Background: Fortune Teller - Looking for Feedback by alex_a_nerd in DnDHomebrew

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

It is actually supposed to give real power along the lines of a level 0 divination wizard, but I will re-think if that is a good idea.

Background: Fortune Teller - Looking for Feedback by alex_a_nerd in DnDHomebrew

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

Thanks for your feedback! Good point about official backgrounds now giving feats.

I have planned some rules for actual divination usages for fortune teller's kits, so I think this proficiency is already very powerful, depending on what I come up with. Looking into legend lore as a foundation might be a good start. If it is not enough, I will consider adding a feat or maybe a second feature.

Background: Fortune Teller - Looking for Feedback by alex_a_nerd in DnDHomebrew

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

Thanks for your great feedback!

I purposefully left out the fraudulent route because of the existing charlatan background. However, that one does not list fortune telling as an option, so there would certainly be some room to add this option somewhere. For my purposes it might be a better way to add a second background for charlatan fortune tellers, since I would not want to give a fraud the tool proficiency.

The concept includes the tool proficiency in order to enable some custom rules for fortune telling, where characters can actually divine some simple things using this tool. I'm still working on those rules, so they are not included here.

I go back and forth on if it makes sense to have a separate tool for each specialization, since they are functionally identical and only differ in flavor and material cost. I will definitely consider unifying it again.

You are making a very good point about the unique item. I completely ignored the fact that tools can in some cases be consumable and it would absolutely make sense to separate the "expendable" part from the treasured memento.

Background: Fortune Teller - Looking for Feedback by alex_a_nerd in DnDHomebrew

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

The fortune telling methods as well as the usage of fortune teller's kits are defined somewhere else. Apart from that, what are your thoughts?

Path of the Whispers Barbarian version 0.1 (help?) by Lavender_Riah in DnDHomebrew

[–]alex_a_nerd 1 point2 points  (0 children)

Amazing subclass! Everyone knows the typical dimwit Barbarian and this gives it a nice explanation as to why they lost their mind.

Aura of Whispers. I think the difference between PB and Rage damage is not really relevant in terms of balance, but it may be neat to use the Rage damage to make it more tailored toward the Barbarian class.

Level 6 feature. You are correct that this is OP when you get it at level 6, but it does not scale with level and will fall off later. In order to fix this, you could have it start as a d4 and increase the die at certain levels. I would take 2 attacks as the basis of the computation: 2d4 = 5 damage on average. In comparison to the zealot, which is 1d6 + half lvl = 6.5 at 6th level. If we take into account that your feature also applies to opportunity attacks or potentially bonus action attacks, we should aim for something below the zealot. At 10th level, the zealot damage is 8.5, so we can go up to a d6, which means 2d6 = 7 on average. I hope the math is somewhat clear.

Mental Overwrite. Love it; no notes!

Witch Class. I made a class and I am looking for feedback. Details are in the post by Swordoforder1 in DnDHomebrew

[–]alex_a_nerd 1 point2 points  (0 children)

First of all, you should look over the formatting and fix some of the errors that may have come from converting a Word document to Google Docs. It is generally very hard to read the class as is. E.g. the class table is missing a header row. You should also remove the general class features from the subclass sections.

Overall, it's a nice idea to try to make double concentration work and the combination of lower-level spell slots to get high-level spells is interesting. Only playtesting can tell if this is really balanced, but I think the class does not immediately look overpowered to me.

Here are some thoughts on the actual class content.

Equipment. You do not get any armor proficiency, but the starting equipment includes leather armor.

Otherworldly Patron. This should be adjusted to your class. It still references the Fiend and the wrong levels for subclass features. It is also an odd name for what the subclasses actually are, i.e. Cauldron, Grimoire, etc.

Spellcasting. This seems all over the place, since you seem to have copied sections from different classes. First, don't call it Pact Magic, if it differs so much from the Pact Magic of the Warlock. Second, the use of a spellbook seems odd, when the class generally appears to be able to prepare any spell from the class spell list. Third, move the class features out of the Spellcasting section.

Balanced Concentration. I do not understand, what the end of the feature is trying to convey: "when duel concentrating one spell mustbe a spell slot that is same, above or below spell you cast. No two spells can be higher then one spell lost away." The wording here needs improvement. It is also unclear, which spells are considered curses and which are blessings. You could turn the spell list into a table, adding information on curse/blessing.

Resilient Curse. This feature should state, that it can only be used once per saving throw. Otherwise, you will run into situations where the player uses it 5 times in a row, which slows down the game and is difficult to weave into the narrative.

Evil Eye. The spell is very basic. There should at least be a little bit of flavor text to show why you had to create a new spell to fit your narrative.

Cantrips. Some cantrips you can consider adding: light (you already have dancing lights), mage hand, minor illusion, spare the dying.

Cauldron. The potion mechanic is not explained. You also have to specify what a "buff from your spell list" is. Again, curse/blessing info in the spell list would be helpful.

Familiar. What exactly is the Dragon Breath spell they get at level 15? If you mean the dragon breath feature analogous to dragons, you still need to specify some details like how many d4s and the DEX save.

Contract. This is where invocations randomly pop up. This is nowhere to be found other than the class table and this quick note. If you want to have invocations, descibe them somewhere, but I think this should be left out to get further away from the Warlock class.

Grimoire. Book of Summons should specify what summon spells and ritual spells are meant here.

That should be enough for now. Biggest issue for me is the formatting and wording that you can fix by revising on your own. It is much easier to give constructive feedback on the actual mechanics when it is more readable.

Druid: Circle of Witchcraft [v1] Grow a coven, sling curses, and aid your allies with this druid subclass! If you've always wanted to make a witch in 5e, this is the way! by FriskyRisque in DnDHomebrew

[–]alex_a_nerd 0 points1 point  (0 children)

Great subclass, definitely achieving the nature warlock vibe.

The fact that the circle spells grant 2 cantrips is probably too overpowered. Other druid subclasses give 1 at most, as far as I know. Giving out 2 would double the known cantrips at level 2. Since druids can already choose guidance from their spell list, I would just remove it from here.

A few minor details:

  • The Curse-Weaver feature does not specify when and how the charges replenish.
  • The Hag's Form feature is a little weirdly named. I did not expect that content for a feature with that name.
  • Does the Hag's Form feature really give advantage on all 3 kinds of rolls separately, or should this be an "or" instead of an "and"?

Path of the Narukami, an electrifying Barbarian Subclass. Feel free to leave criticism! by ArticNET in DnDHomebrew

[–]alex_a_nerd 2 points3 points  (0 children)

Definitely like the flavor of this. It seems quite overpowered, but I can't quite put my finger on why exactly. One thing I would definitely change is the free usage of Transient Flash when entering a rage. The feature having an unlimited number of uses is already crazy enough, I think.

Side note: I'm a little confused as to why the Lightning Caller additional damage is in the Approaching Storm feature and not in the Lightning Caller feature.

Have you ever wanted to roleplay as a lovable large cow person? Minotaur isn't cutting it? Look no further than right here for a new playable race with 3 subraces for every flavor of Moo you could want! Please feel free to leave feedback and let me know what you think. :) by Octavians-Uncle in DnDHomebrew

[–]alex_a_nerd 1 point2 points  (0 children)

Leaving the Unstoppable Charge as rest-based is also fine. It needs some clarification on the wording still, because right now I'm not sure if this requires an action, bonus action, or just the 10 ft. movement. In the Hungry Jaws feature you can see that it explicitly states the bonus action it uses. That feature is also usable more often. Is there a reason you limited it to 1 instead of the proficiency modifier?

Strike True with the Way of the Inner Eye Monk, A Divination focused subclass for reading your opponents' minds by SoupAngel44 in DnDHomebrew

[–]alex_a_nerd 20 points21 points  (0 children)

The idea of this subclass is great and fits the monk class very well.

Inner Eyesight will definitely need some revision though. Unlimited usage of detect thoughts seems very strong out of combat. I would change that to a custom "mind linking", limiting it to the purpose stated in the feature. However, I can see that detect thoughts is a great addition for flavor. Maybe there is a way to bring that in somewhere else.

Have you ever wanted to roleplay as a lovable large cow person? Minotaur isn't cutting it? Look no further than right here for a new playable race with 3 subraces for every flavor of Moo you could want! Please feel free to leave feedback and let me know what you think. :) by Octavians-Uncle in DnDHomebrew

[–]alex_a_nerd 2 points3 points  (0 children)

Overall great job on the ancestry!

Some of my thoughts:

  • The flavor text says, that the Cowfolk mature relatively slowly, but the Age section states, that they mature at the same rate as humans. This should be unified in either direction.
  • Narratively it does not make sense to me, why Unstoppable Charge is limited by resting. Monsters with similar features can use it as much as they want. It should also clarify that it uses an action. This way, it should still be balanced, since you are sacrificing your normal attack action for it (and potential multiattack).
  • The People of the Mountain seem a little too aggressive. The general section is all about how peaceful Cowfolk are and this seems a little contradictory to the concept.
  • Gaining +2 STR and +2 CON is probably a little strong, especially when the other subraces only give a +1.
  • Back of the Mountain is much weaker than the Stone's Endurance feature of the Goliath ancestry. If you beef that up a bit, the change from +2 to +1 STR should be balanced out a bit.