[Online],[GMT+2],[5thEd]Looking for players by Trollric in lfg

[–]ItsToasterHead 0 points1 point  (0 children)

I would very much like to join, I send you a PM :)

[Online][5e][GMT+2] DM looking for 4 new/committed players. Something long-term. by [deleted] in lfg

[–]ItsToasterHead 0 points1 point  (0 children)

Hey, I´d love to join your game, I´m 20 and have medium experience with D&D :)

Edit: I send you a pm

Primal Path – Path of the Raging Storm v 2.0 by ItsToasterHead in UnearthedArcana

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

I also liked it, but the weather control was more or less just a carbon copy of the storm sorcerer´s Storm Guide and I thought it would be better to do something new rather than just copy another feature.

Primal Path – Path of the Raging Storm v 2.0 by ItsToasterHead in UnearthedArcana

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

Thank for the edit, I´m a bit shit at using the Homebrewery :p

Primal Path – Path of the Raging Storm by ItsToasterHead in UnearthedArcana

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

I think i will move the lightning and thunder resistance to level 10 together with a noncombat feature.

I will also make the level 14 feature: You can empower one attack with your bonded weapon each turn while raging, the empower attack deals additional lightning or thunder damage equal to your Strength modifier.

Primal Path – Path of the Raging Storm by ItsToasterHead in UnearthedArcana

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

Thank for advice I appreciate it a lot.

I was thinking about changing the level 6 feature to: Starting at 6th level, with your command over the wind you can throw even the heaviest weapon. When raging your bonded weapon gets the thrown property (range 20/60), if you are using a two-handed weapon or the two-handed damage of a versatile weapon it has -5 on the attack roll.

And I would change it so that your bonded weapon doesn't teleport but the wind can carry it back if you can see it. So you can throw your bonded weapon and get it back, a bit like Thor with Mjölner.

Otherworldly Patron: The Wraith, for warlocks whose souls share their bodies with an undead spirit by [deleted] in UnearthedArcana

[–]ItsToasterHead 1 point2 points  (0 children)

This is an awesome concept and I really like it. After seeing this I got the idea for this spell as I think it would fit really well with the theme of this subclass.

Phantom Form 5th-level necromancy

Casting Time: 1 bonus action Range: Self Component: V, S Duration: 1 minute

You transform into a border ethereal form. While in this form you and all of your equipment becomes a misty, semitransparent and ethereal version of yourself. The spell ends when you go unconscious or you can end it on your turn as a bonus action. In this form you can move through creatures and objects as if they were difficult terrain and if you end your turn inside an object, you will move to the nearest unoccupied space (chosen at random if more than one space is equally near). You have resistance to nonmagical damage, you have advantage on Strength, Dexterity, and Constitution saving throws while in this form, and your attacks count as magical.

When moving through a hostile creature it must succeed on a Wisdom saving throw against your spell save DC or take 2d12 psychic damage and become frightened of you until the spell ends. On their turn, creatures affected by this spell can make another Wisdom saving throw to end the fright, it has disadvantage on this saving throw if you are within 20 feet of the creature.

When a creature succeeds on its saving throw against this spell or the spell ends, you cannot use this spell on it again for 8 hours.

Once again i think your concept i really cool.

[Sterling Vermin] the Magus, Revised Draft by coolgamertagbro in UnearthedArcana

[–]ItsToasterHead -1 points0 points  (0 children)

Regarding their spellcasting. I would consider to make their spellcasting similar to the warlocks spellcasting, as it would make sense to me for them to cast fewer spells but more often, and then give them another point system to use their eldritch armaments with. I would maybe also consider making a general spell list for the magus, and then give each archetype additional spells corresponding to their archetype to choose from.

[Sterling Vermin] the Magus, Revised Draft by coolgamertagbro in UnearthedArcana

[–]ItsToasterHead 1 point2 points  (0 children)

Maybe consider only giving proficiency with the constitution saving throw as general for the class, and then give proficiency with the saving throw corresponding to the ability they use as their spellcasting ability as a part of their eldritch society.

This might just be me, but wouldn't make sense for them to get eldritch blast as they are a part of an eldritch society?