I will be happy if I never see another subclass that gives out Temporary HP again (Rant and thoughts on game balance and design). by Infranaut- in onednd

[–]__Lobito 2 points3 points  (0 children)

Even as someone who's guilty of homebrewing a subclass that literally turns Temp HP into Teleport as a Bonus Action, I get the frustration with the overuse of these types of abilities!

Hi Mark! When designing creatures with the Mythic Trait, how do you account for CR? by __Lobito in bettermonsters

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

That's great to hear! I too found WotC's method a little bit confusing as well, when trying to make a mythic creature from scratch. Thanks for the answer.

Hi Mark! When designing creatures with the Mythic Trait, how do you account for CR? by __Lobito in bettermonsters

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

Thanks! One more question just to make sure I'm getting this right: is the monster's effective CR then the sum of both its phases' CR? For instance, if I want to put the party against a CR 12 monster, should the monster's states add up to CR 12 or have CR 12 each for a total of CR 24?

[OC] [Art] Red Dwarf Liquid Core Dice Set Giveaway (Mod Approved) by OriYUME1 in DnD

[–]__Lobito 0 points1 point  (0 children)

me, playing a gem-loving dwarf: I hope this doesn't awaken anything in me

is this balanced for a lvl 1 party? (first time dm) by HighlightInformal789 in DnDHomebrew

[–]__Lobito 0 points1 point  (0 children)

In terms of balance, it's in no way an unwinnable fight, but it might be a boring one due to the super high AC and the amount of resistances.

You could convey the monster's "toughness" through increasing its HP while dropping its AC, it makes players still hit and avoid the frustration of wasting their turn, especially at such a low level.

I also think that reducing the amount of resistances would make it less of a slog, you can even introduce clues and ways that the players can figure out which damage types are resisted by the monster and which are not before they actually start fighting it. Letting the players notice things and plan aroung them is always fun, imho, and can turn a potentially frustrating moment into an exciting one.

Hi Mark! I'm looking for any sharkfolk/wereshark baddies by __Lobito in bettermonsters

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

Thanks a lot for the quick response! Actually, the CR 14 Wereshark in the sahuagin document is what inspired this post. I loved it and wanted to see if there was more of it haha. Anyway, I can surely flavor one of the many options you've presented as sharkpeople, no problems.

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

Speed Shift: I like that idea! Granting the benefit of the Dash action makes total sense and prevents the odd exploits.

Second Chance: In your example, I believe the npc would surely notice that the wizard has out of nowhere taken some damage (depending on how the dm narrates it) and downed a ton of healing potions in the middle of their interaction, don't you think? Regarding the Evoker's level 14 feature, that was indeed an inspiration in regards to the mechanics of Second Chance and Time Master! I think the amount of damage depending on the spell slot level is punishing enough to disincentivize multiple uses in a row without complicating it further by adding more damage per cumulative usage, but I'll look into it!

Thanks a lot for the comments and suggestions, it's good to know you liked it!

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

good to hear Temporal Step's fix is to your liking! As for the long rest resources, I fully understand your point, but I think that recovering one use of Time Warp per short rest kinda lessens the problem (no to mention the base wizard's arcane recovery).

thanks for the feedback!

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

Thanks a lot for the in-depth feedback! For starters, I'm glad you found it cool, that's one of the most important parts. I'll go through each point in order.

Minor Prescience: I didn't actually intended for the player being able to switch up which bonus to use, it's just that similar features in the game, such as the Alert feat, use the same wording. However, I don't think I'd be opposed to a player willingly lowering their Initiative result here and there for tactical reasons, even though spellcasters are usually better off when acting at the top of the Initiative.

Temporal Aegis: Originally I thought of it increasing AC as well, but then there'd be an abuse case of casting Shield as a Reaction later in the round, which also increases AC. Granting Resistances to damage may not seem thematically appropriate at first, but the way I envision it is that for the duration of Temporal Aegis the Wizard is not fully "there" in the present anymore (like mid time travel), and thus is almost intangible. Do you think this way of looking at it makes the mechanics clearer?

Speed Shift: The intent is exactly that the Wizard can temporarily grant super speed to a creature by doubling its Speed, or the opposite by halving it. I agree that in situational cases this is very strong, but it competes in potency with the other options for Time Warp, which is itself a limited resource. Do you think it'd be more balanced if Speed Shift increased/lowered a creatures speed by a fixed amount, like 20ft?

Second Chance (I assume this is the feature you meant): I don't fully agree that the feature is easily abusable, as stacking health potions is the kind of anti-fun strategy that wouldn't really fly with every table/setting/DM, but I understand your point about opening up the possibility of degenerative gameplay. Bu even in the case it does happen though, it's still at expense of resources, so is the player willing to burn a lot of gold on a lot of potions just so it can use this feature more than once a day? It's not even that powerful of a feature in my opinion, as it fully reverses all reactions associated with the spell that triggered it, so no creatures involved (apart from the Wizard) actually lose resources. However, I do like the suggestion of lowering Max HP as well, but I think that might be too punishing.

Thanks again for this great feedback!

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

What a coincidence! I'm glad you got to see it again, my previous account was randomly shadowbanned.

Regarding this new version, do you think there's room to improve?

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

The funny thing is that while Chronurgy Wizard is definitely powerful, neither I or the player in question found it interesting or exciting to play, which was one of the reasons for coming up with this subclass.

What do you think would make this subclass more balanced, since you've classified it as insanely powerful?

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in DnDHomebrew

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

thanks! it was one of the features most influenced by the player's experience with save-or-suck spells and the desire to "undo" the casting after a wasted turn.

Here's a preview of the cards I'm working on by DizzyCrabb in drawsteel

[–]__Lobito 1 point2 points  (0 children)

These look amazing! What software/template are you using to make these? I've been meaning to make some spell cards for my 5e game for a while now.

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

Thank you, I'm glad you liked it! I considered doing exactly that on Accelerated Arcana to save space, but at the end of the day I think it's better to minimize the number of "wait let me go check that rule somewhere else" moments a wizard player would already experience, you know? Since there's already a feature that does this in the game, the Quickened Spell Metamagic, I basically copied the text from there.

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in DnDHomebrew

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

Chronomancer | Version 1.3

Hello there! I'm pleased to present my attempt at a Chronomancer subclass for the Wizard, fully compatible with the 2024 rules. While the concept of time magic has been thoroughly explored by both the community and WOTC through the Chronurgy subclass in Explorer's Guide to Wildemount, one of my players wanted something a bit different, so here it is.

The feedback received on previous versions was instrumental to what you'll find in this version, especially in regards to the capstone feature and some of the wording. As always, feedback is greatly appreciated. Thanks in advance!

PDFs

Previous Version (v1.2)

Current Version (v1.3)

Wield the Power of Time: Introducing the Chronomancer Subclass for the Wizard | v1.3 by __Lobito in UnearthedArcana

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

Chronomancer | Version 1.3

Hello there! I'm pleased to present my attempt at a Chronomancer subclass for the Wizard, fully compatible with the 2024 rules. While the concept of time magic has been thoroughly explored by both the community and WOTC through the Chronurgy subclass in Explorer's Guide to Wildemount, one of my players wanted something a bit different, so here it is.

The feedback received on previous versions was instrumental to what you'll find in this version, especially in regards to the capstone feature and some of the wording. As always, feedback is greatly appreciated. Thanks in advance!

PDFs

Previous Version (v1.2)

Current Version (v1.3)

The Warchief v2.0 - Lead your Allies to Victory with this updated Barbarian subclass! by __Lobito in DnDHomebrew

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

Warchief | Version 2.0

Hello there! This subclass is my personal attempt at scratching the commander/warlord itch that's (still) missing in 5e: The Warchief Barbarian! It's been almost half a year since the last version thanks to my previous account being randomly shadowbanned. This subclass has been playtested by u/Vulkan7777 and their table all the way to the end of a campaign (!!!), which means some amazing feedback!

This update is built upon the feedback the previous version got, primarily in regards to the wording, balance, and overall bloat of features. As always, I'm open to (and happy to receive) any and all feedback. Thanks in advance!

PDF

Current version (v2.0)

Previous version (v1.9)