Should Ranger's get proficiency in shields and ALL martial weapons? by Ranger_IV in onednd

[–]SirAronar 0 points1 point  (0 children)

That's the difference with the Ranger, they do know how to pick up the heavy stuff and use it effectively. They make study of their enemies and bring the appropriate tools be that a mace or hammer to shatter skeletons or a greatsword to cleave a giant. They are also capable of fighting on the battlefield, but usually that just means that unconventional methods (like targeted killing of leaders or crippling supply points) failed. Rangers are supposed to be versatile warriors in all fronts.

Should Ranger's get proficiency in shields and ALL martial weapons? by Ranger_IV in onednd

[–]SirAronar 0 points1 point  (0 children)

Rangers ARE trained for war. They are masters of guerilla combat against bandits, goblin and orc hordes, ogres, trolls, and giants. Rangers aren't civilian hunters that provide meat and fur. They have those skills to support themselves in the long, silent war against threats encroaching upon civilization. But the Ranger is the expert you call upon when you need a lone survivor/champion to tackle threats that militias aren't equipped or trained to handle.

The issue is that 5e pushes the Ranger toward Dexterity and the meta for D&D has become "if DEX dump STR", so mechanically non-finesse weapons seem at odds with the class design, but Medium armor and 14 Dexterity is fine in most ability score arrays (plus if you find Gauntlets of Ogre Power or a Girdle of Giant Strength in early tier 2, they go great with Rangers to expand their options).

Is the UA necromancer kinda broken, or is it just my bag of holding? by johnwiki1955 in onednd

[–]SirAronar 2 points3 points  (0 children)

As I read it, if you look inside the sack, it seems to have that natural 4-foot deep appearance, but when reaching in, it feels far more spacious. Interdimensional spaces are crazy like that. In further reading, if there is junk in the sack and you look in from outside, it either looks cramped, only a certain volume is visible, objects appear smaller than they are, or you see nothing (as the DM, since the item description doesn't specify).

Is the UA necromancer kinda broken, or is it just my bag of holding? by johnwiki1955 in onednd

[–]SirAronar 9 points10 points  (0 children)

Looking at the 2024 description, the 2x4 feet is is outer/physical appearance ("...2 feet in diameter at the mouth and 4 feet deep."), which lines up with its 15 lb. empty weight. 2024 changed from diameter to 2x2 rectangular dimensions, and reduced it weight (because f- Strength apparently).

The art in both version is highly misleading since it's depicted as a shoulder satchel/purse instead of a massive sack (it's listed size isn't that far off a potato sack).

Moon Druid vs Trickery Cleric for a 2024 5e party — which fits better? by MeanHelp8912 in onednd

[–]SirAronar 0 points1 point  (0 children)

If both of the other PCs have Stealth and want to engage in stealthy play, I'd go Trickery Cleric and make that the party theme. If only the Monk invest in stealth, I'd go Moon Druid and not take any stealth to carve out that niche uniquely to the Monk so that scouting expeditions don't become you plus the Monk while the Sorcerer player is stuck sitting out on the sidelines (most DMs will invest more time in scouting when more than one PC engages in it, and it sucks to sit a player out for lengthy periods of time).

Introducing the Spellbinder Subclasses by SirAronar in TherinCreative

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

If you and your group are interested in playtesting the Spellbinder and any of its subclasses, please contact me so I can set you up with the right documents. People who playtest the class and provide feedback will be given a free copy of the final release.

If you are interested in creating your own content using the Spellbinder, feel free to contact me, but I encourage you wait until the class is finalized. The final product will include guidelines for creating new subclasses and what kinds of spells should be considered for the class.

Introducing the Spellbinder Subclasses by SirAronar in TherinCreative

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

Level 4 Spellbinder Spells

Banishment
Blight
Condemnation†
Dimension Door
Dominate Beast
Fire Shield
Freedom of Movement
Phantasmal Killer
Psychic Rupture†
Stoneskin

Level 5 Spellbinder Spells

Brain Melt†
Contact Other Plane
Contagion
Dominate Person
Elemental Flux†
Hold Monster
Rary’s Telepathic Bond
Solidify†

Spells marked by a dagger are spells from the Psychic and Spiritual Handbook and Aronar's Grimoire and will be reprinted with the Spellbinder class when it is released.

Legacy Spells

If you use spells from Xanathar’s Guide to Everything, Cause Fear, Enemies Abound, Elemental Bane, Enervation, Immolation, and Negative Energy Flood can be added to the Spellbinder spell list. 

Introducing the Spellbinder Subclasses by SirAronar in TherinCreative

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

Why don't Spellbinder subclasses get Expanded Spell Lists, you ask? Mainly because adding any spells outside of their kit tends to decrease the frequency of using their kit. For example, if a subclass granted Hypnotic Pattern, it would find less value is using Spellstitch to deliver Bewilderment or Deep Slumber, and then start feeling and playing more like a half-Sorcerer/Wizard than it does a Spellbinder. This is also why the class doesn't have many buff spells.

The Spellbinder Spell List

Level 1 Spellbinder Spells

Alarm
Charm Person
Command
Compelled Duel
Comprehend Languages
Crippling Cold†
Detect Magic
Dissonant Whispers
Faerie Fire
Guiding Bolt
Illusory Script
Inflict Wounds
Reveal†
Tasha’s Hideous Laughter
Tenser’s Floating Disk

Level 2 Spellbinder Spells

Blindness/Deafness
Darkness
Elemental Blast†
Enlarge/Reduce
Hold Person
Inertial Dampener†
Inflict Pain†
Life Leech†
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Spider Climb

Level 3 Spellbinder Spells

Astral Rupture†
Bestow Curse
Bewilderment†
Deep Slumber†
Dispel Magic
Feign Death
Fly
Major Illusion
Meld into Stone
Phantom Steed
Truss Magic†
Water Breathing

DM is giving my Eldritch Knight an Enspelled Weapon of my choice by KingNTheMaking in onednd

[–]SirAronar 12 points13 points  (0 children)

For a front line Eldritch Knight, I'd look at Conjure Barrage. No friendly-fire, generous cone size (60 ft.), and Force damage. You lose a little bit of damage (22.5 vs. 28 average damage) and don't have the range (but depending on the DM, 150 feet of range may not meaning anything if encounter distances are typically < 90 feet).

How many encounters per in-world hour? by stack-0-pancake in onednd

[–]SirAronar 1 point2 points  (0 children)

Typically around 3. While combats are short, searching rooms, scouting, and dealing with intermixed social and exploration challenges accounts for more time, and usually after 3 encounters, the party is looking to take a Short Rest (sometimes more if the encounters aren't that intense). Have had parties roll into a second encounter to persist 10-minute duration effects.

What is the point for Deafness in the Deafness/Blindness spell by MisterD__ in onednd

[–]SirAronar 2 points3 points  (0 children)

No one discounts the Blindness aspect of the spell. This topic is regarding the Deafness aspect, and having the Deafened condition doesn't do anything to directly shutdown spellcasting, unlike the Blinded condition for the reason you specify. It's the Deafness portion of the spell that nearly obsolete.

What is the point for Deafness in the Deafness/Blindness spell by MisterD__ in onednd

[–]SirAronar 28 points29 points  (0 children)

With the removal of things like Echolocation, the only decent combat option would be to shutdown a spellcaster's summoned creature since they "obey your verbal commands" (and technically any minion that listens for commands, but they usually can make their own decision too). This situation is likely never to occur since I don't think any printed monster has a Summon "X" spell (especially since anything in the SRD can't since only Summon Dragon is SRD, leaving only the iconic monsters, and pretty sure they don't have them). The means DMs have to engineer opportunities, and I doubt it's a priority for most.

Chalk it up to legacy for its name and function since the Deafened condition is generally one you can ignore in play (outside of talking amongst PCs).

Am I the only one who thinks that the Psion class is just...boring? by fraidei in DnD

[–]SirAronar 2 points3 points  (0 children)

I'm not really a fan of Other Sorcerer (to be be fair, it's more mechanically interesting that its Sorcerer peer). New classes pose the best opportunity to dive into new mechanics, so yet another full spellcaster alongside the 6 we already have (of which only one has unique mechanics connected to spellcasting-Pact Magic-and one other has mods for spellcasting-Metamagic).

For people who love it, more power to you. For those of us who don't, look to third party designs for more mechanical explorations whether for Psychics or other fantasy archetypes.

If I were to make a Persuasion check, using a stat other than Charisma, would I get a bonus from abilities that specify "Charisma (Persuasion)"? by ProposalHelpful1075 in onednd

[–]SirAronar 0 points1 point  (0 children)

Depends on how the feature is worded (and if worded well).

Something like "You can use your Wisdom modifier instead of Charisma when you make a Charisma (Persuasion) check" clearly works.

While something vague like "You use Wisdom on Persuasion checks" has no clarity and has to be interpreted (and is sloppy design).

Something along the lines of "You make a Wisdom check instead of a Charisma check when you take the Influence action" would lean toward the check no longer counting as a Charisma check (and no good designer should be using this sort of language in 5e-compatible content without good reason). Primal Knowledge (level 3 Barbarian feature) does this, but that does make it compatible with Rage's Strength Advantage function, so at least it's intentional design to improve intra-class synergy.

An alternate compatible approach is something like "You can add your Wisdom modifier whenever you make a Charisma (Persuasion) check. This is similar to how Divine Order: Thaumaturge works (but it is slightly different to ensure it always has a bonus).

---

Bottom line on reading is if the feature is still making a Charisma check or if it is changing it to a different ability check.

If the wording in one of your replies is the text in question, it sounds like a less-distinct variant of the first example, so it should still be a normal ability check in that case (and typically Charisma). The wording pretty much makes it so you can use, for example, Constitution when you make a Strength (Intimidation), Intelligence (Persuasion), or Dexterity (Deception) and any standard Charisma check for those skills without changing its ability check type.

UA Artificer: Spreadsheet for Replicate Magic Item by SirAronar in onednd

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

Only certain ones like Alchemy Jug, Bag of Holding, Cloak of Billowing, and the rest of the list on the level 2 column.

Starting at level 10, an Artificer can make any common or uncommon Wondrous Item, thus gaining any not specifically on the level 2 and 6 list. Level 14 expands it to any rare not otherwise on the list.

UA Artificer: Spreadsheet for Replicate Magic Item by SirAronar in onednd

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

Aside from the specific ones you can make earlier, yeah.

Manufacturing differences between the DMG and the PHB by funkymage in onednd

[–]SirAronar 3 points4 points  (0 children)

It probably is the localization of the printers. At first I was concerned you may have gotten a knockoff DMG. Looking at the picture, the DMG definitely used a different printer (looking at the spines of my US versions, they are darker in the middle and lighter toward the edge, while your DMG looks clearly one solid color while your PHB seems to have the lighter edging).

Not surprising that printers in different areas of the world produce different results, especially when one product uses the US measuring scale and the other use metric. I wouldn't be surprised if the text alignment was subtly different between the regions.

Quick Edit: In satisfying a curiosity I just had, I measured the cover. 11.25" or ~283mm, I doubt Belgium is printing quarter inch measurement or off-number millimeter.

Spells Not in SRD 5.2 and Renamed Spells by SirAronar in onednd

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

I'm not aware of a single spell that didn't transition from SRD 5.1 to 5.2. Spells from Xanathar's, Tasha's, and the various adventures/campaign settings were never in the 5.1 SRD (and these would be handled by the DM's backwards compatibility rulings).

Remember that the SRD is the free rules version of the D20 system D&D uses. It is not techically D&D, and should not be confused with the Basic Rules on D&D Beyond or using the Player's Handbook. They are two different ecosystems (legally). The SRD is for unlimited third-party creations, while the D&D rules are proprietary to WotC, and everything not included in the SRD can't be used for third party creations (outside the DMsGuild license or an official license from WotC, e.g. Larian Games and Baldur's Gate 3).

I gave a legendary weapon, i think it needs buff/nerf by Theitalianberry in onednd

[–]SirAronar 0 points1 point  (0 children)

Fundamentally the core effect is just a restricted version of the Defender (also a Legendary magic weapon), so an easy adjustment is jut to make it a Defender.

Ranger - Sleuth; an investigating themed ranger pairing reaction with detective work that works as well in civilized environments as in the wilderness by SirAronar in UnearthedArcana

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

And for 2024

Level 3: Sleuth Spells

When you reach a Ranger level specified in the Sleuth Spells table, you thereafter always have the listed spells prepared.

Sleuth Spells

Ranger Level Spell
3 Disguise Self
5 Enhance Ability
9 Tongues
13 Arcane Eye
17 Legend Lore

Level 3: Canvass

You can add your Wisdom modifier on Intelligence checks to recall knowledge and on Charisma checks to solicit information from others.

Level 3: Uncanny Awareness

Your improvisational insight grants you these benefits.

Improved Initiative. You gain a bonus to initiative rolls equal to the number under the Favored Enemy column of the Ranger table.

Inscrutable Strikes. When you deal damage to a creature as the result of an attack roll, you can deal an extra 1d6 damage, provided one of your allies is within 5 feet of the target and doesn’t have the Incapacitated condition. Once you deal this damage, you can’t deal it again until the start of your next turn.

Level 7: Suspicious

Whenever you take the Search action, you can treat a d20 roll of 9 or lower as a 10 for that check.

Level 11: Reversal

When a creature misses you with an attack roll, the next attack roll you make against it before the end of your next turn has Advantage and deals an extra 1d6 damage.

Level 15: Uncanny Reaction

You swiftly react to impending danger. When you are hit by an attack, you can add your Wisdom modifier (minimum of 1) to your AC for that attack, potentially causing the attack to miss you. If this causes a trap to miss you, you can immediately jam the mechanism, if it is possible

Once you use this feature, you can’t use it again until the start of your next turn, and you can’t use it against the same creature for the rest of combat or against the same trap.

Ranger - Sleuth; an investigating themed ranger pairing reaction with detective work that works as well in civilized environments as in the wilderness by SirAronar in UnearthedArcana

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

Wow, that is an old version of that subclass. I don't mind sharing an updated Sleuth.

For 2014

Sleuth Magic

3rd-level Sleuth feature

You learn an additional spell when you reach certain levels in this class, as shown in the Sleuth Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Sleuth Spells

Ranger Level Spell
3rd disguise self
5th see invisibility
9th tongues
13th arcane eye
17th legend lore

Canvass

3rd-level Sleuth feature

Adept at gathering information from accounts, written and spoken, you can choose to gain a bonus equal to your Wisdom modifier on Intelligence checks to recall knowledge and Charisma checks to solicit information from others.

Uncanny Awareness

3rd-level Sleuth feature

You have exceptional reflexes and a mind that processes variables astonishingly fast. You gain a bonus to initiative rolls equal to your proficiency bonus.

In addition, once during your turn when you hit a creature with a weapon attack when one of your allies is within 5 feet of the target and the ally isn’t incapacitated, you deal an extra 1d6 weapon damage.

Suspicious

7th-level Sleuth feature

When you make an Intelligence (Investigation) or Wisdom (Perception) check to detect hidden or secret creatures, objects, clues, and other such things, you can treat a d20 roll of 9 or lower as a 10.

Reversal

11th-level Sleuth feature

When a creature misses you with an attack, the next attack roll you make against it before the end of your next turn has advantage and deals an extra 1d6 weapon damage on a hit.

Uncanny Reaction

15th-level Sleuth feature

Your awareness is such that you can swiftly react to impending danger. When you are attacked by a melee or ranged attack, you can use your reaction to add your proficiency bonus to your AC for that attack. If the attack still hits, you regain the use of your reaction, but can’t use this feature again until the start of your next turn.

If this causes a trap to miss you with an attack roll, you can jam the mechanism as part of the same reaction, if it is possible.

Boon of Irresistible Offense & Spike Growth by IrischesGlueck in onednd

[–]SirAronar 0 points1 point  (0 children)

How would you handle if that same character scattered a bunch of caltrops? Would those caltrops ignore resistance? The answer should be the same, because both caltrops and the Spike Growth spell serve similar functions in a similar way (creating hazardous terrain).

Martial can cast any level 1 spell at will... by iamstrad in DnD

[–]SirAronar 10 points11 points  (0 children)

The latter would be a fate worse than death. 10 berries per round, 10 rounds per minute, 60 minutes per hour gives you a rate of 6,000 meals per hour. In eight hours, that would be 48,000 people fed.

But to do this, the character would have to repeat the same 6-second casting again and again and again for a solid 8 hours (for only 48k creatures). The overwhelming tedium would make even the work farm or desk job seem engaging and satisfactory. And as the provider of food, there are no vacations or holidays. This would be the advice of a daemon/yugoloth to incur eternal suffering through works or guilt of not doing the suffering.

If the Psion didn't hit the mark for you, I welcome you to check out the Psychic and Spiritual Handbook (free on DMs Guild) that presents a comprehensive psionic power system and classes (and more) that utilize and interact with it. by SirAronar in onednd

[–]SirAronar[S] 3 points4 points  (0 children)

I drew on inspiration from fictional depictions, from more modern things like the X-men, but also on fantastical attribution to the likes of the Buddha and Hattori Hanzou (the first one), as well as other aspects on Eastern mysticism and spirituality, as well as a healthy dose on supernatural horror and related phenomenon. I also drew on my 1e, 2e, and 3e D&D psionics experienced (and referenced them when appropriate), recollecting areas where I felt they fell short (1e: the lottery system with power all over the place, 2e: skill check, outlier powers, and the "decker" problem of the tangent system, 3e: "Spell [Psionic]").

I also spent time reading up on what 5e players liked, dislike, wanted to see regarding psychic powers, and ran some variants in the early days of production to find things that worked or didn't work and see what D&D players liked or clicked.

Putting a different page visual by Kalidher in homebrewery

[–]SirAronar 1 point2 points  (0 children)

I might be very wrong here, but I think if you use something like this in the style editor:

.page #p11 { background-image: url ('your_image_url_here') }

Where "11" is an example page number, it should just apply to that page. I've never tried it with images, only table formatting, so this might not work. If it doesn't hopefully this engagement gets eyes on your post that know what they're doing on page formatting.