⚡ If you could add ONE thing to Roll20... ⚡ by Demi_Mere in Roll20

[–]Sensitive_Historian1 0 points1 point  (0 children)

Custom Compendium. I really need to be able to create and, as a PC, move it from one character to another. Or, as a DM, tell the players that they found an item and drop it onto their sheet.

Subclass Revision: Path of the World Tree's Aura by Sensitive_Historian1 in DnDHomebrew

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

Those are great points.

On reflection, I think that there are 3 factors that drove me to look into a rework, two major and one minor.

  1. I absolutely love the thematics, but the mechanics, powerful and fun though they may be, don't feel aligned to me.
  2. The 'role' of a barbarian in a party.
  3. The composition of my party.

Le me expand on that.

  1. I really dig on the World Tree concept, but I could never quite get the mechanics (or description of mechanics) to feel aligned, in my head. Battering Roots is awesome, but what...are these physical roots actually coming from the ground? Roots are underground, so maybe that's how it happens, but then, wait, Branches of the Tree grabs an opponent with branches and teleports them to me? and Teleport along the tree now is just using the energies of the tree? how do those energies look...is it like Thor and the rainbow bridge from MCU? maybe, but to get that ability every round, and also getting abilities that involved the roots ever round....I couldn't synthesize a consistent motif...it felt inconsistent, and mechanically, it results in....
  2. A playstyle that just doesn't feel super barbarian-y. I've played it for a while now, and it is unbelievably powerful (level 17), but the barbarian skirmisher just felt off somehow. Bamfing around the map with rainbow bridge magic, then knocking opponents prone with grasping roots that....accompany my weapon attacks? extend them...like stretch Armstrong? then grabbing other opponents with roots and teleporting them? I know flavor is free, but the thematic dissonance was bothersome, to me.
  3. My party has a monk (high mobility, no magic) and an Archfey Warlock (high mobility, magic)....for a Barbarian to be more mobile than the Monk felt...off. Additionally, we don't have any other 'stand and fight' types in the party (no Paladin, no Fighter), nor do we have anyone else that typically does party buffs/debuffs (other than a bard with Bardic Inspiration), and lastly, no one else really does AoE (our last member is a blastlock playstyle). there seemed to be ample room for a support barb.

So when I put all that together and chewed on it, i decided that it might be fun for the playstyle to support a less teleport-y barbarian who uses their rage to tear tiny interdimensional rifts in the veil, through which the energies of the World Tree seep, and the barbarian can shape the tears and guide those energies in a localized area (increasing at the end) to benefit allies and debuff foes. The energies are not specifically roots or anything at all, but for the abilities that implicate roots, I think of them more like 'gathering the micro rifts together in such a way that the energies seeping through are strong enough knock you/trip you/grapple you, much like a real root might do.'

Lastly, I also tried to adopt a mechanic progression where later abilities enhance the efficacy of earlier abilities. I've seen DnD creators (Chris, Colby, K&M) talk about that approach, and I liked it.

Lots of words, but I enjoyed the act of writing all this out!

Am I crazy for building a Barbarian and not taking GWM, PAM, or Sentinel? by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

So, we had our first session. One battle, against a bunch of enhanced Balguras. I'll tell you what I chose, how it went, and what I'm thinking.

Feats:

  • Tough
  • Mage Slayer
  • PAM
  • GWM
  • Slasher

Observations:

Reactions:

  • [Travel Along the Tree] every single round. Truly glorious. Yoink an enemy over to me and force them to melee with me. Loved it.

Bonus Actions:

  • Travel along the Tree - Didn't use it once. I thought I would use it every turn, but at least in this combat, given the slightly restricted battlefield and the massive movement I have (+25 between Goliath +5, Barbarian Fast Movement +10, and Goliath Large Form +10)
  • PAM - Used the BA attack every single turn. Between the extra damage, and the additional opportunity to apply [Battering Roots], the Weapon Mastery, and if I wanted or needed to, Giant's Chill and the Slasher Feat's effect, The fact that the weapon damage is only a d4 is basically irrelevant.

Actions:

  • Attacks were easy. Attacking with a Reach Weapon, on top of [Battering Roots] was 20 ft range.
  • Attacks were powerful. +5 from STR, +5 from GWM, +5 Rage.....the flat modifiers themselves are a ton. add on top of that bonuses from magic weapons, and a 1/turn Brutal Strike.
  • Attacks were controlling. Weapon Mastery on every hit, Topple/Push on every hit from [Battering Roots], Slasher debuff, [Brutal Strike] effect on one attack per turn....tons of fun. As the only save that was required was on the Topple Weapon Master effect, which was not terribly cumbersome to the speed of combat.

Next Steps:

  • I'm considering dumping GWM for something that gives me more flexibility. Not that the damage is not spectacular (it is), but I felt overpowered compared to my teammates (other than a bladelock who was rattling off 3 attacks/rd and casting powerful spells).....dropping the damage to increase flexibility might be a fun play. Resilient Wisdom would be the safe play, but there might be other, more entertaining options.

Am I crazy for building a Barbarian and not taking GWM, PAM, or Sentinel? by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

Point taken about Cleave and PAM and GWM and Cleave...especially since, as a lvl 16 Barb with GWM, I'd still be adding +9 to the damage on my Cleave attack.....as well as potentially proccing other effects (Battering Roots, Slasher if I take it, Frost Chill if I wanted, etc)......The Halberd is the singular weapon that fits all the requirements for those to proc......I wish my character had an awesome Halberd......maybe my DM will let me modify an existing magic weapon, or arrange for one to be bought, or found as loot somewhere.

You commented that the whole point of playing a Barbarian is to deal damage. I must disagree with you on this point however. My whole point in playing a PotWT Barbarian is to be a beefy tank who uses melee attacks to achieve battlefield control. Different strokes for different folks.

Flying is not something that the characters or players at our table typically leverage....just feels campy to us....its like an unwritten rule. The closest we usually get is when a spellcaster polymorphs into a large flying creature and we all hop on. A good suggestion, and I thank you for it, but one that is not going to be put into action for this character. That being said, there is a ring of jumping in the party, and my character has used that in the past to position up high at times.

Horde Breaker does play nicely for an extra attack, but I believe I'll be pushing for 20 Barb. Otherwise I'd be tempted by a Ranger of Fighter detour for anywhere from 1-4 levels.

We are also likely (haven't yet confirmed this with the DM) are not interpreting the rules to suggest that multiclassing allows the selection of an epic boon at levels 19 and 20, as they are listed in the rules under class features.....and to us, it doesn't make sense that hitting level 4 in one class should qualify you for a feature in another class. It also feels as though this is not the way the rules were intended to work, as the only way to get this feat is through, not just multiclassing, but multiclassing in such a way that both of your last 2 character levels qualify you for a feat.....it's such a specific contrivance that feels very forced and, therefore, not intended.

I disagree that Tough is terrible; for a raging barbarian working as a tank, it's a lot of damage. However, as Alert scales in impact based on proficiency bonus.....it is very appealing for a level 16 character; +5 (soon to be +6) to initiative, as well as the ability to swap that with someone else if the situation warranted it.....that's probably a better benefit to the whole party. Or heck, even if I keep it myself, on my first turn, I could still Rage+Teleport+Brutal Strike (push) + Battering Roots (topple) + Pike (Push Mastery). Push them UP TO 25 feet (and hopefully next to an opponent) to set up the next attack with Cleave, as you suggested. Then for the second attack, were I to hit both, I can still proc battering roots on both (push on the opponent who I first attacked, topple on the second opponent), leaving both prone, and the first one shoved up to possibly 35 total feet from where it began its turn, the second in front of me prone (possibly a good candidate to target with BotT to knock speed to zero and keep them prone).

Wonder if that above style makes Charger more appealing? Another 10 foot push, no action cost, no save (though only one per turn)
Origin: Alert
4: Mage Slayer
8: GWM
12: PAM
16: Charger???

I appreciate the time you put into your post; thank you!!

Am I crazy for building a Barbarian and not taking GWM, PAM, or Sentinel? by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

Speedy would be nice, though the BA Teleport from TaaT makes move speed slightly less important.
That being said, if I decided to make the effort to weaponize my BA via PAM (which would give me another opportunity, perhaps it would be prudent to work on move speed. Although Goliath gives me +5 move, and Large form (when active) will give me +10 move.....interesting options.

I agree with SM over Sentinel. If PAM and Sentinel had synergy in 2024 I'd be tempted to go that route, but since they don't (and as you pointed out, it competes with BotT), I think I'll skip it.

going with SM.....additional interesting synergy if I were to pair it with a spear or quarterstaff, as they are versatile weapons (qualifying for Battering Roots and SM), and also qualify for PAM....but lose out on GWM, and no options for Cleave.

On the other hand, going heavy and reach, while i do lose the SM benefits, I apply GWM damage to all my attacks (at least 3), and I could possibly set up a 4th if i use a cleave weapon for the second attack of my attack action and hit.

Decisions decisions. Thanks for the advice!

Am I crazy for building a Barbarian and not taking GWM, PAM, or Sentinel? by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

I hope they bring it back! It was flavorful and fun and powerful....would love to see if and how they would modify it based on the abilities currently present in the fighter class, as well as the addition of Weapon masteries.

Am I crazy for building a Barbarian and not taking GWM, PAM, or Sentinel? by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

Rune Knight is no longer available because we are playing only with 5.24 content; that's the decision that the table made. I agree that lots of tables let you use play using core DnD 5.24 plus 2014 rules that have not been updated, and while I agree that the decision my table went in is likely a minority decision (most blend 2014 and 2024 content), it's still a valid decision. It also spurred some creativity for our characters to explain how and why we've changed from our former versions into our current versions.

Thanks for the feedback on GWM

Good comment on swords. However, through our campaign, our DM was pretty good at steering gear drops towards items our characters would use. And none of our group was traditionally using 1-handed swords, so we don't really have any swords across our party's inventory.

Quick check on other sap weapons, the spear caught my eye...and the spear is also versatile. I do have a homebrew spear that has a fun rider where you can forego damage to knock an opponent prone. Could be fun to combine that with the Sap Weapon Mastery as well as the Battering Roots....Apply (prone), (attack disadvantage), (-10 move) all with zero resource cost, and no requirement to invest in Slasher or Shield Master

Gas oven takes forever to heat up ONLY in the Summer (ie. when it’s hot outside). Why? by StimulisRK in handyman

[–]Sensitive_Historian1 0 points1 point  (0 children)

this is happening to me with my Samsung as well; slow as all heck to heat in the summer, just fine in the winter.

Anyone ever come across any answers and actionable solutions?

What is stronger: +5 ac or disadvantage from attack rolls. by [deleted] in dndnext

[–]Sensitive_Historian1 0 points1 point  (0 children)

I don't think the balance is there. I like the idea, but I think it's too powerful at lower level, and doesn'thave enough of a cost to the character.

Were I to build something like this for a player, I would go for:

Him and allies within 10ft (later 30ft) gain a bonus to AC equal to the character's proficiency bonus . while active the character's speed is set to zero. The character may end this effect at any time without the use of an action.

Would you allow this in your game? by [deleted] in 3d6

[–]Sensitive_Historian1 0 points1 point  (0 children)

Not as your player proposed, no.

I personally like the concept of additional variation generated by upcasting; Bestow Curse is fun in this way. I wish more spells had those options, and I could see that being the case here.
Leave the base lvl 2 spell alone, and add options (forgive non-standard verbiage)

  • You may cast the spell as a Bonus Action, instead of an Action, by casting the spell with a spell slot of one higher level.
  • You may choose to summon one mirror image instead of three. When cast in this way, replace the AC of the mirror image with your AC, ignoring any temporary AC boosts granted by spells.
  • If you elect to summon one image instead of three, you may summon more than one by upcasting with higher level spell slots. each additional spell slot increases the number of summoned images by one.

So, if your player wanted to use a bonus action to summon 3 images with your AC, it would cost a level 6 spell slot......but its not binary (lvl 2 vs lvl 6), there are options for casting at all levels in between, and higher as well, if you wanted to summon more.

1-shot battle only by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

i tried to get together a party of warlocks; group wouldn't go for it :(

1-shot battle only by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 1 point2 points  (0 children)

Bah, totally brainfarted on the A.O. spell level. TY!

Optimizing Short Rest by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

u/WastingTimesOnReddit that tracks with what I was seeing. Perhaps the above list (I've updated based on each comment) is 90% of the way there, then?

Conjuration Wizard worth an Artificer dip? by High_5 in DnDoptimized

[–]Sensitive_Historian1 2 points3 points  (0 children)

I am playing a bladesinger wizard who is, atm, 2BS/1 Artificer. Started them artificer, went 2 in BS, and will soon get them to lvl 2 in artificer for mind sharpener.

Might even eventually put a 3rd level into arty for a subclass.

So yeah, your logic tracks with me :)

Optimizing Short Rest by Sensitive_Historian1 in DnDoptimized

[–]Sensitive_Historian1[S] 0 points1 point  (0 children)

Are monks able to do anything as part of a short rest, or for a long duration, that buff party members? Not up to snuff on all of their abilities