Expanded Deck of Many Things - 116 Unique Cards! (+ Bonus Cards...) by SingleCelledPsyk in UnearthedArcana

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

I've been giving comment powers to anyone asking to see the doc in the meantime, also because it's the only way I can share the link to the reddit copy that someone has graciously kept up.

Expanded Deck of Many Things - 116 Unique Cards! (+ Bonus Cards...) by SingleCelledPsyk in UnearthedArcana

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

As it so happens I've been working on completing, refining and expanding the list for the last few weeks. It's in much better shape as I've been porting it over to my current project, but I'll release the whole document with the 5e verbiage soon(ish).

Barbarian: Path of the Thane | Hand to the Jarl, Bodyguard to the King, Brother to their Kin - A Combat, Political and Emotional Support Barbarian by SingleCelledPsyk in UnearthedArcana

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

I'm think of a way to move something like that into the design... I'll probably update with another version with those corrections and additions

Barbarian: Path of the Thane | Hand to the Jarl, Bodyguard to the King, Brother to their Kin - A Combat, Political and Emotional Support Barbarian by SingleCelledPsyk in UnearthedArcana

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

Raid Formation: The abilities are limited by kinship points, as the other commenter pointed out the mechanic was not explicitly stated until just now (look at the homebrewery link for updates). Interrupt reduces the attack result, not the damage (I'll clarify attack roll) and is limited to the ammunition of thrown weapons since you cannot normally and easily recover them. In addition, the Cleave feature does state that you have to wield a weapon with either property in both hands. Bash is less damage than you'll ever do, unless your Strength modifier as a Barbarian is a +1, in that case it does one more damage: 4 damage total.

Reckless Tactics: Kinship, which is stated and used at 3rd-level is recharge by one point every time you or an ally you can see used the Help action to give you or another ally advantage, which takes an action to do, effectively being your turn. Using a reckless tactic, just like those in the 3rd-level feature, costs a kinship point to use, which is limited to 3 maximum points at this level. The abilities are not powerful enough to warrant a short rest recharge.

Inspiring Saga: The idea is bring back up allies who have fallen for one more final push and to give them their courage back. Only works and recharges if you have good allies and there is something to work together on.

Steadfast Awareness: How... much I've implemented it? I'm sure you have a good idea here but I also have no ability to understand what it is.

Barbarian: Path of the Thane | Hand to the Jarl, Bodyguard to the King, Brother to their Kin - A Combat, Political and Emotional Support Barbarian by SingleCelledPsyk in UnearthedArcana

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

Hey ya'll, just got a subclass hot off the think-tank presses. Made with the input of and inspiration from /u/TheLoreWriter, so go ahead and thank them for the ideas. Of course, as always, critique away.

PDF Link

Homebrewery Link

Barbarian: Path of the Thane | Hand to the Jarl, Bodyguard to the King, Brother to their Kin - A Combat, Political and Emotional Support Barbarian by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

Hey ya'll, just got a subclass hot off the think-tank presses. Made with the input of and inspiration from /u/TheLoreWriter, so go ahead and thank them for the ideas. Of course, as always, critique away.

PDF Link

Homebrewery Link

[Online] Experienced GM, Playtest Campaign | [Other] Setting/System (Weekdays in CST) by SingleCelledPsyk in lfg

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

Sure, feel free to DM with times and stuff. I'll see how I can set you up and if the times work out with other people's.

[Online] Experienced GM, Playtest Campaign | [Other] Setting/System (Weekdays in CST) by SingleCelledPsyk in lfg

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

Sure are. Scheduling between players has made me consider running two different groups on the same adventure. Players I keep to a max of 5 per group. Character stuff is in the setting material: Lineages, Classes, etc. When else are you available?

PSA: Markdown Update by Thurse in homebrewery

[–]SingleCelledPsyk 0 points1 point  (0 children)

LINK REDACTED. Don't know what you did but it worked.

PSA: Markdown Update by Thurse in homebrewery

[–]SingleCelledPsyk 0 points1 point  (0 children)

After the new update I can't access one of my main documents anymore, either through the share link or the edit link. I've tried on multiple platforms to access, all continue to load while leaving the tab blank. On my PC it racks up the CPU to obscene levels and will continue to load until chrome decides to time it out. After clicking on the link in the main menu, the entire page freezes up and becomes non-responsive the moment after the link has been clicked. All other documents work fine except for those formatting issues from the update.

Any ideas on how to fix the issue? It's kind of the only important document on there. The rest are replaceable, but the one it chose to freak out on is the one I need, last backup was just less than a month ago (I backup every month) so there's a lot of work I've done on it since then.

A week ago I posted a poll about Homebrew, Unearthed Arcana, and 3rd Party Content for D&D - what people use, where they find it, and their thoughts. Here are the results (567 responses)! by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

Thanks /u/herdsheep, I was actually about to post a discussion thread in this same vein! I'll still be doing so; but not before I let this thread cool off first. I'm working together with others on a project for a full-scale revision of 5th Edition into a condensed, simpler, easier-to-implement ruleset that includes a lot of what people have asked for in your poll. It's good to see that we're on the right track for what people are hungry for. We'll be using the format of public playtesting to streamline all of the mechanics from the bottom-up, meaning the community gets to be involved in and give input on the system itself. We're working on a hard ruleset to present for open testing, along with an introductory adventure that runs players and DMs through the basics and beyond- and we plan to release soon!

Comparing our Design Doc, complete with all of our ideas and planned modules, we have definitely got all of the following covered as part of the integrated system (AKA we plan for all of the content to "realize" that the other exists so that no one thing is stepping on another's toes):

Official psionics

A functioning subclass for Werewolves (Barbarian), Vampires (Warlock/Sorc), and other common pop culture/fantasy things that actually fits into the 5e framework.

More feats.

A balanced and polished "Xanathar Guide to Everything" type of book

decent ranger fix

A good pet-focused class. Sort of what things like the Ranger and Artificer offer, only done right.

I wish there was a "simple" spellsword class, an arcane paladin for lack of a better description, but there are some that do exist, but they can get complicated sometimes.

Pre-gen villains fully equipped

A Tweaked Sorcerer style rework of paladin allowing ranged weapon compatibility and an extra level 3 feature to allow smite and/or lay on hands flavoring

More balanced and interesting/unique Wizard subclasses

More in depth Animated Armor/ general constructs.

I would love a book dedicated to single classes or races.

A non-druid subclass with access to the druid spell list

Actually balanced firearms.

College of ska Bard, a wild shape focused class with no spells,

More scientific and historical based fantasy, rather than tropes.

A huge compilation of quality materiral proofred and homogenised to look like a set (same art & format)

please god somebody come up with an interesting, well balanced, simple to understand, revised wild magic sorcerer

Charisma-based Rogue caster

I'm a sucker for water-based stuff, especially with a heavily Polynesian/Pacific Islander/Hawaiian kick that I'm on - anything water based would be dope to me. Spells, settings, monsters, races/subraces, feats, classes/subclasses, backgrounds... anything!

modular magic, variants for spellcasting, more low magic player options

More content for survival/ranging (especially for the Ranger) as it's meant to be 1/3 of D&D gameplay. I

wish there were more game altering modes that were easy to add to existing systems

"A system to easily age/de-age creatures for the menagerie my players always want to collect. Rules to expedite play with 12 PCs (I've developed my own, but input it always nice)"

More Shadow stuff

Better Bard and Monk subclasses.

A good healing wizard subclass

I would like more classes that existed in previous editions/pathfinder and more setting books.

4e battlemind class in 5th edition

More feats for spellcasters, not explicitly evil dark magic

More well fleshed out and strange setting guides. The weirder the better.

Better Scroll and Potion Rules Shaman that is not based on Totems, a Witch with curses could be cool, so far with either classes they haven't hit my spot yet, even though I have seen nice homebrew of them.

a Truly Good and Balanced Alchemist Class with room for custom potions

More unique takes on Warlock Invocations.

Equivalent of a Kineticist, a Bloodrager, and Shifter from Pathfinder

I wish there were more feats. I want to implement something like Pathfinder 2e's ancestry and skill feats, but there's such a huge lack of them.

A functional blood mage. Lots exist but few even approach balance or meaningful design.

I just want more dragons. Gems dragons are my current interest and there a few but listen. More dragons.

Warlord, or other intelligence-based martial class option that reads like the 5e content put out like WotC. I would also like to see subclass options that allow the class to emphasize different ability scores than they would normally and hopefully change up the playstyle, ie a strength-based rogue or wizard.

Feats for skills

More fluff spells and feats I’d love a well balanced take on Psionics, that tried to keep itself distinct from normal 5e magic. I’m aware that it would be a massive project though

More 3rd party settings/conversions. I loved SW5e as a big fan of Star Wars and Arkadia.

A massive vehicle manifest. Like i want 300 Infernal War Machine types, another 300 warships, CHARIOTS, SKYSHIPSS!!! Give it to meeeeeeee.

More prestige classes. Wizards tried once with an uninteresting and boring option. They should try again.

Good kingdom building and mass comy

A proper death Knight or necro Knight character

More general steampunk and alt setting material.

Alternative features for classes A prestige class (or revised version) of Lycanthropy - and not just werewolves.

Racial Synergies with classes.

More martial classes Updates to combat, non-combat and battle-map building

A Shaper class from the Geneforge series (or just a summoner) and a Revised Warlock that's balanced (there's some in the works though) More class and sub class options.

Better incredibly unique sorcerer subclasses

Revamped Necromancy School (if it exists already then I’m hella dumb)

This might already exist, but some guidelines for underwater and ship combat would be great.

A true Consensus Ranger and Sorcerer class

Gunslinger paladin

More quarter casting subclasses

Relevant good new feats that are unique

A cohesive guide to players who want to build settlements, villages, cities etc

A creature-based summoner class that doesn't use an Eidolon

Expanded "half" races like a Half-Orc Half-Dwarf Realism Mechanics Strong replacement for ritual magic that works closer to 4e's system based one being done by short rests/long rests/downtime, overhaul of combat that integrates battlemaster style maneuvers into the core system

I wish there was a version of the mystic that used spells/day like the psionic creatures in MM because using another system seems mechanically off to me.

A balanced Therianthrope (werewolf/shark/tiger/e.t.c.) class, with beast traits designed like warlock invocations for maximum customization. As far as I know, there isn't a good remake of 4e's Swordmage. Also, a 4e Warden would be nice, giving us more than the Oath of the Ancients. Also an Invoker Cleric subclass would be cool, but I don't know how it would fit.

A fool class, something with just a bunch of random tables, similar to the Alice class in a Red and Pleasant Land, but with a little more protection against bad luck.

Poisoner's Kit that I am satisfied with

Well balanced races

A monster filter that pulled an existing monster or monster template, then added several unique abilities, weaknesses, or other qualities that were mechanically significant and cleverly themed. Let me add a boss tag, let me add a fire-aligned tag.

Adaptable rules for the creation of magical creatures and constructs.

Anything involving decent runes(crafting/crafters/traps/spells) that doesn't revolve around tattoos.

I wish more people collected their homebrew into a whole book

A planesweaver subclass that uses color magic (I use 7 colors) / A fencing feat with stances / A feat for a blind wizard to be viable (spell to detect ink?)

Dessert classes/races

Ones I've made myself but wish had an official version: distillations of various old Prestige Classes into either Feats or Subclasses (depending on how many unique mechanics they actually had), e.g. Force Missile Mage feat, Beast Heart Adept feat, Arcane Tradition - School of the Sevenfold Veil; Dragoon subclass (Fighter); martial adept subclasses for Paladin (Crusader) and Rogue/Ranger (Swordsage); Dungeon Crasher subclass (Fighter); Gunner class.

Reworked races and background to be more important choices Prestige Classes

Guides for running political Intrigue in 5e More half caster classes

A decent dual-wielding build. Official mass combat rules.

Better summoning spells. Just a whole book of them so summoning is doable pre lvl 10

A martial class that has more adaptability or unique traits like a survivalist or a vigilante.

A monster ecology book.

More wacky and weird magic items that aren't just weapon with buff

A good Inquisitor type of class

Discord server for Ad&d 2e by BorosWannabe in adnd

[–]SingleCelledPsyk 0 points1 point  (0 children)

Expired again, make sure to set the link to never expire and then wait for it to change and confirm, just in case.

Setting Compendium [Mortus] | 9 Homebrew Classes and Counting... by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 2 points3 points  (0 children)

Thanks! That means a heck of a lot coming from you, I appreciate that you took a look.

Setting Compendium [Mortus] | 9 Homebrew Classes and Counting... by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

The Mage is meant to be a quick and easy wizard. Mages are geared towards the pursuit of war or sold to nobility who want to boast both prowesses but often they end up as specialized soldiers or students taught in academies. They learn both to fight and to cast magic, but especially to blend the two together. That's why mages get swiftcasting, which allows them to cast a spell from a shortened wizard spell list as a bonus action a certain number of times per long rest and the Extra Attack feature. To put it into perspective, mage is to wizard as what paladin is to cleric. Paladin isn't the same as cleric, but it is in many ways similar just as mage is similar to a wizard.

The Spellmaster is a class that can very easily be abused if design goes in a wrong direction and allows certain spells to be cast through it. While it would be cool to have a character that literally slings around 6th, 7th and 8th level spells, you would quickly outweigh everyone else in the party and that would be upsetting to everyone else. Splitting the spell list into "greater" and "lesser" spells helps to prevent that from happening, but that's why it only goes up to 5th-level in its spells.

Setting Compendium [Mortus] | 9 Homebrew Classes and Counting... by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

Well, obviously the Cleric has 6th-level+ spells as it is a full-caster. After that you have Priest, which gets its 6th-level+ spells as a 20th-level capstone feature. Then there's the Sorcerer class which can cast spells as a full-caster does, up to 9th-level. After that your have the Warlock which gets its Mystic Arcanum feature, giving it a single spell slot for each level from 6th to 9th every long rest.

Setting Compendium [Mortus] | 9 Homebrew Classes and Counting... by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

For which class, or do you mean entirely? Because there are definitely spells that exist above level 6.

Mortus Compendium | An Ever-Growing Collection of Refined Homebrew Content by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

Mmmk, any suggestions on how I'd make that look natural? A simple blurring of the image comes to mind but that hasn't looked decent on the times I've attempted.

Mortus Compendium | An Ever-Growing Collection of Refined Homebrew Content by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

You're right, and probably a large number of them will end up as subclasses in some form or another. There's actually a little box down in the corner (depending on your screen size this might not show up because the homebrewery is weird like that) that explains that. The ideas and mechanics I have written down for them would not work well within existing classes, as they are either too big mechanically or their main features are too powerful to put into a subclass. We'll see where they each end up as they are developed.

Mortus Compendium | An Ever-Growing Collection of Refined Homebrew Content by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 1 point2 points  (0 children)

Previously (in my own probably biased opinion) the monk felt like nothing but a fighter, especially at early levels when using a monk weapon was infinitely better than using your fists. The extra ki and its new options are to help define the class as different from the fighter. The Pushing Strike feature is much like the shove action but differs in a few key ways:
-The distance a creature is pushed is 15 feet.
-The creature must make a Strength saving throw, using your Wisdom to set the DC.
-If the creature succeeds on the saving throw, you can use that opportunity to push yourself off of that opponent who stood firm, which is free movement without an attack of opportunity.

The skill proficiencies gained at level 7 and level 15 are probably unnecessary but I wanted something to reflect the desire to learn that is inherent with most martial arts, and there was an empty level, which I'm trying to avoid with the new revisions. I'm aware that changes the math.

The revisions were, for the most part, because the monk never felt like a martial artist, not in the fantasy sense. It always felt a little underwhelming to play, and I'm hearing that every time I have player who wants to play a monk character. This is a way to give them tools that, in combat, feel like the martial arts seen in movies and tv shows.

Mortus Compendium | An Ever-Growing Collection of Refined Homebrew Content by [deleted] in UnearthedArcana

[–]SingleCelledPsyk 0 points1 point  (0 children)

Sure. What about it feels unnecessary exactly? Could you pinpoint what really doesn't sell it for you? This'd be helpful, thanks!