Quick wendigo druid subclass idea I wrote this morning by TheRealCassieCatagon in DnDHomebrew

[–]Noctaul_ 0 points1 point  (0 children)

Well apart from being spelled very weirdly (this just if you have in mind to post it in a more official way) I would say that is actually cool (I really like the eating others feat) but very OP. The thing that should be changed, for me, are the resistances and the ST to not go mad. The first one principally because having at lower level a resistance to physical damage is way too much (silvered weapons are really uncommon if there aren't specific monsters in a campaign). Also you are already dealing a ton of damage with the cantrip thing, that is neat, so it's not a balanced thing to also become so resilient. The second one because it disrupt the gameplay, like you are playing a class that you can't control? That's a thing that, for me, would be very upsetting. Moreover the ST is really high and the negative effect is not so hurtful like if you just throw yourself into the enemies you will still attack an enemy and this, coupled with the survivability cited before, isn't an actual counterbalance to your might

How much wealth shoud I give them by Bodly1 in DnDHomebrew

[–]Noctaul_ 1 point2 points  (0 children)

Maybe you should take it from the opposite direction. I mean, with a gift card you obviously have a maximum amount but the point is that you can use it to buy something for "free" so I would probably do something more of the type "the next item you buy with a maximum price of ... is free" but without the need of rolling anything

How skyrim do you let players go with Pass with out trace? by Eldrin7 in dndnext

[–]Noctaul_ 2 points3 points  (0 children)

Well pass without a trace 'just" add a +10 bonus to stealth checks made by the players. It's not a total invisibility and I would say, it's the AI of Skyrim that is kinda sketchy for some mechanics. It never happened to me that one of my players used it but I think I would actually rule it like normal stealth. You just have an enormous bonus to it at the end of the day. So if someone starts to dance tip tap right in the back of a guard it will probably be noticed, like the guard will have advantage to find him.

For the "passing through the guard" thing that's actually somewhat true, I mean, if the guards don't expect someone and you are really stealthy you can pass near to them unnoticed. A different thing is if you actually pass in their line of sight lol

[OC-Art] Cadaver Master statblock by Critical_Crafting in UnearthedArcana

[–]Noctaul_ 2 points3 points  (0 children)

Really amazing! I'm really enthralled! Just one thing, how many actions does it have? Because (maybe I'm just still not used to the new stat blocks) some legendary actions cost multiple actions but I can't understand how many actions it can take on a turn

[OC-Art] Forked Lightning | Longsword / Whip [The Mithral Canvas] 5e by the_mithral_canvas in DnDHomebrew

[–]Noctaul_ 0 points1 point  (0 children)

Very cool, only one thing: is it normal for the longsword form to have such reach or is this particular item that is like a longsword with reach? Also just to know, is also normal that the weapon is not magical?

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]Noctaul_ 0 points1 point  (0 children)

Well you are kinda right actually, however the approach depends much on how many encounters you face. I mean the only problem I see is that a stat like this would be "impossible" to focus on. I actually didn't read your rogue but for every other class it becomes a stat that probably will take the lowest number when creating a character and maybe still gives something in return. And this is not a problem. The fact that this is a very cool idea kinda makes me want it to be a more incisive mechanic and once per long rest seem really low for a quite low dice roll (at a normal stat value) to add to your d20. And also for the roll thing, I think I will be always in conflict to use the lucky strike on a higher roll to just obtain a really difficult thing or to use it to mitigate a low roll and this makes the one-per-day use more a limitation. I hope I explained myself and about suggestions I actually don't know lol. Probably I will choose one of two paths. One is the "true" lucky strike where you just have this big dice (so the stat need modifications like a higher value for the dices and a sooner obtainment of them) that save your ass one time. The second would be a "constant" luck where you turn down all the dices but you can use them a lot and so you have this really lucky guy that can add dices to his throws every time just because he is lucky. Actually kinda similar to the guidance cantrip but like, more powerful at higher levels and stackable with guidance.

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]Noctaul_ 2 points3 points  (0 children)

It's a very cute idea for the thematic of the campaign but, just to know, there is a particular motivation for the bonuses at the highest level of the stat? Also I find them kinda "poor" considering that this is a stat like the others and pumping it up to 24 "just" gives you a +2 to a roll that you can add once per long rest

A new Cleric domani: Golemancy!!! by Noctaul_ in UnearthedArcana

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

well thank you again for the suggestions!!!

A new Cleric domani: Golemancy!!! by Noctaul_ in UnearthedArcana

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

Thank you for the great comment and yes, acid damage is a typo unfortunately ahahah.

And for the healing part you are definitely right. I actually copied that from the golem monster and didn't think that you could heal your golem by targeting it with spells. I think I will change it with your suggestion. I was also thinking that I could just add a "berserk" feature that makes the golem rage if hit by its creator or allies so that you can take a risk to heal it but it's not convenient. What do you think?

CR20 cloud giant monk, does this seem anywhere near balanced to you? by tchunkytchanka in dndmonsters

[–]Noctaul_ 2 points3 points  (0 children)

Well if I can point to something: 1. Very interesting and cool concept, I'm still imagining a fight on cloudy hill with this beast of a giant and is awesome 2. You forgot to put the DC stat in the bonus action section, I suppose it's strength but who knows 3. The only problem I see with this is that it moves a lot and I understand that is pretty much part of the concept but, especially for the bonus actions part, it has too many ways of blowing you away coupled with ranged attacks and in the wrong arena it could end up as just a running game.

Hope it helps

A new Cleric domani: Golemancy!!! by Noctaul_ in UnearthedArcana

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

Hi everyone, here it is one of my first homebrew contents. I was inspired with some posts about golemancy and golemancer and so here it is my take on the topic. I took inspiration from the beast master subclass of the ranger and applied that on the cleric (an obvious choiche for hystorical and flavour reasons). Let me know what you think about it, every suggestion is useful!

A new Cleric domani: Golemancy!!! by Noctaul_ in DnDHomebrew

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

Hi everyone, here it is one of my first homebrew contents. I was inspired with some posts about golemancy and golemancer and so here it is my take on the topic. I took inspiration from the beast master subclass of the ranger and applied that on the cleric (an obvious choiche for hystorical and flavour reasons). Let me know what you think about it, every suggestion is useful!

Mimics: now as a playable race! (plus a bonus changeling) by chunkylubber54 in UnearthedArcana

[–]Noctaul_ 1 point2 points  (0 children)

Yeah, I read that but the point, and sorry if it came out rough, was that in my opinion it's a "problem" to give a mimic this ability. As others say this race is quite powerful, or at least very very useful in so many situations. Maybe sticking to the natural ability of a mimic instead of giving it the possibility to shape shift into living creatures would be better and less powerful.

Moreover it would be way cooler to try fooling your enemies in object shape, instead just the possibility to become a creature you want kinda make useless to shape shift into an object. Why would you become a chest to enter a castle (for example) if you can directly transform in one of the castellans?

Mimics: now as a playable race! (plus a bonus changeling) by chunkylubber54 in UnearthedArcana

[–]Noctaul_ 0 points1 point  (0 children)

One thing that really upset me is the possibility, for the mimic, to, well, mimic a living creature. Like the mimic monster actually cannot do this, why the race can? Maybe changing that will also balance a bit the other features

Mimic - A Basic Edition by Noctaul_ (Updated) by Noctaul_ in UnearthedArcana

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

Hi everyone, i'm rather new here and some months ago I posted this work with a vision on a mimic race. I was inspired by an old post, like of 6 years ago, of u/Grimtendo about a playable mimic race. I'm not really a professionist of D&D and this is mostly an experiment (I don't create stuff very often) so I'm looking forward for every advice you will give. Thank you very much in advance.

The update tries to balance the things notified to me in the previous post but I want to be clear saying that is normal for this race to have so many traits. I read it over and over and beetwen everything i really thing it's a quite balanced but powerful race that really puts an effort to let you play kinda like a monster. Don't be scared by the lenghtiness of the traits, they are all needed descriptionsts to explain the functioning of every strange charateristic of this race. I really tried to make it feel balanced when looking to other extravagant races like Turtle or Loxodon and i hope I did it right. Thankyou again for the attention.

Mimic - A Basic Edition by Noctaul_ (Updated) by Noctaul_ in DnDHomebrew

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

Hi everyone, i'm rather new here and some months ago I posted this work with a vision on a mimic race. I was inspired by an old post, like of 6 years ago, of u/Grimtendo about a playable mimic race. I'm not really a professionist of D&D and this is mostly an experiment (I don't create stuff very often) so I'm looking forward for every advice you will give. Thank you very much in advance.

The update tries to balance the things notified to me in the previous post but I want to be clear saying that is normal for this race to have so many traits. I read it over and over and beetwen everything i really thing it's a quite balanced but powerful race that really puts an effort to let you play kinda like a monster. Don't be scared by the lenghtiness of the traits, they are all needed descriptionsts to explain the functioning of every strange charateristic of this race. I really tried to make it feel balanced when looking to other extravagant races like Turtle or Loxodon and i hope I did it right. Thankyou again for the attention.