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    Default D&D Base Class Contest IX Chat Thread

    Welcome to the chat thread for the ninth Base Class Competition for D&D 5e. If you wish to say anything about the competition which is neither a submission nor a vote, then it belongs here. You do not need to be a contestant to post here. You are allowed to critique a competitorís work and offer suggestions on how to improve their homebrew through this thread, but it is preferred if you do so through that classí specific thread (if applicable).

    Current Contest: Contest IX: It's Time for Time

    Spoiler: Former Competitions
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    1st contest: Who Needs Swords or Sorcery?, won by WarrentheHero with the Inventor

    2nd contest: Expect a low Margin of Terror, Won by Mourne with the Sleepwalker

    3rd Contest: The Elements, and not the Periodic Ones (Probably?), won By Pygmybatrider with The Shaman

    4th contest: Does Not Meet Expectations, won with a tie by Molemage with the Destined and Pygmybatrider's Mesmer

    5th contest: Time to Chill out, won by Molemage with the Wintreborn

    6th contest: The Monster Mash, won with a three-way tie by Molemage with the Golem, theVoidWatches with the Lycanthrope, and daemonaetae with the Elemental Scion

    7th contest: Remix Mastery, won by KOLE with the Ranger Remixed

    8th contest: Contest VIII: Magic Without Slots, won by MoleMage with the Cultist


    Spoiler: Contest Rules
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    1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
    2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
    4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
    5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

    Contests stay up for 8 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.


    Spoiler: Suggested Themes
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    Dragons
    Based in Science
    Heroes from Myths
    Partial Casters
    Last edited by MoleMage; 2019-10-14 at 09:18 AM.
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    Dwarf in the Playground
     
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    Default Re: D&D Base Class Contest IX Chat Thread

    Current concept: more or less unique to a setting in which Time is unraveling or the Feywild and Astral Plane:

    Arcanaut- This specialized navigator learns to find their way among the time storms, evade temporal quagmires, and over time, twist the manner in which they interact with time, finding shortcuts between moments, evading injuries by skipping the moment of a weapon's impact.

    Spoiler: original brainstorming
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    I think it might use the Pact Magic format for spells but be tied to a city like the one belonging to the Githyanki, Githzerai, Ravnica, Mechanus, or some unique setting.

    Maybe some kind of Stolen Moments mechanic that they can recharge by dealing 0 damage with their attacks. Stolen Moments can be spent to do things like add damage to other attacks, reroll ability checks or saves, fake Evasion when they succeed on a save.

    Subclasses will likely focus on Past, Present, and Future.

    Historicon(Historitrix)- <Healer> Old Wounds (psychic damage attack that reminds body of former wounds that reopen), and a Reset function that lets them spend Stolen Moments to Heal by restoring the body to a previous state. access to a certain spells like Identify and Legend Lore.

    Con Tempo- <Tank...?>Immediacy (flexible Initiative),

    Anticipatorian- <Assault? Controller? Clutch/Specialist?>Sees the future... hard to beat Portents, maybe the future is in perpetual flux and instead of a future class there's some kind of temporal ravager...

    Finding a way not to annihilate the action economy with this class will be fun.

    Note: Translating the effects the likes of Dio Brando, Giorno, and Diavolo could pull off is going to be rough.

    Possible mechanics:
    Stolen Moments: On a hit choose to do no damage, instead storing the potential energies and outcomes as Stolen Moments. You can collect up to your Con bonus + half Arcanaut level. Spend these to add to skill checks as "superspeed" or on an attack to deal additional weapon damage.
    Action Surge
    Bonus Surge: like Action Surge but for Bonus Actions, get a pool equal to Con bonus... recharge with Stolen Moments
    Extra Attack
    Hyperbolic Time: you can Haste and Slow yourself, slow yourself 1 round to Haste 1. You either Haste, Slow, Slow, Haste or Slow, Haste, Haste, Slow. the Con Tempo spreads the Slow to foes and Haste to allies...
    Time Slip: Short range teleports

    Duped all this in the contest thread, I'll tighten that one up as I refine the idea here.
    Last edited by BerzerkerUnit; 2019-10-19 at 10:29 PM.

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    Default Re: D&D Base Class Contest IX Chat Thread

    I'm liking that past/present/future idea you have going on for the subclasses, but I can see how portents may have kind of overtaken that ability (that's not to say you can't still use them though). I saw a really cool idea for a final ability where a future version of you pops up and casts a spell/does an action of some sort in the present, and then during a long rest (or just sometime in the future) you "repay" the incurred "future debt", opening up the ability again. Just an idea, but one I thought was really cool (if really only a final ability)
    "Spend enough time on the internet, and it's clear that a lot of people (especially people who have been around a while) want to treat D&D as a more concrete (war)game to be "won." And, frankly, with a million posts dedicated to arguing rules or min/max builds or discussing ways to optimally kill your players without feeling guilty, more about player/DM collaboration are appreciated."-Beeporama
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    Paladin Oath of the Sand

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    Default Re: D&D Base Class Contest IX Chat Thread

    Thanks! Youíre thinking of the Chronomancy school, it was one of my favorite subclasses from the DMs Guild.

    Iíve actually shifted focus a lot to Temporal Frame Of Reference (I just call the subclasses Continuums). So itís Accelerated, Static, and Orthogonal.

    So the Accelerated Continuum Grants more ďHasteĒ type benefits, Static grants more Slow, but Orthogonal does healing/alternate reality/adjacent timeline type stuff.

    Iím thinking typical play is going to lean into the Warlock niche with more melee focus since your Hyperbolic Time feature is an aura with further effects based on Continuum.

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    Default Re: D&D Base Class Contest IX Chat Thread

    Bare bones of the Speedster is done. I'm still puzzling out the subclasses, and he's going to get the third and fourth attacks per round like a fighter at 11th and 20th level, but otherwise he's basically done.
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    Default Re: D&D Base Class Contest IX Chat Thread

    So based on the other concepts planned it looks like the Clockwinder is probably going to be the one I try first. I'll hopefully make some progress on it over this week and get back with some feedback and early draft.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Speedster is done, though with only two subclasses. PEACH.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Stupid question: when is the deadline? I don't see it posted anywhere.

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by mjp1050 View Post
    Stupid question: when is the deadline? I don't see it posted anywhere.
    End of day December 5th. I should make it more viaible. Right now it hides out in rule 5
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    Default Re: D&D Base Class Contest IX Chat Thread

    Ok, I've tried to give a PEACH for the continuum mage arcanaut(tm).
    I've been drinking.

    This is way too complivated
    Ok. he can slow or speed up his personal time. I got this. but he gets differrent bonuses when slowed or sped. Still on board. But if you want him to have to spend a certain amount of time accelraterd for time slowed... some kind of point system. please. anyway, he also gains double his proficiency bonus for certain skills that timing matters? nah bro, just give him expertise as the rogue, and only allow skills that timing matters. You also have the phrase "the heat of true combat" to try to cut down on play fightin within the party for abuse of the rules... how about tie it to initiative? Stolen Moments only apply if they've been stolen in the same combat, i.e., since initiative were rolled.

    Food for thought, I hope.
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    Daemon

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    Default Re: D&D Base Class Contest IX Chat Thread

    Thank you so much for your input!
    I think keeping Stolen Moments to a specific combat is a good idea with a higher level feature that allows you to start with one or two.

    Iíll assume that your opinion that an AAB or BAA pattern for Hyperbolic time is too complicated is the booze talking. The different bonuses you get are tied to the subclass and how you apply the Hyperbolic Time is going to depend on how you want to employ the benefit.

    Note: itís designed with the idea the average combat lasts 5 rounds or less.

    If you are Static Continuum you might Drag on round 1 to get your Damage resistance and slow aura right away so allies can get in a better position while you tank. Or you might Slip so you can get an extra Attack in (and maybe build Stolen Moments) while enemies advance and get your damage resistance on the following rounds.

    Haste is awesome. Slip is most of Haste with no concentration and a mitigated penalty when it ends (basically no bonus action and a movement Debuff). So you can start strong on round 1 at the cost of bonus actions and movement later, or you pay the price up front and enjoy an extra attack or dash for 2 rounds.

    Haste Points would lead to hoarding for novas later. I think the existing mechanic creates an interesting strategic choice.

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    Default Re: D&D Base Class Contest IX Chat Thread

    A rough GMbinder draft of the clockwinder is up. It ended up more like battlemaster than a spellcaster when I actually started to write it. Tomorrow I will try to get feedback up for arcanaut and speedster.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Spoiler: Arcanaut
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    I know this is still a rough draft, but formatting would make it a lot easier to follow. Also, you have your continuum features at present collected in the main feature list, but traditionally subclasses are split out at the end of the class (instead of Level 6: Gain A for Orthogonal, B for Static, C for Accelerated; it should be formatted as Orthogonal gives X at 1, Y at 6, Z at 10, etc.).
    • I would switch the levels at which you gain Time Sense and Stolen Moments. At 1st level, a class should have some active ability which differentiates it from other classes; Time Sense is purely passive.
    • Time Sense: The wording is odd, and I'm concerned it basically gives Expertise based on the player's ability to justify timing being key. Either narrow the effects (you get double your proficiency in X, Y, and Z) or shift the feature to be more descriptive than numeric (Your sense of timing and rhythm is flawless. This allows you to do X without requiring a check).
    • Stolen Moments: It's interesting. I think it's reasonably balanced, as long as you have to choose whether to use the auto-hit function before rolling the attack roll. My main concern is that it is hard on the action economy of the class, and it looks like you don't get expanded uses for it until level 10. As is, it's going to be better for most cases to just deal the damage immediately rather than save the hit for later (especially since none of the currently listed class spells use a spell attack, so I can't even turn a hit with a melee attack into a hit with scorching ray, for example).
    • Hyperbolic Time: It's an interesting feature. Unfortunately I think Dragging is a little too weak overall compared to Slipping. I feel like I would Drag to get 2 rounds of extra attack way more often than I would Slip to get 2 rounds of resistance to physical, especially with the zombie movement penalty. The continuum features here should probably be written as one of the levels for continuum advancement.



    Overall, it looks like it has a lot of potential once you've finished it. Just move a couple things around and patch up the potential for abuse on Time Sense as you edit and you'll be in a good place by my reckoning.


    Spoiler: Speedster
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    A traditional superhero archetype, and it fits the theme. I think I'll enjoy this.

    • Right off the bat, they start getting move speed bonuses. This is appropriate, but the size of the bonus coupled with the effects of Adroit and especially Extreme Dash and later Adroit II means that this class will be difficult to manage at the table. For example, starting at level 7, they can start AND end their turn outside of shortbow's close range while still getting a melee attack (though they give up extra attack to do so), and also be functionally unreachable by any but the fastest melee monsters without dodge even without giving up extra attack (and they can be out of reach off the ones WITH charge if they give up the melee attack). At level 13, they can do all of that and still get two attacks (or give up the second one to also disengage). Fortunately, they can't get out of the long range of bows and crossbows until level 19 (level 18 if they have a 35 foot racial speed), which is high enough level that it's less of a problem, but as it stands the class is going to be untouchable by a huge set of monsters (barring opportunity attacks).
    • There's also a concern about map sizing with the move speed, but I assume most tables are capable of handling the fact that the speedster can move further than most maps represent through one method or another.
    • Static Charge is a neat feature that pairs nicely with the class's high rate of move speed and serves as a reasonable alternative to increasing the damage of unarmed strikes directly. I like it as a feature and my only concern is that the numbers are going to be too high if allowed to accumulate outside of combat.
    • Discharge feels like it should be part of the Lightning Master Power Focus rather than a part of the core class. I'd rather see a social or exploration feature here (perhaps something to do with scouting or changing disguises quickly). As a feature it functions fine though.
    • Adroit gives the class a good way to dash every turn, which feels appropriate.
    • Lightning Reflexes and Extra Attack look fine. I wasn't 100% sure about the multiple extra attacks thing (since the class is otherwise designed for a single big hit-and-run each turn or every other turn), but it makes sense and the class isn't getting any big enough weapons or defenses for getting in close and pummeling to be unreasonable.
    • Lightning Reflexes II is too much. The class is already hard enough to just reach in melee; being able to use your reaction to leave melee and trigger an auto-miss means that Speedsters are basically 100% immune to melee attackers. The first part (Dexterity Saves) is fine.
    • Adroit II and Lightning Reflexes II don't really improve the initial forms of the feature; instead they add new abilities that are similar. Giving these features their own unique names would be preferable in my opinion.
    • Adroit II is a good mechanical way to give a class multiple dashes at a tradeoff. I like it as a feature, but I have some concerns about its interactions, as noted under the first bullet point.
    • Wider Discharge, as with Discharge, feels like a Lightning Master thing more than a baseline thing. Another social or exploration feature would be good here.


    Lighting Master: The damage from this subclass threatens to become unmanageable, especially with Master of Lightning. This is fairly far into the class, so maybe I'm overreacting, but at this point a lightning master can use Adroit II to attack, turning one attack into a dash, run up 140 feet (gaining 42 static charge, thanks to Potent Charge, and then hurl 84 points worth of ranged lightning before retreating another 140 feet (gaining 21 points worth of carry-over charge to do this again next turn). Or, they could instead hurl just one bolt of lightning per turn until they reach their functional maximum. Ever Charged as a capstone is fun, but it also means that they start with a potential 160 points of single-target damage every single combat (for comparison, Meteor Swarm is a 9th level spell and does 140 damage on average, though it is in a huge area). Making Ever Charged into a once per long rest feature (maybe also a bonus action so you can choose to use it later in the combat) would bring it into line.

    Distorter: The Quantum Double feature needs a name. Lightning Metabolism needs to be limited (right now it is infinite healing, usable outside of combat). Even if it was rest limited, the values it can reach are very large (the maximum static charge a speedster can reach will be greater than their maximum HP at most levels). Phase both removes the need to ever use Disengage (moving at least 10 feet when you have an 80 foot base speed and the ability to attack and dash on the same turn is trivial) and allows the bypassing of many exploration barriers at will. Quantum Freedom and Quantum Master are both fine, though the bookkeeping for that many clones with different charge levels is going to be complicated.

    Overall, I'd say you have faithfully duplicated the speedsters of DC Comics, but as a D&D class it is too strong. Most of the features are fine individually but they interact so strongly that the class ends up far too good at combat. Additionally, the class could really use some non-combat functionality.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Stupid question but does the class need subclasses
    Its poisoned, obviously

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by Leathalsandwich View Post
    Stupid question but does the class need subclasses
    Strictly by the rules, it does not. However, they are standard for 5th edition, so building a class without subclasses (or building a class that uses them but not creating an example subclass or two) may hurt your chances for voting.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by Leathalsandwich View Post
    Stupid question but does the class need subclasses
    Not necessarily, like if you did some kind of Medium class that allowed ghosts to possess them and that granted them a full class load of abilities but super streamlined for a master of anything but only one at a time feel. That class wouldn't have any subclasses because the whole of its features would change up.

    Just a thought.

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by MoleMage View Post
    Spoiler: Speedster
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    A traditional superhero archetype, and it fits the theme. I think I'll enjoy this.

    • Right off the bat, they start getting move speed bonuses. This is appropriate, but the size of the bonus coupled with the effects of Adroit and especially Extreme Dash and later Adroit II means that this class will be difficult to manage at the table. For example, starting at level 7, they can start AND end their turn outside of shortbow's close range while still getting a melee attack (though they give up extra attack to do so), and also be functionally unreachable by any but the fastest melee monsters without dodge even without giving up extra attack (and they can be out of reach off the ones WITH charge if they give up the melee attack). At level 13, they can do all of that and still get two attacks (or give up the second one to also disengage). Fortunately, they can't get out of the long range of bows and crossbows until level 19 (level 18 if they have a 35 foot racial speed), which is high enough level that it's less of a problem, but as it stands the class is going to be untouchable by a huge set of monsters (barring opportunity attacks).
    • There's also a concern about map sizing with the move speed, but I assume most tables are capable of handling the fact that the speedster can move further than most maps represent through one method or another.
    • Static Charge is a neat feature that pairs nicely with the class's high rate of move speed and serves as a reasonable alternative to increasing the damage of unarmed strikes directly. I like it as a feature and my only concern is that the numbers are going to be too high if allowed to accumulate outside of combat.
    • Discharge feels like it should be part of the Lightning Master Power Focus rather than a part of the core class. I'd rather see a social or exploration feature here (perhaps something to do with scouting or changing disguises quickly). As a feature it functions fine though.
    • Adroit gives the class a good way to dash every turn, which feels appropriate.
    • Lightning Reflexes and Extra Attack look fine. I wasn't 100% sure about the multiple extra attacks thing (since the class is otherwise designed for a single big hit-and-run each turn or every other turn), but it makes sense and the class isn't getting any big enough weapons or defenses for getting in close and pummeling to be unreasonable.
    • Lightning Reflexes II is too much. The class is already hard enough to just reach in melee; being able to use your reaction to leave melee and trigger an auto-miss means that Speedsters are basically 100% immune to melee attackers. The first part (Dexterity Saves) is fine.
    • Adroit II and Lightning Reflexes II don't really improve the initial forms of the feature; instead they add new abilities that are similar. Giving these features their own unique names would be preferable in my opinion.
    • Adroit II is a good mechanical way to give a class multiple dashes at a tradeoff. I like it as a feature, but I have some concerns about its interactions, as noted under the first bullet point.
    • Wider Discharge, as with Discharge, feels like a Lightning Master thing more than a baseline thing. Another social or exploration feature would be good here.


    Lighting Master: The damage from this subclass threatens to become unmanageable, especially with Master of Lightning. This is fairly far into the class, so maybe I'm overreacting, but at this point a lightning master can use Adroit II to attack, turning one attack into a dash, run up 140 feet (gaining 42 static charge, thanks to Potent Charge, and then hurl 84 points worth of ranged lightning before retreating another 140 feet (gaining 21 points worth of carry-over charge to do this again next turn). Or, they could instead hurl just one bolt of lightning per turn until they reach their functional maximum. Ever Charged as a capstone is fun, but it also means that they start with a potential 160 points of single-target damage every single combat (for comparison, Meteor Swarm is a 9th level spell and does 140 damage on average, though it is in a huge area). Making Ever Charged into a once per long rest feature (maybe also a bonus action so you can choose to use it later in the combat) would bring it into line.

    Distorter: The Quantum Double feature needs a name. Lightning Metabolism needs to be limited (right now it is infinite healing, usable outside of combat). Even if it was rest limited, the values it can reach are very large (the maximum static charge a speedster can reach will be greater than their maximum HP at most levels). Phase both removes the need to ever use Disengage (moving at least 10 feet when you have an 80 foot base speed and the ability to attack and dash on the same turn is trivial) and allows the bypassing of many exploration barriers at will. Quantum Freedom and Quantum Master are both fine, though the bookkeeping for that many clones with different charge levels is going to be complicated.

    Overall, I'd say you have faithfully duplicated the speedsters of DC Comics, but as a D&D class it is too strong. Most of the features are fine individually but they interact so strongly that the class ends up far too good at combat. Additionally, the class could really use some non-combat functionality.
    Sadly, I cannot refute any of your criticisms; I feel mostly the same way, but am a bit stuck on the level of faithfulness I want to the comics versus the reality of shoehorning such a character into the normal challenges of D&D. I thought that DM's could probably find ways to challenge the speedster by attacking his lesser areas of functionality, but it's kind of all or nothing: he either can use speed and lightning to utterly dominate the obstacle, or he's useless. Almost back to the drawing board time, I suppose.
    Last edited by sengmeng; 2019-10-31 at 09:16 AM.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Well that's embarrassing, posted in the wrong thread.

    "Servant of Fate" is up, a bit of a mix of cleric and warlock.

    The trouble I had making the class -- besides the fact that I can't make anything simple -- was
    1) I've firmly established in my own game worlds that only divine magic can see the future, because mortal minds can't handle more than a few seconds out
    2) time travel is nearly impossible to work in a multiplayer or complex game system, so "rewind the last round of battle", however useful that might be, would be nearly impossible to use

    I'm not 100% thrilled with the results, and (hopefully) it's more underpowered than overpowered. But, hey, if even one person thinks it's interesting I've done my job.

    As always, entering was fun, and I look forward to voting on other people's entries!
    Last edited by Breccia; 2019-11-08 at 09:36 AM.

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    Default Re: D&D Base Class Contest IX Chat Thread

    Mechanically shouldn't they also include a sample subclass?
    For instance, a Druid without a subclass has maybe 3 features? Judging a class without knowing how much of the weight is assigned to potential subclasses would be really hard, no?

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by Yunru View Post
    Mechanically shouldn't they also include a sample subclass?
    I think there's a separate thread for subclass contests.

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by Breccia View Post
    I think there's a separate thread for subclass contests.
    My point was subclasses are an extremely large part of class balance.

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    Default Re: D&D Base Class Contest IX Chat Thread

    I highly recommend that everyone creates at least one subclass for whatever base class they make, but because the rules posted when this contest started don't have a specific mention of subclasses, your entry will not be disqualified for lacking them. I'll update the rules for the next contest if people generally agree that they should specify the need for subclasses.

    Also, I updated the Clockwinder post with the core info and enough techniques to get started. I'll add more techniques as I think of them, but would really appreciate some feedback if anyone is up for it.
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    Default Re: D&D Base Class Contest IX Chat Thread

    Huge overall of the Speedster. Biggest is that some of the more broken features were removed or had the penalty of incuring a level of exhaustion added to them.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

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    Default Re: D&D Base Class Contest IX Chat Thread

    Does this end at December 5th??
    Its poisoned, obviously

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by Leathalsandwich View Post
    Does this end at December 5th??
    December 8th. I mistyped previously. The date is correct in the contest thread.
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    MindFlayer

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    Default Re: D&D Base Class Contest IX Chat Thread

    So I have the core of the Mage complete. I need help with spell lists though, I want 2 font spells per level. Any good sources or spell suggestions?

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    Default Re: D&D Base Class Contest IX Chat Thread

    Per a request for extension, I'm going to move the deadline out to December 22nd (two extra weeks). Hopefully this gives everyone time to wrap up some polish without cutting into any holiday plans they have in December. I'll make an extra-long voting thread after to make sure our new contest starts in the new year.

    I'm still looking for feedback on the Clockwinder (and suggestions for more Techniques), and I'll try to get feedback on the reworked/recently added classes up over the coming weekend.
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    Default Re: D&D Base Class Contest IX Chat Thread

    I like the art for the Mage.

    On its face it might be broken all to hell around 11th level. If I'm reading it right, Disintegration as your opening gambit for every fight seems a bit too strong. At 17th, Time Stop twice a combat seems similarly troublesome.

    I'm also not sure I like the lack of subclasses. Maybe if you had one to specialize in shaping spells and another to specialize in Self only spells (channeling the spell into their form for various buffs) and another to specialize in mage combat (damming the enemy caster's spell flow or channeling it, like a capstone to use whisps of their casting to cast a spell of your own at a lower level as a reaction, so just casting a spell in front of you is dangerous)?

    The Arc Cantrip I like. I'd like it more like this:

    Arc
    Range 30
    You create an arc of electricity between two creatures within 5 feet of each other that you can see. The arc deals 1d6 lighting damage to each target that fails a dexterity save. If either target would have total cover from the other, the spell fails. The damage and maximum distance between targets increases to 2d6 and 10 ft at 5th, 3d6 and 15 ft at 11th, and 4d6 and 20 feet at 17th. If other creatures occupy spaces between the two targets, the damage dice become d4s but they also become targets of the spell.

    I'll also submit the class names Etheriamancer, Conductor, and Manawright (reserving the the right to use it myself later). When the contest is over, if you want to develop it a little further for submission to the DMs Guild, I'd be up for the collaboration, just DM me.

    Actually, I'm just about always interested in submitting stuff to the DM's Guild, so if any of you guys wanted to do contest anthology books we could stack entries together and split sales or choose a charity for the proceeds. Let me know if interested.
    Last edited by BerzerkerUnit; 2019-11-28 at 11:21 PM.

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    Default Re: D&D Base Class Contest IX Chat Thread

    For the clockwinder, it makes more sense , to me, for the chronometer to unwind then activate , also to make the unwind time shorter. This means you have to get in position for the temporal technique but donít have to be in position to activate it. Then maybe allow them to hold the activation as an action (maybe?).

    Just my speculation
    Last edited by Leathalsandwich; 2019-12-01 at 04:37 PM.
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    MindFlayer

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    Default Re: D&D Base Class Contest IX Chat Thread

    Quote Originally Posted by BerzerkerUnit View Post
    I like the art for the Mage.
    To bad I probably couldn't use it in an official capacity :( . But I love that pic too.

    Quote Originally Posted by BerzerkerUnit View Post
    On its face it might be broken all to hell around 11th level. If I'm reading it right, Disintegration as your opening gambit for every fight seems a bit too strong. At 17th, Time Stop twice a combat seems similarly troublesome.
    Yeah finding the balance to make it work right with spell slots is harder then doing points. The intention is to use the big spells early. But working on the spell lists is something I was looking for help on being rather new to 5e spells. Time Stop is one spell i could see nixing form the list as it would still allow arcane to pick it up a +1 spell level. Also just looked at disintegrate, WOW.

    Quote Originally Posted by BerzerkerUnit View Post
    I'm also not sure I like the lack of subclasses. Maybe if you had one to specialize in shaping spells and another to specialize in Self only spells (channeling the spell into their form for various buffs) and another to specialize in mage combat (damming the enemy caster's spell flow or channeling it, like a capstone to use whisps of their casting to cast a spell of your own at a lower level as a reaction, so just casting a spell in front of you is dangerous)?
    The Fonts are to fill the roll of subclasses. The only font that does something other than damage is arcane. I had planned on more fonts, but scope is held me up. I can see doing Enhancement Font, or maybe a nature/primal font. I see spells as what should set casters apart thus the unique spell lists.

    Quote Originally Posted by BerzerkerUnit View Post
    The Arc Cantrip I like. I'd like it more like this:

    Arc
    Range 30
    You create an arc of electricity between two creatures within 5 feet of each other that you can see. The arc deals 1d6 lighting damage to each target that fails a dexterity save. If either target would have total cover from the other, the spell fails. The damage and maximum distance between targets increases to 2d6 and 10 ft at 5th, 3d6 and 15 ft at 11th, and 4d6 and 20 feet at 17th. If other creatures occupy spaces between the two targets, the damage dice become d4s but they also become targets of the spell.
    Thanks, I haven't made any 5e spells before so I was unfamiliar with their rules, and I actually don't play 5E. :D

    Quote Originally Posted by BerzerkerUnit View Post
    I'll also submit the class names Etheriamancer, Conductor, and Manawright (reserving the the right to use it myself later). When the contest is over, if you want to develop it a little further for submission to the DMs Guild, I'd be up for the collaboration, just DM me.

    Actually, I'm just about always interested in submitting stuff to the DM's Guild, so if any of you guys wanted to do contest anthology books we could stack entries together and split sales or choose a charity for the proceeds. Let me know if interested.
    Those names are good, but I like the mage, because its the obvious choice avoided like the plague in D&D
    Last edited by Lanth Sor; 2019-12-02 at 02:45 PM.

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