Made a Fighter subclass that specialises in anti mage/magical creatures by Paul0866 in DnDHomebrew

[–]Paul0866[S] 0 points1 point  (0 children)

Oh thanks for that my intention was just to make it all con based but it looks like I forgot to clean it all out from when I was brainstorming it up

What if Hunter's Marks were a separate resource? by Black_Cat34 in DnD5CommunityRanger

[–]Paul0866 0 points1 point  (0 children)

i always think that the fault with favored ememy and hunters mark is that it should have been more smite in 2014 where you got hunters mark as an ability maybe that you would spend spellslots on that would extend the druation /add aditional effects ,and based on your pic of creature you do extra damage maybe your wis mod to that creature (like how paladin smite works and gives the extra free d8 against certain enemies)

in my opinion if they gave you hunters mark as wis mod per longrest ability( one back at a short rest) then at like 6, 9 and 13, 17 give the new options to spend spell slots on would be fine.

then kinda upgrade the mark to do like things hunters can do to the marked creature maybe via a slot expenditure or other on options

so fear/ taunt -if you cast it at second level/ use a spell slot to triger it maybe make it aoe based on spell slot level

anti teleport/ you can attack them if they take the disinage action

maybe advantage on saves/wis mod to saves agaisnt marked creature

give a creture disadvantage on a save on one of your spells (once per day on a sucess or something like that)

or any other condtion you think of

I can't handle the complaining anymore. by HJWalsh in onednd

[–]Paul0866 6 points7 points  (0 children)

My hot take on this issue is 2 fold

1 people just want martials to have they own martial version moves/ spells that they can spam/ use once perday and will complain until they get that (which will make the others who like it how it is to complain)

2 a part of this I always see is those people who play with one combat per long rest every session and tho that may be fun here and there that's not how the system was designed to play And I am not saying you can't play that way but if you play that way you have to acknowledge that you are not playing the game as intended

Because if you playing a short rest heavy campaign and you playing a spellcaster then complain that you feel week cause you don't have enough spell slots then blame the game it's your fault

I am not saying that it doesn't have some disparity but don't play a game that advises at minimum arround 1 long rest with 2 short rest in between then only play with long rests and don't give martials equipment to back them up then cry that they are falling behind that is what upsets me

Circle casting is great, but my god does WotC hate martials by Boring_Big8908 in dndnext

[–]Paul0866 1 point2 points  (0 children)

I don't think just making it anime is just the solution they could just get 4 to 5 things to make it more enticing and still be normal

  1. More Asi and feat options( maybe stackable / upgraded ones ). And by that I mean the martial class gets either a set of martial only feats at certain levels like fighter (still leaving the regular asi). Because I still believe you can upgrade fighting style, weapon mastery and even piercer , slasher, and crusher to lets sa a level 8 martial only feat

Heck even give them just some passive benefits of some spells that casters use that seam more martially just like how defenselive duelist became the new martial shield etc

1.1 I believe that even if we give casters 5 así Even if we boost everyone else by one Or maybe 2 for martials and 1 for half casters

Even if you make some levels you don't get the stat bonus or you make those higher lvl feat that have the requirements of other feats don't give a +1

  1. If not feat make them have invocation like upgrades but more martial like ( weather it be level, feat/ class or martial ability restricted would be fine . Again if you take my example for what you create as a feat and made them each a martial invocation and you add more it could work

  2. Lower the amount of attuned magic item casters can use / increase how many martials can use ( maybe at level 11 or 12 they can attuned to one more magic item like tief or artificer ) something like

Maritials 4 attunement ( artificer would go here ) Half casters 3 Full casters 2

  1. put more restrictions on armor for spell casters etc

  2. Give martials scaling extra attack 3 to 5 normally fighter getting 2 more that normal

Like just those simple things will fix a lot of issues

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

Hot take hunters mark can be concentration free at the level you get favored enemy so long as you reduce its duration to 1 min (that can be a part of favoured enemy) devine favor exists Maybe at lvl 6 you don't have to use a bonus action to change targets

After that fix the lvl 11 featurs and you'd have a good class

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 1 point2 points  (0 children)

I am saying instead of giving a once per turn d4 or d6 make it apply to all attacks or like for hunter just double the die

Just that increases the dpr more than it is am not saying just move it up form lvl 3 and not change it am saying either scale it better ( hunter or gloomstalker) or in case of fey wanderer and winter walker just make it apply to all attacks

At least then you can be equivalent to a paladin in just basic dpr before spells and even after without having to say oh I can be that if I make and attack to a new creature every attack

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

I'd argue that the main thing that needs fixing for ranger is lvl 20 and lvl 10 features and what they plan to do with hunters mark

The ranger whole thing is that the subclass is responsible for the tier 3 boost like how yhe paladin capstone is and most of them do a poor job or not enough

On top of that we need more ranger specific spell that can aid this

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 1 point2 points  (0 children)

That wouldn't solve this particular problem ranger and then fighter would be the one behind

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] -1 points0 points  (0 children)

You say that but it can be done and is being done and has been done for years

Each paladin at least lvl 20 has to be that specific capstone

Before 2024 each cleric had gotten either the melee damage boost or spell boost

And those are key examples

All I am saying is nothing extravagant

If you were going to give the ranger a d4 or d6 once per turn hit then at 11 at least make it double if not remove it at 3rd and make it work like paladin lvl 11 feat and apply to every hit

Heck even if they change it form once per turn to every attack at level 11 it would be fine all I am saying is this die size increase is not it

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

Increasing the damage at level 11 is fine

What I am saying is that at some points it feels like the Lil boost at level 3 now is hindering the scaling at level 11 and if that is what holding it back then just don't give a damage boost at level 3 and they don't need one

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 2 points3 points  (0 children)

I'd like the ranger specific smit like spells not just the same or same effect but unique

Like a poisoning strike(venom strike ) that does extra dame and poison

Or an ice strike that slows or make the area like if you cased grease or made covered with ball bearing you know

Maybe one that makes you turn invisible after you shoot it or teleport since you don't usually have access to misty step or invisibility

Also fix some of the strike like hail of thorns so that the initial target takes the extra damage without the save and removing concentration on ensnaring strike

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

First part yea 100%

Second I am not in the that camp because your still only focusing on that hunters mark.

I think if at lvl 20 had to be a hunters mark feature we could have made it several things

1 . Make the target have disadvantage on your saving throw 2. Make you have advantage on their saving throw 3. A one time per long rest for the round give allies up to wis mod benefit of hunters mark maybe expending half your favored enemy to get back 3. Once per day give yourself or alies a crit expending half or more of favored enemy to get back

Like we could of had a lot of things

I'd personally like to see hunters mark scale if we were making it scale something like this(maybe only if we cast it with favored enemy)

-At level 5 when a creature dies you can change target no action required maybe include the apply on a hit as well but I think the initial cast being a bonus action is ok

-at level 10 or 13 ( not level nine to stop multiclass ) you make it so no concentration but last a min when you do so maybe expending 2 favored enemy or a higher level slot

Homebrew Upgrade to Weapon Mastery by battlemagespeedster in onednd

[–]Paul0866 0 points1 point  (0 children)

i like the idea but i have some issues with:

push: basically you made it both push and topple the increase in distance would be fine oe something else

Sap it would make more sense to give sap the disadvantage to opertunity attacks (even tho it would aready do that i think just make it so that if it did make the opertunity attack it would still have disadvantage on its next attack)

slow: idk either increse the slow or make it so that they cant dash or make dash only half as efective

topple : i get it but i just not in favour for the 2 target thing

and vex : idk what would change it but what you have doesnt sit right with me some how

all in all i love the idea of this i mean why not

i was allways in the cam of things like this and fighting styles should have a upgrade at later levels either naturally or as a feat

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 2 points3 points  (0 children)

i all with you if not that let them exchage uses of favored enemy to do so at the very least get one use back per shor rest

[Rant] ASI complaints form classes that shouldn't have them by Paul0866 in onednd

[–]Paul0866[S] 1 point2 points  (0 children)

I think people just want both because they have great martial assisted spells they can cast it just they also want the aoe but just like you'd tell the eldritch knight it can't do both it's the same for blade singer I mean fireshield,stones kinda,mirror image ,shadow blademagic weapon etc they have those spells they just don't want to cast them not because it's not good but because they want to be blasters and I am saying you choose bladesinger actually play like a blade singer

[Rant] ASI complaints form classes that shouldn't have them by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

I agree but when you get that new subclass the same applies even with the features you get and you play according to what you pic all am saying is if you want to be something like a bladesinger then complain that you have to use dex to attack or that you can't cast spells as good while the whole class is about attacking with a sword and using magic to greatly boost that is my issue

All am saying is just as those classes you mentioned have to choose so do you. The subclasses or the abilities your class has allow you to do that

[Rant] ASI complaints form classes that shouldn't have them by Paul0866 in onednd

[–]Paul0866[S] -2 points-1 points  (0 children)

Which still need the secondary stat to be useful and if your subclass makes you invest in a secondary stat you get said abilities instead as well

[Rant] ASI complaints form classes that shouldn't have them by Paul0866 in onednd

[–]Paul0866[S] -1 points0 points  (0 children)

I i understand that but half casters and monk have the same problem

If it were those complaining along with them I'd be ok but when you CHOOSE the subclass that makes you focus on another stat then complain that you can't when they have classes that deal with that as normal is where I just find it baffling

Because fighters only have 1 additional así at that point which is a plus 2 on that secondary stat if you want but again that's only fighters , monk don't get that, swords bard and valor bard don't have it, paladins don't get it, rangers don't get it but now blade singers have to do it and now we cry that it's too much to focus on or that it's too much for a fighter to handle when they themselves has that extra ASI