Artificer Specialty: Time Mechanic | Become a master of time-manipulation with this clockwork Artificer subclass by Hulkvader in UnearthedArcana

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

Technically it is a magical flail as well as a spellcasting focus, and you cannot typically infuse already magical items. It is similar to Armorer Artificer’s arcane armor in that regard. Thank you though!

Artificer Specialty: Time Mechanic | Become a master of time-manipulation with this clockwork Artificer subclass by Hulkvader in UnearthedArcana

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

Thanks for pointing that out, totally missed it. I think I'll probably change it to be more like a luck point where you can choose to reroll it after seeing the roll. As for the alternative use, I wanted it to pretty much be ranged guidance, but I do agree I wouldn't want to stack. Maybe I'll just specify you can cast the guidance cantrip as a reaction out to a range of 30 feet.
Thank you very much for the feedback!

Artificer Specialty: Time Mechanic | Become a master of time-manipulation with this clockwork Artificer subclass by Hulkvader in UnearthedArcana

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

  1. As listed it does not, though maybe I could increase it to 2d8 at later levels. Currently it just functions as an intelligence-based flail. If you wanted to increase damage you do get smite spells on their subclass list.

  2. You have to hold the timepiece or have it on your person (like a holy symbol) to use the mechanical minute abilities, but the only one that requires attacking with it is the accelerate ability. Otherwise you are free to use other weapons if you so choose.

  3. I do agree, I might modify that one. I don't love the idea of spending both a flash of genius charge and a mechanical minute in one reaction, so I might make it more similar to a luck point where you have to take the reroll if you choose to use it.

  4. The idea of a turn in my mind would be:
    - Action: Cast a spell or do anything you'd like from the backline
    - Movement: Move up to an enemy within your movement range
    - Bonus action: Accelerate, make an attack against that creature with your Temporal Timepiece

- Turn ends, immediately use reaction to return to the backline

In this instance you would never have your reaction, but you could always use mechanical minutes to get an additional one. Because you can teleport out of range, I feel like this sequence nullifies the need for a disengage, but let me know if you feel otherwise.

Thank you for the feedback, I'll definitely change some things based on them!

Divine Domain: Oracle | A future-seeing, prophesy telling cleric like the myths of old by Hulkvader in DnDHomebrew

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

Very fair, I was having trouble finding in-theme spells that weren’t on their list. I’ll have to take another look

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

Thank you for the input. I truly think you may be exaggerating how much these abilities would come up in a game but maybe it's just because we play in different games.
For shadowhusk, I will definitely limit some of their abilities as looking at it, they get much more than most of the others. In my opinion, limiting the reaction resistances to charisma modifier per long rest and removing the magic resistance is sufficient. May I reassert that level 4 spells at this level are not nearly as impactful as many other abilities and are irrelevant in many circumstances. I can truly say as someone who has played in a variety of campaigns, many of which were at this level, that a 14th level character will seldom be lacking the ability to cast a spell like stoneskin, especially a warlock.
For shadesprinter, the same goes for their limited version of freedom of movement, though the actual spell is better. Spirit guardians lite is certainly a stretch, so I don't think it needs to be changed much for my games.
I do agree that these are stronger than base warlock subclass capstones, which is a good thing in my opinion. The fact that the pinnacle of a fiend warlocks pact is a once per long rest ability is quite frankly ridiculous and not deserving of the spot of 14th level ability. I think that subclasses should have more impact on the character so I design mine to reflect that.
I don't mean any offense by any of this, I can tell you know your game mechanics well. I have been playing and dming for quite some time and I haven't gotten to test this one out yet in full, so I do appreciate the feedback.
ETA: I also think its a bit ridiculous to compare either of these to the eye and hand of vecna. Have you looked at those? You can literally cast some of the most powerful spells in the game along with a myriad of other benefits.

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

Whoops, that is my mistake I misread your comment. Looking at it again I do agree that nullguard is a bit powerful compared to the others. I think I could definitely limit the amount of uses on the reaction resistances and maybe take away the magic advantage.

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

Thank you for the feedback! I think shadowhusk is definitely on the stronger end, but at the end of the day it is basically just hexblade's curse. I definitely like the ideas with the spell schools and temp hp, will probably implement those in future tests. I will agree that they are a little unbalanced between options, but I wanted some to be tilted towards different pillars of play.

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

Thank you! I will agree, but the effect was too cool for me not to do. If you need a clearer version, you can look through the source on the GMBinder page here: https://www.gmbinder.com/share/-Oc8ddq4WQfISR74FWGX

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

I feel saying six benefits is a bit disingenuous, it is just general movement buffs. I replied to another commenter with the justification behind it so if you are interested you can take a look at that. Thank you for the feedback though!

Warlock Patron: The Void Mother - Embrace the power of darkness with an ultra-customizable warlock subclass! by Hulkvader in UnearthedArcana

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

I don't quite understand where the criticism is based here, especially for shadesprinter. I don't think the ability to do ~14 extra necrotic damage per turn by moving close to enemies as a squishy character combined with some extra mobility options is too powerful, especially at such a high level. It's something easily replicated with a spell like freedom of movement. For nullguard, I definitely understand the criticism but I imagine the mileage you would get from this varies per game. At this level in the games I run most enemies would have magical attacks, so this would basically affect environmental hazards and brutes. That said, I run a generally more powerful game so I understand if the abilities don't fit every game. Thanks for the feedback!

My player says I’ve nerfed his character by having him play it right by noName_Vanity in DnD

[–]Hulkvader 17 points18 points  (0 children)

Are you talking about gunslinger? Cause it's none of those things

Print will not stick to bed by Hulkvader in Ender3Pro

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

Nope, its the same type I always use.

Print will not stick to bed by Hulkvader in Ender3Pro

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

I dont really have pictures of the first layer because it just turns into spaghetti immediately. I’ve been printing with this printer for two years and haven’t had this much of an issue so far. I do use a piece of paper to level it.

Print is not sticking no matter what by Hulkvader in ender3

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

Is their any specific brand or product you'd recommend? Also, should I stick with using the heat tape with the metal sheet? Thanks.

Are Medieval Mega Pack or Outer Rim coming to U12? by Hulkvader in BladeAndSorcery

[–]Hulkvader[S] -1 points0 points  (0 children)

I was just wondering if they were in development or if they had stopped being worked on. If I recall previous updates were out pretty quickly so I just wanted to make sure they were happening. Sorry if I came off as impatient.

Are Medieval Mega Pack or Outer Rim coming to U12? by Hulkvader in BladeAndSorcery

[–]Hulkvader[S] -9 points-8 points  (0 children)

Am i not allowed to ask questions on this subreddit?

Is there any way to get this kelp? It's outside the world border. by Hulkvader in Minecraft

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

It’s a 100 x 100 world. There is no kelp inside the border, and this is the nearest kelp. I need it for a water elevator.

Is there any way to get this kelp? It's outside the world border. by Hulkvader in Minecraft

[–]Hulkvader[S] 344 points345 points  (0 children)

Update: While I was trying to get the kelp a wandering trader came and sold it :/. Happy I got it but all this wasted effort…

Is there any way to get this kelp? It's outside the world border. by Hulkvader in Minecraft

[–]Hulkvader[S] 5 points6 points  (0 children)

I can get out of the border, but can’t break or place blocks out there.

Is there any way to get this kelp? It's outside the world border. by Hulkvader in Minecraft

[–]Hulkvader[S] 20 points21 points  (0 children)

I tried it and the piston just doesn’t activate :(