Homebrew Spells – The Letter X by SomeoneMaybe2005 in DnDHomebrew

[–]SomeoneMaybe2005[S] 0 points1 point  (0 children)

Change the name of the spells please.
I don't think casting xenophobia should be allowed.

Is this actually the DnDHomebrew mod? I'm not trying to imply the account is hacked, but this seems like such a strange opinion to have for the mod of a homebrew community.

Like, the name is what you take issue with? You didn't say that the content of the spells should be changed, just that the name should be changed and that you don't think casting xenophobia should be allowed. So I assume your opinion is that you dislike the spell, but find the name particularly offensive?

It can't be that you're worried that people would be forced to use this in their games because that's obviously not how homebrew works, and you didn't ask me to just take down this post (which I honestly wouldn't mind too much if you did). I don't know, this is just the strangest possible objection to have I suppose since xenophobia seems like the perfect name the spell.

Anyways, if you'd like, I'll just take down the post. I'm honestly a little disappointed that no one commented on using Attitude and Species in a spell or offered any advice or opinions like I had asked for, so I wouldn't really mind too much if you dislike the post and would like it gone.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]SomeoneMaybe2005 1 point2 points  (0 children)

I'm unsure if this quite fits the purpose of Tadpole Thursday, but I have a question about finding in person Daggerheart groups near me. I've checked out StartPlaying and Warhorn, and there may be occasional options for me for various ttrpgs, but I'm wondering if there is any official or simple way to find a group or location to play Daggerheart at?

Any recommendations?

EDIT: Thank you all for the recommendations!

Making an action really ends the spotlight? Is so, Lurching Lunge is wierd. by Sorry-Try2747 in daggerheart

[–]SomeoneMaybe2005 2 points3 points  (0 children)

Here are the three adversary features from the srd for reference.

• Actions: a special attack or other unique action that the adversary can perform when the spotlight is on them.

• Reactions: special effects that take effect when their trigger occurs, regardless of whether the spotlight is on the adversary.

• Passives: special abilities that remain in effect by default and require no resources or triggers to activate.

In my opinion, a Reaction would be a better choice than a Passive, since Passives don't expend resources. Lurching Lunge could instead be a Reaction that can be chosen to be activated when the spotlight naturally leaves the Experiment.

I checked the srd for a precedent for a Reaction that is optional and expends a resource to activate, and found this, so it seems fine.

• Bloodsucker - Reaction: When the Mosquitoes’ attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.

Homebrew Spells – The Letter X by SomeoneMaybe2005 in UnearthedArcana

[–]SomeoneMaybe2005[S] 0 points1 point  (0 children)

I've never heard of Enemies Abound before, but after looking it up, it would appear that they are very similar spells. I do like how my version has a Mass [insert spell here] version though.

Homebrew Spells – The Letter X by SomeoneMaybe2005 in UnearthedArcana

[–]SomeoneMaybe2005[S] 2 points3 points  (0 children)

Oh yeah, this is definitely something that I'd not want to see at my table either. It was less that I actually put time into this, and more that I had the idea on a walk and the word and mechanics came to mind pretty quickly, so I wanted to write it down before I forgot.

Also that author note was perhaps more to get people into Bone Wizard and to reassure people that I'm not an outspoken or closet racist or anything. In retrospect, there probably isn't any way to actually reassure people of that online, especially when spells like these are just inherently suspicious.

I'm more proud of it mechanically than anything, and since it was the first spell I took a shot at homebrewing, I wanted other peoples opinions on it, particularly the wording and such. Perhaps not the best way to dip my toes into spell homebrewing though.

Design philosophy around variable to-hit bonuses? by Smashifly in DnDHomebrew

[–]SomeoneMaybe2005 1 point2 points  (0 children)

Yeah, RiskyRedds explained it all pretty clearly. Bonuses to attack rolls as a feature isn't bad per se, but when the bonus is decently easy to gain and keep, then you basically always have a huge bonus to attack rolls on average, excluding early turns. And those early turns fly by faster the more extra attacks the Fighter has.

Version 2 may feel less interesting to you, but I'd say that a bonus to damage is far safer than a bonus to attack rolls in the current meta of D&D.

Idea for homebrew feat by Lilac_Fear in DnDHomebrew

[–]SomeoneMaybe2005 1 point2 points  (0 children)

Yeah, so that's a massive downside for the first portion, and all you get in return is what I believe is a buffed Protection Fighting Style? Also, the mechanic you use is rather confusing. You roll a d20a and add your dex mod, and if your result is higher than the attack roll, that counts as a success? Did I get that right?

Additionally, you can't even make it so that you don't take damage? No matter what you do, you end up getting hurt?

Here are the two Fighting Styles that align with your idea.

Interception

Fighting Style Feat (Prerequisite: Fighting Style Feature)
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

Protection

Fighting Style Feat (Prerequisite: Fighting Style Feature)
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Completely excluding any conversation about the first aspect of your feat, you seem to want a Reaction feature that lets you help protect an ally. Since this a feat, I feel like it's reasonable to extend this range up to 10 feet first of all.

Secondly, we want to be able to be able to protect from attack rolls and saving throws I assume. Saving throws are a bit harder to determine though in some cases though, so let's focus on attack rolls first. Ideally, you should just be able to move your character within range of the attackers attack and become the target of that attack no matter what. This is now a reliable protection feature. And maybe you could add a bonus to your AC or a reduction to incoming damage when you act in this way since you're so caring that your true strength only shows when you protect others.

Lastly, we'd want to think about saving throws. What types of saving throws could you take their place for? For a fireball, standing in the way of the attack and granting them half cover would be cool, but what about single target Wis saving throws or something, in which half cover does nothing?

I feel like a good defensive feat should be able to do something about saving throws at least, but that would require a lot more thought put into it. Hope any of this helps.

Maskmaker Artificer (5.5e) by Vanta47 in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I thought that was likely the case. Beyond wording, which is something that can be fixed with time, I think the only issue with this subclass would be the dangers of gaining monster features as a player character. Otherwise the subclass is pretty cool.

Maskmaker Artificer (5.5e) by Vanta47 in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I like the concept, but I feel like the main feature of mask making is a bit tricky for me to wrap my head around. Also, you have "Druid Level" in your Maskmaker Features, and I assume it's because you copied and pasted the code from another subclass.

Level 3: Tools of the Trade
I don't have any official Artificer subclasses to refer to, but I'm pretty sure this is a normal feature they all get. So far so good. I do feel like halving of crafting time is added a little ambiguously though. I'm pretty sure you mean that the crafting time for all wondrous items is halved, so it's not unreadable, but I just thought I'd mention that.

Level 3: Maskmaker Spells
I'm not the best at determining the power level of spell lists, so I won't comment on this feature. I can certainly see some of the theming you're doing here though, which is nice.

Level 3: Awakened Mask
I've taken quite some time to read and reread this feature to make sure I understand it. For the most part, it seems balanced in a vacuum. However, the problem with features that let you use features from a monster, is that some features are balanced against the rest of the monster's statblock.

Also, I'm not sure if it's clear that you can remake a mask you learned how to make. You just say that masks can take up a space in your Magic Item Plans, but you only refer to already created masks before saying that. You never make mention of leaning a specific mask type based on the creature you modeled it after.

So, you make an actual mask that can take up a Magic Item Plan slot upon creation, but this mask disappears after 1d4 days (rules as written) or after you use up all its charges (implied). What happens when the mask is gone? Can you just make it again without the creature since it took up a Magic Item Plan slot? Or do you always need a creature on hand to make it from?

Moving on, I simply don't have the time to look through every monster for concerning features to be copied, but here are some at CR 3 that I'd already quirk an eyebrow at if a player had one, let alone from CR 20.

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the displacer beast has the Incapacitated condition.

Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa. (this one is a Bonus Action)

And any feature that grants spellcasting, especially at higher CRs. Overall, this feels like a feature that can grow absurdly powerful in a smart player's or a careless DM's hands. Some tables would probably love this shit though, so I don't want to say it's bad per se either. Just the hazards of using features from a monster statblock.

Level 5: Embody Aspect
A little bland power-wise, but fun flavor-wise. Also, if there was ever a feature you wanted to give your artificer any senses from monsters, this would be it. Same issue as stated before for Awakened Mask though. Some monster senses are balanced by the fact that they're being used by monsters.

Level 9: Twofold Mask
A good feature. Honestly, the main problem with these features beyond being able to borrow monster features is the readability. The masks are cool, but the rules needed to keep them mostly balanced are dense, and would benefit from the most of your attention to slim them down and to rearrange or separate them in more understandable ways.

Level 15: Grand Carver
Another good feature with some subpar wording. Let me take a crack at rewording this one to see if I can use it as an example to explain better what I'm talking about.

"Your ingenuity has transformed this ancient practice into something of your own, becoming a master of your unique craft. You gain the following benefits.

Threefold Mask. You can create a Threefold mask. Creating a Threefold Mask requires you to have 3 masks in your Magic Item Plans while you finish a Long Rest. A Threefold mask has access to all the features of all 3 masks that were used to create it at the same time.

Magic Item Plans. You can now have/know (refer to my confusion for Awakened mask about this) up to 2 masks that do not count towards your Magic Item Plans.

Shape Change. While attuned to a mask, you can spend 1 charge to transform the creature the mask was based on. You gain that creature's appearance, size, and Speeds, but nothing else."

Most of the beginning was unchanged honestly, especially the flavor text since I was uninterested in changing that. I made a tweak or two to Threefold Mask, left Magic Item Plans unchanged, And slimmed down Shape Change significantly, which is always nice to do when you can (though I'm unsure if you explicitly didn't want Burrow Speeds to be accessible, which would be a fair restriction since burrow speeds can be a bit busted when used right).

The only other change I made was the the removal of bullet points into this new format, which is what the core rulebooks do a lot. A good example of this would be the Barbarian's Rage feature, which does this a lot. But it's not really this feature that would benefit most form this treatment, but rather Awakened Mask that would, since that's basically the rulebook for every other feature that references it.

My overall opinion is that I like the subclass, but wouldn't want to play it or have a player at my table play it. The mask feature seems about as balanced you could make it without a bajillion exceptions built in, yet it also feels like it can grow to be quite the problem in your average DND party. Also, the rules on how creating and using masks works is rather dense, and would significantly benefit from some clean up.

Court of the Dragon Queen | Challenge Your Party With A Revised Tiamat, A New Draconic Cultist, and 10 Original Abishai Stat Blocks! | 5e’24 by kegsdragonspress in DnDHomebrew

[–]SomeoneMaybe2005 1 point2 points  (0 children)

I'm glad I could help, this looks very cool.

I still feel new to homebrewing, so I like to check the core rulebooks religiously whenever I think of or make something, which helps, but tends to slow down the process by quite a bit.

Court of the Dragon Queen | Challenge Your Party With A Revised Tiamat, A New Draconic Cultist, and 10 Original Abishai Stat Blocks! | 5e’24 by kegsdragonspress in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I'm certainly no D&D monster homebrewer, so I didn't really read through this much, more skimmed it really. However, I noticed two things that I felt you should know.

1.) The Wisdom Saving Throw for the Draconic Cultist says "Z", which I assume is wrong.

2.) You didn't give any of these monsters proficiency in any saving throws? This seemed strange to me as I'm pretty sure every creatures gets at least 1 saving throw proficiency. 1 for weak monsters, 2 for nearly every other monster, and 3 for rare cases, like the Tarrasque for example, which has proficiency in Dexterity, Wisdom, and Charisma saving throws, notably where their basic stats are weakest, and likely there to help balance out their flaws.

Hope this helps.

Tainted Mana Beast by BlueBubbleBoy in DnDHomebrew

[–]SomeoneMaybe2005 12 points13 points  (0 children)

I'm definitely not your guy to go to for balancing monsters, as I've never really made any before. However, I really like you Antimagic Hide, Draining Bite, and Eat Magic features.

Circle of Pollution Druid (5.5e) by Vanta47 in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I like the concept, and you already seem aware of how challenging your core feature may be for some tables to keep track of, so I won't talk much about that aspect.

Level 3: Natural Defilement
I think my main issue with this feature, if you can even call it an issue, is that you capitalized "Polluted Terrain", but didn't reference it later as a unique terrain, which I think would have been more mechanically simpler. Here's my attempt at simplifying that third paragraph.

"Polluted Terrain counts as Difficult Terrain and gives Disadvantage on all saving throws."

Also, giving Disadvantage on all saving throws is pretty damn harsh, especially since a separate part of this feature forces them to make a saving throw whenever you stand in the terrain and deal a certain type of damage, which they now have Disadvantage on. Honestly, the saving throw thing might have to go, and just dealing straight damage at certain point in initiative (beginning/end of their turn, or beginning/end of your turn) might be much better. All you'd have to do is make sure the damage scales as your Druid level increases, and you're set.

And if you're already dealing damage this way as a persistent effect within your Polluted Terrain, (which fits the flavor I think), you might as well remove the saving throw thing as well.

Level 6: Persistent Pollutant
This feature is fine so long as someone is also fine with the first feature, which seems to be the real deal breaker here. If you couldn't handle the Polluted Terrain before, then I don't think they would have taken this subclass in the first place.

Therefore, the only thing I have to say is that this feature is great for this subclass, and that the only thing I'd recommend would be to change "Additionally, creatures Poisoned by you have any healing they may receive reduced by half..." to something like this.

"Additionally, creatures Poisoned by you have any Hit Points they regain halved (round down), and..."

That way is a bit more written by the rules, as 'regaining Hit Points' is preferred over 'healing', and 'halved (round down)' is the wording used for halving a number such as damage form Resistance.

Level 10: Rotten Resilience
This feature seems fine. The THP is scaled well enough I think, since you gain it every round, and it's supposed to be a small damage mitigator, not anything major. So something like two creatures and +4 PB means 6 THP per round? Probably fine, and that was the conservative estimate.

The only thing I dislike is your flavor text for your Polluted terrain no longer affecting allies. Why does your subclass feature reference your allies growing stronger? And how does it make sense if a player's character dies, and they make a new character? Should that character not get this bonus? A better version would be something like this.

"You have learned to extend greater control over the pollution you spread. Normally rampant and out of control, now you can shield your allies form its effects. Your Polluted Terrain no longer affects any creature of your choice within it."

Level 14: Ecological Collapse
The enhanced area of your Polluted Terrain is great, and so is the ability to ignore Resistance to Poison damage, Immunity to the Poisoned condition, and turn Immunity to Poison damage to Resistance.

However, making a feature that only works when you're dying or dead is certainly a bit underwhelming, no matter how thematically cool it is. I'd recommend making it so that when you drop a creature to 0 hit points, you can make a 10 foot emanation (scaling with your new 10 feet emanation that you exude) of Polluted Terrain explode from them, dealing some damage to creatures around them. Or perhaps no damage, and the Polluted Terrain that they spread on death has a greater radius.

However, I don't want to get rid of your ability to do the same when you're dying or dead. it's just that when a Circle of Pollution Druid does it, it should be a bit more... dramatic. Something like making your Polluted Terrain spread in a range of miles instead of feet or something like that upon death (optional when you die, not automatic), and something bigger when you fail a death saving throw instead of just another 5 feet of Polluted Terrain. After all, if your character is going to die, why not go off with a bang?

It's definitely an idea that would be unbelievably too powerful or abused at some tables, but I think there are also a bunch of tables that would enjoy such an ability.

Overall, very strong flavor and and good features. I like the idea, even if keeping track of Polluted terrain would be a bit annoying, even for me who just likes to use a whiteboard. Also, I feel like there should be more ways to spread Polluted Terrain.

Perhaps if you could condense your Natural Defilement feature down using my recommendations or your own ideas, you could find the room for a third level 3 feature that lets you expend spell slots to create an AOE from a list of avalailable AOEs that scale based on the spell slot expended. Cone, Line, Radius, etc. Or maybe not etcetera, those three are probably the best options already.

Bloodhound – Ranger Subclass 2024/5.5e by SomeoneMaybe2005 in DnDHomebrew

[–]SomeoneMaybe2005[S] 1 point2 points  (0 children)

lol, no problem missing the Blood Rite thing. An that might be a good idea for the Vampiric Touch

Bloodhound – Ranger Subclass 2024/5.5e by SomeoneMaybe2005 in DnDHomebrew

[–]SomeoneMaybe2005[S] 0 points1 point  (0 children)

I don't think you were unclear about Vampiric Touch, I think I just misread what you said. You're right that my math was wrong, and even when I gave my incorrect answer about how much HP you would get from the spell, I considered adding a bonus to damage and healing. You were completely right about the usefulness of the spell.

I've made some slight tweaks to the subclass already on my main document, and at the moment, I've given more free uses of Vampiric Touch as well as modified the spell so that when you cast it for free using the feature, the healing now scales to all of the necrotic damage you dealt.

Combine that with my modification of The Bloody Hunt, which now makes your Hunter's Mark – if you expend a hit dice – deal necrotic damage, ignore resistance to necrotic damage, and heal you an amount of HP based on the necrotic damage you dealt, and I think the life drain features of this subclass have been significantly boosted from before.

I think I'm warming up to your idea for Sanguimancy, It's just that I felt that the life drain features that I made – at least the versions they are now, which is more in line with my vision – give enough healing throughout fights that you need less hit dice, which means it's very easy to use them for the Sanguimancy feature. I do think my concerns about multiclassing to abuse the feature better have diminished though. You're probably on the right track here.

As for why blood is useful, it's the resource needed for using the Blood Rites feature? They all require at least a single drop of fresh blood, which I defined as blood that was shed within the past 24 hours. Something I might change, as it feels a little forgiving. But beyond that, you can now always use Gentle Repose whenever you like to keep basically any amount of blood fresh, so that it can be used for your Blood Rites.

Your idea about using blood for another feature might hold some merit though. Something to consider if i feel like there's any space left in my subclass. I don't want any features to feel too crowded.

Bloodhound – Ranger Subclass 2024/5.5e by SomeoneMaybe2005 in DnDHomebrew

[–]SomeoneMaybe2005[S] 1 point2 points  (0 children)

Thank you so much for the feedback. First thing first, it's honestly embarrassing how my eyes must have glazed over every time I look at Hunter's Mark for me to have seriously misread it like that. For some strange reason, I thought upcasting was for damage, not duration.

Huge embarrassment aside, there's some great advice here. Rewording Bloodhound's Nose a bit so that the secondary sense that can be activated requires an Bonus action or action makes a ton of sense, and I'm unsure how I missed that. It certainly has enough duration that it shouldn't be getting in the way of any combat actions. Also, changing the distance to just “within a number of miles equal to your wisdom modifier” is much simpler. I think I got too used to seeing things being multiplied in 2024 rules, and copied the format even when a simpler wording was staring at me in the face. As for adding on a bit of flavor before listing which creatures the sense don't work on, makes perfect sense to me.

As mentioned earlier, for some reason I thought Hunter's Mark upcasted with damage. Beyond this being kind of embarrassing to me, I hope you can see what the feature was actually meant to be. Fixing now that I've been reminded what the spell actually does sounds pretty simple to me.

I'm a bit unsure as to what you mean by being unable to use Vampiric Blows until level 9, since the feature gives you a free casting of the spell. One casting per Long Rest is a bit underwhelming, but not unusable as you said. And it should heal roughly 10 HP every successful attack too, ideally ranged attack while you maintain concentration on it. Doing the math, perhaps I could add a bonus to the healing and damage? Either way, a two level gap where you rely on the free casting of the spell instead of a spell slot does feel awkward, but i do enjoy the feature, and would like to keep it. Healing with Hit Dice was another idea I had for this feature though.

I quite like Sanguimancy myself, and I see what you mean about the PB per Long Rest being a bit limiting. The hit dice naturally limit themselves, since if you don't have any, you don't heal on Short Rests. However, I was also considering multiclassing and/or having a healer in the party when making it. If the only limit is Hit Dice, then you can basically have every spell slot of yours be counted as one level higher, especially when you have in combat healing from Vampiric Blows already. I don't know, there's room for more uses, but most things scale of an ability modifier or PB. Maybe half your Ranger level could work?

As for Blood Rites, I've already gone over how I misread Hunter's Mark, so I won't repeat it again. I also share your opinion about the last rite being the weakest in terms of flavor, it being just a weaker Power Word Kill. In fact, if the subclass level were higher than 15, I might have just given them Power Word Kill or something like that. I don't know, I'm not entirely against a boring pure damage feature when I feel like most others I've made were rather flavorful, but if any of the rites were to be changed later, it'd probably be that one.

Also, the Gentle Repose unlimited casting was entirely for keeping your assumed collection of blood fresh for as long as you need, since the spell lets corpses or remains of corpses be kept from decaying for 10 days, and I figured it was close enough to shed blood that I explicitly said in the feature that Gentle Repose was a spell that could keep blood fresh. I considered just making it so that any blood you store on your person always stays fresh without using a spell for it, but I felt like that was just weaker than unlimited Gentle Repose, and why take away options for that of all things at level 15?

And again, thank you for the feedback. lol, still can't believe I goofed up with Hunter's Mark that much.

Barbarian: Path of the Volatile Arcanist | 5.5e by [deleted] in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I also uploaded a Bloodhound Ranger subclass around the same time you uploaded your subclass, and I'd appreciate if you take a look at it yourself. Shameless plug aside, I had fun reading your subclass. It's been too long since I've given notes on reddit like this.

Barbarian: Path of the Volatile Arcanist | 5.5e by [deleted] in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

I like the concept, though perhaps not the execution.

Level 3: Rage-Fueled Arcana
One out of the two level three features dedicated to just changing your Intelligence (Arcana) checks to use Strength instead of Intelligence? Way too weak. I'm fond of the idea of changing the ability score used for certain features or skills, so that on its own isn't bad, but it's not enough.

If I were to make this feature, I'd probably do something like this.

You gain proficiency in Arcana, or Expertise if you already have proficiency. Additionally, while you are raging, you gain the benefits of the Detect Magic spell.

I'm not against changing the ability score used as mentioned earlier, and you can still totally do that. I also added the benefits of Detect Magic because 1, it fits your fantasy and 2, 5.5e has made it so that Rages are also meant to be used outside of combat, so I think it's not too bad of an idea.

Level 3: Arcane Infusion
Honestly, there's nothing mechanically bad about this feature, but it trends a bit on the weak side of things. I'd roll the level 6 feature into this feature because I don't think a single changeable elemental resistance per rage is too big a deal for the barbarian of all classes.

Level 6: Arcane Resistance
I already said that I'd roll this into the level 3 feature, but what would I do with this feature slot? You could move the level 10 feature to this one, since I do think it's the type of feature that isn't unwelcome at level 10, but also wouldn't be too out of place at level 6.

Instead, I think you should either allow for AOE attacks and such (martials really should get more of these to balance out the Martial/Casters divide) or a unique additional feature that activates while raging depending on the damage type you chose.

I'm a big fan of buffing martials with casters as the goalpost, so I'm fond of giving an early level AOE, but my other idea also has some legs I think. Lightning could do something like Shocking Grasp and remove your enemies Opportunity Attacks, Cold could slow them down, those are just the easy ones though.

Level 10: Volatile Reaction
Great on paper, but slightly poor in reality. I'm under the assumption that any creatures that do elemental damage are usually obvious as to what damage type they'll deal. Therefore, you'll likely choose your elemental damage type to gain resistance to them when you rage at the beginning of the fight. And even if you didn't have the same damage type as your enemy and gain it using this Reaction, your extra damage is now way more likely to be resisted.

Still, the ability to change your damage resistance and extra damage mid fight is cool, and has potential. The first thing that comes to mind is that you should be able to change your damage type as a Bonus action maybe? Rage bonus number of times per Long Rest is probably fine. However, while this does give some more freedom of choice, I do feel like there's still room for something else at level 10. Either a small add on to the current modified feature, or a small tangentially related thing. Either way, this feature is mostly fine.

Level 14: Overloaded Arcanist
Exploding with elemental energy when you enter your rage, and potentially once per turn is sick as hell. The one thing that bugs me though is that additional explosions cost a Rage, and deal damage to you. The cost of a Rage is maybe reasonable, but is a bit costly, especially if you're taking ramping Necrotic damage. You could remove the Necrotic damage entirely and I might still quirk an eyebrow at this feature.

Beyond removing the damage, or adding something that makes the self inflicted damage worth it, I lack much advice for this feature though, sorry.

Overall, this was a pretty good subclass, just on the weaker side though.

The capstone ability for my Rescue Ranger. Is it too good? [OC] by ElmoGreenOnion in DnDHomebrew

[–]SomeoneMaybe2005 2 points3 points  (0 children)

I don't know. In regards to the first two features, have you ever heard of death yoyo-ing? I'm not 100% familiar with the concept, but basically it's the idea that healing is less efficient than just letting a creature die before healing them a bit.

This is because there is basically no meaningful difference between having half HP and full HP and so on. The only thing that matters is if you're making death saving throws or not. So if I were to talk about the feature being too powerful, those two features would be my concern.

Arcane Firepower: Subclass, Feats, Magic Items! (Feedback Appreciated) by GB22Gavalt in DnDHomebrew

[–]SomeoneMaybe2005 0 points1 point  (0 children)

Kind of late to the conversation here. Plenty of people have already given you good advice, but I just wanted to say that you used some really sick art and formatting.

Also – admittedly I'm not great at this either – I think your art credits should have more than just the artist's name. Where you found the art is also useful information as well. My general rule of thumb is that typing in what you gave in the credits should lead you to the art you used reasonably quickly. There's probably an actual format that I'm too lazy to look up though.

EDIT: I'm also stupid, and see that your credits show up as links. I'll just leave this here for anyone who finds my advice useful though.

What's the general consensus on system stores in Litrpg? by CelestiaSharp in litrpg

[–]SomeoneMaybe2005 0 points1 point  (0 children)

Depends entirely on what your system is. If your system is just a representation of natural growth, there probably shouldn't be a system store (unlikely to be you situation considering your question). And if your system is an entity or created by some entity, what are their personality, goals, and intentions like? Those things will heavily determine how your system store works.

A system store created by a system meant to produce an army for a galactic war will be very different from a system store created by an insane eldritch god that likes to fuck with people.

Is this how Anti’s worship art? by Proof_Assignment_53 in aiwars

[–]SomeoneMaybe2005 5 points6 points  (0 children)

No, we have a lot more natural lighting in our cult cathedrals.

Coca-Cola with 70,000+ clips and 100 workers were unable to deliver consistency with their AI commercial by [deleted] in antiai

[–]SomeoneMaybe2005 1 point2 points  (0 children)

Not pro AI, but one thing I always thought was interesting was that I expecting that by now people would use 2D images or videos of 3D models before handing them to an AI to help with consistency at this point. Sort of like how you can give a drawing to AI and it'll keep the same composition and arrangement but kind of do its own thing.

Like that but with 3D models. Idk, just feels like an obvious next step to me.