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Thread: Homebrew Bard Spell
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2017-02-07, 06:50 PM (ISO 8601)
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- Feb 2017
Homebrew Bard Spell
My DM gave me permission to create my own homebrew spell for my newly level 6 bard. I've only been playing for a few months and I was hoping you could help me fine tuning it?
It's ment to be a level no higher then 3 and a bard only "spell".
Here is the spell.
Spell Name: Stunning Performance
Case Time: 1 action
Range: 15 feet
Components: None
Duration: Concentration up to 5 minutes
The bard performs an amazingly stunning performance that draws the eye of all enemies within 15ft. All enemies must make a charisma saving throw. On a failed saving throw the creature is stunned for the remainder of the initiative round. The creature is merely distracted if they pass and all attacks against them have advantage.
While the spell(performance) is active all enemies within range are effected. This means the player can move there full movement and all enemies who enter the 15 foot range at any point are effected(for the remainder of the initivitive round).
Enemies must be in line of site.
So my questions for you experienced players...
- What level should this be?
- Is it OP?
- Is 15 feet the right range?
- Should it have scale option(20 feet if cast at a higher level? or 5 per level?)
- Is there a simular spell I don't know about which makes this spell pointless?
- Is the name too on the nose?
- Does the description make sense?
Any help would be greatly appreciated.Last edited by sunkin; 2017-02-07 at 07:22 PM.
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2017-02-07, 07:18 PM (ISO 8601)
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Re: Homebrew Bard Spell
What does an instant cast time mean?
I have a LOT of Homebrew!
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2017-02-07, 07:22 PM (ISO 8601)
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2017-02-07, 07:30 PM (ISO 8601)
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Re: Homebrew Bard Spell
Right, let's go over the rest of it.
It's Friendly Fire approved, which a lot of CC is not.
You can move while it's active, and continually affect new enemies.
Most importantly, there is NO CLAUSE PREVENTING AN ENEMY FROM BEING AFFECTED MORE THAN ONCE. Fix that. Right now.
And lastly, it gives a great advantage even if they SUCCEED on their save.
So it should definitely be high level.I have a LOT of Homebrew!
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2017-02-07, 07:53 PM (ISO 8601)
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Re: Homebrew Bard Spell
That was not intended i'll have to add that in. Maybe have anyone who has seen the performance in its entirety immune.
Correct. Thats part of why i like the spell. its not a point and fire deal. Also like the idea of the bard moving around the battle instead of standing in the back.
I figured since it only lasted until the end of the round that was covered. So technically if i am low in the initiative most the enemies won't be effected other than giving advantage against them. Then 5 minutes duration was so it did not have to be cast every turn. It was autocast on my turn for 5 minutes or until i lose concentration.
I was wondering if that would be pushing it lol
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2017-02-07, 07:55 PM (ISO 8601)
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- May 2014
Re: Homebrew Bard Spell
Agreed! I'd argue it teeters somewhere on the edge between 7th and 8th level? Probably closer to 8th considering that the Bard could take the dash action to effectively double the enthralled area each turn. It's also worth noting that the relatively long duration means it will likely be able to impact multiple encounters per day.
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2017-02-07, 07:59 PM (ISO 8601)
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2017-02-07, 08:00 PM (ISO 8601)
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Re: Homebrew Bard Spell
The bard performs an amazingly stunning performance that draws the eye of all enemies within 15ft. All enemies must make a charisma saving throw. On a failed saving throw the creature is stunned for the remainder of the initiative round. The creature is merely distracted if they pass and all attacks against them have advantage.
While the spell(performance) is active all enemies within range are effected. This means the player can move there full movement and all enemies who enter the 15 foot range at any point are effected(for the remainder of the initivitive round).
Enemies must be in line of site.
The bard performs an amazingly stunning performance that draws the eye of creatures within 15ft. Creatures of your choice that can see and hear you within 15ft. of you must make a charisma saving throw. On a failed saving throw, affected creatures are stunned. On a successful save, an affected creature is merely distracted and all attacks have advantage against the creature. A creature can make a new Charisma saving throw at the beginning of each of its turns to negate the effect.
While maintaining concentration on this spell, you can move up to your full movement to include new creatures within the spell's range. The effects of this spell immediately end on a creature that is no longer included within the range of this spell.
That being said, this should definitely be a higher level spell. I think it would be more balanced to give affected creatures who make their save disadvantage on their attacks, rather than all attacks against them having advantage. The creature is likely to make far fewer attack rolls than it can take in one round, so overall this spell would be affecting a lower number of attack rolls, making it more balanced. Either that or you could take the Guiding Bolt approach and just allow the next melee attack against the creature to have advantage. You should also add a statement allowing creatures to attempt another save when they take damage.
Over all it is a cool idea that needs a bit of work still.
EDIT: to make it a 3rd or 4th level spell I would change it to this:
The bard performs an amazingly stunning performance that draws the eye of creatures within 15ft. Creatures of your choice that you can see within 15ft. of you must make a charisma saving throw. On a failed saving throw, affected creatures are stunned. On a successful save, an affected creature is merely distracted and it has disadvantage on all attacks until the end of its next turn. A creature can make a new Charisma saving throw to end the effect at the beginning of each of its turns or when it takes damage from any source.
While maintaining concentration on this spell, you can move up to your full movement to include new creatures within the spell's range. The effects of this spell immediately end on a creature that is no longer included within the range of this spell.
Once a creature is affected by this spell, it can not be affected by this spell again for 24 hours.Last edited by retaliation08; 2017-02-07 at 08:38 PM.
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2017-02-07, 08:16 PM (ISO 8601)
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2017-02-07, 08:17 PM (ISO 8601)
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Re: Homebrew Bard Spell
Seems like it is a very upgraded Hypnotic Pattern mixed with a bit of Hold Monster...
At the very least I would put this at level 5.
It isn't an all or nothing spell, it is a charisma save, and it has a good debuff on a successful save and a very good debuff on a failed save.
It has a ton of potential targets. Bards get expertise so stealth up to a bunch of creature and surprise them with this would be a huge pain...
At minimum I would say level 5 and maybe even level 6... This spell is brutal!
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2017-02-07, 08:22 PM (ISO 8601)
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Re: Homebrew Bard Spell
I never thought of it being used that way. I actually think now i would need wording to avoid that. Considering its supposed to be a performance. Jumping out at someone and playing a song would rp really odd lol. Maybe a suprise round would work if it started with a lute power slide? lol
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2017-02-07, 08:37 PM (ISO 8601)
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- Dec 2009
Re: Homebrew Bard Spell
I think it would be good to have the effects break on a creature when it is attacked. Weakens the spell enough to make it usable at a lower level.
Also in my head the spell ends each at the end of each round and is recast free each round until i am damaged. i'm guessing i didnt explain that well.
I would also require all affected creatures to be able to hear and see you, as they would not be distracted otherwise.Last edited by retaliation08; 2017-02-07 at 08:39 PM.
Check out my 5e Homebrews!
Bard College: College of Dance
Bard College: College of Bravado
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Roguish Archetype: Tomb Raider
Roguish Archetype: Thief Acrobat
Martial Archetype: Marshal
Thanks for your support!
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2017-02-07, 08:46 PM (ISO 8601)
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Re: Homebrew Bard Spell
Yeah i'm thinking the creature is only effected during the initiative round they where within range. It's a temporary 6sec distraction/stun. Once i'm out of range they easily carry on with there business. But if i'm within range again... 6sec of distraction. Until i am hit and unable to perform of course.
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2017-02-07, 09:15 PM (ISO 8601)
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Re: Homebrew Bard Spell
It also definitely should have verbal, somatic, and material (instrument) components. Technically you could be able to perform a song using only your voice, but we'll chalk this up to balance. Besides, a vocal performance is always better when accompanied by instrumentals.
There's no way you're making a performance like this though without at least somatic components and either verbal or material components.
Even nerfing it down to Concentration up to 1 minute, making creatures who save or have been affected immune for 24 hours, and allowing stunned creatures to become de-stunned if they are attacked or damaged, I would still call this a 5th level spell.
If you want a 3rd level spell you're looking at single target stun, almost no way around that.Homebrew
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2017-02-07, 10:04 PM (ISO 8601)
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Re: Homebrew Bard Spell
I mean... Have you ever watched a Disney Movie?
That's pretty much what happens all the time, the singer just kinda pops up somewhere and starts singing/performing.
Also, there is really no way around stealthing up and then performing this spell, and that's fine. I love me a great bard who can sneak into a room and captivate an audience.
Spoiler: Don't mess with the Bard
I'm aware this isn't a disney movie, don't kill me, it's just the best bard gif ever.
Last edited by Deleted; 2017-02-07 at 10:04 PM.
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2017-02-07, 10:50 PM (ISO 8601)
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Re: Homebrew Bard Spell
This strikes me as the crux of this issue. If the spell is going to be balanced at 3rd level then it needs to be at least theoretically comparable to Hypnotic Pattern, a spell which...
- Targets a single 30' cube.
- Has no effect on a successful saving throw.
- Only incapacitates, rather than stuns.
- Targets a generally strong save.
- Has multiple end conditions.
I'd propose the following.
Spoiler: Fascinating Performance, 3rd level(ish)
Fascinating Performance
3rd Level Enchantment
Range: Self
Components: VS
Duration: Concentration, up to 1 minute.
You begin a dazzling performance which utterly enthralls nearby creatures. When you cast the spell creatures within 10' of you must make a Wisdom saving throw. On a failed save the creature becomes charmed until the end of its next turn. On a successful save, the target is unaffected and you can't use this ability on that creature again until you finish a long rest. While charmed the creature is considered blinded and deafened, perceiving only you. Until the spell ends you may use an action on each of your turns to repeat the performance, again targeting a 10' radius centered on yourself.
The spell ends for an affected creature if it takes any damage.Last edited by Flashy; 2017-02-07 at 10:50 PM.
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2017-02-07, 11:06 PM (ISO 8601)
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Re: Homebrew Bard Spell
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2017-02-07, 11:10 PM (ISO 8601)
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Re: Homebrew Bard Spell
I think that makes a fine 3rd level spell.
Homebrew
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2017-02-07, 11:18 PM (ISO 8601)
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Re: Homebrew Bard Spell
Check out my 5e Homebrews!
Bard College: College of Dance
Bard College: College of Bravado
Factotum with Archetypes
Roguish Archetype: Tomb Raider
Roguish Archetype: Thief Acrobat
Martial Archetype: Marshal
Thanks for your support!
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2017-02-08, 06:46 AM (ISO 8601)
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- May 2015
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- UK
Re: Homebrew Bard Spell
I, too, endorse Flashy's Fascinating Performance as a 3rd-level spell. It's on the stronger end of the scale, probably, but at least it's in the right ballpark. It'd be hard to get closer to the OP's wishes without breaking into higher spell levels.
In particular, I want to highlight that this effect needs to be 'concentration, up to 1 minute', as Flashy has it. It's primarily a combat debuff spell that should mirror Hypnotic Pattern in that regard.Lydia Seaspray by Oneris!
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