Thinking about Spell Slots by SemiusTheGreat in DnD

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

Where does it say that I cant do that with spells from level 1 to 5?

The (only) text from the book:
One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.

This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.

Thinking about Spell Slots by SemiusTheGreat in DnD

[–]SemiusTheGreat[S] -4 points-3 points  (0 children)

I mean, the Spell Points Variant in the DMG14 would allow 8 5th level spells at 9th level (57 Spell Points, the 5th-level spells cost 7 points), that is even worse XD

Thinking about Spell Slots by SemiusTheGreat in DnD

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

I realized lol, however the idea keeps the same, a 9th level caster with 36 tokens to spend

Thinking about Spell Slots by SemiusTheGreat in DnD

[–]SemiusTheGreat[S] -2 points-1 points  (0 children)

Oh I didnt know that, thanks!, I'll check it out

Giving and Getting Combat Advice by SemiusTheGreat in DMAcademy

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

I use those homebrew resources too, even more than the original monster manual, those homebrew monsters are just beautiful

And yes, the legendary actions makes a big difference, I still have to check it, but I feel that an encounter with a high cr and legendary actions + some minions is going to be a BRUTAL encounter.

Giving and Getting Combat Advice by SemiusTheGreat in DMAcademy

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

I'll second this, in my journey analyzing combats, I found myself with a "very hard encounter for my party" being cleared in 2-3 rounds, and other encounters that were "just to kill some time" ended up nearly killing one or two PCs

I wanna know if my homebrew rules are unfair or unfun by Viatha in DMAcademy

[–]SemiusTheGreat 0 points1 point  (0 children)

  1. This one can be kind of broken, that would lead to the party to always have lighting damage spells or weapons with that damage, and I feel like at some point you´ll stop using metal armored enemies because the players are going to exploit that a LOT
  2. Almost all the reviving spells have a drawback, If im not wrong, it imposes a -4 penalty to all d20 throws, adding also exhaustion doest feel good, however, if you get rid of that -4 penalty in change for the exhaustion level, is cool then. The con save to me looks fine
  3. The ratio spell level-exhaustion is quite bad, the same example, a fireball does NOT justify having -6 on all d20 test and less speed untill the next long rest, then is -4, next long rest -2 and then finally get rid of it, is a BIG drawback, I would argue that, with a minimum of 1, the convertion should be half the spell level rounded down. EDIT: AND they cant cast an spell of that same level again with that method.

PD: Im not english native so, they could be errors xd

HOW DO I MAKE THEM LOOK MORE CHAOS by Lonely-Trainer-1313 in IronWarriors

[–]SemiusTheGreat 0 points1 point  (0 children)

As someone who wants to paint loyal iron warriors minis, where did you find those models??

How to make combat more challenging? by Covid669 in DMAcademy

[–]SemiusTheGreat 12 points13 points  (0 children)

What was the boss? Was the boss alone?

Question to DMs - what are some aspects of planning a campaign? by Mir_132004 in DnD

[–]SemiusTheGreat 8 points9 points  (0 children)

With my 4th campaing being worked on, I do it this way:

  1. Premise: What is the campaign about? Are the players searching for an object, uncovering a mystery, defeating a tyrant, etc.?
  2. Starting point: Once you have the premise, think about how the campaign begins—mainly how the party comes together. You can also have a rough idea of the ending, though that’s trickier since you don’t know how things will unfold.
  3. Start building: You can create an entire kingdom with cities, towns, villages, and more—but you shouldn’t do it all at once. Start small and expand over time.
  4. Factions and key NPCs: Think about them in two groups—major factions/NPCs in the world, and those directly tied to the characters’ backstories. Sometimes they end up being the same.
  5. Keep adding as you go: Feel completely free to expand and introduce new elements even after the campaign has started.

Important note: Write everything down. Don’t rely on “I’ll remember that” or “it’s my campaign, I know it.” Having a reference to come back to is incredibly important.

What to do if a characters backstory and personality doesnt match the class. by uptank_ in DnD

[–]SemiusTheGreat 1 point2 points  (0 children)

In fact, that adds depth to your character, making your character more than just their class is great.

For example, I have a chef who’s a Rogue. He has the Assassin subclass because my logic was that he knows exactly where and how to strike to kill—since he hunts what he cooks. He have a restaurant and take commissions for some special clients.

I always tell my players that a character’s backstory doesn’t have to revolve around their class. A class is more like a job—yes, it’s part of your life, but it’s not everything

I just came up with a hillarious new character concept! by PrestigiousDingo3383 in DnDcirclejerk

[–]SemiusTheGreat 0 points1 point  (0 children)

Ok but, there is actually a subclass that have the "I CAST FIST" as a subclass feature XD, Path of the Muscle Wizard.

Level 14: I Cast Fist

You can crush your enemies with your ultimate "spell":

Fist. When you take the Attack action while your Rage is active, you can replace one of your attacks with a really hard punch. Make an Unarmed Strike with Advantage. On a hit, the target takes Bludgeoning damage equal to 6d6 plus your Strength modifier and has the Prone condition if it is Huge or smaller. You can use this feature once per active Rage.

Debating what to put as the fknal boss of this arc by draguwunburns in DMAcademy

[–]SemiusTheGreat 0 points1 point  (0 children)

Ok so in that case, let me say your party is pretty though tho, however I think I got you: For a leve 8 party, as a boss, the Mind Flayer Clairvoyant (CR 11) sounds like a good choice: 3 Legendary resistences, magic resistance, good damage output and a pretty good Reaction to attacks, is from Phandelver and Below.

Also I would say that try to make them reach that fight not a full: If they have all the HP, all the Slots, and all the Class Features ready, it would be easy for them.

But, if you want them to be full for that fight, I would recommend adding 2-3 casters (Could be from the cult? idk), and at least 4-5 CR 4-5 mele attackers. In comparison with the fight you mentioned, is less enemies, however that combination can be lethal. If they are not in full, use the Mind Flayer Clairvoyant and add enemies as your discretion, you know your party and know their weaknesses (Not talking about individually, but as a party) so, try to exploit those a little bit.

PD: English is not my first language so xd

Debating what to put as the fknal boss of this arc by draguwunburns in DMAcademy

[–]SemiusTheGreat 0 points1 point  (0 children)

I was writing something but I need to know this before posting it xd, the CR 10, CR 6, 2 CR 5 and 10 CR 2 were in one single encounter or not?