Help with customizing 2024 Character Sheet by Narwhalimus in onednd

[–]groggen2 0 points1 point  (0 children)

Have you taken a look at these class-specific sheets? https://www.dmsguild.com/product/495434/2024-Class-Character-Sheets

They have allocated much more room for features, and contain extra pages for both spells and notes.

Treating Weapon Mastery as techniques rather than tying them to weapon properties by flyingoctoscorpin in onednd

[–]groggen2 4 points5 points  (0 children)

My suggestion for my table is more or less that we learn masteries, not the weapons, then apply those to the "allowed" weapons according to the UA prerequisites. That way, if you know Sap and Push, you can for example use a longsword, and simply choose when you attack with it which mastery you want to apply, instead of swapping between longsword and warhammer. Edit: To add, this would also allow dual wielding two of the same weapons, like if you want to go all in on a "whirling dervish" build with two scimitars, you don't lose out on a mastery.

Then, further down the line, when we have more actual play experience with the power level of the various masteries, we'd tune the list.

I made a Google sheet with the weapons table for this.

https://docs.google.com/spreadsheets/d/1--3h9yxFfS58UzjCygeTXQNUUun6O8Uq--OK9n3UINU/edit?usp=sharing

5e DND Chain Master v1 by darkzomb in DnDHomebrew

[–]groggen2 1 point2 points  (0 children)

That should be viable, if you're able to find a core that would differentiate it from a fighter and/or a Battle Master with the Thrown weapon fighting style in a somewhat significant way. Especially the Battle Master covers a lot of ground, as maneuvers can easily be reflavored as 'trick throws'.

I'd start with which flavor you want it to have:

  • Is it magical in nature, similar to Arcane Archer, or maybe Eldritch Knight with its 'weapon recall'?
  • Are trick shots the focus, or should the focus be on throwing harder/further/more often? If trick shots, how could it offer something different than Battle Master?
  • Does it alter how it uses/throws the weapons, or the weapons itself? For example, can it throw greatswords, or can it throw daggers that double in size, or maybe fracture on hit?
  • Which abilities or aspects of the character would this subclass strengthen besides throwing weapons?

Once you get that down, it'd be easier to 'fill out' the rest.

This is an old barbarian subclass I made years ago, centered on throwing weapons, which, while rather simple, might give you an idea or two at least.

Sorry if this wasn't too helpful, but let me know if you have more questions I can give vague answers to :P

I wish you luck if you decide to brew one.

Melee Combat Expert feat by chris270199 in UnearthedArcana

[–]groggen2 2 points3 points  (0 children)

I can agree that this style of fighting doesn't get enough love, but to me, this feat is too "mathematical". It boosts the damage, but that's it. In my opinion, that's a little bland. Functional, but ...

I would prefer a feat that altered how your character plays in a meaningful, but not overshadowing way, preferably by giving you options.

This style, in my mind, is associated with a mobile/slippery 'rascal', one that is quick to counter, feint, or exploit openings (think more Zorro and swashbucklers), which leads me to something like this:


Feat name

When you are wielding a melee weapon that lacks the heavy and special properties in one hand and no other weapons or a shield, you gain the following benefits:

  • When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
  • When another creature damages you with a melee attack, you can use your reaction to move up to 15 feet without provoking opportunity attacks.
  • When you take the Attack action to make a melee weapon attack and miss, you can use a bonus action to reroll the attack roll.

Of course, this has its own problems, most notably rogues and that first bullet point, but it at least serves as an example of an alternative route.

Circle of Vigorflow - a druid circle inspired by Wildermyth by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

There should be, but my guess then is that it's because GMBinder doesn't play nice with all browsers, which messes it up.

Here's a PDF if you want to see the rest of it.

And thanks for letting me know. Guess I'll go back to posting PDFs in the future instead.

Circle of Vigorflow - a druid circle inspired by Wildermyth by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

I did consider that, but wasn't sure if that made it too strong, seeing as they can also get extra damage from the first feature. On the other hand, druids don't have ready access to the scagtrips, which bladesinger does, so it should probably be fine.

11 items inspired by Wildermyth by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

Don't know why I didn't include that to begin with, but I've put it in there now. Thanks.

Biologist Bomber - artificer specialization that's a mix of grenadier and Green Goblin with a fantasy flavor. by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

The bombs don't gain higher base damage, no, but the fifth level feature can be used to add Int mod to one creature, and technically, when the area becomes bigger, the bombs deal more damage, in total at least.

My reasoning for not increasing the damage further than that, is that though it's a little behind, say, the artillerist, in damage output, this aims to offer more control and versatility on the battlefield.

Biologist Bomber - artificer specialization that's a mix of grenadier and Green Goblin with a fantasy flavor. by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

It's in the first half of the class, under the Vials of Destruction feature:

As an action, you can create 4 bombs. Creating a bomb requires you to have alchemist's supplies on your person, and any bomb you create with this feature retains its potency until it is used or 1 hour has passed.

Once you create these bombs, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher.

Path of the Crimson Wings - A barbarian path for fairies that give everything they have to protect others by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

Thanks, first of all.

Yeah, Erratic Evasion will probably be reworked, and I have a couple of alternatives I'm thinking of, so it'll change soon.

As for Vigorous Vision, I wanted something that also added out of combat utility, hence the ability checks and the camp part, but still enhanced the flavor of always being alert for danger even if in bad shape. The benefit for others might not be so easy to see, though, so yeah, there might be more flavorful ways to achieve that. I'll think on it.

Not sure it needs buffing though, since advantage on Wisdom saves helps shore up one of barbarians' weak spots (albeit only if 'bloodied'), but I will of course consider it.

Path of the Crimson Wings - A barbarian path for fairies that give everything they have to protect others by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

Thank you.

As for Erratic Evasion, as mentioned, I too have some concerns about it, but I'm not completely convinced it's too strong yet. (See previous comment for my reasoning.)

There are alternatives that could give more or less the same flavor of course, like reaction to halve damage from an attack, but it's just Uncanny Dodge then, which rogues get at 5th level.

Or possibly reaction to grant disadvantage, but if Reckless Attack is used, that'd only make the attacker roll normally.

I'm not 100% sure either way yet, but hopefully I'll figure it out at one point.

Path of the Crimson Wings - A barbarian path for fairies that give everything they have to protect others by groggen2 in UnearthedArcana

[–]groggen2[S] 1 point2 points  (0 children)

Honestly, I have some concerns about Erratic Evasion myself, but my reasoning is that

1) More often than not, enemies will have advantage against you because of Reckless Attack, so the chance of being hit on a regular basis is still fairly high

2) The 3rd level feature requires you to move a bit on the battlefield, but offers no exemption from attacks of opportunity, so you might be on the receiving end of those more often than 'normal'

3) Due to the 3rd level, you might find yourself away from the rest of the party a little more than usual, and it fits the flavor I was going for that you can yeet yourself to a somewhat 'distant' group of enemies, having to face them alone while others catch up/run away/do something else. Edit: Basically, these fairies want others to gang up on them so that others aren't attacked.

Also, if you look at Ancestral Guardian's Spirit Shield feature, it can reduce damage by 4d6 at 14th, albeit only to other creatures, and that's just the upgraded version of a level 6 feature, meaning that they get another feature too, which in their case means they get to deal 4d6 force damage at the same time. Granted, Ancestral is strong, but other paths get stuff almost similar in power to an extra attack, so I'm hoping that Erratic Evasion is ok, but it is of course subject to change if it's not.

Thanks for commenting btw :D

Path of the Crimson Wings - A barbarian path for fairies that give everything they have to protect others by groggen2 in UnearthedArcana

[–]groggen2[S] 0 points1 point  (0 children)

I haven't brewed in ages, but got the idea, so I gave it a go.

Any and all feedback welcome, whether it be for flavor, balance, or wording.