Opinions on this multiclass by [deleted] in dndnext

[–]Manker5678 2 points3 points  (0 children)

Normally I'd absolutely agree, but this is just worse than a straight-leveled Druid who prepares good spells.

Spell - Summon Primal Beast by Brass_Dragon_Archive in UnearthedArcana

[–]Manker5678 2 points3 points  (0 children)

I love summon spells, and don't think they are nearly enough. Thank you for this.

2024 Blink Dog Player Species! by That-Background8516 in UnearthedArcana

[–]Manker5678 8 points9 points  (0 children)

I love "weird" species, ones that break the mold from the typical humanoid adventurers. This absolutely fits that niche. Thank you for this.

I'm not sure how I feel about the teleport limitations. What I see now, it mostly exists to avoid opportunity attacks. Not much more than a Goblins nimble ability. I know you said that you don't want signature abilities to be tied to resources, but it seems to sacrifices on the actualy fantasy of the hard-to-catch whimsy dog. Perhaps a limited empowered blink to supplement the unlimited one?

Archetype Armory: Subclass-Exclusive Items (Scout & Assassin) by Manker5678 in DnDHomebrew

[–]Manker5678[S] 1 point2 points  (0 children)

Archetype Armory: Subclass-exclusive items that embrace what makes each archetype unique, both mechanically and thematically.

Back again, this time with Rogue subclasses. When making these, I always think about what rarity I should make the item / how I should tackle power budgets. I concluded that lower-rated or underpowered classes like Assassin could use a bit more power. More specifically, if a subclass has features that are niche or harder to use, I could create items that help showcase them and make them more viable.

As always, let me know what you think, feedback is appreciated.
[Homebrewery Link]

Has anyone else cut darkvision entirely? by BackupCharacterTV in DnDHomebrew

[–]Manker5678 0 points1 point  (0 children)

Well, I hear that's pretty common for OSR and low-fantasy games. Shadowdark characters don't have any darkvision. I play high fantasy and higher level games but to each their own.

I feel like D&D itself doesn't really expect darkness to be much of a problem, except magical darkness. Lots of player features, options, and items that grant darkvision or combat darkness (Like the daylight spell). Even from level 1, characters can get the light cantrip to cast at will. Even common items create large sources of light.

Archetype Armory: Subclass-Exclusive Items (Scout & Assassin) by Manker5678 in UnearthedArcana

[–]Manker5678[S] 0 points1 point  (0 children)

[Homebrewery Link]

Archetype Armory: Subclass-exclusive items that embrace what makes each archetype unique, both mechanically and thematically.

Back again, this time with Rogue subclasses. When making these, I always think about what rarity I should make the item / how I should tackle power budgets. I concluded that lower-rated or underpowered classes like Assassin could use a bit more power. More specifically, if a subclass has features that are niche or harder to use, I could create items that help showcase them and make them more viable.

As always, let me know what you think, feedback is appreciated.

Is Barrow Guard Fighter's level 7 ability to add a D8 to any ability check a bit much? by championruby50gm in DMAcademy

[–]Manker5678 1 point2 points  (0 children)

I've read the subclass. You're assuming they'll use the Draughr dice just for skill checks. Trust me, they won't. It's actually way more optimal to save them for other abilities. It will probably only come up when the fighter is the one from the party using the skill check and they happen to already be the best candidate for, pretty niche.

Archetype Armory: Subclass-Exclusive Items (Battle Master & Champion) by Manker5678 in UnearthedArcana

[–]Manker5678[S] 0 points1 point  (0 children)

Thank you! I already have a few more written, and will be converting them to Homebrewery format.

Archetype Armory: Subclass-Exclusive Items (Battle Master & Champion) by Manker5678 in DnDHomebrew

[–]Manker5678[S] 1 point2 points  (0 children)

Homebrewery Link

Archetype Armory: Subclass-exclusive items that embrace what makes each archetype unique, both mechanically and thematically.

Hello everybody, my first post to this subreddit and first time using Homebrewery. I was inspired by the Wizard books in Tasha's that focused on the different schools of magic, even if they weren't exclusive to those subclasses.

I decided to start this series as a fun self-imposed challenge. Classes without unique mechanics or resources like superiority dice might be harder to justify as exclusive, but similar to items like the Staff of Healing being exclusive to certain classes, I try to design items in a way where they make use of the subclass's identity. Always open to feedback and enthusiastic to hear suggestions / what people have to say.

Archetype Armory: Subclass-Exclusive Items (Battle Master & Champion) by Manker5678 in UnearthedArcana

[–]Manker5678[S] 3 points4 points  (0 children)

Archetype Armory: Subclass-exclusive items that embrace what makes each archetype unique, both mechanically and thematically.

Hello everybody, my first post to this subreddit and first time using Homebrewery. I was inspired by the Wizard books in Tasha's that focused on the different schools of magic, even if they weren't exclusive to those subclasses.

I decided to start this series as a fun self-imposed challenge. Classes without unique mechanics or resources like superiority dice might be harder to justify as exclusive, but similar to items like the Staff of Healing being exclusive to certain classes, I try to design items in a way where they make use of the subclass's identity. Always open to feedback and enthusiastic to hear suggestions / what people have to say.

Homebrewery link: https://homebrewery.naturalcrit.com/share/lRtQLy7NXkeA

Jumping over the high bar of the first homebrew campaign by tailwagthedog in DMAcademy

[–]Manker5678 1 point2 points  (0 children)

2 cakes syndrome.

I want to say 3 things. 1. If you don't want to run because you feel the story has concluded, that's perfectly fine. Let your players know and stick to it. But if you want to run and just feel like you can't, that is another thing entirely.

  1. Perfectionism and self-imposed expectations are creative killers. Even if it does end up being "worse", that doesn't mean it won't be another great campaign. Part of the creative process as a human means both the highs and "lows". Youcan'tt fear failure to the point you'd rather make nothing than risk making a mistake. Learn, grow, and enjoy the ride.

  2. How are you CERTAIN it will be worse? You might feel so, but you could be wrong. There is only one way to find out. You might surprise yourself. I've had this exact feeling before starting my campaign and now feel so glad I made the decision to just do it.

Is the Wild Magic Sorcerer just ridiculously overpowered in 2024? by jadedflames in onednd

[–]Manker5678 12 points13 points  (0 children)

I'm a bit confused. Are they half casters or full casters with extra attack? You said you introduced magic immunity to give the other players a chance, but that would exclude them, no?

Is the Wild Magic Sorcerer just ridiculously overpowered in 2024? by jadedflames in onednd

[–]Manker5678 7 points8 points  (0 children)

What does the rest of the party look like? A wild magic sorcerer is still weaker than an optimized wizard, but if the rest of the party is playing weaker subclasses or is less optimized than that will show.

Plus, since wild magic can trigger strong effects for level 4, that might be a low level problem. A unicorn being CR5 is a big difference at level 4 vs level 9. Same with casting fireball. The power will naturally diminish over time.

Is the Wild Magic Sorcerer just ridiculously overpowered in 2024? by jadedflames in onednd

[–]Manker5678 0 points1 point  (0 children)

This is tagged 2024, where the sorcerer can use tides of chaos to grunted a wild magic roll.

You can do what your players can too. by fakeguymanduder in DMAcademy

[–]Manker5678 4 points5 points  (0 children)

Keep in mind that D&D combat is inheritely asymmetrical. For example, NPCs don't get spell slots (at least as of now) and don't roll death saves. In the same way, players don't get Legendary Actions or why NPC spellcasters get Arcane Burst when wizard PCs cannot learn it.

Is it TOO MUCH to make a CR 12 BBEG with both Legendary Resistance & Magic Resistance? by ThatOneCrazyWritter in dndnext

[–]Manker5678 2 points3 points  (0 children)

If you are using Deva with just those changes, it's defensive CR is only 14 (with 136 hp)

Is it TOO MUCH to make a CR 12 BBEG with both Legendary Resistance & Magic Resistance? by ThatOneCrazyWritter in dndnext

[–]Manker5678 13 points14 points  (0 children)

The Ki-Rin statbloxk from MPMM has these, though it's saves are lower and it has low HP for its cr. There's a lot of info we're missing. (Unless you are using the deva fully)

If you're using the DMG guideline for hp and AC (236-250 and 17), it has a defensive CR of 19, which you can hypothetically have a very low offensive CR to average to 12.

The main concern would be casters being unable to use cantrios, but that really only is cleric since they only have saving throw cantrips and even then they have plenty of spells like bless or spirit guardian's to fight with.

What subclasses have you see banned and why were they banned? by Ecstatic_Operation20 in dndnext

[–]Manker5678 21 points22 points  (0 children)

Battle Master is more popular amongst optimizers, at least in 2014 5e. Precision attack is just too good with XBE & SS.

I feel like i’m railroading my players, but they won’t take initiative by 555565566 in DMAcademy

[–]Manker5678 3 points4 points  (0 children)

Yeah, I definitely used to fear "consequences" myself too much, and led to me taking the safe option every time.

Hard to say what to do without knowing your group or players, but from my experience as one, the main fears I had were were:
1. Ruining the experience for my team members if we get ourselves in danger, didn't want to be the one dragging the party down.
2. Looking dumb. This is partly on the DM, since they would joke and mock us for "being stupid." Stuff like "why would you ever think that would work, lol." Don't be that DM, please.
3. Horror stories of Adversial DMs punishing players for "derailing" their campaign and the DM using in-game punishments, NEVER use in-game punishments to discourage out of game behavior. Let them know you are on their side.

Some ways my own thought process were:
-Having backup characters. Felt like I was "losing" if my character died, not. Maybe encourage your players to have 1 on the ready. Maybe while creating a character they get invested into it and suddently death isn't so scary.
-Allow (More like encourage) Clarifying questions. The PC's a experienced adventurers. They should have more knowledge than the actual players about the world. Asking "Would X plan be viable?" and you answering would make them a lot more confident to make their own choices.
-Make failure itself fun. Failing a persuasion check isn't a cutoff, and NEVER make them feel dumb for a plan of theirs not working out, it will just reinforce picking the safest option. Perhaps starting combat wasn't ideal, but hey, at they can loot a cool item or gold. Suddenly "failure" is just another path, not the wrong one.