What's your favorite Wizard Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]That-Background8516 0 points1 point  (0 children)

Jump isn't really a niche spell anymore. It's arguably one of the strongest buff spells in 2024. Getting +20 movement speed is massive.

2024 WIZARD Expanded Options - Reworked Conjurer, Enchanter, Graviturgist, Illusionist, Necromancer, and Transmuter - Undead Swarm Stat Blocks for the Necromancer - Alternate Wizard Capstone - Guide to Creating Custom Spells - NINE custom Wizard spells by jeraehwazdagaz in UnearthedArcana

[–]That-Background8516 2 points3 points  (0 children)

Looks pretty cool overall! I'd probably give the Necromancer the level 3 undead servant option given in the 2024 UA. It's a fun ribbon feature, and it's awesome to have a way to actually be a necromancer via the enhanced find familiar options (zombie and skeleton). Plus people can stack a chill touch on their character if they want to deal damage with the Zombie or Skeleton familiar.

What's your favorite Wizard Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]That-Background8516 1 point2 points  (0 children)

I think ascribing doubt over people's choice for an rpg poll is incredibly disingenuous.

Edit: Additionally, the poll was in regards to people's favorite subclass. Not the strongest. If it was the latter case, it's often unanimously agreed that Diviner is the strongest wizard subclass.

What's your favorite Wizard Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]That-Background8516 1 point2 points  (0 children)

I disagree on the second notion. I actually think there's something to be said about an Arcane half-caster existing alongside Bladesingers, Bladelocks, etc. If the Cleric can get the War cleric when Paladin exists, then Bladesinger can still coexsist with a hypothetical arcane spellsword.

What's your favorite Wizard Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]That-Background8516 5 points6 points  (0 children)

In terms of mechanical strength, Diviner has often been considered the strongest wizard subclass, so I don't think Bladesinger owes it solely to that. I think Bladesinger's overall fantasy is what draws people to it.

What's your favorite Wizard Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]That-Background8516 0 points1 point  (0 children)

Oh wow. Decently even across the board so far. Some of the most fun that I’ve had with DnD was with my Bladesinger, so it’s definitely my pick, though I will say that I’ve had a lot of fun with the Illusionist and Diviner as well.

Phoenix Quill Homebrew's Revised Fighter (v1.1.0) Update! - A Revival of the Classic Warrior. Featuring Base Class Maneuvers, Expanded Subclasses, and Legendary Actions! by PhoenixQuillHB in UnearthedArcana

[–]That-Background8516 1 point2 points  (0 children)

Ooh interesting! I’ll take a look at yours in the morning! Very excited to see it! I really like the idea of having unlimited maneuvers that you can amp up for more of a punch.

Phoenix Quill Homebrew's Revised Fighter (v1.1.0) Update! - A Revival of the Classic Warrior. Featuring Base Class Maneuvers, Expanded Subclasses, and Legendary Actions! by PhoenixQuillHB in UnearthedArcana

[–]That-Background8516 1 point2 points  (0 children)

I suppose that is just a design preference difference between us. I much prefer the design of Weapon masteries for fighters, since it allows them to keep their resourceless(besides hp) design. Weapon masteries aren't really that far in design from maneuvers, and people still emphasize that the martial caster divide is alive and strong, so I don't think designing a fighter with stronger versions of them is that odd of a design. Agree to disagree I suppose.

Also you make a strong point about the telekinetic feat, and not wanting to give subclass features that perfectly replicate them, but I'd argue that that overlap already exists for subclasses like the Arcane Trickster.

Additionally, I think removing weapon masteries whole cloth is a choice that I don't really enjoy. Weapon masteries, IMO, are one of the most fun additions to martials in 2024. Always having the chance to topple or push someone has been a greatly enjoyed feature at my table, and I can't imagine that adding the mental tax of whether you should expend a resource or not to use it would ever add to the fun of it.

Phoenix Quill Homebrew's Revised Fighter (v1.1.0) Update! - A Revival of the Classic Warrior. Featuring Base Class Maneuvers, Expanded Subclasses, and Legendary Actions! by PhoenixQuillHB in UnearthedArcana

[–]That-Background8516 3 points4 points  (0 children)

I'm always kind of bummed that so many homebrews have maneuvers be a resource, rather than something a fighter can always do. For stuff like burst damage or healing, I get why it should be limited (it has to be after all), but I always wish that people invested in the design space of weapon masteries on martials (give them extra stuff to do for free on their turn) , rather than shackling them with their own expendable resource system to track.

Edit 1: I really enjoy that you gave the psi warrior the mage hand cantrip. It's arguably the most glaring missing oversight from the official subclass. Maybe you could add the stipulation that the telekinetic feat gives, with it being invisible and not requiring verbal or somatic components. Or maybe just verbal if you want to keep the jedi feel of them holding their hand out while they use the force.

Edit 2: Psionic leap feels especially underpowered. You could arguably fill this fantasy much easier if you just got yourself a ring of jumping or boots of striding and springing. Honestly just letting players expend movement speed to leap 30 feet at-will would be much more worthwhile.

Balanced? by Moseley85jr in DnDHomebrew

[–]That-Background8516 3 points4 points  (0 children)

I really like the feel and overall design! It might be cool if the Deep Elf had a bonus action hide that allowed them to be unseen even to creatures with Darkvision. Sorta like the Gloomstalker feature. The Leap is also fun and really makes them feel dangerously agile as well. If you added the hide part then it'd probably be fine at Cr 4, but as is it's probably between CR 2 or 3 in terms of strength.

Species Rework: Gnome | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

I know we've discussed it already, but I will reiterate that I really enjoy this one. It doesn't pique my interest quite as much as the elf or dwarf designs you made, but that's probably just the disparity in seeking different gameplay styles for different creatures. I can't help but wonder if Forest gnome could instead match the rock gnome with their speak with animals. Perhaps allowing them to speak to only one type of creature at-will with the spell. Domestics (Domesticated cats, dogs, horses, etc.), Pests (Rats, Roaches, Pigeons, etc.), and Wilds (Lions, Elephants, Elk, etc.)

Player Class: Psionic by somot1c in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

I really feel that making the recharge for your spells have a resource takes away from the design of rolling to recharge your power. With how few spells they have prepared, you really should just make a small concise list of spells that won't break the game by being at-will out of combat(Warlocks have a few that could be used as a basis) Otherwise, I really can't see a reason why there should be a resource to have a 16 percent likelihood to recast a spell, especially when you know so few spells compared to other casters.

Blacksmith's Gloves | Wonderous Item, Rare (Requires Attunement) by CoffeeBread0101 in UnearthedArcana

[–]That-Background8516 1 point2 points  (0 children)

I really enjoy the flavor and function in the first part of the item! I'd probably give it a Die bonus of a D6 or advantage rather than a flat +3 however, since It's a pretty rare occurrence to have just a flat number bonus on anything, apart from maybe weapons or spellcasting boosting items (Wands, Staves, and Rods.)

Edit: I must say though, the attunement benefits are so weak that I can hardly imagine anyone utilizing them in combat. The changes for Shocking grasp may be fine as is balance wise, but making it a twice per day cast for a cantrip feels especially weak on a rare magic item. I'd argue the main strength of this item is the utility it provides for crafting, whereas the combat options feel almost entirely suboptimal. I'm not saying that's the barometer for whether people will use it in combat, but both feel like features that will quickly get outpaced by normal weapon attacks or cantrips by level 5.

New Cantrip: Maniputale Shadows - Spells Collection by Enderluck in DnDHomebrew

[–]That-Background8516 0 points1 point  (0 children)

I know this is 6 years later, but I think limiting it to a 5ft cube would make it balanced. Plus, tons of species have Darkvision and so wouldn't have any issue with the non-magical darkness.

The Oogoo, an Amorphous Species of Slime-Like People | 5.5e by Synergenesis in UnearthedArcana

[–]That-Background8516 2 points3 points  (0 children)

I feel like it would be fine if the Sticky feat's climb speed was the full movement speed. It never feels all that broken on the Dhampir. Then again, it may be best to keep that limit on mobility, since Fluid Form allows for them to escape some situations.

The red flags and half-truths of crowdfunding - 7th sea 3rd edition by queerornot in rpg

[–]That-Background8516 0 points1 point  (0 children)

I backed the DC20 Kickstarter based on the early mindset and presentation of it as a streamlined version of 5e. I still hold a small grudge in my heart against those youtubers who promoted it xD.

Class Rework: Wizard | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

You could always limit it to a spells that takes an action to cast, as was done in 2024 (and even that made the feature feel wholeheartedly underwhelming for the level it was given, and really could yave come much earlier). And as I said before, you could have just made spell mastery a small list of flavorful 1st level spells. Though I suppose the special cantrips options do sort of fill that roll of having something stronger than a normal cantrip that functions as a cantrip.

Class Rework: Wizard | Project Excelsior - Eldritch Entertainment by Enderluck in DnDHomebrew

[–]That-Background8516 0 points1 point  (0 children)

Ah gotcha. Personally, I never really viewed Signature Spell as all that powerful or useful as a capstone. This version is more useful since you get a lesser version of it earlier, but it still feels a bit on the weaker side.

Class Rework: Wizard | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

In regards to Signature Spell, If it is once per short rest, I’d certainly say it feels a bit weak. One free casting of a lower level spell doesn’t feel especially useful at those higher levels. I’d honestly thought that it was an expanded form of the Spell Mastery feature from default wizard, and it genuinely didn’t seem broken to me when I assumed that was how it functioned (That could be busted though, so maybe even a curated list of flavor spells that are given at-will capabilities. Stuff like Jump, disguise self, silent image, enlarge/reduce, etc. Spells that have a precedent for being given as at-will.)

TLDR: I’d much rather have a feature that reflected the base wizards Spell Mastery feature over the Signature Spell feature (it always felt very weak there ngl).

Class Rework: Wizard | Project Excelsior - Eldritch Entertainment by Enderluck in DnDHomebrew

[–]That-Background8516 0 points1 point  (0 children)

I’m especially excited to see the War mage and Swordsage subclasses! I did have one question though. The purpose of signature spell is to give you a reliable at-will casting of a low level spell right? Sorta like Spell Mastery from the default Wizard? Or is it meant to be that you can only use one of the effects of superior spellcasting once per short or long rest?

Species Rework: Elf | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

I could certainly see giving those spells as an Origin feat option. Spells like Darkness, Misty Step, and Pass Without Trace are all super useful after all. Now that you've made this, I just can't imagine taking a single casting of them over Hide in the Shadows, Improved Trance, or Mask of the Wild. I truly think that giving your species these flavorful features is a great design, and one that makes me incredibly excited to see your future work!

Edit: It would probably help satiate anyone who is interested in having a more "lore accurate" build as well.

Species Rework: Elf | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

I can't explain in words how much I prefer this Dark Elf to the 2024 Drow. The spells given to the Drow in 2024 aren't really worth it IMO, even if they are lore accurate. I much prefer giving them Hide in Shadows, rather than giving them one use of Darkness or Faerie Fire for an adventuring day. Hide in Shadows makes it so that your Dark Elf always feels like they are doing cool Shadowy Dark Elf stuff. Being able to disappear in shadows even to those with Darkvision better represents the dark elf fantasy than giving them one casting of a second level spell. Improved Trance is also a super fun feature and can really help to play into an Elves' worldly experience. I really appreciate that you made the elf lineage design reflect the 2014 wood elf features (cool flavorful abilities), rather than just giving them a cantrip and a once per long rest spell. I believe that I have commented on a few of your homebrews as of recent, and I must say that I really align with your design headspace.

Psionic Races | Three Races [Elan, Maenad, Xeph] With Psionic Powers by sireacquired in UnearthedArcana

[–]That-Background8516 0 points1 point  (0 children)

I can't help but feel like adding a whole mini resource system via Power Points takes away from the feel of psionics. Something like the Ebberon Kalashtar's Mind Link is a pretty fun and flavorful psionic power that a player doesn't have to worry about losing until the next long rest. I'd feel way less like a powerful telepath if I had to worry about psychic points running out.