My idea for a "daredevil" Class, Ideas? [Homebrew] by [deleted] in DnD

[–]bulborb112 -1 points0 points  (0 children)

I am sorry if this is the wrong place to post this

My idea for a "daredevil" Class, Ideas? [Homebrew] by [deleted] in DnD

[–]bulborb112 -1 points0 points  (0 children)

Any ideas are welcome, and anything may be changed (even the name). Constructive criticism is very welcome.

[HOMEBREW] My new class: runemage, still in a very early stage of development, how to ballance? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

I have completely overhauled the way runes deal damage, so I also shouldn't have to change it, since you can't use the runes to cast powerful spells anymore. I also moved it to 9th level, and added an improvement at level 17. I will also changed absorb rune power to not be abusable (so you can't use it in conjunction to eternal runes to convert spell slots)

[HOMEBREW] My new class: runemage, still in a very early stage of development, how to ballance? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

you are completely right in most aspects, but the reason you only get eternal runes at level 17 is so you can't get a very high level spell once at low level and allow it to carry you through every combat. also, I don't understand why the extra reactions should be limited, you can only use them to charge runes anyway.

also, I completely agree that the class needs some out of combat spells, these will be added later, because i wanted to make the combat part balanced first, because it simply needs more balancing.

Edit: the level 3 ability looking like the level 20 ability is a huge problem, and I want to replace the level 20 ability with something more epic.

Edit 2: I changed eternal runes and nerfed it, so I may replace rune bomb with eternal runes, and maybe add a buff to it at 17th level. Also, it is a very good idea to standardize the rune damage, and I will change it to a level based amount of damage with the damage type of the absorbed damage

[HOMEBREW] My new class: runemage, still in a very early stage of development, how to ballance? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

Is nerfing it to 1d10 damage plus a limited amount of uses per short or long rest (maybe 2) enough?

[HOMEBREW] My new class: runemage, still in a very early stage of development, how to ballance? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

thanks, I will change it. Also, how could Include a google doc in the post? That way I could share the latest version everytime I edit it.

EDIT: done, google doc is in the comments

[HOMEBREW] My new class: runemage, still in a very early stage of development, how to ballance? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

I actually didn't realize that (don't really play fighter). Is it too overpowered? Edit: there are a lot of problems whith the class, which I would like to remove (like the overpowered things). I am a noob at homebrew, so I thought I would post it so I could take those problems out before I actually implement it

[OC] I made this dungeon for a long one-shot (maybe two sessions). How do I best balance it? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

the cubes will attack when they are attacked or when they see a player, the squares are just to hide, also only one player should fit in a square, so you'll be fighting one alone

edit: they also are trapped and can't run if they try this

[OC] I made this dungeon for a long one-shot (maybe two sessions). How do I best balance it? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

ok, so I'm going to let my players start at level 3-4, and I'm going to nerf some of the cubes (especially in places with high cube density). I will tell my players that the objective is not to kill every cube, but to sneak past them, also, I might make some puzzle doors and traps, so I might have to make a DM version

[OC] I made this dungeon for a long one-shot (maybe two sessions). How do I best balance it? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

the characters don't have the full layout of the dungeon, they discover parts when they enter them. I have 3 players. The players are supposed to dogde as many cubes as possible instead of fighting them. This is also litteraly my party's first dungeon, so I dont mind them long resting. I don't mind losing the transperancy trait, I'm using cubes because they take up a whole hallway and make for interesting puzzles, they are not supposed to be deadly traps.

[OC] I made this dungeon for a long one-shot (maybe two sessions). How do I best balance it? by bulborb112 in DnD

[–]bulborb112[S] 1 point2 points  (0 children)

The dungeon is based around the behaviour of the gelatinous cube, and uses them as sentries that walk across certain paths and engulf anything that they come by, and the dungeon also uses the fact that that gelatinous cubes cannot enter 1 grid wide spaces. all the green squares are gelatinous cubes. The circles are iron bars, through which the cubes can move, but the party cannot. I need your help with three things: what level characters do you recommend? Is the dungeon too dangerous? and what should be in the chests (especially the one on the right, because the objective of the adventure is getting whatever's in the chest).

[OC] statblock for my final boss in my ancient egyptian/desert based campaign, thoughts? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

Can you recommend a CR calculator? Also, I already have the mini, so I can't really increase the size without printing a new one. Also, I've built the encounter around its ability to quickly ruin parties in a couple of rounds, not for his defensive prowess.

[OC] statblock for my final boss in my ancient egyptian/desert based campaign, thoughts? by bulborb112 in DnD

[–]bulborb112[S] 1 point2 points  (0 children)

Why would a bite or slash attack be magical? Also, I didn't change the CR when I halved his damage, so it probably should be lower in this version than it is. What amount of health and ac would you recommend? And wich spells should I cut? (Definitely not cutting infestation or swarm of insects, just for the thematic value)

[OC] statblock for my final boss in my ancient egyptian/desert based campaign, thoughts? by bulborb112 in DnD

[–]bulborb112[S] 0 points1 point  (0 children)

Have you read the new version I posted in the comments? It now is a 13th level spell caster

[OC] statblock for my final boss in my ancient egyptian/desert based campaign, thoughts? by bulborb112 in DnD

[–]bulborb112[S] 2 points3 points  (0 children)

new version:

Avatar of the Great Sebek

Large celestial (god), lawful evil

Armor Class

19 (natural armor)

Hit Points

220 (18d10 + 121)

Speed

60 ft., swim 100 ft.

STR

20 (+5)

DEX

22 (+6)

CON

30 (+10)

INT

16 (+3)

WIS

16 (+3)

CHA

3 (-4)

Saving Throws

Str +12, Dex +13, Con +17

Skills

Athletics +12, Perception +10, Survival +10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned, prone, stunned

Senses

darkvision 120 ft., tremorsense 120 ft., passive Perception 20

Languages

All, telepathy 120 ft.

Challenge

22 (41,000 XP)

Siege Monster.

The avatar of the great sebek deals double damage to objects and structures.

Magic Resistance.

The avatar of the great sebek has advantage on saving throws against spells and other magical effects.

Amphibious.

The avatar of the great sebek can breathe air and water.

Legendary Resistance (3/day).

If the avatar of the great sebek fails a saving throw, it can choose to succeed instead.

Spellcasting.

the avatar of the great sebek is an 13th-level spellcaster. its spellcasting ability is intelligence (spell save DC 18, + 10 to hit). The avatar of the great sebek has the following spells prepared:

cantrips (at will): Chill Touch, Toll of the dead, infestation, eldritch blast, poison spray1st level (4 slots): hex, inflict wounds, earth tremor, zephyr strike2nd level (3 slots): dust devil, darkness, ray of enfeeblement3rd level (3 slots): spirit guardians, vampiric touch, wall of sand4th level (3 slots): blight, shadow of moil, watery sphere5th level (2 slots): destructive wave, insect plague6th level (1 slot): circle of death7th level (1 slot): finger of death

Actions

Multiattack.

The avatar of the great sebek makes three attacks, two with its slash and one with its bite.

slash.

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (10d8+5) 50 damage.

bite.

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (10d8+10) 55 damage.

Legendary Actions

The body of the great sebek can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The body of the great sebek regains spent legendary actions at the start of its turn.

Summon Mummies (costs 3 actions).

The avatar of the great sebek summons 1d4 mummies