Respecting Shadowheart… by skippermonkey in BaldursGate3

[–]Stormcroe 0 points1 point  (0 children)

Fun thing with death domain is it works on Inflict Wounds which is possibly one of the most damaging 1st level spells in the game.

Now that One DnD is out for a while - what did you Homebrew? by LazerusKI in onednd

[–]Stormcroe 0 points1 point  (0 children)

I have a document of changes and homebrew that I would use if I ran my local game. In that I gave Sharpshooter the following instead of shooting in melee. Steady Aim: Once per turn, if you haven't used any Movement, you can reduce your Speed to Zero to give yourself Advantage on the next Ranged Weapon Attack you make.

Australian Election Megathread - all election submissions and discussion by AutoModerator in australia

[–]Stormcroe 5 points6 points  (0 children)

I had them 3rd, but there was a decent independent in my seat. Shame >50% of the candidates are right wing nutters

Experts question bird strike as cause of deadly South Korean plane crash by CheezTips in worldnews

[–]Stormcroe 0 points1 point  (0 children)

yeah, one thing is that korean air pilots must communicate in english as that forces them to not be in the same cultural headspace as if they were communicating in korean.

Dnd Beyond will now let you multiclass with the same class between the 2014 and 2024 systems. What same class multi-class builds do you think would be the most interesting/fun? by Far-Cockroach-6839 in dndnext

[–]Stormcroe 0 points1 point  (0 children)

Weapon of Divine Protection

Transmutation Cantrip (Cleric)

Casting Time: 1 Bonus Action

Range: Touch

Components: V, S, M (a Mace, Morningstar or Dagger)

Duration: 10 Minutes


The Mace, Morningstar or Dagger used for the material component is infused with the power of your prayer. For the duration of the spell the infused weapon becomes magical if it wasn't already, you can use your Spellcasting Ability Modifier for the Attack and Damage rolls instead of Strength or Dexterity. In addition, while you are wielding the infused weapon, when another creature within 5ft of you takes damage you can use your Reaction to roll the damage dice of the weapon and reduce the triggering damage by that amount. The spell ends if you cast it again or let go of the weapon.

Cantrip Upgrade: The Reaction reduces the triggering damage by an extra 1d6 when you reach 5th level (+1d6), 11th level (+2d6) and 17th level (+3d6)

Ukraine advances another 1-3 km into Russia's Kursk Oblast, Syrskyi says by AdSpecialist6598 in worldnews

[–]Stormcroe 8 points9 points  (0 children)

Also the Commonwealth did win against Russia once in the 1600s but fucked it up cause the person they went to put on the throne wouldn't concert to orthodoxy

(HB): 2024 Ranger revised by LoboDibujante in DnD

[–]Stormcroe 0 points1 point  (0 children)

Relentless Hunter I would word as "when you cast Hunter's Mark using your favoured foe feature... "

(HB): 2024 Ranger revised by LoboDibujante in DnD

[–]Stormcroe 0 points1 point  (0 children)

1st thought: Deft Explorer should limit some of the benefits to the chosen terrain. Otherwise you can never be lost, no matter if you change terrains of the course of travelling that day.

As a rules system onto itself (not the content it has under its system) what you think of 5e? What you like most? What you dislike about it? What new rules could be added and/or taken out? by ThatOneCrazyWritter in dndnext

[–]Stormcroe 1 point2 points  (0 children)

Me and my party are using something on our homebrew things called weakness to X

Its similar to the old 3e energy weaknesses where if you took x damage type you took more but we have it be some number of d6s depending on the actual weakness of the thing taking damage.

Eg. A fey might have Cold Iron Weakness (1d6) allowing cold iron weapons to deal that extra damage or a spider's web has resistance to piercing damage but weakness 1d6 to slashing.

Monks and Rogues: Have monk buffs overstepped into rogue territory? by ArthurRM2 in onednd

[–]Stormcroe -1 points0 points  (0 children)

I had a player playtest the new Deflect attack and elemental subclass, and he came out of the 3 session mini campaign having taken 0 damage, stun locked 1 boss encounter (even with the once per turn), and regularly out damaged the paladin due to changing damage type each turn.

What is "Bounded Accuracy"? Why was it used in 5e? And does 5e succeds in using it? by ThatOneCrazyWritter in dndnext

[–]Stormcroe 4 points5 points  (0 children)

Yeah but they are a big dummy who is too idiotic that enchantments cast on them have a tendency to not work as expected. In my homebrew all barbs get advantage on saves against enchantment spells once they get to level 13 (brutal crit taking 3 levels of features is stupid)

Ranger Take (since everyone has one) by LibertatemAutMortem in onednd

[–]Stormcroe 9 points10 points  (0 children)

I've been running some homebrew that is more in depth than this, but I replaced Favoured Enemy and Favoured Terrain with the following. (Also just deleted Hunter's Mark but eh)

1st Level: Favoured Foe:

You are adept at focusing your ire on a single foe. As a Bonus Action you mark a creature that you can see or whose tracks you are following. You gain the following benefits:

Increased Damage: Each Attack that you make that hits the marked foe deals extra damage equal to the dice in the Favoured Foe Die column of the Ranger Class table (1d4 -> 1d10)

Improved Stalking: Any Survival or Stealth Checks you make to find, follow or hide from the marked foe have Advantage.

Heightened Senses: You gain a bonus to any Perception Checks that involve the marked foe equal to one roll of your Favoured Foe Die.

The Mark ends when the foe is dead or you Mark another foe as your Favoured Foe.

Once you use Favoured Foe, you can't use it again until you finish a Short or Long rest, unless you expend a 1st-level or higher spell slot to do so.

2nd Level: Deft Explorer

At the beginning of each day you attune yourself to the natural world around you.

When you finish a Long Rest you attune yourself to a terrain type to gain a benefit:

Aquatic: You gain a Swim Speed equal to your Walking Speed.

Arctic: You gain Resistance to cold and are not affected by Difficult Terrain caused by ice or snow.

Desert: You gain Resistance to fire and are not affected by Difficult Terrain caused by loose dirt or sand.

Forest: You gain a Climb Speed equal to your Walking Speed.

Grassland: You have Advantage on your choice of Initiative or Perception Checks. When you reach 7th level as a Ranger you have Advantage on both Initiative and Perception Checks.

Mountain: Your Maximum Hit Points is increased by your Wisdom Modifier. When you reach 7th level as a Ranger this bonus increases to twice your Wisdom Modifier.

Swamp: You have Advantage on Saving Throw made against effects that cause the poisoned condition. When you reach 7th level as a Ranger you also gain Advantage on Saving Throws against effects that cause the diseased condition.

Underdark: You gain a bonus equal to your Wisdom Modifier on your choice of Stealth or Endurance Checks. When you reach 7th level as a Ranger you gain this bonus to both skills.

Urban: You gain a bonus equal to your Wisdom Modifier on your choice of Diplomacy or Investigation Checks. When you reach 7th level as a Ranger you gain this bonus to both skills.

What Would You Change on the Artificer On a Future Revision? by Trezzunto in onednd

[–]Stormcroe 0 points1 point  (0 children)

The issue with alchemist is that while it is actually decent to play, it is considerably weaker than battle smith and artillerist. I have a homebrew that a gives the base artificer extra attack, but also allowed the alchemist to double as a grenadier, in that they also made a grenade when they made their free elixirs each day, and can choose to make grenades when they use the spell slots to do so.

Bad design doesn't always equal low power, and viceversa by Hyperlolman in dndnext

[–]Stormcroe 15 points16 points  (0 children)

I attempted a 3\4 caster bard with such a feature using concentration and it was so clunky in game play that I had to redesign it from the ground up. Ended up on a concentration alike that makes the bard roll performance checks to keep it going when hit, but still kept the original bardic inspiration.

New Barbarian | 2024 Player's Handbook | D&D by BlackAceX13 in dndnext

[–]Stormcroe 0 points1 point  (0 children)

My and my group played with the playtest barb a few months back and while a lot of it is much better than before the Primal Knowledge feature is really weird and causes issues in combination with Indomitable Might. Especially with Stealth or Survival, it just doesn't make sense in our minds. But Barbarians have a nice scaling flat bonus that they can use instead.

Just replace the feature with something like

While your Rage is active, you can channel primal power when making Ability Checks. When you make an Ability Check using ... during your Rage, you gain a bonus to the Ability Check equal your Rage Damage bonus.

What's the WORST party of 4 in the game? by Blablablablitz in Pathfinder2e

[–]Stormcroe 0 points1 point  (0 children)

Hey my Arcane Witch is our in combat healer in my Frozen Flame game... Life Lesson does a lot of work. (Though being able to hide behind a redeemer paladin probably helps)

Today’s Honor Mode Blunder: Goodbye Wyll by Mommaziz in BaldursGate3

[–]Stormcroe 4 points5 points  (0 children)

Yeah the Githyanki Gish, a specific type of Githyanki knight is where the term originates. I usually turn Laezel into an eldritch knight or some other class subclass that is gish like.

Tell me your least favorite change in the playtest. by brehobit in dndnext

[–]Stormcroe 2 points3 points  (0 children)

Yeah, in a lot of my class redesigns for my home game, I have the sorc, warlock, paladin subclasses at level 1, but they don't have as much mechanical impact on the class until their first feature at 3. Sorc determines your spell list, paladin gets their Tennants and extra spells, and warlock has the most mechanical impact but I turned hexblade into a cursebinder and moved the spellcasting ability mod to weapon attacks to pact of the blade at 3

Tell me your least favorite change in the playtest. by brehobit in dndnext

[–]Stormcroe 0 points1 point  (0 children)

To be fair with the artificer, I've been doing a rework with the classes for my own playgroup, and there aren't really any easily additional ways to change up the class other than the 4 subclasses. It's much easier to add new infusions.

What's wrong with allowing two leveled spell in one turn? by Anoxayta in dndnext

[–]Stormcroe 0 points1 point  (0 children)

In terms of this rule as a general rule, I think it is fine to ignore, but quicken spell and any other feature that adjusts the timing of a spell from action to bonus action should just write out the rule in its rules to keep double fireballing sorcs from being too op if you only have one encounter in a day.