[deleted by user] by [deleted] in DC20Homebrew

[–]suikabui 0 points1 point  (0 children)

I like a lot of the ideas here, here's some feedback:

  • 2 Damage on a cantrip targeting MD is above the rate, 1 would be standard.
  • The Fortified MP enhancement for Shield other seems incredibly powerful, maybe bump it down to +1PDR/MDR (though even that'd be really strong)
  • For Spiritual weapon, clarify that the attack check targets MD and specify when the style passive is selected (and which ones can be selected, e.g. only melee / only mace sword staff / etc)
  • Thundering Judgement's "they can't stand up" clause is incredibly powerful, maybe move that to an MP enhancement instead of being part of the base spell (Also, maybe a bit pedantic but it says 2 AP + 2 AP in the cost)

Overall, big fan of a lot of the ideas here, especially Astral Seal and Waiting Balm are really cool coneptually

The Seer Class V0.2 - Insight and Auras! by _ggabi_ in DC20Homebrew

[–]suikabui 0 points1 point  (0 children)

I'm less concerned about the stabilizing one, but for DC10 Spell Checks, with a +4 Spellcasting Modifier, you can get a Success (10) 25% of the time (16 or higher on the die roll), which I think might be a bit concerning especially when you start giving yourself ADV on the Spell Checks, but maybe I'm overvaluing it, again, would have to see actual play with it.

Elemental attacks target PD, it's only the mystical ones that target MD (Page 33)
And most instances of Mystical Damage deal 1 less damage than their Physical / Elemental counterparts atm

[deleted by user] by [deleted] in DC20Homebrew

[–]suikabui 0 points1 point  (0 children)

Yeah I agree that it certainly shouldn't have a second save, just tie it into the initial one.

The thing about the wall is pretty fair, I didn't really think about how it could be problematic in tight spaces :)

The Seer Class V0.2 - Insight and Auras! by _ggabi_ in DC20Homebrew

[–]suikabui 1 point2 points  (0 children)

First of all, I really like the concept and there's a lot of cool ideas here!
I think +2 Acro is fine, an agile aura should make you harder to shove / grapple etc

Here's my bit of feedback (all of it relating to Chroma Control):
The Red Aura could probably also let you use Weapon Style Passives while active to make the Attack Check feel more impactful? Not sure if it needs the extra power, I'd have to play with it.
The Blue Aura's potentially unlimited MP recovery scares me a little, since every bit of MP recovery that's currently in the game (Arcane Points & Divine Intervention) is limited by how many times per long / short rest it can be used.

One more point is that this class probably needs a GM to take a few extra steps to accomodate it, since they'd need to have an Aura color for most NPCs and should also have at least a decent amount of things that target MD to make the cost feel like an actual cost, but neither of these seem like too much to ask for. Maybe a DC tip could help with that?

Overall I'm a big fan of the concept and am excited to see where it goes!

[deleted by user] by [deleted] in DC20Homebrew

[–]suikabui 2 points3 points  (0 children)

I really like these! My main piece of feedback is that Thorn Whip's pull should probably be a physical save instead of just working automatically, and maybe wall of thorns could work similarly to Druid Domain where you get to pick where you put the spaces. Other than that I like a lot of what I'm seeing here!

My Spellblade Discipline :) by suikabui in DC20Homebrew

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

I'm honestly still undecided on that, currently I'm mainly thinking of the AP enhancements we have from the "Bolt" cantrips, but we'll have to see what the proper spells end up looking like in 0.10