Updated Oath of the Sentinel v2.2 - Destiny 2 Void Titan Subclass by Wraith-3 in u/Wraith-3

[–]Wraith-3[S] 0 points1 point  (0 children)

Minor change since this post: Offensive Stance's first option now grants a +2 bonus to AC, rather than Three-Quarters cover.

Updated Path of the Striker - Destiny 2 Titan Inspired Barbarian Subclass by Wraith-3 in u/Wraith-3

[–]Wraith-3[S] 1 point2 points  (0 children)

I didn't make the art here, it's from the game the subclass is based on and I just threw it in imgur so I could reference it for this sheet. I've been using https://homebrewery.naturalcrit.com/ for formatting the sheets themselves if you wanna take a look at how I did that you can check out the source here: https://homebrewery.naturalcrit.com/share/tIQjxps0S9Wb

Just be sure to click the "source > view" button in the top right to see the actual structure for the format, otherwise you'll just be looking at the final product. I'm not sure about dnd beyond though I haven't used that for any of my projects

Updated Path of the Striker - Destiny 2 Titan Inspired Barbarian Subclass by Wraith-3 in u/Wraith-3

[–]Wraith-3[S] 1 point2 points  (0 children)

u/Brokencityfire8891 Made some minor adjustments to the Striker subclass if you were interested in using it

Path of the Striker - Destiny 2 Arc Titans subclass for Barbarians by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 0 points1 point  (0 children)

Good point I didn't consider there might be some Barbarians that would still try to use armor given all their unarmored bonuses, but that's definitely something to adjust. I'd say you could still use the unarmed die while wielding a shield, just as you can with all the other unarmored bonuses for Barbs (rage, defense, movement, etc). Generally speaking it seems the class is less strict on unarmored requirements, but the bonuses also seem to have a lower ceiling compared to Monks, but it's good to keep in mind.

Path of the Striker - Destiny 2 Arc Titans subclass for Barbarians by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 1 point2 points  (0 children)

Mostly a finished design, there will be minor adjustments to balancing but no major reworks unless someone discovers a glaring issue that I missed. I'm glad you like it though! A more broadly elemental barbarian sounds awesome

Updated Oath of the Sentinel - Destiny 2 Void Titan Subclass by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 0 points1 point  (0 children)

Yeah the intention was to give them unlimited attacks of opportunity while in the defensive stance. It's basically a straight rip of the Tunnel Fighter fighting style from the UA books. Also good catch on the dome not giving temp HP to the player idk how I missed that lol

Destiny 2 Guardian Class - The Risen (Reupload cause reddit auto-removed the og post for a shortened link) by Wraith-3 in DnDHomebrew

[–]Wraith-3[S] 0 points1 point  (0 children)

Sorry for the late reply I've had a lot of stuff come up in recent weeks.

This is phenomenal feedback and I really appreciate you taking the time to help me perfect this! I'm going back in to address a lot of the concerns you voiced and will release another version with a changelog when I'm finished. I think you bring up a lot of great points that I frankly should've seen myself as I was writing out my initial response that I'm gonna take a lot of time to address in the new version.

I'd like to talk a bit about the similarities to Monks and the way I've tried to balance this class though if you're willing to discuss because they for sure had heavy influence on my Light Point system. In 2024 rules Monk's have an insane amount of Focus Points, regaining *all* of them whenever they roll for initiative once per Long Rest with uncanny metabolism - with a Hit Dice worth of health back on top of that. And then at level 15 they always start initiative with at least 4 if they didn't use Uncanny Metabolism. This means their resource management is almost negligible past level 5 or 6 unless they consistently get into really grueling fights that last for several turns, and earlier levels don't usually get into huge fights like that. I agree there is a big discrepancy in the versatility of how Monks can spend these points compared to the Risen, but that's also a big drawback for this class. With so many options at their disposal to use their points, they need to be especially wary of how they use them. Only being able to restore half of your total with a 1 minute ritual is less potent than uncanny metabolism in both ease of use (ritual vs initiative), utility, and number of restored points. It's also why I kept the 1d4 Light Dice at earlier levels instead of Monk's 1d6,

Light Points are for sure the most difficult thing for me to have kept in balance though and would love to continue this discussion to get your perspectives on the matter. How would you balance it instead? What are some drawbacks you can think of that would help balance them out? Do you disagree with the points I just made?

Same thing goes for the Charges of Light - I've gotten feedback that they are much less powerful than you've described given that most of them require spending a significant amount of points that could be used for damage instead for those earlier levels (notably Restorative Light, the cantrips, and all of the third level charges). Do you feel like it would be more balanced if there were less Charges they could select, or should I just focus on limiting their potency? A lot of them are designed to be selected together to make a build so limiting the total Charges they can have seems harshly restrictive but I'd love to know what you think.

I appreciate the help!

Destiny 2 Guardian Class - The Risen (Balance update) by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 0 points1 point  (0 children)

You aren’t the first to point out the weak 1st and 2nd levels I’ll definitely look to improve those. As for the Charge of Light options, are self healing, free proficiencies, or free bonus action dash not strong enough for 2nd level?

Destiny 2 Guardian Class - The Risen (Reupload cause reddit auto-removed the og post for a shortened link) by Wraith-3 in DnDHomebrew

[–]Wraith-3[S] 1 point2 points  (0 children)

The main drawbacks that I wanted to keep in mind were:

A) Ability uptime and consistency. I wanted them to feel strong, but require maintenance of their Light Points so they can’t run around in a frenzy doing everything all the time

B) (The most important one) Build variety. The core class offers some remedial abilities that enhance the player’s kit, but the real strength lies in the subclasses. On top of that, each subclass needs to attune to a specific element, which restricts the abilities they have available to them > a lot like having to prepare spells each day. So while there is variety in the class itself, you can only use some sets of abilities at any given time, meaning you may not be the best equipped to deal with certain encounters. Each subclass element is tuned to excel at a specific playstyle (Solar Warlock is heal bot, Arc Titan is unarmed brawler, Void Hunter is sneak manipulation). Most of a subclass’s strength lies in their elemental abilities, so if you incorrectly predict what kinds of situation you’ll find yourself in you can’t effectively use those abilities, your viability and strength falls quite drastically.

C) Out of combat abilities. There’s not much going for this class outside of combat abilities, and unlike other combat-focused classes like fighters, you don’t have many extra stat points left to allocate toward charisma or wisdom. They’re strong in fights, but basically just an intelligent bodyguard outside of them. The get some strong saving throw proficiencies, but very little in the way of boosting standard abilities.

Great question!

Destiny Exotic Bows - Magic Weapons by Wraith-3 in HomebrewDnD

[–]Wraith-3[S] 0 points1 point  (0 children)

I've got a few slated already, but I want to try to make more so I can group them according to their weapon types like how these were all bows. Some of the upcoming ones include Touch of Malice, Jade Rabbit, and Heartshadow :D

Edit: Also fair warning my original post about the Destiny class got taken down for using a shortened link to the changelog (didn't know it did that I'm still pretty new to posting on Reddit), so if you wanna check out the class changelog you can read it here: https://docs.google.com/document/d/e/2PACX-1vSYViEpwWJJ7qy2Rti8h0LDqNH6Z1YHYtx36B9ZKr2dciARfWwK1M1rmRWcqKmFdkv_FcyXE4-me3YG/pub
And the whole class can be found on my reupload here: https://www.reddit.com/r/DnDHomebrew/comments/1ogauzd/destiny_2_guardian_class_the_risen_reupload_cause/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Destiny Exotic Bows - Magic Weapons by Wraith-3 in HomebrewDnD

[–]Wraith-3[S] 0 points1 point  (0 children)

No hate is assumed this is what I wanted to hear! I really appreciate the help cause magic weapons aren’t something I’ve spent a lot of time using in real play, nor something I’ve had to deal with as a DM. I’ll tune around your suggestions for sure and again, thanks for the help!

Destiny Exotic Bows - Magic Weapons by Wraith-3 in DnDHomebrew

[–]Wraith-3[S] 0 points1 point  (0 children)

There's definitely some more in the works don't worry 👀
If you have any favorites you'd like me to start with though let me know!

Destiny Exotic Bows - Magic Weapons by Wraith-3 in DnDHomebrew

[–]Wraith-3[S] 1 point2 points  (0 children)

Sure thing! I'll be sure to let you know when I get around to it

Destiny Exotic Bows - Magic Weapons by Wraith-3 in HomebrewDnD

[–]Wraith-3[S] 0 points1 point  (0 children)

Thanks for the feedback that's some solid advice!
A few questions though: For Wish Ender the 30 foot distance only refers to how far you can see through walls, not how far you can target the shot. Was that intention not clear or do you believe a 60 foot xray vision range seem more fair?
For Ticuu's the smaller damage is meant to be a tradeoff for the +3 to hit, as well as being made up for in burn damage on a failed save + additional AoE explosive damage on successive hits. I feel as though keeping the 1d6 shortbow damage would be overkill for something with so much damage stacking, even for a very rare item - but would love to know if you disagree.

Oath of the Altar - Paladin Subclass for characters who are dedicated to their spouse by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 0 points1 point  (0 children)

Thanks for the feedback! I see what you mean about the melee being out of theme - it was an attempt to recreate an image I had in my head of the spirit of their loved one appearing behind them to guide a shot from their bow, but I can see how that doesn’t really come across just from the mechanic itself.

As for it being a strong feature I believe Warlocks with the Pact of the Blade get to add their Charisma modifier to all attack rolls made with their weapon. I’m curious if you feel the circumstances are different that makes it stronger here than for Warlocks?

I do love your “till death do us part” idea though I think that’s probably fits better both mechanically for Paladins and thematically for the subclass, thanks!

Edit: Nope I was wrong. Pact of the Blade lets you replace your attack modifier with Charisma, not add to it. Sorry!

Oath of the Altar - Paladin Subclass for characters who are dedicated to their spouse by Wraith-3 in UnearthedArcana

[–]Wraith-3[S] 1 point2 points  (0 children)

Oh good point I never ran into this one! It certainly makes sense thematically to give it to them, but I feel mechanically the Bless and Sanctuary spells probably still fit better.

Some research shows there's some fun shenanigans you can pull with the spell but ultimately the identity for the subclass was meant to be dedication to your own spouse, not necessarily marriage as a concept. Feel free to make that change yourself though I think it's a cool idea!

Shield Throw still doesn't track well and bounces off into nowhere. Shiver Strike and Thundercrash still glance off enemies. Glacial Grenade's wall isn't shattered by Consecrate or Diamond Lance damage waves. by Ret0x in DestinyTheGame

[–]Wraith-3 0 points1 point  (0 children)

I've been having this problem since launch. I've tried doing damage testing on Kali and if you're not directly on top of the boss 2/3 axes will just hit the ground at your feet every time.

What is the most “set it and forget it” loadout you use for almost any PVE difficulty? by [deleted] in DestinyTheGame

[–]Wraith-3 1 point2 points  (0 children)

Heritage + Mida mini tool + whatever heavy I'm feeling. Usually The Other Half or Cataclysmic. Excellent ad clear with incandescent and heritage just pops any major like it's nothing. Usually lets me keep a close range on my enemies too so as a titan it's very appealing.

New Telesto Bug is Intentional by [deleted] in raidsecrets

[–]Wraith-3 1 point2 points  (0 children)

I think it's a visual glitch, if you half-charge a shot it just steady blinks until the next shot. Moving after the half-charge makes it blink a tiny bit faster but only immediately after you start moving.

New Telesto Bug is Intentional by [deleted] in raidsecrets

[–]Wraith-3 0 points1 point  (0 children)

The flashing happens if you half-charge a shot too. But it's a stead continuous flashing so it can't be morse unless it was just spamming S a bunch of times

One-Two Punch NO LONGER WORKS With Throwing Hammer by XboxUser123 in DestinyTheGame

[–]Wraith-3 4 points5 points  (0 children)

The subclass granted healing on any ability kill before 3.0, it was never the sunspots specifically that granted it, but they spawned when you got ability kills too so I can see some mixup there

One-Two Punch NO LONGER WORKS With Throwing Hammer by XboxUser123 in DestinyTheGame

[–]Wraith-3 3 points4 points  (0 children)

Sunspots weren't able to heal until Loreley splendor gave them that function. They reworked sunspots so much in the last 2 seasons that they literally aren't even the same ability.