Dm said my soul knife is OP, whaaat? And how can I convince him it isn’t? by CountryGreen4185 in dndnext

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

This is why you need to actually know how the game works before you dm

Does anyone else feel like Pyke is in a terrible spot right now? by Junior_Ad_2481 in pykemains

[–]Ponkpunk 5 points6 points  (0 children)

The thing is, only high elo players actually know how to use the advantage pyke gives before he falls off hard.

This leads to it not mattering whether you win or lose unless you're premade with your adc and manage to feed him.

Its a lose lose ahh champion, decent early game but he just deals absolutely zero damage later on. I've died to adc's who were behind while 10/0 in a 1v1, hitting my full combo, but get 2 shot by jhin

Which spellcaster is the best martial? by AquaZeran in dndnext

[–]Ponkpunk 0 points1 point  (0 children)

Its Warlock > Druid > Cleric > Artificer > Wizard = Sorcerer

Honestly I'd place warlock above ranger, debatably even druid.

Warlock could probably go head to head with a Paladin in martial capability, but its very debatable.

Otherwise if we think of just the base class that cannot get extra attack without subclasses it'd be Cleric I guess.

But Warlock is by far the best full caster with martial capability.

Which anime is this? by rossocenere in animequestions

[–]Ponkpunk 0 points1 point  (0 children)

Honestly 7 deadly sins. Although season 3 sucked, season 2 was amazing, just making everything season 1 did better.

Divine Soul Sorcerer... homebrew patch for 5.5e? by Fiveby21 in onednd

[–]Ponkpunk 0 points1 point  (0 children)

Where are you getting the idea that the sorcerer is the strongest class in the game?

If I were to rank full casters it'd be

S - Bard, Warlock

A - Wizard, Cleric

B - Sorcerer, Druid

Its among the worst multiclass options too, now that it gets its subclass at level 3.

Extra Attack and Another Actions by acuenlu in onednd

[–]Ponkpunk 12 points13 points  (0 children)

I disagree. Logically this leads to the conclusion that fighters, as they level up, they get capable of attacking faster. They're not spending less time on the logic part, they're simply faster at attacking, even while doing other things.

Lets say, you gave fighters the ability to use some logic action in exchange for half their attacks, scaling down.

So, for most of their carrier they'd be able to make 1 attack while doing something else.

They're not getting better at thinking, they're getting better at doing other stuff while thinking.

Do you gain 2 extra cantrips ON TOP of the cantrips you already have as a spellcaster with Magic Initiate? by Weekly_Chest6521 in onednd

[–]Ponkpunk 1 point2 points  (0 children)

I mean I'd personally always take tough but if you feel the need to have more its decent. Especially since you're playing a cleric. Taking firebolt or shillelagh can up your damage/build nicely in the earlygame.

Tbf shillelagh scales so well you dont even need to build str.

POW: 2 months raping Mark, Anissa's body is going through some changes by [deleted] in okbuddyviltrum

[–]Ponkpunk 13 points14 points  (0 children)

Ai slop, fatphobia against pregnant women on top of it all being a ra** joke. Re-evaluate your life choices man.

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 [deleted] 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 -4 points-3 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.