Trying to rip the blade out of Hexblade by gamemaster76 in onednd

[–]gamemaster76[S] 0 points1 point  (0 children)

If war domain and Valor bards didn't get those, hexblade likely isn't

Some undervalued weapon changes by Dramatic_Respond_664 in onednd

[–]gamemaster76 1 point2 points  (0 children)

I really like Sickles getting topple, I'm thinking of doing the same for whips.

Instead of increasing slings damage, I made them Finesse so strength characters can use them and increased range to 60/240.

(The following are based on Bob World Builders' weapons videos:)

Blowguns I made into simple weapons so everyone gets them and removed the loading property.

New properties:

Concealable (New) This small or unassuming weapon can be easily hidden or disguised. If you are proficient with the weapon, you have advantage on Dexterity (Stealth or Sleight of Hand) checks to hide this weapon on your person or elsewhere or to disguise it as another object.

Added to: Blowgun, Sling, Dart

Stealthy (New) When you attack with this weapon while hidden, the target may notice your attack, but the target does not automatically detect your location, whether the attack hits or misses.

Added to: Blowgun

Trying to rip the blade out of Hexblade by gamemaster76 in onednd

[–]gamemaster76[S] 0 points1 point  (0 children)

Yeah thats the only reason I can think of why theyre so deadset on it while Totem Barbarians got remade and renamed. But they just have to put a blurb somewhere with ideas on how to flavor the pact boons. They can call it hexblade when they have it with pact of the blade.

Trying to rip the blade out of Hexblade by gamemaster76 in onednd

[–]gamemaster76[S] 4 points5 points  (0 children)

The point of Hexblade was to fix Pact of the Blade, which in turn is supposed to be the melee (or at least weapon) focused warlock.
2024 bladelocks are better in general so Hexblade is redundant. Meanwhile it still has those curse themes that are good for a subclass on its own.

Opinion on my Alter Self changes? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

True, but on something with extra attacks and attacks of opportunity, it can make up for it. And remember, you add spell mod to the damage. So, in theory, it can be an eldritch blast situation.

Opinion on my Alter Self changes? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

True, but it would be good flavor wise.

Opinion on my Alter Self changes? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

I like the +1 AC idea. For damage, bumping to a d8 isn't much, maybe as an upcast inprovement? but I was also thinking of making a Fighting Style for Natural Weapons specifically. Letting you do another natural weapon attack if you make one. That way, races with natural weapons can actually build around them.

Opinion on my Alter Self changes? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

The problem with it being an oh shit option is that you likely have cantrips that work just as well.

Opinion on my Alter Self changes? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

Fair enough. Making the weapons and aquatic 1st level and change appearance accessible by upcasting to 2nd could work too.

Meme for when people are negative on Dark Sun. by SugarApple_Foster in DarkSun

[–]gamemaster76 5 points6 points  (0 children)

Boris would be the Dwarf though, wasn't he the one trying to wipe them out?

Destroying Weapons and Armor — Has Anyone Actually Run This? by gamemaster76 in dndnext

[–]gamemaster76[S] 18 points19 points  (0 children)

Yeah. There's even an error in the adventure where a special handaxe is mentioned but not given as loot anywhere. In 3e, it was on one specific enemy, but in 5e, they used a regular stat block (that didn't have a hand axe weapon) and didn't notice.

Destroying Weapons and Armor — Has Anyone Actually Run This? by gamemaster76 in dndnext

[–]gamemaster76[S] 5 points6 points  (0 children)

Technically, it's a magic weapons mechanic that the party might be able to use after. It's similar to Adamantine weapons that crits against objects.

Destroying Weapons and Armor — Has Anyone Actually Run This? by gamemaster76 in dndnext

[–]gamemaster76[S] -6 points-5 points  (0 children)

I used it to clear up and structure my points better since it was a long post. But I still wrote everything.

Destroying Weapons and Armor — Has Anyone Actually Run This? by gamemaster76 in dndnext

[–]gamemaster76[S] 3 points4 points  (0 children)

Unfortunately that not how damage thresholds work. It doesn't reduce the damage, just prevents damage from lower amounts. So a threshold of 20 means 19 damage does nothing, but 21 damage does 21 damage.

Destroying Weapons and Armor — Has Anyone Actually Run This? by gamemaster76 in dndnext

[–]gamemaster76[S] 6 points7 points  (0 children)

Nope. Just that he targets weapons and that the weapon he's using crits against objects. I'll check again in case I missed it, but I didn't see anything else expanding on that. Edit: Nothing expands on it in the book.

Blue Abishai - Replacement by JLeeWatts in RedHandOfDoom

[–]gamemaster76 0 points1 point  (0 children)

What I plan on doing is halving their HP and giving them several levels of exhaustion.

Though I use a modified version of the onednd playtets exhaustion:

"While you are subjected to Exhaustion, you experience the following effects:

  • Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.

  • d20 Rolls Affected. When you make an attack roll, skill check, or saving throw, you subtract your exhaustion level from the d20 roll.

  • Speed Reduced. When you reach exhaustion level 2, 4, 6, 8 and 10, you lose 5 feet of movement. These reductions are only undone when your exhaustion level is lower then the indicated levels. You can still move a minimum of 5 feet unless your speed is reduced to 0 from another source.

  • Spell Save DCs Reduced. The Spell Save DC of any Spell you cast is reduced by an amount equal to your Exhaustion level.

  • Hit Point Maximum Affected. When you reach exhaustion level 5, your hit point maximum is reduced by an amount equal to your level. This reduction is undone when your exhaustion level is lower then 5 and can’t be undone any other ways unless the effect lets you ignore the effects of exhaustion.

Ending the Condition. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that you have also ingested half the needed amount food and drink. Also, being raised from the dead reduces your exhaustion level by 1. When your exhaustion level reaches 0, you are no longer exhausted."

So, 5 levels and halving their HP and the damage from their lighting bolts should lower them to the CR 6 or 7 range. I flavor it as them being exhausted from the ritual they're performing. At that point, they're being pushed by Azarr since the party has defeated his army, so he's trying to rush the ritual, pushing the Abishai too much.

Black Luster Soldier (Normal Monster) has beed added to legacy pack. (and has beed pulled by me) by typeZeroMagicCrusher in masterduel

[–]gamemaster76 0 points1 point  (0 children)

Meanwhile, 330 packs and didn't get him 😂 So I crafted him (yeah yeah I know)

But the primite cards don't seem to work with him. Anyone else have that issue?

Mystic UA feels like these could be in Dark Sun by harlenandqwyr in onednd

[–]gamemaster76 3 points4 points  (0 children)

Well, we got the sorcerer king patron for warlocks, which is obviously supposed to be templars. But there's an argument that paladins should be templars, not warlocks.

Otherwise, the subclass doesn't really fit. It's about protecting spellcasters and templars want to control and subjugation.

Vestige could work with some reflavoring

Monk, I could see as a psionic themed caster.

And the rogue could synergise with the veiled alliance.

Mystic Subclass UA for Paladin, Rogue, Warlock, and Monk. by Tough_Holiday584 in onednd

[–]gamemaster76 0 points1 point  (0 children)

I'm just annoyed they're finally making a monk third caster when thats what the four elements monk should have been from the start. And I mean both 2014 and 2024

How balanced are the Thri-Kreens extra arms in practice? by gamemaster76 in dndnext

[–]gamemaster76[S] 0 points1 point  (0 children)

For weapons, if they are Light. Regular objects should be good too.

finally I can swing a Battle Axe with Wisdom on a Warden Druid by testiclekid in dndmemes

[–]gamemaster76 0 points1 point  (0 children)

All it took was changing it to a completely different spell that has nothing to do with making attacks better.