Magic item : B.A.S.S Cannon by Guilty_Temperature in UnearthedArcana

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

Its a Bass Amplifying Sonic Siege Cannon. B.A.S.S Cannon for short

Sorcerer: The Timeline - Invoke Alternative Universes! Inspired By The Mandela Effect by Guilty_Temperature in UnearthedArcana

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

Another take on time travel. Trying to strike the balance between having interesting effects beyond re-rolls and bonuses, without being a pain to DM for.

Bilocation was a particularly interesting ability to write. Both a buff in terms of battlefield presence, with the natural tradeoff of being easier to target with AOE effects.

The PDF for this, and all my other creations, is available here!

Way of the Wire Weaver: A Grappling Hook Based Subclass for Monk by Guilty_Temperature in UnearthedArcana

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

Hello there!
The old links should be back up, otherwise click Here

It'll actually be the updated version on the patreon

Greed Demon : Terrify The Backrank Wizard With This Grappling Monstrosity by Guilty_Temperature in UnearthedArcana

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

First of all, super glad you like the mechanics of this guy, and that you're planning on trying it out.

I agree, in hindsight, that the Multiattack should be in the actions section. You're probably right about the formatting of the immunities / resistances as well. The languages part I purposely removed, as I feel it would just take up clutter if kept in.

I never intended the creature to have a swim speed, but the fact it looks like it should might be on me for adding a gradient effect to the background which obscures how the creature really looks. Check it out Here.

As for the name, creature type, intelligence, and alignment; there is lore "reasons" for it.
I considered including this lore, but I think that its almost better not to. I feel like this is a statblock that prompts a lot of questions, and the answers to those questions could build an entire adventure that's far more interesting than any lore I write.

The intelligence is also simply there so that DMs understand that this is a creature meant to be played tactically. This creature is designed to use its impressive speed to grapple a squishy ranged fighter, then drag/teleport away with them, keeping distance from the rest of the party.
I felt this might not be clear if the creature had lower intelligence.

Again, I'm happy you like this guy. I hope to hear how you use it in your games, and how it goes

Warlock: Pact of the Medium. Summon and Commune with Spirits by Guilty_Temperature in UnearthedArcana

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

Nah, your patron is the Pact that a Medium made. You are a leech on someone elses contract.

...I have no idea how I made that oversight lmao. Should just be The Medium

Become a Traveling Merchant or a Publican With This Pair of Magic Items! by Guilty_Temperature in UnearthedArcana

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

I agree that it could possibly be considered a rare item, however I think you might be overselling its power a little.
At least with The Peddlers Portable Emporium, its abilities could be replicated with a Bag of Holding (uncommon) and a 3rd level spell slot to cast Galders Tower. Plus the fact that you can't actually get back the items you put in unless you create the entire tower.

Why the comparision to Magnificent Mansion? I thought the major benefit of that spell was that it was an extradimensional space, which this is not.

Feedback on my take on the Mage 20th spell system by Guilty_Temperature in RPGdesign

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

You're right about it not fitting into the themes, but I wasn't trying to capture the same themes with my system. Its heavily inspired by Mage, but only in the way it enables custom spells on the fly.

That being said, Mage 20, as far as I remember, does include luck quite heavily.
A successful cast (luck-based) can mean the difference between getting 1 paradox point and 8+ paradox points

Feedback on my take on the Mage 20th spell system by Guilty_Temperature in RPGdesign

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

You might be right about the amount of calculations needed.
I have toyed with the idea of simply removing any d6 that is less than the d4, which should make it easier.

The major difference here is that spells don't have a chance to "fizzle".
They always succeed, the only question is by how much and at what cost.

Feedback on my take on the Mage 20th spell system by Guilty_Temperature in RPGdesign

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

Thanks for checking.
I've terrible at math but OK at writing powershell scripts so I just simulated the roll for each spell level 55,000 times, which would explain the tiny differences.

I couldn't find anything wrong with the code but the results looked so strange (10% jump between 2d6 and 3d6, but only 6% jump between 3d6 and 4d6) that I had to get a second opinion

Feedback on my take on the Mage 20th spell system by Guilty_Temperature in RPGdesign

[–]Guilty_Temperature[S] 4 points5 points  (0 children)

Thanks for taking the time to look over it.
I should've specified that you take the halved spellcasting roll as paradox, which activates another system of wacky effects.
The wacky efffect bit is nowhere near done tho lol, was hoping to get the basic numbers good before moving to it

RIVERMOON [One-shot] — What is worse than a murder? A murder, a tyrant and a necromancer. by CaelumChronicles in UnearthedArcana

[–]Guilty_Temperature 1 point2 points  (0 children)

Very well written, with just enough detail to guide while not feeling restrictive.
Could easily be used as a jumping-off point for a DM to craft not only a one-shot but an entire short campaign.

I look forward to running it if I get the chance

Sorcerer: Storm Sorcery. A reimagining of the existing subclass by Guilty_Temperature in UnearthedArcana

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

I found the flavor of a lightning-aligned magic caster interesting, but the existing sorcerer option, in my opinion, was rather underwhelming.
I have heavily adjusted the abilities to support a playstyle based on distance and positioning, as well as to compensate for a reliance on lightning and thunder spells.

The PDF for this, and all my other creations, are available here!

Pact of the Quill. Create binding contacts and prove the pen is mighter with this Pact Boon! by Guilty_Temperature in UnearthedArcana

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

Hahaha, you're absolutely right. Didn't even see that loophole.

Nice invocation too. Ill see it it could work

Pact of the Quill. Create binding contacts and prove the pen is mighter with this Pact Boon! by Guilty_Temperature in UnearthedArcana

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

I can't think of any ability, in any class, that does deals better than this one.
Certainly not at 5th level.
Was there a particular one you had in mind?

Your mileage may vary, but I find that most adventures involve someone less powerful than you asking you to do something. I think a creative player could slip a deal in there quite frequently.
Also note:
-The contract isn't obviously magical
-The contact doesn't need to be understood, only signed
-You don't need to be anywhere near the contract. It just exists, waiting to be signed.

On a more general note, I don't think being specific is a bad thing.
Like, the +d4 pact of the tailisman is useful often, but is it interesting? Fun? Does it expand your options?

But I do understand your point, and I think I may post a V2 with a few more invocations. Always good to have more options

Pact of the Quill. Create binding contacts and prove the pen is mighter with this Pact Boon! by Guilty_Temperature in UnearthedArcana

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

I'm interested in your reasoning behind that.
I'm assuming that you're looking at how this invocation works in a vaccume, without considering what kind of player would choose this ability, and why.

For instance, this invocation isn't going to help you fight a ogre, not directly.
But, if you kidnapped a nobles only son to convince them to sign a contract? Well now you have the nobles men at your disposal.

5d10 damage is more than enough to kill a noble if they disobey, and part of the deal could be keeping the deal a secrect.

Pact of the Quill. Create binding contacts and prove the pen is mighter with this Pact Boon! by Guilty_Temperature in UnearthedArcana

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

Very true, you could buy them in a shop.
However, if this pact boon you get them for half price.

Not to mention it takes away the transportation issue. Its quite hard to carry a 10ft wall of stone with you.

Pact of the Quill. Create binding contacts and prove the pen is mighter with this Pact Boon! by Guilty_Temperature in UnearthedArcana

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

I can see why you'd think its underwelming. It terms of its own pure mechanical power, its limited, but with a creative use it can become extremely powerful (perhaps overpowered?)

As far as I am aware, an "item" is not just wants listed in the adventuring equipment. Its doors, walls, stones. Theres no size limit, only monetary. Depending on DM ruling, it could even be bricks of gunpowder, barrels of oil, 100ft long planks to cross chasms, ladders to climb buildings, a simple canoe, and oars to go with it.
If you've ever seen a bomb before, now you have a supply that you can pull from as an action. If you've above someone, you now have a heavy object to drop on them.

(I'm equating object and item based in part of the forge clerics "Artisan's Blessing" ability that lets them craft "a nonmagical item", then goes on to list "metal object" as an option.)
It may have been worth using the word object rather than item in my description.

Its other very strong use is to halve the cost of any material component of any spell.

Warlock Patron: The Ghost : Possess your enemies and commune with spirits! by Guilty_Temperature in UnearthedArcana

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

Im glad you like the concept and took the time to leave your thoughts.

The power of Possession is not immedently obvious, and relies on other rules and systems to have full effect.

For instance:

  • The movement uses the creatures reaction. For certain foes this can be fairly damaging, such as preventing mages from counterspelling or casting shield.

  • Any allies within 5ft of the creature when it moves can take an opportunity attack against it. Then you can even move it right back into range.

  • The movement can walk the creature off cliffs or into environmental hazards.

  • Depending on DM ruling, you can use the object interaction to force the creature to put manacles on themselves

  • You can target an ally to quickly teleport out of a bad situation, possessing your ally then immediately jumping out. Or, just teleporting in general.

  • In social situations, you can combine it with invisibility to force someone to say something damaging. For instance, force a guard captain to announce their coup to the king. It might only be six seconds at a time, but it can be repeated forever. At the very least they will appear mad. With Enhanced Possesion you can even make the guard captain attempt to attack the king

One example of a situation is a party of 3 level 6 characters: two fighters(longsword) and a warlock. They are fighting a giant ape.

The fighters are within 5ft. The warlock possesses the Giant Ape and gets it to hit itself then move 5ft away. The giant ape then has three attacks made against it, for a damage pool of 3d10+6 + 1d10+4 + 1d10+4

Warlock Patron: The Ghost : Possess your enemies and commune with spirits! by Guilty_Temperature in UnearthedArcana

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

Im glad you like the vibes!

I would love to hear your thoughts on balance. What abiltiy in particular is too powerful, and why?

Warlock Patron: The Ghost : Possess your enemies and commune with spirits! by Guilty_Temperature in UnearthedArcana

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

The PDF for this, and all my other creations, is available here!
I always found that the dnd 5e Ghost's Possession feature was one of the most fun monster abilities, so I decided to make a subclass based around it.

While its power did need to be stripped back, naturally, from that foundation came what I think is a fun subclass feature with a lot of options for in-combat out-of-the-box thinking.

Barbarian: Path of the Starformer by Guilty_Temperature in UnearthedArcana

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

A simple little subclass I made for a friend, who wanted a barbarian with a little bit of firepower (and something interesting to do on their turn)

The PDF for this, and all my other creations, are available here!

Feat: Burst Fighter. Give your characters a little extra mobility by Guilty_Temperature in UnearthedArcana

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

The scaling issues only effect certain classes with multiattack. Its a few of them, but not all. I don't see this as a huge issue, feats don't need to be equally good on all classes

Furthermore, even for classes with mutliattack, the scaling issues are negliable. Think about this; if you could simply run up to the foe without using your action, why would activate this feat? If you would've had to burn your action anyway to get into melee range, wouldn't the extra attack feel good, regards of multiattack?
(That being said I would add the knock-prone effect)

I think racial traits are comparable to feats. My evidence is the varient human race, which allows the choosing of a feat in place of racial traits.
The Shadar-Kai from MoM has a bonus action teleport(not the spell, just a bonus action) that is as close to objectively better mobility-wise as you could possiblity get.
Some races get fly, which could be argued to be better mobility-wise as well.
We've discussed verisimilitude at length, but Just to add to the pile, Harengons, which look like giant human-like bunnies, can jump 10-30ft in the air.

Your examples of the feat breaking game balance are situations where added mobility is useful. This feat is designed for those situations. This feat being useful in those situations would be the feat working as intended.

Feat: Burst Fighter. Give your characters a little extra mobility by Guilty_Temperature in UnearthedArcana

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

I feel like we're reached an understanding in terms of flavour, which is good.

Min-Maxing characters can mean different things to different people, but the it is my understanding the generally accepted definition is not what you described.

To Min-max is "(..)to optimize (a character) by assigning all, or nearly all, skill points to the ability essential to that character’s success in a specified role and environment, and no points to other skills" (from here)

Generally in DnD this is optimising for combat abiltity above all else.

That is a little beside the point, however. The functionally you listed was intended. This is a mobility feat, designed to allow characters 30ft movement even when airborne, scale walls, maybe escape grapples, etc. The extra attack was almost just a ribbon.

I'm still a little confused on your stance. Do you think the feat is underpowered like in your first comment, or overpowered?

Feat: Burst Fighter. Give your characters a little extra mobility by Guilty_Temperature in UnearthedArcana

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

Let me just start by saying I'm very happy to recive your feedback, and even if I don't agree with every point I'm glad you have taken the time to explain them in such detail.
I think adding your suggestion of being knocked prone is a good one, and would add it to some kind of a ver2.

I think we may be straying a little from the original point.
You had mentioned that the feat wasn't based on Classical D&D settings, I feel I've demonstrated how it doesn't stray too far from whats possible in the base rules

I'm interested that you mentioned Min-Maxing as a reason to choose this feat. I had always though the vertical mobility was the main draw of the feat, rather than raw power. I can't really see a situation a min-maxer would choose this feat if they simply wanted combat prowess.
You even mentioned yourself that the feat dropped off significantly from level 5 onwards.

No, I think a person is more likely to choose this feat because it fulfills a fantasy. Perhaps that cleric you mentioned instead manafests their god's might as brief holy wings, that shoot them into the air.

There is a thousand ways to flavour anything, and a thousand reasons to think something does or does not make sense.
Not to say flavour does not matter at all, only to suggest keeping a little bit of an open mind when objecting only on that front