New Subclasses for D&D
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- Опубликовано: 19 авг 2024
- #dnd #dungeonsanddragons #dungeonmaster #gamemaster #gamedesign #rpg #ttrpg #tabletopgaming #roleplayinggames #cinderblocksally #criticalrole #dndmemes #wotc #dnd5e #5e #dndhomebrew #homebrew #wizard #sorcerer #cleric #spellcaster #magic #characterdesign #characterconcept #gamedesign
I was a cleric/sorcerer multiclass, and acter my first Mass Cure Wounds was Counterspelled, I used Subtle Spell on Mass Cure Wounds the next turn so that it wouldnt be counterspelled by the Lich we were fighting against. Metamagics are great for that
ok first of all that's so evil of your DM to counter mass cure wounds.
Brilliant counter to Counterspell!
or you could've, you know, counterspell the counterspell
@@amenabdelkefi4996 I should have clarified, I only had 3 levels in sorcerer at the time, not enough for counterspell
@@amenabdelkefi4996Which is more expensive? 1 sorcery point or a third level spell slot + a reaction?
OP absolutely made the right call. Regardless of having access to counter spell it not. And now they can counter spell a spell from the lich instead of going without a reaction
One of my favorite subclass features from a spellcaster would be the Shadow Sorcerer being able to teleport unlimitedly, so long as you teleport to and from an area with dim/no light
Ah as a DM I can definitely say I'd get tired very quickly of telling one player which areas are dark or lit. And on top of that this subclass would be absolutely busted for like an Underdark adventure where everything is in near pitch black.
@@TheOfficialBrotherfeatures like this are why I prefer complete ToTM where I can make it up as needed, or a nice VTT where I can set walls, add a light source and let the map speak for itself
So basically the shadow monk ability but transfered over to sorcerer.
@@Zeke1460 Pretty much yeah. Just remove the advantage on first melee attack after teleporting and it's basically one to one
Reminds me of a friends subclass when I was DMing a group of all homebrew. One stood out to me though. He was a Wizard who specifically gained his power by learned from Janus God of Doors flavor texted a bit so he could do some fun stuff. He could cast spells as normal, but could also, at the charge of upcasting one level, cast a spell through the pocket of another creature to guarantee a hit without it being a crit. Lots of fun was had for him with that subclass. Called it Pocket Mage. Useless without pockets on the target, but hey, he was still a wizard.
I made a barbarian subclass focused solely on DPS (The Path of The Monster), which was something I always thought the barbarian lacked.
My favorite feature, Pay Back, allows him to become stronger the more he misses and fails.
Could you explain how Pay Back works in dice? It sounds like a fun idea.
@@walrusfitzberger2065 14th Level-
During rage, when you miss an attack or a save or a enemy hits you with an critical attack, you go up to four stages.
First stage: Next attack crits on a 19 and you add your proficiency to your damage.
Second stage: Rage damage and your brutal critical dice doubles.
Third stage: You crit on a 18 and your strength modifier doubles.
Fourth stage: Your weapon damage dice gains a additional dice for every time you trigger a stage pass the third.
Additionally if you have a critical failure, you go two stages instead of one.
The main idea is to give the player a sense of joy even during failure. Because they may have it bad now, but when they hit, it’s gonna hurt.
And the idea of a raging monster becoming more aggressive and powerful the more it fails to eliminate the prey.
@@underwarboy5065 hey, where i can read about this subclass?
@@underwarboy5065man, please tell me
@@zitomutant8630 I’ve never posted any of my subclasses online but here it is.
1# Feature: Monster Style- At level 3 you learn to push your strength beyond it’s limits. You gain a +2 rage damage and when you make an attack roll you can add half the rage damage to the roll, you gain another +1 at level 8 and another at level 15.
Additionally if your roll with your rage bônus ups your roll to a equal(Not higher) critical hit number without it, you get a critical damage.
2# Feature: Mass Ferocity- At level 6, when you enter a rage you can make an additional attack as an bônus action a number of times equal to your strength modifier, you regain this ability after a long rest.
3# Feature: Reckless Multilation- At level 10th, you can use Reckless Attacks during reactions.
Additionally, when you make a Reckless Attack you can cancel the advantage to attack an additional time. You can do so no more than once per turn.
4# Feature: Bloody Pay Back- At level 14, your rage is filled by your failure and the success of your enemy. When you miss an attack or a save and a enemy hits you with an critical attack your rage becomes stronger and stronger going through stages of rage.
Negation: In this first stage, you next attack crits on a 19 and you add your proficiency to your damage.
Anger: In the second stage, your rage damage and your brutal critical dice doubles.
Misery: In the third stage, you crit on a 18 and your strength modifier doubles.
Acceptance: In the fourth stage, your weapon damage dice gains a additional dice for every time you go up stages after Acceptance.
Additionally if you have a critical failure, you go two stages instead of one.
That is why I am always a little leery of the feats that allow people to copy class features. I don't forbid them or anything, but part of me wishes that class features couldn't be accessed through feats like Metamagic Adept. It's a personal pet peeve, but it's a feeling I can't shake.
Considering how ass multiclassing can be those feats are the best
@@matth2283 There are rpgs that allow you to pick abilities without any classes, like Gurps, they're just not D&D. Why can I get metamagic or battle master maneuvers with a feat, but not Action Surge, the Champion Fighter's increased crit range, or the divination wizard's Portent? I agree multiclassing has issues, but if you can access some class features via feats, I think you should be able to access them all, and if you can do that, you should just eliminate classes (they could still have suggested "quick builds" for the standard archetypes). At that point, though, is it still D&D?
@@Pandaemoni
I mean, overhauling how characters are built in that capacity is only changing a portion of the whole framework of mechanics for the entire system, so, at its foundation, I think that would still count as D&D.
It's very homebrewed, but it will still run basically the same, practically.
Put a character in an encounter-- combat, social or other --and it'll still play like D&D.
I like how you use pre-nerf Jains from hearthstone for one of the first slides
Spell caster subclasses adding spells to their spell lists be lookin at you sideways
Good thing that's not the only thing their subclasses give
This isn’t contradictory to my point. The spells are either spells they wouldn’t normally have access to or they free up space for the rest of the casters spells. Classes getting additional spells is more or less of an impact on the subclass depending on the class, and while they are important - they don’t eat up any space in the leveled subclass features so they kinda are their own thing.
@@Cinderblocksally then may I ask, what's your opinion on warlocks only getting the spells added to their list and not learned like every other class that gets subclass spells?
I personally think it makes no sense, and I don't think it would be too strong anyways. Options ain't what limits warlocks lol.
I always let players take them as if they are learned by subclass features and not added to the list of their class. Don't think anything bad could happen, but wanna know your opinion
@@darkanayer5867I’ve ran that option and I like way. I’ve been on the player side where I can see how calm emotions could be fun, but what am I honestly willing to give up? Because it isn’t misty step and it isn’t invisibility. If you do give them the freebies, you aren’t exactly about to hear the other casters at the table complaining “hey, this warlock sure is casting a lot of spells”.
The only reason I can think why they don’t get them is to help prevent decision paralysis. I’ve definitely been in situations where I pass on using one of my slots because maybe I’ll need to cast x spell soon. I can see how having more options would make me ever more reluctant to cast.
Now on the subject of homebrew expanded spell lists, I definitely give sorcerers extra spells in the same vein as the Tasha’s subclasses and I recommend it
@@darkanayer5867depends on the GM, I play with a couple GM that allow me to get access of spells.
@@darkanayer5867 Yeah, I've always disliked the Warlock expanded spell list. ...Like, yeah, part of expanded spell lists is an increase in power, but an even more important part of all the classes that get to always have them prepared is it gives you room to always have certain spells on hand for when niche circumstances that are thematic to that subclass happen to come up.
I think the ideal goal to aim for when homebrewing is trying to have one spell of each level that's going to be useful often, and one spell that's purely about enhancing flavor, no matter how limited its use-case may be. Well, when the class gets two spells for each level, anyway. Only getting one per spell level makes including suboptimal yet flavorful spells much more tricky. Which is why even the good Ranger subclasses are kinda frustrating, particularly when you look to Paladins and Artificers as the other half casters.
I remember making an elemental unarmed barbarian concept a while ago.
Lv3 you got unarmed strikes, 1d4+Str, 1d6+str at 8th level, and 1d8+str at 14th level. I tried to balance it in par with monk's and Barbarian's Rage damage.
You also got to pick 4 of 8 elemental effects, and when you rage you'd roll a 1d4 to determine which element you'd be filled with when you rage.
Fire, Lightning, Acid, Necrotic, Force, Cold, Radiant, Thunder.
Each element had it's own effect that gets increased at level 10. you where allowed to Use these Elemental effects once per attack, so if you have multi attack your other would be a normal unarmed strike.
at 6 you would gain resistance to a chosen element when you rage 2 at 10th level and can only change what they are with ability score improvements. Or with a DC18 Strength check you can try to negate that element's damage, if you fail you take double damage.
at 10th you gained some utility cantrips based on which of the elements you chose,
and finally at 14, your none elemental unarmed strikes can be changed to piercing, bludgeon, or slashing as you've mastered unarmed combat styles.
I remember I made a Rogue subclass once. They got the ability to wear Medium Armor and use Martial Weapons. They could Sneak Attack with non-finesse weapons (as long as other requirements were met)
Seems busted lol
@@pedrogarcia8706 It's not OP, if that's what you mean. But I can see that it could be a devastating hit to the rogue's identity if not handled with care.
@@pedrogarcia8706 Not that much I believe. Using basic rules you can create dwarf / rogue with medium armor prof and 16 STR / CON + 14 AGI. So martial prof basically ads some more damage but nothing else. Needless to say that you have dwarf / rogue combo from the very first lvl while subclass requires lvl 3.
@@JustLoveHnS Well it's not just Armor and Weapon proficiency but being able to Sneak Attack with weapons you normally couldn't. So you could have a rouge hitting people with a Great Axe and getting Sneak Attack damage.
The subclass also got Extra Attack at 9th Level; discount Sentinel Feat (Minus the ability to hit attack if the enemy attacks your friend) at 13th. At 17th Level, twice per long rest, the Rogue can enter a special "Rage-like" state as a BA for 1 minute. While in this state they no longer follow the normal restrictions of Sneak Attack and just do it once per turn. They can Dodge as a BA and they add INT to their weapon attacks. If they had cantrips, they can also add sneak attack damage to Ranged Attack Cantrips.
@@Zulk_RS Unlimited bonus action dodge is not good. That's the broken bit I reckon. It steps on Monk's toes in a big way. If it's tied to the 17th level feature, then that's ok, but it's probably better to just give disadvantage to all incoming attacks without spending the bonus action every turn. They're already spending a limited resource. No need to limit the rogue's action economy this late in the game.
But also I have no idea why you would add Int on a Str focused rogue, and it's a really bad idea for a class to explicitly give you a bonus to a different feature that the class doesn't give you. Not for balance particularly, but because if you're not multiclassing specifically for that then it's a completely dead feature. Very limiting. Not very fun.
I made an astral origin sorcerer who gets various buffs and abilities based on the constellations.
So like the constellation druid?
I made a Monk subclass that gave them spellcasting from a class they choose at levels 3, 6, 11, and 17 (total of 4 spell lists that they can choose their spells from by level 17) they are prep casters, but instead of being 1/3rd spellcasters like Arcane Trickster amd Eldritch Knight, they are 1/4th casters. Also they get a mini version of a core feature from those classes when they gain a new class at one of the above levels, for example; choosing Bard gives you an amount of Bardic Inspiration equal to your Wisdom Modifier per Long Rest, Divine Smite if you choose Paladin, the ability to convert spell slots into ki points and vice versa if you choose sorcerer, etc.
It’s also important to create a place for the subclass in the lore of the setting.
For example, Gloom Stalkers will be commonly found as Underdark Drows.
In my current setting, many organizations hire Phantom Rogues due to their unique ability to turn souls into trinkets.
Recently made an artificer subclass based on the Captain from risk of rain 2, where the number of magic items attuned to you grants you microbots that can interfere with ranged attacks, stun until the end of an enemy turn, and later on even hack magical objects when close enough. really proud of it and plan to do more soon
Haven't got much details down but i know what i wanna do with this subclass concept:
The hope breaker warlock: basically this turns you into an almost full martial character with the ability to create custom "incantations"you can call appon for allys and yourself as spells (max of 4 for each kind of spell: utility, support, damage, and ancient which is basically the ability to turn a normal weapon into a magic weapon) and making most spells you would choose turn into blood pacts which are spells turned into passive abilities and just like incantations theres a limit, 6 this time around
Would love some form of antimagic focused class. Martial character with not overwhelming melee prowess but shuts down magic well.
I'm creating a close range spellcaster, and yea I took inspiration from cleruc's channel divinity, but I shaped it into a special and unique ability that benefits the clise range aspect of the class. I also just directly took a fwature from a sorcerer subclass that was based off of close range while the subclass it was iriginally on was definitely not close range
A wizard based around using the weave to just apply pure force would look cool. All spells are just physical force so they can be physical and slashing, piercing or blunt.
They can also be thunder damage. At higher levels they can now ignore resistances and then immunities. You get kinetic force spells based around physics applications. "Lever spell strike" which could be a powerful single target cantrip that deals damage in the flavor of an invisible telekinetic lever is used to magnify another invisible telekinetic force. Have the mid game spells be huge wads of force like "kinetic blast" which is just a huge explosion like an orbital drop of a rod of god. Have the late game spells be either more refined uses of kinetic explosions like "contained explosions" or have this wizards version of wish be "gravity well" where instead of directly using the weave, the force wizard uses the weave to drain entire demiplanes of energy and bend the fabric of reality in a roundabout way via using enough force to tear and bend reality instead of using the weave to command reality, you crudely hammer it into shape by pure physical force.
For drawbacks, you deal a ton of damage and have no spells to allow you to help you survive. You either erase the enemy or get erased. Only at higher levels do you get spells to absorb hits and even then they suck in comparison to other spell casters.
It cannot be overstated how fun and powerful a high level divine soul sorcerer can be. We’re talking about twinspell heal, holy shit.
I will keep it in mind mr cinder
I wrote mechanics that inscentivised "picking the right spells" for 3.5
I made a "tactician" subclass for sorcerer where they got weapon and armor proficiencies and could use sorcery points for effects similar to battle master maneuvers. Turns out that basically a fighter that could quicken leveled spells after weapon attacks was a bit too much, and thats all that it was worth using sorcery points for still. Lol
Wizard -> Siege caster (an idea):
1. Wizard is able to perform a ritual and create a circle of Siege casting in caster's position (requires concentration).
2. Once per round while standing in this circle Wizard MAY cast a prepared spell as a siege Spell. Chosen spell should have minimum 30 feet casting range and apply AoE.
3. Siege spell has its casting range increased by 500 feet and its radius is doubled but spell's AoE applies only at the start of the next Wizard's round.
4. All creatures in target area feel growing magical tension and may perform a perception / arcana test to predict the danger.
Hey sonder I’m making a revision to the monk’s base class to give it more power and I’m unsure if i should allow them to make grapple and shove checks with Dexterity. On the one hand it would make them feel way more like maters of martial arts, but if i do it means a single level of monk makes Strength completely obsolete. I dont know what to do. Thought?
WotC recently released a one-dnd play test for monks that includes a feature like this along with several other buffs, you could check that out and see if that version is what you’re looking for. Pack tactics made a good video about it you could check out. I’m pretty sure the feature allowing dex for grappled and shoves is a part of the martial arts in that play test so it only works while unarmored and using monk weapons which limits how op it is when multiclassing by limiting your weapon options and not allowing armor which forces you to boost wisdom to have a good ac.
@@aceofspades8474 i did see that playtest and i have been incorporating parts of it into this version, and it’s actually where i got the idea to give them this feature. Limiting it to being unarmored is a good point, but I also added the option for paladins to be wisdom based and that might negate it at least a little
Hey Cinder,
I know you put out a lot of content and put in a lot of effort. I just want to check in with you. Make sure you're doing okay and taking time for yourself between your busy work schedule. You're appreciated ao much by this community. :)
I still want to see a "Primal Soul" type sorcerer that deals with druidic magic
I still hope that we'll get a Hag Warlock someday that has curses like the Bloodhunter does, because that was, what I thought a warlock was like when I got into DnD and I was hella disappointed when there was nothing like this.
How about a wizard that gets 1 cantrip per level instead of the 2 spells. And at later levels can trade 3 spell slots to turn 1 spell of that level into a cantrip for the day. It would also make it interesting trying to get those cool super spells later, if there isn't another wizard in the party. Like having to go on an epic quest to find an ancient lost scroll for the clone spell.
One of the ua subclasses for the wizard i rember that was very cool was the lore wizard.
You got to change the damage type of your spells at your whime, and even change the saving throw once per rest (cant remember the kind of rest)
No other class or subclass can do that that i can remember
The swapping of damage types (with a restriction) is part of the Order of Scribes wizard. They get some other features that I find very interesting as well! Definitely worth looking at 😊
@AvaEobane1 I thought it was the lore wizard? Maybe not its been a while
I have a friend who is making a sourcerer sub class. Its not done yet, but its looking good.
Hey Cinder, I have found a rather op way of using one of the seemingly useless class features in DnD, and I want to share it with you!
I have once played an Alchemist Artificer. Among other shenanigans, my very observant alchemist stumbled upon a realization - explosions make sounds, rather loud ones. I put one and one together, and used the level 1 feature "Magical Tinkering" to record a message. The subject of the enchantment? Arrow tips. And the content of the message? The epicentre of the explosion. And thus my character buffed our fighter's arrows from pointy sticks to flash bangs in 10 seconds.
I’m being a Warlock for a one shot that tried to be a bard and was really bad at it. Level 10 warlock with 4 level 1 bard spells and being extremely petty about it is going to be so fun.
I feel like, with spellcasters specifically, that it's important to NOT go overboard.
Ita too easy to say "Well, theres nothing in DnD that lets me turn back time."
But thats for a very good reason. If you can, at 5th level, have a near full TPK being undone at the cost of a single spell slot... Thats a game breaker. Because all you then do is keep that person at the back of the party and keep on spell slot available for an instant do-over.
There are other examples, I'm sure, but time magic is one of the ones a lot of people find interesting... Until it comes to applying it mechanically.
I'm making a wizard subclass that gets a companion. School of Arcane Zoology, studies Monstrosity & even makes one too. Any suggestions for designing the "Test Subject"
my dm once told me a story about the time when his party killed someone for no reason and gave them a trait that made things like combat harder without directly ruining it for the party, what do you think of this?
Ok subclass idea realy want feedback from more expirianced people :Blood sorcerare the klass feture is a blood dice. you can add one dice to any roll from d2 to d100 and add it to the roll but the diferance you get as damage so exampel d 20 you roll a 15 you add that but get 5 damage if you would roll a 1 you get 19 damage. We could give the klass the chance to exchange modefiers with his konstitoution modifier so it can conzemtrate on hp to be not too bad of a glas cannon and/or maybe on later levels a lifesteel effect like the necromancer.
My first hombrew item was" The gamblers needel" A degger which dealt 2d2 damage but every time it it rolled a 2 one one of the dice it would exlode and you can roll agein and add that untill you roll a one. 😅 was in a 1on 1 kampane a bigger groupe would have killed me for all the re rolls.
Back when I played DnD (I play Dominion Rules now, much better system imo) I wanted an elemental based sorcerer that wasnt dragon blooded.
So I made one. They are similar to Genasi but can be any race and have differences, obviously. Biggest one is at level 14, i think that is when they get the third bonus, they can use 10 Sorcery Points to summon an elemental of their ancestry without requiring concentration. Considering the only way for sorcerers to summon is via racial spells, like the Mark of the Storm elf from ebberon (super fun btw) I wanted sorcerers to have a summon without just giving them a spell.
Level 20 or maybe it is 18, either way never tested, is the Elemental Zenith where they become a conduit of their ancestral elemental realm. They can choose 3 from a list of choices, if they want more they can but each additional choice imposes 1 level of exhaustion after the effect ends.
Over all I am proud of it. My main gripe is with DnD and the lack of spell diversity. End up homebrewing all the spells snd testing them to ensure they are balanced. Got to the point should just play a different game, so I did. Really enjoy Dominion Rules, recommend checking it out.
Hey, Cinder. One of my players wants to create a D&D character that is from a Symbiotic race and dependent on a live host. Essentially, it can not survive for the long term without being attached to (aka merged with) a living (willing) host.
Example:
Similar to Marvel's "Venom" and/or "Migi" from the anime "Parasyte: The Maxim"; however, preferably has a Symbiotic relationship with its host.
📜✨️ Additionally, how can I introduce this unique character when the party is first meeting and forming?
Essentially, allowing for a party to have some unique duo combinations between the symbiote and whatever party member is hosting it at that moment.
(Another good example using Venom is the character named "Agent Venom," which is Flash Thompson with the Venom Symbiote.)
I hope to hear from you.
Thank you so much
Barbarians main class feature should be teleport!
Do you have have any cool subclasses ideas?
This seems obvious when you think about it. It would really suck if the Illusion wizard's 2nd level ability was to learn a cantrip that any wizard can learn, and to be able to use it in a way that's only barely better than the base cantrip, and that most tables casually allow anyway because it's really just a quality of life improvement for the caster.
I think the key for the illusionist is the "doesn't count against the number of cantrips you know" part. Sure, it's maybe not the most impressive subclass feature (portent and arcane ward are just amazing), but having an extra cantrip (which might cover an additional dmg type) is going to be more helpful in combat than you'd think at first glance 😊
@@AvaEobane1 This was mostly a tongue in cheek comment, but the extra cantrip is a pretty poor defense of the feature. It's not just the likes of Portent, Arcane Ward, and Awakened Spellbook that completely outclass this feature. Even comparatively unassuming features like Minor Conjuration and Hypnotic Gaze are a whole lot better than an extra cantrip, because they are unique.
How would you reflavor a hex blade warlock (or at least a martial warlock), with a gem dragon patron?
I am making a draconic shard warlock, so I want him to be a mix of martial and warlock, with a gem dragon twist.
could Warlock be a Cleric Subclass or vice versa. Lore wise they are mechanically the same. but how many hoops would you have to do, to merge these classes?
Yet no spellblade sorc imagine channeling wils uncontrollable arcane power through your blade
That's why i dont really like great old one warlock, telepathy, imposing disadvantage on attacks against you, resistence to psychic damage and a glorified charm person doesn't feel either unique or fiting for making a deal with a cosmic horror
Hey big fan!
Wanted to know your thoughts on 5e's Mage of Lorehold UA subclass, specifically applied to Warlock with Pact of the Chain. I played this combination as a Mark of Shadow Elf in a recent game thinking it would be a cool "tanky face caster" but ended up ruining everything (long story short).
What is it about 5e that prevents classes like the Binder (Tome of Magic) or Summoner Unchained (PF Unchained) from being balanced or getting out of playtesting?
I love the design and would be grateful to hear your input on which drawbacks are necessary for this sort of 'modal' character to work.
On another note, have you seen other examples of a character being completely busted for a reason unrelated to damage?
Baguette Paladin?
Please help me I want to play as the bad guy from big hero 6 with the swarm of small robots how do I do it in dnd
Interesting question is there a class that focuses on status effects?
Hey sally. I enjoy your videos and I have a dilemma. I am playing a level 13 beast barbarian rune knight fighter dragon monk. I am going to go on a quest for the Wraps of Dyamack, which I think will be very important for the main quest. My DM said that the weapon require something along the lines of stillness of the calm mind to use. Barbarian has been crucial to my survival so far- and I don’t want to lose/give up my class features. What should I do/prepare for?
Ps: I don’t have them yet, so I don’t know what will happen or be required.
I had a whole thing about how "subclasses make a class feel unique" isn't true based on how older editions managed to make themselves distinct from other examples of the same class despite not having subclasses.
All it did was make me realize you're completely right, and solely because 5e is really, really bad at character customization compared to any other edition - not that D&D was great at this in ANY edition.
Hey Cinder
What dose railroad mean
I didn’t understand, could you spell it out for me?
I think the example you cite is extremely problematic. E.g. there must be vastly many situations where casting a cleric spell is strictly worse than casting a cleric spell _with metamagic_.
Leading (perhaps) to many situations where if your fantasy is to do X as a cleric casting a cleric spell then the best way to do X isn't even to be a cleric at all.
--------
NB: for me the advantage of the cleric is _of course_ the flexibility of being able to pick an entirely new set of class features (i.e. spells) each day.
You could let the martials completely rewire all their feats/ASIs from scratch every single day (or in 5e parlance 'on a long rest') and it wouldn't even come close.
I will preface this by saying that I played my cleric way more than my sorcerer (who isn't divine soul anyway), but I can think of some situations where cleric spells and metamagic have some great synergy, though the metamagic adept feat did of course weaken the case a bit. I don't think the divine soul sorcerer can outcleric the cleric, simply due to the flexibility that the cleric has through preparing their spells, but if a party wants a bit more healing/support and doesn't necessarily need a cleric (couldn't be me, I love playing clerics), then a divine soul sorcerer could be a great addition since they also get access to all the other sorcerer spells. I think it comes down to party composition and player preferences
Anyway-subtle spell + any healing spell when there is an enemy spellcaster with counterspell. I love playing my cleric, but each time I get counterspelled (which is ofc what a highly intelligent enemy would do so no shade to the DM), I wish I could get around it via subtle spell / having access to counterspell myself 😅
Another example I can think of would be firestorm + transmuted spell, given how often fire dmg is resisted.
*h e l l o c i n d e r* (must be read with dramatic effect, or I will be somewhat disappointed)
how would you go about making an absolutely gigantic (3 inches tall) character work
his name is Jim and the story of the character me and my friend came up with was, long story short, wizard cursed him to be ridiculously small.
If this helps at all, the intention of the character was a very small barbarian.
Yea but...magic in D&D just kind of blows. They got to ditch that spell slot nonsense that's left over from when it was a war game.
Hey Cinder, I know you answer player/DM questions with "talk about it" but that's my issue. I accidentally derailed my last session really badly. My DM is angry with me (understandable) and I've already apologized for it. What type of cue or hint can I ask my DM for that doesn't metagame to prevent this from happening in the future?
Sorry, what were you saying. The hair cutting in and out distracted me.
Why do you look like you're about to cry. Are you okay?
7th
I guess I am first…
Made lycanthropy subclasses for barbarians and rogues years ago, and it was truly marvelous
Very busted, but it would probably fit right in with current D&D
A good example of this is Conjuration Wizard and Benign Transposition. You can get teleportation magics with pretty much any caster however youre better at it and can do it further and can swap stuffs places
Please help me I want to play as the bad guy from big hero 6 with the swarm of small robots how do I do it in dnd