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  1. transcendantviewer

    5e Magus Class Conversion

    The problem that I have with this class is that it gains access to too many spells. It's meant to be a half-caster, I understand that, but it gains access to every wizard spell, even if it has to prepare its spells. You gave it a reasonable spell list, but the fact that it can exchange one spell...
  2. transcendantviewer

    The Tar Pit Swamp

    I did a bit of research; good news is that they bubble due to natural gas escaping and are, surprisingly, somewhat difficult to burn. Strong flames, like those roughly the size of a bonfire, can cause combustion, but only to a limited extent. The tar and other substances in the pits are roughly...
  3. transcendantviewer

    Elementalism Feat

    Lanliss, that's an interesting prospect, but there aren't too many situations where one has to save against water. Not to mention, what is the opposite of Acid in D&D? What's the opposite of Lightning? The only one that has a true counter is Cold, which is countered by fire. Fire is countered by...
  4. transcendantviewer

    A 9th school of magic - Invocation

    If you can make that work, more power to you, but that sounds way more complex than it needs to be. Especially because the inspiration you're using, Magic: The Gathering, allows for many spells to cross those color barriers. I.E. Red Counterspells, rare instances of black spot removal, and...
  5. transcendantviewer

    Classic PC Races for 5e - Warforged, Shifter, and more

    I checked out your homebrew of the Warforged. Not bad, but it looks very heavily influenced by the 4e iteration, if I had to guess. Bit of critique, I don't think that they should get a +2 to Strength and a +2 to Constitution. I've got a version of my own that you might find interesting. I'd...
  6. transcendantviewer

    A 9th school of magic - Invocation

    It sounds interesting, but very balance-upsetting. Wizards already have access to every spell on their list, given enough money. Do you really want them having access to all of the other spells too?
  7. transcendantviewer

    Elementalism Feat

    mellored, wouldn't that be too strong? I could understand learning a cantrip and getting the advantage on saves, but all of that together seems way too strong. I'd say learning the cantrip, getting advantage on saves against the type, and the once/long rest ability all together would make a...
  8. transcendantviewer

    Cthulhu Monsters

    As far as I can tell, the basic math is here, but the mechanics and various other features need to be altered. Read the Monster Manual and try to arrange its abilities like that. I can try my hand at this, but I don't know much about Lovecraftian Monsters. I have tremendous respect for him and...
  9. transcendantviewer

    Elementalism Feat

    The fact of the matter is that an ability like that should not be a feat property, or at the very least, be the only property of the feat and the feat should have special prerequisites. If it was a mid-high level class archetype ability, that'd be fine, because it'd require extensive investment...
  10. transcendantviewer

    Elementalism Feat

    I don't recommend letting it apply to spells. Do you really want a player turning a 5th level spell into a 9th level for free?
  11. transcendantviewer

    Elementalism Feat

    Perhaps for their boosted cantrip ability, allow them to deal an extra, special damage die. Have them roll a d12 and add that to the damage that their cantrip deals for that attack. That way, it adds variance that always feels relevant without feeling too strong. Let them do this once per short...
  12. transcendantviewer

    Elementalism Feat

    The ability to cast a cantrip at higher power levels struck me as odd. I can't say it'll be too powerful, considering it's a once/long rest ability, but it's very strange.
  13. transcendantviewer

    Critical failure optional rules and a critical miss table

    Sorry, I altered my comment. I don't think it's possible to break magical weapons unless you use some pretty damn strong magic.
  14. transcendantviewer

    Critical failure optional rules and a critical miss table

    My problems with this are as follows: weapons are usually strong enough to hold up to attacks by other weapons, I don't think just dropping one on a crit failure of 8 would be enough to break it. Magical items cannot be broken except under certain circumstances. (Unless they're consumable.)
  15. transcendantviewer

    5 Fighter Archetypes

    I'm not sure it's necessary. A few times per day, you can choose to just take somebody's luck and use it as your own. I think that's enough.
  16. transcendantviewer

    Hold on to your Bhuts

    I think the auto-crit and insta-die from blessed weapons is a bit much. Especially when 3rd level Clerics get Spiritual Weapon.
  17. transcendantviewer

    5 Fighter Archetypes

    I wanted it to be its own thing. It won't interact with the Lucky Feat at all unless the penalty is applied to a roll taken using the Lucky Reroll. And with the bounded accuracy in 5e, even a slight penalty can be a big deal, this subclass lets you literally warp fate at will. A lot. Even if...
  18. transcendantviewer

    5 Fighter Archetypes

    Here's the archetype I made way back when. Archetype of the Malefactor As an archetypal Malefactor, you have spent years learning the cues of chance, skewing true randomness to punish your foes and benefitting from their misfortune. Those that learn from this dip into a pool of arcane knowledge...
  19. transcendantviewer

    5 Fighter Archetypes

    If I still have the archetype saved, I'll pull it up for you. It was relatively simple.
  20. transcendantviewer

    5 Fighter Archetypes

    Well, my original build was to impose lasting effects upon targets when scoring a critical hit, however, any Champion Fighter with a few Variant rules could accomplish that. My other idea, which was what I called the "Archetype of the Malefactor" functioned bu having a pool of "Misfortune Dice"...
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