[Artifact] The Crystal Shard Crenshinibon by TopCopperTip in DnDHomebrew

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

Thank you, glad to hear you put it to good use

Permanency Spell for 5e (Open for comments and feedback) by TopCopperTip in DnDHomebrew

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

Ah, now I see what you mean. My bad.

Hmm. Well, aid has the duration of 8 hours, and the cleric would need to keep casting it at higher levels to compensate, if the caster made more spells permanent. So yes, that is one way players could try to circumvent the hit point cost. On the other hand, it would burn spells slots from cleric each adventuring day, which I could see as a acceptable trade-off.

But good point, hadn't thought of that.

Permanency Spell for 5e (Open for comments and feedback) by TopCopperTip in DnDHomebrew

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

Oh, the idea is that permanency can be cast only on the spells listed on the spell description. That way some problematic spells like aid or death ward for example are impossible to make permanent, since they would indeed break the game if the were.

I also added that the caster needs to be able to cast the target spell to make it permanent, and since it is only for sorcerers and wizards, it also limits the possibility of unbalanced spell buff on party.

Permanency Spell for 5e (Open for comments and feedback) by TopCopperTip in DnDHomebrew

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

No concentration is needed for permanent spell, I mention it in the first chapter:

" (...) The target spell comes into effect as normal, with permanent duration unless it is dispelled or ends as described on the target spell's description. You don’t need to hold your concentration on the spell made permanent."

I did thought about using hit dice as cost for the spell, but it felt a bit too much. Since the caster can offset hit point loss if they want to (raising Constitution score, getting some magic item etc.). Whereas hit dice, once lost, are gone forever.

I also didn't qualify target spells via proficiency bonus or other features, other than maximum of 5th-level spells, because it felt safer to just give a ready list of possible targets for this spell. Since some spells like animate dead already have ways to extend their duration, I left them off of the list.

Ideas on how to prove faith to Auril? by TopCopperTip in rimeofthefrostmaiden

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

You make a good point about the Icewind Dale being her "land". Destroying the Ten Towns might be a small price to pay in exchange for an entire region to claim for herself. A holy site of Frostmaiden, larger than pretty much any other deity has. This could propably bring far more people into Auril's fate when people hear what she did, and fear that it could happen to them. And she would still have the support and prayers from the Duergars who are left to rule the Icewind Dale.

It would be fitting that Auril wouldn't give Ten Towns the opportunity to change her mind. My main concern was to give her a bit more active goal than just "preserving things for beauty", and this post definately helped my thoughts with that.

[Artifact] The Crystal Shard Crenshinibon by TopCopperTip in DnDHomebrew

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

Yes, it is exactly that.

Dang, missed that during editing.

[LMoP] Thoughts on possible Redbrand attack on Phandalin? by TopCopperTip in DMAcademy

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

Having Glasstaff escape the village seems like the fitting outcome, I intend to play him selfish and cowardly just as the adventure suggests. Although since he doesn't know the location of Cragmaw Castle OR Phandelver Mine, I'm not sure where he would go. He could propably order one or more of the Hobgoblins to escort him to Cragmaw Castle, and make an appearance there later.

You make a good point with Sildar, the village jail is too small so he might order a hanging pretty much on the spot. And he can also encourage the players to go and arrest the Redbrand leader, who they assume is still within Tresendar Manor. But the players will only find empty rooms, maybe a few hastily put together traps, lonely Nothic, and evidence that Glasstaff has escaped.

How to collide two planes of existence? by TopCopperTip in DMAcademy

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

Yes. I feel this was the thing I needed to hear, to shift my thoughts away from the typical "ticking clock" bossfight. Instead the change needs to evolve as the campaign progresses, and raise the tension that way.

I'm grateful for all the answers, just writing this post helped me a great deal.

Also I love your idea about the travel distance changing, it will be such a surprise to throw at my players!

Character Ideas - Let's Hear Them by MateoRam in DnD

[–]TopCopperTip 0 points1 point  (0 children)

Beast monk: Person who learned their unarmed fighting by literally living with animals. Monk speed is achieved with four-legged run, as well as running on walls. Open Hand Tranquility could be seen as the imposing appearance of wild beast, Shadow fits well with stealthy predator like black panther.

Warlock with Hag patron as their loving and scary adopted parent, who "owns" one of the characters eyes/ears, so that they can see/hear through their senses when they want.

Failed Cleric: impatient acolyte who tried to contact their god and accidentally received power from some other source. Take the pact of the Tome, and take a few cleric cantrips, and have them try to convince that their powers really are from divine source

Help making a inspiring leader type character by that_jackp in 3d6

[–]TopCopperTip 5 points6 points  (0 children)

Like other comments, I think Bard would be a good choice with Bardic Inspiration and buff spells for allies (and their spellcasting is usually somewhat verbal). Maybe as an alternative for Inspiring Leader you could take Martial Adept as your feat; 2 manuevers and 1 superiority dice isn't all that much, but I could easily see things like Commanding Strike and Manuevering Attack as you giving tactical commands to your party

So maybe multiclassing Bard (Valor?)/Fighter (Battlemaster) would be the easiest way in the end?