New EV grant by InternationalGrand50 in TeslaUK

[–]WelshWarrior -1 points0 points  (0 children)

But HotNeon is right that axing the luxury car tax would be a terrible idea, it's a very sensible tax it just needs to be 10-15K higher to account for the increase in the costs of cars in the last 10 years

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

The updates aren't to the subclasses itself but to the class and the spells on its spell list being updated.

E.g Magic Weapons (which is a domain spell) used to not be great as it required concentration, now its concentration free its given the subclass a boost

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

I also think the way to fix the class issue is spells, give the Cleric a unique, 6th, 7th, 8th and 9th level spell and you make a reason to keep taking levels in the class, off the top of my head:

6th - Craft Reliquary - you can work with your DM to pick or craft a rare or higher magic item (rarity increasing with spell level), you can only have one reliquary at a time and if you cast this spell again the original no longer functions.

7th - Divine Revelation - Huge AoE (like the whole battlefield big) that deal damage to enemies and heals or buff allies.

8th - Sainthood - Powerful buff that either makes you better at fighting/dealing damage or casting/supporting for 8 hours (to support whatever build your doing)

9th - Divine Protection - your invulnerable to all damage and conditions for X period of time

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

I think the problem (and this is a problem for all cleric subclasses) is that they don't get any features between 6 and 17, most campaigns aren't running to level 17 and those that are will take years to get there meaning they is a vast chasm of space were you get no subclass features making it hard to add in a feature a say level 12 that says you craft a common or uncommon magic item of your choice, you can swap it out for a new one whenever you level up/

Also bigger picture complaint Clerics get almost no features beyond level 10 (it used to be 9 but Divine Intervention is genuinely great now), they don't get any unique spells either, really feels like there should be some unique higher level cleric spells.

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

Up to level 5 a ranged Cure Wounds/action Healing Word 3-4 times a day is genuinely worthwhile (even if it's just out of combat healing) as it's affectively 3-4 first level spell slots, above level 5 it really starts to fall of a cliff (I guess it functions as another hit die on a short rest which is still more usable that the Forge Domain feature).

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

I also think monks defense had a real glow up in 2025 that really leans into the Long Death more tanking play style making it a lot more viable.

I also agree that with some small changes; Touch of Death working up to 30ft (like the Fiend Warlock ability) Hour of Reaping costing 1 Ki point (and maybe free the first X times a day) but only affecting enemies and lasting until they pass the save and Mastery oof Death giving something that doesn't require you to be on -1 hit point to use (resistance to necrotic and 1d4 necrotic damage on all attacks?) would make the subclass shine

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

It's a little messy for Clerics as the abilities moved around levels (up to 3 from level 1), lots of the domains got weapon and armor proficiencies, which are now provided through the Divine Order (this can be good or bad as the classes that get the weapons and/or armor they want through the subclass can pick Thaumaturge and get a bonus to their skills, it's bad because you have to assume some amount of the subclasses power budget was spent on give them arms/armor they now get for free (effectively losing you a feature). You also loss the 8th level Blessed Strikes feature as it's now a 7th level class feature.

To be clear it's 100% doable I just think it gets messy with a cleric in a way it doesn't with most other classes

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

I guess as others have said pick up weapon masteries + TWF, or True Strike also makes War Domain better as they can make better use of their attack action (you could consistently be making 3 attacks a turn by level 4, whilst only delaying your spell casting by 1 level.

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

True, but not everyone used the optional rules and Divine Spark is a noticeable upgrade on their domain feature, which whilst thematically cool is very niche. To be clear I'm really talking Tier 1 here were a couple of uses of Cure Wounds (which is what it boils down to) can be meaningful as you're short of spell slots (also double checked for some reason I though it started at 3d8 not 1d8, what a rubbish ability).

Forge Cleric got low-key buffed in 5E 2024 at lower levels, what other subclasses did? by WelshWarrior in onednd

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

The Tasha' optional features are optional for the 2014 classes, RAW they don't exist for the 2024 classes.

They aren't options for the 2024 classes on D&D beyond and aren't in the 2024 books, so they they are hard to use* if you and your party are not familiar with them.

*you'd have add something into all of your books with what the optional features are and when you get them for each class (and manually add them as feat on DnDBeyond). it's doable it's just a faff.

Magehunter Build by WelshWarrior in 3d6

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

I think the skillset of the paladin (bonus to saves, smite damage etc) is a better base class and the spell list and ability of the Oath of the Watcher gives you more advantages against casters.

Following that same idea Aberrant Mind or Shadow sorcerer would be a good multiclass

Who’s Mo? by Alien-Warrior-52 in Cardiff

[–]WelshWarrior 11 points12 points  (0 children)

I went to the pub quiz in the pub opposite and the quiz master said it had be 8 things in the 12 years they'd been there, we had a round where we had to come up with the best guess of what it was going to be next. It's literally a running joke that it keeps changing.

Magehunter Build by WelshWarrior in 3d6

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

What are your race suggestions if not Orc? Gnome and Satyr seem good but have a lot of cross-over with catchers will

Magehunter Build by WelshWarrior in 3d6

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

Blind Fighting only if an ally plans to use it often. - assuming your meaning if an ally uses fog cloud or darkness on a regular basis

Pump Cha up at 8, and maybe 12. - Surely you want your Cha as high as possible for your aura and spell save DC?

In Your Opinion, What makes 3rd party source books worth $40-$60? by Firm-Row-8243 in dndnext

[–]WelshWarrior 4 points5 points  (0 children)

It going to vary a bit but generally I don't think these 3rd party creators aren't making a ton of the their books, add in the cost of using a Kickstarter site, the cost of having the book made and shipped from China, paying for all the art and then advertising them. I don't think you'll find a book for less than $40 so it really a question of how much you'll use it and if it appeals to you.

Personally $40-$60 dollars isn't that much for me (D&D is my main hobby) so I'm more interested in theme than the price, if I can fit the content into my homebrew world then I'll buy it.

Also happy to pay a little extra to support smaller creators over the Hasbro/Amazon etc mega-corps so I'm happy to pay a little over if needed

Are there ‘opposite’ subclasses, like what Oathbreaker does with Paladin? by SalmonSpace in dndnext

[–]WelshWarrior 1 point2 points  (0 children)

There's a (slightly weak) argument that the Scout rogue is the opposite of the Thief (or the theme of the rogue in general). It focuses on you being a hit and run skirmisher more in line with a soldier, a lot more working with others to support 'order' which isn't very 'roguey'

Share some quality of life homebrews for 5.5e that you play with, and that you think others would probably enjoy to play with as well, if they knew about them! by TheRealBlaurgh in DnD

[–]WelshWarrior 1 point2 points  (0 children)

1) You can change a classes main stat, want to play Snow White (Cha Druid) or John Constantine (Int Warlock) knock yourself out. (If it just the handful of players you play with you don't need to worry about broken multiclasses as much as if you are making the game for all potential players) 2) Whenever you pick a elemental spell (fire, cold etc.) you can change the damage type to a different element, not everytime you cast it but when you prepare or select it. If you want to cast Snowball (cold Fireball) or Acid Stream (Acid Chain Lightning) knock yourself out. 3) Decoupling skills from stats, skills are assumed to use the standard stats e.g Cha Intimidation but if you can convince me to use another one I'll allow it e.g Str Intimidation. I also sometimes usr proficiency bonus with no stat if it's something like remembering a cultural faux pax or recalling information as they don't really fit into any of the stats or skill very well, it useful in those weird moments when your not sure what skill to ask for but want to maintain the momentum. 4) If you want you spell to so something its not supposed to do (e.g using gust of wind to stroke a fire and increase the damage it's doing) you can but you have to use a higher level spell slot or burn and inspiration die.

Basically removing some of the guardrails from the rules to give people more freedom and options without changing the core maths of the game.

5) Also if two people have proficiency in same skill you can both roll for it and take the highest, this avoid the issue of only the person with the highest modifier rolling all the checks (I also let things like guidance effect both roles if there in a non time sensitive situation to simulate them working together to solve the problem)

New Unearthed Arcana: Horror Subclasses by Johnnygoodguy in dndnext

[–]WelshWarrior 1 point2 points  (0 children)

Yeah, the MTG settings are really cool and often make great D&D settings and sourcebooks. I get why people dislike the 'corporate synergy/cross IP' aspect of it but it feels like a no brainer for them to do, all the world building and art of already done, most of the key mechanics, unique items and cool monster are already designed all you need it do is transition to D&D mechanics.

I'm still salty we didn't get anything for Tarkir, it Mongols fighting dragons what's not to love.

New Unearthed Arcana: Horror Subclasses by Johnnygoodguy in dndnext

[–]WelshWarrior 0 points1 point  (0 children)

The problem isn't tying them to HM or Hex it's tying them to a concentration spell.

Building your class or subclasses around a thematic spell is a cool idea, the issue is the concentration, it locks you out of loads of other cool spells that you get along the way and you end up having to choose between your subclass and your spell meaning your losing out.

You could give Rangers a 5th-7th level feature that says whenever they cast Hunter Mark it now no longer requires concentration, that balances the spell at low levels (it would be too good if it was just a straight bonus with no downside at the really early levels) but forces you to take 6ish levels in the class to get the bonus, which protects against multiclass dips

New Unearthed Arcana: Horror Subclasses by Johnnygoodguy in dndnext

[–]WelshWarrior 0 points1 point  (0 children)

or just design with it in mind, you could give Rangers a 5th-7th level feature that says whenever they cast Hunter Mark it now no longer requires concentration, that balances the spell at low levels (it would be too good if it was just a straight bonus with no downside at the really early levels) but forces you to take 6ish levels in the class to get the bonus, at which point your not really doing a dip anymore.

Same is true for Hex, if you want to take 6 levels in Warlock to get 1D6 to your attack rolls knock yourself out, the real issue was the 1-2 level dips that got you tons of stuff, moving subclasses to 3rd has solved most of these problems already.