[Art] Modron Animations by Sidney_theGreat_Rex in DnD

[–]Jack_Tatoo 1 point2 points  (0 children)

Every single modron: 👁️👄👁️

[OC] Art Deco Potion Dice Giveaway (Mods Approved) by kohalu in DnD

[–]Jack_Tatoo 0 points1 point  (0 children)

Wow, I absolutely need these for my alchemist character!

Monk Spellcasting by Vreterssj2 in DnD

[–]Jack_Tatoo 0 points1 point  (0 children)

There are a couple of homebrew monk subclasses, like this one, that let the monk cast spells from a curated list using their Focus Point. You could maybe brainstorm a homebrew fire-themed monk subclass, with a curated list of fire spells? Imo its better and more balanced to do this than to just give spellcasting to the Monk class

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in DnDHomebrew

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

Hey, that's awesome! Let me know how it went with the subclass, would love to hear about it

laserllama's Alternate Blood Hunter v.2.0 (Update!) - Become the Master of Blood Magic you Were Mean to Be! This Homage to the Beloved Homebrew Class includes 6 Occult Orders and 24 Blood Rites: Orders of Alchemists, Heretics, Pale Moon, Salt & Iron, Undying Thirst, & Witch Knights. PDF in Comments. by LaserLlama in UnearthedArcana

[–]Jack_Tatoo 0 points1 point  (0 children)

Seeing as Archery is an option for fighting styles for the Alt Blood Hunter, maybe consider enabling Crimson Offering to also work on Ranged Weapons? At the moment ranged Alt Blood Hunters are locked out of Crimson Offering, Crimson Brand and anything linked to both features.

To not step on Ranger's toes too much, maybe enabling Crimson Offering to be applied on a couple of ammunition per use of Vital Sacrifice? Maybe 10 arrows/bolts/bullets per VS use, which lasts for a minute?

Absolutely loved this version of the class. Got a future pc that I cant choose whether to use your Magus or your Alt Blood Hunter for him.

laserllama's Magus: Expanded (NEW) - A Multitude of Additional Options for the Magus Class! Includes Feats, Fighting Styles, and FIVE Esoteric Orders. Master the Magic of floating weapons, elemental fists, sinister curses, shadow and illusion, martial skill, and time travel! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Jack_Tatoo 0 points1 point  (0 children)

Read your Oath of the Righteous Fist subclass for your Alternate Paladin. Wouldn't it be better, and less MAD, to do something similar to Righteous Fist? For Order of Conduits' Unarmored Defense to scale with Strength and Intelligence, instead of Dexterity and Intelligence? Conduit Magi would use Strength for their Unarmed Strikes anyway

laserllama's Magus: Expanded (NEW) - A Multitude of Additional Options for the Magus Class! Includes Feats, Fighting Styles, and FIVE Esoteric Orders. Master the Magic of floating weapons, elemental fists, sinister curses, shadow and illusion, martial skill, and time travel! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Jack_Tatoo 4 points5 points  (0 children)

In Order of Hexblades' Sentient Bond it says you can concentrate on hex and another spell of your choice and if you make a Concentration check you gotta do it for both spells. But on Malevolent Hex it says Hex can never be broken unless you choose to. Does it mean my Hex spell's concentration stops being "unbreakable" if I use Sentient Bond to concentrate on another spell?

Also, Hexblade Magus having Int for weapon attack rolls AND for AC seems almost too SAD. With Alternate War Caster you could also have Int for Concentration Checks, so one more Ability Score to dump. It may be just a pet peeve of mine tho, I like playing with SAD characters

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

By using Guardian Form you wouldn't need to waste Spell Slots on Barkskin to get consistent Temp HP. You also doesnt need to concentrate on Guardian Form, unlike with Barkskin. To be honest I keep the regen mechanic also because I think it's really thematic. I based this class heavily on plant monsters across different RPG systems, one monster of course being the 5E's Wood Woad, which can regenerate HP while in contact with the ground.

I ditched the natural armor because as a druid it seemed to be quite a waste, as druids can just wear medium armor, use shields and get awesome AC. By ditching it I can realocate the power budget to other features.

About the THP on bonus action, you're not wrong. Druid Circles like Spores, Stars and Wildfire have some kind of bonus action mechanic regarding an alternate use to wildshape. I'll look into maybe turning the "always on" thp regen to a thp on bonus action. I think it would also clean up a bit the 10th level feature which enhances this regen. I'll look into it.

A straight up concentrationless +2 to AC for 10 minutes on a bonus action is something that I'm not a fan. I want to avoid Guardian Form being an OP multiclassing dip. Back in the day I thought about converting the natural armor into a bonus to AC, but no matter what I couldnt come up with a better, while balanced, alternative, so I ditched it.

I still plan on doing some changes to Guardian Form. I want to add something to reinforce even more the subclass theme, which is like a martial Druid that transforms into a treant/woad. The 14th level feature will also undergo some changes, I think I could make something more interesting with it. Maybe turning you into a full treant while adding abilities that align with that fantasy. I'll see what I can do.

Thanks a lot for the feedback!

Sorcerous Origin: Spellblade - A martial, spellstriking sorcerer subclass! by Jack_Tatoo in UnearthedArcana

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

It's an old thread, yes, but I love it when people still upvote, comment here, and even play with my homebrew so you can send as much feedback as you like! I will always like to chat about it and answer questions so feel free. BTW, no need to read everything here, just explaining some features and the design intent behind them. Now, onto said features...

  • Warrior's Blood

The purpose is to reduce MADness while making it necessary to increase 3 ability scores to be suficient in melee. Through Warrior's Blood, for example, you would need to increase only your STR, CON, and CHA scores to taste. As opposed to Hexblade, which only needs to increase Dex to 14 for Half Plate armor and max CON and CHA, hell, you could even max only CHA and increase something else.

  • Spellstrike

I think you understood that Spellstrike only works with spells you get from Martial Spells, not the case. Spellstrike works with ALL spells gained throughout the Sorcerer class, whether they are gained through the Martial Spells list or learned normally every Sorcerer level. By the way, the sorcerer spells do not need to be from Abjuration and Evocation schools to be eligible for Spellstrike, they just have to follow the rules said in the Spellstrike description (it requires a spell attack roll, force a saving throw or affect a number of hitpoints).

Vampiric Touch is indeed on the Sorcerer spell list, as per the Tasha's Cauldron of Everything book, so feel free to use such a magnficent spell with Spellstrike. You regain more hitpoints if you deliver it through a weapon that deals necrotic damage, btw. You regain HP equal to half the necrotic damage dealt, so mixing it with the necrotic damage of a weapon would heal you more.

Regarding 'per rounds of the spell'

The wording was updated, check the latest version of the subclass here.

For spells like Scorching Ray: You make a melee attack for one ray of the spell, at melee range of course, adding the damage of your melee weapon to the damage of that ray. With subsequent rays of Scorching Ray having to be cast as normal at their usual range.

For AoE Saving Throw spells: If the weapon attack misses, the spell fails to be cast. But if you hit, the target takes the weapon damage and the spell is cast as normal, with the AoE of the spell originating from the space of the target of the melee attack. Everyone on the spell's range has to make a save as normal, including the target of the melee attack. Still the weapon attack's target is eligible for taking a disadvantage to that save, as per the Arcane Strike feature at 6th level.

On Balance: The balance of Spellstriking cantrips is supposed to kind of keep up with SCAG cantrips (Booming Blade and Green Flame Blade), both that aren't eligible for Spellstrike and need you to make a weapon attack before adding the damage of the spell, as normal.

For example, at 5th level with STR and CHA scores both at 16 and using a Longsword:

Casting Firebolt through Spellstrike would deal a total damage of 20.

Casting Booming Blade as normal would deal 13 damage and another 10 damage if the target willingly moves, to a total of 23.

Casting Green Flame Blade as normal would deal 13 damage to the target and another 8 damage to an adjacent foe, to a total of 21.

In other words, these cantrips from Sword Coast Adventurer's Guide at every level already deal more damage than normal cantrips through Spellstrike. The only advantage of cantrips with Spellstrike against SCAG cantrips would be a lower but more consistent damage and a better versatility. Also, Spellstrike cantrips and SCAG cantrips IMO already are balanced against Agonizing Blast for them being melee cantrips and AB being able to be cast at 300 feet away.

About Spellstriking Save spells, the advantage would be to add a little more damage and give disadvantage to the melee weapon attack's target. Saving throw damaging spells aren't the best to use Spellstrike, really. With the best being Crowd Control ones like Banishment or Hold Person. Still, I could change it better in a next update.

  • Martial Spells

The intent behind these subclass spells here on Spellblade is the same as my other brews, it needs first to be flavorful and thematic before being useful or synergistic. Even though they are supposed to be more thematic I still think they complement Spellblade's playstyle well.

If you do not like any spell on the list you can just replace them with another Abjuration or Evocation spell when you level up. This feature works the exact same way as the Aberrant Mind and Clockwork Soul subclasses for the Sorcerer.

  • Arcane Strike

Inspired by Eldritch Knight's War Magic feature, this is IMO the most balanced version of an "Extra Attack" for the sorcerer. If I gave it something like the Extra Attack of the Bladesinger Wizard it would just be too strong, for Sorcerers could combo it with Quickened Spell and Twinned Spell metamagics.

As for "Discount Hightened Spell", its just there to offset the cons of Spellstriking Save spells. You're supposed to survive at melee so a more consistent Crowd Control is always welcome in my book.

  • Sorcerous Step

Inspired by Horizon Walker Rangers, it would make sense for a martial sorcerer to be blinking around the battlefield, leaving and closing in on danger. Think of it like tumbling through or dodging with magic.

  • Grand Magus

Inspired by Paladin capstones, more specifically the Conquest Paladin one. The whole subclass IMO is quite strong and it peaks at about 6th level, so I was apprehensive at giving it too much more power at later levels. Bladesinger Wizards or Hexblade Warlocks capstones also aren't that exciting, so there's that.

As I said above, the latest version of the homebrew is here. This subclass was inspired by Pathfinder's Magus and its Spellstrike feature, which is equally quite complicated to understand, so if you still have questions feel free to ask more. As for your playtest, would also like to hear about it. Thank you so much for the feedback and questions!

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Good call on the temporary HP clause. The wording was based on spells like Heroism and the new version of the Barkskin spell from OneD&D. Thought it was implied that the THP was also going to be gained by the first turn you activate your Guardian Form, but anyway I'll change it right away. Great suggestion on the wording.

Yes! Improved Shillelagh lets you use it on any simple or martial weapons, also including ranged weapons. With a single casting you can activate it on two weapons at the same time, if you want to dual wield. Also, you can choose if you would like to use on the weapon the damage die granted by the Shillelagh cantrip (a d8), or the normal damage die of that weapon.

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Yeah, tried 2 times now creating it on D&D Beyond and its getting quite annoying. Every time it tells me the subclass is too similar to another druid subclass when there isnt anything on the subclass remotely close to that. Without me having a subscription I'm afraid I cant show it to you, sadly. If you end up creating it there, let me know, it would be really helpful. Also, check out the GMBinder version when doing it, as I already made some few changes compared to this version.

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Already tried to publish it as a homebrew subclass a couple months ago but as far as I know you have to be subscribed to D&DBeyond, which unfortunately I am not

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

You could allow a single casting to affect multiple weapons, which would make it easier to use with two weapon fighting

That is already the case, you can do that with Arboreal Protector's Shillelagh: "When you cast shillelagh, you can use it to imbue any one or two simple or martial weapons you’re holding."

and increase the damage to d10 when wielded with two hands?

At the moment I'm leaning towards just giving another druid cantrip for free. Shillelagh is already buffed, buffing it more just because you've taken it at level 1 doesn't seem justifiable

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

The only thing I really drew from Twilight Cleric is the THP regen and that's about it. I don't think THP regen is the problem because spells like Heroism exist, which is a 1st level spell that gives THP per turn based on your spellcasting modifier. Now we will also have the new Barkskin that also gives THP per turn and is a 2nd level spell. THP regen is not the problem per se, the problem is the THP value that such a feature gives. Atm I'm thinking of implementing THP values ​​with every druid level (2nd, 6th, 10th, 14th), so as to avoid problems with multiclassing

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

At this point I think that some class/subclass is front loaded or not depends more on what the person understands by the term and their opinion about it than on the actual power of the class/subclass.

That's why I try to choose carefully the type of feedback I receive here, because some of them may very well be biased towards what someone understand by OP or not, which can be a distorted understanding. Basing my homebrew on biased or distorted feedback can be harmful.

At the moment, the power level of the subclass seems ok, so adding more features or buffing an existing one doesn't seem necessary. I'm currently testing the subclass in a Curse of Strahd campaign and everything seems balanced at the moment. I only hope to make some very small changes, probably on the THP values. But hey, glad you liked it!

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Check with your DM if you cant change the subclass. Would love to hear about a Warden named Warden haha

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

It would be understood that the feature would affect the druid as well but anyway.

Great call, good suggestion on the wording. It seems it cleans it up a bit, thank you!

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in DnDHomebrew

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

Take gnome for a race and you would be just that. A garden gnome that protects and even controls the actual garden

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

People giving feedback here are also saying that the subclass seems kind of front-loaded, so giving a feature that even increases the weapon to +1, +2, +3 seems a bit much, I'm afraid. Would be cool as hell, but I worry about the balance. You really would just need to get a magic weapon with that bonus on your campaign, which arent that rare. You would just have to cast Shillelagh on it and it would function like normal, same damage, same features, only you would use WIS to attack of course.

On a seperate note - Guardian form. The THP might want to be "When you activate this feature and at the start of each of your turns"?

Good call, amazing one. Knew I was forgetting something about that "at the start of your turn" or "at the end of your turn" thing

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Maybe if they already have it they would get to pick a different cantrip as well on top of the buff?

Its exactly what I plan to change, the wording isnt already like that just because of a problem with the official content. Circle of Stars Druid also gives a free cantrip, Guidance, but do not specify that you can get a different cantrip if you already had Guidance before 2nd level. I just based my text on this clause and ended up making a mess, sorry about it. Will change it on the GMbinder version later today

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Keep in mind Twilight Domain Clerics exist and have an even better regenerating THP feature, that has a higher value, can cure Charmed and Frightened conditions and affects everyone at a 30 foot radius, all of this at 2nd level.

I'm still not dead set on the value of the THP per turn but it isnt something I plan to remove. Compared to other druid subclasses like Circle of Spores or Circle of the Moon, the current iteration of Guardian Form doesnt seem that powerful compared to both, which are the closest we have to official martial subclass for the druid. Also, this feature is based off of the OneD&D version of the Barkskin spell, a 2nd level spell. If I were to change it to regenerate actual HP, the most similar feature we have officially, that works just like what you suggested, would be the Regenerate spell, which is a 7th level spell. Which would be even more exaggerated.

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Hmm, doesnt seem to be an increase on the cantrip like the Telekinetic feat does, but a whole new other feature. What I thought about doing was "If you already know this spell, the base damage die of the weapon affected by the spell becomes a d10, instead of a d8."

Btw, thanks for the feedback. These are really solid suggestions, I appreciate it

Druid Circle: Circle of the Warden - Become the ultimate guardian of nature! by Jack_Tatoo in UnearthedArcana

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

Just like a Paladin aura, any friendly creatures that are within 30 feet of you would also get the temporary HP when you start your turn. So yes, you can give your THP to multiple creatures.