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General Tabletop Discussion
*Dungeons & Dragons
New transmutation arcane tradition 2nd lvl feature
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<blockquote data-quote="marques_art_boris" data-source="post: 7120371" data-attributes="member: 6884046"><p><span style="color: #000000">[FONT=&quot]Hi all, we are on the final chapters of our current campaign and, as a consequence, players started to go crazy about new characters and builds. As I plan to play a wizard gnome, transmutation is my arcane tradition of choice. Although, our games are really combat focused and the minor alchemy (2nd lvl tradition feature), and perhaps the shapechanger (10th lvl tradition feature) might not fit our game style and will be under used (if ever used at all).</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">[/FONT]</span></p><p><span style="color: #000000">[FONT=&quot]I've talked with my DM and he suggested that I might homebrew something to make the tradition more appealing. Looking at the brief description of the transmutation school we have: Transmutation spells change the properties of some creature, thing, or condition.. So I thought on these features [throughout them, I present some design reasoning in square brackets]:[/FONT]</span></p><p><span style="color: #000000">[FONT=&quot]Transmuter alchemy:[/FONT]</span></p><p><span style="color: #000000">[FONT=&quot]When you choose this school at 2nd level you master arts of transmutation that let you enhance your body in different ways. As a bonus action, you can apply one of the effects described bellow to yourself. Additionally, you can brew one potion that holds one of these effects. Brewing a potion requires time and can be done as part of a long rest. You can only have one brewed potion at a time. You can use the described effects a number of times equal to 1 + intelligence modifier.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">[/FONT]</span></p><p><span style="color: #000000">[FONT=&quot]The list of effects and the amount energy required to craft each one of them are presented bellow:[/FONT]</span></p><p></p><ul> <li data-xf-list-type="ul">Hardened skin: for 1 min bludgeoning, slashing and piercing damage that you take from nonmagical weapons is reduced by 3. [the idea came from the 3.5 Toughening Transmutation feat]</li> <li data-xf-list-type="ul">Enhanced senses: you gain +1d4 on your next strength or dexterity ability check [this is the same as the guidance spell, but still more limited.]</li> <li data-xf-list-type="ul">Remove toxins: for 1 min you have advantage against poison saving throws [based on the antitoxin alchemy item]</li> <li data-xf-list-type="ul">Transmute object: the same effects as minor alchemy, cannot be done as a bonus action, but still requires one use of your feature [A nice touch to keep the minor alchemy feature]</li> </ul><p><span style="color: #000000">[FONT=&quot]Can you guys provide me some feedback on the designed features OR perhaps suggest new alternatives? I thanks in advance for all the feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />[/FONT]</span></p></blockquote><p></p>
[QUOTE="marques_art_boris, post: 7120371, member: 6884046"] [COLOR=#000000][FONT="]Hi all, we are on the final chapters of our current campaign and, as a consequence, players started to go crazy about new characters and builds. As I plan to play a wizard gnome, transmutation is my arcane tradition of choice. Although, our games are really combat focused and the minor alchemy (2nd lvl tradition feature), and perhaps the shapechanger (10th lvl tradition feature) might not fit our game style and will be under used (if ever used at all). [/FONT][/COLOR] [COLOR=#000000][FONT="]I've talked with my DM and he suggested that I might homebrew something to make the tradition more appealing. Looking at the brief description of the transmutation school we have: Transmutation spells change the properties of some creature, thing, or condition.. So I thought on these features [throughout them, I present some design reasoning in square brackets]:[/FONT][/COLOR] [COLOR=#000000][FONT="]Transmuter alchemy:[/FONT][/COLOR] [COLOR=#000000][FONT="]When you choose this school at 2nd level you master arts of transmutation that let you enhance your body in different ways. As a bonus action, you can apply one of the effects described bellow to yourself. Additionally, you can brew one potion that holds one of these effects. Brewing a potion requires time and can be done as part of a long rest. You can only have one brewed potion at a time. You can use the described effects a number of times equal to 1 + intelligence modifier. [/FONT][/COLOR] [COLOR=#000000][FONT="]The list of effects and the amount energy required to craft each one of them are presented bellow:[/FONT][/COLOR] [LIST] [*]Hardened skin: for 1 min bludgeoning, slashing and piercing damage that you take from nonmagical weapons is reduced by 3. [the idea came from the 3.5 Toughening Transmutation feat] [*]Enhanced senses: you gain +1d4 on your next strength or dexterity ability check [this is the same as the guidance spell, but still more limited.] [*]Remove toxins: for 1 min you have advantage against poison saving throws [based on the antitoxin alchemy item] [*]Transmute object: the same effects as minor alchemy, cannot be done as a bonus action, but still requires one use of your feature [A nice touch to keep the minor alchemy feature] [/LIST] [COLOR=#000000][FONT="]Can you guys provide me some feedback on the designed features OR perhaps suggest new alternatives? I thanks in advance for all the feedback :-)[/FONT][/COLOR] [/QUOTE]
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New transmutation arcane tradition 2nd lvl feature
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