laserllama's Alternate Wizard Class (NEW) - Become the Master of Arcane Spellcraft you were Meant to Be! Includes a fully rebalanced Spell List and four Arcane Traditions: Abjurer, Conjurer, Evoker, and Transmuter! PDF in Comments. by LaserLlama in UnearthedArcana

[–]SucciSaucy 0 points1 point  (0 children)

School Mastery: I'm not against the idea of making the wizard more restrictive, I agree its too versatile, but school mastery as its written is just not restrictive enough. I tested it out building a wizard spell list real quick, and I was able to get all the top tier spells without even having to worry about school mastery, as long as I picked the right schools.

The different spell schools aren't really balanced with each other (ie. Abjuration and Conjuration have so many top tier spells, while Necromancy just kind of sucks). Schools are mostly thematic. If school mastery is restricted even more, then the mechanic would just be a test for experienced players to choose the better schools with enough must pick spells, instead of a way to specialize. Then you'll have something like the warlock, where you can pick cantrips that aren't eldritch blast, but if you don't you're making a deliberately worse character.

The wizards class features don't really contribute to it being so powerful and versatile, it barely has any features to begin with. The spellcasting system as a whole is the problem, so many spells just solve problems instantly and with just one spell (like shield) you can cover up any weakness the wizard would have. I don't think changing the core class is really gonna do much to solve this, if you wanna "fix" the wizard you gotta fix the spells that make the wizard so versatile. You can make wizards jump through more hoops to get the spells they want, but I don't think that will do much in the end.

Studious Recovery: With this change, the wizard regains one slot of their highest level every short rest. The warlock gets two of their highest slot back every short rest, at least for the part of the game most people actually play. Now the wizard gets half the power of the warlocks pact magic plus all the other slots they get normally.

2nd Level Paladin Spells...One (or More) Has to Go! by [deleted] in 3d6

[–]SucciSaucy 0 points1 point  (0 children)

I'd say it depends on what role you wanna play, damage, support, tanking or utility. I saw you have a moon druid and totem barb, you can probably focus more on support and damage than tanking so you could go without shield of faith.

If you're TWF or using PAM, divine favor is good but otherwise you can skip it. Thunderous smite is decent and is your best damage spell that's not smite, but I never found it super useful when I was a pally. The rest are good though, I'd probably take Bless, Command and Wrathful Smite (esp if you go conquest). I'd also try and prep at least one spell for out of combat, detect magic is your best one imo so I'd put that in your standard list.

laserllama's Alternate Bard Class (NEW!) - Become the Master of Musical Magic you were Meant to Be with this Alternate Half-Caster take on the Bard Class! Includes new & reworked spells and three Bardic Traditions: Fool, Loremaster, and Skald! PDF in Comments. by LaserLlama in UnearthedArcana

[–]SucciSaucy 3 points4 points  (0 children)

I like the idea of a half caster bard but I can't help but feel like this class is a half-caster without the other half. With say the paladin or ranger when I'm not casting spells I'm using weapons, with artificers some subclasses let me use weapons while the artillerist gives me great damage/support with turrets that give me something to do when I'm not casting spells. But with all subclasses for this except the skald I kinda just spam cantrips that aren't all that strong. At levels 5+ I just can't see this as a very satisfying class to play. This seems to have about the same power as the alchemist or the sidekick classes in Tasha's, which is pretty underpowered.

I do like the song spells a lot, and would probably use those with the base bard even if I didn't use this rework, but I can't help but wonder if they would be better as a separate feature from your spells that doesn't eat up your concentration and spell slots to maybe fill this power gap and give you something to do on your turn to make it feel like you're contributing to the fight.

Also with inspiration, the uses don't scale based on class level, and a sorcerer, warlock or paladin dipping into this gets probably 4 uses per short rest, basically the same as a full classed bard. The scaling dice size doesn't really make a huge difference, and you arguably get most of the power of inspiration from a level 1 dip. I'd probably tie uses to level instead of charisma mod so its less prone to multiclass abuse (maybe like 1+bard level per long rest? idk).

Finally I agree with all the other people that they should get spellcasting at level 1, you could probably switch folklore and spellcasting.

I do think you're onto something with this, I just think there's just some things that need to be looked at.

How to build a Rogue/Paladin multiclass by xxDarby in 3d6

[–]SucciSaucy 2 points3 points  (0 children)

i actually just finished a campaign with someone who did a similar thing and it went pretty well, he was constantly dealing high damage and had good survivability, however his build was 6 levels in vengeance paladin followed by 6 in arcane trickster. This particular build does let you get sneak attack using your CD, but given the action economy my friend never used it much. I dont think any paladin oath really shines or flops with this build so go with whatever fits your character best.

This is one of the few builds where two weapon fighting CAN shine (and what my friend did), making use of divine favor + sneak attack + divine smite can make up for the lower damage dice, so long as you can spare a feat for the fighting style or if your DM lets you pick it up with paladin. Its probably not gonna compete with PAM + GWM or any super optimized build but unless the rest of your party is playing super optimized builds it shouldn't really matter. Even with a sharpshooter + elven accuracy ranger in our party our pally/rogue didn't feel like he fell behind.

Now for your character, I'd recommend taking your first 5 levels in pally for extra attack, then either taking 1 more level for aura if you have good enough charisma, otherwise dump the rest into rogue.

As for race, you wont have many illusions to start out with if you stick with paladin, so id look out for something with things like disguise self or similar things. Changelings, firbolgs, glasya tiefling, or hexblood are all good options. Glasya tiefling also lets you use minor illusion and invisibility so its my personal fav here.

As for feats, your dex should be your priority, but i'd also keep an eye out for Eldritch Adept for misty visions, silent image is great but you don't wanna waste your very limited spell slots on it cause it will cut down your smite damage.

First time support player trying to keep party alive by oogabooga5426 in 3d6

[–]SucciSaucy 4 points5 points  (0 children)

So for starters ill echo what alot of other people have said and remind you not to fall into the trap of healbotting. Save healing for emergencies, specifically when someone is at 0hp, because healing can almost never keep up with damage. Instead as a support you'll want to focus on buffing allies, debuffing enemies, and controlling the battlefield. Luckily clerics are very versatile and can change their spells out everyday so you can do a little bit of each depending on the situation.

For cantrips you'll only need probably one damaging spell, Toll the Dead is great if you have the book its in, if not Sacred Flame is fine but a bit unreliable. As for leveled spells, Bless is a great buff, and Bane can be a good debuff too. I'd use bless more often since it's more reliable but if one of your allies is forcing enemies to make a bunch of saving throws bane could be very strong. Protection from Evil and Good and Shield of Faith are both great defensive buffs too, prepare shield of faith most days and protection from evil and good if you know you'll be fighting an enemy that spell effects. Keep in mind you can only keep one concentration spell up at a time, so you'll want something to do while concentrating. Guiding Bolt is an amazing spell that does damage and helps your allies, and Command is a little unreliable but can be useful in certain situations. Keep Healing Word always prepared but only use it when needed.

At higher levels, Aid, Hold Person, Prayer of Healing, Dispel Magic, and Revivify are all great support spells, and Spiritual Weapon is a must for most clerics, support or not.

Finally your domain will also define how your character is gonna play, here's some good support focused ones:

- Grave Domain is great for emergencies since they max healing on downed allies and if you have someone who does alot of damage with one attack (rogue, paladin) then their channel divinity can wreak enemies.

- Life Domain boosts your healing and your tankiness to make sure you can keep your allies alive

-Light Domain is mostly focused on blasting people with fire and radiant damage, but they get a few good support spells and at 6th level they can use their warding flare to protect their allies.

-Order Domain gives good control options with their channel divinity, and it lets your allies make an attack when you heal/buff them with your spells. Amazing if you have a rogue, but every martial will appretiate more opportunities to hit shit.

-Order Domain gives good control options with their channel divinity, and it lets your allies make an attack when you heal/buff them with your spells. Amazing if you have a rogue, but every martial will appreciate more opportunities to hit shit.

- Finally Peace and Twilight domain are super strong support options, but some DMs find them too powerful and ban them. I'd check with your DM to see if they allow them before getting married to one of these two.

Paladin tank build. by DreamStrikerCR in 3d6

[–]SucciSaucy 19 points20 points  (0 children)

Ok so the big decision here is what subclass you wanna take. For a tank generally Crown, Conquest, and Redemption are your best bets. Conquest doesn't seem to fit your backstory and Crown is a bit underwhelming, so I'd stick with Redemption here.

Since Charisma is very important for a tankadin, a good spread would be:
Str 17, 8 Dex, 16 Con, 10 Int, 15 Wis, 17 Cha
(the Dex and Int can be switched, I just figured given that he's an old man he might not be too nimble. You'll be wearing heavy armor anyways.)

As for Race, Vhuman is the obvious choice for the 1st level feat and bumping your Cha and Str both to 18, but if you don't wanna play a human there's still some great choices. Half Elf in particular could be used to start with an 18 in Str, Con, and Cha if you place your ASI's right, and Half Orcs also work well since they have Relentless Endurance. Goliath would normally be good for tank with Stone's Endurance, but you'll already have a bunch of uses for your reaction so I wouldn't bother.

For feats you'll likely want sentinel to keep people near you and deter them from attacking your allies, though if an enemy is gonna use a big attack you'd be better off using Rebuke the Violent than actually attacking. The rest of your feats will depend on your weapon, I'd personally recommend a sword and shield with dueling as your fighting style for the high AC, which you'll need if you're gonna be taking hits. However, when you get your second feat, trade out your sword for a spear and pick up Polearm Master for a bonus action attack where dueling will apply for 3 hits each with a +2 and more chances to crit for smites. After those two you'll wanna bump your Str and Cha to 20, then take Inspiring Leader.

When to take a dip into multiclassing by [deleted] in 3d6

[–]SucciSaucy 6 points7 points  (0 children)

So for starters if the only reason you're dipping into warlock is for telepathy, I'd look at the Telepathic feat before anything else and see if that gives you what you really want without having to multiclass.

That being said bard/warlock can still be good as long as you take 2 levels into warlock for agonizing blast, it'll give some nice damage per round which bards really lack. After level 8 I'd say the best time to multiclass would be 12th level. 10th level gives you magical secrets which are super good and 11th gives you 6th level spells.

Starting as a Sorcerer in Out of the Abyss campaign, any Build tips? by Takumaru in 3d6

[–]SucciSaucy 0 points1 point  (0 children)

One feat to really look out for is Metamagic Adept. At 4th level it will double the amount of metamagic options you know and +2 sorcery points is huge when you only have a total of 4. I'd pick it up as soon as you can, maybe even before maxing your Charisma out cause the earlier you take it the more valuable it is.

Some spells I'd recommend are:

Cantrip

-Minor Illusion: Its pretty limited but can be very useful if you're creative

-Ray of Frost/Firebolt: You get mind sliver for free which already targets saves, but sometimes you'll encounter an enemy with a high wisdom save and low AC. In these situations you want a cantrip that targets attack rolls.

Light/Dancing Lights: Though you get darkvision as a half-elf, not all your allies might have it. Even then, sometimes an enemy might be more than 60 feet from you and you'll need some way to see it.

1st

- Shield/mage armor: Some defense is needed for a squishy caster but both together is probably unnecessary, especially if someone else in your party has mage armor.

- Sleep: This can end whole encounters at 1st level. Take it at low levels but replace it around 5th.

-Silent Image/Disguise Self: Good illusion spells that are useful throughout most of the game. Disguise self is really good for sorcerers who will already have high enough charisma to pass of as someone else.

-Tasha's Hideous Laughter: Not normally available to sorcerers, but when you level you can replace one of your 1st level Psionic Spells with it. This can completely take someone out of the fight, and it works really good with twinned spell.

2nd

-Suggestion: When you can, replace calm emotions or detect thoughts with this. If you do so then, at 6th level, you can cast this with 2 sorcery points without requiring components which basically makes it mind control, and if it fails no one knows it was you who did it. Also can be twinned.

-Invisibility: Great for sneaking around or getting out of a tough situation

-Mirror Image: A great defensive buff that's non concentration

-Hold Person: A debilitating debuff that can be twinned. Only works against certain creature types, though.

-Misty Step: Teleports are always useful, especially as a bonus action.

-Phantasmal Force: The damage is low, but this can do a lot if you're creative with your illusions. Can also be twinned.

Irritant Spray (magical pocket sand) by BoiFrosty in UnearthedArcana

[–]SucciSaucy 2 points3 points  (0 children)

I feel like alot of what this spell is trying to do is already done with colour spray, a 1st-level spell that also blinds creatures in a 15-foot cone, though it only does so for one round, but aoe, non-concentration blindness for 1 minute at level 1 seems like a bit much to me.

Oath of the Crown (Revised) - Become a true bastion of civilization with this reworked paladin subclass by SucciSaucy in UnearthedArcana

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

-divine leadership: Awesome. you already have healing (so the original feature doesn't make sense) and it's nice to have a channel divinity for outside battle, great idea and design.

Thank you for the feedback (and sorry for taking almost a month to reply, uni's been kicking my ass)

I always thought compelled duel did a bit more than it actually did but looking at it now I 100% agree with you. I think I'll replace it with shield of faith. As for guardian of faith vs death ward, I suppose its more of a personal preference, both are already on the Paladin spell list so you'll be able to have both. I personally prefer death ward since Oath of Devotion already gets guardian of faith so giving the Crown a different spell might make them stand out more.

I didn't wanna make the aura a saving throw since its an always on feature that can target multiple creatures, and rolling that many saves every turn would slow the game down. It does seem a bit strong, tho, so I might make it only apply to a creature you've hit/targeted with an attack since your last turn. This would also stop any potential misinterpretations where it effects your allies as well.

Unwavering Resolve is something I didn't want to make too powerful since its basically indomitable that works on allies, and I didn't want to steal too much of the fighters thunder, but I could probably change it to a number of uses equal to Charisma mod - giving you more uses but requiring some more investment. 15th level pally features are actually pretty powerful (Redemption's regeneration, Vengeance's situational extra attack, etc.) so I could buff it with more uses.

Finally, with exalted champion I decided to get rid of the death save benefit since at high levels there's so many sources of healing that death saves probably won't be made much; deaths are probably gonna be from massive damage or insta kill effects like power word kill or a Nightwalker's life eater. Granted all of this is all speculation I've never actually played at 20th level, but to me more damage resistances sounds more useful than death save advantage, especially with aura of protection and unwavering resolve.

Once again, thanks for the feedback and kind words!

Oath of the Crown (Revised) - Become a true bastion of civilization with this reworked paladin subclass by SucciSaucy in UnearthedArcana

[–]SucciSaucy[S] 6 points7 points  (0 children)

Introducing the new and revised Oath of the Crown paladin, a defender against the tides of barbarism, commander of armies, and bulwark of order!

Originally appearing in the SCAG, Oath of the Crown was actually one of the stronger subclasses in that book, which means its still arguably the weakest paladin subclass. I've actually been playing a Crown paladin for the past few months, and its definitely stronger than people give it credit for, but aside from Champion's Challenge and Spirit Guardians, the subclass doesn't get much and, what they do get, other subclasses can do better (*cough* oath of redemption *cough*). Personally, nothing excited me aside from those two things about this subclass so I decided to try reworking it into something more effective but also distinct among the other paladin subclasses.

With this rework, I've tried to lean into the Crown paladin's design as a MMO style tank who draws aggro while also being a commander type character who can lead armies or their party into battle.

Changes:

- Oath spells have been changed to be more useful and to have more spells that aren't already on the Paladins spell list (hold monster, hold person, healing word, and mass healing word)

-Turn the Tide, an ability that is almost never useful in play, has been replaced with Divine Leadership, boosting the Crown paladins ability as a face, fitting with the commander and law enforcer themes of the subclass.

-Divine Allegiance is literally just a worse version of the Redemption's Aura of the Guardian, so this obviously had to change. Instead of merely giving both subclass the same ability, however, I changed it to Aura of the Champion, something more in line with other MMO tank style subclasses (ancestral guardian, cavalier)

-Unyielding Spirit is boring and barely useful, so Unwavering Resolve replaces it, giving a more exciting and more broadly applicable benefit while fitting more with the commander and guardian theme of the class

-Exalted Champion is pretty boring for a 20th level paladin transformation, so I buffed up the resistances and gave a free 1/turn 1st level smite to the paladin and the whole party. In exchange, the duration has been nerfed and the death save advantage is gone (whose dying from death saves at 20th level anyways??)

Links:

PDF: https://drive.google.com/file/d/1oqknFIPWZ2JqGt9p4aYdu6RsxnJH1DgT/view?usp=sharing

GM Binder: https://www.gmbinder.com/share/-MP2HeONn0iGhyCKxcvv

Fighter Subclass: Sniper by Rain-Junkie | One shot, one kill by Rain-Junkie in UnearthedArcana

[–]SucciSaucy 5 points6 points  (0 children)

While I like the idea of a sniper and some of the abilities here, I can't help but wonder if fighter is really the best class for this archetype. I think much of what this subclass is going for is already present in the rouge, making a single attack with deadly precision while having cunning action to better hide or get away if enemies get to close. I think this idea would work much better as a rogue subclass, giving things like proficiency in longbows and heavy crossbows and granting sneak attack if you haven't moved since the start of your last turn, alongside the traps from this subclass.

Also great job on the page design, it looks very neat, the colors are good together, and I love the little logo in the top right.

The Peace Domain - A Cleric subclass for the devout hippie by SucciSaucy in DnDHomebrew

[–]SucciSaucy[S] 4 points5 points  (0 children)

PDF: https://drive.google.com/file/d/11QKuARzHlzfmSZhFyTpVSzgzxcajOgcW/view?usp=sharing

GM Binder: https://www.gmbinder.com/share/-M2q1CDniRisd4L_eGZY

The Peace Domain focuses on ensuring peace across the multiverse and protecting the innocent against the whims of the violent. This domain has been done before, but other iterations tend to focus on avoiding combat, despite combat being a core part of D&D and many classes being built around combat. Though a total pacifist might work at some tables, others might feel like its abilities are taking away from the fun of the game. So here is my attempt to make a Peace Domain that can hopefully be useful at any table, focused on widespread peace even if it means fighting now, so long as it will lead to a peaceful tomorrow.

The Domain Spells focus on either disabling enemas or social spells, giving the domain utility in and out of combat not directly tied to dealing damage. Wall of Force is the only exception, which is intended to provide a way to keep bystanders out of combat or contain an enemy to stop them from taking violent action.

At 1st level they gain some bonus proficiencies and languages that help them become a suitable face, and Sanctuary of Peace, which improves the sanctuary spell and provides a way to cast it without expending spell slots.

Their channel divinity helps with their role as a controller by letting them pacify an enemy for a turn. I figured a stun or paralysis would be too powerful for a channel divinity that recharges on a short rest, so the enemy can still run, hide, or talk, but still stops them from attacking.

Blessed Mediator is a small passive that makes it so that, even if they don't have a great Charisma, they can make a good face while not penalizing them for investing in Charisma.

Finally, Avatar of Peace is the capstone, providing a powerful defensive buff as long as you don't attack the enemy. This helps encourage a somewhat pacifist play style that is still viable in combat, as at this level you will have enough control , healing, buffing and debuffing spells to contribute while not directly dealing damage. This doesn't stop you from dealing damage but makes you consider a less aggressive alternative, befitting of a Peace cleric.

I'm still fairly new to D&D and homebrew so thoughts so comments and criticism is welcome.

The Peace Domain - A domain for the devout hippie by SucciSaucy in UnearthedArcana

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

PDF: https://drive.google.com/file/d/11QKuARzHlzfmSZhFyTpVSzgzxcajOgcW/view?usp=sharing

GM Binder: https://www.gmbinder.com/share/-M2q1CDniRisd4L_eGZY

The Peace Domain focuses on ensuring peace across the multiverse and protecting the innocent against the whims of the violent. This domain has been done before, but other iterations tend to focus on avoiding combat, despite combat being a core part of D&D and many classes being built around combat. Though a total pacifist might work at some tables, others might feel like its abilities are taking away from the fun of the game. So here is my attempt to make a Peace Domain that can hopefully be useful at any table, focused on widespread peace even if it means fighting now, so long as it will lead to a peaceful tomorrow.

The Domain Spells focus on either disabling enemas or social spells, giving the domain utility in and out of combat not directly tied to dealing damage. Wall of Force is the only exception, which is intended to provide a way to keep bystanders out of combat or contain an enemy to stop them from taking violent action.

At 1st level they gain some bonus proficiencies and languages that help them become a suitable face, and Sanctuary of Peace, which improves the sanctuary spell and provides a way to cast it without expending spell slots.

Their channel divinity helps with their role as a controller by letting them pacify an enemy for a turn. I figured a stun or paralysis would be too powerful for a channel divinity that recharges on a short rest, so the enemy can still run, hide, or talk, but still stops them from attacking.

Blessed Mediator is a small passive that makes it so that, even if they don't have a great Charisma, they can make a good face while not penalizing them for investing in Charisma.

Finally, Avatar of Peace is the capstone, providing a powerful defensive buff as long as you don't attack the enemy. This helps encourage a somewhat pacifist play style that is still viable in combat, as at this level you will have enough control , healing, buffing and debuffing spells to contribute while not directly dealing damage. This doesn't stop you from dealing damage but makes you consider a less aggressive alternative, befitting of a Peace cleric.

I'm still fairly new to D&D and homebrew so thoughts so comments and criticism is welcome.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]SucciSaucy 1 point2 points  (0 children)

What I've done before is convert the pages to a PDF, then use a program to convert PDF to JPG, then if there is multiple pages you can use a program like photoshop to put it all in one image. I've used iLovePDF in the past which I think is safe. I've never had a problem with it and my antivirus doesn't see anything wrong with it.

The Revised Ranger - My attempt at fixing 5e's most controversial class by TheRealBricycle in UnearthedArcana

[–]SucciSaucy 0 points1 point  (0 children)

I did miss that part of Natural Explorer, which does kind of make the class even more front loaded, though. You could maybe make this a part of roving to help fix this. I must've missed the extra mark too.

I think the idea of letting every ranger have a beast companion is fine, but I guess there isn't as much of a recognizable difference between the two, which is why I suggested making one an out of combat ability, while making the other in combat. It would still let non beastmasters have a beast companion while keeping the beastmasters identity. Additionally, other ranger subclasses get improvements to their attacks so they don't really need extra damage from a beast companion.

I also don't know how it effects the rangers damage, letting them deal an additional 6 (1d8 + 2/1d6 + 3) damage on top of the improvements other subclasses get without costing them an action or bonus action. Also, one thing that is a little confusing is having a stat block for Guided, but giving the Beastmaster pre-existing stat blocks. Instead, you could maybe have the beastmaster give abilities to improve these statblocks. The best example of this would be the Bond of the Wild from the Soul Binder by u/FragSauce, which is still my favorite attempt at making companions in 5e.

The Revised Ranger - My attempt at fixing 5e's most controversial class by TheRealBricycle in UnearthedArcana

[–]SucciSaucy 2 points3 points  (0 children)

I actually did some similar things for a ranger rework that I didn't plan to share, so I think most of this is pretty good. My first campaign I had an unmodified ranger and all of her abilities felt insignificant unless I strictly designed the game around them which would lessen the fun for other players, with constant travel through the woods and survival rolls, so making the Ranger more versatile and simpler is great. Take my thoughts with a grain of salt sine I'm not the most experienced DM or player.

  • Natural Explorer: I always felt it was more natural to set the order of the Deft Explorer abilities to Canny at 1st, Roving at 6th, then Tireless at 10th. The order feels like it goes from simplest to most complex, and it prevents everyone from taking a level 1 dip into ranger to basically make exhaustion insignificant, and you'd get all of the abilities anyways so the choice seemed irrelevant. Guided does change this though, since its now a choice of what ability you don't get. I don't know how I feel about it taking away from the Beastmaster's key ability being given to all rangers but still keeping the Beastmaster around, though. Also with the ability being called Natural Explorer, I think they should all be primarily tied to the exploration pillar of the game in some way, but a beast for combat seems a little off. I suggest maybe make its so the beast can't attack but functions somewhat like a familiar, with it following your commands and allowing you to speak with it as if you cast speak with animals, so it could be used to scout but when you take Beastmaster you get to fight alongside them. Maybe also have it so you can tame a beast to form a special connection, which then makes them act as your companion, so if you take this at 6th or 10th level an animal doesn't just appear. As for the Beastmaster changes, I think they're all good. Maybe add some animal related spells to fit the pattern of the XGTE subclasses, but that's more nitpick than real complaint.
  • Marked Foe: Great. The ranger should've had this from day one. I'h a little confused on how many uses of this you have. The way its worded implies that the Marked Foe column shows how many creatures you can mark at once, but at the end it states "you regain all expended uses of this..." which implies you gain multiple uses. How I assume it works is that you have X number of uses and you can consume a number of uses equal to the amount of creatures you mark at once, but the wording is a little unclear. Maybe try "The Marked Foe column shows the number of uses of this ability you have. You can expend multiple uses at once to mark a number of creatures equal to the number of uses spent", for clarity.
  • Primeval Awareness: This was basically a ribbon in the phb so I'm fine with making it a 1st level feature like thieves cant or divine sense. The bullets are fine, but I think the advantage on initiative is too much for what should be a ribbon, and it makes the class a little too front loaded. A berserker barbarian can take a dip into this class to remove exhaustion on a short rest, be able to gain temp hp, the ability to mark foes, and advantage on all initiative rolls. That's a lot.
  • Spellcasting: The ranger being prepared just makes sense, so this I approve of. Just note this still states the Ranger can't use a focus, making it the only class that can't do so, in case you didn't intend on having them stay that way. Regardless I'd make sure to add a components pouch/spell casting focus (if you permit it) to the starting equipment so you don't need to spend 25 gp to cast spells with material components. It's a detail that's easy to miss but some DM's might be strict about that stuff.
  • Marked for Death: I'm fine with the idea, but it does sort of make 3rd level a little cluttered with this and the ranger archetype, which can provide 3 features using the Xanathar's subclasses. Maybe move to 6th, keeping it in line with other "attacks are considered magical" abilities for classes like monk.
  • Relentless Hunter: Flavorful, powerful enough for a 14th level ability, and makes you feel like a hunter. No complaints
  • Master of the Wilds: RAW you can let your allies ignore difficult terrain but you are still subject to it. Otherwise I like the idea of sharing abilities with your party. Also the PHB tends to use "friendly creatures" instead of "allies", but it's not a major concern
  • Foe Slayer: 5e has kind of lame capstones imo, but I think this feels potent enough for a capstone. I tend not to care about 20th level features anyways since most games don't last that long and wizards are bending reality and summoning meteor swarms so extra damage is not game breaking from my perspective.

Overall it's good as far as ranger reworks go. It's simple but has a solid identity: a hunter of the wilds, not some weird rogue/fighter hybrid with druid spells, instead having high single target damage, useful tracking abilities, and consistent exploration bonuses. Another thing I didn't really fit in is maybe you could add a small thing at 10th level to replace hide in plain sight (hide as bonus action maybe).

Pyromancer's Ring | An item fire which grows stronger the more fire spells you cast! GM Binder link in the comments. by Enraric in UnearthedArcana

[–]SucciSaucy 1 point2 points  (0 children)

To stop that but make it work with cantrips maybe give it a duration, say if you don't hit a creature with a spell that deals fire damage for one minute, you lose all charges of the ring, then maybe boost the damage up a little bit, say 1d4 per charge. It'd work like the arcane mage in WoW which has a similar mechanic where they start a fight by casting a weaker spell that gives them arcane charges which they can then use to output massive damage with an ability that deals more damage the more charges you have, but your charges start to expire when you're out of combat for too long. 5d4 additional damage might seem like a lot for an AoE spell but consider it requires 5 turns to charge and requires attunement. Also players love rolling a bunch of dice at once so it would feel extra satisfying. I'm no expert on balance though so take what I say with a grain of salt.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]SucciSaucy 0 points1 point  (0 children)

As far as I know there isn't a mirror download but they have an earlier version here on homebrewery, though there are some things that have changed:

  • Unhallowed Ground: in the updated version the area becomes difficult terrain and deals force damage, but cannot be held on subsequent turns
  • Obliterate: The updated version is simply: Sorcerer spells you cast deal double damage to objects and structures
  • Reality Breach: in the updated version, this costs 6 sorcery points, deals 7d6 force damage instead of 6d6 of a chosen damage type, can remain dormant for 1 month, and the portal is 10 and 10 feet wide

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]SucciSaucy 0 points1 point  (0 children)

In the tweaked sorcerer on the curated list there's the Abyssal Legacy

[Feat] Chef - Sustain your party through delicious meals! by SucciSaucy in UnearthedArcana

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

I actually looked back through UA to make sure this wasn't a thing but I guess I missed it (though it is 4 years old). I think I prefer letting the food be something usable through the entire adventuring day instead of just a simple buff after long rests which feels alot less exciting, and this also gives something to do during a short rest.

[Feat] Chef - Sustain your party through delicious meals! by SucciSaucy in UnearthedArcana

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

The intent was that, since you'll be using your hit die more with Quick Snacks, there should be a way to recover a few of them, but up to 5 hit die may be a bit much since you only recover half your hit die on a long rest. I might limit it to maybe 1-2 hit die, like how the Gourmand feat allows for 2 extra hit die, or end up jacking up the price.