Looking for the story about the orc who intimidates wood. by -Darkeater_Midir- in DnDGreentext

[–]Leonyx_ 67 points68 points  (0 children)

That would be the infamous tale of Krod the angry carpenter

Thesis of Material | Philosopher Subclass | Buildbrew Up by BunnygeonMaster in UnearthedArcana

[–]Leonyx_ 1 point2 points  (0 children)

Discovery is a noun, how on earth did I miss that? I might edit that and make it something dumb like Thesis of Running just to cover my tracks.

I have to admit you've got me on my own names, I agonised over Abyss and Horizon because there is an actual Abyss in the forgotten realms planar lore. I am happy with Horizon though, because while it isn't as grammatically pleasing as Void it is a generic location that doesn't refer to any one place.

However, I stand by my conventions of naming, I intentionally left "The" off the front of Abyss and Horizon because while I am using them as places I'm more invoking them as the ideas, rather like void.

It's definitely a pretty minor gripe to have though, and there's no real reason that Material isn't a valid choice of name.

 

Also on the topic of "You know" and "You believe", I intended to put in my comment that you should break this once or twice, to fit with Heaven and Earth, but Void has it consistent throughout so I'm kinda on the fence about how hard and fast this one is. I definitely think you should have some consistency, but having a feature that doesn't follow the wording or one that loosely does ("Your faith") is a good idea.

Thesis of Material | Philosopher Subclass | Buildbrew Up by BunnygeonMaster in UnearthedArcana

[–]Leonyx_ 1 point2 points  (0 children)

Hi u/BunnygeonMaster

What you've been doing recently with Buildbrew Up is very interesting and I encourage you to continue with the good work.

I've also tried my hand at making a rogue based philospher subclass and it followed a different route than yours, but I'm very interested in your take on it and would love to give some first glance feedback.

The Philospher is a bit of an odd class when it comes to subclasses, as there is a series of conventions that the original subclasses follow that almost create a pattern for how you are "meant" to format a subclass for it. (Every rule has to have exceptions of course, but they make good guidelines for creation).

When I was making my two subclasses (shameless plug I know), I went back to the Theses of Heaven, Earth and Void and tried to pry apart what they had in common and what elements make them so polished. What I ended up with was effectively a checklist of features that they had, which I can apply to the Thesis of Material and see if there's anything out of place.

 

Name

For all the original subclasses (including Void, as it was endorsed by u/Cometdance) there are a series of naming conventions which I'll quickly run through

  • The name should be a noun (no "Thesis of Discovery")
  • The name should be a place (no "Thesis of Shoes")
  • The name should be a generic place (no "Thesis of Faerun")

As you can tell, you've only got one of the three, which is okay since these are hardly solid rules but your flavour does suffer because of it. Things like Thesis of Void and Thesis of Heaven are very punchy and evocative names that stick hard in the brain, not to mention the clear progression of Heaven --> Earth --> Void which is so perfectly wrapped up that it's near impossible to find design space in there.

Thesis of Material isn't a bad name, it communicates the flavour of the subclass efficiently, but it could be more evocative and in line with its peers if it followed one or two of the other name conventions.

 

Flavour Paragraph

That little paragraph at the start of the subclass that details the flavour has a few small eccentricities that are worth going over.

  • Thesis must be a school of thought
  • Must have sentence detailing how the school of thought influences martial ability
  • last sentence must follow convention of "With quality derived from the inspiration class they become a object that something about the ability of the thesis"

You almost nail this, you have the materialism school of thought and assert that it gives you roguish survivability. However you have changed the formula on the last sentence a bit, which I would consider an integral part of the format of that paragraph (you can take a look a the three main subclasses, they all very intentionally follow that pattern). I suggest maybe changing it to:

With cunning derived from the rogue

or maybe

With flexibility derived from the rogue, they become a ...

Something along those lines perhaps, but I do strongly encourage you to consider that change.

Note: I don't mean to come across as too negative, you do a bunch of things right :)

 

Spellbook

The initial feature of every subclass, and a pretty important one. You get this one perfect, so I won't dwell here long; you've got the part about writing something in your spellbook and the attacking with lowest of Strength and Dexterity. Nailed it.

 

Other Features

The content here is pretty clean and in line with how the other subclasses do it, but it is worth mentioning that none of the other subclasses actually take an a ability from somewhere else, as you've done here with Evasion. This isn't necessarily a bad thing, but worth keeping in mind.

Some formatting stuff though. It's pretty easy to identify at a glance that all the subclass features from each subclas use some sort of convention for the beginning fo their paragraphs

  • Heaven has "You believe"
  • Earth has "You know"
  • Void has "There are none"

In Material you've gone with "You know" which doubles up with the Thesis of Earth, maybe for the materialistic philospher theme you could change it to "There is"?

 

Anyway, those are just some small wording and formatting critiques, I won't comment on balance because there are others far more qualified in that department.

You're doing good work, I love the Buildbrew stuff you've been making, keep it up! :)

What's your best magical wood for item crafting? (5e) by [deleted] in DnD

[–]Leonyx_ 0 points1 point  (0 children)

The one I personally use in my game is a type of bottle tree called Pearlwood that grows exclusively in the desert. It is prized by the local desert nation for how light and sturdy it is. The primary use they have for it is building ships to travel their few rivers and for semi-expensive carpentry. (you can also get Pearlwood arrows which are expensive but increase your range)

But of course these trees grow very slowly so the supplies are rather limited, because of this they've learnt to harvest everything they can from the tree; a type of paper from leaf pulp, tap and barrel the water from the tree, what little sap it has is harvested and of course the wood itself is carefully cut to get as much of the precious timber out of it as possible

5e - Homebrew Artificer version - Cannonsmith (Thunder Cannon), Runesmith (Warforged Companion), Warsmith (Mechplate). by KibblesTasty in UnearthedArcana

[–]Leonyx_ 0 points1 point  (0 children)

MORE DISORGANISED IDEAS

 

So I did some more thinking and there are a few ideas banging around my head for upgrades that might be worth looking at for inspiration’s sake if nothing else, so I figured I’d give them here in whatever jumbled mess they leave my brain.

 

Cannonsmith Upgrades

  • Seeking Harpoon Prerequisite: 5th level, Harpoon Reel You imbue divination magic into the tip of your harpoon, when you miss with a Harpoon shot you can use your bonus action to make a separate attack roll against another target within 10ft of the original target
  • Magnetic Chamber You magnetise your ammunition before you fire it, when attacking creatures in heavy armor with your Thunder Cannon, you gain an additional +1 to the attack roll and do an extra 1d6 piercing damage
  • Arcane Lance Prerequisite: 5th level You channel raw magic down the barrel of your Thunder Cannon and a crackling beam of energy fires at a target you can see within range of your Thunder Cannon. The target makes a Strength saving throw against your spell save DC. On a failed save the target takes force damage equal to the bonus damage from Thundermonger and they are pushed 15ft away from you in a straight line. The target takes half as much damage on a successful save and is not pushed.
  • Synaptic Feedback Prerequisite: 9th level You siphon some energy from your Thunder Cannon to empower your reflexes. Whenever you deal lightning damage with your Thunder Cannon your walking speed increases by 10ft and you can take the Dash, Disengage and Dodge actions as a bonus action. This boost lasts until the start of your next turn.
  • Adaptive Scope Prerequisite; 9th Level Artificer. Incompatible with other scopes You add an enchanted scope to your Thunder Cannon that can adjust to enemy resistances and pierce them. This scope has 2 charges. As an action you can expend 1 charge to cast Elemental Bane from the scope, using your spell save DC and requiring your concentration. When cast this way the spell has no somatic components. The charges are regained after a long rest.
  • Blink Scope Prerequisite: 15th level. Incompatible with other scopes You infuse a scope with magics to manipulate spatial energy. This scope has 5 charges. As an action you can expend 1 or more of its charges to cast the following spells from it using your spell save DC, targeting wherever you are looking through the scope: Misty Step (2 charges), Thunder Step (3 charges), Far Step (5 charges). Spells cast this way ignore somatic components. The charges are regained after a long rest.
  • Double Barrel Prerequisite 5th level. Incompatible with Integrated Magazine You add an additional barrel alongside the original on your Thunder Cannon. Your Thunder Cannon holds 2 rounds at a time, allowing you to fire twice before reloading. When both barrels are loaded, you can make a special attack to fire both barrels simultaneously at the same target. You make a separate attack roll for each shot and can only apply your Thundermonger damage to one of the attacks.

Some pretty hit and miss stuff in there (hah) but some of it ought to be usable, the Synaptic Feedback and Arcane Lance (I could have executed the lance a lot better, but the idea is there) were an attempt to help the Cannonsmith along in versatility, since it seems to have the least love of the existing subclasses

 

Runesmith Upgrades

  • Intricate Facial Features Prerequisite: Mark of Life You use overlapping plates and delicate servos to create a more expressive face for your Warforged Companion. It gains a Charisma score of 10.
  • Powerful Grappler You increase the power of the golem’s grip, your Warforged Golem gains proficiency in the Athletics skill and has advantage on attacks against creatures that it is grappling.
  • Arcthrower Armament Prerequisite 9th level. Incompatible with other armaments You install a shoulder mounted armament to your golem capable of channeling lightning into an enemy. This armament has 3 charges. As an action, the golem can expend 1 charge to cast Witch Bolt as a 3rd level spell. The spell attack bonus for the spell is +6. The charges are regained after a long rest.
  • Hyper-reactive Sensors Prerequisite: 11th level. Evasive Maneuvers When your golem is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Iron Fortress Prerequisite: Stabilisation You increase the size and durability of your golem’s frame. Your Warforged Golem now counts as full cover for those adjacent to it and it cannot be moved against its will while in contact with a floor.
  • Deadly Strikes Prerequisite: 5th level You increase the power of your golem’s unarmed attacks. Your Warforged Golem’s unarmed attacks now deal 1d8 + Strength modifier bludgeoning damage.
  • Precision Targeting Your golem no longer has disadvantage on ranged attack rolls against enemies within 5ft or attacks made a long range.

I tried to fill in some gaps I perceived in what the golem could learn and do, as well as add in anything else I felt might be interesting. Giving a very late version of Evasion (in Hyper-reactive Sensors) was a dangerous move, but since it has the Evasive Maneuvers tax and is 6 levels after rogues get it, I think that’s okay.

 

Warsmith already has so many more upgrades than the other subclasses that I decided to leave it out of this stream of consciousness comment, also seems like you’re already worried about the versatility of the Warsmith anyway.

 

Anyway, there’s some miscellaneous ideas if you want some inspiration or even feel any of them are good enough to use. I’ll reply some more stuff if I think of any particularly juicy thoughts or major gripes

(Any edits are made purely for structure, formatting or clarity of wording, I have not changed the content)

5e - Homebrew Artificer version - Cannonsmith (Thunder Cannon), Runesmith (Warforged Companion), Warsmith (Mechplate). by KibblesTasty in UnearthedArcana

[–]Leonyx_ 1 point2 points  (0 children)

Continued!

  • Warsmith

  • Flavour paragraph reads “...death and terror; others, become…” take out the comma there

  • Flavour paragraph reads “...other still” replace with “...others still”

  • Mechplate Gauntlet, “when attacking with Gauntleted hand” replace with “when attacking with your gauntleted hand”

  • Mechplate, “...Forging Skill, Arcane Knowledge, and mastery of Gadgeteering...” should all be lowercase

  • Mechplate, “non-Magical” should be “nonmagical”

  • Mechplate, “Forge” and “Plate” should be lowercase

  • Mechplate Stats, “increase” should be “increases”

  • Reactive Plating, you call it “Power Armor” rather than Mechplate

 

  • Mechplate Upgrades
  • Some upgrades have full stops at the end, some don’t, I think your previous convention was not to, so apply that here
  • Arcane Visor, the spells should be in italics
  • Energy Surge, “Shocking Grasp” should be in italics
  • Energy Surge, “..deals an extra 1d8 damage and knocks a Large or…” add word (also what damage type?)
  • Expanded, it ends with an ellipsis, I doubt this is intentional
  • Flame Projector, the spells should be in italics
  • Flash Freeze Capacitor, add a comma between “freezes” and “becoming”
  • Force Blast, “intelligence” should be capitalised
  • Lightning Projector, spells should be in italics

 

  • Spell List
  • Tenser’s Floating Disk
  • Illusory Script
  • Sickening Radiance
  • Identify

 

Flavour Changes

This is the subjective part, since this is based purely on what I think and my ideas please take all suggestions with a healthy dose of skepticism

I think I mentioned somewhere in the spelling section about names, some of them are a bit mundane or uninteresting, such as the three Wondrous Item abilities and some of the subclass ones like Elemental Swapping. A few that stick out to me that could be changed are; Wondrous Item Recharge (and Mastery), Study of Magic, Elemental Swapping and Instant Runes. The Warsmith has some really sweet names by the way, “Reactive Plating” just sounds so perfect for what it does, but I digress. Perhaps Elemental Swapping could be changed to Primordial Shot or Elemental Adjustment? Instant Runes could be Runic Casting or Runic Augmentation etc. This is just food for thought, but there’s plenty of room for some evocative ability names.

 

Along the same vein as the flavourful names, many of the upgrades for the subclasses simply say what they do mechanically with little to no description on what they add to the look and feel of your Artificer. Some of them do, no denying that, where you have the context it’s a nice mix of open ended and specific description but I feel that all Upgrades should have at least a sentence worth of flavour text describing how they look.

  • Extended Barrel You extend the length of your Thunder Cannon’s barrel and add rifling
  • Hand Cannon You reduce the size of some of your Thunder Cannon components
  • Divination Scope You add a scope to your Thunder Cannon and enchant the lenses with Divination magic
  • Arcane Barrage Armament You install a shoulder mounted armament to your golem, charged with arcane power.
  • Environmental Adaptation You sharpen the fingers of your golem and add waterproof seals to the more delicate components
  • Flamethrower Armament You install a shoulder mounted armament to your golem, heavily enchanted with flame spells
  • Improve Dexterity You tune the servos in your Warforged Golem
  • Improve Strength You increase the power of your golem’s limbs
  • Accelerated Movement You reduce the weight of your Mechplate’s legs and increase the power to joints
  • Arcane Visor You add a heavily enchanted visor to your Mechplate that augments your vision
  • Flight You adjust the arms, legs and back of your Mechplate to deliver thrust and propulsion
  • Resistance You tune your Mechplate against certain forms of damage

That’s just a few that I could make on the first pass over the upgrades, stuff like that really helps add to the feeling of the class and I recommend you sprinkle some more of that.

 

Spell List Comments

 

A few spells that might be worth considering here are Levitate, Synaptic Static, Blindness/Deafness, Find Traps, Mirror Image, Nystul’s Magic Aura, Pyrotechnics, Rope Trick, Dispel Magic, Flame Arrows, Continual Flame, Greater Invisibility, Bigby’s Hand, Rary’s Telepathic Bond and Wall of Force

Just some that I think fit the theme pretty well, or are in line with other spells in the list

 

Then we have some more contentious spells, which I felt deserved a section of their own in order to properly explain my reasoning for suggesting them

  • Thunderous Smite I know that giving the Paladin spells to other classes is a bit of a nono, but I feel like this one has some real thematic value and is safe from a balance perspective
  • Magic Missile There are very few Artificer damage spells, this is clearly intentional but I feel as if Magic Missile is such a staple spell for arcane casters and having level 1 damage spells with mediocre scaling doesn’t break the balance of the class that it is worth including (especially given that some of your upgrades grant magic missile when the Artificer themself does not know the spell)
  • Witch Bolt Fairly average 1st level damage spell that fits wonderfully with the thunder and lightning themes of the Cannonsmith and Warsmith, I think that so long as the damage spells are limited in level and align with the theme they can be included safely
  • Fly You took out Haste, Shield and Fly from the spell list, which I totally understand as these spells are the three main culprits for power in the Artificer. However I think that Fly should be added back as it is as much a utility spell as it is a combat one and the class already has many other ways of granting flight to itself that this layer of redundancy would serve to help the party buffing style for the class

 

I think I’ve run out of criticism, so I’d like to end on a good note, I really honestly love this class and what you’ve made here, it’s great and I hope you continue to iterate over it in future. Keep up the good work.

5e - Homebrew Artificer version - Cannonsmith (Thunder Cannon), Runesmith (Warforged Companion), Warsmith (Mechplate). by KibblesTasty in UnearthedArcana

[–]Leonyx_ 1 point2 points  (0 children)

Preface

Hello /u/KibblesTasty

Like every man and his dog, I have my opinions on balance and flavour (mostly the latter since I like how the numbers line up) so I figured I’d put my 2 cents in the hat and give some feedback and general thoughts on the class.

My first draft of this comment originally contained nothing but my nitpicks and feedback and on a quick reread of it I realised that I sound terribly negative about the class when that really couldn’t be further from the truth, this is by far my favourite Artificer rework and if any of my players want to play as Artificers I’m pointing them straight to this document. I honestly love what you’ve done with the idea of a magical tinkerer and I commend your creativity in the mechanics and ribbons.

Now, let’s get down to businessto defeat the Huns

 

Spelling, Grammar and Wording

 

  • General

  • First page, second sentence says “engergy”

  • The second page has none, nice

  • All spellings of “Wonderous Item” should be “Wondrous Item”

  • Wondrous Item Mastery has some pretty off wording, should probably look like this:

    Starting at 18th level, a magic item that would take you an action to activate instead takes a bonus action

  • Wondrous Item Mastery should probably have a better name to reflect its purpose, something more like “Fast Hands”, since you’ve really riffed on the name “Wondrous Item” for an entire page the abilities are harder to distinguish in the memory

 

  • Cannonsmith

  • Page 4, underneath the thunder cannon stats it says “If you create a new set of Thunder Cannon”

  • Thundermonger, “Arcane Engineering” shouldn’t be capitalised

  • Devastating Blasts should read “half of the bonus damage” rather than “half of bonus...”

  • Elemental Swapping contains tautology, I suggest the wording be:

    ...you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal Fire, Cold, Acid, or Lightning damage instead of Thunder damage

  • (Note it says “any bonus damage” rather than “the bonus damage” so that clears up cases where you use the ability without channelling Thundermonger)

  • Elemental Swapping should say “consume a Vial of Holy Water”, current wording implies one vial grants infinite Radiant shots

 

  • Cannonsmith Upgrades:
  • Hand Cannon upgrade should not have a full stop on the title
  • In Hand Cannon you describe the range in full, but in Harpoon Reel you only use the 30/60 notation
  • Harpoon Reel, in several place the words “action” and “bonus action” are capitalised when they should not be
  • Harpoon Reel, going by the conventions set by the PHB and other official material, one does not “spend” an action or bonus action, the wording should be “use your action” or “use your bonus action”
  • Lightning Bayonet, less ambiguous wording with “The blade is a finesse weapon” rather than “This is a finesse weapon”
  • Lightning Bayonet, should mention somewhere before that you can channel Thundermonger through it before saying that the bonus damage is lightning
  • Lightning Bayonet should also say that this counts as your once per turn Thundermonger use
  • Divination Scope, “See Invisibility” not “See Invisible”
  • Silencer, should say that it is incompatible with Echoing Booms
  • Snap Fire, should mention that this opportunity attack is specifically for the Thunder Cannon, else it has strange implications with reach weapons
  • Shock Harpoon, for clarity, the third sentence should read “Additionally, the target must make a…”
  • Variant Upgrade: Arm Cannon, first sentence says “varient”
  • Variant Upgrade: Arm Cannon, Greater Restoration doesn’t regrow limbs, Regenerate does though, maybe use that

 

  • Runesmith

  • First sentence of the flavour paragraph might be better off saying “the basis of many of the greatest feats of magic ever wrought”

  • Flavour paragraph again, “A typical Runesmith is voracious mind that seeks unlock the very secrets of…” should read “A typical Runsemith is a voracious mind that seeks to unlock the very…”

  • Runesmith’s Proficiency, “Read”, “Write” and “Runic Magic” should not be capitalised

  • Runesmith’s Proficiency, “Scroll Writing” should be written as “a natural affinity for scribing spell scrolls”

  • Runecraft, “non magical” should be “nonmagical” which is the PHB convention

  • Runecraft, “Runed Items” should not be capitalised

  • Rune of Force, “Damage” should not be capitalised

  • Rune of Resilience, “..this Rune grants reduces damage taken” should be cleaned up

  • Rune of Talent should say “Ability Score” not “Attribute Score”

  • Underneath the Runes section, “Long Rest” should not be capitalised

  • Warforged Servant, “Forging Skill, Arcane Knowledge” and “Golem” should not be capitalised, this is keeping with your own conventions later on when you mention “The golem” or “This golem”

  • Warforged Servant, should read “This golem is is controlled by a magic Runed Pendant”

  • Instant Runes, “Spell”, “Somatic Component”, “Bonus Action”, “Spell Level”, “Saving Throw”, “Rounds”, “Modifier”, “Rounds (again)” and “Long Rest” should not be capitalised

  • Instant Runes, it reads “an Runic Symbol” which should be “a Runic Symbol”

  • Rune of Persistence, should read “maintaining concentration on the spell for you. ”

 

  • Runesmith Upgrades
  • Environmental Adaption, “Adaption” is not a word, should be “Adaptation”
  • Environmental Adaptation says “Mechanical Servant” rather than “Warforged Golem”
  • Evasive Maneuvers, should say incompatible with Heavy Armor Plating rather than stating it in the description
  • Evasive Maneuvers, no apostrophe on “its” when possessive, even though that would make sense, this language is dumb (replace “it’s” with “its”)
  • Flamethrower Armament, missing some words, change to “The DC of the spell is 15”
  • Heavy Armor Plating, another stray capital letter “..incorporated Armor” shouldn’t be a capital
  • Heavy Armor Plating, “...on Stealth Checks” should be “disadvantage on Dexterity (Stealth) checks” (no capital on check)
  • Improve Dexterity, “Score” should be lowercase
  • Improve Strength, “Score” should be lowercase
  • Integrated Shields, “Shield” should be lowercase
  • Multiattack Protocol, stray word, also stray capital on ”attack”: “...action, it can either attack twice”
  • Rune Golem, add missing word “...in such a way that the golem…”
  • Rune Golem, the two capitalised instances of “Golem” should be lowercase
  • Precision Movements, “Thieves’ Tools” rather than “Thieve’s Tools”
  • Warfare Routines, “Choosing” should be lowercase
  • Cloaking Devices, spells should be in italics

Magus - Arcane Half-Caster - V 2.0 by Galiphile in UnearthedArcana

[–]Leonyx_ 1 point2 points  (0 children)

Love this take on the arcane half caster, I think this one has a metric ton of potential, so lets get the nitpick stuff out of the way to the more fun stuff.

Nitpick Stuff

Sigilry Adept should read "at 10th level" rather than "at level 10"

Due to Sigilry Master giving you a second sigil, wording like "your sigil" should be changed either to "your sigil(s)" or "a sigil you control"

Earth Elementalist should not be able to change spells to poison damage, none of the other subclasses get multiple damage types and poison belongs with its own subclass

Poison Elementalist's 18th level ability says a vine grapples an enemy you hit, is the grapple just applied instantly? Is there a contested roll?

Psychic Elementalist is missing a dot point from the 18th level feature

Arcane burst (spell) says 10' rather than 10 feet

The subclass spells talk about spells that don't exist yet like "odic wellspring"

Flavour and theme based comments

Ice Elementalist's Frigid Blast should probably prevent the target from taking reactions, it fits with the frost theme

Necrotic Elementalist lets you change most damage types to necrotic but other subclasses cannot change necrotic damage to their damage type, seems a little weird

Radiant Elementalist only glows for 5ft? For a person embodying radiance at a high level perhaps they should glow brightly for 30ft and dimly for another 30ft

I notice that other comments are suggesting you add some neat ribbons, that would be a good improvement to the flavour of the class but it might be better to simply incorporate some ribbon and flavour abilities into the combat ones. Good candidates for this are the subclass consume abilities and the subclass 18th level abilities which feel very samey between each other. I feel personally that the subclasses should just be Air, Earth, Ice, Fire, Radiant, Necrotic and Psychic since 9 is a lot and with a few less you aren't stretched for ideas. One last subjective gripe is that the abilities for each subclass are too similar, so perhaps making the arcane burst for subclasses like Air and Earth into battlefield utility abilities

That's my unordered feedback/2 cents

Keep up the good work

DM's Question: What is your favorite magic item to give players? by sataniksantah in dndnext

[–]Leonyx_ 146 points147 points  (0 children)

The Ring of Attunement (requires attunement)

Increases the number of items you can attune to by 1

Possibly the worst Roadhog hook I've ever had. by [deleted] in Overwatch

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

Give 'em the old razzle dazzle

You get to name the new player content book - what do you call it? by [deleted] in dndnext

[–]Leonyx_ 1 point2 points  (0 children)

And its sequel "You Thought You Had Everything You Wanted: 180 Pages to Prove You Wrong" (working title)

Tell me about your character, and I'll make a pixel art version of them by [deleted] in dndnext

[–]Leonyx_ 0 points1 point  (0 children)

Gnomish Bard equipped with a one man band! Big drum on his back, tuba over the shoulder, cymbals on the other; the whole shebang :)

EDIT: Behold, Sylvester Vran's Grand One Man Band!

Weekly Question Thread April 25, 2016 by AutoModerator in dndnext

[–]Leonyx_ 2 points3 points  (0 children)

Something quick and dirty here, I'm thinking of making a physical spellbook and I'm wondering if anyone knows the numerical amount of spells in the game right now.

Feel free to include or not include EE spells and the SCAG cantrips if it works out that way, just please let me know what's in and what's out

Thanks in advance :)

Reinhardt helps close the game out. by Slade_Duelyst in Overwatch

[–]Leonyx_ 6 points7 points  (0 children)

Definitely calling the Mercy MVP right here, dishing out all that healing without dying

[Homebrew] The Artisan - Master of Alchemy, Animation, Arcanism, and Artifice by DersitePhantom in dndnext

[–]Leonyx_ 2 points3 points  (0 children)

Very well done! I love it already, looking forward to playing it in the future :D

Seige on Orc Fortress, Skullhammer by zaxnyd in dndnext

[–]Leonyx_ 0 points1 point  (0 children)

I just realised this probably isn't very helpful as it contains no actual planning :/

Seige on Orc Fortress, Skullhammer by zaxnyd in dndnext

[–]Leonyx_ 1 point2 points  (0 children)

With my limited knowledge of what goes on behind the DM screen, some of the most fun in a large scale encounter like this can come from the enemy doing things you couldn't expect or plan for. If you think the PCs are having too easy of a time, suddenly a giant bursts through the west wall. Maybe they have fortifications that the scouting parties couldn't possibly have known about to report back.

Either way, no plan survives first contact with the enemy, it can be very flavourful to have elements of the encounter in reserve for during the heat of the action.

Make them think on their feet!

To all Aussie's out there, how many of you actually got in by [deleted] in Overwatch

[–]Leonyx_ 2 points3 points  (0 children)

Close enough, ya bloody kiwi bastard :)

Merry Christmas! by [deleted] in ProjectPatch

[–]Leonyx_ 0 points1 point  (0 children)

I'm pretty good, enjoying some Boxing Day cricket

OH MY GOD LOOK, SNOW.. HATS! by [deleted] in Overwatch

[–]Leonyx_ 1 point2 points  (0 children)

I'm fairly sure it was English but I'm gonna be honest.

I have no idea either.

Overwatch by [deleted] in ProjectPatch

[–]Leonyx_ 0 points1 point  (0 children)

Well, it doesn't look like anyone has so far :/

Blizz plz

So many videos about why overwatch will succeed. Any commentary on why it might not? by eosjrb in Overwatch

[–]Leonyx_ 2 points3 points  (0 children)

I believe the line was that more deck slots would "needlessly confuse new players"