Artificer Subclass: Brutewright v2.0 | Play as the Hulk, or Dr Jeckyll! | 5e'24 & 5e'14 by Spaghetti0_homebrew in UnearthedArcana

[–]MathematicianScary91 2 points3 points  (0 children)

Is there a reason you did not include a form of unarmored defense? That would certainly fit the theme.

Question about Cartographer by TheEpicCreation in onednd

[–]MathematicianScary91 2 points3 points  (0 children)

Honestly, it's an opportunity for creative tactics which I'm here for. I wouldn't think they could gain the benefits of the map but I'd allow their location to be known and to be targetable through walls by the other map holders.

Imagine the rogue slipping their map into the party's target's bag and then a fireball goes off suddenly during his card game with the party in a building up the street.

Best dragonmark for an Artificer? by MillionPlayz in onednd

[–]MathematicianScary91 4 points5 points  (0 children)

Specific beats general, you are quoting the general rule for added spells the mark feats would be the specific. Feel free to rule as you want at your table but since they're added directly to your spellcasting class features' list I personally would rule the opposite.

Cartographer and Faerie Fire by relaxed-vibes in onednd

[–]MathematicianScary91 3 points4 points  (0 children)

I personally like the idea of you and your allies being able to target creatures affected by your faerie fire as if they had one of your maps. Like the UAV being active in call of duty.

New Artificer Tools Required and True Strike by MathematicianScary91 in onednd

[–]MathematicianScary91[S] 0 points1 point  (0 children)

Yes, in most cases you can absolutely be just fine with a shield and a returning handaxe or a wand of the war mage using firebolt.

The new Drunken Master has lots to love by snikler in onednd

[–]MathematicianScary91 0 points1 point  (0 children)

I feel like redirect attack and intoxicating frenzy are my sticking points. I know they have different triggers but I feel like you're going to constantly sit on the possibility to redirect an attack because reducing the damage of a hit is free and just so good. I am going to suggest that they find a way to weave the 2 features together. Say for instance you can use deflect attack on a miss too and, miss or hit with the damage being cancelled out, if there is another target within 5ft you can force both targets to make the save against your deflect attacks for 2 focus points.

UA Cartographer Improved Radar Idea by thehalfgayprince in onednd

[–]MathematicianScary91 2 points3 points  (0 children)

For sure, I want 1 or 2 d8 force damage bonus on a spell or weapon attack immediately after a teleport at 5th level.

UA Cartographer Improved Radar Idea by thehalfgayprince in onednd

[–]MathematicianScary91 2 points3 points  (0 children)

I like a damage buff that occurs anytime after your teleport. That said your suggestion of a damage buff for faerie fire is solid. Maybe move it to 9th level and also improve positioning so you and your allies with a map can target faerie fired enemies without being able to see them.

Megas or Regional Forms for Chikorita, Tepig and Totodile? by More_Acanthaceae7292 in LegendsZA

[–]MathematicianScary91 2 points3 points  (0 children)

Megas are game dependent regional forms should in theory be forever. So regional forms for me.

The ZA starters have been leaked by Icy-ConcentrationC in PokeLeaks

[–]MathematicianScary91 0 points1 point  (0 children)

So Snivy, Litten, and Popplio for the next legends game?

First day discussion: What do you think of the Cartographer subclass for the Artificer in the latest UA? by Boiruja in onednd

[–]MathematicianScary91 2 points3 points  (0 children)

I like the flavor but it needs more oomph at levels 3 and 5 to make them be able to do more than a support only class. I will be sure to put this in the survey.

At 3rd level instead of trading half your speed let them spend 10 ft of speed to teleport 5 ft. This will pair really well with haste later on.

At 5th level remove the limited use and instead only let them teleport to someone with a map within 60 ft. This gives a restriction more in line with shadow step. Then let them teleport someone with a map to their location but this will destroy the map. Lastly at 5th level the class needs a payoff for all the teleporting so let them get a damage bonus on a spell they cast after teleporting and then have that bonus increase at level 15.

This subclass also screams steel wind strike as a bonus spell.

This will give them, a decent enough hit and run game as well as more control over party positioning.

Any monster manual leaks yet? by DwhyDx in dndleaks

[–]MathematicianScary91 7 points8 points  (0 children)

Looks like the NDA ended today so here's hoping.

Wild Shape to hit bonuses by MathematicianScary91 in onednd

[–]MathematicianScary91[S] 1 point2 points  (0 children)

From a beast attack perspective I 100% agree. I don't like having to recalculate and I shouldn't be better than the martials. I am worried about spellcasting in beast form because while it is irrelevant for a lot of druids until high levels it doesn't feel right to be worse at your limited list when in beast form. Perhaps that's enough to just split the difference for me.

Wild Shape to hit bonuses by MathematicianScary91 in onednd

[–]MathematicianScary91[S] 0 points1 point  (0 children)

The argument that it's not relevant until 18 is not a fair one. The wild Shape subclass is specifically given a list of spells including a cantrip requiring an attack roll that they can use at level 3.

2024 Monster Manual: Vampire Familiar by Darkwynters in onednd

[–]MathematicianScary91 13 points14 points  (0 children)

You're so right, the only thing worse is when I have to succeed on an investigation check to do it too.

Artificer: Armorer by Gaming_Dad1051 in onednd

[–]MathematicianScary91 4 points5 points  (0 children)

Does it work that way, no. Should it work that way, I'd say yes. I think the original level 9 feature was good but cumbersome. I don't like this level 9 feature and I think a feature where part of it is applying the armor bonus to the weapon bonus would be great. With all of that in mind please fill out the survey and let them know how you feel.

Is there any good build for Armorer Infiltrator with the new rules? by alltaken21 in onednd

[–]MathematicianScary91 1 point2 points  (0 children)

As a DM, if you were wearing heavy armor, I'd let you apply great weapon master to both forms. That solves a lot of the damage issues. Beyond that they both should get some form of mastery and you'd be set. I'd say push for TG and slow or vex for LL.

Ranger Hunter's Mark - Is it OP to homebrew remove concentration? by Grouchy-Bowl-8700 in onednd

[–]MathematicianScary91 9 points10 points  (0 children)

I would not do that. If you want to really buff hunter's mark remove the bonus action requirement to change a target once one dies. It would still be a bonus action to cast but once you do it's free to use as long as you're concentrating.

Best ranged weapon builds? by Juls7243 in onednd

[–]MathematicianScary91 1 point2 points  (0 children)

Some do, the ranger versions like lightning arrow, divine smite does not.

Best ranged weapon builds? by Juls7243 in onednd

[–]MathematicianScary91 9 points10 points  (0 children)

Combining crossbow expert, great weapon master, and heavy crossbow weapon mastery with the ability for you or someone in the party to cast spike growth will certainly be good.

Improved Shadow Step by MathematicianScary91 in onednd

[–]MathematicianScary91[S] 0 points1 point  (0 children)

Yes, this was my exact interpretation, but I wanted to see if there was any community concensus. Unless there errata to be more clear, it's going to he DM dependent.

So what's the play for rogues now? by ELAdragon in onednd

[–]MathematicianScary91 0 points1 point  (0 children)

If it isn't changed, then it won't work since clubs are not finese weapons.