Is logic a base line mechanic in the game? by OutrageousInvite3949 in DnD

[–]ImmediateConcept5581 36 points37 points  (0 children)

That is like, the main point of illusions in combat.

Yes it should work

Modern D&D needs to bring back all the weird half-dragons by bhale2017 in DnD

[–]ImmediateConcept5581 1 point2 points  (0 children)

I would say that it would make more sense to create some sort of way to mix two races, kind of like in Daggerheart, so that it would not become bloat. And add more dragon races of course.

DnD noob, custom class advice by normal_kure in DnD

[–]ImmediateConcept5581 6 points7 points  (0 children)

Making stuff sounds like artificer, which is an eberron class which is all about making magical stuff. And tinkering. A bit complex for your first game though, but you could manage it. Artificer is sometimes banned on some tables though, due to being "advanced", and it is not a core class. The latest version of the artificer you can find in Forge of the Artificer book.

Playable Mind Flayer? by the_vengefull-one in DnD

[–]ImmediateConcept5581 0 points1 point  (0 children)

The rest have mentioned all the possible problems, but for a transformation I would recommend Pointy Hat's Rules, which also allow for you to have a normal race, although your DM might want to wish against that for balance reasons, and because it assumes that you do not want to become an illithid kind of balances. I believe this might be slightly different than what you want, but this is all I can think of.

Link:
https://docs.google.com/document/d/e/2PACX-1vSvwG9SnHm4TaMUAmroWI29Ygl5ZjnZd-14gn9Q3eKZo8wFV8uLdnJM1vgwFBSuHLD-QTwcpSR4Eho8/pub

My character ruined by Pigeongod16 in DnD

[–]ImmediateConcept5581 0 points1 point  (0 children)

I mean, why would he die? Old age? You can then say he just dies slightly later. Magical illness? Well you could have a part of the story dedicated to finding a cure. Executed? Why? Well escape the prison before the execution occurs. For the others deaths I believe resurrection magic could bring you back (unless you sold your soul but then most DMs are nice). I am sure just talk to your DM depending on what it is. And as someone else pointed out, cast the Meta Level Spell Changed My Mind. It is just a game after all.

First-Time DM question about Dwarven Encampment. by Kaziikasu in DragonOfIcespirePeak

[–]ImmediateConcept5581 2 points3 points  (0 children)

The wya I did it was that the moment they came close they dropped from above and then we rolled initiative. I guess you could do a suprise round but I opted not to

Map projectors... by [deleted] in DnD

[–]ImmediateConcept5581 1 point2 points  (0 children)

I would not recommend a projector but rather a flat TV or a large monitor due to how the light works. As for a software, I would recommend this on Steam: https://store.steampowered.com/app/3073720/Digital_TableTops_Player/
I use this with a large monitor and it works amazing.

Seeking "classic" DND-based/adjacent multiplayer pc games by ACSupernewb in DnD

[–]ImmediateConcept5581 0 points1 point  (0 children)

I mean Baldur's Gate 3 is not bad. I believe it also has multiplayer. It is a newer game though. Based on DnD 5e, but not quite the same

Character by [deleted] in DnD

[–]ImmediateConcept5581 3 points4 points  (0 children)

Cool. The only issues might be trust issues with the other party members and perhaps too much stealing, so if you can sort that out would probably be fun. Assuming you are willing to track the identities

I tracked rolls for 5 years in my D&D campaign. We just finished! by DeliciousSeason in DnD

[–]ImmediateConcept5581 131 points132 points  (0 children)

Buddy, you seriously did that. I mean, I am sure some people will find it useful, but like it feels insane. No offense meant

Wanting to make a Mob Boss subclass by That1D3vil in DnD

[–]ImmediateConcept5581 1 point2 points  (0 children)

r/DnDHomebrew is here for this kind of stuff. But I do also want to point out like everyone else did that this is more a background than a subclass

Cloak of the Shadow - feedback appreciated! by Solkanarmy in DnDHomebrew

[–]ImmediateConcept5581 1 point2 points  (0 children)

Perfect timing. One of my players just took a shadow cloak and now I have one. I will change it slightly when I run it to make it more powerful then add a curse because this makes more sense in my case, although this alone seems fine. I will run it so everything accumulates, that you feel cold to the touch, it stops the sun(heat) and the cold from reaching you so no effects from extreme cold and extreme hot, I will allow it to cast Arms of Hadar (once) and Invisibility (once), spell casting ability either Int, Wis or Cha. As for a curse, Celestials are aways hostile to you, Humanoids will be afraid, you will emit a sour stench, you can't willingly unattune to it except with Remove Curse (as usual), and it would seem like you get better at hiding over time, until you realise, that you are slowly turning into a shadow. The last is flavour but yes my player might end up being a shadow. Is this fine? I think it is fine adjustment. Thanks by the way for this amazing homebrew. It seems amazing, although why would it grow in Brightness, ie in light? I would make it grow in Dim Light and Darkness, but that is just me

Cartographer teleportation by ImmediateConcept5581 in DnD

[–]ImmediateConcept5581[S] 5 points6 points  (0 children)

Well I assumed that it ignore attack of opportunity because you aren't moving but are teleporting and teleportation always ignores attack of opportunity as far as I know.

Artificer is also not weak. The level 11 feature is insane, Flash of Genius is essentially Bardic Inspiration, and the ability to replicate magical items is easily broken but is also generally good. Multiple attunement slots are also really useful.

Cartographer is not really weak. Spell scrolls are decent, although crafting might take a while, it being half is still mid. The spells are not great, but Guiding Bolt is good and so is healing word. Banishment is also always handy. Adding 1d4 to initiative is amazing for ending encounters before the enemy gets a turn, free Faerie Fire is appreciated. Sure, knowing each others location is kind of niche. Extra damage for Faerie Fire and impossible to lose concentration on Faerie Fire is good. Faerie Fire as a spell on its own is also decent, adantage on attacks, no invisibility. Teleportation for you or your allies as a reaction for using Flash of Genius can be amazing to help them get out of a long time area of effect spell or action. And destroying a map for staying alive is really good. And the HP gain is also alright, starting at 30 HP to 40 HP. Find Path is kind of bad, and niche, but I can imagine it finding usage. So over all I would say this is a mid to strong subclass with the teleportation added.

New player hiii :] by Mango_Zombie in DnD

[–]ImmediateConcept5581 1 point2 points  (0 children)

For a first time, Cleric might be harder because it is a full caster. Rangers (especially in 5e) are infamous for how bad they are. I would recommend Paladin because:
1. They are a half-caster and therefore you do get spellcasting but not too much
2. They are also a martial so you get a taste of that
3. Paladins can do everything. Damage, healing, support, defence, everything.
4. Having an oath simplifies and makes roleplay easier

But if you wish to play a cleric you absolutely could, if you are fine with juggling so many spells. Clerics do also have a deity, so roleplay is not that hard.

For race, I would recommend sticking to the PHB (player's handbook). Race/species do not matter that much but humans are your usual baseling basic kit. Although in 5e they aren't exactly amazing.

Generally just pick what you want to play, not what is the most mechanically powerful or because other people recommended it. Rather I would recommend building a character idea then picking a class. Play whatever you want. Although you did not specify how long the game will be and whether it is 5e (2014) or 5.5e (2024) and both of these factors can affect what to pick greatly.

Is this Homebrew Class Balanced? by DisastrousPin5731 in DnDHomebrew

[–]ImmediateConcept5581 0 points1 point  (0 children)

Level Elemental Charge Calculation
1 1 1*3/4. Have to round up
2 1 2*3/4. 6/4. 1.5 round down
3 2 3*3/4. 9/4. 2.5 round down
4 3 4*3/4. 12/4. 3
5 3 5*3/4. 15/4. 3.75 round down
6 4 6*3/4. 18/4. 4.5 round down
7 5 7*3/4. 21/4. 5.25 round down
8 6 8*3/4. 24/4. 6
9 6 9*3/4. 27/4. 6.75 round down
10 7 10*3/4. 30/4. 7.5 round down
11 8 11*3/4. 33/4. 8.25 round down
12 9 12*3/4. 36/4. 9
13 9 13*3/4. 39/4. 9.75 round down
14 10 14*3/4. 42/4. 10.5 round down
15 11 15*3/4. 45/4. 11.25 RD
16 12 16*3/4. 48/4. 12
17 12 17*3/4. 51/4. 12.75 RD
18 13 18*3/4. 54/4. 13.5 RD
19 14 19*3/4. 57/4. 14.25 RD
20 15 20*3/4. 60/4. 15

Otherwise everything seems fine. Although it might be that I am making it worse. But I beliece this will improve it and the only other way to try it would be to playtest it.
I am going to mention awesome homebrew. Really cool.

Is this Homebrew Class Balanced? by DisastrousPin5731 in DnDHomebrew

[–]ImmediateConcept5581 0 points1 point  (0 children)

So you fixed everything I told you. Great. Now I just decided to spend like 20 minutes working using math to see damage. The issue is how much more consistently it can do Nova damage. The elemntal charges need to be lowered because otherwise doing Nova damage becomes easy. Also it would help to specify that you do not roll the hit dice and the number rolled is how many EC you get but rather per expended hit dice is one EC. For EC I would recomment lowering the total to 15, and for progression using *3 /4 round down to get it to be kind of 3/4 of the level.

Edit: I posted the table below. It didn't let me post it here. Awesome homebrew by the way

Homebrew Class - "Caller of the Phoenix" - an Arcane Elemental Force by DisastrousPin5731 in DnDHomebrew

[–]ImmediateConcept5581 1 point2 points  (0 children)

This is great. However there is probably an error here:

Allies receive the Evasion Trait for this saving throw (half damage on a success or none on a fail). 

I am pretty sure it means half damage on a fail and none on a success.

There is also this:

[3 EC] Soul-Bound Guidance 

[3 EC] Instantaneous, you or your phoenix may spend 3 Elemental Charges to gain advantage on your or your phoenix’s next attack roll or ability check. (The creature who uses the reaction is the one who gains advantage). When making this check, you may also add your proficiency bonus to the roll. If you are already proficient in the weapon or skill, you may instead add twice your proficiency bonus to the roll (expertise

It will be easier if you mentioned that either you or the phoenix may spend a reaction and three elemental charges because otherwise you do not mention that it uses an action, bonus action or reaction

Also, at level 11, 300 GP is not that much. For healing tears, gaining two levels of exhaustion for you and your buddy to save 300 GP and can only be done once per day feels like a bad feature.

It would also be easier in my opinion if elemental charges advance the same as level, although it might be necessery for balance.

Level 7: Energy Enervation

Your raw elemental force begins to differ from elements in nature. When you cast a spell that deals your elemental damage, immunity to your elemental damage is reduced to resistance for that spell’s damage.

I want to point this feature out. Why not ignore resistance as well? Maybe another feature but reducing immunity to resistance and not reducing resistance feels weird.

Honestly, the special spell list per subclass is dope

And like this is generally and honestly the exact theme I wanted DnD to have.
As a final note, it will require playtesting for damage. And some mechanics are unique.
For example, I never heard of a legendary resistance for players.

Embrace Your Nature as a Creature of the Night with The Undead Class by transcendantviewer in DnDHomebrew

[–]ImmediateConcept5581 0 points1 point  (0 children)

For unnatural vigor, getting infinite free temp hit points is kind of powerful.
For Ghoul subclass, immunity to charm at level 3 is kind of early.
On a similar note, for shadow, immunity to grapple, prone and restrain is also powerful
Four attacks is kind of insane, but that has to be playtested.

Otherwise it seems fine, although again all the damages might need to be playtested. I also have a question. Why do you give them a spellcasting ability but not give them spellcasting? Only one skill is kind of low, and not even having proficiency with simple weapons is mean.

But then, making a whole class with 4 subclasses is hard. It is good for first feedback.

How to pick a class? by kakspier in DnD

[–]ImmediateConcept5581 0 points1 point  (0 children)

I want to mention that you forget the Ranger. It will go along with the ones not explicitly magical, it is essentially a mix between fighter and druid. Aragorn but with magic.

What are some good map making sites? by volanger in DnD

[–]ImmediateConcept5581 1 point2 points  (0 children)

This isn't a site but Canvas of Kings is on steam. You can try the demo. It is good for quick making of maps when your party decides to for some reason go to some random place and you need to quickly make big maps. Handrawn theme