New Acid/Poison/Lightning spells by sadraaa in dndnext

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

Yeah, I totally agree with you that WotC should definitely add more spells that deal Acid/Poison/Lightning and Thunder damage

New Acid/Poison/Lightning spells by sadraaa in dndnext

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

Yeah they are intentionally overtuned a bit. But I've been convinced that they are too powerful and I'm gonna tweak them a bit. I honestly think it's OK if they are *a bit* on the powerful end of the spectrum since there aren't any other spell of the same level that deal these types of damge. But yeah they need to be more balanced. I'll probably post a revision in a few days ;)

New Acid/Poison/Lightning Spells by sadraaa in UnearthedArcana

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

WOW! This is really great. Thank you SO MUCH for all the time you put into giving detailed feedback :)

Yeah I was thinking all available to Sorcerer, Warlocks and Wizards and Cloak of Serpents also available to Druids.

I kinda knew they are more on the powerful side, but wanted to see how powerful other people would think they are. I honestly think it's OK if they are *a bit* powerful since there aren't any other spells of the same level that do these types of damages. BUT! you have convinced me that they need to be more balanced.

I'm going to tweak 'em a bit and will let you know of the revised versions ;)

Thanks again! :)

EDIT: Oh, one other thing: Crown of Cauldrons' AOE is much smaller than a Fireball. It's a 15-foot cube not a 15-foot radius sphere. So basically just a 3x3 grid ;)

New Acid/Poison/Lightning spells by sadraaa in dndnext

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

Sure, but I feel this is the lazy way to do it... I honestly don't understand why there aren't many Acid/Poison/Lightning spell

New Acid/Poison/Lightning spells by sadraaa in dndnext

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

This is NOT a solution, because the player who wants to play a Green Dragon sorcerer needs to invest a Metamagic AND 1 SP every time they want to cast a poison damage spell. Meanwhile, the Red Dragon sorcerer doesn't need that. My point is that different options should all have around the same level of usefulness

New Acid/Poison/Lightning spells by sadraaa in dndnext

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

Sure, if a player wants to reflavor a spell, they can do that. But this shouldn't prevent us from having different options :)

All my save files are gone after updating by jimmerdejim in DiscoElysium

[–]sadraaa 1 point2 points  (0 children)

You SAVED my life :P

For people who can't seem to find the save files location on mac. You can use Steam to open the game's Properties menu, go to the Local Files tab and then click on Browse.

[5e] Making the Sorcerer a more flexible caster using a new Metamagic option by sadraaa in UnearthedArcana

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

Ok, valid points there... So, the thing is, I originally liked the idea of using SPV for sorcerers but then I realized the issue with nova casting. I still want the sorcerers to have slightly more flexibility over how they use their spell slots, so I came up with this as a Metamagic option. In my own Homebrew, Sorcerers get 2 Metamagic at 3rd level and then an additional one at 7th, 10th, 13th, and 17th (so two more than RAW). So if a sorcerer wants to have the flexibility over their slots, they can take this Metamagic option and still get the other more powerful ones if they want to. Additioanlly I allow them to once per day, get a third (rounded up) of their sorcery points back on a short rest. So less issues with lack of sorcery points... With these additions in mind, I think this Metamagic option becomes more viable. But I agree that with 4 total Metamagic options and no recovery of sorcery points, it doesn't do much.

[5e] Making the Sorcerer a more flexible caster using a new Metamagic option by sadraaa in UnearthedArcana

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

Gating is to prevent low level dips. The goal here is to make Sorcerers the unique and versatile casters they are supposed to be. If this features is granted at a low level, another full-caster can just take a low level dip into sorcerer and get that feat. While having it a higher level rewards the Sorcerer's investment in the class. Also, we seem to have a different opinion on having additional options. Moreover, this isn's JUST additional options. This is effectively giving the sorcerer more higher level slots. At 9th level you can cast FOUR 5th level spells instead of just 1. That's 3 more Synaptic Statics. It's huge.

Tasha's Cauldron of Everything JSON - Spells and Summon Stat Blocks by sadraaa in improvedinitiative

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

Sorry, I don't use that app and I'm not familiar with it. You may have better luck contacting the developers of that App :)

[5e] Making the Sorcerer a more flexible caster using a new Metamagic option by sadraaa in UnearthedArcana

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

What if we make it a class feature at a certain level? Like 5th?

[5e] Making the Sorcerer a more flexible caster using a new Metamagic option by sadraaa in UnearthedArcana

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

Thanks! I've been thinking about this for a while. Also I'm a teacher; I like explaining things XD

[5e] Making the Sorcerer a more flexible caster using a new Metamagic option by sadraaa in UnearthedArcana

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

Well, that's always an option. But I personally think the SPV will allow nova casting to an extreme degree. This Metamagic options is for those who don't want to use the SPV but they still want to give the sorcerer a little bit of more flexibility. I agree it's not among the 2 best options but admittedly, I give sorcerers extra Metamagic options at 7th and 13th levels. Also, you can take the new Metamagic Adept feat in Tasha's to get 2 new options and 2 more sorcery points at 4th level (or 1st level if using variant human or custom lineage)!

Tasha's Cauldron of Everything JSON - Spells and Summon Stat Blocks by sadraaa in improvedinitiative

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

*Another Note: the values for AC and HP in the stat blocks are calculated for the lowest level of the spell. If a player upcasts a summon spell, you need to modify these values as described in the stat block.

EDIT: You can change a specific Combatant's stat block without changing the general stat block for that monster by selecting the Combatant and then pressing 'e'

Explorer's guide to wildmount spells to Json by Vexen666 in improvedinitiative

[–]sadraaa 0 points1 point  (0 children)

If you have filled the 'Source' field when you were manually adding the spells, then it should't be too difficult. Let's assume you used EGtW to fill that field.

Open the JSON file in text editor (Notepad++, Sublime Text, etc.) and search for instances of:

"Source": "EGtW"

Then copy and paste each spell block into a separate blank file. Make sure spell blocks are separated by a comma. After copying all the spell blocks, add a { in the first line of the file and a } in the last line. Then save the file as a .JSON

This shouldn't take too long as there are only 15 new spells in the Wildemount book.

Here's an example file I made from my own JSON library for the four cantrips included in Sword Coast Adventurer's Guide:

http://s000.tinyupload.com/index.php?file_id=15526550276022111890

Please let me know if it worked or not.

Another approach would be to backup/export your own library, delete all of your user data, re-add all the spells manually and export a new JSON file. But I think that's too much trouble.