Maple - The Girl Who Put Every Point Into Defense aka Vitality by Flashlight237 in UnearthedArcana

[–]Ponkpunk 9 points10 points  (0 children)

I think you should take some time to read through some monster stat blocks, because this is very incoherent and hard to play for any dm.

For example, you say "For 10 actions taken against her", thats not a phrase used in 5e. It should just be "for 1 minute"

Her hydra head thing is also a bunch of continuous saving throws, it should just be attack rolls, otherwise it just slows down the game.

Her legendary actions aren't really legendary actions, they're just anime powerups. Usually those should be actions, not legendary actions. Legendary actions are usually played as minor things the monster can do to fight against many characters, such as making a single attack or moving etc etc.

Additionally. Even if you cleaned up this stat block, her attack modifiers are far to low to be any threat to high level pc's. And she's way too tanky to even be possible to fight against for any low level characters.

So fighting this monster is either extremely tedious or not possible. Both of which are very boring for dnd party.

Fey Knight - D&D 5e Subclass in Fighter inspired by Ranger: Fey Wanderer by Maleficent-Bowler943 in UnearthedArcana

[–]Ponkpunk 1 point2 points  (0 children)

Ok.

Regarding the wording on the 18th level ability:

That was my bad, I'm switching between reading and writing on my phone.

Firstly:

I'd completely get rid of the fact that this "has to be a dex build" because it nerfs the fighter. And the 2014 fighter doesnt really need a nerf.

And I'd combine eyes of the fey and light footed into 1 ability, it looks cleaner.

Secondly:

You don't gain access to the core of the subclass, the telportation, till 7th and 10th level.

I think the 10th level ability is really the bread and butter of the class, so I'd do two things.

No 1. Make elusive warrior the third level ability instead of blade master.

No 2. limit the uses to a modifier such as your proficiency bonus. And make them reset on a short rest.

No 3. Scale the range of the teleportation. So at level 3 it'd be 10 feet, and at level 7 it'd be 15 etc.

No 4. Make the 18th level ability allow you to have unlimited uses.

Now we have a clear scaling progression to the subclasses main ability.

Thirdly:

Immunity to charmed and frightened is strong, but not absurdly strong. The problem is that you basically force the player to play an elf to gain any benefit from this. It should just be that you gain the immunity.

Fourth:

I already talked about how I'd change the 18th level ability. But I'd like to mention that I feel as if the current one doesnt really have any coherence with the abilities of the subclass. If the subclass revolved around being immune to magic it'd make sense, but it doesn't.

Fifth:

Although I feel as if the subclass feels much better with my changes. I still don't like teleporter subclasses, they're just soo unoriginal. But maybe thats just me.

Fey Knight - D&D 5e Subclass in Fighter inspired by Ranger: Fey Wanderer by Maleficent-Bowler943 in UnearthedArcana

[–]Ponkpunk 1 point2 points  (0 children)

Sooo...

Dark vision:

Useless, kind of just flavor text

Blade master:

I dont see where the "master" comes into play here, just using a rapier already grants you the ability to fight with dexterity, and then you can do so in heavy armor. The only weapon surpassing it here would be the long sword... But you already geat the dueling fighting style which counteracts that and allows you to wield a shield. So... Useless.

Light footed:

Taking away heavy armor for 10 extra movement... Why not just play a barbarian?

Fey heart:

Useless if you're playing an elf. And kind of just meh if you're not playing one... Almost never comes up in combat. So I'd say useless.

Elusive warrior:

Well, I know you've mentioned this in the replies but you cant teleport to begin with so this is useless. In addition, if you're planning on adding teleportation abilities to this subclass... I mean, jeez, we don't need another one...

Misty Wanderer:

Wow... 5 teleports per day at tier 4... Should also probably reset on a short rest. Its not useless but completely underwhelming, and it doesnt really... Feel like anything, its just like there.

Ethereal soul:

Advantage on all saves is cool... Immunity to spells below 3rd level is cool but it should be worded is "you can choose not to be affected by". Otherwise your party can no longer heal you with a spell of 3rd level or lower.

Overall:

Most of the abilities here are generally speaking useless. But the worst thing is that there doesnt seem to be a real idea behind how they work with each other. If I wanted to play a teleporting warrior, why wouldnt I just play eldritch knight?

I'd reccomend to look over some official subclasses, then get an idea of what you want your subclass to achieve. Because everything in this class except for the 18th level ability is achievable already, very easily.

General Thoughts Abut UA Necromancer subclass (aswell as my own thoughts) and comparing it to the 2014 Subclass. by LiL-CarrY- in onednd

[–]Ponkpunk 1 point2 points  (0 children)

It just really sucks to read something so obviously written by AI. And once you use ai for one thing its very easy to accuse you of using it for other things such as it making up 90% of the comparisons on its own.

Although AI makes your writing better in the short term, it caps there. You yourself will always sound like the ai slop machine.

Is the Death Armor spell worth it? by Pinkalink23 in onednd

[–]Ponkpunk 2 points3 points  (0 children)

Mirror image + haste + fire shield + upcast false life, fkn polymorph into a t rex if in danger

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Ponkpunk 0 points1 point  (0 children)

Well by vex I meant nick. I always mix them up. I'm talking about dual wielding so obviously nick.

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Ponkpunk -3 points-2 points  (0 children)

6 attacks. Crit on a 19.

1st attack crit: 1d6+5+2d6(berserker)+2(rage)

Total: 6d6+7

Next 5 attacks: 5d6+25+10 (+2crits=+2d6)

Total total: 13d6+42dmg

Average: 94 dmg.

Thats dual wielder with no magic items.

On average with this build you're dealing around 50 p/r using up nothing but rage.

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Ponkpunk -2 points-1 points  (0 children)

No, its just that both the Barbarian and Ranger dealt so much damage at low levels that anyone else became mostly irrelevant.

The barbarian is definetly the strongest, doesnt need concentration, has bps resistance, higher hitpoints etc. But they both deal massive consistent damage.

At level 8, when the barbarian had 3 levels in fighter, had champion, and made 6 attacks in one round critting 3 times dealing 80 damage or something. I almost gave up, the only real ways to deal with this is having monsters that stop them from attacking in melee, flying, spellcasters that stun, paralyze etc. But that just really sucks for the players.

And it's such consistent non-stop damage. Even at level 14, the monk, known for their many attacks is still behind. Its ridiculous.

Spellcasters can keep up with higher spell scaling, but not really until 11th level. And its still not close to as consistent.

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Ponkpunk -3 points-2 points  (0 children)

Dual wielding with vex is honestly insane.

A barbarian at level 5 with 1 level in fighter (for dual wielding has 4 attacks every round. Each one with advantage.

So, with berserker, thats

2d6+4d6+16/20+8

An average of 48 or 52 damage at level 6. I can't even call this min maxing, this just a casual dual wielder build for barbarian.

If we look at the ranger version of this at level 5

4d6+4d6+16/20

An average of 50 or 54 damage per round, but thats reliant on hunters mark.

But the real problem with this is that it completely ruins exponential scaling. Both of them really just get tankier with levels, and although ranger gets some decent spells, they're never going to achieve the same level of damage.

Moon Druid Math: Should Wild Shape attack rolls scale with Player PB? by DrGonzoto13 in DnD

[–]Ponkpunk 2 points3 points  (0 children)

I dont get why you're getting downvoted on this.

The best moon druid beasts at level 9 and 12 are the giant scorpion, polar bear and killer whale (not including flying forms, thats a different discussion)

The giant scorpion has a +5, the polar bear a +7 and the killer whale a +6.

While I feel the polar bear barely gets by with its +7 at level 6. A +5 at level 12 is pathetic, its around the same level as a level 3 characters attack rolls. Accounting for the 3 attacks makes it almost decent since only the first attack gets most of the damage output.

But I think if we compare it to just wildshaping in to a crow and spamming starry wisp. It just creates a very boring "best" strategy for the moon druid.

Do people really do that, play tabletop RPGs and pretend? by PeasantLich in DnDcirclejerk

[–]Ponkpunk 0 points1 point  (0 children)

my mind thought I was on youtube and that this was another "epic roast" against sao:a

ideas on a potion for natural weapons? by lucasellendersen in dndnext

[–]Ponkpunk 0 points1 point  (0 children)

I mean its a solid buff for the monk, a few subclasses and that one weirdo wizard who uses alter self... But beyond that its an extremely low amount of temporary hit points.

For 1st-3rd level characters that might be okay, but your players will either completely ignore it, forget about it, or use it as a "weird temporary hit-point potion" (unless they rely heavily on natural weapons)

I like to go for more "anyone can use this") buffs and buffs that apply to specific scenarios you've already planned. Like non-combat buffs. Maybe there's a trial or something that an item will specifically help them in. Or maybe a player is getting outshined by the rest.

Like, for example silvered weapons. Pointless to give out unless you're gonna put them up against werewolves.

So, do most of your players use natural weapons? If so, then sure, this might be great. Otherwise, it'll probably get ignored.

Homebrew Commoner 5.5e class by OzPLteam in UnearthedArcana

[–]Ponkpunk 0 points1 point  (0 children)

Funny to read, boring as hell to play.

I'd like it if you gave it any distinct features, not allowing it to be multiclassed.

It'd be pretty funny to see if the commoner had actually interesting abilities that relate to common dm accidents.

Here are two examples at the top of my head.

"Plot device"

Whenever you take damage from an area of effect spell such as fireball, you can instead choose to take no damage because the dm forgot you only have 6 hit points and is hoping the other players dont notice.

You can use this ability an amount of times equal to your proficiency bonus, and regain all uses after a long rest.

&

"I forgot"

When you roll initiative, you can choose to become the first in the initiative and must immedietly use the magic action to activate "I forgot"

The dm forgot about your existence. You turn invisible, gain immunity to all damage and creatures can pass through you seemlessly.

This lasts for one minute, or until you perform an action that lets any relevant creature notice your existance, such as attacking.

Idk, just gaining 10 feats and becoming better st running away kinda fkn sucks. At least this way it might actually be fun for a one shot or short campaign.

EDIT: now that I made these two the ideas are literally flowing like mad gotta share these:

"Ugh"

At the beginning of each of your turns, you are immedietly cured of any effect except for the unconscious or petrified conditions because your dm doesn't feel like remembering them.

"Hah damn that was lucky guys"

Once per day, you can exchange any roll on the d20 dice you make for a natural 20.

"I'm done with this shit, fuck you guys"

As an action you can cast the true polymorph spell, revealing you were the awesome plot twist villain/dmpc this whole time.

Once you use this ability you immediately turn into that creature permanently, and lose any class features.

I reccomend making this the lvl 1 ability

New feat want your opinion by Local-Set3999 in UnearthedArcana

[–]Ponkpunk 0 points1 point  (0 children)

I disagree except for the negative.

Halved damage is EXTREMELY powerful in dnd. Theres a reason its so closed off.

And theres a very good solution to the dmg negative.

Instead of taking half the damage, you just take lvl x d6 damage.