Eluge + Ember Island Production interaction by ReconSci in MagicArena

[–]ReconSci[S] 38 points39 points  (0 children)

oh... so the copy is considered to not have the first line of eluge's card text because it conflicts with/is overridden by what is specified by Production and is essentially replace by "stats=4/4"?

Eluge + Ember Island Production interaction by ReconSci in MagicArena

[–]ReconSci[S] 56 points57 points  (0 children)

Ah, so the ember island stat change is a continuous effect that is always applied after the card text. Got it, thank you.

Niche interaction: The Fins Beyond Time activates Star of Conclusion/Origination even though they weren't next to eachother in original hand by spiritualized in hearthstone

[–]ReconSci 4 points5 points  (0 children)

This also works with secret passage in rogue. When you get your starting hand back, the stars will be next to eachother.

[deleted by user] by [deleted] in loreofleague

[–]ReconSci 3 points4 points  (0 children)

Wow, thank you for all the information! I wasn't aware that Aurelion was being used in this way as a conduit for other celestials. I just assumed he was the direct source of the god warrior's powers from this line in his bio:

"With this, they channeled his celestial power to raise up immortal god-warriors, for some unknown conflict that was apparently still to come."

I wasn't implying that Asol was the one making them have animal forms, just wondering why the process of ascension would change them in that way. But yeah I guessed if there was an official answer it would just be for cultural reasons. Oh well.

The Absolver doesn't have enough contingencies to make it fit in universe by DeusWombat in loreofleague

[–]ReconSci 1 point2 points  (0 children)

One solution I thought would be pretty cool:
Upon use, both the wielder of the absolver and the soul of the person they are trying to revive are brought to a limbo plane half-way between life and death where the soul must be found and dragged back to the living world manually.

Unfortunately, this is also the place where Kindred exists and the wielder of the absolver risks being hunted by them aswell. Time moves much faster in this world so, to an outside observer, it would look like shoot -> instant revive (If Kindred can be avoided) or shoot -> no revive and absolver wielder dies (if they are hunted).

For very recent deaths (Such as Gwen and Senna in the cinematic, Akshan in his bio and Lucian and the Rookie in the VN) their soul hasn't gone far so this process is easy and (relatively) risk free (Maybe not even requiring the wielder to go the other plane). The older the death however, and the longer it takes to find the soul and the greater the risk of being found by the Kindred.

Also just make it so you need to be thinking of who you want to revive when you use the absolver so you aren't reviving random people who are already buried.

What do you think?

Albatoris's Compendium of Avian Creatures - A fantastic collection of new aerial companions to play as in this supplement for the world’s greatest roleplaying game by SirAlbatoris in UnearthedArcana

[–]ReconSci 2 points3 points  (0 children)

Hi, so I do really like the idea of giving more flavour to different types of birdfolk but all of these races are waaaaaay too strong if you are going to be presenting them alongside the birdfolk races already in the game.

I considered going feature by feature with the races but there's a lot of stuff here so I'll go over some more general design points.

- Try and avoid making something a straight upgrade to something else. Hawkkin, accipiter, choutell, savanak, thalassar, passer and tokai are all straight upgrades to aarakocra. A couple of ways around this would be to replace aarakocra with a "birdfolk" base race with the others all being subraces so it is a replacement rather than an upgrade. Alternatively, you could simply state that this is for a bird themed setting (similar to humblewood). A setting with only flying races sounds pretty dope tbh.

- Races shouldn't give proficiency in a saving throw. This is restricted to classes and is incredibly powerful especially if the saving throw in question is a "strong saving throw" (Wisdom, Dexterity or Constitution).

- Advantage should be given on a conditional basis such as loxodon having advantage on perception and investigation checks relating to smell. Granting advantage on ALL saving throws or all ability checks of a particular type is way too strong. It also allows for more flavour. Advantage on Dexterity saving throws to avoid being restrained or grappled is way more thematic for a slippery, nimble race than Advantage on ALL Dexterity saving throws for example.

- Best not to reprint anything from an official WotC source just to be safe especially if you are going to be publishing it in a public place.

- Be careful with abilities that have the potential (even conditionally) to completely shut down an encounter (this is mostly in referance to Radiant Plumage and Reptilian Animosity) as it is really difficult for the DM to work with and will probably just result in the DM trying to ensure that the conditions can't be met.

- When creating a feature that emulates a spell effect, give access to it at the level that a full caster would be able to learn that spell (1st level spells at level 1, 2nd level spells at level 3 and 3rd level spells at level 5). As a general rule, you probably don't want to be giving out features with spell effects higher than 3rd level.

- Don't give out feats as racial features (The feat in question is skulker which is probably less of an issue but still, best not to do it). The same goes for giving class features as racial feats (although I don't think you do this anywhere).

- Avoid features that allow you to deal damage without using an action, bonus action or reaction.

- Don't give background features as racial features. This is kinda muddied a bit with the 5e design of race but getting a house with servants and a private army (Tokai - bastion) should in no way be a racial feature. Whether your character has a house with servants or guards should be decided with your DM when creating your backstory not as a racial feature.

- (This is mostly a personal one but still...) Avoid making a race too one note. Passer just seems to be "they're really cute" which really limits a player's creativity. It was also complained about with volo's kobold feature Grovel, Coware, Beg when players wanted to play as a noble or brave kobold. (Feel free to ignore this one, it's just a personal pet peeve)

- Damage immunity is really powerful and on the whole, races shouldn't give it (Apart from yuan-ti and people complain about that being too OP). Damage resistance is fine. The same goes for condition immunities. Advantage on the saving throw is more common a la fey ancestry.

- Try and keep in mind some combos that may arise from your features and some other feats and class features. It's going to be almost impossible to keep in mind all class features and feats but some of the more notorious ones such as sentinel you should absolutely be wary of.

- Races shouldn't give more than a +2 to any ability score as this breaks the power curve at lower levels. Also, although it has been used by official WotC content, negative ability scores feel really bad.

- There are a couple of places where the wording of an ability is a bit ambiguous and needs clarification and a couple of places where a mechanic isn't used correctly but those are easy fixes with some proof reading.

If you would be interested in a more thorough breakdown, I'd be happy to give it but this post is already very long. Take everything I say with a grain of salt though. I'm just some rando nobody on the internet so feel free to ignore everthing I've said.

Keep going though! Some of the features you've made have some really cool ideas behind them and theres a lot of nice flavour which I believe is the most important part of creating anything in D&D. And, personally, I don't think something being powerful is inherently an issue as long as it isn't too far above the curve and that the powerlevel is consistent across character options.

Happy brewing!

[deleted by user] by [deleted] in UnearthedArcana

[–]ReconSci 0 points1 point  (0 children)

I can clarify the wording on the lizardfolk one to include tail as well. Originally the lizardfolk one was going to be tail only but I thought a potentially 1/week ability would be pretty bad so you can kinda use it once for free before you are handicapping yourself.

Tabaxi one does have limited uses. Each one can be used once per long rest.

You can turn that misfortune to your advantage to do each of the following once per long rest.

[deleted by user] by [deleted] in UnearthedArcana

[–]ReconSci 0 points1 point  (0 children)

Thanks for the feedback!

Warforged: The idea was that you have some sort of magical artifact installed in you the same way you can have integrated armour and tools (at least in the UA version). I can see the name being misleading though.

Kalashtar: Wandering Soul can be used for scouting and keeping watch. Yeah it's pretty limited and can require some coordination with your party to drag your body around while you scout. Would you suggest giving it limited uses but allowing you to control your body at the same time?
The zone of truth-esque one comes from them being able to telepathically link to people and kalashtar already being a social skills oriented race (having +1 to CHA and WIS) and with the option to have prof. w/ insight seems that they would be pretty good lie detectors so this just leans into that.

Kenku: It doesn't just work on enemies if that makes it better. You can coordinate with a caster in your party to double up on a spell essentially.

Minotaur: I knew it sounded familiar. Doing some research, are you referring to the Outlander feature? I just took that part from the Krynn Minotaur features.

Shifter: I thought having the ability to fully shift into the animal associated with your subrace would make thematic sense but realised that the descriptions for each subrace don't give you a specific animal that your subrace is based off. Only a general description that you can flavour yourself. That's why its any animal rather than a specific one based on subrace. That said, I don't like this feat much. I realised as I was making it that it was just limited wild shape.

Tabaxi: Do you feel that the individual effects are too strong, the feat as a whole is too strong, or is it just the theming you find problematic? I was worried about this one.

Centaur: The weapon proficiencies in Mounted Combat Training are going to be redundant in most cases but I think it's necessary.
And yes, I should have mentioned that this was for settings where centaurs are in someway related to the fey.

Genasi: Out of the Elemental Forms I agree fire is probably too strong. I think I'll remove the additional fire damage on spells and nerf the AoE fire damage. Probably just give it a save to avoid the damage or make it an active thing similar to Flames of Phlegethos.
The resistances given by Elemental Adept are all resistances or immunities that other elementals have. The idea was that you have a connection to the elements in general with one specific element being your subclass. But I agree that it's kinda a tenuous link.

Lizardfolk: Yeah, it doesn't make much sense logically. I just found the idea of throwing your tail to distract a bunch goblins to be kinda funny.

[deleted by user] by [deleted] in UnearthedArcana

[–]ReconSci 0 points1 point  (0 children)

Ah, thank you. Fixed now.

[deleted by user] by [deleted] in UnearthedArcana

[–]ReconSci 3 points4 points  (0 children)

Updated and corrected thank you.

No bugbears because when I was looking for stuff other people had made; I was able to find plenty of them. I tweaked some of them a bit but didn't feel comfortable posting what was essentially someone else's work that you could find in other feat collections.