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    Titan in the Playground
     
    Jormengand's Avatar

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    Default The Truenamer (3.5 to 5 conversion, PEACH)

    This had to be a thing eventually. I'm fairly new to 5e, so let me know how many of the abilities don't actually make any sense.

    Level Proficiency Bonus Features LEM Known LEM Level LCT Known LCT Level LPM Known LPM Level
    1st +2 Known Personal True Name, Discipline 1 1st - - - -
    2nd +2 Knowledge Focus 2 1st - - - -
    3rd +2 Discipline Feature 3 2nd - - - -
    4th +2 Ability Score Increase 4 2nd 1 1st - -
    5th +3 Silver Tongue, Extra Attack 5 2nd 1 1st - -
    6th +3 Truename Research 6 3rd 1 1st - -
    7th +3 Knowledge Focus 7 3rd 2 2nd - -
    8th +3 Recitation, Ability Score Increase 8 3rd 2 2nd 1 1st
    9th +4 Discipline Feature, See the Named 9 3rd 2 2nd 1 1st
    10th +4 Knowledge Focus 10 4th 2 2nd 1 1st
    11th +4 Golden Tongue 11 4th 3 3rd 1 1st
    12th +4 Ability Score Increase 12 4th 3 3rd 2 2nd
    13th +5 Discipline Feature, Sending 13 4th 3 3rd 2 2nd
    14th +5 Knowledge Focus 14 5th 3 3rd 2 2nd
    15th +5 Recitation 15 5th 4 4th 2 2nd
    16th +5 Ability Score Increase 16 5th 4 4th 3 3rd
    17th +6 Speak Unto the Masses 17 5th 4 4th 3 3rd
    18th +6 Discipline Feature 18 5th 4 4th 3 3rd
    19th +6 Ability Score Increase 19 6th 5 5th 3 3rd
    20th +6 Say My Name and I am There. 20 6th 5 5th 4 4th

    Class Features
    As a truenamer, you get the following class features.

    Hit Points
    Hit Dice: 1d8 per truenamer level.
    Hit Points at 1st Level: 8 + your Constitution modifier.
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer for each Truenamer level after 1st.

    Proficiencies
    Armour: Light armour
    Weapons: Simple weapons
    Tools: None
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Arcana, History, Nature, Performance and Religion.
    Special: Truespeak

    Equipment
    You start with the same equipment choices as a sorcerer except you have neither a spell component pouch nor an arcane focus.

    Utterances
    A truenamer speaks utterances which are drawn from the Lexicon of the Evolving Mind ("LEM"), the Lexicon of the Crafted Tool ("LCT") and the Lexicon of the Perfected Map ("LPM"). The table shows, for each of the three lexicons, the maximum level of the utterance you can learn, and the number of utterances you know.

    An utterance, much like a spell, is a one-time magical effect. It lacks a school and only ever has verbal components. In general, the range of an utterance is 60 feet and it usually takes one action to utter. An utterance from the Lexicon of the Evolving Mind affects one creature, from the Lexicon of the Crafted Tool one object, and from the Lexicon of the Perfected Map an area of radius 20 feet. The main difference between a spell and an utterance is that you can use an utterance as many times per day as you like, so long as you can pass a truespeak check. To speak an utterance, you must pass a truespeak check, DC 10 + the utterance level + the number of times you have successfully used the utterance. A long rest resets the counter of how many times you've used the utterance; a short rest reduces it by 1 (minimum 0). If you speak an utterance using a creature's personal true name, they get disadvantage on their saving throw.

    You may accept disadvantage on your truespeak check to utter as a bonus action, but if you do you can't speak an utterance with your action, and you can't do so if you've already spoken an utterance with your action. You may also take disadvantage to allow yourself to re-roll any damage dice, though you must take the second roll in this case. Finally, you can take disadvantage on the truespeak check to double the duration of the utterance.

    To roll truespeak, roll 1d20+intelligence bonus+proficiency bonus.

    Known Personal True Name
    You know your own personal true name. You also get a +4 bonus to truespeak checks to utter at yourself.

    Discipline
    You must choose a discipline of scholars to which to belong at 1st level: Acolyte of the Ego, Bereft, or Disciple of the Word. Your choice grants you additional features at 1st level and again at 3rd, 9th, 13th and 18th level.

    Knowledge Focus
    At 2nd, 7th, 10th and 14th level, choose Arcana, History, Nature or Religion. You get your proficiency bonus on all rolls for that skill, on top of the bonus if you're already proficient or already have knowledge focus for that skill: you cannot choose the same skill more than once.

    Silver Tongue
    From 5th level, you have advantage on truespeak checks.

    Extra Attack
    From 5th level, you can make an extra attack whenever you take the attack action.

    Truename Research
    At 6th level, you can research a creature or object's personal true name. Researching a creature's true name requires an arcana, history, nature or religion check, depending on what type the creature in question is: Constructs, Dragons, Fey, Fiends and objects require arcana, Humanoids require history, Beasts require nature and Undead require religion. In any case, you need to spend at least one hour researching and make a DC 20 check on the relevant skill. You need another hour of research if you fail. You need at least a few books on the topic of a specific creature, stacks of letters written by or about them, or another means of getting an intricate picture of their life to discover their personal true name.

    Recitation
    At 8th and 15th level, you choose a recitation from the list below. Activating a recitation requires a truespeak check, DC 12 + twice the number of times you've used the recitation (as though it were a 2nd-level utterance; see utterances).

    Fortified State: You can speak the recitation of the fortified state as an action. So long as you concentrate, you add 1/3 your truenamer level to your AC if you're not wearing armour heavier than light or using a shield

    Meditative State: You can speak the recitation of the meditative state as an action. If you do, you end any fear-based or otherwise emotion-based effects on you.

    Mindful State: You can speak the recitation of the mindful state as an action. When you do, you are treated as proficient in Stealth and Sleight of Hand for 10 minutes.

    Sanguine State: You can speak the recitation of the sanguine state as an action. When you do, you are cured of all poisons.

    Vital State: You can speak the recitation of the vital state as an action. When you do, you are cured of all disease.

    See the Named
    From 9th level, you can cast scrying on a creature by speaking its true name successfully (DC 14). If you do this, whether you succeed or fail, you can't do it again until you take a long or short rest.

    Because of the awesome power afforded by a personal true name, the subject receives no saving throw.

    Golden Tongue
    From 11th level, you not only have advantage on truespeak checks, but you roll 3 dice and pick the highest, rather than 2. If you would lose your advantage because you have disadvantage as well, you roll 2 dice as normal for advantage. If you have two disadvantages, you would roll a die as normal, and if you had three, you would roll with disadvantage as normal.

    Sending
    From 13th level, you can cast sending as though it were a third-level utterance, although you can only target people whose personal true names you know.

    Speak Unto the Masses
    From 17th level, you can use an utterance on multiple creatures at once. You may modify an utterance from the Lexicon of the Evolving Mind so that it targets any number of creatures, no two of which are more than 30 feet apart. However, the DC of the truespeak check increases by 2 for each creature beyond the first, and for later uses of the same utterance, you are treated as having used the utterance once for each affected creature.

    Say My Name and I am There
    At 20th level, a truenamer chooses a "True nickname" - not actually a true name, but some obscure, unused word in truespeak, or else the truenamer's common name. A creature who knows the true nickname can speak it with no truespeak check. Whenever the truenamer's true nickname, a creature who speaks the name in a deliberate attempt to refer to the truenamer allows the truenamer to teleport immedately, with no actions, to a space within 5 feet of the speaker, and also reveals a glimpse of the location (which is enough to tell the truenamer if the area is safe, but offers little in the way of detail).

    Disciplines

    Different truenamers use their knowledge of the workings of the world in different ways, but the three main ways are Acolytes of the Ego, Berefts and Disciples of the Word.

    Acolyte of the Ego
    You specialise in benefiting yourself, and inspiring awe in your enemies through your immense power. You seek mastery of your own true name.

    Morphic Cadences
    You learn a single morphic cadence at 1st level. A morphic cadence is a third-level utterance, but its actual power depends on how many morphic cadences you know: you gain another morphic cadence at 3rd, 9th, 13th and 18th levels. A morphic cadence can only be spoken on you, but you can speak more than one as part of the same action. For each one beyond the first, the DC increases by 2 and you're considered to have used a use of all of them. The following are the morphic cadences available to the Acolyte of the Ego:

    Distant Step: You immediately teleport 100 feet per morphic cadence you know. You can only choose this cadence from 9th level.
    Frightful Mind: You cause enemies within 5 feet per morphic cadence you know to become frightened for 5 rounds unless they pass a wisdom save. Add the number of morphic cadences you know to the normal utterance DC.
    Iron Skin: For 5 rounds, you take 2 fewer points of damage per morphic cadence you know from each weapon attack that deals damage to you.
    Living Fortress: For 5 rounds, you have a 20% chance per morphic cadence you know to negate any critical hit or sneak attack scored against you, treating it as a regular attack instead.
    Lucky Fool: For 5 rounds, you get a bonus on all saving throws equal to the number of morphic cadences you know.
    Lost Wound: For 5 rounds, you heal 1 hit point per round per morphic cadence you know.
    Mighty Bull: Your strength is increased by the number of morphic cadences you know for 5 rounds.
    Prowling Tiger: Your dexterity is increased by the number of morphic cadences you know for 5 rounds.
    Secret Mask: You become disguised as disguise self. Add the number of morphic cadences you know to the save DC.
    Swallowed Spell: You gain a bonus on saving throws against spells equal to twice the number of morphic cadences you know for 5 rounds.
    Thunder Drake: You breathe out a cone of painful noise that deals 2d6 sonic damage per morphic cadence you know in a 20 foot cone.
    Ursine Heart: Your constitution is increased by the number of morphic cadences you know for 5 rounds.

    Berefts
    A bereft is fascinated by the words of the universe as a tool of destruction, as well as creation. They gain access to the powerful word of unmaking, which destroys a creature outright.

    Syllables of Unmaking
    At 1st level, you learn the syllable of detachment, at 3rd level, you learn the syllable of affliction, at 9th level you learn the syllable of exile, at 13th level you learn the syllable of dissolution, and at 18th level you learn the syllable of enervation, which also allows you to complete the word of unmaking. Each syllable is an utterance of the level given in its description.

    Syllable of Detachment: Utterance level 2nd. You cause a creature to become less capable, and it loses the skills that would usually aid it: for as long as you concentrate, up to 1 minute, it gets half the benefit from all proficiencies.
    Syllable of Affliction: Utterance level 4th. You cause a creature who is already under the effect of the syllable of detachment to become blinded or deafened (your choice) for the remainder of the duration (in addition to the other effect).
    Syllable of Exile: Utterance level 6th. You cause a creature who is already under the effect of the syllable of affliction to be pinned in place for the remainder of the duration (in addition to the other effects). They can still take actions, they just can't move from the square they're in.
    Syllable of Dissolution: Utterance level 7th. You cause a creature who is already under the effect of the syllable of exile to take 1d6 points of damage per round for the remainder of the duration (in addition to the other effects.
    Syllable of Enervation: Utterance level 8th. You cause a creature who is already under the effect of the syllable of dissolution to lose all the class features from their last two levels for the remainder of the duration (in addition to the other effects. If you speak each syllable uninterrupted in consecutive rounds, you complete the word of unmaking, inflicting an 8th-level disintegrate upon the hapless creature.

    Disciples of the Word
    Disciples of the word use the power of words to unlock their inner physical prowess, substituting truespeak for ki.

    Unarmed Strike
    Your unarmed strikes deal damage just like a monk's from 1st level.

    Movement perfected
    From 3rd level, you can walk on walls, and other surfaces that would not normally support your weight. You must end your move on a surface that can support you normally.

    Fist Unravelling
    From 9th level, when you strike a creature with your unarmed strike, you are entitled to a dispel magic, except that you must always take the check to end a spell (even a 3rd-level or lower spell) but the check is a truespeak check.

    Mystic Deflection
    From 13th level, you can cast counterspell as an utterance of 3rd level, except that you must always take the check to end a spell (even a 3rd-level or lower spell) but the check is a truespeak check.

    Speed Unfettered
    From 18th level, as an utterance of 6th level, you can move as a reaction.

    Utterances

    These are the general rules that pertain to an utterance.

    Speaking An Utterance
    Speaking an utterance is usually an action. To speak an utterance requires a truespeak check, DC 10, plus the utterance level, plus the number of times you've used the utterance since your last long rest (a short rest decreases that parameter by 1 to a minimum of 0). The save DC against an utterance is 8+your charisma modifer+your proficiency modifier.

    To roll truespeak, roll 1d20+your intelligence bonus+your proficiency bonus.

    Empower, Extend or Quicken Utterance

    By accepting disadvantage on your truespeak check, you can either:

    - Reroll any damage dice dealt by the utterance.
    - Double the utterance duration.
    - Speak the utterance as a bonus action.

    Personal True Name
    Normally, when you speak an utterance that sets a human soldier ablaze, the words of power you say are something along the lines of "Set fire to the human with the axe who I can see." This is unambiguous (assuming you can indeed only see one human with an axe) but also lacks a certain punch to it, not only to a human ear but to the universe itself.

    However, each creature has a personal true name. This true name generally doesn't change (but see the Ritual of Renaming); instead it denotes a single creature always and forever. Truenamers can use their truename research class feature to find it out, and certain divination spells can find a creature's personal true name.

    If you know a creature's personal true name, it gets disadvantage on all saves against your utterances.

    The Universe Keeps Track of You
    It's important to understand what a single creature is for purposes of a true name. If a druid turns into a wolf, is killed and is raised as a zombie, that druid still retains their true name. No matter how much you change form, as long as there is some continuity of existence between the two, you keep your true name. In rare cases, where one creature becomes two, they may both have the same personal true name.

    Objects have a personal true name, but this is more related to their form. If a sword undergoes a temporary polymorphing effect, it is still the same sword and has the same personal true name, and so does it have the same name if broken then repaired. If it is smashed and melted down into metal which is thenceforth used to forge many items, they don't share the sword's true name.

    The Universe Hears Just Fine
    Your utterances have verbal components, but it doesn't matter if no-one hears them. Your utterances aren't ruined if you're silenced, but they are if you physically can't move your mouth and form the words.

    Range and Duration
    In general, utterances tend to have a range of 60 feet and a duration of either instantaneous or 5 rounds as appropriate. This should be assumed where one or both of these values is not given. The utterance descriptions are very short, but are in fact the entire rules text of the utterance.

    The Lexicon of the Evolving Mind

    The following are the utterances of the lexicon of the evolving mind.

    1st:
    Defensive Edge: Either grant an ally +2 to AC, or an enemy -2 to AC.
    Inertia Surge: Either enemy can't move for 1 round (they can act normally, just not move from the save they're currently in., or ally can't be stopped from moving in any way for 1 round.
    Knight's Puissance: Either grant an ally +2 to attack rolls, or an enemy -2 to attack rolls.
    Universal Aptitude: Grant ally advantage on skill checks and truespeak checks or enemy disadvantage on skill checks and truespeak checks.
    Word of Nurturing, Minor: Ally heals 1 hit point per round or enemy takes 1d6 necrotic damage this round and you can concentrate until next round to deal another 1d6.

    2nd:
    Archer's Eye: Ally's ranged attacks can't be blocked, even by walls, or ally is immune to ranged attacks.
    Hidden Truth: Ally gets a +10 to their next knowledge check or ally gets +10 to their next bluff check. Lasts 5 rounds or until used.
    Perceive the Unseen: Ally ignores penalties for being blind and invisible creatures get no bonus against them, or creature is concealed by a thick fog.
    Silent Caster: Ally can cast with no verbal components (even for utterances) or enemy is silenced.
    Speed of the Zephyr: Ally's speed increased by 20 feet and they can walk on walls (but must end move on a surface that can support them normally) or foe's speed reduced by 10 feet.
    Strike of Might: Ally's next attack deals 10 more damage or enemy's next attack deals 5 less damage (min 0). Lasts 5 rounds or until used.
    Temporal Twist: Ally gets a free move right now, or enemy must take a wisdom save or can't do anything for 1 round.
    Word of Nurturing, Lesser: Ally heals 3 hit points per round or enemy takes 2d6 necrotic damage this round and you can concentrate until next round to deal another 2d6.

    3rd:
    Accelerated Attack: Ally can disengage with no action or ally can cast spells without provoking attacks.
    Energy Negation: Ally gets resistance to one damage type or enemy takes 2d6 damage of any one type each round for 5 rounds.
    Seek the Sky: Ally can fly at their speed or enemy can't fly but gets feather fall effect.
    Speed of the Zephyr, Greater: Ally gets benefit of haste or enemy gets penalty of slow.
    Temporal Spiral: Ally gets a free attack right now, or enemy must take a wisdom save or can't do anything for 3 rounds.
    Vision Sharpened: Ally benefits from see invisibility, or ally is invisible.
    Word of Nurturing, Moderate: Ally heals 5 hit points per round or enemy takes 4d6 necrotic damage this round and you can concentrate until next round to deal another 4d6.

    4th:
    Breath of Cleansing: Ally gets advantage on saves or enemy gets disadvantage on saves.
    Caster Lens: Ally's spells cast at +2 spell level or enemy can't cast highest 2 levels of spells.
    Morale Boost: Ally stops being frightened, or enemy takes wisdom save of is frightened.
    Spell Rebirth: Restore a spell that the target cast but that was dispelled, or automatically dispel the highest-level spell affecting the target.
    Word of Bolstering: Ally gets +1d6 to strength, dexterity or constitution, or enemy gets -1d6 penalty to one of those three.
    Word of Nurturing, Potent: Ally heals 10 hit points per round or enemy takes 6d6 necrotic damage this round and you can concentrate until next round to deal another 6d6.

    5th:
    Eldritch Attraction: Enemy must take a charisma save. If they fail: move them up to 40 feet towards you or move them up to 40 feet away from you.
    Energy Negation, Greater: Ally takes no damage from one damage type or ally gets a special ability which deals 10 damage of any one type (chosen when you speak the utterance) to a creature who attacks them each time that creature does so.
    Essence of Lifespark: Enemy loses all class features of latest level or ally gets all class features of next level.
    Preternatural Clarity: Ally can claim advantage on any one roll in the next 5 rounds, or enemy must take an intelligence save or spend the next 5 rounds lashing out at the nearest creature with their strongest weapon or spell.
    Seek the Sky, Greater: Ally can fly at double their speed or enemy cannot fly.
    Sensory Focus: Ally automatically senses all creatures they have line of effect to, or enemy must take a constitution save or be blinded and deafened.
    Ward of Peace: Ally cannot be attacked for 5 rounds or until they attack, or enemy must take a charisma save or cease to exist for 5 rounds.
    Word of Nurturing, Critical: Ally heals 15 hit points per round or enemy takes 4d6 necrotic damage this round and you can concentrate until next round to deal another 8d6.

    6th:
    Breath of Recovery: Ally loses all harmful status effects or enemy must take a charisma save or can't take actions or movement.
    Ether Reforged: Ally can attack incorporeal or ethereal opponents directly for 5 rounds, or instantaneously banish a creature to the ethereal plane unless they make a wisdom save.
    Knight's Puissance: Ally gets +5 to attack and damage rolls, or enemy gets -5 to attack and damage rolls.
    Mystic Rampart: Ally gets +5 to AC and saves or enemy gets -5 to AC and saves.
    Singular Mind: Free creature from curses, enchantments and other control, or dominate monster but only for 5 rounds.
    Word of Nurturing, Moderate: Ally heals 20 hit points per round or enemy takes 10d6 necrotic damage this round and you can concentrate until next round to deal another 10d6.

    The Lexicon of the Crafted Tool
    These utterances target objects.

    1st
    Fortify Armour: Armour protects wearer from critical hits and sneak attacks, always, or armour cursed to double their effects on the wearer.
    Keen Weapon: Weapon deals +1d6 damage, or weapon deals -1d6 damage.

    2nd
    Agitate Metal: Armour deals 2d8/round cold damage to wearer or 2d8/round fire damage to wearer.
    Analyse Item: Reveal all properties of item, or item's function is unfindable for 24 hours.

    3rd:
    Rebuild Item: Repair item to normal, undamaged state or unequip item from wearer onto the ground.
    Suppress Weapon: Weapon loses magical properties for 10 minutes or weapon's magic properties are twice as effective for 5 rounds.

    4th:
    Suppress item: Item loses all mundane and magical properties for 10 minutes or item's mundane and magical properties are twice as effective for 5 rounds.
    Transmute Weapon: Change weapon's material or change armour's material.

    5th:
    Metamagic Catalyst: Give a magic item that casts a spell the benefit of one of the sorcerer's metamagic abilities, or it has its minimum effect.
    Seize Item: Item immediately goes to your hand, or item immediately moves 60 feet away from you.

    The Lexicon of the Perfected Map

    These utterances affect an area, usually a circle of radius 20 feet.

    1st:
    Fog from the Void: Creatures in the area are invisible or creatures in the area lose invisibility.
    Shield of the Landscape: Attacks and spells are blocked by the area or attacks and spells can't be blocked in the area.
    Shockwave: Creatures in the area take 1d4 damage and dexterity save or fall prone, or creatures in area stand up right now.

    2nd:
    Energy Vortex: All creatures in the area take 2d6 damage of your choice of type, or all creatures in the area have resistance to your choice of type.
    Speak Rock to Mud: All rock in area turns to mud.
    Transform the Landscape: All terrain in area is difficult terrain or no terrain in area is difficult terrain.

    3rd:
    Lore of the World: 10 mile radius centred on you: Either find any one location in that area, or all divination spells in the area don't work for the next day.
    Master the Four Winds: Either destroy all construction in area and deal 10d6 damage to each creature there, or prevent weather effects in 10 mile radius for one day.
    Thwart the Traveller: For the next day, creatures can't make extradimensional travel into or out of the area. Or, every creature in the area teleports up to 1 mile.

    4th:
    Anger the Sleeping Earth: Destroy all construction in 60 foot radius area and deal 14d6 damage to each creature there, or prevent weather effects in 20 mile radius for one week.
    Conjunctive Gate: Create a permanent gate for planar travel to a point of your choice on another plane and back, or close a means of extradimensional travel.
    Deny Passage: Creatures cannot enter or leave area for 5 rounds, or creatures are thrown out of the area by the nearest path and take 1d6 points of damage for each 5 feet moved in this way.
    Last edited by Jormengand; 2016-07-25 at 05:47 PM.
    Avatar by Pessimismrocks. My homebrew.
    So you Want to be a Warlord... If I wanted you to use gendered pronouns for me, I'd have a gender marker.
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    Quote Originally Posted by Jormengand View Post
    You know, it would be really meta if I sigged this.
    Quote Originally Posted by Grooke View Post
    Peasants! Gather around me and fight each other so I can teleport!
    Quote Originally Posted by johnbragg View Post
    I say that Chuck Norris memes are the best model for how to think of high-level mundane characters.
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    In total, it'll run you $4282 for the ability to Persist your ice storm.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Flumph

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    A couple of quick things to note, don't really have time for balance
    1. As being new you need to add the standard 5 ability score increases that a base class gets at levels 4, 8, 12, 16, and 19.
    2. You don't have the Disciplines in your chart aside from the 1st level and also only Fighter get 5 sub-class levels.
    3. As being new flat bonuses or penalties to things are very rare. Instead the system uses Advantage or Disadvantage and a couple of times double your proficiency bonus pops up but only for ability checks.
    4. The standard saving throw package is one strong(Dexterity, Constitution, or Wisdom) and one weak(Strength, Charisma, and Intelligence).

  3. - Top - End - #3
    Titan in the Playground
     
    Jormengand's Avatar

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Amnoriath View Post
    A couple of quick things to note, don't really have time for balance
    1. As being new you need to add the standard 5 ability score increases that a base class gets at levels 4, 8, 12, 16, and 19.
    2. You don't have the Disciplines in your chart aside from the 1st level
    Fixed those.
    and also only Fighter get 5 sub-class levels.
    3. As being new flat bonuses or penalties to things are very rare. Instead the system uses Advantage or Disadvantage and a couple of times double your proficiency bonus pops up but only for ability checks.
    4. The standard saving throw package is one strong(Dexterity, Constitution, or Wisdom) and one weak(Strength, Charisma, and Intelligence).
    I'm not massively sure that "The truenamer does rare, odd and unique things" is really a bad thing so much as par for the course for the truenamer. Also, because the sub-classes are based on actual 3.5 classes, taking out, say, one of the syllables of the Word of Unmaking would just be annoying. I'm also not so sure what truenamer's strong save would be.
    Avatar by Pessimismrocks. My homebrew.
    So you Want to be a Warlord... If I wanted you to use gendered pronouns for me, I'd have a gender marker.
    Spoiler: QUOTES!
    Show
    Quote Originally Posted by Jormengand View Post
    You know, it would be really meta if I sigged this.
    Quote Originally Posted by Grooke View Post
    Peasants! Gather around me and fight each other so I can teleport!
    Quote Originally Posted by johnbragg View Post
    I say that Chuck Norris memes are the best model for how to think of high-level mundane characters.
    Quote Originally Posted by Flickerdart View Post
    In total, it'll run you $4282 for the ability to Persist your ice storm.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Final Hyena's Avatar

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    I would guess that it should be wisdom with either int or charisma (for saves).

    Caster Lens: Ally's caster level increases by 2 or enemy's caster level falls by 2.
    I don't think caster level is a thing any more, you might want to rephrase it to be; your spells are cast as if using a slot higher than normal. Although neaten up the wording to prevent someone from using a second level slot to cast fireball.
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    Thank you.

  5. - Top - End - #5
    Orc in the Playground
     
    MindFlayer

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Is the idea with the syllables of unmaking that the target gets no save? If so, that's way too strong in 5e. AFAIK, 5e got rid of all no save just suck abilities, and almost all save or suck abilities offer a save every round
    Last edited by PotatoGolem; 2016-07-20 at 08:54 AM.

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Changed the saves to int/wis, altered caster lens to work, made it a lot harder to rattle off the entire word of unmaking quickly.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Jormengand View Post
    I'm not massively sure that "The truenamer does rare, odd and unique things" is really a bad thing so much as par for the course for the truenamer. Also, because the sub-classes are based on actual 3.5 classes, taking out, say, one of the syllables of the Word of Unmaking would just be annoying. I'm also not so sure what truenamer's strong save would be.
    1. It may be fixed but having another ability on top of an ASI on happened once with Land's Stride.
    2. That rationale is what makes this class break Bounded Accuracy. The whole idea is not only to limit numbers to success roll according to proficiency bonuses, but also to be sure your total bonuses to things do not exceed that of a d20 roll. It also makes sure that rendering damage to 0 is a very special or rare set of abilities to have(ie half damage, not flat DR while immunity very rare). Your Truenamer though can run around having 26 AC with no special armor, shields, or extra stat allocation, more if you want to stack the lesser stuff. It also can do the same with attack rolls. Ultimately the Truenamer was hard to keep to track of with its different lists and having to jot down how many times each utterance was used. It needs to be simpler as well as adjusted for Bounded Accuracy.
    3. The subclass itself is just bonus utterances known. I think you can make something more unique than what it is now.
    Last edited by Amnoriath; 2016-07-20 at 09:37 AM.

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by PotatoGolem View Post
    Is the idea with the syllables of unmaking that the target gets no save? If so, that's way too strong in 5e. AFAIK, 5e got rid of all no save just suck abilities, and almost all save or suck abilities offer a save every round
    To be fair Truespeaking was always a skill check against 15+2(CR)+2(per use) against a creature. Yes, this meant the truenamer without special items couldn't possibly affect equivalent CR creatures. He has a DC of his own here "DC 10 + the utterance level + the number of times".
    Last edited by Amnoriath; 2016-07-20 at 09:42 AM.

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    The capstone ability "Say my name and I am there" is one that I have a lot of issues with thematically. You can't really have a True "Nickname", and having any random creature be able to say it also seems problematic. On top of that knowing someone's True name in any capacity is supposed to grant you great power over them, so if this is some kind of name to which you can hear from wherever and allows you teleport it must at least to some degree have power over you. I would say either scrap it or keep the mechanics but heavily alter the wording.
    Last edited by PapaQuackers; 2016-07-20 at 09:51 AM.

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by PapaQuackers View Post
    The capstone ability "Say my name and I am there" is one that I have a lot of issues with thematically. You can't really have a True "Nickname", and having any random creature be able to say it also seems problematic. On top of that knowing someone's True name in any capacity is supposed to grant you great power over them, so if this is some kind of name to which you can hear from wherever and allows you teleport it must at least to some degree have power over you. I would say either scrap it or keep the mechanics but heavily alter the wording.
    SMNaIaT was one of my favourite thematic abilities from the 3.5 truenamer. Bear in ind that the "True Nickname" - which isn't even a real Personal True Name - isn't meant to hold significant power. Plus, "Any random creature be able to say it" isn't accurate, as the only people who can use the ability are those who know the true nickname and are saying it deliberately. I don't see much wrong with it.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Jormengand View Post
    To speak an utterance, you must pass a truespeak check, DC 10 + the utterance level + the number of times you have successfully used the utterance. A long rest resets the counter of how many times you've used the utterance; a short rest reduces it by 1 (minimum 0).
    So is this intentionally making Truenamer/Rogue multiclass characters way better at speaking utterances? Because dipping any class that grants expertise radically increases the reliability of this feature. At 2nd level a normal Truenamer speaks a 1st level utterance 5 times before they have a 50/50 failure chance (way too many considering most of the utterances are basically equivalent to a 1st level spell), while a Truenamer 1/Rogue 1 speaks a 1st level utterance 7 times before they have a 50/50 failure chance. This divide only grows over the course of character progression.


    Many of the debuff abilities in Lexicon of the Evolving mind also seem to have no explicit duration.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Flashy View Post
    So is this intentionally making Truenamer/Rogue multiclass characters way better at speaking utterances? Because dipping any class that grants expertise radically increases the reliability of this feature. At 2nd level a normal Truenamer speaks a 1st level utterance 5 times before they have a 50/50 failure chance (way too many considering most of the utterances are basically equivalent to a 1st level spell), while a Truenamer 1/Rogue 1 speaks a 1st level utterance 7 times before they have a 50/50 failure chance. This divide only grows over the course of character progression.


    Many of the debuff abilities in Lexicon of the Evolving mind also seem to have no explicit duration.
    I didn't honestly think of multiclassing, but I hear that warlock dips are allowed to go die in a hole. Rogue dips can go do that as well. Or, you as a pure truenamer can enjoy your level ahead in progression, and your groovy 4th-level perfected map utterance that the roguenamer will never get.


    Look just a liiiittle bit above the Lexicon of the Evolving mind. Right up, just above where it says "The Lexicon of the Evolving Mind in big letters.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Jormengand View Post
    Look just a liiiittle bit above the Lexicon of the Evolving mind. Right up, just above where it says "The Lexicon of the Evolving Mind in big letters.
    I can't believe I missed that.

    Anyway, given that most of the buff/debuff abilities last five rounds they can probably be used too regularly? At first level you're able to use each individual ability five times before your failure chance is even as high as 50/50. Considering a 1st level full caster gets two first level slots period that's really a lot of access to these abilities, most of which are basically as good as a 1st level spell (and none of which require concentration).
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Flashy View Post
    I can't believe I missed that.

    Anyway, given that most of the buff/debuff abilities last five rounds they can probably be used too regularly? At first level you're able to use each individual ability five times before your failure chance is even as high as 50/50. Considering a 1st level full caster gets two first level slots period that's really a lot of access to these abilities, most of which are basically as good as a 1st level spell (and none of which require concentration).
    Fair. I doubled the bits of the DC formula that weren't 10. That'll make it a bit harder to spam them, and you'll come to hate that failure chance.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Jormengand View Post
    I didn't honestly think of multiclassing, but I hear that warlock dips are allowed to go die in a hole. Rogue dips can go do that as well. Or, you as a pure truenamer can enjoy your level ahead in progression, and your groovy 4th-level perfected map utterance that the roguenamer will never get.


    Look just a liiiittle bit above the Lexicon of the Evolving mind. Right up, just above where it says "The Lexicon of the Evolving Mind in big letters.
    In reality you can avoid this by just calling it an ability check. Rogues can't get Expertise or Reliable Talent for if they aren't skill checks.

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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Amnoriath View Post
    In reality you can avoid this by just calling it an ability check. Rogues can't get Expertise or Reliable Talent for if they aren't skill checks.
    Truespeak checks are now no longer skill checks, or anything else checks except for truespeak checks, to stop you buffing them up with some other ability from a sourcebook that they'll release one day.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    One of the key design philosophies of 5E is that level 2 is a big level, where classes get some feature that is very important to how the class plays from that point on. Sorcerers get spell points, Monks get ki, Warlocks get Invocations, Paladins and Rangers get spells (and Paladins get Smite), etc. The level 2 feature this gets should really be stronger than a bonus to a skill.

    5E doesn't do small fiddly bonuses, so I think the best option would be to replace +3 to a Skill with a free proficiency. A bit powerful, but +3 is a larger bonus than proficiency at 2nd level when you first get the feature.

    Also, no class gives class features at 4, 8, 12, 16 or 19, when you get ASIs, so I recommend you shift the features they get at those levels around. Also, classes don't get class features at the same time they get a new spell level - this has three seperate tracks of spell levels, so it's weird, but some similarities should apply.

    Briefly looking through the utterances, some of them seem like they are not good fits for 5e. For instance, the Acolyte of the Ego Cadences that raise ability scores aren't capped at 20 and nothing raises Ability Scores except the Barbarian capstone. (Some magic items set ability scores to a certain amount, like 19.)
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    I would agree that knowledge focus should either grant proficiency or maybe expertise to skills you're already proficient in. I think the flat bonuses provided by spells could stay though.

    Recitation of the Fortified State violate's 5e's capped AC rule, since you can just slap that over full plate and a heavy shield.
    Recitation of the Mindful State is sort of silly, since you need to utter loudly 6 seconds before trying to do something stealthy. I guess it could be useful if you had a friendly spellcaster cast silence on you.

    So, one thing that hasn't been brought up yet is that 5e largely got rid of spells that have a duration based on level. Typically, durations are 1 minute, 10 minutes, 1 hour, 8 hours or 24 hours. You should change the Morphic Cadences to a 1 minute duration, and the Syllable of Unmaking to either 5 rounds or 1 minute.

    I think you messed up the utterance levels on the Bereft syllables: They normally only go from 1-6 but these are are from 2-8.
    Morphic Cadences are also a bit weird in that they're 3rd level utterances but you gain access to them at 1st level, meaning they only have a 50% chance of working when you first get them.

    For specific utterances: Agitate Metal is massively underpowered for an effect that you get at 8th level. Compare it to heat metal, which becomes available at 3rd level. The reversed Word of Nurturing utterances also seem underpowered. Also, I'm not sure scrolls are still a thing in 5e, which sharply limits the use of Metamagic Catalyst.


    Overall, I think the two big flaws are the lack of any sort of cantrip equivalent, and the high truespeak DCs. In 5e, thanks to cantrips, every class has at least something to contribute to every combat, and caster classes don't need to pull out a crossbow when they run out of spells. But truenamers don't have anything like that.

    As for the DCs: At level 1, a truenamer only has a 65% chance of successfully uttering a 1st level utterance, and that drops by 10% each time they succeed. At level 3, they still have a 65% chance of getting off a 1st level utterance and only a 55% chance of using their one 2nd level utterance.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Right, so:

    - Knowledge Focus now grants proficiency, but it stacks with real proficiency and with itself.
    - Morphic Cadences now have 5 round durations, like most utterances.
    - The syllables require that you concentrate, up to a minute, or they all end.
    - Discipline Features at 4th and 16th have been moved to 3rd and 18th.
    - I've dropped the truespeak DC back to what it was originally.
    - Changed Agitate Metal to work like the 5e Heat metal, not the 3.5e one.
    - You have some class features to make truespeak DCs easier at later levels.
    - Changed the Reversed Word of Nurturing utterances to use 5e-style concentrations rather than 3.5e ones.
    - Metamagic Catalyst now works on all items that emulate a spell.
    - Fortified State doesn't work in most armour
    - Mindful State lasts long enough that you can actually use it.

    However...

    - Bereft syllables have kept their unusual utterance levels over from 3.5
    - Morphic Cadences are keeping their 3rd-level status. Yeah, they're hard to use when you get them, but some of them are pretty powerful at 1st level.
    - I don't see that truenamers need cantrips, though in honour of their previous mid-bab status I suppose I could give them extra attack once so they have something to do.
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    Quote Originally Posted by Jormengand View Post
    - Knowledge Focus now grants proficiency, but it stacks with real proficiency and with itself.
    This also goes against the "no stacking bonuses" design policy of 5e. I would limit to granting Expertise in a skill you're proficient with, but that you can't apply it to a skill you already have expertise with.

    Quote Originally Posted by Jormengand View Post
    - You have some class features to make truespeak DCs easier at later levels.
    I like these ones. Makes metamagic more viable, too.

    Quote Originally Posted by Jormengand View Post
    - I don't see that truenamers need cantrips, though in honour of their previous mid-bab status I suppose I could give them extra attack once so they have something to do.
    Maybe give extra attack to Acolyte of the Ego and Disciple of the Word as discipline features?
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    Default Re: The Truenamer (3.5 to 5 conversion, PEACH)

    - Knowledge Focus no longer stacks with itself.
    - All truenamers get an extra attack at 5th level.
    - Golden Tongue is no longer in the wrong place in the text.
    Last edited by Jormengand; 2016-07-25 at 05:46 PM.
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