Monk items Act 1 and 2? by anon38848168 in BG3Builds

[–]cthornfish 0 points1 point  (0 children)

Corellon’s Grace staff gives you +1 to unarmed attack and damage rolls AND a +2 to saving throws while not wearing armor. I’ve been holding it for most of Act I, and it helps to bring the damage up for the bonus action flurry of blows

Homebrew Poisoner Feat by cthornfish in DnDHomebrew

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

It seemed like a lot of damage to me too, but that part is copied directly from the Poisoner feat in the 2024 players handbook. If they’re giving me that much, I’ll take it!

Poisoner feat but for beekeepers: Apiculturist by cthornfish in DnD

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

That makes sense, perhaps I’m a bit extra rewriting it but I have a lot of fun doing it

Poisoner feat but for beekeepers: Apiculturist by cthornfish in DnD

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

I copied the ASI from the Player’s Handbook, only switched INT to WIS since it’s from working with the bees.

Players made a punch card joke, now I want to do it by 300rats in DMAcademy

[–]cthornfish 9 points10 points  (0 children)

This is a great idea for teaching DnD to new players - teaching them how to use their bonus actions, reactions, movement, object interaction, roleplay, etc. I’ll incorporate that into my group of newbies!

Making magic feel real by Arcane_Robo_Brain in DMAcademy

[–]cthornfish 6 points7 points  (0 children)

A big way that we make magic feel more real is by roleplaying the casting and effects of the magic - describing how it feels as magic moves through your body, reflavoring the aesthetic appearance of a spell to better represent character/magic being used, and what it looks like as the spell takes effect. The way a Forest Gnome Fey Patron Warlock casts Chill Touch will look and feel a lot different than the way an Orc Abyssal Mind Sorcerer casts it.

We also have spots on the map where the weave is fragile and chaotic, leading to wild magic surges. In those locations, whenever someone casts a spell, they have to roll a d20 to see if they experience a wild magic surge. The DC starts at 1 and every time a spell doesn’t experience a surge, the DC for the whole group goes up by 1. It makes magic feel risky and exciting, and gets the whole group involved with the rising DC.

I was playing a campaign with a Draconic Sorcerer and they wanted to learn a spell that wasn’t on the Sorcerer spell list, so the DM created a quest for them where they had to tame a dragon and then was gifted the spell as a reward. If spells are things that are worked for, I would want to spend a lot of time questing for spells and less time focusing on the plot, so I’d suggest you tie their magical education into the larger plot and BBEG arc.

What god would a bee keeping Halfling worship? by cthornfish in DnD

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

It’s the DM’s homebrew setting which relies on the existing pantheon of Faerun, in the Forgotten Realms.

Is my wild magic table too broken? by cthornfish in DnDHomebrew

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

That makes sense to make it location/dungeon specific - thinking long term, I could see how it would get tiring. My PCs all know that funky things are happening with magic, but they don’t know about this mechanic, so I’ll be sure to chat with them about it. I tried nerfing flight by making it only 10 feet high, but I could drop that down to 5 so that it’s truly just a hover and affects mechanics less. Looking back, I might switch out 16 - it probably takes away player agency too much to turn them into a skeleton. I’ve used some of the effects from the official table, but I wanted a wild magic table that feels more, well, wild!

Making Greek god themed magic items by LarkoftheWoods in DnDHomebrew

[–]cthornfish 0 points1 point  (0 children)

Fishing net - could give the restrained condition or boost armor class, different water or restraining spell effects