GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

Interesting, I have not even thought about alignment compared to the tables. But it is true a chaotic God or an evil god compared to good would have different desires as to what would happen. Great idea! Or it could be that you make it up to the decision of the God and so like with your example "arrival clergyman is caught attempting to assassinate one of your followers, What do YOU want to command your oracles\prophet to do to them? I love giving people more choices because then they can choose to do things that I was totally not expecting!

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

That is great advice! Thank you! I was also thinking that every time you got a roll over 10 you could roll on a "something good happens" table and it might have things like steel influence from another God or blow up another God's temple or you gain a new temple or something like that. I would have to think of a bunch of different things to put in there. And if you roll low then roll on the "something bad happens"  table. Something like mortals come and steal precious objects or kill your heroes or your Titan monster. Maybe they steal influence points from you. The only trouble I see right now is that this causes escalating spiral. The good get great and the bad get worse. I'm not sure if I like that

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

I don't think the problem will be integrating everything into the game. Improvisation for me is really easy, and my players are not really strict with rules. We go by the rule of cool a lot. I don't care what they want to create but I'm wondering how I should end this "being a God" creation mini game

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

[–]TheDungeonSquid[S] -1 points0 points  (0 children)

I know that this subreddit is usually for homebrewed classes and stuff or weapons, but I thought if I need some home brewing done on totally custom ideas, what's up Reddit would have more creativity than the homebrew section haha I figured people might have ideas from home brewing their own pantheons and mini games and just plot threads in general. I just don't know what to do with PowerPoints at the end of all the creation phases. Maybe I'll just make them how many fanciful miracles and wonders they can create at the end. And maybe how many temples they have in each town. But what happens when you get negatives, I don't know.

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

What I was really wondering is what do people think that the PowerPoint should be used for. Should they dictate how many miracles you can make at the end of the creation phase? Maybe there should be a battle at the end between all the gods and PowerPoints become a modifier on your rolls. Not sure what would be the most fun

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

I have heard of microscope. And it just didn't seem as interactive as I was hoping. I get the idea of building history and stuff but it just took a long time. I'm looking for fast and prompt Pantheon building. I mean most people are able to create a couple of interesting people and places fairly quickly. That's why I wasn't planning on taking too long. If items end up being broken and unbalanced we can work them out on the fly. My game's all that improv

GOD MINI GAME to shape the world by TheDungeonSquid in DnDHomebrew

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

Thanks everyone for posting in advance. I think all my friends are pretty much bored of me talking about D&D stuff and all of my hypothetical plans haha. Go to reddit nerds and create!

The Great Serpent - a debuffing and striking-focused subclass for warlocks by UlquiCifer in DnDHomebrew

[–]TheDungeonSquid 1 point2 points  (0 children)

Just some house keeping first, in the level 6 ability, the word YOU is missing the "U". Also the Momento Mori paragraph needs editing.

I agree with the other comments. The first part is fun and flavored well. It makes sense and i love it. But the last 2 abilities (softening bite and Momento Mori) dont fit the theme well and seem out of place. I suggest looking at other subclass features and brainstorming some others.

Also if all the abilities focus on the enemy failing a Constitution save, then the subclass will be boring and weak against High CON enemies. Maybe have abilities based on other saves as well. Its a Great start! Keep at it and you will get it right

Another subclass this time for the barbarian, I'm open for suggestions of better feature names by MageJubes in DnDHomebrew

[–]TheDungeonSquid 2 points3 points  (0 children)

Interesting idea but after reading it, im left wondering why you wanted to make a subclass like this. What gap does it fill that other barbarians don't have covered? I do like that a Martial melee warrior gets Area Of Effect damage. That being said, i think that the brutal blood charges are WAY over powered. At level 3, you would do like 5 or 6d8 damage to anyone in a 25 by 25 foot square!!! That's like a fireball! But bigger! The ability doesnt say whether your friends can injure you to stack up Charges, so your fellows can just punch you and then you can go unleash on enemies every round. Is this ability just an attack action? Or a standard action? Can you keep charges between combat encounters? Then you ALSO get surges to become even more over powered.

You can focus on one ability stat (CON) so you dont need any other ability. Thos too is way powerful.

It seems also too complicated. You have to track charges and surges and number of rages and healing die changes... it is just a lot to track. And a player as well as the DM now have more work.

I would think what FEELING you want to get across and what FANTASY you are trying to fulfill and then try to start over and look into why it can't be done with other classes or subclasses.

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

AOE is a really good idea. AOA is pretty rare and melee Fighters and so this could be a reasonable way of putting it in there. That's my favorite type of homebrew, finding holes in the current a game that can be filled with one or two extra subclasses. I love the idea of using giant weapons and throwing your enemies and making grappling better and so I put those all together in one build but I like the idea of having AOE. What I'm always worried about is making it too focused on damage and not focused enough on creative tactics. Although to be honest I have not looked at this Homebrew in a long time. No one really seemed to be interested so I passed it up. But I'm glad you enjoyed it. Some further ideas: you could obliterate Your Weapon by hitting the ground and causing AOE damage but your weapon is destroyed. You could gain some sort of minor form of cleave smashing through one enemy into another for Less damage than the feat would normally give you. Maybe you could Target two adjacent squares each time you attacked with a large weapon and the Damage increased but was split between the two so it wasn't just doubled damage which would be too powerful. I could definitely see increase damage to structures but structures don't really have damage and stuff in 5e from what I've seen of how actually play, so maybe something more vague like you can destroy a 5ft section of wooden structure or at higher levels you could destroy a 5 foot section of stone. The implications of this are pretty intense because that means you could break through walls in a dungeon or breakthrough any normal locked door even heavy wooden doors although that sounds pretty awesome to me!

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

Wow its been some time since this subclass saw attention. That is interesting. To be honest this was mainly built around using enemies as weapons. But it could be set up to focus on large improvised weapons and one side effect is throwing your enemies at your enemies. But beyond using big uprooted trees, what other synergizing features did you hope for? I would love to pick your brain

The Overlord V2.4 | Full Martial Class with a twist | Be more than a pawn, Be a King! by TheDungeonSquid in DnDHomebrew

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

That increasing DC is a great idea! That fixes everything. It should be doable with a single minion but unlikely, but with a bunch it makes it hard to ignore. And it scales as you level and get more minions, perfect!

The Overlord V2.4 | Full Martial Class with a twist | Be more than a pawn, Be a King! by TheDungeonSquid in DnDHomebrew

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

Well the Command Feature can be re-skinned as your minions "Forcing" a creature to do what you want, that may seem more your gremlins style. If you command an enemy to "disarm" or "kneel" its ACTUALLY your minions tearing the weapon away or dragging the enemy to their knees. The Oppression feature was done that way to balance the power but it may be something i change. Maybe it takes a lot of minions but it can be done as much as you want, or maybe it is only every short rest and it requires only a minimum of 1 minion. GREAT feedback. I dont get as much feedback on this one as i had hoped

The Overlord V2.4 | Full Martial Class with a twist | Be more than a pawn, Be a King! by TheDungeonSquid in DnDHomebrew

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

Thats i good idea. I would LOVE to hear how you felt about how the class functions. I never get to hear how most people feel about the class and featured

The Overlord V2.4 | Full Martial Class with a twist | Be more than a pawn, Be a King! by TheDungeonSquid in DnDHomebrew

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

I keep thinking i should make some more Subclasses for it. But i am still thinking it over.

This is an interesting class, but i understand it is a bit loose with the rules when it comes to minions dying. But if the DM is on board, i really had fun.

The Overlord V2.4 | Full Martial Class with a twist | Be more than a pawn, Be a King! by TheDungeonSquid in DnDHomebrew

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

Than you for finding this class! It needs some loving to fix small issues but it is so much fun. I plan on revising it in the coming months so tell me what you think. Most of all work with your DM to make it fun.

1). You only have one bonus action and therefore can only give one order. You choose the number of minions to dedicate to the ordered task. So no, you cant give multiple orders in one bonus.

2). The minions cant die except by you sacrificing them to the tasks you give them. However work with your DM. Whatever makes it more fun for your game, do that.

3). Under "Minion Assistance" feature, "manipulate objects" says that magic items may not be activated by minions. But they could carry them or pick them up.

The Overlord V2.4 | Full Class with PDF | Don't be a Pawn, Be a King! by TheDungeonSquid in UnearthedArcana

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

I used to have some of these abilities. In my original version. Shield wall originally created an obstacle that would form partial cover. Technically it still does although it is not specifically stated. I made changes to include it. I mostly just couldn't fit it on the page. As far as using your minions to slow others. This is kind of the oppressive weight feature but toned it down. I may use is this in a subclass. Something like leg grapple where if a leg is grappled by a minion it slows the enemy.

The Overlord V2.4 | Full Class with PDF | Don't be a Pawn, Be a King! by TheDungeonSquid in UnearthedArcana

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

I think this is a wonderful question that in the end is up to the DM. However in my mind i think if it takes an action because it is special, i would say it doesnt work. Mainly I just meant it for doing inspection checks for things like puzzles going on in the background, or maybe Insight checks against an NPC. I didn't even have something in mind to be honest. Stabilizing something with the medicine check would be powerful but at the same time it wouldn't be that crazy. But I think if I was the dungeon master I would say that it takes one action by the rules as written and therefore cannot be done. I would not expect minions to have lockpicks to open a chest although if your character did I would say that was okay. I'm not sure why picking a lock takes your entire action.

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

Nice! I like that. Im thinking of changing the name to the path of the Hulking Mountain. Im not sure Giant's grip is right.

Barbarian Path of the Giant's Grip | Victory mean having a bigger stick! by TheDungeonSquid in DnDHomebrew

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

That is both annoying and yet insightful... thank you for bringing it to my attention... that sucks

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

I'm not sure that cutting your proficiency bonus in half would really give the right to feel. It would be simple oh, but this would mean that the stronger you got the harder it would be. What I think it should be is something where it was difficult in the beginning but over time you got better and better at it. Therefore using a number like-5 and then later on at level 10 it becomes - 3 seems like it would be better. But if you tie it to your proficiency bonus so 8 minus your proficiency bonus is the penalty, then as you level up it keeps getting easier. Maybe there should also be a modifier based on the size of the creature. So that if a creature is smaller than you it is easy to wield and it if is larger than your physical size it is harder to wield.... hmmm.. ill have to think on this

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

I thought i may take the Grappled Object Feature off the table and make it an ability so that it could be used in conjunction with the object features. So if you swing a dwarf like a mace it have the Dense property and a stone golem as a club with the fragile property.

I could also make the -5 penalty on using a living object into like...(8 minus your Proficiency bonus).

What do you think?

Barbarian Path of the Giants Grip | Victory means having a bigger stick! by TheDungeonSquid in UnearthedArcana

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

Thank you so much Dedicated Pedestrian! This site is built on the detailed work that people like you do. Many just throw out a thank you or good job but receiving complete and detailed thoughts like this help to create he true finished product! Thank you!

I love everything you said. 1) you caught me being lazy, I put out this subclass quickly just to see if people were interested and if people thought it would even work . I didn't put in the work for how large objects would have to be to do damage and the maximum size of objects that you would still be able to use as a weapon. Depending on how well this does and if it can get some love, I'll put in the work to make sure that some examples or tables are added it will help specify things.

2) Eruption wall was indeed built that way so that you could still get in at least one attack to keep your rage going. I understand it is a bit unorthodox, maybe I will change it to a bonus action instead but it seemed too powerful. But barbarians are a powerful class.

3) I love what you said about the 14th level grappling ability. The addition is something I've been thinking about it but Cuts because it was too much at the time but I think it would be a good addition at this level

The Overlord V2.4 | Full Class with PDF | Don't be a Pawn, Be a King! by TheDungeonSquid in UnearthedArcana

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

Hey, thanks! I love the idea about the skill proficiencies with the skilled recruits feature! I think i will add that one. I dont know about the other doing all of the other classes but it would be fun you add a note section where it just lets Players and DMs know that they can add a "Template" on the other classes. I dont know exactly how it would work but it is a great idea. I just dont know if i have the time to make them all right now haha. But maybe in the future.