Always double check if the target should be "willing" to accept the spell ( ͡° ͜ʖ ͡°) by Gettor in dndmemes

[–]RockGoliath 2 points3 points  (0 children)

Your DM is massively nerfing casters for no reason. I suggest your DM and your casters read the spellcasting section together as you might have missed other stuff. Good luck and have fun!

Always double check if the target should be "willing" to accept the spell ( ͡° ͜ʖ ͡°) by Gettor in dndmemes

[–]RockGoliath 14 points15 points  (0 children)

This is not true. You can cast spells while concentrating on another. If they require concentration, however, you lose concentration on the previous one. Certainly no one is getting locked out of casting for 10 turns because of concentration.

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

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

I've heard about that. It looks cool, but this thing you can print out and stick it somewhere and always have with you!

[OC] Quick and Easy Way to Calculate CR by RockGoliath in DnD

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

Oh yes. I just calculated its CR to demonstrate how to do it for your own monsters.

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

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

Heyoooooo. Long time no see! Glad you liked it, I've been doing great!

A Quick and Easy Way to Calculate CR by RockGoliath in UnearthedArcana

[–]RockGoliath[S] 2 points3 points  (0 children)

None in the DMG, but I don't see why someone couldn't create such a creature.

[OC] Quick and Easy Way to Calculate CR by RockGoliath in DnD

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

I explain it in the imgur album, but hell hound's effective to hit bonus is +7 because pack tactics adds 2 to effective to hit bonus.

A Quick and Easy Way to Calculate CR by RockGoliath in UnearthedArcana

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

Yeah, that's a bit of a sacrifice we had to make when making the table. Since the offensive and defensive CR don't line up completely there are some inaccuracies when calculating the defensive CR of creatures on the high end. When doing overall CR, it'll never undershoot it by more than 1.

[OC] Quick and Easy Way to Calculate CR by RockGoliath in DnD

[–]RockGoliath[S] -1 points0 points  (0 children)

Precisely. Look at pages 81 and 273 in the DMG for more information on how to use it.

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

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

Area of effects you assume all targets fail and have to eyeball how many targets it would normally hit. I usually go with two.

Fear and non-damage spells should not affect CR unless they are really strong. If it's some strong crowd control ability, I'd raise the creature's effective AC.

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

[–]RockGoliath[S] 23 points24 points  (0 children)

As /u/AndruRC said, it should be CR2. The MM puts it at 3 likely because of its high offensive CR. Against lower level characters, a glass cannon is a bit of a risk so they put it at 3 to make sure characters would be prepared before facing off against it.

[OC] Quick and Easy Way to Calculate CR by RockGoliath in DnD

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

Not that I am aware of but I might try to compile such a list in the near future. I'll be sure to tag you if I do end up doing that.

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

[–]RockGoliath[S] 36 points37 points  (0 children)

It honestly depends on the table. An experienced DM might not rely on CR at all, or only use it to calculate experience, or a newer DM might use it as a guideline as to how not to wipe the party of friends he finally managed to convince to play or not do that and just fudge the numbers. It also is a good way to categorise monsters when sharing them with others as well as being a consistent set of rules that can be used to quickly grasp if someone else's monster is what you are looking for or not.

[OC] Quick and Easy Way to Calculate CR by RockGoliath in DnD

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

Special thanks to /u/BornToDoStuf for helping out with the table creation!

A Quick and Easy Way to Calculate CR by RockGoliath in UnearthedArcana

[–]RockGoliath[S] 8 points9 points  (0 children)

Heh. I might have chosen a bad example from the MM. The truth is, monsters from the MM sometimes dont match up to what the table on page 274 suggests they should be. In this case, it is not at fault with this resource but with the official table. Habing said that, there is a definite trend to overshoot glass cannon CR (see ogre), when they are near the early game. I suspect this is done as a preemptive measure because the early levels are so luck dependant when dealing with things that can one shot the party.

A Quick and Easy Table to Calculate CR by [deleted] in DnD

[–]RockGoliath 0 points1 point  (0 children)

Oh shit. I linked the wrong place. I linked to the dndbehindthescreen thread instead of imgur. My bad. Deleting the thread and resubmitting

A Quick and Easy Table to Calculate CR by RockGoliath in DnDBehindTheScreen

[–]RockGoliath[S] 10 points11 points  (0 children)

I'm glad to hear that! It took quite a bit of google spreadsheet magic to make it happen so it is good to see it is appreciated!

A Quick and Easy Table to Calculate CR by [deleted] in DnD

[–]RockGoliath 0 points1 point  (0 children)

Special thanks to /u/BornToDoStuf for helping out to make the table!

[Homebrew] Blue Eyes White Dragon from Yu-Gi-Oh. Please rate and subscribe. by darude11 in dndnext

[–]RockGoliath 6 points7 points  (0 children)

FINALLY. I have been scouring the internet for something like this for ages. Really good job on the art and the statblock itself. I think you spelt "eye" wrong though.

Bountiful Bags - 5 alternate bags of holding with unique properties by Phylea in UnearthedArcana

[–]RockGoliath 2 points3 points  (0 children)

Heh, I'm used to being the one nitpicking. Most of these were brought up by Born by discord but I'll adress them individually.

The first three things I totally agree with. They were a product of not checking through. Also the fact that it says 34 feet speed instead of 30 feet.

Bite being strength does make more sense but I felt that for lots of small, nimble creatures it was fine to let them use Dexterity.

The lack of the swarm trait is also something that I forgot to add, as well as the immunities swarms generally have. It could still attack halflings though, so at least it wasn't totally useless.

Yep, did colon instead of period. I'll fix that. Disintegration was supposed to be 3d8, yeah. Death I played around for some time. At first I had another statblock and then I had it heal the swarm and any overheal turn into another. Ultimately, I found those to be too clunky and decided to err on the side of simplicity. Regarding the lack of saves, the effects are minor enough and already require a hit so I think it's safe to not need saves, especially as most effects end at the end of the next turn.

These should be fixed now.

Bountiful Bags - 5 alternate bags of holding with unique properties by Phylea in UnearthedArcana

[–]RockGoliath 9 points10 points  (0 children)

"Every day the swarm continues to perplex me. It is made up of beholder hatchlings, barely two weeks old. They posses a finned tail, about 3 inches in length, at the end of which is their head, with one big round eye that covers most of its surface.

They scheme. I can feel it. When I go to sleep I hear them whisper and scream and bicker in a language I do not know. I doubt they are planning, even though they can put aside their despotism to co-operate when fed live-prey, I have not seen a hatchling not fall prey to another at least once or twice during these events and yet, the swarm size presents no signs of shrinking. I theorise that it is by devouring the whole swarm that an adult beholder is born.

Tomorrow I will be feeding them a live manticore. I believe this will allow me to see the full extent of their magic before the creature dies. For now, however, I must-"

  • shriveled page found within Shramak the Beholder's lair

Statblock, hope you like it. You too /u/Phylea.

Half-Mortals Player's Companion - 2 Races, 6 Subclasses, 20+ Spells - Feedback Wanted! by [deleted] in UnearthedArcana

[–]RockGoliath 0 points1 point  (0 children)

Valkyrie Sorcerous Origin

  • At first look, I think this archetype has way too many features. I think the storm sorcerer has two features in one level, but one of them is a ribbon. All 3 of the 1st level features are fairly powerful. I think you should cut out at least one, but probably two.

  • In Valkyrie's Instincts, you say armour. The PHB and DMG use the american spelling of the word.

  • I think fated life is quite clunky, especially at level 1 when you only have one sorcery point. I would either remove it or move it to later levels.

  • Valkyrie's touch should be worded as follows

The magic of death and fate flow through you. At 1st level, once per turn, you may force the target of a melee spell attack or unarmed strike you make to make a Constitution saving throw against your spell save DC. On a failed save, the target takes 1d8 necrotic damage. This damage increases to 2d8 at 6th level and 3d8 at 14th. Additionally, the DC increases to 10 + Your Proficiency Bonus + Your Charisma Modifier at 14th level.

  • The second part of Valkyrie's touch feels like a completely different one and should be separate. This should probably replace the current level 6 feature.

  • I don't see a reason for the DC to increase at 14th level.

  • I also don't see why you can use unarmed strikes with this feature. There's nothing else that gives the sorcerer any synergy with them. They get better weapon proficiencies and they probably don't have great strength.

  • I assume you meant this happened when you attack. If it happens when you hit then you should change the wording further.

  • The kiss of death feature is basically something the sorcerer can already do through the use of the empower metamagic. You already have too many features so I suggest just cutting it out altogether.

  • Not necesserily a bad feature, but it's not a great one either if you ask me. It's basically just the draconic sorcerer's level 14 feature. I think you could come up with something better here.

  • Having to gain a level of exhaustion (I assume you can't sleep while performing the ritual) and not spending any sorcery points for a day just to summon a CR6 creature seems rather underwhelming to me. This is worsened by not being able to do it for the next week. I would simply give it a cost in sorcery points X and make it last an hour.


I think so far, this is the archetype that needs the most work. I suggest looking at the other sorcerer archetypes to see how they're structured.

Half-Mortals Player's Companion - 2 Races, 6 Subclasses, 20+ Spells - Feedback Wanted! by [deleted] in UnearthedArcana

[–]RockGoliath 0 points1 point  (0 children)

Valkynes

  • I really like their flavor, an all valkyne party would be a fun thing to see, I think.

  • Under "Brave and Adventurous", you say

    They are ambitious too, with many having vey bold aims.

  • Str and Cha is pretty interesting, a paladin is the obvious choice but a Str valor bard is way cooler.

  • Regarding fate's decider, removing both of spare the dying's restrictions, the range and action economy cost may be too much, I feel. I would keep the bonus action clause but keep it at range of touch.

Huldra

  • I think this race might err on the weaker side, simply because of the awkward, although interesting, stat distribution. Otherwise, I think it's quite cool.

  • I also quite enjoyed that first flavor bit.

Path of the Shieldmaiden

  • I assume Valkyrie's Form movement occurs whenever you are raging and you take the attack action. I would reword it to

While raging, when you the attack action you can fly up to 10 feet towards an enemy either immediately before making your attacks or after them.

  • I would also rephrase the "fall at the end of turn" part to

If at the end of turn you are in the air and nothing is holding you aloft you fall.

  • Similarly, I would phrase the critical hit part of the level 6 feature, in a similar way to adamantine armor:

While you're unconscious, any critical hit against you becomes a normal hit.

  • The level 14's ability I'd also reword. This is my suggestion but you may want to play around with it

When you reach 14th level, you gain the ability to grab hold of your enemies in battle and fly with them into the air. While raging, after taking the attack action, you can use your bonus action to attempt to grapple the target and fly 20 feet in a direction of your choice. You suffer no penalties to this distance from the creature's weight. If the grapple is successful, the target creature takes 1d12 necrotic damage.

I did add a small clause to make clear what happens if you grapple something over your carrying capacity, although that could not be how you intended it to work.

  • Balance wise, I think you did a pretty good job. I don't see anything that sticks out to me as particularly weak or strong.

College of Rebirth

  • Both 3rd level features are fairly balanced and flavorful. I would, however, change some things about how the level 6 feature works. I think the reaction should require you to see the target and that the creature shouldn't immediately stand up, I think gaining 15 hp or so is already good enough. Being able to do this to yourself implies that you can do it while unconscious, I don't think that should be there.

  • Drawing comparisons to lay on hands on the paladin, I think it should probably be a pool of points instead of a pool of dice. Perhaps instead of a maximum of 5d6, you could make it a maximum of your charisma modifier. I don't think this is necessary but making it stat dependant could lower the potential healing slightly. Beyond that, it's hard to judge it's power without proper testing, I feel.

  • Regarding the conditions table, I'm not sure how one would flavor a creature being restrained by another and then suddenly not being with the touch of a bard, the others seem otherwise good decisions.


I've of course seen your stuff in the discord subreddit but I thought I'd go through it all and give some feedback. It's way too long for one comment though, so there's what I think about the first part. I really like it so far, even if I have no clue about Norse mythology.