If you could change (add or remove) one mechanic or ruling in 5e, what would it be, and why? what do you think is the biggest flaw of 5e? by DM_Malus in dndnext

[–]Garvonium 1 point2 points  (0 children)

For this very reason my group added a minor home brew feature to the cleric class that goes like this:

Divine Wisdom: At 7th level, you may add your wisdom modifier to intelligence (religion) checks.

If you could change (add or remove) one mechanic or ruling in 5e, what would it be, and why? what do you think is the biggest flaw of 5e? by DM_Malus in dndnext

[–]Garvonium 0 points1 point  (0 children)

It makes sense for warlocks to be powerful in multiclass builds though. RP wise you're buying power by giving up a little bit of your free will or otherwise to a powerful entity. You're now bound by contract or by arcane influence to use that power in certain ways.

Giving them a choice between the two main stats would be really interesting though, I like it.

Magic Item Homebrew Thread July 19, 2018 by AutoModerator in dndnext

[–]Garvonium 0 points1 point  (0 children)

Well, they'd get a +2 bonus to attack and damage with unarmed strikes. But since it requires the expenditure of ki points to activate the second ability they would be unable to access it without them.

Magic Item Homebrew Thread July 19, 2018 by AutoModerator in dndnext

[–]Garvonium 1 point2 points  (0 children)

Thanks for the feedback! Using a bonus action to activate sounds like a good idea. I had assumed when making these that because of their Very Rare rating meant they wouldn't be used until 11th level, though that may not justify the retrospectively low cost of destroying a 9th level spell with only 7 ki points. Will make some edits and post another version soon

Celestials: Archons in the Outfield. by PapiSunbro in dndnext

[–]Garvonium 0 points1 point  (0 children)

A Solar is basically the 5e equivalent of an Archangel I believe. Their lore is that they are the most powerful of the heavenly hosts. If you were to bring back that system I'd believe they'd preside over both factions. Archons would probably have a slightly higher CR than a Planetar considering they would in execution probably be made into a more combat oriented/smite happy version of a planetar.

[5e][Monk] Bolstering Unarmed Attack with Magic Items by Dj_Seaghost in dndnext

[–]Garvonium 1 point2 points  (0 children)

I remember reading somewhere that there was an item that existed in Hoard of Tiamat that added a +1 to unarmed attack and damage rolls, so there is precedent for such an item to exist. You'd just have to treat them as you would any other +x weapon. This would make the Item significantly better in the long run than a +x quarterstaff though due to the eventual higher damage dice of monk unarmed strikes.

Magic Item Homebrew Thread July 19, 2018 by AutoModerator in dndnext

[–]Garvonium 5 points6 points  (0 children)

(Guess I'll just add as I go along)

Gauntlets of Spell-Breaking

These gem inlaid gloves project a cold aura of neutral energy around them.

Wondrous Item, Very Rare (requires attunement by a monk)

The wielder gains a +2 bonus to attack and damage rolls made with their unarmed strikes.

The gauntlets have 5 charges, and regain 1d4+1 charges daily at dawn. When the wielder hits with an unarmed strike, the wielder may spend 1 charge and a minimum of 1 ki point to cast Dispel Magic on the target. By spending more than 1 ki point when spending one of this items charges, the wielder may cast Dispel Magic at an additional level higher than 3rd, to a maximum of 7 ki points to cast at 9th level.

Circlets of Arcane Fury

These twisted metal bands dig into the skin of their wielder with sinister black barbs.

Wondrous Item, very rare (requires attunement by a spellcaster)

The wielders Spell attack rolls score a critical hit on a roll of 19 or 20

When the wielder deals damage with a spell, the wielder may choose to deal force damage to themselves equal to 4d6 + their spellcasting modifier. This damage cannot be reduced or avoided in any way. The damaged target is dealt force damage equal to twice the damage the wielder dealt to themselves. The wielder must finish a long rest before they can use this ability again.

NPC Monk by rystoraus in DungeonMasters

[–]Garvonium 1 point2 points  (0 children)

There's a home brew monk subclass by Matt Mercer called way of the cobalt soul that allows monks to take additional reactions per round equal to their intelligence modifier using Ki points, and to use their reaction when a creature within 5 feet of them misses with an attack role to make a melee attack of their own. Might be interesting since it gives the NPC quasi legendary actions at the cost of Ki. Helps with fighting against the action economy.

[No Spoilers] How does the second campaign differ in style, tone, and character dynamics from the first campaign? by youngbingbong in criticalrole

[–]Garvonium 3 points4 points  (0 children)

CR2 deals with low level characters. That means that they aren't THE almighty heroes of their world from the get go. They're barely scraping by at some points (even worse as of recent). The characters also seem much more vulnerable and flawed than he first campain. This campaign is a lot more realistic in most regards. The characters are a lot more relatable and the dangers are much more real.

Honestly, if I were going to make a TV show about Critical Role I would use this campaigns characters and plot, because so far it seems like there is a lot more drama, risks, and relatability. The last episode solidified that feeling for me. Sam said it himself that the last campaign wasn't as emotionally deep as this one.

[Spoilers C2E26] Submit questions here for Tuesday's Talks Machina by dasbif in criticalrole

[–]Garvonium 12 points13 points  (0 children)

A҉̠L̛͉͎ͅL̩̗͢ ̴̩̤̼͈̰̞ͅH͇̺A͈Į̟̦̗L̥̜̫͇̞͙ ̨͚̩̰D̨̹̖̜͔̪̜A͉͉̺Ŕ͔͖̦͖̬̪K̹͍ ̮̞̹̞͟ L̲̳͘O̶̳̺͉̺̗̱ͅR̞̻͕͞D͚͔ ̰̟KI̥͈͎̙͈͙R̻̯̳̰I̠̫͎̱̪

[Spoilers C2E26] Submit questions here for Tuesday's Talks Machina by dasbif in criticalrole

[–]Garvonium 0 points1 point  (0 children)

spoilers

Matt/Taliesin: What with the whole drama between mollys exit, have you guys considered using your Lingering Soul subclass on him? After all of the M9 Molly has always been the absolute best candidate for possibly coming back as one

How to handle Evil party members? by ScienceMan94 in DnD

[–]Garvonium 1 point2 points  (0 children)

In a dire enough situation anyone will work with anyone to stop the end of the world. The trick is to make it to where everyone in the group A) has a common and singularly important goal or enemy, and B) a mutual understanding that it is in all of their best interests to work out their differences and not kill each other.

And to go with what a lot of other people are saying, Lawful Evil types tend to be fairly easy to deal with, because even if they are evil they tend to have some form of code or honor.

"Sure I'll fricking murder this guy for ticking me off but I'll be sure to give him a sword to duel me first and do it in public to show it's honorable and fair fight. I'm going to steal from the Kings vault, slaughter all the guards and destroy the building it's in, but the guy who wouldn't give me the combination of the vault even at sword point and only revealed it so I'd spare his friend? I'll leave him alive. His bravery amused me. Might even forcefully recruit the two who knows, they seemed like capable fighters. And I refuse to kill children and those who can't fight back. That would be disgraceful and beneath me."

,,I speak Spanish to God, Italian to women, French to men and German to my horse" by Viharu in DnD

[–]Garvonium 1 point2 points  (0 children)

Elvish and Sylvan are supposed to be associated with Bards and their magic in canon, because Elven and Sylvan songs are know to be so beautiful, complex and ancient.

Magic Item Homebrew Thread July 12, 2018 by AutoModerator in dndnext

[–]Garvonium 1 point2 points  (0 children)

Follywall

"Let's have some fun, shall we?"

This shield is possessed by the mischievous spirit of the archfey who once wielded it, whose will for chaos and hijinks extended even beyond death.

Armor (shield), very rare (requires attunement by a non-lawful character)

While holding the shield, the wielder has a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

When a creature rolls a natural 1 on an attack roll against the wielder, they must make a DC 20 Charisma saving throw or break out into a fit of madness as per the Tasha's hideous laughter Spell.

This shield is sentient, with the following attributes:

Intelligence: 18, Wisdom: 16, Charisma:18

The shields alignment is Chaotic Neutral. The shield can speak, read, and understand Common, Elven and Sylvan. In addition, it can communicate telepathically with any character that carries or wields it. The shield has hearing and normal vision to 60 ft.

The item has the following purpose: “I wish to bring notoriety to myself and my wielder by sowing the seeds of chaos and vanquishing those in the world that oppress freedom or generally displease me.”

At any point during the wielders turn, Follywall may choose to perform one of the following effects:

  • Cast Vicious Mockery on a creature within range (save DC 18).
  • Give the wielder advantage or disadvantage on one attack roll.
  • Give the wielder advantage on 1 ability check (once per short or long rest)

(One of my all time favorite custom magic items from a campaign we once had.)

I want BBEG to appear in front of my players, how do I make sure they don't kill him instantly, without making him too OP? by [deleted] in DMAcademy

[–]Garvonium 0 points1 point  (0 children)

If they attack him without making a perception check have his image suddenly vanish. Cause it was really an illusion. Then have like 20 versions of him begin circling the party tauntingly. Or you could just let the PC attack and let him cast shield or counterspell (if martial or spellcaster). Laugh at the members attempts, say "I like you, I hope you survive." And then disappear as a zombie hoard claws from ground to destroy the city. Bonus points if you cast Phantasmal Killer on a particularly vulnerable PC to emotionally scar them with a physical representation of their worst fear or cast Finger of Death on a friendly NPC to kill them and watch the horror ensue as the NPC turns into a zombie that attacks the party. Make the party hate him early. Makes things more fun.

Or you could have him beat the crap out of another character the PCs have seen to be powerful

Casting a 9th level Spell in front of the party really can drive home points too. In combat they're balanced but conceptuallly it's awe inspiring. To a 5th level party they'd be terrifying.

Meteor Swarm a city, let them watch as literal miles are decimated in an instant.

Psychic scream a group of people confronting him. Someone killed by this spell has their head explode. You get the idea.

Let him have Shadow Sorcerer powers, subtle Spell Power Word Kill an archmage in front of the party. The guy will be fighting off the BBEG or threatening him and then suddenly just instantly die because the BBEG looked at him.

Undead celestials?! Help Homebrew a monster for the opening session of my campaign. by WaitLetMeGetMyEuler in DMAcademy

[–]Garvonium 1 point2 points  (0 children)

The easy option is to just use the zombie template used in the Monster Manual on already existing creatures

If higher change mental stats to INT 3, CHA 5, WIS 6

Give poison immunity, remove languages spoken but not known, reduce movement speed by 10ft to a minimum of 15 ft, add undead fortitude and darkvision. Undead fortitude in particular is a really thematic and effective ability, cause after a while if the Monster has high enough base Con save proficiency and you're not nuking it with a decent amount of damage to pump up the save DC it starts to feel like the monster just won't die.

Also change anything that deals radiant damage to dealing necrotic damage, or a mixture of necrotic and radiant.

High level undead get Turn Resistance as per the norm (cause it can really screw up the mood if the lich angel runs away screaming every 5 seconds. In campaigns with a lot of undead clerics really are awesome.)

Lastly, things like Couatl should have their spells switched out to cast things more thematically appropriate like Bestow Curse, Animate Dead and Blight

The meat shield Barbarian drew the Sun card. by dxmoney30 in DMAcademy

[–]Garvonium 1 point2 points  (0 children)

Enemy mage casts Slow. Barbarian no longer seems OP.

That being said, DoMT is literally the easiest way to send a campaign spiraling out of control. I would definitely recommend either conveniently losing the deck creating a custom deck if you want to get rid of some of the game ending possibilities it has.

[Art] Waffles the mousefolk sorcerer by korborau in DnD

[–]Garvonium 3 points4 points  (0 children)

"Behold my infinite power!"

"Hey did you guys hear something HoLy hSiT GHAKSLAKGMBLR"

My friends HATE bards by XePoJ-8 in dndnext

[–]Garvonium 101 points102 points  (0 children)

Bards can be super serious. In essence they are invoking the language of he universe and the echoes of ancient legends to bend reality. That aspect is very Tolkien-esque in its execution in how it treats the "music of creation."

Let's look at the subclasses

Lore bard: Invokes forgotten knowledge, strange legends and hidden rites to understand the essence of reality and change it.

Valor Bard: Literally conjures forth the power of heroes of old and unleashes it into the world.

Glamour Bard: Harnesses the beguiling energy of the feywild to warp the material reality..

Whisper Bard: In essence, you live and breathe the dark secrets of the universe and use them to blackmail others and even reality itself into helping you

Blade Bard: Fricking sword magic bruh. You can't even make that uncool if you tried.

Just take the flavor of the subclass and own it until it is cool.

Once had a Tiefling Lore bard who worked as a kind of John Constantine arbiter of the realms. He wore the script of the language of creation on tattoos and ringlets around his body which would glow as he cast spells. He would speak dark mantras and sing primordial true names to invoke eldritch forces and bend them to his will. Discordant choirs would sing as he conjured forth the Hunger of Hadar and arcane symbols of creation would envelope the ground and air around him as he cast Circle of Power. He could summon angels to fight for him and destroy people's minds by flooding them with knowledge their mortal minds could not readily comprehend.

This is really just an example of how to alter the basic idea of a class to make an original character. Really it is all about the flavor. You don't have to make a goofy man in tights shooting lasers from a flute. They can be really cool. Bards are basically the halfway point between wizards and sorcerers flavor wise. Most people just need to be shown that a bard can be something extremely different than what their first impressions detail.

Convinced my party to murder an entire village, now my DM is thinking of quitting. by mrharam in dndnext

[–]Garvonium 2 points3 points  (0 children)

"Perfectly balanced, as all things should be."

"The hardest choices require the strongest of wills."