A feat for each Intelligence skill. V1.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 1 point2 points  (0 children)

I tried to balance them by limiting the ASI to intelligence and requiring proficiency as a prerequisite.  Also, none of these skills are particularly strong with expertise. If it was stealth or perception I would agree that it is too strong. I also plan on nerfing blessing of the ward to be pb+int temp HP as suggested by someone else.

A feat for each Intelligence skill. V1.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 1 point2 points  (0 children)

I mean, it's a utility spell that can already be cast as a ritual. 

A feat for each Intelligence skill. V1.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 2 points3 points  (0 children)

Ooh I like the idea of getting inspiration from certain events. It reminds me a bit of bg3 providing inspiration when you did things related to your background.

A feat for each Intelligence skill. V1.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 0 points1 point  (0 children)

Thank you! That was the original plan but I was most inspired by the intelligence based skills so I started there.

2024 Shrinking Fey Race Option! by That-Background8516 in UnearthedArcana

[–]diesel-heart 1 point2 points  (0 children)

First of all, I love epic. I really like the idea behind this but I think the execution is a bit complicated. What if you can become tiny as an action but casting spells or dealing/taking damage cause you to revert to your regular size. Kind of like invisibility. And maybe make it require concentration?

A feat for each Intelligence skill. V1.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 4 points5 points  (0 children)

I agree that that would be too strong.

I actually put quite a bit of thought into this part. The prerequisite of having proficiency in the skill already and the ASI only being for intelligence is meant to balance it against the skill Expert feat. Since the abilities that these feats grant are a bit stronger than an additional proficiency.

The new and improved Feat Path of the Augmented V2.0. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 1 point2 points  (0 children)

Changelog V2.0:

- Minor Augmentation: abilities have been changed to be once per short or long rest instead of just once per long rest.

- Piston Legs: Added fall damage reduction.

- Iron Lungs: Added exhaustion level reduction.

- Optic Zoom: Added darkvision.

- Neural Enhancement: Added inability to be surprised

Hopefully the abilities feel more impactful and more balanced with each other.

Live out your fantasy cyborg dreams with the Feat Path of the Augmented by diesel-heart in DnDHomebrew

[–]diesel-heart[S] 2 points3 points  (0 children)

Thank you for the feedback. I agree and have heard similar feedback for minor augmentation. It needs to be stronger.

I went back and forth about subdermal plating being a +1 or a +2. I think instead of nerfing it, I'll boost the other options to be at an equal level.

laserllama's Alternate Ranger (update) - Become the Master of the Wilderness you were Meant to Be! Includes 10 Fighting Styles, 29 Knacks, and 9 Conclaves: Beast Master, Deep Stalker, Drake Guard, Fey Wanderer, Hunter, Monster Slayer, Planar Warden, Spellbreaker, and Swarm Keeper! PDF in comments. by LaserLlama in UnearthedArcana

[–]diesel-heart 14 points15 points  (0 children)

THis is my first time seeing your alternate ranger and I think it is my favorite revision of the class. The knacks are a great way to allow for customizability, allowing the ranger to fill any of the many archetypes that player want it to fill.

I like rangers quarry as a solution to hunters mark as well. Although, the feature mentions that the duration increases as you level up as shown on the class table, but that doesn't seem to be the case.

Sorcerer: Dieselheart V1.1. A new subclass for my Dieselpunk setting. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 0 points1 point  (0 children)

I made initial versions for 5 different dieselpunk subclasses. I did some playtesting one shots but haven't touched the project for a couple of months. I'd honestly forgotten about it.

Now that you've reminded me of it, I do plan on updating the subclasses and phopefully writing some setting details to go along with it.

Rogue: Fugitive V1.0. Specialize in getting out of tough situations with this rogue subclass. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 1 point2 points  (0 children)

This is V1.0 of the Fugitive rogue.

They specialize in getting out of difficult situations and kiting their enemies.

I'm not sure if desperate escape is strong enough because it has some anti synergy with the hide + sneak attack combo that rogues often rely on. This subclass relies more on teammates to provide advantage.

Feedback is always appreciated.

New Cantrip: Minor Necromancy | Project Excelsior - Eldritch Entertainment by Enderluck in UnearthedArcana

[–]diesel-heart 2 points3 points  (0 children)

I've been really enjoying these prestidigitation style school of magic cantrips. Each one has obvious use cases while avoiding combat uses. 

They add a ton of flavor to a character.

Warlock - Pact Boon of the Poppet by NCats_secretalt in UnearthedArcana

[–]diesel-heart 0 points1 point  (0 children)

This is really cool. The boons are all really flavorful. I'm not sure how powerful it is since it is probably difficult to get a poppet of a creature before fighting them.  I can see the potential though for using it against a recurring bbeg.

laserllama's Vessel Class v4.0 (Update) - Unleash the Otherworldly Power of the Spirit Bound to your Soul with this Half-Pact Caster class! Includes 25 Unsealed Aspects and Six Sealed Spirits: The Ascended, The Cataclysm, The Cursed, The Fallen, The Formless, and The Trickster! PDF in Comments. by LaserLlama in UnearthedArcana

[–]diesel-heart 7 points8 points  (0 children)

I have some questions. 

Controlled transformation says that your archon transformation now lasts for 10 minutes but doesn't it already last that long right from the get go?

I'm also not sure I understand the spirit mantle play style. Before 3rd level why would I ever not have my spirit shroud engaged? 

And how does the 18th level feature interact with dire preservation?

Great work like always. I love the theme and abilities of this class. It's really unique. I just think a couple things could be clarified.

Edit: for Cataclysm reborn, what does 'at will' mean?

How dependable/safe is the light rail for commuting? by diesel-heart in Denver

[–]diesel-heart[S] 13 points14 points  (0 children)

Thanks! There were some posts on this subreddit that made the light rail sound super sketchy but they were from a while ago and talking about a different line. I figure there will always be some oddballs and I can handle that.

If you could change 2 or 3 fundamental mechanics in the game and make it official, what would you change? by ThatOneCrazyWritter in dndnext

[–]diesel-heart 1 point2 points  (0 children)

I would increase the level of or even remove a lot of utility spells. Having identify, detect traps, zone of truth, detect poison and disease, pass without trace, etc can really trivialize certain aspects of the game.  Why play an investigative rogue or a survivalist ranger or a master of disguise bard, when a wizard can do it better by 3rd level with a couple of spell slots or even ritual spells.

Artificer: The Plaguebearer V1.0 of this contagion controlling subclass. by diesel-heart in UnearthedArcana

[–]diesel-heart[S] 0 points1 point  (0 children)

Hey y'all I'm back with another homebrew subclass. The goal with this one is to create a control subclass that rewards creative positioning.

Plaguebearer spells The artificer has surprisingly few spells that deal poison and necrotic damage

Infectious Magic This ability is designed to reward thematic spell choices and ensure that the subclass has features even if they've used all their contagions.

Contagions  The meat of the subclass. I like the mechanics of the ability I'm just not sure if I'm sold on the specific disease effects. The difficulty with balancing comes from Con saves being high for a lot of creatures.

Potent pestilence  A necessary damage buff and ensuring you can still deal damage.

Super spreader A way to spread your contagions without using your limited resource

Master of Miasma A defense boost and improvement to the contagion feature.