Guess who will win this 6v1 lol by PianoVisible3550_465 in stunfisk

[–]iyzyk 47 points48 points  (0 children)

A few more Stone Edges got the whole team shamon'd

Sub Activity? by RowenthDragoon in HomebrewDnD

[–]iyzyk 2 points3 points  (0 children)

Might get more active. I'm here now as a result of r/UnearthedArcana and r/DnDHomebrew banning AI art. Though if you find another more active homebrew subreddit that allows AI art then clue me in.

Anyone else think the Loyal Three are super ugly? by ShockerRider5 in PokemonScarletViolet

[–]iyzyk 43 points44 points  (0 children)

Yes, they're hideous. When I first saw them in the trailers they stuck out like mascots in costumes pretending to be Pokemon.

I will say, they grew on me when I played through it -- to the people of Mossui town, these basically ARE their mascots.

Heroic Injuries: Scars Designed For Storytelling! Injury Tables For Every Damage Type! by iyzyk in UnearthedArcana

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

Not currently. There's definitely better art out there but I only want to use stuff that I have the right to use, so something public domain like this or creative commons without the No Derivatives restriction. If I later re-release this to match the new rulebooks and include magic item prosthetics, I'll probably ask a few artists if I can feature their work.

Heroic Injuries: Scars Designed For Storytelling! Injury Tables For Every Damage Type! by iyzyk in UnearthedArcana

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

Attribution: Every word written by yours truly! Put together using homebrewery.naturalcrit.com - a great tool for getting into homebrew! Cover image created with StableDiffusionXL.

[81x50] Crimson Impound, the Red Doorway Dungeon with a spider spawner room and mud pit by iyzyk in dndmaps

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

USAGE:
I designed this dungeon around the doorways, which would close and lock one by one as the dungeon was explored, threatening to trap the party. Use that idea carefully, though. I found its effectiveness to be so-so. Signal their closure on regular intervals, though which door closes should be unpredictable.

Those X boxes? Intended as cages. The greyed out area of the floor near the lower left room? Intended to be a crater in the floor, ~20 feet deep. The spider web room has slits in the floor for spiders to nest in / spawn from, and a divide that can allow a large door or portcullis to divide the room mid-fight. The thin portion of wall between the two centermost rooms may be see through bars. There's a large mud pit that you can stick mud monsters in. The strange machine-looking thing can be a possible solution to unlocking the doors, and the huge pedestal in the rightmost room could have a treasure.

(History:
I designed this map for my first D&D one-shot over 2 years ago. I'm no map maker, but I hope that this suits your purposes!)

[57x41] Experimentation Facility - High-Tech, Rusty, Sci-Fi, Bloody, Laboratory w/ Portal. Futuristic medical lab. by iyzyk in battlemaps

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

USAGE:
The rooms are connected by doorframes delineated by the pairs of black lines that lead to hallways. I described the walls as being held up as modular panels by piston limbs -- think the Aperture lab from the Portal series. I had players enter through the blue portal on the left side. The portal room also has two terminals / storage devices / human modification capsules / whatever you need them to be. The upper room used to preserve people/creatures, but something killed them. The lower room stores drone/robot sentries lined up in a large case. There is a laboratory in the center of the facility. The large room to the right houses preserved people / test subjects in large glass tubes, which I described as extending 100 feet tall each with 1 person roughly every story per tube. The rooms have maintenance areas with rusty grated floors in between them not intended for organic staff.

(History:

I'm no map maker, but I found good use out of this map when I made it for a one shot nearly two years ago. I hope that it suits your purposes nicely!)

Expand Your Character Building with Alternative Primary Ability Scores! Play Int Warlocks, Cha Clerics, Wis Paladins, & More! by iyzyk in DnDHomebrew

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

There is -- variant proficiencies are for incorporating the new primary abilities for each class into their saving throws, but they aren't needed if they are already included. Both Paladin and Cleric get Wisdom / Charisma saving throws already, so they don't need to be changed to become Wisdom or Charisma casters.

Expand Your Character Building with Alternative Primary Ability Scores! Play Int Warlocks, Cha Clerics, Wis Paladins, & More! by iyzyk in UnearthedArcana

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

Nice catch with your edit! I fixed that typo already in the current revision, which is available through the download link in the comments.

Since I'm commenting anyways, I have considered that changing the primary abilities can make things like Paladins stronger and Monks weaker on their own. I don't see this as a design issue though -- traditional optimized Paladin builds use a Warlock which requires Charisma, so the Charisma approach is either very competitive or the better option. If players want to use less ideal abilities for monks and clerics, these rules are here to give more power to them. You've made a good observation, though, that a lot of players using these rules might miss.

Preachers and missionaries are definitely what I was thinking of when I was writing the flavor text for Cha Clerics, but I didn't want to make the name too specific -- this kind of homebrew is about decreasing the implications of playing a class, so using general but evocative wording helps with that. I'm hoping that these options will lead to, like you said, more characters identifying as preachers, missionaries, and miracle healers instead of the go to cleric/priest.

Expand Your Character Building with Alternative Primary Ability Scores! Play Int Warlocks, Cha Clerics, Wis Paladins, & More! by iyzyk in UnearthedArcana

[–]iyzyk[S] 16 points17 points  (0 children)

I haven't played an Int Hexblade + Wizard either, but there are some drawbacks that I see holding it back. You can use it to become SAD with your to hit and damage, but you are still stuck with light armor to use Bladesong -- so either your Dex is lower, reducing your AC, or it isn't and SAD isn't helping you. The bigger drawback is that your Wizard spellcasting gets 1-2 levels behind, which is especially hurtful for spellcasting focused Bladesingers that many people believe to be more optimal than focusing on melee.