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  1. Joshy

    D&D 5E Does Magic Initiate need changing?

    I prefer it that way as well but this is one of the most common changes in my groups. Some of my groups don't allow any other spell granting feats.
  2. Joshy

    D&D 5E Does Magic Initiate need changing?

    Magic Initiate: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You learn two cantrips of your choice...
  3. Joshy

    D&D 5E My Super Simple Idea for a Better Fighter

    I made a few classes based around weapon styles. They each have two stances and four abilities. I'm working on consolidating them into a single class.
  4. Joshy

    D&D General Worst D&D advice

    lol
  5. Joshy

    D&D 5E My Super Simple Idea for a Better Fighter

    Change Fighting Style so that it is no longer a choice. You just get different benefits based on what you are wielding.
  6. Joshy

    D&D General Worst D&D advice

    Invest in 4th edition it's the most popular system. If you are looking for homebrew check out D&Dwiki it has the most widely used and accepted content. When invited to a home game it's expected for you to dress as closely to the vision of your character. It helps set the mood and gives the...
  7. Joshy

    D&D 5E Does Magic Initiate need changing?

    Not always, some classes like the paladin and eldritch knight are only partial casters and you can increase your level and not your caster level by multiclassing with a class that isn't a full caster.
  8. Joshy

    D&D 5E Does Magic Initiate need changing?

    It increases partial caster levels like multiclassing, 1/2 casters 1/3 casters and so on.
  9. Joshy

    D&D 5E Does Magic Initiate need changing?

    One of the homebrew changes my groups sometimes use is having Magic Initate grant the spell as permanently prepared and increase caster level by half, up to character level.
  10. Joshy

    D&D 5E How do you feel about PC abilities being nerfed by the DM?

    I'm fine with it if I'm given the details of the changes before the start of the game. If the GM feels the need to change something on a character that is already built. I would prefer the GM and the player discuss it before hand and make sure it's something the GM can't work around.
  11. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    Any that jump out at you more than most? Is there any chance you know of a place where this has already been discussed? I would love a remake of the spells I think there are to many as is and I would prefer a more generic set of spells. So they can easily be fluffed anyway the player wants.
  12. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    I completely forgot about the weapon draw limit. All the groups I play in have a homebrew that fixes that. Well darn that's just another mark against strength based builds. Okay that makes sense, you can't balance unless you understand the mechanics. So what do you think are the major...
  13. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    Would you be okay with them if they were refluffed to be less magical or if they had a material cost like an arrow? You could try increasing the casting time of all 6th level spells or higher. I once tried making them take an additional 10min to cast and they could be held to delay the casting...
  14. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    So it's more fluff than mechanics you have a problem with? You could just give a version of Shillelagh that works with all proficient weapons in place of a damaging cantrips. You could use thrown weapons, but I do understand where you are coming from. My main problem was range attack options...
  15. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    Do either of you think cantrips deal to much damage? If so just change them, make it were cantrips don't increase in damage but gain a bonus to damage equal to the spellcasting stat modifier. Example: Firebolt 1d10+Int/Wis/Cha
  16. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    No I ment casters because if damaging cantrips deal to much damage then casters need to stay away from weapons as well.
  17. Joshy

    D&D 5E A simple houserule for martial/caster balance.

    If damaging cantrips need to be limited per day then casters need the same limit on attacking with weapons.
  18. Joshy

    D&D 5E changes to wiz/ arcane trick and eldritch kn (For campaign homebrew)

    True but that 10min wait gives the DM ample opportunity if it is needed. Plus having to ritually cast it to keep it active is a huge time drain.
  19. Joshy

    D&D 5E changes to wiz/ arcane trick and eldritch kn (For campaign homebrew)

    Giving them at will detect magic can be a pain. I use a homebrew version of the Eldritch Knight that improves the bonded weapon with your eldritch knight damage dealing cantrips. Changes: Weapon Bond: Bonded Weapon can't be disarmed against your will. Once you have bonded a weapon to yourself...
  20. Joshy

    D&D 5E Mage the General Caster and Spells

    I'm having problem separating them. so I just put them in the list the either feels most fitting or needs more spells. The list are temporary and I am hoping the community will go through them. I originally had healing and buffs separate but there are way to few healing spells. The original...
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