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Arkhios
2017-01-01, 08:07 PM
Since personally I intend my homebrews to be balanced towards the official rules (and I reckon I'm not the only one), I thought I'd set up this thread for all of us active homebrewers as a request thread to see if any of the other forum users would like to playtest our homebrew materials, and preferably report their experiences afterwards so that appropriate fixes can be made.

If anyone's interested, and has a willing and dedicated group to help us in our desperate need, let us know!

Homebrews Open for Playtest

Roguish Archetype: Inquisitor (http://www.giantitp.com/forums/showthread.php?504982-Roguish-Archetype-Inquisitor-(PEACH)) by Arkhios
Base Class: Warlord (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) by Arkhios

Race: Lycan (http://www.giantitp.com/forums/showthread.php?474091-Worgen-Race-(Loosely-based-on-Warcraft-Worgen)) by Oramac
Druidic Circle: Circle of the Lycan (http://www.giantitp.com/forums/showthread.php?503670-Druid-Archetype-Circle-of-the-Lycan-PEACH) by Oramac
Base Class: Death Knight (http://www.giantitp.com/forums/showthread.php?478710-Death-Knight-Class&p=20430736#post20430736) by Oramac
Base Class: Psion (http://www.giantitp.com/forums/showthread.php?504584-Psion-Class-(PEACH)&p=21342777#post21342777) by Oramac
Base Class: Shaman (http://www.giantitp.com/forums/showthread.php?511570-Shaman-Class-5e-(PEACH)) by Oramac
Base Class: Witch (http://www.giantitp.com/forums/showthread.php?504035-Witch-Class-(PEACH)) by Oramac
Martial Archetype: Gunslinger (http://www.giantitp.com/forums/showthread.php?503852-Gunslinger-Martial-Archetype-(PEACH)&p=21316608) by Oramac

Base Class: Inquisitor (http://homebrewery.naturalcrit.com/share/ry-M8IV4g) by Llama513
Dread Necromancer (http://www.giantitp.com/forums/showthread.php?525671-Dread-Necromancer-PEACH) by Llama513
+ Quite a bit of Others (http://www.giantitp.com/forums/showsinglepost.php?p=21561256&postcount=45) by Llama513 (links in his signature)

Sorcerous Origin: Vrael Oro (Yuan-ti) (http://www.giantitp.com/forums/showthread.php?475903-Sorcerous-Origin-Vrael-Oro-(Yuan-ti)) by Dark Sun Gnome
Primal Path of the Ravaged Spirits (http://www.giantitp.com/forums/showthread.php?474539-Barbarian-Path-of-the-Ravaged-Spirits) by Dark Sun Gnome

I hope I didn't miss any...

Fishyninja
2017-01-02, 09:42 AM
What's the homebrew?

I'm pretty maxed on campaigns at the moment but I might know a group or two looking to start a campgain, I could pass the info on.

M Placeholder
2017-01-02, 12:20 PM
I tried to find if someone had thought of this already, but couldn't find any.

Also, if this doesn't belong here, feel free to let me know, so I can petition for moving the thread elsewhere.

Anyhow, since I intend my 'brews to be balanced towards the official rules (and I reckon I'm not the only one), I was wondering if I could request people to playtest homebrew material and preferably report their experiences afterwards so that appropriate fixes can be made.

If anyone's interested, and has a willing and dedicated group to help us in our desperate need, let us know!

You are not the only one. I would love some of my homebrews/conversions to be playtested. Can we make this the thread for requests for playtests?

Arkhios
2017-01-02, 01:37 PM
You are not the only one. I would love some of my homebrews/conversions to be playtested. Can we make this the thread for requests for playtests?

That was my intention. I'm going to refine a few of my homebrews and I'll post them here soon enough.

JNAProductions
2017-01-02, 01:40 PM
I'd be more than willing to play as some homebrew, as well as offering critique on it.

Arkhios
2017-01-02, 02:29 PM
What's the homebrew?

I'm pretty maxed on campaigns at the moment but I might know a group or two looking to start a campgain, I could pass the info on.

Actually, for now, my homebrews that would be ready for playtest can be found in my signature (except for Self-Forged and Warlord, which are undergoing some last minute changes):
Monastic Tradition: Way of the Drunken Master (http://www.giantitp.com/forums/showthread.php?509120-Yet-another-take-at-Drunken-Master)
and
Roguish Archetype: Inquisitor (http://www.giantitp.com/forums/showthread.php?504982-Roguish-Archetype-Inquisitor-(PEACH))

I'm currently on my smartphone, so I'll attach the links to their corresponding threads later for feedback.

JNAProductions
2017-01-02, 02:30 PM
A chance to drink booze and punch people? Yeah, I'd be all over that.

Fishyninja
2017-01-02, 02:39 PM
A chance to drink booze and punch people? Yeah, I'd be all over that.

Just read the sheet for The Way of the Drunken Master! It is pretty good! I might try and build a character based around that as a just in case.

Fishyninja
2017-01-02, 02:40 PM
Also this site. The Homebrewery, is it fairly expansive in what you can do?

M Placeholder
2017-01-02, 02:40 PM
I think I know someone that might want to play an inquisitor. I'll let you know.

Fishyninja
2017-01-02, 02:42 PM
I think I know someone that might want to play an inquisitor. I'll let you know.

Again reminds me of Alexander Anderson from Hellsing.

Arkhios
2017-01-02, 02:45 PM
Also this site. The Homebrewery, is it fairly expansive in what you can do?

It's based on HTML code, so you can probably do quite a bit with it. Though, I've been using pretty basic features so far.

Fishyninja
2017-01-02, 02:52 PM
It's based on HTML code, so you can probably do quite a bit with it. Though, I've been using pretty basic features so far.

Hmm I've always wanted a firearms based character for 5E like the Gunslinger in Pathfinder. Just found a webpage about such said class with archetypes but I don't like it. I think where firearms are not hugely used in 5E makes it a problem. I'll have a ponder and have a think.

I have a few ideas forming anyway.

Arkhios
2017-01-02, 02:54 PM
Hmm I've always wanted a firearms based character for 5E like the Gunslinger in Pathfinder. Just found a webpage about such said class with archetypes but I don't like it. I think where firearms are not hugely used in 5E makes it a problem. I'll have a ponder and have a think.

I have a few ideas forming anyway.

I could try and make a conversion from the Pathfinder Gunslinger if you want. :)

Fishyninja
2017-01-02, 03:25 PM
I could try and make a conversion from the Pathfinder Gunslinger if you want. :)

Maybe. I was playing around on Homebrewery but I need to do some thinking about it.
In my mind Gunslingers (or Peacekeepers) act a little like Jedi in sense that they Martial diplomats they specialise with ranged weapons (pistols or rifles) so Dex and Cha based.

I was either thinking of making it a Ranger Archetype (because I like the idead of them being able to rough it) or to make it a class with archtypes:

Archetype ideas:
The duellist is a problem solver through combat means and excels in one on one combat against a foe, this is done to finish a conflict normally, it allows for an entirely fair fight based on the skill of the combatants alone....One potential skill (lets call it Quick Draw is once per encounter they can attack before an enemy that is within 30ft of them another could be Fan the Hammer allowing them to make six shots at a group of enemies (think the Ranger's Volley) but they have disadvantage on attack rolls but higher damage output (like the Sharpshooter Feat)

This devil while still martial prefers to be able to solve problems through their knowledge of local customs, social graces and honeyed words however they are more than happy to resort to 'aggressive negotiations' when needed. One skill could be Know thy Better where the Silver Tongued Devil on passing a history check knows of all the local customs and slangs which give him an advantage on RP checks like persuasion and Initimidate

This Peacekeeper prefers to resolve problems by increasing those of his quarry, whether it is an all out tavern brawl or poisoning the water supply this Peacekeeper is not above dirty tricks to keep the peace.
One skill could be Dirt in Eye, when the player is attack, as a reaction the player can kick dust into the eye of the attack and the attack must make a con save. Upon failing they have disadvantage on attacks for 1d4 rounds.

I also think that they would align twards CG.

Edit: I quickly added some rough skill Ideas to some fo the Archetypes

Arkhios
2017-01-03, 05:40 AM
Maybe. I was playing around on Homebrewery but I need to do some thinking about it.
In my mind Gunslingers (or Peacekeepers) act a little like Jedi in sense that they Martial diplomats they specialise with ranged weapons (pistols or rifles) so Dex and Cha based.

I was either thinking of making it a Ranger Archetype (because I like the idead of them being able to rough it) or to make it a class with archtypes:

Archetype ideas:
The duellist is a problem solver through combat means and excels in one on one combat against a foe, this is done to finish a conflict normally, it allows for an entirely fair fight based on the skill of the combatants alone....One potential skill (lets call it Quick Draw is once per encounter they can attack before an enemy that is within 30ft of them another could be Fan the Hammer allowing them to make six shots at a group of enemies (think the Ranger's Volley) but they have disadvantage on attack rolls but higher damage output (like the Sharpshooter Feat)

This devil while still martial prefers to be able to solve problems through their knowledge of local customs, social graces and honeyed words however they are more than happy to resort to 'aggressive negotiations' when needed. One skill could be Know thy Better where the Silver Tongued Devil on passing a history check knows of all the local customs and slangs which give him an advantage on RP checks like persuasion and Initimidate

This Peacekeeper prefers to resolve problems by increasing those of his quarry, whether it is an all out tavern brawl or poisoning the water supply this Peacekeeper is not above dirty tricks to keep the peace.
One skill could be Dirt in Eye, when the player is attack, as a reaction the player can kick dust into the eye of the attack and the attack must make a con save. Upon failing they have disadvantage on attacks for 1d4 rounds.

I also think that they would align twards CG.

Edit: I quickly added some rough skill Ideas to some fo the Archetypes


It might be best if this thread remained primarily for the playtest requests, clarifications regarding the RAW of each homebrew if needed, and the actual homebrew design was left to its own sub-forum :)

That said, I would say that Warlord (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) is ready for playtest as well.

Fishyninja
2017-01-03, 10:09 AM
It might be best if this thread remained primarily for the playtest requests, clarifications regarding the RAW of each homebrew if needed, and the actual homebrew design was left to its own sub-forum :)

That said, I would say that Warlord (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) is ready for playtest as well.

Makes sense, don't want to derail the thread. I'll have a think on the class and get back to you.

Oramac
2017-01-03, 10:59 AM
I would be thrilled if someone wanted to playtest any of the homebrew in my sig.

I've already playtested the Death Knight's Oath of the Undying up to about level 9 ish. Other than that, it's all fair game!

Fishyninja
2017-01-03, 11:02 AM
I would be thrilled if someone wanted to playtest any of the homebrew in my sig.

I've already playtested the Death Knight's Oath of the Undying up to about level 9 ish. Other than that, it's all fair game!

Interesting, your version of the Gunslinger is very close to what I was discussing previously thought I think we differ a litle on the maneuvers :P

Oramac
2017-01-03, 11:51 AM
Interesting, your version of the Gunslinger is very close to what I was discussing previously thought I think we differ a litle on the maneuvers :P

It does indeed sound similar. Are there any of my maneuvers you particularly dislike? If so, why?

Anything to improve!

Fishyninja
2017-01-03, 11:52 AM
I'll add a reply to your original Gunslinger thread

jaappleton
2017-01-03, 11:59 AM
I won't be able to playtest but I'd be happy to try to PEACH the crap out of anything you'd like.

Oramac
2017-01-03, 12:20 PM
I won't be able to playtest but I'd be happy to try to PEACH the crap out of anything you'd like.

I would be happy to hear anything you have to say about any or all of my homebrew. I can't make it better without critique!

Arkhios
2017-01-03, 12:23 PM
I won't be able to playtest but I'd be happy to try to PEACH the crap out of anything you'd like.

Go ahead and peach anything I've left for playtest :)

RakiReborn
2017-01-03, 12:46 PM
All my homebrew (found in my signature) can be PEACHed or playtested. I would love to see people with the time try them, as I rarely have the opportunity myself.

A big thanks in advance to anyone willing to playtest, not just my own, but anyone's here!

RumoCrytuf
2017-01-03, 01:02 PM
Homebrew testing? Sign me up!!

Actually, I have a class that's still in the brewing pot. But I'll give a rough sketch

Class: The Fallen

Description: A lone Orc stands over the corpses of their friends and foes. Drawing upon the power within them, they reanimate their corpses to battle the oncoming armies.
Buried under a mountain of Rubble, a Dwarf laughs to himself as his friends dig him out. No need to rush, it's not as if he needs air.
Standing on the rails of the tower balcony, guards quickly behind her, the elf smiles, and falls backward. Only to ascend into the night moments later.

The Fallen. One, ten, one thousand strong, the fallen have no place in the realms of normal creatures. Outcasts, degenerates, monsters... These are the names given to the poor wretches who have been banished from death. In life, they were farmers, smiths, adventurers. In death, they are Legion.

I want a class that feels like a hivemind vengeance filled sort of dealio. For example, one of the abilities is to be able to telepathically communicate with any other Fallen on the same plane. I also like casters. So there's going to be a lot of necromancy and evocation spells.

As far as starting equipment goes, I want to give a feeling of depravity. That's why we have a Longsword, a pack with 50 feet of rope, and the clothes on your characters back.

Like I've said, this is still in the brewery. It may take some time (This is my first homebrew class). Definitely in the top tiers as far as power level goes (I'm wanting to shoot for some kind of perk at every level. But only in a minor way such as and additional hit point gained from short rests.)

Flashy
2017-01-03, 01:05 PM
I'm always grateful for any feedback anyone has on my homebrew, but I'd be especially grateful for any PEACHing of the Professional. It's hard to see all the flaws on your own. My homebrew is in my sig.

Arkhios
2017-01-03, 07:44 PM
I won't be able to playtest but I'd be happy to try to PEACH the crap out of anything you'd like.

In fact, since Warlord is the first complete class I've 'brewed, I would very much appreciate if more people would PEACH that especially. :smallsmile:
Of my sub-class options I'm fairly positive that they should be balanced, only thing that remains is to see if they can hold water in play.

Steel Mirror
2017-01-03, 07:53 PM
I don't know if this technically belongs here because it's slightly different from asking people to playtest something, but I'm thinking of starting a one-shot soon to get some playtest time on my own custom races. If anyone is interested in playing a just-for-fun oneshot where you make the characters, the only restriction being that you'd be playing one of my slightly monstery race creations and then hopefully offering any feedback you have, I'd love to have you onboard!

Maybe we could kill a few more birds with that stone and include some other homebrew for playtest at the same time, though I'd have to look through it beforehand.

Though in general I'd always love to hear if anyone tried any of my stuff for themselves, as well.

Arkhios
2017-01-03, 08:00 PM
I don't know if this technically belongs here because it's slightly different from asking people to playtest something, but I'm thinking of starting a one-shot soon to get some playtest time on my own custom races. If anyone is interested in playing a just-for-fun oneshot where you make the characters, the only restriction being that you'd be playing one of my slightly monstery race creations and then hopefully offering any feedback you have, I'd love to have you onboard!

Maybe we could kill a few more birds with that stone and include some other homebrew for playtest at the same time, though I'd have to look through it beforehand.

Though in general I'd always love to hear if anyone tried any of my stuff for themselves, as well.

I think your request is as welcome in this thread as any, really.

Not a bad idea at all. Especially I like the idea of killing more birds with one stone and including classes, sub-classes, etc.

Where would this one-shot take place? On the play-by-post sub-forum or somewhere else?

Edit: I've been glancing at your races and I must say their concept arts are spot on, the racial traits seem to be both flavorful and awesome, and I think they're fairly balanced as well.

Steel Mirror
2017-01-03, 08:07 PM
Where would this one-shot take place? On the play-by-post sub-forum or somewhere else?
I was thinking of doing it on the mythweavers site, but if there are enough people interested here that prefer GitP, I'd be fine doing it over in the PbP areas. I've also looked at your warlord brew and was trying to come up with some good feedback for you earlier; whether I get some coherent thoughts together on it or not, I'd be happy to include it as an option for people in the game!

Arkhios
2017-01-03, 08:16 PM
I was thinking of doing it on the mythweavers site, but if there are enough people interested here that prefer GitP, I'd be fine doing it over in the PbP areas. I've also looked at your warlord brew and was trying to come up with some good feedback for you earlier; whether I get some coherent thoughts together on it or not, I'd be happy to include it as an option for people in the game!

I'm not familiar with the mythweavers site, but I'll make a note of checking it out.

Thanks, I'm looking forward to reading your feedback! (Coherent or not :P)

Also, as I mentioned (read: edited) in my previous post, I've glanced through your races and I think that a Plainstrider Centaur could make a particularly good Warlord!

Steel Mirror
2017-01-03, 08:24 PM
I'm not familiar with the mythweavers site, but I'll make a note of checking it out.
It's a PbP site much like what GitP has going, but it's dedicated to all PbP all the time, so they have more tools when it comes to rolling dice, adding in mouse-over text, giving out text that only certain players can read, organizing multiple threads in a dedicated subforum just for your game, macros attached to character sheets which allow you to make some rolls automatically, and other stuff of particular interest to PbP games specifically. I've found it easier to organize things when I've run online games in the past, but since the game would be a one-shot either forum would be fine, really.

jaappleton
2017-01-03, 08:27 PM
In fact, since Warlord is the first complete class I've 'brewed, I would very much appreciate if more people would PEACH that especially. :smallsmile:
Of my sub-class options I'm fairly positive that they should be balanced, only thing that remains is to see if they can hold water in play.

First, love the formatting. Having used the Homebrewery once or twice myself, I know the time consumption quite well. Looks incredibly well done.

I took a good look. I noticed you took care to differentiate what they can do from a Battlemaster, you made sure NOT to say Superiority Dice. A smart move, I think. It enables quite a bit of multiclassing, and without hamstringing resources.

I do think Inspiring Words is a bit much. First, Bolster; that's a lot of healing once per short rest. I know it's temp HP, but it's quite a bit. The Undying Light Warlock gets a similar feature but much later. Purple Dragon Knights can have Second Wind affect their allies, but IIRC, the range on this exceeds that quite a bit. I may be misremembering, though.

Secondly, Invigorate costs you your action, and the recipient has to spend a bonus action. While I think that's a high cost, it's also a lot of healing available mid battle. Legitimately, I don't know if it's balanced by it's high cost or not. It's certainly a unique ability, one I haven't seen in any Homebrew so far (Very original and well done).

I do think that too many of the abilities granted are simply too close to the Battlemaster Maneuvers. A bit more originality would be good there, some things (especially at higher levels) truly unique to the Warlord would be good here.

Arkhios
2017-01-04, 03:09 AM
First, love the formatting. Having used the Homebrewery once or twice myself, I know the time consumption quite well. Looks incredibly well done.
Thanks, it has surely taken a good while to manage and fix where needed, especially since the layout acts up once in a while.


I took a good look. I noticed you took care to differentiate what they can do from a Battlemaster, you made sure NOT to say Superiority Dice. A smart move, I think. It enables quite a bit of multiclassing, and without hamstringing resources.
Yes, that was intentional. While the stratagems are straight copies of battle master's maneuvers, the ability itself lends much to bardic inspiration, so as a whole it's kind of a mix between the two. Contrary to Superiority Dice and Maneuvers, the warlord can either use a Stratagem himself or advice a chosen creature to do the same.


I do think Inspiring Words is a bit much. First, Bolster; that's a lot of healing once per short rest. I know it's temp HP, but it's quite a bit. The Undying Light Warlock gets a similar feature but much later. Purple Dragon Knights can have Second Wind affect their allies, but IIRC, the range on this exceeds that quite a bit. I may be misremembering, though.
Inspiring Words is a key feature for 4th edition warlord, so I was hard-pressed to drop it entirely. Bolster was sort of a last minute addition, and might not be that well balanced. I might just drop it, or re-iterate it somehow. However, I do wish that the Warlord had more than just the Battle Inspiration as a mean to provide temporary hit points, because it's one thing I wanted the Warlord be capable of: To "heal" without spells. Temporary hit points are weaker healing in many ways, so I thought it might be alright if I borrowed the function from Second Wind.
Firstly, they don't stack with each other. Secondly, they don't restore/stabilize an unconscious ally with 0 hit points. And thirdly, they last only for a limited time (though, usually until a character finishes a long rest, unless said otherwise - and I might apply a clause that the targets must be able to see the Warlord to keep them).
I guess the amount of temporary hit points might be a bit much, but the range is largely irrelevant. I suppose it could only affect a number of creatures (equal to your Charisma modifier, maybe?) instead of all allies within range.


Secondly, Invigorate costs you your action, and the recipient has to spend a bonus action. While I think that's a high cost, it's also a lot of healing available mid battle. Legitimately, I don't know if it's balanced by it's high cost or not. It's certainly a unique ability, one I haven't seen in any Homebrew so far (Very original and well done).
Invigorate was a feature I've had from the beginning, so I wouldn't want to drop it. Also, thank you for the compliment, I was quite proud of it myself when I invented it, and I think that due to its unique function it might be one of the biggest things that makes the warlord stand out from others. I do think, that the quite steep cost(s) are fair and balanced considering the possible amount of healing gained from it. Although, I could probably make it once per long rest ability (twice per long rest later). And, in fact, I do believe the limited targets could apply to Inspiring Words as a whole, so Invigorate could also affect only a certain amount of creatures at a time.


I do think that too many of the abilities granted are simply too close to the Battlemaster Maneuvers. A bit more originality would be good there, some things (especially at higher levels) truly unique to the Warlord would be good here.
True, many abilities are ripped off from Maneuvers and should probably be a bit more unique, but on the other hand, if something has a precedency in the existing rules, I think it's more likely to be balanced as well. I figured that the way a Warlord lends his abilities to his allies would be enough to make them unique, but maybe not, after all. I'm open to suggestions, which I'd prefer to see in the PEACH thread for warlord in the homebrew design subforum (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) so that this thread would remain unpolluted by off-topic discussion.

Overall, thank you for your time and for this very valuable feedback. :smallsmile:

Flashy
2017-01-04, 03:15 AM
Inspiring Words is a key feature for 4th edition warlord, so I was hard-pressed to drop it entirely. Bolster was sort of a last minute addition, and might not be that well balanced. I might just drop it, or re-iterate it somehow. However, I do wish that the Warlord had more than just the Battle Inspiration as a mean to provide temporary hit points, because it's one thing I wanted the Warlord be capable of: To "heal" without spells. Temporary hit points are weaker healing in many ways, so I thought it might be alright if I borrowed the function from Second Wind.

It's also basically Channel Divinity, and well balanced against most of the Cleric options of a similar level. In the current setup it's the only really powerful active ability the Warlord can use with regularity until 6th level.

Arkhios
2017-01-04, 03:19 AM
It's also basically Channel Divinity, and well balanced against most of the Cleric options of a similar level. In the current setup it's the only really powerful active ability the Warlord can use with regularity until 6th level.

Oh, indeed, that too. I took the model intentionally from Channel Divinity as I thought it would be somewhat equivalent ability.

stollfy
2017-01-04, 08:59 AM
Hi guys new to posting on the website but been looking around for awhile. I do have 2 subclasses i designed but cant link on here if your familiar with dandwiki its the hivemind patron on 5e subclasses for the warlock and hitman fighter subclass on 5e subclasses

Oramac
2017-01-04, 09:10 AM
I was thinking of doing it on the mythweavers site, but if there are enough people interested here that prefer GitP, I'd be fine doing it over in the PbP areas. I've also looked at your warlord brew and was trying to come up with some good feedback for you earlier; whether I get some coherent thoughts together on it or not, I'd be happy to include it as an option for people in the game!

Sadly, I cannot access mythweavers from work. :( Else I'd be down to give it a shot, potentially with one of my brewed classes.

jaappleton
2017-01-04, 11:03 AM
I would be happy to hear anything you have to say about any or all of my homebrew. I can't make it better without critique!

Took a good look at your Death Knight.

I haven't played the WoW DK (Haven't played since BC), and I'm fairly certain that was your inspiration, but I've kept up with the lore.

Rejuvenating Strike - It's essentially a melee attack of Vampiric Touch, which is a third level spell. That's 3d6, averaging 10 damage or so and healing you for 5. You'd be doing that fairly consistently, and more often. Quite strong. Fairly OP, actually, considering that Runes replenish on short rests. Consider healing only for your Con modifier, but keep the Modifier x2 / x3 scaling.

Icy Blast - I'd say a Con save would be more appropriate than a Dex save.

Plague Strike - I think the wording can be cleaned up. You shouldn't need to create a new status affliction just to say 'save ends this damage'. I'd also argue Plague should deal Poison damage, but that's just me.

Aura of Dread - Seems strong, but it's an inverted Paladin oath, right? Party spellcasters will love you. I like how it dramatically increases the effectiveness of your Rune Strikes, but it's also all the more reason to nerf Rejuvenating Strike.

Visage of Fear & Visage of Grace - Make it 'momentarily change your appearance'. You don't want DMs punishing players who choose one, as they'll be able to argue 'Oh, you look hideous, so your Persuasion is at disadvantage', for example. You also don't want villagers arming themselves with pitchforks at the sight of you.

Pull of the Grave - I just wanted to say I like the flavor of the ability. Forcibly yanking an enemy out of the sky to slash it is so damn awesome sounding, and really conveys a sense of power for the class. It makes me want to play one.

Speak with the Undead - It lets you cast Speak with.... Animals? Well, those Undead Rabbits I came across will surely have a lot to say. :smallbiggrin:

Magic Barrier - The wording can be cleaned up a bit. You have resistance to magical damage? You have advantage on saves VS magic and magical effects?

Death's Endurance - Immune to Exhaustion as the class capstone. Honestly, very underwhelming. Exhaustion doesn't impact classes much aside from Berserker Barbarians, because it's a trade-off for them. Not many effects invoke it. I'd re-write it totally. Something defensive, and something to keep you upright. A better version of the Undying Light's "I get up from being unconscious and explode in a fiery rage, heal myself, and keep beating on you"?

----

Undying Presence - The save ends effect coupled with the Aura of Dread makes the DM in me want to disallow this, I'll be honest. It seems like it'd create a nightmare for the DM. Though the effect is essentially the spell Compelled Duel, it's also got the penalty to get out of it because of AoD, and that's the frustrating part.

Aura of Undying - It shouldn't be Advantage, but instead they can add your Wisdom modifier to their rolls.

Improved Radiant Strike - Whoa. WAY too OP. Broken, actually.

Radiant Blood at lv15... Honestly, you shouldn't be getting ribbons at that high a level, really. I know some classes do, like Druids not aging anymore, but honestly, they're useless. Something of a bit more substance would be nice here.

----

Chill Presence - I don't like the 'slowing another creature'. It becomes a bit more management, and in a theater of the mind setting, it can easily be forgotten about. Perhaps an additional rider, such as combining the effect of the Frostbite cantrip onto it? So the target would have disadvantage on the first weapon attack roll made. Besides, a 15ft cone can't exist around you. That'd be a radius.

Icy Resolve - Your attacks should overcome resistance to cold prior to lv15.

And you already know my thoughts on late Ribbons.

----

Dread Presence - Going back to my earlier thought on Plague, I see it as a whole now, and I still think you can clean up the wording on Plague.

Aura of Plague - Granting allies resistance both Necrotic and Poison, two very common damage types, is a little much. Pick either / or, or allow yourself to change it every short rest. Having resistance to both as an always on feature is too much.

Vile Blast - Immune to disease at 20... That thing Druids get around lv10 or 11, and Paladins get at lv3? It's quite weak. Spending 4 Runes to deal 4d8 of a common damage type... You're better off making two normal weapon swings.

---

Overall? I love the flavor. Some really good stuff. Some early features are currently overpowered, while some later features are very lacking. But there's a VERY good framework here that just needs a little tweaking in places.

Oramac
2017-01-04, 12:56 PM
Took a good look at your Death Knight.

Thanks!

Long reply in spoilers for those who don't care. :)


I haven't played the WoW DK (Haven't played since BC), and I'm fairly certain that was your inspiration, but I've kept up with the lore.

Indeed it was. It's gone through several iterations since then, but that was the original basis.


Rejuvenating Strike - It's essentially a melee attack of Vampiric Touch, which is a third level spell. That's 3d6, averaging 10 damage or so and healing you for 5. You'd be doing that fairly consistently, and more often. Quite strong. Fairly OP, actually, considering that Runes replenish on short rests. Consider healing only for your Con modifier, but keep the Modifier x2 / x3 scaling.

Hmm. I'd been comparing it to an equal-level Cure Wounds. I even have a huge spreadsheet (https://docs.google.com/spreadsheets/d/1uTZf2HWUPFP4LTy8BqvjQqcKdDVtwJwVCx9HBalQFsE/edit#gid=0) comparing the two (Cure Wounds is better, but not by a ton). I hadn't even considered Vampiric Touch. I'll have to ponder this.......


Icy Blast - I'd say a Con save would be more appropriate than a Dex save.

Good idea. I'll change that.


Plague Strike - I think the wording can be cleaned up. You shouldn't need to create a new status affliction just to say 'save ends this damage'. I'd also argue Plague should deal Poison damage, but that's just me.

Necrotic damage was chosen for the flavor of the Oath of the Plague archetype, since each Strike is tailored to its respective Oath. That said, the wording could stand to be streamlined a bit. :)


Aura of Dread - Seems strong, but it's an inverted Paladin oath, right? Party spellcasters will love you. I like how it dramatically increases the effectiveness of your Rune Strikes, but it's also all the more reason to nerf Rejuvenating Strike.

Paladins in 5e have this thing for buffing allies via their auras. I had this vision in my head that a Death Knight would do the opposite: debuff their enemies via auras. The balance is definitely really tricky, though.


Visage of Fear & Visage of Grace - Make it 'momentarily change your appearance'. You don't want DMs punishing players who choose one, as they'll be able to argue 'Oh, you look hideous, so your Persuasion is at disadvantage', for example. You also don't want villagers arming themselves with pitchforks at the sight of you.

A fantastic idea.


Pull of the Grave - I just wanted to say I like the flavor of the ability. Forcibly yanking an enemy out of the sky to slash it is so damn awesome sounding, and really conveys a sense of power for the class. It makes me want to play one.

Thanks! I haven't quite gotten to this level in playtesting yet, but I'm looking forward to it as well.


Speak with the Undead - It lets you cast Speak with.... Animals? Well, those Undead Rabbits I came across will surely have a lot to say. :smallbiggrin:

Haha! Yea, the idea was to be able to speak to undead creatures (zombies, skeletons, etc.) as if speaking to any other creature. I was going to use Speak with Dead, but that spell has a line that specifically disallows targeting undead. /shrug


Magic Barrier - The wording can be cleaned up a bit. You have resistance to magical damage? You have advantage on saves VS magic and magical effects?

The intent was just to gain resistance to damage dealt by spells. I'll definitely clean up the wording.


Death's Endurance - Immune to Exhaustion as the class capstone. Honestly, very underwhelming. Exhaustion doesn't impact classes much aside from Berserker Barbarians, because it's a trade-off for them. Not many effects invoke it. I'd re-write it totally. Something defensive, and something to keep you upright. A better version of the Undying Light's "I get up from being unconscious and explode in a fiery rage, heal myself, and keep beating on you"?

Yea. This was another flavor thing, and I didn't want to give it to the DK earlier for fear of a DK/Frenzy Barb multiclass. I think I'll tack on an "additionally" that gives more bang for their buck.

----


Undying Presence - The save ends effect coupled with the Aura of Dread makes the DM in me want to disallow this, I'll be honest. It seems like it'd create a nightmare for the DM. Though the effect is essentially the spell Compelled Duel, it's also got the penalty to get out of it because of AoD, and that's the frustrating part.

Hmm. Good point. What if it only lasted until the end of the bad guys next turn?


Aura of Undying - It shouldn't be Advantage, but instead they can add your Wisdom modifier to their rolls.

Advantage with a low target number is essentially a +5 bonus, so I can see that. Adding Wisdom would be a scaling bonus, and encourage proper stat allocation.


Improved Radiant Strike - Whoa. WAY too OP. Broken, actually.

Here's (https://docs.google.com/spreadsheets/d/1uTZf2HWUPFP4LTy8BqvjQqcKdDVtwJwVCx9HBalQFsE/edit?usp=sharing) the spreadsheet for Rejuvenating Strike. It's honestly not that OP. Mainly because of the opportunity cost of using it with limited Runes. Sure, you can heal a decent amount, but that means you can't do jack squat else.


Radiant Blood at lv15... Honestly, you shouldn't be getting ribbons at that high a level, really. I know some classes do, like Druids not aging anymore, but honestly, they're useless. Something of a bit more substance would be nice here.

What level would be better to get them? I agree 15 seems a bit high, but the lower levels seems a bit crowded already.

----


Chill Presence - I don't like the 'slowing another creature'. It becomes a bit more management, and in a theater of the mind setting, it can easily be forgotten about. Perhaps an additional rider, such as combining the effect of the Frostbite cantrip onto it? So the target would have disadvantage on the first weapon attack roll made. Besides, a 15ft cone can't exist around you. That'd be a radius.

It should have read "15 foot cone in front of you". haha. But yea, you make a good point about theater of the mind. Seems like attack DA on an aoe would be too powerful though.....


Icy Resolve - Your attacks should overcome resistance to cold prior to lv15.

How about attaching it to the 7th level feature? Seems about right for bypassing resistance.

----


Dread Presence - Going back to my earlier thought on Plague, I see it as a whole now, and I still think you can clean up the wording on Plague.

Yea, the wording is going to need some massaging.


Aura of Plague - Granting allies resistance both Necrotic and Poison, two very common damage types, is a little much. Pick either / or, or allow yourself to change it every short rest. Having resistance to both as an always on feature is too much.

Hmm. I hadn't thought of changing it on a short rest. I felt that both might be too powerful too, but figured I could always change it.


Vile Blast - Immune to disease at 20... That thing Druids get around lv10 or 11, and Paladins get at lv3? It's quite weak. Spending 4 Runes to deal 4d8 of a common damage type... You're better off making two normal weapon swings.

Take a look at the diseases in the DMG. Those make up for the lower damage. Or, at least, that's the intent. I agree that immune to disease feels underwhelming. I'll find a better place for that.

---


Overall? I love the flavor. Some really good stuff. Some early features are currently overpowered, while some later features are very lacking. But there's a VERY good framework here that just needs a little tweaking in places.

Thanks!! I'll definitely be modifying it. Much appreciated!

jaappleton
2017-01-04, 01:12 PM
Thanks!

Long reply in spoilers for those who don't care. :)



Indeed it was. It's gone through several iterations since then, but that was the original basis.



Hmm. I'd been comparing it to an equal-level Cure Wounds. I even have a huge spreadsheet (https://docs.google.com/spreadsheets/d/1uTZf2HWUPFP4LTy8BqvjQqcKdDVtwJwVCx9HBalQFsE/edit#gid=0) comparing the two (Cure Wounds is better, but not by a ton). I hadn't even considered Vampiric Touch. I'll have to ponder this.......



Good idea. I'll change that.



Necrotic damage was chosen for the flavor of the Oath of the Plague archetype, since each Strike is tailored to its respective Oath. That said, the wording could stand to be streamlined a bit. :)



Paladins in 5e have this thing for buffing allies via their auras. I had this vision in my head that a Death Knight would do the opposite: debuff their enemies via auras. The balance is definitely really tricky, though.



A fantastic idea.



Thanks! I haven't quite gotten to this level in playtesting yet, but I'm looking forward to it as well.



Haha! Yea, the idea was to be able to speak to undead creatures (zombies, skeletons, etc.) as if speaking to any other creature. I was going to use Speak with Dead, but that spell has a line that specifically disallows targeting undead. /shrug



The intent was just to gain resistance to damage dealt by spells. I'll definitely clean up the wording.



Yea. This was another flavor thing, and I didn't want to give it to the DK earlier for fear of a DK/Frenzy Barb multiclass. I think I'll tack on an "additionally" that gives more bang for their buck.

----



Hmm. Good point. What if it only lasted until the end of the bad guys next turn?



Advantage with a low target number is essentially a +5 bonus, so I can see that. Adding Wisdom would be a scaling bonus, and encourage proper stat allocation.



Here's (https://docs.google.com/spreadsheets/d/1uTZf2HWUPFP4LTy8BqvjQqcKdDVtwJwVCx9HBalQFsE/edit?usp=sharing) the spreadsheet for Rejuvenating Strike. It's honestly not that OP. Mainly because of the opportunity cost of using it with limited Runes. Sure, you can heal a decent amount, but that means you can't do jack squat else.



What level would be better to get them? I agree 15 seems a bit high, but the lower levels seems a bit crowded already.

----



It should have read "15 foot cone in front of you". haha. But yea, you make a good point about theater of the mind. Seems like attack DA on an aoe would be too powerful though.....



How about attaching it to the 7th level feature? Seems about right for bypassing resistance.

----



Yea, the wording is going to need some massaging.



Hmm. I hadn't thought of changing it on a short rest. I felt that both might be too powerful too, but figured I could always change it.



Take a look at the diseases in the DMG. Those make up for the lower damage. Or, at least, that's the intent. I agree that immune to disease feels underwhelming. I'll find a better place for that.

---



Thanks!! I'll definitely be modifying it. Much appreciated!

For the Speak With Dead, change the rider. Lots of spells are changed by class features. "You can cast this without material components" or "You can instead target-"
So let it target... dead undead. Or don't copy the spell, but instead its effect. 'You summon the spirit of a now-deceased creature, which answers...'

Oramac
2017-01-04, 01:44 PM
For the Speak With Dead, change the rider. Lots of spells are changed by class features. "You can cast this without material components" or "You can instead target-"
So let it target... dead undead. Or don't copy the spell, but instead its effect. 'You summon the spirit of a now-deceased creature, which answers...'

That makes sense. Thanks! Though now I'm a bit sad that I can't talk to undead bunnies. :P

jaappleton
2017-01-04, 01:47 PM
That makes sense. Thanks! Though now I'm a bit sad that I can't talk to undead bunnies. :P

I mean... If you can somehow share a language / can communicate with it, like you multiclassed Ranger or if you're a Gnome, you can.

Llama513
2017-01-04, 02:12 PM
Awesome thread, I have one major class that I need to be play tested it is my inquisitor class, found here (http://homebrewery.naturalcrit.com/share/ry-M8IV4g)

I also wouldn't mind if the other classes in my signature were looked at

Fishyninja
2017-01-04, 02:15 PM
PEACH


peach


PEACHing

*Raises Hand*......Peaching?

jaappleton
2017-01-04, 02:16 PM
Awesome thread, I have one major class that I need to be play tested it is my inquisitor class, found here (http://www.giantitp.com/forums/showthread.php?509296-5e-Inquisitor-Base-Class-PEACH)

I'll take a look!

jaappleton
2017-01-04, 02:17 PM
*Raises Hand*......Peaching?

PEACH

Please
Enhance
And
Critique
Harshly

Basically saying, "I had this homebrew idea, can you critique it and give me some feedback on it?"

Llama513
2017-01-04, 02:39 PM
For the links posted is it more useful for people to have direct links to the class or the the thread where they are posted

Fishyninja
2017-01-04, 02:40 PM
PEACH

Please
Enhance
And
Critique
Harshly

Basically saying, "I had this homebrew idea, can you critique it and give me some feedback on it?"

Much Appreciated.

jaappleton
2017-01-04, 02:43 PM
Awesome thread, I have one major class that I need to be play tested it is my inquisitor class, found here (http://www.giantitp.com/forums/showthread.php?509296-5e-Inquisitor-Base-Class-PEACH)

I'm going to post thoughts as I read it. So on a few things, I might circle back, OK?


First, give it a once over on the grammar. Couple spelling mistakes, not putting a space after periods when beginning a new sentence, etc. It seems minor, but as I read Homebrew, presentation is a big aspect to it. I know firsthand how tough the Homebrewery took can be, but re-read your work and fix little things like that. Each Judgment ability should be bolded, for example.

Overall, your wording needs to be cleaned up. You never want to create new mechanics for a Homebrew, as it can quickly become convoluted. For example; one of your Judgment abilities grants 'fast healing 1'. WTF is that in 5E? It doesn't exist. There's no precedence for it.

You need to replace things like that with mechanics which already exist in the ruleset. Even if its somewhat experimental like its from an Unearthed Arcana article or something. For example, if you're going to take a natural healing ability, take a cue from the Fiend Warlock or the Long Death Monk.

Most Judgment abilities are simply weak. Resistance 1 to nonmagical damage? Weak, and encourages finnicky math, which is something 5E desperately tried to get away from (when compared to 4E).

Judgments should simply be always on. Pick one, you can change it each short rest, costs nothing to activate. Do that, and change Resiliency, and you're actually fairly OK on what they do.

Cunning Initiative is too strong and makes it too susceptible for multiclass dipping. Should be moved to around level 6 or 7.

Inquisitor's Senses - Copied from the Paladin, right? Decent fluff ability. Like it.

Beacon of Truth - What's it DO? Ok, you can activate Zone of Truth? That's it? In a 5ft radius?

Stalwart - Most spells / magical effects that're save for half are Dexterity based. Not Con or Wisdom based. Some Dragon Breath is Con, but that's really all I can think of. Ice Storm, Fireball, Lightning Bolt, etc are all Dex. So how useful is Stalwart? Proposed solution: You can innately cast Absorb Elements a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.

Exploit Weakness needs to be reworked entirely. It's very weak, dependent on a random dice roll, and when you can't activate a late-level ability, it just sorta feels like you don't get anything out of it. And who wants that? With a title like Exploit Weakness, it's all about rocking faces, isn't it? Proposed Fix: For the next minute, you have Advantage on all attacks against one creature you designate within 30ft of you, and your attacks against that creature deal an additional weapon damage dice, which is treated as Radiant damage. You regain this ability every short rest. This is the Vow of Enmity channel divinity, but obviously much later, with additional damage build in.

Lasting Judgment - Consider reworking this based on my earlier feedback about the Judgment abilities. Also, no class feature should ever be a single line. Give me some flavor text. WHY does it last longer now? Is your divine connection stronger?

----

Anticipate Heresy - Well, what's a heretic? Demons, fiends, undead? Fey creatures? Evil creatures? Gotta specificy.

Mark of Heresy - WAY too powerful. So you deal additional Wisdom modifier damage on a target for a week? The only class I can compare that to is the Warlock Lifedrinker invocation, which allows +Cha to melee damage. And they get at lv12. Too much.

----




This is as far as I can get before I have to roll back to work. I'll try to work on some more later.

jaappleton
2017-01-04, 02:45 PM
For the links posted is it more useful for people to have direct links to the class or the the thread where they are posted

I want a direct link to the work, personally. I like posting my thoughts without reading other peoples criticisms first. I find that helps the creator more, because then they can collect all the information independently without sifting through a conversation. It's less... I don't wanted to say 'tainted' or that it's 'more pure' criticism, but I think you get what I'm saying.

Steel Mirror
2017-01-04, 03:00 PM
I've always read PEACH as "Please Evaluate And Critique Honestly", but it comes out to about the same thing. :smallwink:

Oramac
2017-01-04, 03:11 PM
I like posting my thoughts without reading other peoples criticisms first. I find that helps the creator more, because then they can collect all the information independently without sifting through a conversation. It's less... I don't wanted to say 'tainted' or that it's 'more pure' criticism, but I think you get what I'm saying.

I agree completely.

Llama513
2017-01-04, 03:24 PM
I figure that the preferred way to respond to things directly related to a single homebrew is going to be through the spoiler tag

I'm going to post thoughts as I read it. So on a few things, I might circle back, OK? That's fine
First, give it a once over on the grammar. Couple spelling mistakes, not putting a space after periods when beginning a new sentence, etc. It seems minor, but as I read Homebrew, presentation is a big aspect to it. I know firsthand how tough the Homebrewery took can be, but re-read your work and fix little things like that. Each Judgment ability should be bolded, for example. Will do thanks for the suggestion of how to make it look better. I went through the document, and didn't see any periods that didn't have a space after them I did fix the spelling and some of the grammar errors.
Overall, your wording needs to be cleaned up. You never want to create new mechanics for a Homebrew, as it can quickly become convoluted. For example; one of your Judgment abilities grants 'fast healing 1'. WTF is that in 5E? It doesn't exist. There's no precedence for it. You need to replace things like that with mechanics which already exist in the ruleset. Even if its somewhat experimental like its from an Unearthed Arcana article or something. For example, if you're going to take a natural healing ability, take a cue from the Fiend Warlock or the Long Death Monk. Having healing on your turn is not unprecedented, Vampires have it and so does champion, and going of the healing on your turn from champion you get a lot less healing on your turn from the healing judgment, which no longer refers to fast healing, but since you get the healing from the judgment much sooner than you would from Champion, and as long as you have judgment going you have the healing at all times, I think it ends up balancing out fairly well, but it is also the only judgment that at this point I feel could be dropped with out harming the feel of the class.
Most Judgment abilities are simply weak. Resistance 1 to nonmagical damage? Weak, and encourages finnicky math, which is something 5E desperately tried to get away from (when compared to 4E). Judgments should simply be always on. Pick one, you can change it each short rest, costs nothing to activate. Do that, and change Resiliency, and you're actually fairly OK on what they do. I don't mind having it on at all times, the issue with having the change occur a short rest is that it kills the point of judgment, which is the versatility and ability to quickly adapt to a situation, as for resiliency I could bring it back to what it was originally which was Resistance to Slashing, Piercing, and Bludgeoning damage, the reason for not having it on at all times, and having a number of uses is to avoid the risk of multiclass dipping.
Cunning Initiative is too strong and makes it too susceptible for multiclass dipping. Should be moved to around level 6 or 7. This ability is the same as the ability that swashbuckler gets at level 3, I am willing to move it later if absolutely necessary, but feel that it is okay where it is.
Beacon of Truth - What's it DO? Ok, you can activate Zone of Truth? That's it? In a 5ft radius? I could have the radius grow as you get higher in levels, the purpose being for interrogation purposes
Stalwart - Most spells / magical effects that're save for half are Dexterity based. Not Con or Wisdom based. Some Dragon Breath is Con, but that's really all I can think of. Ice Storm, Fireball, Lightning Bolt, etc are all Dex. So how useful is Stalwart? Proposed solution: You can innately cast Absorb Elements a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest. Exploit Weakness needs to be reworked entirely. It's very weak, dependent on a random dice roll, and when you can't activate a late-level ability, it just sorta feels like you don't get anything out of it. And who wants that? With a title like Exploit Weakness, it's all about rocking faces, isn't it? Proposed Fix: For the next minute, you have Advantage on all attacks against one creature you designate within 30ft of you, and your attacks against that creature deal an additional weapon damage dice, which is treated as Radiant damage. You regain this ability every short rest. This is the Vow of Enmity channel divinity, but obviously much later, with additional damage build in. I like both of these changes thank you very much
Lasting Judgment - Consider reworking this based on my earlier feedback about the Judgment abilities. Also, no class feature should ever be a single line. Give me some flavor text. WHY does it last longer now? Is your divine connection stronger? I will add flavor, and if necessary change what the ability does
Anticipate Heresy - Well, what's a heretic? Demons, fiends, undead? Fey creatures? Evil creatures? Gotta specificy. I forgot to change that to be expertise in those abilities my bad.
Mark of Heresy - WAY too powerful. So you deal additional Wisdom modifier damage on a target for a week? The only class I can compare that to is the Warlock Lifedrinker invocation, which allows +Cha to melee damage. And they get at lv12. Too much. If I swapped Slayer and Mark of Heresy would that work, mind you I feel if I were to move it to 15th I would remove the week duration and just have it be permanent at that point]

M Placeholder
2017-01-04, 04:14 PM
If anyone would be so kind as to playtest the Yuan-Ti (http://www.giantitp.com/forums/showthread.php?475903-Sorcerous-Origin-Vrael-Oro-(Yuan-ti)) sorcerous origin that I brewed up, that would be awesome. There is also the Path of the Ravaged Spirits (http://www.giantitp.com/forums/showthread.php?474539-Barbarian-Path-of-the-Ravaged-Spirits).

The former was made with Forgotten Realms in mind, the latter with Dark Sun, but they can fit in with other campaign settings.

jaappleton
2017-01-04, 04:39 PM
If anyone would be so kind as to playtest the Yuan-Ti (http://www.giantitp.com/forums/showthread.php?475903-Sorcerous-Origin-Vrael-Oro-(Yuan-ti)) sorcerous origin that I brewed up, that would be awesome. There is also the Path of the Ravaged Spirits (http://www.giantitp.com/forums/showthread.php?474539-Barbarian-Path-of-the-Ravaged-Spirits).

The former was made with Forgotten Realms in mind, the latter with Dark Sun, but they can fit in with other campaign settings.

Looked at the Yuan-Ti.

Honestly? It's fine, not broken, but quite underwhelming. The best feature is the poison immunity / resistance. Why no scaled skin to act as natural AC? Darkvision if you don't already have it? No free Poison Spray cantrip, that bypasses resistance (since its so commonly resisted)? Your spells should be bypassing resistance to Poison, too.

5 SP to cast Suggestion is a heavy fee, I'll be honest. Shadow Sorcs get Darkness (AND CAN SEE THROUGH IT!) for 1 SP.

Conjure Serpent Swarm... Look, for an 18th level feature, compare it to what you can cast. Wish. Meteor Swarm. And you're going to spend an action summoning some garden snakes? If I'm summoning some sort of snake I better be summoning the Midgar Zolom or something!

As a point of comparison, if you want "Summon High Level Creature" spells, look at this Unearthed Arcana article about demon summoning for a point of reference, and choose an appropriate monster for the origin as substitution. https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf

Arkhios
2017-01-04, 06:18 PM
Not that I didn't appreciate the work, I would actually prefer if the PEACH feedback was put inside Spoiler tags, just to keep the thread "clean" of the slightly off-topic data so to speak.

jaappleton
2017-01-04, 06:54 PM
I try to. It depends if I'm on my phone or at my laptop.

Arkhios
2017-01-04, 08:13 PM
Btw, I think it's worth to note that I've made some changes to the Warlord, as seen in the homebrew thread (link can be found from an earlier post).

jaappleton
2017-01-04, 08:29 PM
Arkhios,

I looked over your Revised Warlord.

I like it. It's very well put together. If I had to nitpick (and it's really reaching as far as finding something to critique) is the lack of flavor text on the archetypes. Like "Leadership through fear", just the single line. Though I am away from my book right now, so maybe that's standard?

Arkhios
2017-01-04, 08:32 PM
Arkhios,

I looked over your Revised Warlord.

I like it. It's very well put together. If I had to nitpick (and it's really reaching as far as finding something to critique) is the lack of flavor text on the archetypes. Like "Leadership through fear", just the single line. Though I am away from my book right now, so maybe that's standard?

Yeah, that's just lazy me. I put those single lines just to squeeze a general concept, and kinda forgot to expand them.

Steel Mirror
2017-01-04, 10:59 PM
All right, so I finally got my harpy race up and that means that I think I'm ready to take my races for a spin. I'm going to be starting up a game here on GitP to playtest my races as well as some other homebrew, so if anyone is interested in playing in said game, please let me know here. If we get enough interest from people here in the homebrew area, I don't even need to advertise in the Recruiting forum!

I figure getting people who are reading and posting here in the homebrew testing thread has a better chance of getting people who are interested in providing good feedback and willing to test out homebrew options. The one-shot game will be a classic dungeon crawl, with plenty of traps, hazards, puzzles, and fights, and rewards for intelligent exploration and smart use of equipment and abilities. We'll start at level 3. Oh, and the race has to be chosen from those in my sig. :smallwink:

“This,” the gnome restaurateur says, placing a greenish lump on the table in front of you, “is a vermillion drakestool.”

You stare at it for a moment. It looks sort of like a dried up mushroom made of neon boogers. “It might not look very impressive, but it is quite literally worth its weight in gold.” Your attention sharpens. “They are extremely rare, and only grow on the bones of a dead green dragon.”

“A gang of ruffians killed one such beast a few years ago in a lair up by Bridal Veil Falls. Although they took its hoard, they apparently left the body in the cave to rot. By now there may well be dozens or hundreds of pounds of this stuff growing on those rotten bones!”

“I’ll pay you market rates, in gold, pound for pound, if you and your companions retrieve any vermillion drakestool from the caves. It will make the most delightful addition to my restaurant’s triceratops beurre blanc! With such transcendant ingredients, we’ll definitely beat those hacks over at Le Joie de Centaure, and win the restaurant festival blue ribbon this year!” He rubs his hands greedily together at the thought.

“Oh, and apparently there are some kind of monsters and such which have infested the caverns since the dragon was defeated. La. I’m sure it’s nothing you can’t handle. So do we have a deal?”
If you are interested in playing, tell me what race/class has your fancy. Even if you aren't interested in playing, if you have a homebrew class or subclass you want people to consider, let me know so that I can include it if I eventually end up making an ad, and so that I can push it on any players who express interest. For now I know that Arkhios is looking for playtest data on his totally nifty Warlord (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) class, so if you are interested in the idea of the game and like the thought of directing your fellow adventurers into battle and inspiring them to greatness (or frothing frenzy, depending) give it a look!

Anyone interested?

Arkhios
2017-01-05, 05:55 AM
All right, so I finally got my harpy race up and that means that I think I'm ready to take my races for a spin. I'm going to be starting up a game here on GitP to playtest my races as well as some other homebrew, so if anyone is interested in playing in said game, please let me know here. If we get enough interest from people here in the homebrew area, I don't even need to advertise in the Recruiting forum!

I figure getting people who are reading and posting here in the homebrew testing thread has a better chance of getting people who are interested in providing good feedback and willing to test out homebrew options. The one-shot game will be a classic dungeon crawl, with plenty of traps, hazards, puzzles, and fights, and rewards for intelligent exploration and smart use of equipment and abilities. We'll start at level 3. Oh, and the race has to be chosen from those in my sig. :smallwink:

“This,” the gnome restaurateur says, placing a greenish lump on the table in front of you, “is a vermillion drakestool.”

You stare at it for a moment. It looks sort of like a dried up mushroom made of neon boogers. “It might not look very impressive, but it is quite literally worth its weight in gold.” Your attention sharpens. “They are extremely rare, and only grow on the bones of a dead green dragon.”

“A gang of ruffians killed one such beast a few years ago in a lair up by Bridal Veil Falls. Although they took its hoard, they apparently left the body in the cave to rot. By now there may well be dozens or hundreds of pounds of this stuff growing on those rotten bones!”

“I’ll pay you market rates, in gold, pound for pound, if you and your companions retrieve any vermillion drakestool from the caves. It will make the most delightful addition to my restaurant’s triceratops beurre blanc! With such transcendant ingredients, we’ll definitely beat those hacks over at Le Joie de Centaure, and win the restaurant festival blue ribbon this year!” He rubs his hands greedily together at the thought.

“Oh, and apparently there are some kind of monsters and such which have infested the caverns since the dragon was defeated. La. I’m sure it’s nothing you can’t handle. So do we have a deal?”
If you are interested in playing, tell me what race/class has your fancy. Even if you aren't interested in playing, if you have a homebrew class or subclass you want people to consider, let me know so that I can include it if I eventually end up making an ad, and so that I can push it on any players who express interest. For now I know that Arkhios is looking for playtest data on his totally nifty Warlord (http://www.giantitp.com/forums/showthread.php?482261-PEACH-Warlord) class, so if you are interested in the idea of the game and like the thought of directing your fellow adventurers into battle and inspiring them to greatness (or frothing frenzy, depending) give it a look!

Anyone interested?

Tentative yes, though I'm uncertain of which race/class I'd like to play. On one hand playing warlord myself could be fun, but on the other, I think it would be better if someone else played with it, since a fresh point of view might see issues I didn't see.

Edit: I just saw the Oni, and now I can't get out of my head the idea of a Red Oni Tyrant!
Oni especially scream of Warlord for various reasons! Seems like a perfect match.


<Name>, Red Oni Warlord (Tyrant), Soldier (Officer)
Str 16, Dex 14, Con 14, Int 8, Wis 9, Cha 14
(7+7+7+0+1+5)
Initiative +4
AC 14 (unarmored!)
HP 28 (3d10+6)
Saving Throws: Strength +3, Dexterity +2, Constitution +4, Intelligence -1, Wisdom -1, Charisma +4.
Skills: Athletics +5, History +1, Intimidation +6, Insight +1, Perception +1.
Weapons:
Glaive +5 to Hit, 1d10+3 slashing, reach.
Banner: +2 initiative checks.
Battle Inspiration: d4, 3/rest (Stalwart).
Inspiring Words: 1/rest, you and 2 allies.
Bolster (1d10+2 THP).
Invigorate (max. one hit die).
Great Weapon Fighting Style.

Oramac
2017-01-05, 11:38 AM
Anyone interested?

Tentatively, I am as well. Though tbh the only race I'd have any interest in playing is an Oni (DK) or Snow Witch (Psion), so if that overlaps too much with Arkhios I'll let someone else step in.

For class, I'm torn between playing my Death Knight (Oath of the Plague) or my Psion (Marshal). Might have to roll a d2 on that.....

Steel Mirror
2017-01-05, 01:28 PM
So I decided to make a recruitment thread after all, because no matter what we'll need a place to discuss the game and the characters, and probably to attract a couple other players, etc. So here it is! (http://www.giantitp.com/forums/showthread.php?511158-The-Quest-for-the-Fancy-Fungus-5E-One-Shot-w-Monster-Races) Future discussion can go in that thread so that we don't clutter up this one beyond just letting people know it's happening.

Oh, and one more thing. I'll be including a part in the first recruitment post which suggests homebrew classes for the consideration of players who are applying to be in the game. If you have a class which you'd like to see playtested, let me know either here or over in the thread itself (or even by PM I suppose) and I'll include it. It makes it easier on me if you give me a brief description and a link to the class material in question, formatted so that I can just drop it into the thread and people can easily get an idea of what you made and find out where they can learn more.

I'll also read the stuff myself and possibly PEACH anything that I think I have some input on.

For both Arkhios and Oramac, I'm glad to have you interested! I'm totally fine if you want to play your own homebrew, but I do think there is value in having someone else play your creation so that they can see it with fresh eyes and give you feedback which you may not have anticipated. Might I suggest an exchange? Arkhios plays one of Oramac's classes and vice versa? It seems like a match made in heaven, but of course that presumes that each of you is in the mood to play the class that the other has made, and we aren't always! In any case, 2 oni is fine.

Oramac
2017-01-05, 01:47 PM
Spoilered for anti-clutter purposes


For both Arkhios and Oramac, I'm glad to have you interested! I'm totally fine if you want to play your own homebrew, but I do think there is value in having someone else play your creation so that they can see it with fresh eyes and give you feedback which you may not have anticipated. Might I suggest an exchange? Arkhios plays one of Oramac's classes and vice versa? It seems like a match made in heaven, but of course that presumes that each of you is in the mood to play the class that the other has made, and we aren't always! In any case, 2 oni is fine.

That's a good idea. I'm very new to PbP though, just to be honest.

I'd love to get feedback on any of my homebrew classes, but the top two I'd like to see played are the Death Knight (http://www.giantitp.com/forums/showthread.php?478710-Death-Knight-Class&p=20430736#post20430736) and Psion (http://www.giantitp.com/forums/showthread.php?504584-Psion-Class-(PEACH)&p=21342777#post21342777) (any archetype)

I think the fluff is fairly self-explanatory, but if not let me know and I can expand on it. :)

M Placeholder
2017-01-05, 02:41 PM
Looked at the Yuan-Ti.

Honestly? It's fine, not broken, but quite underwhelming. The best feature is the poison immunity / resistance. Why no scaled skin to act as natural AC? Darkvision if you don't already have it? No free Poison Spray cantrip, that bypasses resistance (since its so commonly resisted)? Your spells should be bypassing resistance to Poison, too.

5 SP to cast Suggestion is a heavy fee, I'll be honest. Shadow Sorcs get Darkness (AND CAN SEE THROUGH IT!) for 1 SP.

Conjure Serpent Swarm... Look, for an 18th level feature, compare it to what you can cast. Wish. Meteor Swarm. And you're going to spend an action summoning some garden snakes? If I'm summoning some sort of snake I better be summoning the Midgar Zolom or something!

As a point of comparison, if you want "Summon High Level Creature" spells, look at this Unearthed Arcana article about demon summoning for a point of reference, and choose an appropriate monster for the origin as substitution. https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf

Thanks for the feedback, back then I had no idea that the Yuan Ti Pureblood be an official playable race and overpowered. I'll have another look at it and post the results in the next few days.

Llama513
2017-01-05, 03:16 PM
Made some tweaks to the inquisitor class,

jaappleton
2017-01-05, 04:47 PM
Made some tweaks to the inquisitor class,

Looking it over now. Looking at it with fresh eyes, without comparing it to the previous version.


Judgment - Justice should be limited to melee attack rolls, as to prevent multiclassing abuse. Otherwise, Archery Style + Close Quarter Combat Style + Judgment: Justice equals +4 to all ranged attack rolls, and while that may seem like a lot to go through, it's worth it for some. Especially if they also somehow get Bless and Sharpshooter.

Beacon of Truth at lv6 is little more than a Ribbon ability. Need something a little meatier there.

I'm a bit worried about the spike in damage when you consider Divine Strike going up at lv14 when combined with the change to Exploit Weakness. I didn't see that before. Having DS to go 2d8 at lv14 is too much, I think.

True Judgment is too much. I mean, Open Hand monks do it at 17th level, but they at least have to spend a bit of their resource. Granted, a trivial amount for them, but you have to spend SOMETHING to do an ability like that. There needs to be a cost of doing it. Some enemies you'll be facing at that level have Legendary Resistance and damn good Con modifiers, I know, but there needs to be a cost of using it.

Spell Scent - I want to applaud you on this. Actually a really good, unique ability. Gives it a Templar from Dragon Age sort of feeling, which I dig.

The heading for Exorcist needs to be entirely on the right hand side of the page.

Close Minded should be advantage VS Charms & Fear, and immunity later.

Verdict of Exorcism needs a way to save out of it, I think. Save at the end of each turn. Otherwise it's just super OP. It'll still be a lot, but not outright broken.

Master Interrogator doubles up too much with Beacon of Truth.

Disguise Self at will at lv15? I mean, Changelings can do that at-will, and Warlocks have an Invocation to do it.

Rewrite Branding Ray so it isn't "whenever you does"

All the different abilities under Greater Brand, do you gain all of those? Do you pick one? Needs to be more clear.

Reaper ability under Reaper Judgment needs to be re-worded to be more in line with how things are normally stated.

IMO, Death's Touch should remain Radiant. It's still a deity. Necrotic is a much worse damage type, much more resisted. Heck, the Raven Queen and Kelemvor, both deities of Death, still deal plenty with Radiant damage. And if you insist on it being Necrotic, make sure it bypasses resistance.

Wording and phrasing on Predatory needs to be cleaned up.

Predatory instinct should say what Pack Tactics is, or at least point to where people can discover that.

In the spell list, you should add Flame Strike, Moonbeam, and Aura of Purity shouldn't have a capital 'u'.

jaappleton
2017-01-05, 05:13 PM
Also, I feel the need to say this:

I started playing D&D about 4 years ago, starting with 4E. Been playing 5E since its release. I've perused homebrews and studied the design principals of 5E since its release, through a combination of talking with Mearls & Crawford, studying r/Unearthed Arcana, and numerous other Homebrew sites such as the Middle Finger of Vecna. I've tried to look at concepts and determine why things within the 5E ruleset and system are the way they are, what pushes the boundaries of it, what breaks it, and what just doesn't work within it.

I want this to be 100% clear: I'm just a person. I'm not an expert. If I give an opinion on any sort of homebrew or design of any kind, its strictly an opinion. I'll try my best to say WHY I have that opinion, but you're of course within your rights to disagree with me.

So while I try to know what I'm talking about, to be brutally honest, I don't know everything. But I'm trying to learn it as well as I can, trying to learn as much as I can, so when I do give input, it can be as well-formed as possible.

I feel as though if I constantly work on becoming as close to an expert as I can, then I can give the best input I can if asked.

But I'm not there yet. And I don't know if I ever will be. Though I'm trying, for this community and anyone that asks me.

Llama513
2017-01-05, 05:25 PM
Judgment - Justice should be limited to melee attack rolls, as to prevent multiclassing abuse. Otherwise, Archery Style + Close Quarter Combat Style + Judgment: Justice equals +4 to all ranged attack rolls, and while that may seem like a lot to go through, it's worth it for some. Especially if they also somehow get Bless and Sharpshooter.

I see what you mean about that issue, I wanted to have the ability to use any weapon with your judgments, but I can see how that would be an issue, I'll fix that thanks


Beacon of Truth at lv6 is little more than a Ribbon ability. Need something a little meatier there.

I am moving Cunning Initiative there and am considering having the radius extend as you go up in levels


I'm a bit worried about the spike in damage when you consider Divine Strike going up at lv14 when combined with the change to Exploit Weakness. I didn't see that before. Having DS to go 2d8 at lv14 is too much, I think.

Thanks for that, I am going to leave it at 1d8 and not have it rise with the change to Exploit Weakness


True Judgment is too much. I mean, Open Hand monks do it at 17th level, but they at least have to spend a bit of their resource. Granted, a trivial amount for them, but you have to spend SOMETHING to do an ability like that. There needs to be a cost of doing it. Some enemies you'll be facing at that level have Legendary Resistance and damn good Con modifiers, I know, but there needs to be a cost of using it.

With how I am keeping judgments it does cost you a use of your judgment, as the ability ends the judgment that you had going, you thus have to reactivate it, if you feel it is Necessary I can have it take one of your uses of judgment to activate the ability


Spell Scent - I want to applaud you on this. Actually a really good, unique ability. Gives it a Templar from Dragon Age sort of feeling, which I dig.

This is brought over directly from the port from pathfinder of the witch hunter archetype of inquisitor, I am glad you like it


The heading for Exorcist needs to be entirely on the right hand side of the page.

I'll fix that


Close Minded should be advantage VS Charms & Fear, and immunity later.

I will fix those, does Charms cover possession by ghosts, cause I want those in there


Verdict of Exorcism needs a way to save out of it, I think. Save at the end of each turn. Otherwise it's just super OP. It'll still be a lot, but not outright broken.

I'll fix that


Master Interrogator doubles up too much with Beacon of Truth.

What is your suggestion for fixing it, my thought is just to add the damage, and not have the disadvantage I went with just the disadvantage against the save


Disguise Self at will at lv15? I mean, Changelings can do that at-will, and Warlocks have an Invocation to do it.

Is it too weak, what would you suggest putting in its place or adding to it Made it Alter Self at will


Rewrite Branding Ray so it isn't "whenever you does"

Will do


All the different abilities under Greater Brand, do you gain all of those? Do you pick one? Needs to be more clear.

You pick a number equal to half your proficiency modifier, it says that in the ability description


Reaper ability under Reaper Judgment needs to be re-worded to be more in line with how things are normally stated.

What do you mean by this so that I know what to look for


IMO, Death's Touch should remain Radiant. It's still a deity. Necrotic is a much worse damage type, much more resisted. Heck, the Raven Queen and Kelemvor, both deities of Death, still deal plenty with Radiant damage. And if you insist on it being Necrotic, make sure it bypasses resistance.

Will do


Wording and phrasing on Predatory needs to be cleaned up.

I'll take a look would be helpful to know what exactly to look at


Predatory instinct should say what Pack Tactics is, or at least point to where people can discover that.

Will do


In the spell list, you should add Flame Strike, Moonbeam, and Aura of Purity shouldn't have a capital 'u'.

Will do

jaappleton
2017-01-05, 05:41 PM
I see what you mean about that issue, I wanted to have the ability to use any weapon with your judgments, but I can see how that would be an issue, I'll fix that thanks

I am moving Cunning Initiative there and am considering having the radius extend as you go up in levels

Thanks for that, I am going to leave it at 1d8 and not have it rise with the change to Exploit Weakness

With how I am keeping judgments it does cost you a use of your judgment, as the ability ends the judgment that you had going, you thus have to reactivate it, if you feel it is Necessary I can have it take one of your uses of judgment to activate the ability

This is brought over directly from the port from pathfinder of the witch hunter archetype of inquisitor, I am glad you like it

I'll fix that

I will fix those, does Charms cover possession by ghosts, cause I want those in there

I'll fix that

What is your suggestion for fixing it, my thought is just to add the damage, and not have the disadvantage

Is it too weak, what would you suggest putting in its place or adding to it

Will do

You pick a number equal to half your proficiency modifier, it says that in the ability description

What do you mean by this so that I know what to look for

Will do

I'll take a look would be helpful to know what exactly to look at

Will do

Will do


In the instance of 'cleaning things up to how they should be standardly written', I mean "To hit=Proficiency..."

It should be written like a normal attack roll or save in these instances.

Additionally, the bone scythe should be specifically listed as a spell attack roll if you're insistent on keeping it Wisdom based. Why? To prevent abuse.

Llama513
2017-01-05, 05:46 PM
In the instance of 'cleaning things up to how they should be standardly written', I mean "To hit=Proficiency..."

It should be written like a normal attack roll or save in these instances.

Additionally, the bone scythe should be specifically listed as a spell attack roll if you're insistent on keeping it Wisdom based. Why? To prevent abuse.
Got it I will make those changes, I have already made the changes that you suggested previously, that were quick fixes, I'm trying to figure out how exactly to word that the bone scythe uses your spell attack roll, while still saying that it is a weapon
Figured it out by looking at the flame blade spell

Fixed the wording, and tweaked the abilities you suggested, thoughts on the new version with the tweaks that have been made

Llama513
2017-01-05, 06:37 PM
Also, I feel the need to say this:

I started playing D&D about 4 years ago, starting with 4E. Been playing 5E since its release. I've perused homebrews and studied the design principals of 5E since its release, through a combination of talking with Mearls & Crawford, studying r/Unearthed Arcana, and numerous other Homebrew sites such as the Middle Finger of Vecna. I've tried to look at concepts and determine why things within the 5E ruleset and system are the way they are, what pushes the boundaries of it, what breaks it, and what just doesn't work within it.

I want this to be 100% clear: I'm just a person. I'm not an expert. If I give an opinion on any sort of homebrew or design of any kind, its strictly an opinion. I'll try my best to say WHY I have that opinion, but you're of course within your rights to disagree with me.

So while I try to know what I'm talking about, to be brutally honest, I don't know everything. But I'm trying to learn it as well as I can, trying to learn as much as I can, so when I do give input, it can be as well-formed as possible.

I feel as though if I constantly work on becoming as close to an expert as I can, then I can give the best input I can if asked.

But I'm not there yet. And I don't know if I ever will be. Though I'm trying, for this community and anyone that asks me.
Your advice has been quite helpful, and I have been quite happy with the explanations that you give as they allow for better understanding of issues that I my self had not thought of and I feel your critiques have all been quite fair

Oramac
2017-01-05, 11:31 PM
Your advice has been quite helpful, and I have been quite happy with the explanations that you give as they allow for better understanding of issues that I my self had not thought of and I feel your critiques have all been quite fair

I'll second this.

Arkhios
2017-01-06, 06:12 AM
Your advice has been quite helpful, and I have been quite happy with the explanations that you give as they allow for better understanding of issues that I my self had not thought of and I feel your critiques have all been quite fair

Definitely this. Much appreciated, jaappleton.

Oramac, you can play Oni if you wish. I think I'll just remain as a spectator. Play-by-post isn't my strongest suit, so I'll make way for others. :)

Llama513
2017-01-06, 03:30 PM
So I decided to make a recruitment thread after all, because no matter what we'll need a place to discuss the game and the characters, and probably to attract a couple other players, etc. So here it is! (http://www.giantitp.com/forums/showthread.php?511158-The-Quest-for-the-Fancy-Fungus-5E-One-Shot-w-Monster-Races) Future discussion can go in that thread so that we don't clutter up this one beyond just letting people know it's happening.

I am wanting to either jump in or have my inquisitor tested if possible

Arkhios
2017-01-09, 12:28 AM
Also, I feel the need to say this:

I started playing D&D about 4 years ago, starting with 4E. Been playing 5E since its release. I've perused homebrews and studied the design principals of 5E since its release, through a combination of talking with Mearls & Crawford, studying r/Unearthed Arcana, and numerous other Homebrew sites such as the Middle Finger of Vecna. I've tried to look at concepts and determine why things within the 5E ruleset and system are the way they are, what pushes the boundaries of it, what breaks it, and what just doesn't work within it.

I want this to be 100% clear: I'm just a person. I'm not an expert. If I give an opinion on any sort of homebrew or design of any kind, its strictly an opinion. I'll try my best to say WHY I have that opinion, but you're of course within your rights to disagree with me.

So while I try to know what I'm talking about, to be brutally honest, I don't know everything. But I'm trying to learn it as well as I can, trying to learn as much as I can, so when I do give input, it can be as well-formed as possible.

I feel as though if I constantly work on becoming as close to an expert as I can, then I can give the best input I can if asked.

But I'm not there yet. And I don't know if I ever will be. Though I'm trying, for this community and anyone that asks me.

If you think you can muster the time, I'd be much obliged if you could review the rest of my homebrew links in my signature, mainly the Inquisitor and Drunken Master, but also Self-forged, albeit it's still somewhat work in progress.

Also, Steel Mirror, if it's not too late, and if you want to, Drunken Master (monk) and Inquisitor (rogue) are both free for use in your one-shot (or one-shots) :smalltongue:

Steel Mirror
2017-01-09, 03:24 AM
Also, Steel Mirror, if it's not too late, and if you want to, Drunken Master (monk) and Inquisitor (rogue) are both free for use in your one-shot (or one-shots) :smalltongue:
I've got the game going and the characters more or less complete, so those probably won't see play this game. I do have one monk on the team, though, so I'll PM the player and ask if they might be interested in the drunken master. On the other hand, we do have a harpy warlord, so I'll be sure to put her through her paces and pay special attention to how she plays! I'll give you my thoughts and experiences after the game, and I'll ask my players to do the same, so with luck you'll be getting some good test drive data soon to run your very own iterative editing process, just like those wizards back at Wizards. :smallwink:

I'm always looking forward to other games and other opportunities to play, so there is a chance I do another playtest one-shot at some future point. If I do so, I'll keep these options on the table for future players to grab. Thanks for the links!

Arkhios
2017-01-09, 04:13 AM
I've got the game going and the characters more or less complete, so those probably won't see play this game. I do have one monk on the team, though, so I'll PM the player and ask if they might be interested in the drunken master. On the other hand, we do have a harpy warlord, so I'll be sure to put her through her paces and pay special attention to how she plays! I'll give you my thoughts and experiences after the game, and I'll ask my players to do the same, so with luck you'll be getting some good test drive data soon to run your very own iterative editing process, just like those wizards back at Wizards. :smallwink:

I'm always looking forward to other games and other opportunities to play, so there is a chance I do another playtest one-shot at some future point. If I do so, I'll keep these options on the table for future players to grab. Thanks for the links!

Oh, I see what you did there! :smallwink: I'm no wizard, more like an apprentice, if even that much :P

I know you have a monk in that group, and actually that's what made me think of it. I found it somewhat appropriate, if not hilarious, that if a floran monk would also be a drunken master! You know, plants need to be irrigated often! :smallbiggrin:

Oramac
2017-01-09, 10:11 AM
I'm always looking forward to other games and other opportunities to play, so there is a chance I do another playtest one-shot at some future point. If I do so, I'll keep these options on the table for future players to grab. Thanks for the links!

It seems I missed my shot for this one. :( I guess that's what I get for not being on the internet at all during the weekends.

But that's ok! Please just keep me/my brew in mind if you run another one in the future! Also, good luck to Arkhios! I'm looking forward to seeing the feedback on your Warlord as well.

Arkhios
2017-01-12, 01:03 PM
It seems I missed my shot for this one. :( I guess that's what I get for not being on the internet at all during the weekends.

But that's ok! Please just keep me/my brew in mind if you run another one in the future! Also, good luck to Arkhios! I'm looking forward to seeing the feedback on your Warlord as well.

Thank you!

Just dropping by to say that I was given the chance to take part of the said PbP, and took my chance at playtesting the Drunken Master myself. Since the game is going to span through 3rd to 5th level, I would appreciate if someone else could give the sub-class a try at a higher level (maybe at 6th, 11th, and 17th levels, as those are the levels when monks gain their sub-class features).


If someone would be so kind, I would like to hear from theoretical point of view, if the erratic technique is alright. I don't want the sub-class to overshadow his peers or anything.

jaappleton
2017-01-12, 07:00 PM
Thank you!

Just dropping by to say that I was given the chance to take part of the said PbP, and took my chance at playtesting the Drunken Master myself. Since the game is going to span through 3rd to 5th level, I would appreciate if someone else could give the sub-class a try at a higher level (maybe at 6th, 11th, and 17th levels, as those are the levels when monks gain their sub-class features).


If someone would be so kind, I would like to hear from theoretical point of view, if the erratic technique is alright. I don't want the sub-class to overshadow his peers or anything.

I can't playtest, as per usual. My table meets weekly and I have Healing to dish out :smalltongue:

I'll take a look at it tomorrow and critique it if you'd like.

Arkhios
2017-01-12, 11:24 PM
I can't playtest, as per usual. My table meets weekly and I have Healing to dish out :smalltongue:

I'll take a look at it tomorrow and critique it if you'd like.

Oh, that'd be enough from you :smallsmile:

After the first try of the Erratic Technique, I have a feeling that it may start as quite strong, but will later fade into being just 'OK'.

jaappleton
2017-01-14, 12:55 PM
Arkhios,

I looked over Drunken Master.

No issues seen. Nothing strikes me as overly strong. The lv3 feature coupled with Stunning Strike is a good way to overcome the Disadvantage, though it's a risk/reward style at that point, which I see no issue with.

Arkhios
2017-01-14, 01:03 PM
Arkhios,

I looked over Drunken Master.

No issues seen. Nothing strikes me as overly strong. The lv3 feature coupled with Stunning Strike is a good way to overcome the Disadvantage, though it's a risk/reward style at that point, which I see no issue with.

Awesome, thanks for the time spent overviewing it :)

jaappleton
2017-01-14, 01:15 PM
I also took a look at your Inquisitor Rogue.


.....It's a slow day at work, what can I say?


I've seen a few Divine Rogues before for 5E. This may be my favorite one.

Arcane Trickster, but with Cleric. I recognize the lv3 ability from the Inquisitor archetype from the Gothic Heroes UA article, it's quite similar (Nothing wrong with it; It works well).

My only issues are to clean up some wording. The lv9 feature mentions Heretics. That leaves a lot up to DM discretion, which is fine. If your Deity has a sworn enemy or something, it makes a lot of sense. But I'd broaden the list from Fiends and Undead to Fey and Shapechangers, as well. Some Fey can be downright nasty, after all.

The lv13 feature, attacks counting as magical... Eh. Monks get that at lv6, and other classes get similar features before then. I'd replace it with something with a little more 'oomph'. I mean, a Silvered weapon often overcomes resistance and that's 100 gold to do it. Have you considered a Channel Divinity feature of some kind, perhaps?

Arkhios
2017-01-14, 01:27 PM
I also took a look at your Inquisitor Rogue.


.....It's a slow day at work, what can I say?


I've seen a few Divine Rogues before for 5E. This may be my favorite one.

Arcane Trickster, but with Cleric. I recognize the lv3 ability from the Inquisitor archetype from the Gothic Heroes UA article, it's quite similar (Nothing wrong with it; It works well).

My only issues are to clean up some wording. The lv9 feature mentions Heretics. That leaves a lot up to DM discretion, which is fine. If your Deity has a sworn enemy or something, it makes a lot of sense. But I'd broaden the list from Fiends and Undead to Fey and Shapechangers, as well. Some Fey can be downright nasty, after all.

The lv13 feature, attacks counting as magical... Eh. Monks get that at lv6, and other classes get similar features before then. I'd replace it with something with a little more 'oomph'. I mean, a Silvered weapon often overcomes resistance and that's 100 gold to do it. Have you considered a Channel Divinity feature of some kind, perhaps?

Oh, nice. I wonder why I didn't think of fey and shapechangers as well! Good catch, I'll add them soon.

Yeah, maybe I should reconsider channel divinity, though wouldn't 13th level be rather late?

jaappleton
2017-01-14, 01:33 PM
Lv 13 is a bit late. But a short rest recharge ability wouldn't be bad. The AT gets Mage Hand Ledgermain, allowing Mage Hand as a bonus action. With a creative mind, that's immensely strong.

I think a short rest recharge ability fills in a hole here. Making it a Channel Divinity is certainly thematic, given the circumstance.

As for what actual ability it should be...? I'm honestly drawing blanks. I'm spitballing here.

Arkhios
2017-01-14, 01:57 PM
Just throwing around ideas,

Turn fey, fiend, shapechangers, and undead could be thematic, indeed, but I'm not sure if that's a bit weak at that level.

Maybe something that would perhaps somehow "capture" those creatures. Paralyze? Stun? Charm?

jaappleton
2017-01-14, 02:02 PM
Putting a Stun or Paralyze on a Rogue would be too much. Paralyze grants auto-crits. While ATs (And I think your Inquisitor) gets Hold Person, it's not until level... 7? 9? Something like that. So giving it that ability on a short rest is too much.

Charm would work, but it's against the whole theme.

Arkhios
2017-01-14, 02:40 PM
Yeah, auto-crits sure is something I'd like to avoid.

How about something that would reveal hidden, invisible, and shapechanged creatures? Maybe a zone of truth/moon beam -esque ability

jaappleton
2017-01-14, 02:44 PM
Rogues already get Blindsense and you've covered Advantage on tracking things down. It'd be gratuitous, and invalidate earlier level abilities.

Arkhios
2017-01-14, 03:58 PM
Rogues already get Blindsense and you've covered Advantage on tracking things down. It'd be gratuitous, and invalidate earlier level abilities.

Hmm, true. Will have to think a while.

Arkhios
2017-01-14, 05:40 PM
How's this:

You can cast Hallow without expending a spell slot or providing spell materials, but you must be able to present a holy symbol.

You can use this ability once before you must finish a long rest to be able to use it again.

Llama513
2017-01-17, 09:37 PM
Made a major overhaul of the archetypes for inquisitor and made some minor changes to the base class

Arkhios
2017-01-24, 05:09 PM
I've been running some own iterative attacks, and have concluded that the Erratic Technique is currently a bit too powerful as is, and I will change how it deals extra damage once I've got some opinions on that regard (I wish I would get at least a few).

Basically, without making the rule too complicated, if you receive advantage by any means while under the disadvantage from Erratic Technique, you'll currently be able to deal damage worth a critical hit with normal hits, and if you score a critical hit, you'll deal quadruple normal damage (before modifiers of course). It's just way too strong.

The change that will occur will require the Drunken Master to spend ki points to deal the extra damage, but I'd like to hear everyone's opinion as to how frequent and how much should the extra damage be with the amount of ki points spent. Opinions can be given here (http://www.giantitp.com/forums/showthread.php?509120-Yet-another-take-at-Drunken-Master&p=21634994#post21634994)

Llama513
2017-02-22, 01:57 PM
There is a lot of material, but I believe that my tome of battle conversion is either ready to be play tested, or at the very least is really close to being play tested, you can find the direct homebrewery link in my signature, and the thread in the homebrew design section

Arkhios
2017-05-03, 02:58 AM
Hola, again. I truly hope this isn't considered as necroing the thread as I intended this thread to act as a repository (preferably even stickied thread) for everyone who wanted to have their homebrews playtested and to reach readers beyond the confines of Homebrew Design sub-forum, which can sometimes be a bit too introverted (no offense).

I revisited one class feature of Roguish Archetype: Inquisitor (https://tinyurl.com/hmvl4rt) and I'd really like to hear more feedback on its current iteration before I update the text in the Homebrewery document:

Here's the latest iteration for those too lazy to change sub-forum:

GREATER JUDGMENT
When you reach 13th level, your Judgment grows stronger and you ignore any damage resistances the target of your judgment might have, and treat any of its damage immunities as damage resistances instead. This ability does not overlap with itself. Also, you can now use your Judgment even if you don't have a line of sight to your target, as long as you know the target's location.

In addition, if your target is invisible or shapechanged when you use the Judgment, it must make a Wisdom saving throw at the start of each of its turns. On a failure either effect is suppressed until the Judgment ends, and the target cannot turn invisible or change shape for the duration.

Here (http://www.giantitp.com/forums/showthread.php?504982-Roguish-Archetype-Inquisitor-(PEACH)&p=21976109#post21976109)'s a direct link to the thread if you wish to drop a comment in there instead of here :smallbiggrin:

Llama513
2017-05-27, 01:35 PM
I would like to have my dread necromancer (http://homebrewery.naturalcrit.com/share/S1Cv9ESqe) play tested, as it is one that I am not sure when I could play test, and think it is ready but I have also not played a lot pf arcane full casters so I'm not sure if it is fully balanced

Direct link to forum is here (http://www.giantitp.com/forums/showthread.php?525671-Dread-Necromancer-PEACH)

jaappleton
2017-05-27, 04:41 PM
Hola, again. I truly hope this isn't considered as necroing the thread as I intended this thread to act as a repository (preferably even stickied thread) for everyone who wanted to have their homebrews playtested and to reach readers beyond the confines of Homebrew Design sub-forum, which can sometimes be a bit too introverted (no offense).

I revisited one class feature of Roguish Archetype: Inquisitor (https://tinyurl.com/hmvl4rt) and I'd really like to hear more feedback on its current iteration before I update the text in the Homebrewery document:

Here's the latest iteration for those too lazy to change sub-forum:


Here (http://www.giantitp.com/forums/showthread.php?504982-Roguish-Archetype-Inquisitor-(PEACH)&p=21976109#post21976109)'s a direct link to the thread if you wish to drop a comment in there instead of here :smallbiggrin:

Clean up the wording on shapechange. Maybe it's just me, but it seems like it could negate Polymorph. Which I don't think is the intent.

Arkhios
2017-05-29, 04:40 AM
Clean up the wording on shapechange. Maybe it's just me, but it seems like it could negate Polymorph. Which I don't think is the intent.

Would it be that bad though, if it was the intent? After all, it's a 13th level feature and prompts a saving throw before anything is "negated". The intent is, however, to only suppress those abilities until Judgment ends (for 1 minute). After that, they would continue to work normally.

TrinculoLives
2017-05-29, 11:29 AM
Hey quick thought:

Put links in the first post, with the creator's name, to any homebrew material that people submit elsewhere in this thread. I'm not going to scroll through dozens of posts to find something I'd be interested in testing, but I can choose from off of a list easily enough.

Arkhios
2017-05-31, 07:30 AM
Hey quick thought:

Put links in the first post, with the creator's name, to any homebrew material that people submit elsewhere in this thread. I'm not going to scroll through dozens of posts to find something I'd be interested in testing, but I can choose from off of a list easily enough.

Edited the OP as requested above.

I hope I didn't miss any... Please, let me know if I did.

Llama513
2017-06-23, 10:09 PM
I have brought over a new maneuver system for my Tome of Battle Conversion (http://homebrewery.naturalcrit.com/share/ryejTJ2Ox) and I would really like to have it play-tested, as there is a lot of variance, and material to try out

Link to the original post is here (http://www.giantitp.com/forums/showthread.php?524943-Tome-of-Battle-Conversion-PEACH)

PeteNutButter
2017-06-23, 10:31 PM
Cool thread here, and some cool homebrews. I'd be interested in getting some playtest on my homebrew class if anyone is interested. It's modeled after the greek heroes of legend.

The Hero (http://homebrewery.naturalcrit.com/share/BkTVdlJxe)

Any feedback is appreciated.

miburo
2017-06-24, 11:39 AM
Edited the OP as requested above.

I hope I didn't miss any... Please, let me know if I did.

I would love for help to test my Spellsword base class. The goal was to create an arcane half-caster (sort of a counterpart to the Paladin) with options for both a more duskblade-esque offensive type (Channeling archetype) and a defensive swordmage type (Shielding archetype). It's gone through numerous balancing revisions but I am hoping it is in a good place now.

Original GitP Post on Spellsword (5e) (http://www.giantitp.com/forums/showthread.php?514179-Miburo-s-Spellsword-(5e-base-class)-PEACH)

Direct link to Google Doc for Spellsword (5e) (https://docs.google.com/document/d/1x6GcnjQOMzcB3zUF1nduYMOAJmz3Xyc1MXGhpNu9iNU)

Desteplo
2017-06-24, 03:57 PM
This is my take on homebrew for way of 4 element monk.
-it uses the special attacks (unbroken air, fire snakes and water whip) as a scaling cantrip you can add ki to enhance
-with features that don't use ki

http://www.giantitp.com/forums/showthread.php?526781-5e-semi-spell-less-way-of-4-element-looking-for-feedback&p=22076285#post22076285

jaappleton
2017-06-28, 08:19 AM
I would love for help to test my Spellsword base class. The goal was to create an arcane half-caster (sort of a counterpart to the Paladin) with options for both a more duskblade-esque offensive type (Channeling archetype) and a defensive swordmage type (Shielding archetype). It's gone through numerous balancing revisions but I am hoping it is in a good place now.

Original GitP Post on Spellsword (5e) (http://www.giantitp.com/forums/showthread.php?514179-Miburo-s-Spellsword-(5e-base-class)-PEACH)

Direct link to Google Doc for Spellsword (5e) (https://docs.google.com/document/d/1x6GcnjQOMzcB3zUF1nduYMOAJmz3Xyc1MXGhpNu9iNU)

Looking over it now. I'm posting my thoughts as they come, my initial reactions to everything.

Presence of Mind is too strong. Either +Int mod or +1d4, not both.

Spellsword Tactics is nice, but it's a bit much. It's almost at-will Disadvantage on saves, all you have to do is hit the target. Coupled with spells on their spell list, like Banishment and Hold Person, that's very tough. Make it once per short rest.

I like Intelligent Blademaster, no issue there.

If you're referencing the actual thing, I believe its Rhodes Scholar. :smalltongue:

Spellsword Mastery seems OP, but its a Capstone. It's supposed to be, right?

Spellblade needs to be toned down. Change it from +1d6 at each increment to +1d6, +1d8, etc. Also, Ice Blade should reduce speed to half, not to zero.

Adroit Explorer needs to be buffed. Pick either Athletics or Acrobatics, gain Expertise in it. Also, your Jump distance increases by 10ft.

Arcane Fury is weak. It's a lv18 ability that lasts until your next turn (Beginning or end of your next turn?). Instead, make it an aura. While in the aura (aura is a 15ft radius around you), allies get +2d6 damage and lasts a number of rounds equal to your Intelligence modifier. Once per long rest.

Eternal Sentry - See Adroit Explorer.

Total Aegis should be, "As a Reaction, when forced to make a saving throw, you can grant a number of creatures you can see up to your Int modifier Advantage on that saving throw". Once per long rest.

I really like the spell list. Fits it perfectly. For 3rd level spells, I'd add Erupting Earth. I know its not the greatest spell, but its thematic.

------

Now, for something different.

I normally don't do this, but I need everyones help.

I need something of mine tested / reviewed.

Please look it over and comment.

http://www.giantitp.com/forums/showthread.php?528177-Monk-Way-of-the-Divine-Hand-(Monk-Cleric-Domains)