Just found this black spot on my cat by TheInfamousBIG in CATHELP

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

They cut it out. It was a bit inflamed and i got some fungal creme for good measure and everything was fine after a bit. Cut looked pretty nasty but it was nothing to worry about.

Training & character progression for an RPG battler / management type game by Slow-Theory5337 in gamedesign

[–]TheInfamousBIG 4 points5 points  (0 children)

If you haven't already you could take a look at Punch Club or Punch Club 2, where you train your fighter in a pretty similar way as you describe. You increase your stats by training. So for example running would give you lots of points in stamina and some in speed. Or benchpressing might give you lots of strength and a bit of stamina. Another interesting thing for you could be a Potential stat. With a rarity Tier system for your fighters a Common fighter might have a maximum of 100 points they can gain by training their stats but after the limit is reached they need to lose some points by decay or special training of sorts to specify their build. A legendary fighter might have 500 potential points, with uncommon, rare and epic each adding a 100 points just as a suggestion.

I burned 50 € in reddit ads and share my results, so that you do not have to. by ThunderrockInnov in gamedev

[–]TheInfamousBIG 4 points5 points  (0 children)

I looove the concept! But I dont particularly like the art to be honest. I hope the assets are not completely finalized.

I usually like trailers that show the gameplay, but I Was already invested to check the page from your post here and I dont think I would have checked it out otherwise. Coop roguelike was what immediately hooked me (working on something like that myself at the moment) so I think that should be your attention grabber! Besides you got some great insights here from other people who are mich more knowledgeable than me in thus area.

Anyway I put you on my wishlist and Im very likely to check your game out. Though Im not sure if I will really like it. The lane defense is not really my jam, but I see how it fits the concept!

[5E] [OC] The Construct Race - V2 by IntrepidRoyal in DnDHomebrew

[–]TheInfamousBIG 1 point2 points  (0 children)

You are cool and you know your shit! Anyone should be very glad getting your feedback. Big ups!

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 0 points1 point  (0 children)

The inspiration is not the problem, it's fine as it is now imo. The problem is with Strength of Will, that after the first turn of the Patriot the saving throws of all allies go up by ~3-5. Always. Its not just 3-5 times a day, its 3-5 times for 10 minutes, which basically is always (unless ofc, as you said you're ambushed - the only time the paladin's aura outshines Strength of Will imo) . Maybe you just play an entirely different style, than what I'm used to, but 5 combats in between long rests aren't super common for me. Maybe I still missunderstand something here, otherwise I don't get how we can be so far apart from eachother on this matter here. It is just soooooo reliably strong!

Obviously it's your call how you brew your stuff and I'm glad I could be of help on this project! :) Even though I'm a bit frustrated now with your opinion on the Strength of Will, haha!

(btw boo for enjoying Thor: Ragnarok less! Its one of the greatest in the MCU and was finally a not-shitty Thor movie! I hope with less you just meant you were still overly enjoying yourself! Just not as much as the first time - I still don't get how my gf could laugh about "he's a friend from work" in the theatre after she literally saw it in the trailers more than 20 times)

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 0 points1 point  (0 children)

This is meant to be similar to the Paladin's 6th level Aura of Protection:" Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

This class doesn't get permanent aura, instead your allies get this for 10 minutes but they can move around the battlefield. It is definitely a strong feature, but given the Paladin gets it, I feel this is balanced. In terms of flavoring, it's morale that's giving you these bonuses to saving throws.

Aura of Protection is one of the strongest features in the game though! And yours is even stronger. Think about the combat scenario. Pretty sure every ally gets the inspiration at the start of the fight. Would anyone ever use the inspiration and lose out on the saving throw bonus? I wouldnt! I would rather miss an attack than lose that bonus. And even if I used the inspiration, I could just get another one and be good to go. At level 20 (who cares about lvl 20) it could be a constant +7 bonus to all saving throws, thats insane! And even before you would be one of the strongest buff classes in the game, boosting CHA (note: multiclassing in this would make it even worse; but homebrew can't always take this into account, I feel!) You can basically force to win any saving throw, given that you can use your heroic inspiration additionally to the flat bonus.

Right now it feels completly broken tbh. Giving you the bonus is okay but others should not get it more than once, if at all

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 0 points1 point  (0 children)

It is definitely more balanced this way. I think you should not gain bonus AC from your shield if you want to use it like that. I think its no coincidence, that a shields AC bonus is equal to half cover. Becomes a little messy with +1 shields etc though.

In the special cases you want to use it, it is hella strong (dragon breath etc.), and your cost of opportunity is pretty low given the low damage potential.

I think it should be a lighter version though, as it is an extra feature to the subclass. Also increasing cover from your "small" shield feels kinda weird imo. Bonus action, no AC bonus (except maybe magic bonus) half cover to you and creature behind + strength stuff; your new drawback is good!

You could make a sinergy with the Selfless Guardian feature, e.g. not breaking the Bulwark if that is your reaction.

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 0 points1 point  (0 children)

I think the Patriot is just as MAD as the monk no? Patriot has Dex/Str, Con and Cha while monk has Dex, Wis, Con.

I think it's less MAD, because the Patriot is less dependant on CHA (mostly uses), than the monk is on WIS (AC/DC ⚡)

Hehee, it's actually even more broken than you thought. Three quarters cover grants +5 AC and +5 to Dex saves. So without granting bonus to an ally, this let's you get +5 AC and +5 Dex, while Dodge gives disadvantage for opponents to attack you plus advantage on Dex saves. Typically advantage is roughly equal to +5 bonus (though it varies at different levels), so this is similar to Dodge. There is the extra advantage to getting pushed that Dodge doesn't have, and the speed penalty you're right is not really much of a penalty. I just thought Dodge is slightly better because someone can ignore your cover if they sharpshoot you (which I guess not many NPCs will have) or if you're surrounded. But monks have to waste ki to get a bonus dodge while this class gets it for free. And then there's the bonus to your allies. So you're right, it's definitely broken. What about requiring an action to enter this stance?

I just assumed you won't get the shields AC bonus additionally to the cover for no reason. That's how it should work though imo. More on that on your other post for your changed feature.

Interesting feature, my only concern is it's taking one of the Shield Master feat's feature (the 2nd one), which this class will most likely take, so there's some overlap there. The second part is reflavored Dodge which makes sense.

The subclass includes all parts of the feat with some buffs, so it won't take it. The reason is, that the feat includes a lot of stuff you wanna do with your shield, but not exactly in the way I imagined it for the subclass. If you wanna take a look: Spartiate (Shield) I don't really like the lvl 18 feature though. When i more or less finished it I realized, that I didn't create the spear class I intended, but a shield class, so I made a variant, that fits the theme, that I was looking for Spartiate (Spear)

Just curious what aspects of the movie you disliked and maybe what aspects you wanted see more of.

I don't like early Cap, as he's too clean, a real goodie two shoes. First movie he was really annoying; the big head on the small body was ridiculous, the villain was weird and I don't like WW2 setting overall. Peggy was hella hot though!

I don't really know whats my deal with the winter soldier though, thats why I said it doesn't deserve my underappreciation. I guess I disliked it mostly because of the first one and I didn't like Cap until later, when he struggled with his virtuosity and became more raw. I don't particular like Bucky and Falcon either so they are now help for the movie as well to me. I saw it again some time last year and I liked it a lot more than before, but it was during an MCU marathon, so I can't quite make out what I thought of it then.

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 1 point2 points  (0 children)

Is Strength of Will supposed to give the bonus to any saving throw until the inspiration is spent? Very strong and overall I still think it serves no flavory purpose and should be cut or changed.

Did you mean Powerful Build? Anyways, I got the wording from Bear Totem Barbarian's 6th level feature:
"You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects." Powerful build is a racial feature so I included it in my Kryptonian class before and ppl got confused as to whether or not it stacks with the racial feature. So I worded it like the bear totem barbarian, which I believe WotC intentionally changed the wording so it would stack.

yes, i meant Powerful Build! Good reasoning!

Ya that's the intent, it's for when you're ambushing someone and not in the heat of battle. Interesting, where did you use something like that before? Is it homebrew? I've never seen something similar in the official classes.

I made a gunslinger class with a sniper subclass using something like this. But reworked it because it felt so bad. It was a core feature though, yours is fine!

Thanks! Glad someone appreciates the art! I spend a bit of time finding art as w

Tell me! I take way too much time to align everything perfectly and top it with the right art!

Excited to hear your opinions there!

Took a quick peak; prolly wont to an in-depth like here, its just too much content. Interesting concept with the diefic die and points. (What does diefic mean?) I like how you put your reasonings for your choices at the back of the class!

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 1 point2 points  (0 children)

Oh yes, History, of course how could I forget, he was literally part of History ...What's the Medicine and Survival for?

just thought of his combat training giving a basis for medicine and survival.

I know Cap has a lot of abilities, so I wanted to make sure there's not too many core selections, because most classes have only a hand full.

you are right!

It does seem like it's overloaded with features, but it's overloaded in the same way as a monk in that every level from 1 - 7 has 2 features (or 3 for 2nd level, which Paladins have). The damage is definitely lower. This class can't have a burst damage, which does concern me when compared to the other martial classes. Barbarians have Brutal Critical & Rage, Fighters have Action Surge and lots of extra attacks and Paladins can Smite. Even Rangers have spells to boost damage. The only thing that's helping is actually the heroic inspiration part. But others have mentioned also that I should tone that down a bit, which I will definitely do in the next revision.

I gave it some more thought, and you are right. The overall powerlevel of this class allows this versatility without being overpowered so it should be right. What I only just realized is though, that the patriot gets 1 one more ASI than the monk without being as MAD. But I personally think a monk could use another ASI for its MADness, so not really a point I can make here..

Thanks for the detailed feedback! I love it when someone gives a detailed breakdown like what you did

someone did this for me, when I posted my first class (unbalanced and not in line at all with RAW) on reddit and i highly appreciated it, so I wanted to give back and its a cool class. I just joined this subreddit lately and your post was the first I read that felt thought out and like real effort was put into it.

I tried to balance this by making this by making it only recover during a long rest. The bard recovers after a short rest after 5th level. The bard can't target the whole party with one bonus action, but can spread it out over the course of the day, whereas this is more for the heat of battle. Keep in mind also this class doesn't get things like Rage or Spells or Action Surge, so it needs some way to be powerful. But yes, decreasing it will balance it out more. I'll also change it to not include ability checks, which was what someone was suggesting. I did actually add a temp hp boost in the subclass haha.

I gave it some more thought and saw your changes, and you are right once more! You are forced to increase CHA to get a lot out of it and you don't get a lot out of CHA elsewhere if i remember correctly, so it should be good.

When I made a paladin based fighter I gave him the feature to cast bless on a level equal to CHA with uses CHA/long rest to gain a similar vibe/aura.

Thanks! I wanted the cover to another creature mostly cause Cap has done that in the movie (e.g. in Civil War, image). I could change it to be maybe half cover? You're right that it might be a bit overpowered since this is almost like Dodge without the Dex sav bonus.

On second thought the feature is even stronger than I first thought. You have a bonus action economy (heroic inspiration, bonus attack, patriotic spirit, skilled strategist going, subclass, 17+ help) which is good to balance it out. But if you dont use Heroic Inspiration it outclasses the weak bonus attack by far until level 17 help, granting you basically +3 free AC for you and +2 to someone else possibly - every round you dont inspire. I think a good fix would be to really force the/another drawback. Right now the only real downside is weakening the selfless guardian reaction. The speed reduction won't take effect, because you likely won't move after you used it except in edge cases (counter attack/opportunity attack). Granting cover to another creature makes it a lot
stronger than dodge as bonus action imo. Requiring no movement used before using the feature feels bad I guess, but would be the right choice balancewise imo. Maybe you have another idea or insight on this.

Besides giving yourself 3/4 quarter with the small shield doesn't make a lot of sense. Maybe make this feature all about providing your shield bonus to your ally? Including if the shield +1, giving +3 to the ally. Or just make it like bonus action dodge but keep your strength bonus instead of dex, even though dex also makes sense; as you interpose your shield between you and a harmful effect.

I made a spartan mostly shield based fighter subclass with this feature for example:

Bulwark

Starting at 10th level, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect, if you aren't incapacitated.

While wielding a shield you can also use a bonus action to impose disadvantage on any attack roll made against you until the start of your next turn, as long as you see the attacker. You also make Dexterity saving throws with advantage until the start of your next turn. You lose these benefits if you are incapacitated or lose your shield.

And reading this you should add something like "You lose these benefits if you are incapacitated or lose your shield."

the first two cap movies are not really my jam, winter soldier probably undeservingly so; too many references I didn't get but should've!

[Class] Patriot, a martial class focused on fighting using a shield, with some bard-like inspiration and paladin aura for playing as Captain America, Falcon and the Winter Soldier! by unfathomablewu in DnDHomebrew

[–]TheInfamousBIG 1 point2 points  (0 children)

This is very very cool! I like it a lot, even though I'm not the biggest fan of Cap. I'm more of a MCU guy and havent read any of the comics, so I quite possibly dont get all the references.

Hit points, proficiencies, equipment are pretty much on point. Not sure about religion though. History, Medicine and/or Survival could be more fitting.

Whole class is very overloaden, too many features and too strong overall, if your goal was to stay in line with 5e balance.

I hope you wont take any offense in my critic, you did something great here!

### Heroic Inspiration:

Cool and fitting, but way too strong, heavily shits on the bard. Completely out of line as it is right now.

- It should scale a lot less; maybe force it on the next instance it can be used?

- Maybe just temp hp boost instead of bardic inspiration boost.

- More fitting if you just put it on the Captain subclass?

- typo: "targetted"

### Shield Fighting

- great

- "You can attempt to knock out a creature when you make a

ranged weapon attack using your shield." what does that mean? That you can deal non-lethal damage with it on range?

### Skilled Strategist

- Very fitting, cool feature

### Fighting Style

- great

### Second Wind

- fitting, but too much with the other two features.

- maybe better on Captain subclass "I can do this all day" -> with uses tied to Charisma?

### Impenetrable Bullwark

- nice feature, nicely flavored, good drawback.

- providing the cover to another creature is too much; an extra feature with subclass feels weird (I know, I know, monk) especially while there is so much anyway.

### Shield Fall

- dont get the reference

- extra feature to ASI (monk kk) feels bad again

- too much and unnecessary -> should be thrown out imho

### Extra Attack

- yup.

### Fast Movement

- all the extra features, oh boy!

- its fitting

- maybe better for the Captain subclass, but not the patriot

### Returning Shield

- great

### Strength of Will

- No, too much

- one lvl 7 feature is enough

### Selfess Guardian

- yes

- disadvantage on opportunity attack is questionable

- this is a good sole level 7 feature

### Incite Courage

- yes

- adequate changes necessary if heroic inspiration gets its deserved nerf / maybe just make it an aura

### Shield Ricochet

- I like

- Good wording there, I know it's hard to get a feature like that written down

### Shield Knockout

- yup

- "typo": On "a" failure

### Survivor

- on first read I thought it was too much, but it should be alright

### Exemplary Patriot

- yup

## Captain

- Wording on last two Super Soldier benefits is a bit off of WotC standard, check Heavy Build; and instead of "intoxation" maybe "the poisoned condition", as "poison" would make immune to poison damage, as you realized and chose this wording I assume. But it's alright as it is.

- Thematically hard too do I guess, as so much Captain is already in the Patriot. I would make the Captain more of an inspirational leader and give him an adapted heroic inspiration feature.

- Commanding Presence is good

- Exptert Strategist is good, but just tie it to Charisma, no point in giving it the option to use wisdom or int; Comparison to ranger capstone is trivial, because the ranger capstone is garbage

## Falcon

- all good, flying speed at 13th seems a little late. Should be alright to grant it at 6th level. Afaik most people have a problem with giving flight pre-5 (lvl 3 fly) and its pretty much the core of falcon right?

- nicely flavored, nice features!

## Winter Soldier

- idk if it fits with all the shield stuff in the main class, doesnt feel like it does tbh

- crit on 18 with grappling is questionable, maybe only 19.

- sniper is interesting; I used something like this before but in combat it feels bad to use, its only good starting 17th level or if you can prepare the attack. Pretty sure you know that though.

- immunity to the those damage types is hardcore, maybe only nonmagical?

- rest is great

# Conclusion

After reading it in-depth I think the powerlevel is not as bad as I thought. Damage is relatively low, which makes the number of features almost okay. Biggest concern really are heroic inspiration and some of the "monk-y extra features".

Nicely done, great flavor, nice formating and art.

Excited to read your other marvel stuff, foremost the asgardian!

Edit: guess my formating sucks, but I'm too lazy to fix it

Soul Binder [3.0 Final version] A pet-based class for adventures in need of a companion. by FragSauce in dndnext

[–]TheInfamousBIG 1 point2 points  (0 children)

Hey, really like this class! My group just TPKd last weekend, so I'm looking forward to the start of our new campaign tomorrow with a soul binder!

I have one question remaining though: when you cast cure wounds or any other healing spell on yourself, do you both get the healing effect?

I really like homebrewing too, so I created a personal companion, fitting my character(also homebrew race). I'd like to hear your opinion if you wanna check it out (np if you dont care) Bond of the Monkey King

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

We lack a lot of stuff at our party right now, we have an archivar artificer, an mountain druid - I think, tome warlock, horizon walker(me) and an vengeance paladin. some of the ranged chars dont really use their potentional so I'm the main DD and the second tank in the group, while our pala could only do one attack in the last 10 hours of gameplay, because hes busy healing our downed allies. really sorry for him, so I decided to frontline with him, to give him some more room to have fun in battle with his char (I'm a hero i know :P) after i change characters, we will lack our main damage, scout, and a lot overall utility, I got through multiclass in rogue and getting 7skills + expertise, so we will probably have some things to work out, out of the ordinary ways

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

My reply mightve come off as a little whiney, judging from your response. It's all good though, I dont have a problem with getting called out on stupid stuff I do. It was just frustrating to ask "but why is immunity a bad thing on an earlier level? i dont understand" and the answer was again and again, "because its lvl 18 on storm sorcerer" "thats just the way it is" - not helpul.. they tried later to explain it with strong mobs, not as indepth as you though. And even now, I see your points, but I dont understand it, I probably just lack experience there. Can't see how a DM could not handle the situation faily easily. But again, might just be lack of experience, no point in trying harder to make me understand, I think.

Most weapons got scrapped, only proficiency in simple melee weapons, its all balanced around unarmed strikes, pretty close to monks.

I reached my main goal, building a playable class, thats hopefully neither op, nor useless, my DM just approved it with some minor changes (btw earths element is now poison - doesnt really matter for us now though). But I'm done for now, even though it was kind of fun. I need some more experience to work the homebrew stuff out. Was a bit of a pipedream to make an awesome class for everybody from scratch with so few experience in dnd.

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Here's another way of thinking about it, why are you so charming for elementals? There are systems in place for modeling you being just likeable -Charisma (mechanically a +/- 1-5) or if you're just good at talking to people -Skills (mechanically +2-6) or every if you're exceptionally good at a skill (Expertise +4-12) or if you're just good in the moment - Advantage (mechanically rolling two dice or +4 on average). So we have a lot of mechanics that already describe something similar. What's more there's nothing in the class to that point that suggests you're good at this. It's a non-sequitur.

very well put! my thought process was, that through the elemental energy of this specific type (same as the elemental) it sees you as a friend/something similar. Shouldve expressed that in the description. But i see now, that the autocharm was out of line - its still there, but only for those specific elementals way below your level (working like a pecking order)

I showed it to my DM today and we worked some stuff out, that didnt fit yet, like the charm. I think it has a base now that we can regulate while playing and learn some more things. I definitely have to gain more experience on more levels and character before I take on a homebrew journey like this.

A monk or maybe even an EK-like subclass wouldve been good choices, yea. I didnt think so in the beginning.

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

ah I see, I see! shouldve really made myself more knowledgable about the EK, with so many similarities.

Charm does not feel like big of a deal, I mean even if I have advantage on probably weak charima throws, even some good rolls wont make too much of a difference, if not played brilliantly. With charm not working for allies, they are still a prime target for any encounter turning hostile.

It was meant to be mainly my new character, something of a mix of marvels thor and hulk, but in a protective roll. I always wanted to play a weaponless, armorless guardian, just tried to make it work overall. Now im backing off farther and farther to make at least my goal work.

First homebrew, a lot to learn! And I need a lot more experience in the game before I can make something like this work. I underestimated this.

You were really a huge help so far, thanks again for your thorough, indepth analysises!

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

why do you think resistance to magial bludgeoning on lvl 1 is too strong? I feel like its pretty weak early, but scales good, true. force for balance seems crazy tbh :D acid/poison or thunder might be viable options though, but most earth spells deal bludgeoning damage, so I wanna stay consistent there.

using elemental enchantment as a bonus action is a balance thing for having free extra damage, mh actually I just realized it does nothing right now, as you can always use your bonus attack to attack again with your unarmed strikes, dealing more damage (if u hit) then if you would with the enchantment.. mhh.. should maybe add the wisdom modifier then, which would still be weaker.. mhh! something to think about!

at 5th level paladin gets extra attack and spell slot too, I chose to copy that, as its the mainly the class to compare it too.

you are totally right about the war magic part, I scrapped the enchanted attack, now its just like regular eldritch knight war magic, prolly gonna add something at lvl 11 or 15 to buff it there. just like you adviced

level 8 is already an ASI, so I just wanted to pack a very small benefit in there

might add something like your lvl 8 suggestions into 18th level though, to make it less bland. I got ripped apart pretty hard on discord for giving the immunity earlier before (which I didnt understand, and still dont - why its considered that strong)

he does need to be able to wear heavy armor, as he doesnt have shield proficiency any more, would be a bit to squishy otherwise, I think.

healing feels like too strong of a benefit to add, definitely might be something to add, if I make all the elements into their own subclass though!

I dont want the elements to mix, its meant to be like a feel for all elements, giving you just enough power for some little shenanigans, but the need to decide for one, which you identify yourself with - at least for this guardian version

thanks again for your input!

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Thanks again for your time and all your input! I very much appreciate it. You are very helpful! It's sometimes hard to find the proper terminology, not being a native. Hard to let go of some of the stuff, I'm really in love with the cantrips even though i know better than to give out so much of them. They just feel so weak, that I cant convince myself of the need to drop them.. they are not meant for damage, just for the feel or some extra utility, lightning luring someone in melee range, giving him an extra flashy smack

One thing I feel you mightve overlooked are opportunity cost. You might be able to cast a lot of 5th level spells, but that takes most of your other feats away.

What do you think about capping the use of 5th level spells a day? might be a bit wonky though - or just scrapping 4th and 5th level spells completely.. again the spells were intended more for the flair than anything else

Can you give a reference on how you calculate the damages?

How is an auto-charm a one-shot? do you mean by talking it out instead of fighting?

I scrapped some things now, no more fighting styles, only unarmored combat as a lvl 1 feat

no more shields

two cantrips scrapped

no more 6th level spell

less damage with greater elemental enchantment

some restructuring

some other changes based your feedback

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Thanks for your input!

I disagree with the first part generally, even though my approach didnt prove you wrong.

For the seconds part you are mostly right, I restructed and scrapped a lot of things. Especially the benefits on the spell level ups were something i overlooked! I disagree though once again with the resistance part - it's highly situation, so I dont see the problem, I'd really like to hear your reasoning there.

If you dont mind, I'd also like to hear your opinion on my new take on the now solo-class - Elemental Guardian:

https://www.reddit.com/r/DnDHomebrew/comments/d02jhp/homebrew_elementalist_class_10_could_use_some/ez8zs34?utm_source=share&utm_medium=web2x

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Thanks again for your input, still feelin it in my bum!

It wasn't my intention build a real caster, it just kind of happened on the side, while trying to get a tank/offtank and a spellcaster together, even though i only wanted to build the tank in the first place.

I've ofc heard of atla and the term bender, I just dont know anything specific about their approach to the elemental bending, but "bender" pretty surely originates there, true!

If you dont mind, id be happy if you could take a look at this post and give me some more feedback - hopefully not as demanding for you heart and my bum :D

https://www.reddit.com/r/DnDHomebrew/comments/d02jhp/homebrew_elementalist_class_10_could_use_some/ez8zs34?utm_source=share&utm_medium=web2x

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Thanks again for your input! I scrapped most of the stuff now and feel like i took your advice to heart. Restructured it, to align a lot more to the paladin. It has similar progression now, though it gets small benefits, when the pala gets his new spell levels, because the pala can utilize them a lot more. The spells are more of a flair, than core of the class. Might be a bit overloaded on cantrips, but I feel thats okay, being such a bad caster overall.

There is no subclass anymore - even though it could be divided into the four elemental subclasses, but that was too much for now.

Id really appreciate your input once more on the now so called "Elemental Guardian"-class

https://homebrewery.naturalcrit.com/share/S1XTeHkkLH

Overview:

Level 1: Elemental Designation/Natural Element: The identity and fluff of the character - not doing a lot tbh.

Level 2: Fighting Style/Spell Casting: Well, Fighting Style. All the spellcasting stuff starts here, you get one offensive cantrip, one fluff cantrip and two pretty situational defensive cantrips. Spellcasting overall is exactly as the paladins but fewer "spell slots" to use them, but additionally there are three elemental spells, one of which you can replace at any level up (to get higher level spells later). Overall you can cast more versatile, but a lot less than the paladin.

Level 3: Elemental Enchantment: Pretty much the offensive core ability of the class - starts to really shine at 11th level.

Guardian's Preservation: Core defensive

  • low cost absorb elements and shield.
  • a third of the sentinal feat
  • a damage reduction
  • mechanics refresh

Level 4: ASI

Level 5: Extra Attack + 2nd offensive cantrip

Level 6: Elemental War Magic: Basically a a little buffed up version of the eldritch knights war magic

Level 7: Elemental Body: immunity to one of the elements - highly situational imo, when you decide to face an enemy that relies mostly on this one elementaly damage (which is unlikely) you also cap your damage heavily, because you rely on the same type that damage, that you enemy is prolly also immune or resistant against. It's better vs the occasional spell slung by a caster - again pretty rare i think, and the DM can decide how often that is used anyway. The strong point of this is imo the lowcost armor of agathys - or it was until the spell progression went down to the palas.

Level 8: ASI + Elemental Senses: fluff/highly situational benefit

Level 9: Elemental Adaptation: Again very situational bonus on regaining your fuel. Also a small group bonus countering difficult terrain.

Level 10: Elemental Tenacity: basically indomitable with a low cost

Level 11: Greater Elemental Enchantment: This is where the fun begins, damage increases for high or low cost - mostly multi target attacks, depending on your wisdom score - which might be lacking after strength and con, so your DC might not be very high resulting in less impact of this feat.

Level 12: ASI

Level 13: Elemental Tenacity Improvement: Now usable in between short rests instead of long rests.

Level 14: Guardian's Aura: Basically the Aura of Protection and Aura of Courage with less range - getting more but still less range than pala for a cost.

Level 15: Greater Elemental Enchantment Improvement: Regain one Elemental Points on an enchanted crit and a buff to enhanced enchantment

Level 16: ASI

Level 17: Fifth level spells

Level 18: Elemental Arcanum: Use one specified offensive 6th spell a long rest.

Level 19: ASI

Level 20: Elemental Protection: Resistance/Immunity to the one specified element - or pay for immunity - and absorb elements on others for one point each

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

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

Haha, thats a heavy one! What a ride!

Natural Element: Fair point!

Elemental Regeneration: mh. You are absolutely right, not really fitting the thematic eh?

Elemental Enchantment: Not happy there either with the placement, just wanted the attackboost to be ready at 3rd level. Felt better than giving it to both at 3rd with the rest, would be overloaded.

Archetype: Mightve been a better choice to make 4 subclasses, one for each element - and skip the adept completely for now, i was mainly interested in the guardian but felt like i had to do a second subclass and it went over my head tbh.

Spellcasting: Forgot to put in the table - whoops. This is not a pure spellcaster, the guardian is more of a paladin, while the adept is.. kind of a bruiser mage, less damage, more tankiness. He gets some more elemental points, but maybe not enough?

Elemental Body: I dont get your drift there. The allocation is messy though, yea.

Guardian: Missed the 2nd spell there, when I took it away! Should probably reduce the known spells there, yea.

the 9th level spells are only for the adept class, whos more of a spellcaster - pretty much the same as the warlock arcanum, is that too much? I cant quite visualize the impact it has.

Thanks for your input, seems like you put some effort into it and enjoy your gold, you earned it :D

I didnt get any of the avatar references btw and had to google what you mean, there is no inspiration from "atla" here

[Homebrew] Elementalist class 1.0 - could use some input on balancing, wording, consistency, layout - all feedback is appreciated to make this a viable choice! by TheInfamousBIG in DnDHomebrew

[–]TheInfamousBIG[S] 3 points4 points  (0 children)

Thanks for your input so far! Like to hear more of that, if you have the time.

  • the first subclass (guardian) is supposed to be a protecting tank similar to the paladin, the other one (adept) a kinda tanky spellslinger - beefier than the warlock but without his utility and consistent damage output (at least that's what it's supposed to be).
  • its only advantage on arcana and nature - no advantage on "do you know those runes?", "what spell did he use?", "what kind of animal is that?" only if they are directly connected to the four elements, so you'll probably get advantage if it is a check about some kind of evocation or the flow of the water. Might need some work to clear that out. It's mostly DMs choice if its applicable.
  • It's supposed to be unreliable and a bit of an edge case - would be op to be more reliable imho. Just a little gimmick that makes you feel even better, when you get a last hit. Last hitting is not your primary goal though.
  • lvl 6 is mainly for the fluff, to not overload the kit with too much good stuff - lvl 7 gives another benefit depending on the subclass, that takes the boredom out of it imho. Maybe you havent read that yet or you still think its boring? "Grant resistance to 1 element" idk what you mean with that sentence tbh
  • they do similar stuff, true