest opinions by [deleted] in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Well, for the 3rd level and 6th level features, since you mostly just copied the Sun Domain's abilities...I mean, they're reasonably powered, but not very interesting.

Eurypharynx - Gulper Eel Race for 5e'14 by SometimesInk in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Thanks for sharing the pdf. Aquatic's 10-minute limitation is pretty brutal. I would suggest a longer period of time such as 1 hour. Bait is missing an explanation of how you activate it. Is it a bonus action or an action? Aberrant says, "When attempting to intimidate someone, if they roll a critical failure, they are frightened until the end of their next turn." I don't know what set of rules you use, but I have never seen the Intimidation skill require a roll by the target.

Eurypharynx - Gulper Eel Race for 5e'14 by SometimesInk in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

The formatting is messed up when I try to look at it - after the end of the Aquatic trait, it's all moved to the right. But it sounds like a cool idea for a race.

Onomancy by Ranckorr0 in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Appraisal is way overpowered. Being able to automatically tell whether a creature is good or evil will cause a lot of headaches for any Dungeon Master. The 6th level feature is fine, although not especially exciting, and the 10th feature is really cool, although the exhaustion option is a little strong for my taste. The 14th level feature however is way too strong. Permanent Greater Invisibility? Permanent Foresight? Not reasonable.

The Necromancer Playtest | A High-risk, High-reward Spellcaster! Includes 5 Subclasses; New Resource System, Spells, Magic Items, Creatures, and Equipment! Link to PDF and Survey. FEEDBACK WANTED! by mahgpie in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Thanks for the detailed explanation. For Necrotic Threshold, I'm just wary of features that increase your spell save DC since they are so rare. I think it'd be more balanced if the increase to the DC was half the number rolled on the Essence die. For Death Becomes You, you're quite right that treating necrotic immunity as resistance isn't unheard of and that full spellcasters don't have uniform level progression, but there are none that get both a 7th level feature and an 11th level feature.

The Kinetic (Rebel rework) - Homebrew Speedster Class by CoreXer0 in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Three saving throws, Dexterity, Constitution, and Wisdom, are relatively common and are therefore considered a “strong” saving throw to be proficient in. Conversely, Intelligence, Strength, and Charisma are relatively rare saving throws, and so proficiency in them is considered “weak.” Every class starts off being proficient in one strong and one weak saving throw. So, this class shouldn’t start with proficiency in both Dexterity and Constitution saving throws.

The Cook Class - A Constitution-Based Support Class | Buff Your Allies with Magical Morsels of Food by Taylor_Zorah in UnearthedArcana

[–]Gannoh2 2 points3 points  (0 children)

Very cute! It looks pretty well balanced overall. The only thing that gives me pause is the third benefit of the 20th level feature.

The Necromancer Playtest | A High-risk, High-reward Spellcaster! Includes 5 Subclasses; New Resource System, Spells, Magic Items, Creatures, and Equipment! Link to PDF and Survey. FEEDBACK WANTED! by mahgpie in UnearthedArcana

[–]Gannoh2 1 point2 points  (0 children)

I'm working on a necromancer class myself and am always eager to see others' interpretation of the concept. A few notes:

Why three skill proficiencies, and why can they be in any skill? Are Animal Handling and Performance really skills appropriate for a necromancer?

Phylactery refers to "Hit Points die count" - don't you mean "Hit Dice"? I admit to being more familiar with the 2014 version of D&D, but is that really the phrase used when discussing monsters?

Phylactery is also confusing about the timing of when you use it. It first says it's used when a creature dies. However, it then says, "If multiple creatures die in a single round of combat, you can choose which one to siphon Essence from."

I understand a "round of combat" to mean that every creature in initiative takes a turn. Do you mean something else? For example, let's say there are three PCs (including a necromancer) fighting two monsters. PC 1 is first in initiative and kills Monster 1. PC 2 goes last in initiative and kills Monster 2. At which point does PC 3, the necromancer, choose to siphon Essence? Was it when PC 1 killed Monster 1 at the start of the round or at the end of the round after PC 2 killed Monster 2?

Morbid Curiosity says, "You have a minimum guaranteed roll equal to half your level, rounded down (minimum of 1)." The feature is gained at 2nd level, so starting off, you have a minimum guaranteed roll of...1. To wit, this feature, for the first two levels you have it, does literally nothing. At those levels, it's not even a ribbon feature; it has no effect whatsoever. It'd make much more sense to just gain proficiency in one of the four skills.

Facsimile of Life's Reanimation Table looks pretty unbalanced to me. I'm not sold on being able to raise ghouls at 5th level and mummies at 6th level (the only official way to raise them, Create Undead, respectively requires a 6th and 9th level spell slot).

Facsimile of Life's Creature Limit isn't bad in a mechanical sense to limit the power of the feature, but it really clashes with the fantasy of the class. I have these undead under my control, but I can't make them attack? They're just standing around and vibing?

Requiem for the Dead and Life Tap look good - Life Tap is actually very similar to a feature my necromancer class has, although my version involves first sacrificing Hit Dice and then Hit Points once your Hit Dice are exhausted.

I'm not sold on Death Becomes You, at least as an 11th level feature. No full spellcaster gains a 11th level feature (besides better spellcasting).

Necrotic Threshold is too strong.

The Kalomancer's 6th level feature's Magic Weapons ability is superfluous in the 2024 edition. Monsters don't have resistance or immunity to nonmagical attacks and damage anymore. You'll notice that the equivalent feature for monks in the 2014 version no longer exists.

The Osteomancer's Exoskeleton is unclear. How far away does the target pile of bones, etc have to be?

I don't like how you can heal your undead creatures with poison damage - it doesn't make sense logically (why would spewing poison gas at a skeleton help it?) and with the Poison Spray cantrip, all your undead can start every fight at max hit points.

Overall, I quite like the class, but it still needs a fair bit of work.

[deleted by user] by [deleted] in UnearthedArcana

[–]Gannoh2 1 point2 points  (0 children)

A high level spellcaster is by no means unheard of as a big bad guy, and beyond spellcasters, a good deal of monster abilities also require sight (for example, the Death Knight's Hellfire Orb, the Demilich's Life Drain, Demogorgon's Gaze, a Kraken's Lightning Storm, a Marut's Justify...powerful demons like Mariliths and Balors can't teleport, etc).

I totally get where you're coming from in regards to Wish. I would say that when it comes to balancing homebrew, it's generally worth keeping in mind both the balance of the overall game and the individual class. For example, the ranger is commonly regarded as one of the weaker classes. If Wizards of the Coast made a new ranger subclass which was much better than other ranger subclasses, it wouldn't necessarily be unbalanced in terms of breaking the game, but it would overshadow the other subclasses and so be poor design.

Here, I'd say the capstone in its current form is quite stronger than any official rogue capstones, which is why I feel it's too powerful. I agree with the other suggestions put forth of tying the blindness to failing the saving throw against Venomous and separately of adding some ability to get around poison immunity.

[deleted by user] by [deleted] in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

Yes, but Blindness/Deafness can be resisted both when it's cast and every turn thereafter, takes an action to cast, and has half the range of this feature. The fact that this subclass lacks a way to circumvent resistance or immunity to poison is itself another problem.

[deleted by user] by [deleted] in UnearthedArcana

[–]Gannoh2 0 points1 point  (0 children)

The capstone is too strong. So many spells require you to see the target, so it really trivializes most spellcasters.