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2018-06-26, 09:24 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Sorry for the slow response. I am already caught up in a couple of home brew projects myself at the moment. Creating a homebrew class is surprisingly hard, especially as I am struggling with the exact theme for mine still.
I would add charisma modifier to damage if I were you. Changing the damage type wouldn't change much, and your second suggestion is a little underwhelming. Really though I didn't have major concerns with this class feature as much as the others.
I understand why you put the feature in there, and think it does support the theme well enough, I just would still make the statement it is a little weak.
Ooh, I really like the new addition to this feature. Supports the theme well and is rather eldritch and creepy. This is the kind of ribbon features which I think really solidify a class' concept.
Another very interesting addition, and a clever work around for the issue of immunities to the frightened condition. This seems a lot better to me now, and much stronger too, especially with the "vampiric attack".
Oh... I entirely looked past the part where it only took a bonus action to activate. It is a rather good feature then. Suitable for 5th level too. I retract my former statement.
Disadvantage on ability checks, having your speed halved and getting disadvantage on saving throws always sucks, regardless of class. As for crippling panic... I would normally be a little woried about being able to so easily apply the incapacitated condition, but then again monks do get stunning strike I suppose. Still, I would limit the use of Crippling Panic somehow. Perhaps you can only use it a number of times equal to your charisma modifier per long rest?
Ten minutes is a while to activate... I would reduce it to one minute, like the Battlemaster's Know Your Enemy.
What could be cool is if you made this like Sleep Paralysis where when they wake up they are paralyzed until the end of their next turn. Definitely fits the theme of nightmares well.
One thing you are forgetting though; if a druid's summoned monster dies the druid doesn't take 10d10 damage and lose their ability to cast spells. I would be terrified to use this feature knowing that the only thing keeping me from taking that much damage was a creature with 11 AC and 45 HP. A CR 15 monster could easily kill the passenger in one round (check page 274 of the DMG), even if it was resistant to non-magical damage. And that's just a medium encounter. This feature is quite a gamble to use, which might be the intention, but by making it so risky it is less likely to be used.
I never thought this feature was underpowered persay, I was just saying its not really something that wasn't already possible.
As a DM I am not saddened whatsoever. Challenging the party at T3 is already a nightmare, just imagine how imposisble it would be at T4. Also, I personally think that a permanent mirror image where you could recharge one of the images using an action would be a really cool choice too for the defensive buff.
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I am beginning to like the Sleepwalker more and more as you update it. And I approve of the direction of where the origins are going. I still have to wait for all the archetypes to be finished to pass my final jugdement, but I am overall impressed by the work you have put out here. Not only have you made good mechanics, but you have also made it easy to understand and with lots of flavor, which many homebrewers fail to implement. You are doing great, keep up the good work please!
Yeah I feel that a lot too with my homebrew projects. The only times I am not DMing is at AL, where I can't get an opportunity to use my homebrew. I suppose that is why I love making monsters so much; I know that I can find a chance to use them. Still, I am slightly relieved by the idea that maybe two years or less from now some newb to the forum may somehow find my old class/race/subclass and threadmancy it, still expressing praise at the project and hoping to use it. As weird as that sounds...-
I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-03, 09:14 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
I finally had some time to look at this. I like that the Nightmare Domains are distinct and have good flavor--Arachnophobia feels very different from Thanatophobia. You also have some interesting mechanics. Breaking your body into spiders is a bit unusual and probably complicated, but it has to be. I really like both Echoes of the Dead and Defy Death for being unique, relatively simple, and yet seemingly mechanically sound. Echoes of the Dead probably does have some swinginess to it--it's a "win more" feature, but useless if you can't kill anything--but I do still really like it.
Given those last two abilities, I feel like you took some inspiration from a popular MOBA, though I can't say for certain...
While I think the basic idea is decent, overall I'd say it lacks in limitations. Sure, the class doesn't necessarily have to be resource-based, but having an action that does unavoidable damage (such as Shatter Psyche or Claustrophobia's Dark Confinement) isn't really how the game is designed. I'd go through and look at most of the class's abilities, either toning them down to something more like a cantrip or basic attack or introducing more limited uses. For instance, Iron Maiden, Mind Cage, and Domain of Closure seemingly can all be used freely. Echoes of the Dead should probably have language about its duration; there are some others but I need to wrap up this post. Counterpoint: Dreadful Stare is probably okay as long as it takes an action instead of a bonus action.
Anyway, I think you have a pretty good core here that just needs a bit of polish. In terms of its abilities, are you envisioning more of a short-rest, long-rest, or resourceless class? I'd say it's almost certainly the latter, but maybe ask yourself that a bit as you work on this (if you continue to).
Also, you have a duplicated sentence at the end of Fright Magic.DM's Guild Work
5e Homebrew: The Circle of Progress, a druid circle about becoming a transformer - Winner of 5e Subclass Contest 1 - "It's Technical"
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2018-07-05, 11:00 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Oh my, creating this class is difficult. I wish I had chosen something with a little bit more consistent theme. This is quite a hard project. I will see if I can get it published in its rough draft today or tomorrow though.
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I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-06, 10:11 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Alright, it took me a while, but I finally have a rough draft of the deep spawn class. There is a lot of work left to be done, namely actually putting in flavor descriptions (for the class itself and the individual features), making the level 15 extraplanar embodiment features, porting all the information over to a google document, and proofreading. If any of you have any comments to make on mechanical matters until the other flavor, formatting and grammar matters have been handled, feel free to speak up. Here is a link to it below.
http://homebrewery.naturalcrit.com/share/SkP2ftAjGX
Edit: Oh, and yes, the Giant Ghostly Seahorse isn’t meant to be taken seriously.Last edited by Requilac; 2018-07-08 at 09:26 PM.
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I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-08, 09:29 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Alright then I have put the finishing touches on the Deep Spawn and it is all prepared. Flavor descriptions, proofreading, mechanics, formatting and all. For anyone that cares enough, please give some input on it. I have links to both the homebrewery and google doc below.
Homebrewery: http://homebrewery.naturalcrit.com/share/SkP2ftAjGX
Google Doc: https://docs.google.com/document/d/1...it?usp=sharing-
I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-10, 12:50 AM (ISO 8601)
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- Feb 2017
Re: D&D 5e Base Class Contest II Chat Thread
Requilac -- Some thoughts on the Deep Dweller...
Overall, there are some great ideas in this class! I really liked where the class was going as defined by the first 5 levels (well, except for not really understanding how the vulture fit in). My biggest issue is that there’s no unifying theme… it starts out feeling like a melee, then gains casting a little like a Warlock, dabbles in a strange barbarian rage feature, gains a ranger-like pet, and then turns into a elementalist that controls weather. I’m not sure where/how the vulture fits in – it feels forced at the moment.
I think if you concentrated on a unifying theme for the main class (e.g. an eldritch being from the deep oceans/dark underworld) and determined its main niche (combat, caster, pet), you could build the base class more easily/accordingly. Use the Embodiments to diversify – geez, this is almost the same lecture you gave me on my Sleepwalker.
The embodiments also don’t seem to be balance to one another at this point. Far Realm feels much weaker than the others.
It certainly is coming around! A little more polish and you’re probably there. Speaking of polish… you’re fluff writing is great. I wish I had the time to do something similar to my classes (though, to be fair, my players really only care about the mechanics and would gloss over long fluff – if they read it at all).
Specific comments after "quoted" sections.
Spoiler: CommentsArmor: Light, Medium and Heavy Armor, Shields
Weapons: Simple, Martial and Improvised Weapons
Saving Throws. Wisdom and Charisma
Deep Dweller (Level 1)
Strange magic originating from the lightless abysses of the ocean have transformed your body. You gain a swimming speed equal to your base walking speed and the ability to breathe in both air and water. Also, you have resistance to cold damage.
Finally, you gain darkvision out to an 120 ft. radius if you didn't have that already.
Unnatural Combatant (Level 1)
A thin layer of protective covering has formed over your skin. The appearance of this is for you to decide, but it is likely to be a facsimile of the natural armor of an aquatic animal (such as fish scales or a crab carapace). While you are not wearing any armor, your armor class equals 13+ your dexterity or constitution modifier (your choice) . You can use a shield and still gain this benefit.
In addition, on your turn you can cause a set of strange, unnatural weapons to form over both of your free hands (no action required). The form that this weapon takes is chosen by you from the list below each time you use this feature. These weapons are attached to your body and cannot be removed or disarmed.
Claws: A set of claws sprout from both of your hands. They can take on the appearance of the claws of any animal you choose, including a crab's. These simple melee weapons deal 1D6 slashing damage and have the finesse and light property.
Maw: Your body is temporarily restructured so that your head can support a collection of deadly teeth. How this appears is up to you; you can decide to simply grow a set of bat-like fangs or have your entire head morphed into that of a shark’s. Your maw counts as a simple melee weapon that deals 1D12 piercing damage and, despite the fact that it is not actually taking up any hands, effectively has the two-handed property.
[/QUOTE]Tentacle and Biotic Shield: One of your arms transforms into a grotesque tentacle and the other turns into some sort of shield made of organic substances such as bone, chitin or scales. The tentacle, which is a simple melee weapon, deals 1D8 bludgeoning damage and has the finesse property while the shield behaves the same as a mundane shield.[/QUOTE]
Sword and board. Weapon equivalent to the best martial finesse weapon.
Throwing Quills: Both of your hands become covered in a layer of lethal quills that you can throw extremely far away. These quills count as a simple ranged weapon that deal 1D8 piercing damage and have the ammunition property (range 80/320). You have 20 of these quills, and all lost quills regrow when you finish short or long rest. Despite the fact that these quills form over both of your hands, instead of having the light property they effectively have the two-handed property.
All in all, you mention that these are all simple melee weapon equivalents yet they match the best of the martial weapons in terms of damage and properties (with the exception of throwing quills). Maybe pare them down to the true simple weapon equivalent? Or remove martial weapon proficiency from the class – redundant. Also, these could become useless if there's no way for them to become magical weapons (damage resistance bypass).
Sanguinary Vulture (Level 1)
A ghostly vulture follows you so that it may feed on the terror you sow. This vulture cannot interact with the world anyway other than what is described in this feature. On your turn you can turn it invisible if it is visible or vice versa (no action required). It is usually perched on your shoulder and shares your space, but on your turn you can cause it to fly up to 40 ft. (no action required), so long as it does not move more than 150 ft. away from you. If the vulture is in the space of a creature below half its hit point maximum (round down), then you have advantage on attack rolls against that creature.
Eldritch Magic (Level 2)
As a deep spawn you possess weird, arcane powers which allow you to alter the reality of the Material Plane to your will.
Cantrips
You know two cantrips of your choice from the deep spawn spell list. You learn additional deep spawn cantrips of your choice at higher levels, as shown in the cantrips known column of the deep spawn table.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st level spells of your choice from the deep spawn spell list.
The spells known column of the deep spawn table shows when you learn more deep spawn spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s slot level column for your level.
Additionally, whenever you complete a long rest, you can choose one of the deep spawn spells you know and replace it with another spell from the deep spawn spell list, which also must be of a level for which you have spell slots.
e.g. You prepare the list of cleric spells that are available for you to cast, choosing from the deep dweller spell list. When you do so, choose a number of deep dweller spells equal to your Charisma modifier + your proficiency bonus (minimum of one spell). The spells must be of a level for which you have spell slots.
Occult Invocation (Spell Slots)
You only start out with one spell slot, and at no point do you get more than that. Whenever you cast a spell (without ritual casting it), you expend that spell slot. Whenever you roll for initiative or complete a long rest, if you currently don't have that spell slot then you regain it.
Spellcasting Ability
The forbidden knowledge which you possess gives you the power to manipulate magical energies. Intelligence is your spellcasting ability for your deep spawn spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a deep spawn spell you cast and when making an attack roll with one.
Innate Spellcasting
You cannot use a spellcasting focus, but a component pouch will serve the same purpose
Elemental Aptitude
Whenever you cast a spell which deals fire damage, you may choose to change the damage type from fire to cold.
Tongue of the Deep (Level 2)
You learn Aquan (Primordial) and Deep Speech. Whenever you speak in Aquan you can communicate with beasts and humanoids that have the Amphibious, Limited Amphibious- ness or Water Breathing feature as if you shared a language.
Hideous Appearance (Level 3)
You can use an action to warp you form, making you appear so twisted that it evokes a vehement reaction upon those that you see you. Any creaure that has a direct line of sight to you which moves to a location within 10 ft. of you or starts its turn within 10 ft. of you is subjected to one of the following effects until the start of their next turn. If an effect calls for a saving throw, use your spell save DC. Whenever you activate this feature, choose one of the following options which remain active for the full duration.
Loathsome Appearance. Those that see you are filled with hatred at your blasphemous nature. A target must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls made against creatures other than you. Targets with immunity to being charmed are immune to this effect.
Despairing Appearance. Anyone who looks at you is filled with crippling hopelessness. A target must succeed on a Charisma saving throw or suffer disadvantage on saving throws against being frightened and Charisma saving throws. Aberrations and targets with an Intelligence score of 5 or below are immune to this effect.
Revulsive Appearance. Creatures are disgusted by your grotesque form and don't feel comfortable being close to you. A target must succeed on a Wisdom saving throw or the area within 10 ft. of you is considered to be difficult terrain for them. Targets with immunity to being frightened are immune to this effect.
Terrifying Appearance. Your anatomy strikes fear into the minds of those that look upon you. A target must succeed on a Charisma saving throw or be frightened.
On your turn you can automatically shift back to your normal form (no action required). Otherwise you stay like that for one minute until your figure shifts back automatically.
Once you use this feature, you cannot use it again until you complete a long rest.
Spirit Familiar (Level 6)
By spending one hour performing an eldritch ritual (this can't be done during a short rest) you can summon the spirit of an intelligent aquatic creature from another plane of existence and bind it to your will. Once you complete this ritual your spirit familiar manifests and takes on the form of your choice of either a Ghostly Sahaugin, Bullywug, Chuul, Kuo-Toa, Merrow, Octopus or Giant Sea Horse. You can find the statistics of each of these monsters on page 8-11 of this document.
This spirit familiar cannot act independently from you and always obeys your commands. If you are not giving it commands, it will prioritize escaping from any immediate danger first and focus on following as close to you as possible second, but it will otherwise take no actions.
You may use a bonus action to command the spirit. When you command it this way it immediately makes its turn and takes all the actions you tell it to and only follows those directions.
If your spirit familiar drops to 0 hit points it dissapears. If you complete a short rest then your spirit familiar regains an amount of hit points equal to 1d8 + your intelligence modifier. If you complete a long rest then your spirit faimiliar regains all of its hit points and, if it was slain, reappears at your side.
You can telepathically communicate with your spirit familiar, so long as you two are on the same plane of existence. As an action you can see through your spirit familiar's eyes and hear what it hears until the start of your next turn, using the special senses of the spirit familiar instead of your own. During this time, you are deafened and blinded to your own senses.
You can't have more than one spirit familiar at a time. Once you perform this ritual, you cannot do so again until you gain a level in the deep spawn class. If you commit to this ritual again then you can cause your spirit familiar to adopt a new form and, if it was slain, also immediately reappear.
This spirit familiar shares your ideal, you decide its personality traits and flaw, and its bond is the following; "I unquestioningly follow my summoner's commands.
Otherworldly Awareness (Level 10)
Your connection to the other planes has become so great that your eyes can penetrate the veil between the Material and Ethereal plane. Magical darkness doesn't impede your darkvision. In addition, You can see into the Ethereal Plane, which also allows you to see invisible creatures and objects, within 60 feet of you. Ethereal or invisible creatures and objects appear ghostly and translucent.
Necromantic Weapons (Level 11)
The weapons you wield have become cursed with the infleunce of your vile magic. Whenever you hit with a weapon attack, the target takes an extra 1d6 cold or necrotic damage (your choice when you make the attack roll).
If the target takes this extra damage and is not resistant or immune to it, than it must succeed on a Constitution saving throw (with a DC equal to your spell save DC) or be unable to regain hit points until the end of its next turn.
Weakness to Light (Level 14)
The forces of light have marked you as their enemy. Whenever you are standing in an area of direct sunlight you have disadvantage on perception checks which rely on sight. In addition, If you ever take 10 or more radiant damage in a single turn then you must succeed on a DC 13 Constitution saving throw or suffer disadvantage on all attack rolls and ability checks until the end of your next turn.
Finally, celestials have advantage on attack rolls against you, and you have disadvantage on saving throws and contested ability checks against them.
Elemental Body (Level 18)
Your body is imbued with powerful elemental energies. Whenever a creature touches you or makes a melee attack against you while within 5 ft. of you, they automatically take an amount of cold or lightning damage equal to your intelligence modifier. This feature inherently does lightning damage, but you may change the damage type from lightning to cold or vice versa after you complete a short or long rest.
Weather Manipulation (Level 20)
You have become an unparalleled master of the elements and can alter the weather to your whims. By using an action you can take control of the weather within 5 miles of your current location. When you do so you can immediately change the current weather conditions including the precipitation, temperature and wind.
When controlling the precipitation you can create or clear as many clouds as you woud like, generate fogs or mist throughout the area, summon harmless rain, hail or snow or even force an intense thunderstorm, hailstorm or blizzard upon the area.
When controlling the temperature you can cause it to rise up to intense heat, drop it to intense cold or change it to any temperature between those two extremes.
When controlling the wind you can calm the wind down almost entirely, whip it into hurricane force winds, or change it to any level in between those two extremes.
By having clouds cover the sun you can cause the sun to shine dim light upon the area instead of bright light. By generating snow or hail you can cause every piece of ground open to the sky to become difficult terrain. You can also create Extreme Cold, Extreme Heat, Strong Wind and Heavy Precipitation in the area. In Extreme Cold, the surfaces of outdoor bodies of water within the area become Thin Ice and Slippery Ice, and the water below the ice becomes Frigid Water. You can find the meaning of all these terms on page 110 and 111 of the DMG.
If it is storming outside, you can use an action or bonus action on your turn to call lightning down upon one target that you can see. That target must succeed on Dexterity saving throw (with a DC equal to your spell save DC) or take 2d12 lightning damage. Everything within 10 ft. of the lightning strike, including the target which was struck by lightning, must also succeed on a Constitution saving throw with the same DC or take 1d10 thunder damage.
If it is storming outside, you may also use an action or bonus action to cast Control Water or Gust of Wind. It does not require concentration to cast either of these spells; instead it lasts for the full duration or until you end the effect on your turn (no action required).
You may also spend an hour conducting an eldritch ritual which forces an eclipse. While doing this you must concentrate (as if concentrating on a spell), and if you lose concentration then the ritual fails. After completing the ritual you may create your choice of either a solar or lunar eclipse. If you summon a lunar eclipse, than for the next hour all aberrations, fey, fiends and undead except for you and your familiar have disadvantage on ability checks and saving throws. If you summon a solar eclipse, than for the next hour all aberrations, fey, fiends and undead have advantage on ability checks and saving throws. If you commit to this ritual then you take 10d10 psychic damage, even if the ritual was interrupted, and cannot perform it ever again.
I'll get the embodiments later.
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2018-07-10, 09:28 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
You know, I was actually taking some of that into consideration. To me I thought it had a really solid and concrete, but I was worried that other people wouldn't be able to pick it up. I have a lot more to say about the comments above, but I will mention those later.
Yeah I noticed that pretty early on. Keep in mind that for the most part the archetypes are largely there for flavor with little mechanical impact though. I know that some people may not like that idea, but I personally found it the best approach to go with for this class.
Thank you! I do always focus much more on roleplaying aspects than mechanical ones, and the Deep Spawn is no exception.
Specific comments after "quoted" sections.
True, true, I wasn't really thinking too much about that. I kind of thought that since it was a martial class it should have proficiency in heavy armor, but it doesn't make sense thematically. And its not as if some martial classes from the PHB, the barbarian in ranger, lack heavy armor proficiency. I removed the proficiency with heavy armor.
You know, when I was designing the class I remember having a really good reason for granting proficiency in Improvised weapons... but I forgot entirely what that was. I think it had something to do with vials of acid.., somehow? I will be scrapping that part, it seems irrelevant and largely "off".
As for the martial weapon proficiency, I do have two reasons behind that, both of which I discovered when I was actually making this class' predecessor, the Aberration martial archetype for fighters. First off, some people don't like the imagery of using natural weapons. They think it looks odd, especially the maw, and struggle to visualize it. Some just prefer the imagery of using normal weapons, and giving them proficiency in martial weapons doesn't make the class overpowered, so I added it in. My second rationale behind giving them martial weapon proficiency is in case they come across any magical weapons. Its going to suck if you find a Sword of Life Stealing or Trident of Fish command but can't use it because you lack martial weapon proficiency after all.
That is all true, its just that I have this weird quirk of disliking the idea of my more alien sub classes to be easily harmed by mental effects. It just feels wrong to me that this embodiment from another plane of existence would be scared half to death of a dragon or gawking over a dryad. But in truth, constitution makes much more sense. I am going to get over my qualms and switch proficiency in wis saves for con.
I can't possibility account for multi-classing into this equation. I am trying to make this class as best as it can be in itself, if i take into account multiclassing makes things become much harder than they need to be.
Of course the Deep Spawn would be proficient in them, they are called simple weapons which the class has proficiency in. I will make it cost a bonus action if you feel it should come up. It doesn't change much either way, and I personally don't think it matters all that much.
Yeah I know it looks pretty weird visually, but I was hard pressed to find a natural weapon that would take up both hands. There really isn't an animal that has that sort of thing.
See my above reasoning for why I kept martial weapon proficiency. The only reason that I considered the unnatural weapons simple is because I think that makes more sense thematically, even if mechanically it looks a little strange. It should be easy for the Deep Spawn to wield them after all, they become part of their body. I would find it even weirder if they were considered as martial weapons.
And wait a second, they don't deal magic damage? They don't do they? That was completely my mistake, they were supposed to, but I forgot to add that in. Thanks for catching that mistake.
The second sentence explains all of your questions; "This vulture cannot interact with the world (or be interacted with) anyway other than what is described in this feature." The invisibility is just there for fluff. I don't want to have it cost an interaction, because the deep spawn already has too much competition for its bonus action already.
And also I am going to be completely honest with you; this feature is basically just a more thematic version of the Sahaugin's Blood Frenzy. In fact originally they did just have Blood Frenzy, but I wanted something with a little more oomph.
I don't believe I fully understand your case with saying that the vulture isn't thematic though. This class has a recurring theme of the twisting of nature and animal imagery. Deep Dweller makes you amphibious like a fish. Unnatural combatant gives the armor and weapons of an animal. Tongue of the Deep allows you to communicate with animals. The Spirit Familiar can turn into an animal. Elemental Body is reminiscent of an electric eel.
And also, keep in mind what a vulture symbolically represents. They are thematically tied to corpses, mortal injures and the dying, necromantic magic, the afterlife and souls of the dead, etc. Altogether some vile imagery, which gives the Deep Spawn a more sinister mood. Really emphasizes the anti-cleric, ant-druid and anti-paladin mood a lot.
Sure, why not? I am already allowing them to change a spell after a long rest anyhow. Don't know why I didn't implement this sooner...
[QUOTE=Mourne;23210054]
Too give some attribute synergy to the class, maybe change this to Charisma? You currently have Wis + Cha as saves, Con or Dex for Unnatural Combatant, and now Int for casting? It’s a really MAD class (intended?) [QUOTE]
I changed around the saving throws, so that should clear this matter up. Only Con, Dex and Int have been mentioned so far.
It is always the case, I just wanted to remind people.
It is fluff more than anything. I just noticed that when designing the spell list, a lot of fire spells came up (burning hands, hellish rebuke, fireball, scorching ray) and wanted to make the theme more consistent.
A creature is frightened until the start of their next turn, as described earlier with the following clause in the first paragraph; "Any creaure that has a direct line of sight to you which moves to a location within 10 ft. of you or starts its turn within 10 ft. of you is subjected to one of the following effects until the start of their next turn."
How does this remind you of rage exactly? Barbarian Rage allows you to use a bonus action to gain advantage on strength checks and saving throws, deal extra damage, and gain resistance to B/P/S damage which last for 1 minute. It has multiple charges which are restored on a long rest. The Deep Spawn's Hideous appearance allows you to use a bonus action to generate an aura effect which debuffs enemies and last for 1 minute. It only has one charge but it is restored on a long rest. Literally the only similarity I am seeing is their durations and the fact that they regain uses after a long rest, but that's hardly an original mechanic.
It does not advance. It's just a familiar, its not really supposed to be used in combat except in the most niche of scenarios. Its a CR 1/4 monster, so according to Xanathar's its like having a 1st level PC along for the ride. And the reason that the familiar can turn into an invisible and usually tiny animal is what keeps it from being a liability.
It is absolutely a ribbon ability.
Yeah, I think I do need to secure its theme a little bit more. This should just deal cold damage. As for the damage bump, I was basing this feature off of the paladin's improved divine smite, which deals an extra 1d8 radiant damage on a hit, but doesn't have the ability to seize hit point regeneration.
I think it is actually really thematic. It really seals the deal that the Deep Spawn is an unholy and dark thing.
I wanted the lightning damage there to make it seem reminiscent of an electric eel. That being said, I see your point, and I will just make it cold damage.
I think it actually fits the theme well here well. As I previously stated, a rec curing theme here is the subversion of nature and the natural order. Deep Dweller gives you inhumane characteristics, Unnatural Combatant gives you features no human should have, your magic itself is not native to the Material Plane, Hideous Appearance makes you so wretched looking that it actually harms others, your spirit familiar is clearly some necromantic/summoning ability (neither of which are wholesome to the world), Necromantic Weapons prevents someone from healing, and Weakness to light makes it clear you are enemies with the preservers of nature.
And with Weather Manipulation, you take one of the strongest embodiments of what should be natural and make it unnatural. Snow in deserts, scorching flood inducing heat in the tundras, drought in the rainforest... things that should not occur, but which do because of the deep spawn's malign influence. What should be natural is their toy to mess with and use for the torment of others. I also like how it reinforces the idea that the deep spawn's very presence inflicts a "plague" upon the world. Long before you see it, you will feel the impacts which the deep spawn makes upon the environment. Very creepy ability.
That and Gothic and Lovecraftian horror does make a lot of mention of storms and ice, so I thought it would be a nice to allusion to some of those pieces.-
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2018-07-11, 11:23 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
That's just a benefit of the theme, really. One of the features lists 15 different Phobias and that's such a small percentage of the grand list of things people fear
You also have some interesting mechanics. Breaking your body into spiders is a bit unusual and probably complicated, but it has to be. I really like both Echoes of the Dead and Defy Death for being unique, relatively simple, and yet seemingly mechanically sound. Echoes of the Dead probably does have some swinginess to it--it's a "win more" feature, but useless if you can't kill anything--but I do still really like it.
Given those last two abilities, I feel like you took some inspiration from a popular MOBA, though I can't say for certain...
While I think the basic idea is decent, overall I'd say it lacks in limitations.
but having an action that does unavoidable damage (such as Shatter Psyche or Claustrophobia's Dark Confinement) isn't really how the game is designed. I'd go through and look at most of the class's abilities, either toning them down to something more like a cantrip or basic attack or introducing more limited uses.
For instance, Iron Maiden, Mind Cage, and Domain of Closure seemingly can all be used freely. Echoes of the Dead should probably have language about its duration; there are some others but I need to wrap up this post. Counterpoint: Dreadful Stare is probably okay as long as it takes an action instead of a bonus action.
Anyway, I think you have a pretty good core here that just needs a bit of polish. In terms of its abilities, are you envisioning more of a short-rest, long-rest, or resourceless class? I'd say it's almost certainly the latter, but maybe ask yourself that a bit as you work on this (if you continue to).
Also, you have a duplicated sentence at the end of Fright Magic.
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2018-07-13, 12:14 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Requilac... additional comments. Apologies...sorting out the quoting mess will not be fun.
Spoiler: Further Deep Spawn CommentsYou know, I was actually taking some of that into consideration. To me I thought it had a really solid and concrete, but I was worried that other people wouldn't be able to pick it up. I have a lot more to say about the comments above, but I will mention those later.
Yeah I noticed that pretty early on. Keep in mind that for the most part the archetypes are largely there for flavor with little mechanical impact though. I know that some people may not like that idea, but I personally found it the best approach to go with for this class.
As for the martial weapon proficiency, I do have two reasons behind that, both of which I discovered when I was actually making this class' predecessor, the Aberration martial archetype for fighters. First off, some people don't like the imagery of using natural weapons. They think it looks odd, especially the maw, and struggle to visualize it. Some just prefer the imagery of using normal weapons, and giving them proficiency in martial weapons doesn't make the class overpowered, so I added it in. My second rationale behind giving them martial weapon proficiency is in case they come across any magical weapons. It’s going to suck if you find a Sword of Life Stealing or Trident of Fish command but can't use it because you lack martial weapon proficiency after all.
That is all true, its just that I have this weird quirk of disliking the idea of my more alien sub classes to be easily harmed by mental effects. It just feels wrong to me that this embodiment from another plane of existence would be scared half to death of a dragon or gawking over a dryad. But in truth, constitution makes much more sense. I am going to get over my qualms and switch proficiency in wis saves for con.
I can't possibility account for multi-classing into this equation. I am trying to make this class as best as it can be in itself, if i take into account multiclassing makes things become much harder than they need to be.
Of course the Deep Spawn would be proficient in them, they are called simple weapons which the class has proficiency in. I will make it cost a bonus action if you feel it should come up. It doesn't change much either way, and I personally don't think it matters all that much.
See my above reasoning for why I kept martial weapon proficiency. The only reason that I considered the unnatural weapons simple is because I think that makes more sense thematically, even if mechanically it looks a little strange. It should be easy for the Deep Spawn to wield them after all, they become part of their body. I would find it even weirder if they were considered as martial weapons.
And wait a second, they don't deal magic damage? They don't do they? That was completely my mistake, they were supposed to, but I forgot to add that in. Thanks for catching that mistake.
The second sentence explains all of your questions; "This vulture cannot interact with the world (or be interacted with) anyway other than what is described in this feature." The invisibility is just there for fluff. I don't want to have it cost an interaction, because the deep spawn already has too much competition for its bonus action already.
And also I am going to be completely honest with you; this feature is basically just a more thematic version of the Sahaugin's Blood Frenzy. In fact originally they did just have Blood Frenzy, but I wanted something with a little more oomph.
I don't believe I fully understand your case with saying that the vulture isn't thematic though.
This class has a recurring theme of the twisting of nature and animal imagery. Deep Dweller makes you amphibious like a fish. Unnatural combatant gives the armor and weapons of an animal. Tongue of the Deep allows you to communicate with animals. The Spirit Familiar can turn into an animal. Elemental Body is reminiscent of an electric eel.
And also, keep in mind what a vulture symbolically represents. They are thematically tied to corpses, mortal injures and the dying, necromantic magic, the afterlife and souls of the dead, etc. Altogether some vile imagery, which gives the Deep Spawn a more sinister mood. Really emphasizes the anti-cleric, ant-druid and anti-paladin mood a lot.
It is fluff more than anything. I just noticed that when designing the spell list, a lot of fire spells came up (burning hands, hellish rebuke, fireball, scorching ray) and wanted to make the theme more consistent.
A creature is frightened until the start of their next turn, as described earlier with the following clause in the first paragraph; "Any creaure that has a direct line of sight to you which moves to a location within 10 ft. of you or starts its turn within 10 ft. of you is subjected to one of the following effects until the start of their next turn."
How does this remind you of rage exactly? Barbarian Rage allows you to use a bonus action to gain advantage on strength checks and saving throws, deal extra damage, and gain resistance to B/P/S damage which last for 1 minute. It has multiple charges which are restored on a long rest. The Deep Spawn's Hideous appearance allows you to use a bonus action to generate an aura effect which debuffs enemies and last for 1 minute. It only has one charge but it is restored on a long rest. Literally the only similarity I am seeing is their durations and the fact that they regain uses after a long rest, but that's hardly an original mechanic.
It does not advance. It's just a familiar, its not really supposed to be used in combat except in the most niche of scenarios. Its a CR 1/4 monster, so according to Xanathar's its like having a 1st level PC along for the ride. And the reason that the familiar can turn into an invisible and usually tiny animal is what keeps it from being a liability.
Yeah, I think I do need to secure its theme a little bit more. This should just deal cold damage. As for the damage bump, I was basing this feature off of the paladin's improved divine smite, which deals an extra 1d8 radiant damage on a hit, but doesn't have the ability to seize hit point regeneration.
I think it is actually really thematic. It really seals the deal that the Deep Spawn is an unholy and dark thing.
I wanted the lightning damage there to make it seem reminiscent of an electric eel. That being said, I see your point, and I will just make it cold damage.
I think it actually fits the theme well here well. As I previously stated, a rec curing theme here is the subversion of nature and the natural order. Deep Dweller gives you inhumane characteristics, Unnatural Combatant gives you features no human should have, your magic itself is not native to the Material Plane, Hideous Appearance makes you so wretched looking that it actually harms others, your spirit familiar is clearly some necromantic/summoning ability (neither of which are wholesome to the world), Necromantic Weapons prevents someone from healing, and Weakness to light makes it clear you are enemies with the preservers of nature.
And with Weather Manipulation, you take one of the strongest embodiments of what should be natural and make it unnatural. Snow in deserts, scorching flood inducing heat in the tundras, drought in the rainforest... things that should not occur, but which do because of the deep spawn's malign influence. What should be natural is their toy to mess with and use for the torment of others. I also like how it reinforces the idea that the deep spawn's very presence inflicts a "plague" upon the world. Long before you see it, you will feel the impacts which the deep spawn makes upon the environment. Very creepy ability.
That and Gothic and Lovecraftian horror does make a lot of mention of storms and ice, so I thought it would be a nice to allusion to some of those pieces.
Overall, shaping up to be a fun class. It’s certainly a much less literal take on fear that I took.
Now, to find the time to give some comments on the other class in the contest…
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2018-07-14, 02:43 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
So it seems like this topic was significantly less popular than the last, and I suppose I take responsibility for that; it was my suggestion.
That said, have we given much thought to the next topic, since this contest is in its last week or so? Maybe it should be broader than my suggestion(s).
I'd also like to suggest that the next contest not be nearly 2 months long; I feel like that huge length of time negatively impacts interest and passion for the contest. Maybe that's just me, though.
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2018-07-16, 03:50 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
There is only one week left in the competition. Make your finishing touches soon.
Oh... I didn't even notice you were calling it by the wrong name. And the idea is actually that the Deep Spawn is supposed to be something that comes from the deep oceans, one way or another. It doesn't necessarily mean that they are literally spawned in the deep oceans, it could just mean that their powers were "spawned" (in a more literary sense) from the deep oceans.
Nah, its not really suitable and hardly worth its own feature. I will put my arbitrary assumptions aside.
Yeah, I do get that a lot, so I don't blame you for attempting to do so. It is a reasonable case, but trying to design content which isn't broken by multiclassing isn't even done perfectly by WotC (* cough, cough, coffeelock, cough, cough*), so it is nearly impossible for homebrew content.
Yes, I like the imagery better too now that you brought it up.
It is a good design philosophy to follow. I will make the vulture require a bonus action to move.
Interesting that you say that, because I was completely unaware vultures were traditionally related to arid environments; in fact, I always thought vultures were pretty closely related to the sea. I live in a cold seaside town, which virtually the opposite of a savannah, but vultures can be found around there in abundance. And I have also heard a lot of sailor myths regarding vultures (almost all of which are actually erroneous , but that is besides the point). They where said to crowd around ships before a mutiny, some say that you can find a dead whale's corpse by following vultures, and apparently there is even a folk belief that by looking into a vulture's eyes that you can see the souls of the people it has seen drown. I never realized people wouldn't think about them as sea birds, I guess I must be a little narrow minded too.
I don't think that just because they are an "initiated 1 minute long combat state buff" means they are similar if they have entirely different purposes. My inspiration for this was needing to do something that better reinforces the horror theme, and it was based around the Sea Hag's horrifying appearance (or at least that's what I think it is called), not a class feature.
It is not really supposed to be a boost to melee capabilities, which is why I don't have it advance. It is supposed to be able to help in combat when necessary, but ultimately that was never its prime purpose. As I stated before, I intentionally made it like having another level 1 PC along for the ride.
Meh, the paladin's smite is pretty signature to it and I wouldn't want to steal a signature feature like that. I want the class to have some individuality after all.
I like how it comes at a later level actually. It really represents how far the Deep Spawn "descends into darkness" as they go further in this class. It seems to represent a terrible change which would evoke emotions into the person that reads it. That said, I am removing the second paragraph...
To be fair, what capstone feels "impactful" from a mechanical sense. The barbarian's is helpful for sure but is little more than a glorified ABI, the bard's, monk's, sorcerer's and warlock's are all based around literally recharging things granted to them by other class features, the cleric only gets to use its capstone one once a week, the fighter's is another extra attack and the rogue's is cool but only works once per short or long rest. The druid's , paladin's and rangers though are admittedly pretty fair. Capstones are always rather underwhelming.
Funny you mention Dagon. Take a wild guess as to what this class was based off of...
Yeah, the Deep Spawn is a less literal take on "fear" indead. I wasn't expecting everyone to take such a direct approach on the horror theme to actually make classes on phobias and nightmares and was assuming people would branch off and do stuff like I did, but that didn't appear to be the case.
It doesn't really matter whose fault it is, it really doesn't help us here. Don't feel bad about yourself.
I need those two months to make my class. I need some time to do it, and a month presses me for time a little. I don't want to feel rushed in doing this, rushing produces bad content, and I am afraid that is what a shorter contest will produce.
And I haven't really given much thought to next season's theme because it is still a fortnight away, but I probably should be doing that.
Here are some of the previously discussed themes.
1) Elemental based classes: I think that the four elements system is horribly unoriginal and more than a little over done, at least in my opinion.
2) Dragons: This is a game called Dungeons and Dragons, don't we have enough dragons as is?
3) Monsters represented as PC classes: This is definitely an interesting idea, but once again, I worry it may be too narrow of a focus.
4) Classes who retrieve power in unconventional ways (such as someone stealing divine magic from the gods or being granted arcane powers from nature spirits): It's a cool idea, but its way too broad of a focus and I can't imagine there being much consistency between entries.
and I guess that's it. What do you all think of it?-
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2018-07-16, 09:00 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
I suppose you're right; I'm just being impatient.
And I haven't really given much thought to next season's theme because it is still a fortnight away, but I probably should be doing that.
I can think of a couple of PC race-class ideas off the top of my head; I don't think it'll be horribly narrow. Just in the course of writing this I've got lycanthropes, mimics, abberations/illithids, and dragons(again). Heck, I could even imagine a Peryton-based class that switches between humanoid and Peryton forms. It doesn't have the resonance of "oh yeah that's perfect", but it shouldn't be dismissed out of hand.
Ultimately I think we should vote on a theme, probably in the same thread we use to vote on the classes.
I also retract my previous statements about making individual threads for our classes and linking back to the contest. It doesn't seem to actually create more interest, and no-one else seems into it besides me.
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2018-07-17, 11:23 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Don't feel too bad, we can all get impatient if we are excited about something.
My other problem with elements is that I just don't like it as a system. This is just my opinion, but it doesn't make much sense to me either. It seems like it is supposed to be an all encompassing system which doesn't actually encompass everything. Everything is supposed to be linked to the elements, but not everything is. Where does necromantic magic fall on this spectrum? And how about divine magic and celestials? Would sources of cold damage such as Cone of Cold classify as water or air spells? What element would plant and animal life be linked to? And also, the dividing line and definition of elements is not thoroughly detailed. The atmosphere is chock full of hydrogen (water), but somehow air is its own element? Is magma something that should be associated with earth or fire, because it could be either? I just don't understand how the system is supposed to work, and if we try to make a contest with that theme, we will a ton of different entries which aren't related at all and follow completely different interpretations of the theme.
And as for dragons, that theme seems to narrow to me. How much could you honestly do with dragons, its such an extremely specific topic. Dragons really aren't much more than giant flying reptiles which can have horrible breath if you are honest. How many features could you possibly design, most of even the ancient dragons in 5e don't have anything except for Legendary Resistance, Frightful Presence and their Breath Weapons as special features. I can imagine someone creating a class based around controlling dragons, slaying dragons and even becoming dragons and... that's kind of all I can think of. If fear, one of the most prominent emotions in the human mind, is too specific than dragons would close up the contest even more.
Maybe something like reptiles as a whole would be better as a theme? That could include both dragons, dinosaurs and some more druidic types.
Like I said, it is an idea we can go with, but to me it does feel a lot more limited than the other options. It shoul definitely be considered though.
Yes, that is probably a good practice to get into, but I have my doubts over whether anyone would actually enter them.
Most of the other contestants have done it actually, those threads have just basically received no attention. Regardless, I will still let people do it, even if it didn't end up working as well as we thought it would.-
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2018-07-23, 02:53 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Looks like this is the last day to make submissions or edits for the contest! Make it count!
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2018-07-23, 04:26 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
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2018-07-23, 04:52 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
I never managed to finish my class. Too busy with RL stuff this month. I'll post it on its own once I get caught up and I'm sorry I missed this contest. I'm still watching these, so hopefully I'll be able to put something together for the next contest (and plan to vote in this contest).
Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.
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2018-07-23, 05:04 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
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2018-07-23, 07:00 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Similarly, I did a bit of work on a class I was hoping to submit, but it didn't pan out in time for the deadline. Probably just as well--I have another project I want to do now that will likely take up my creative attention until it's finished.
DM's Guild Work
5e Homebrew: The Circle of Progress, a druid circle about becoming a transformer - Winner of 5e Subclass Contest 1 - "It's Technical"
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2018-07-24, 06:56 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
The competition has ended and voting has begun. Follow the link below to find the voting thread
http://www.giantitp.com/forums/showt...8#post23246678-
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2018-07-26, 07:07 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
@ Ivellius
I was looking over the Phobiamnacer and think that it has a lot of potential. Its features, especially the subclass ones, are very thematic. But the only issue is that the phobiomancer has very little to do in combat and is immensely under powered. I think that could easily be countered by making the Phobiomancer a spellcasting class.
Speaking of that, why doesn't the Phobioamancer already have spellcasting?-
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2018-07-26, 08:49 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Phobiamancer is actually my class, but we have the same avatar, so no worries
I was looking over the Phobiamnacer and think that it has a lot of potential. Its features, especially the subclass ones, are very thematic. But the only issue is that the phobiomancer has very little to do in combat and is immensely under powered. I think that could easily be countered by making the Phobiomancer a spellcasting class.
Though the class does have a decent amount of damage, it's just not usually flashy. Most of the class's damage exists in its subclasses. Arachnophobia gets its Poison legs and spider helpers, all of Claustrophobia does damage, and Thanataphobia gets its Wraith, as many Raise Dead'd zombies as it can, and a field of ghostly Opportunity Attackers. It's not a Big Damage class, but it has more than its first glance
Speaking of that, why doesn't the Phobioamancer already have spellcasting?Last edited by WarrentheHero; 2018-07-26 at 08:54 PM.
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2018-07-26, 09:20 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
I didn’t say the class couldn’t deal damage, I said it wasn’t dealing enough damage to compete with other classes. In all of the core classes, their power either originated from extra attack and other abilities which increase their martial talent or spellcasting. The phobiomancer has neither. It can frighten people a lot and make basic attacks with simple weapons, and it also has a couple damaging subclass features. The phobiamancer has much less options in combat than spellcasters, and neither can it tank and strike like a martial class. It has some neat tricks, most of which aren’t much better than low level spells.
I think that there a lot of spells which could fit the theme so long as you go beyond the obvious. Several conjuration spells (such as Web and Hunger of Hadar) can be seen as giving physical form to your fears, some divination spells can be seen as getting information through nightmares or horrific daydreams, many enchantment spells (such as Dissonant Whipsers and Hideous Laughter) can be flavored as specific forms of fear, many illusions directly deal with fear, necromancy is always suitable for most dark classes, and transmutation can be downright horrifying if played right.
Just because a spell doesn’t apply the frightened condition doesn’t mean it doesn’t fit the theme.-
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2018-07-28, 12:34 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
@ Berzeker Unit
You voted for the Erudite class in 3rd, when there is no actual Erudite class. Someone created its description then never designed any mechanics for it. Do you really believe that the phobiamancer so bad that a class which doesn’t exist is better than it?
As for why I didn’t like the Overlord... you just proved my point with that claim. Why would I want to play a class whose literal point is to ineffectively yell at people as the others take care of the action for them? I am not saying it’s a terrible concept, but you could have at least given the Overlord something to help in combat. Or at least spells. But it doesn’t really get a whole lot of anything for itself.Last edited by Requilac; 2018-07-28 at 12:34 PM.
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I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-28, 02:04 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
DM's Guild Work
5e Homebrew: The Circle of Progress, a druid circle about becoming a transformer - Winner of 5e Subclass Contest 1 - "It's Technical"
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2018-07-28, 03:59 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Oh crap, how did I not realize this earlier. He does mention hosting it over DMs guild in his submission. How do I miss this sort of thing?
@ Berzerker Unit,
Rule #3 states the following
"If it is found that you have revealed your class on another site or on another thread then one on the homebrew design sub-forum, you will be disqualified... 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."
Do you have anything to say on this matter? As per rule #7 you are allowed to provide a justification and make a case to the group as to why you made that mistake and possibly avoid the consequences. What caused you to violate this rule?
I am very sorry about this, it isn't anything personal. I hope you understand that I have to uphold the rules of the competition though. Please don't take this as a personal attack, I gain no enjoyment from doing this.Last edited by Requilac; 2018-07-28 at 04:01 PM.
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I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-30, 11:14 AM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Ah! Sorry about that. I don't have a justification, but I will provide an explanation.
Mostly I'd claim enthusiasm and lack of sleep to be the culprit. I saw a homebrew contest and was like "I homebrew tons of stuff, let me in on that!" but I was in the middle of an over the ocean move from Honolulu to Portland so between packing and paperwork and tearing my hair out waiting to find out if I'm good enough TO GIVE PEOPLE MONEY (seriously, between the background checks for an apartment and to ship my car, I feel like I'll be asked for my info the next time I get a #7 at Taco Bell), I know I skimmed over everything posted, but clearly some of it didn't stick. I have to assume I dreamed having read the Erudite and liking it.
(I don't have any concise mechanical gripes with the Phobiamancer, but I do think it's too narrow a concept for a base class, but like I think I said, it would make a good jumping off point as an archetype for some kind of emotion controller, but it's very subjective either way).
As to the Overlord critique, it's certainly a subjective point. I felt giving the PC more to do would have been overkill without further nerfing the Thralls, although I thought what they were given in the Subclass was potent (though none of it shows up until the second half of your career). I will also note, I don't recall too many episodes of GI Joe or Pokemon where Cobra Commander or Ash did anything on their own.
I should also mention this same error occurred with my Voidtouched Sorcerer on the It Came From Beyond subclass contest. Double sorry.Last edited by BerzerkerUnit; 2018-07-30 at 11:16 AM.
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2018-07-30, 06:10 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Yes, I see, we all mistakes. Rules our outlined here to make things far though, and skimming through the rules and not memorizing them aren't enough to get that. I hope you understand, but I think I am going to need to disqualify you. It doesn't really matter though, because voting ends in 5 hours and you are unlikely to even get in 3rd place at this point. Please no hard feelings about this, I don't take any sort of enjoyment from doing this.
Please just remember this if you plan on entering the future competitions. You can still enter those without problem, even if you were disqualified once.-
I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!
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2018-07-30, 09:12 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
Man my class must really be not all that great if two people have voted for a description of a class instead of my full one! Oh well; there's always next contest.
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2018-07-31, 12:40 AM (ISO 8601)
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- Oct 2017
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2018-07-31, 05:54 PM (ISO 8601)
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Re: D&D 5e Base Class Contest II Chat Thread
The competition has ended and the voting has over, and these are the results
1st place: The Sleepwalker (by Mourne) with 17 points
2nd place: The Deep Spawn (By Requilac) with 13 points
3rd place: The Phobiamancer (By WarrentheHero) with 9 points
4th place: The Erudite (By the Crim the Cold) which somehow received 2 points despite the fact that it does not actually exist.
The Overlord (By BerzerkUnit) was disqualified for breaking rule #3.
Also, I have tallied up the votes for theme and it looks like the next competitions theme will be that of the elements. I will get to making those threads now as we speak.-
I have designed a Gothic Horror TTRPG built for actual play performances. If you want to play some sessions using it or talk theory, read more about it here!
My D&D 5e Homebrew Content
The Necronomicon. An >30 Page Cthulhu Mythos Supplement
Faerie Vampyre Monsters. Won 1st place in the GitP Monster Design Contest: Shapeshifters.
Check here for my extended homebrew signature!