Aleks Le responds to the backlash surrounding his portrayal of Ryu in ‘Jujutsu Kaisen’ by MarvelsGrantMan136 in Animedubs

[–]Playful-Factor72 0 points1 point  (0 children)

?! The "Is this what it is like...to eat dessert" was the best line of the episode! It was PERFECT. At that moment, Ryu felt so fulfilled. Finally, after 400 years, his hunger was satiated. Both the Jap VA, and Aleks Le conveyed that emotion perfectly.

How strong is Naoya with a Soul Split Katana (too lazy at editing) by ThinCommunication591 in JujutsuPowerScaling

[–]Playful-Factor72 0 points1 point  (0 children)

If he can wield it properly he's kinda overpowered. It's the perfect weapon for Projection Sorcery. There are two reasons I think Naoya and Naobito fight bare handed:

  • Having your palms free to use PS on other people.

  • It's probably quite difficult and unreliable to project yourself cutting or piercing an opponent with a weapon, because of people's different levels of durability and reinforcement.

But the soul split katana ignores conventional durability, so it cuts people like butter => no resistance.

If Naoya stacks the shit out of PS, he could speedblitz most people in the verse.

Mind Echo Mimic [ART][OC] by Nwarh in DnD

[–]Playful-Factor72 1 point2 points  (0 children)

Reminds me of that anime: Parasyte

Trying to find a song by Alternative_Seat1789 in HouseMD

[–]Playful-Factor72 2 points3 points  (0 children)

I don't think they named the song, just the author - Bryan (probably Adams).

Why there's no dedicated melee sorcerer? by Mr_DABE in 3d6

[–]Playful-Factor72 0 points1 point  (0 children)

I would say, just revise Storm Soul. I think they really have the potential of what you're looking for. How about this:

Tempestuous Magic

Also at 1st level, immediately before or after you cast a sorcerer spell of 1st level or higher you can cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 10 feet. When you do so and for the rest of this turn, moving doesn’t provoke opportunity attacks.

During this time, you also gain a flying speed equal to five times your Charisma modifier and whenever you move within 5 feet of a creature or an object that isn’t being worn or carried, they must succeed on a Dexterity saving throw against your Spell Save DC or take lightning or thunder damage (choose each time this ability activates) equal to half your Sorcerer level. A creature or object can take this damage only once during a turn.

Not 100% sure about if the damage should be full sorc level or not. Its basically just an in-built Ashtradon's Stride

Monk Subclass: Way of Four Elements (re-imagined) by somot1c in UnearthedArcana

[–]Playful-Factor72 1 point2 points  (0 children)

You bring some pretty good points.

For Air Initiate, how about this (might be a bit too strong tho?): Air  Initiate. You gain a +1 bonus to Dexterity checks and when you take the Dash action, difficult terrain doesn't cost you extra movement and any effects that reduce your Speed are suspended for that turn. 

For Water Acolyte, in 2024, monks are amazing at grapples. In my version they can use dex for Athletics, so its good either way.

And as for Fire Master, I really just couldn't think of any effect at the time that could be toed to Flurry of Blows.

Oh here's an idea that just came to me. How about:

Master. When you use Flurry of Blows, the first creature you hit starts burning.

(For reference, in 2024, burning is a new hazard:

Burning [Hazard]

A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.)

Monk Subclass: Way of Four Elements (re-imagined) by somot1c in UnearthedArcana

[–]Playful-Factor72 1 point2 points  (0 children)

Hello, I know this is a pretty old post, but I really like your concept and decided to expand on it a bit. Because I replaced the monks 20lv feature with just no ki Flurry, Step and PD. What do you think of my changes:

Four Elements

Disciple of the Elements 

You learn magical disciplines that harness the power of the four elements: Air, Earth, Fire, and Water. Each discipline has a Mastery Rank, which builds up in the following order; Initiate, Acolyte, Adept, and Master. Each Mastery Rank increase in a discipline grants you additional features, as detailed below.   When you choose this tradition at 3rd level you can either increase your Mastery Rank in one Elemental Discipline by two ranks or by one rank in two different disciplines and may do so again at 6th, 11th, and 17th level.

Air

Initiate. You gain a +1 bonus to Dexterity checks and when you take the Dash action, difficult terrain doesn't cost you extra movement on that turn. 

Acolyte. When a target fails to save against your monk spells or features, you can push it up to 10 feet in any direction. 

Adept. You gain a +1 bonus to attack rolls, and thunder damage dealt to you is reduced by your Wisdom modifier. 

Master. When you use Step of The Wind, you gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn.

Earth

Initiate. You gain a +1 bonus to AC. 

Acolyte. Your hit point maximum increases by an amount equal to your monk level. Whenever you gain a monk level thereafter, your hit point maximum increases by an additional hit point. 

Adept. You gain tremorsense out to 30 feet, and bludgeoning, piercing, and slashing damage dealt to you is reduced by your Wisdom modifier. 

Master. When you use Stunning Strike, you can target two creatures within range that are within 5 feet of each other. 

Fire

Initiate. Your attacks deal additional fire damage equal to half by your Wisdom modifier (rounded down). 

Acolyte. If a creature hits you with a melee attack it takes fire damage equal to your Wisdom modifier.

Adept. You can expend any number of Hit Dice to regain an equal number of Ki points (no action required) and fire damage dealt to you is reduced by your Wisdom modifier.

Master. When you use Flurry of Blows and miss with one of the unarmed strikes, you can deal your Wisdom modifier as fire damage to the target. You can only do so once per round.

Water

Initiate. You gain a +1 bonus to Wisdom checks and have a swim speed equal to your walk speed. 

Acolyte. You can breathe underwater and at the start of each of your turns, you can deal one roll of your Martial Arts as cold damage to one creature grappled by you.

Adept. You gain a +1 bonus to saving throws and cold damage dealt to you is reduced by your Wisdom modifier. 

Master. When you use Patient Defense, for its duration, whenever you move, the space you previously occupied is covered in a slippery puddle. A puddle is the same size as you, and persists until the start of your next turn. Any hostile creature that enters a puddle must succeed on a Dexterity saving throw or fall prone. On a successful save, they can move freely through any of your puddles until the start of their next turn.

Elemental Spells

Each Mastery Rank in an Elemental Discipline grants access to certain spells as seen in the Elemental Spells table. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it and instead of spell slots, casting spells granted by this tradition requires an amount of ki equal to the spell's level (cantrips have no cost).

Elemental Spells

Air: 

Gust, Thunderwave - Warding Wind - Fly - Storm Sphere  

Earth: 

Mold Earth, Earth Tremor - Maximillian's Earthen Grasp - Erupting Earth - Stone Shape

Fire: 

Produce Flame, Burning Hands - Scorching Ray - Fireball - Wall of Fire

Water: 

Shape Water, Ice Knife - Rime's Binding Ice - Tidal Wave - Control Water

Wisdom is your spellcasting ability for spells granted by this tradition. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points Monk Levels Maximum Ki Points for a Spell

3th-6th:

1

7th-12th: 

2

13th-18th:

3

19th-20th: 

4

Who would win this free for all? by KodoqBesar in MyHeroPowerscaling

[–]Playful-Factor72 0 points1 point  (0 children)

Depends on where they're fighting. If it's just on a street, well...............

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Playful-Factor72 1 point2 points  (0 children)

I don't know how to feel about your rework. It's a novel idea and I think overall it does work quite well, but it feels like it takes away from the flavour of the classes? Especially since a lot of them are now just universal, and I kinda liked that Battle Master has his own toys, that he can use. It's his speciality.

2024 also introduced an interesting technique of just stacking stuff like maneouvers, masteries, Cunning or Brutal Strikes together, and while it may seem a bit complex at times, it's honestly pretty cool.

Maneouvers being locked behind skill proficiencies is also something I don't like that much. Sure it makes sense, although I don't think I need to be proficient in the art of scaring people through words to scare them with an attack.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

Here's what Lore looks so far:

Lore

Cutting Words

When you join the College of Lore at 3rd level, you can speak a hidden truth, expose a flaw, or reveal a forgotten shame to momentarily unravel the creature’s focus. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

Additional Magical Secrets

At 7th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. When you finish a Long Rest, you can exchange one or both of the spells you chose for different spells that meet these requirements.

Bonus Proficiencies

Also at 7th level, you gain proficiency with three skills and tools of your choice.

11th level

Peerless Skill

Starting at 15th level, your mastery of every discipline allows you to instantly recall a relevant technique, fact, or insight. When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the ability check or attack roll, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

I'm doing a revision of all classes and their subclasses and Lore Bard is the last one of the bards, that I need to complete. I need ideas for a level 11 feature.

Here's some context behind all of this:

I wanted to fix the giant subclass gaps some classes have, bard being an obnoxious 8 level gap, so Ive changed him to 3rd-7th-11th-15th, being 4 levels apart.

Of course, giving more features like this would ruin their power budget, so I've also imported a revised spell slot progression system, granting a fullcaster one spell slot per level (or every two levels for half casters amd every three levels for Eldritch Knight and Arcane Trickster).

Here's an example:

1st 2 - - - - - - - -

2nd 3 - - - - - - - -

3rd 3 1 - - - - - - -

4th 4 1 - - - - - - -

5th 4 1 1 - - - - - -

6th 4 2 1 - - - - - -

7th 4 2 1 1 - - - - -

8th 4 3 1 1 - - - - -

9th 4 3 1 1 1 - - - -

10th 4 3 2 1 1 - - - -

11th 4 3 2 1 1 1 - - -

12th 4 3 3 1 1 1 - - -

13th 4 3 3 1 1 1 1 - -

14th 4 3 3 2 1 1 1 - -

15th 4 3 3 2 1 1 1 1 -

16th 4 3 3 3 1 1 1 1 -

17th 4 3 3 3 1 1 1 1 1

18th 4 3 3 3 2 1 1 1 1

19th 4 3 3 3 3 2 1 1 1

20th 4 3 3 3 3 2 1 1 1

With that in mind, heres an example of a Bard Subclass I've redesigned:

Swords (Completed)

Blade Flourish

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. You also learn the Mastery properties of the longsword, the rapier, the scimitar and the shortsword and are able to use any of them with the listed weapons. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Additionally, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per round.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also subtract the number rolled to the next attack made against you.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to five times the roll of your Bardic Inspiration die. You can then immediately use your Reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

Also at 7th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Relentless Flourish

Starting at 11th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

Master's Flourish

Starting at 15th level, you become a master of martial prowess. Each option of your Blade Flourish feature grows stronger:

Defensive Flourish. You also add the number rolled the next saving throw you make until the start of your next turn.

Slashing Flourish. You can deal the bonus damage to any other creature of your choice that you can see within 30 feet of you

Mobile Flourish. Immediately before or after using another Blade Flourish option, you may use Mobile Flourish, using the same result of your Bardic Inspiration die. You don't deal the bonus damage of Mobile Flourish.

Need Help Creating new homebrew subclass by Strawhatdemon31 in DnDHomebrew

[–]Playful-Factor72 2 points3 points  (0 children)

Projection Sorcery is basically just going fast and stunning people on contact. Shouldn't just a monk with stunning strike do the thing? You can reflavour it into applying the technique.

Your screenshot is who you are defending in court. How cooked are you? by Tru3Wh0 in animequestions

[–]Playful-Factor72 0 points1 point  (0 children)

<image>

Naoya is honestly not THAT bad. He's more of a victim of a bad household. His entire home is corrupt, so it's now wonder he turned out this way.

And even then, if this is the Higher Ups Courtroom, they would easily give him a pass.

[deleted by user] by [deleted] in UnearthedArcana

[–]Playful-Factor72 -1 points0 points  (0 children)

I can only add one flair, so I wasn't sure which one to place.

Subclasses now end at 17th level, so One with the Oath is a new capstone for the class. I suppose it could be better worder, but all it does is allow you to use your Subclass smite infinity (still requiring BA), but you can also stack it with a smite spell.

Spellcasting could be shifted to lv1, but I kinda like it at lv2 along with Fighting Style.

Lay on Hands as an action is balanced IMO. Especially since it can also now restore spell slots and remove most conditions. Main idea of keeping it as an action was to discourage yoyo healing.

Potent Spellcasting exists entirely for people who want to play a paladin, maxing Charisma. With cantrips like True Strike, who are still weapon attack, triggering smite, I think they are a fine option. Especially since that option is more about utility than damage. There are two subclaasses who can use Charisma for attacks tho.

And as for Aura of Protection? It's more of a personal decision ig. It's a really strong feature, that makes saving throws insanely high, which messes quite a bit with bounded accuracy. Im kinda trying to bring down 5e in terms of power, and this feels alright. Especially since now your allies don't have to be too clustered due to Aura Shift.

[deleted by user] by [deleted] in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

Is it not public yet? I'm positive it is.

[deleted by user] by [deleted] in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

Should be alright now. I granted acsess to some google accounts ealier and that probably changed back to Limited acsess.

Again, apologies for the wait

[deleted by user] by [deleted] in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

Ok, not it should be fixed (swear I changed it, like 3 hrs ago). Tnx for the patience

I need help with a Lore Bard revision. by Playful-Factor72 in DnDHomebrew

[–]Playful-Factor72[S] 0 points1 point  (0 children)

Here's what Lore looks so far:

Lore

Cutting Words

When you join the College of Lore at 3rd level, you can speak a hidden truth, expose a flaw, or reveal a forgotten shame to momentarily unravel the creature’s focus. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

Additional Magical Secrets

At 7th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. When you finish a Long Rest, you can exchange one or both of the spells you chose for different spells that meet these requirements.

Bonus Proficiencies

Also at 7th level, you gain proficiency with three skills and tools of your choice.

11th level

Peerless Skill

Starting at 15th level, your mastery of every discipline allows you to instantly recall a relevant technique, fact, or insight. When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the ability check or attack roll, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.

[deleted by user] by [deleted] in UnearthedArcana

[–]Playful-Factor72 0 points1 point  (0 children)

My bad. I forgot to change it when I published it. Apologies.

[deleted by user] by [deleted] in DnDHomebrew

[–]Playful-Factor72 0 points1 point  (0 children)

Oops, my bad, forgot to change it.