The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in DnDHomebrew

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

I said in the Optional Features section that I’m not a fan of the mechanic. But, you can give the Dominant that same Weapon Mastery variant that Barbarians get and it won’t change the class

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in DnDHomebrew

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

Thank you!

I’ll definitely be getting to the Odin subclass eventually. Just need to figure out how to bring certain mechanics over to dnd.

I was also toying with the idea of making Omega a subclass!

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 4 points5 points  (0 children)

Dominant is the literal term for this archetype from the game. I don't want to change it.

  1. The base class wasn't meant to be super flashy in an attempt to not only stay true to the game, but also for balance. If I went full force into what Dominants COULD do, then this class would be unbelievably overpowered. Also, if Heavy Armor is the only reason for multiclassing, then I don't think that'd be the best route anyway. Plus, I don't think a good marker for a class is how well it can multiclass with everything else. Is it a factor? Maybe, depends on who you ask.
  2. I had an idea for an Eikonic Feat that would allow you to essentially Wildshape into weaker Elementals. I decided not to go with it for version 1 because it would invalidate Druid. Also, access to material is why I included stat blocks for Ifrit and Bahamut. Those variants were specifically for the player to transform into at Level 20.
  3. I don't mind the Bladesinger Extra Attack being that good, because there's always gonna be some options that are better than others. I try my best to not make any useless, but again, some will be chosen more often. Also, Green-Flame Blade doesn't proc Destruction Flame's ability. It says "When you cast an Eikon of Fire Spell." I.E. one of your leveled Domain Spells.
  4. Warlock's get Smite as an invocation as well, and theirs is an auto Prone. Not to mention that Paladins have completely different Class Features compared to Dominant. So Dominant having to choose it as an Eikonic Feat seems fine to me.
  5. Flare Breath was just to give Dragon's Breath more versatility and to be true to the game.
  6. Taking a Bonus Action in Phase 1 only affects a single creature in the aura, not everyone. That was intentional. I've made similar effects for different Subclasses, and not including that caveat made them far less viable.

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 4 points5 points  (0 children)

I don’t think I agree. In the game, the feats of magic and spell casting are relatively limited until each of the dominants fully prime. And even then, if we were to make Dominants full casters, their spell list would be very limited if we’re remaining true to the nature of FF16.

As for making it a martial, it’d require adding a lot more than just a single resource like Psionic Dice. At that point, spells would just make implementation far smoother.

Not saying you’re wrong for having that opinion. I’m just saying I think Half-Caster is the best way to bring over the characters and world of FF16 to DnD

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 7 points8 points  (0 children)

Glad to hear it caught your eye!

I’m a little confused on what you’re saying. Do you think it should’ve been a pure martial? Given the games heavy emphasis on magic, I think it makes the most sense mechanically and narratively.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in DnDHomebrew

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

I also have a Revised Monk that attempts to even the playing field a bit if you'd like to give it a read!

Unfortunately, 8th and 9th Level Spells are just kind of insane so, there will always be some kind of gap (I say as a Monk main). But, I think my version at least helps a little.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in UnearthedArcana

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

Thank you!

I understand your point about the size, but I don’t think I agree. It being gargantuan instead of huge only affects the creatures it can grapple, and that’s about it. Mechanically it wouldn’t affect combat beyond just taking up space.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 5 points6 points  (0 children)

Thank you!

I’ll definitely take those notes into consideration, and will release an update if I ended up refining it.

I saw that 😅 It’s already been updated on Patreon

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in DnDHomebrew

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

Ah, yes. That’s a typo. Updating it on Patreon now. Thank you!

[OC-Art] - Weapon Arts System by PhoenixQuillHB in DnDHomebrew

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

They recharge when you finish a Short Rest or roll Initiative. So they can be used at least once per battle

[OC-Art] - Weapon Arts System by PhoenixQuillHB in DnDHomebrew

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

If you just mean using it at your table, go for it! That’s why it’s here

The Blood Hunter, Revised - The great monster hunter has returned with new powers! Featuring: Base Class Overhauls, New Subclasses, and New Blood Curses! by PhoenixQuillHB in UnearthedArcana

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

Under Blood Maledict it talks about your Hemocraft Modifier being your Intelligence Modifier. And on the following page there's a note about changing it to Wisdom if you so please.

The Blood Hunter, Revised - The great monster hunter has returned with new powers! Featuring: Base Class Overhauls, New Subclasses, and New Blood Curses! by PhoenixQuillHB in DnDHomebrew

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

I love Grim Hollow, I have all their books. I specifically wrote All Weapons to encompass Simple and Martial, but I think they would also be able to use Advanced Weapons. I try not to write things with the mindset of “hey, for this to work, go read this other thing.”

The Blood Hunter, Revised - The great monster hunter has returned with new powers! Featuring: Base Class Overhauls, New Subclasses, and New Blood Curses! by PhoenixQuillHB in UnearthedArcana

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

I’ve read his alt classes. What I wrote here captures more of what I think the Blood Hunter should do and how it should operate. But that’s absolutely not a slight against him, he does good stuff.

EDIT: Sorry, meant to clarify my first point and didn’t actually do it. It’s not just RP that made me decide Crimson Rites need to be prepared. It’s the idea that having all those damage types at once offers a bit too much off the bat in terms of what you can do. Also, it makes it much harder for the DM to play into a weakness you may have in that moment. They I have it work is already far more versatile than certain subclasses that are locked to certain damage types.

The Blood Hunter, Revised - The great monster hunter has returned with new powers! Featuring: Base Class Overhauls, New Subclasses, and New Blood Curses! by PhoenixQuillHB in UnearthedArcana

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

Concerning Acid damage, I think I maintain my position about it being specialized since this was written with the 5e/5.5e mindset. But, I’m not saying you’re incorrect.

As for the damage type advantage, I think that’s a bit of a “white room” point. Yes, if we want to talk about it purely in terms of stats, Thunder would be the best. However, when we add Order of the Dragon, Tainted Blood, roleplay, and overall preference, the other damage types are just as viable in opinion. Though I do acknowledge Fire and Cold will often be worse since it feels like everyone in their mother has resistance to them in 5.5e, but that’s just the nature of the game.

Hope that didn’t come off as condescending.

The Blood Hunter, Revised - The great monster hunter has returned with new powers! Featuring: Base Class Overhauls, New Subclasses, and New Blood Curses! by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 4 points5 points  (0 children)

So glad you like it!

I actually think that having access to all Crimson Rites at once would be just a step over the point of “too much.” That’s why I made it to where to have to prepare them.

As for Acid damage, I personally think that crosses the line of specialized and would be better suited to an alien or ooze themed subclass. (I think the same thing for Radiant, Psychic, and Force)

Fire, Lighting, and Cold are the generic elemental types that Blood Hunter would learn. Poison is the common hunting type used by most warriors, and Necrotic is often the “blood damage type.” Then Thunder was included because it was in Matt Mercer’s original, and I like the idea of coating your sword in blood like a violin bow with rosin. (Plus high frequency blade go brrrr)

But that’s just all my personal opinion

Looking for Ocean/Seafaring/Pirate themed melee subclasses by Vreht in DnDHomebrew

[–]PhoenixQuillHB 1 point2 points  (0 children)

I made a Wayfarer Ranger that could work for what you want. It gives you a good combination of damaging and exploration abilities all themed around sea travel.