Dungeons and Dragons Megathread

So I started playing D&D 5e about a year ago. And about a month back I had an idea that just wouldn't leave me be, so I created my first homebrew class.

Lancer

Ability Scores:
Strength, Dex, and Con mainly. Wisdom if you're going Runemaster.

Hit Points:
Hit Dice: D10 per level
Hit Points at Starting Level: 10+Con mod
At High Levels: 1d10(or 6)+Con mod per Lancer level after first.

Proficiencies:
Weapons: Polearms
Armor: Light and Medium Armor
Tools: None
Saving Throws: Dex and Con
Skills: Choose three from-Athletics, Acrobatics, Nature, Animal Handling, Perception, Survival, Intimidation.

Multiclassing
Requirements: Strength 13 or Dex 13
Proficiencies Gained: Javelin, Pike, Spear, Lance, Medium Armor

Starting Equipment:
Leather Armor or Chain Shirt.
One two-handed weapon, or two one-handed weapons.(must be polearms)
Dungeoneer's pack or Explorer's pack.

Features:

Level Proficiency Bonus Feature
1st +2 Geis
2nd +2 Fighting Style
3rd +2 Archetype
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Archetype
8th +3 Ability Score Increase
9th +4 Disengage
10th +4 Battle Continuation
11th +4 Archetype
12th +4 Ability Score Increase
13th +5 Extra Attack
14th +5 Eye of the Mind
15th +5 Archetype
16th +5 Ability Score Increase
17th +6 Protection From Arrows
18th +6 Honed Body
19th +6 Ability Score Increase
20th +6 Undying Spirit

Gies: Your Lancer can make a meaningful, long-lasting oath of some nature. As long as he holds true to that oath, he gains a benefit. If he breaks it, he loses the benefit and suffers a penalty.
  • Gies of Loyalty: Whether it's an oath of fealty to a lord or god, or a swearing of brotherhood with a companion, your loyalty belongs to the recipient.
    • God/Fiend/Fey/Ancient+ Dragons: You've sworn your loyalty to a being of great power, and ithey have given you power in return. You learn one language and gain proficiency in one skill related to your Liege. At 10th level, you gain an ability based on your Liege. You can only use this ability once per Long Rest.
      • God-Celestial-Radiant Strike: Your attacks this turn deal an additional 1d4 Radiant damage.
      • Fiend-Abyssal/Infernal-Curse: Target creature gets disadvantage on it's next type of roll of your choice: Attack, Skill, or Save.
      • Fey-Sylvan-Fade: When you take damage, you can use your reaction to turn invisible. The invisibility lasts for one round or until you make/are hit by an attack.
      • Dragon-Draconic-Dragonhide: You take no damage from an attack of the element your Liege wields.
    • Emperor/King/Lord/etc: You serve a ruler, and they reward their subjects. You gain proficiency in up to two skills or tools related to your Lieges domain. (Example, a kingdom known for its cavalry would let you pick Animal Handling as one of the proficiencies. At 10th level, you receive a gift from your liege reflecting their domain. (Mount if famous for cavalry, weapon/armor+2 for famous smith, several potions if alchemy is common, two cantrips from the Druid Spell List if home to lots of spellcasters, etc.)
    • Companion: You've forged an unbreakable bond with someone. You and that companion each gain a proficiency known by the other. Also, when fighting within 10ft of your companion, you can use your reaction to give them advantage on a Save, and vice versa. At 10th level, you can teach each other one basic ability of your primary class that you can use once per Long Rest. (Lancer gives Disengage, Spellcasters would give a first level spell, Barbarians Rage, Fighter Action Surge, etc.)
      • Alternatively, if that's too OP or easy to abuse, at 10th level when fighting the same enemy or within 10ft of each other you and your companion get advantage on attacks and deal +2 damage.
    • Any Gies of Loyalty can be broken by A: The death of the one you're loyal to, B: you betraying you Liege/companion, or C: you being released from your service. If B, and A in some circumstances, you lose any abilities and spells you gained, and your added skill proficiencies are changed to negative your proficiency for one week before they are completely lost as well. You are unable to swear a new Gies while affected by the penalty. Gies betrayers also become unable to swear a new Gies of Loyalty at all unless the earn forgiveness from the betrayed Liege. If the Gies is broken by C or most cases of A, you suffer no penalty.
  • Gies of Honor: You have chosen to walk a path of honor.
    • I never turn away from a challenge: Once per day, if you roll a 1 on a skill check, you can treat it as a 5. If broken, you're next three skill checks must be made with a d12 instead.
    • I refuse to let an innocent be harmed without trying to stop it: +1 AC when fighting to protect/save someone. If broken, for three battles you get -1 AC.
    • I will not run from my enemies: You are immune to being frightened, charmed, etc. If broken, for three battles you deal -2 damage.
  • Gies of Vengeance: You were wronged by someone/something once, and your heart now burns with vengeance.
    • You deal an extra +1 damage to the race of the being that wronged you. This extra damage increases by 1 at 5th, 10th, 15th, and 20th Levels.
    • You gain advantage on Saving Throws caused by the target of your vengeance.
    • You can lose this Gies one of two ways: choosing to forgive the target of your rage, which makes you deal -2 damage and unable to swear a new Geas for 3 days, or by killing your enemy, which causes no penalty.
  • Note: If you would like to make a non-standard Gies, you must speak with your DM to determine appropriate and non-broken rules, benefits, and penalties.

Fighting Style: At 2nd level, you adopt a particular way of fighting as your specialty.
  • Defense: While wearing armor, gain +1 to AC.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack made with a two-handed melee weapon, you can reroll the die and must use the new result.
  • Two-Weapon Fighting: When dual-wielding weapons, you can add your ability modifier to the damage of the second attack.

Special Training: At 3rd level, you can choose your Lancer's Special Training. You gain Training features at 3rd, 7th, 11th, 15th levels.
  • Man-at-Arms: Skilled warriors, Man-at-Arms rely on their ability to deflect attacks and deal rapid, hard-hitting strikes.
  • Legionary: Trained to battle in a group, masters of teamwork and defense.
  • Runemaster: Warriors who harness mystical power to increase their prowess.

Extra Attack: At 5th level, you can attack twice per turn. You gain a third attack at 13th level.

Disengage: At 9th level, when moving past or away from an enemy, they are unable to take an opportunity attack against you.

Battle Continuation: At 10th level, once per Long Rest, if you would drop to 0 hit points, you drop to one and can make a full attack set against any enemy in range.

Eye of the Mind: At 14th level, enemies do not get flanking bonuses against you.

Protection from Arrows: At 17th level, all ranged attacks have disadvantage unless the aggressor is undetected.

Honed Body: At 18th level, you become proficient in two Saves of your choice.

Undying Spirit: At 20th Level, if you have lower than ⅓ of your hit points rounded down, you gain an additional +2 to all combat rolls.

Archetypes:

Man-at-Arms:
3rd Level: Flexible Fighter: You can add your Dex mod rounded down to attack rolls made with weapons, or your Strength mod if the weapon has Finesse and you're using Dex.
7th Level: Deflection: Once per battle, when an enemy attacks you and would hit you, you can add your Dex mod to your AC. Gain a second and third deflection when you get the third and fourth archetype features.
11th Level: Accurate Strikes: You now get a Crit Success on 19s.
15th Level: Knight Tactics: When an enemy fails to hit you with a melee attack, you can make a opportunity attack against them.


Legionary
You gain Proficiency in shields and heavy armor.
3rd Level: Shield Wall: You can add your Shield's AC to one ally within 5ft.
7th Level: Challenge: Issue a challenge to the enemy. All enemies in range must make a Wis Save or they are forced to attack you and not your allies until they pass
11th Level: Defensive Formation: Any attack made against an ally within 10ft of you is made with disadvantage.
15th Level: War Cry: Once per battle, release a tremendous shout that bolsters your allies. All allies that hear it get advantage for one round.


Runecaster:
Spellcasting:
  • Cantrips: You start with 2 cantrips from the Druid Spell List. You can learn an additional Cantrip at level 10.
  • Known Spells: You start with three 1st Level Spells, two must be Abjuration or Conjuration, the third can be from any school. Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. The spells learned at 8th, 14th and 20th Level can be from any school, the rest must be either Abjuration or Conjuration Spells. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list (of a level you can cast).
  • Spellcasting Ability: Wisdom is what you use for spellcasting. Your spell DC is equal to 8 + Proficiency Mod + Wis Mod. Your spell attack is your Proficiency + your Wis Mod.
  • Spell Slots: You start with two 1st level spell slots at Lancer level 3, and gain more as you gain more levels.
Level Cantrips Spells Known Spell Slots
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 5 13 4 3 3 1


3rd Level: Runed Weapon: You can choose one of your nonmagical weapons and engrave it with mystic runes. It becomes a +1 weapon (if it doesn't have a +X already) and you can summon it to you from anywhere on the same plane. You can only have one Runed Weapon. You must destroy your current one to make a new one.
7th Level: When attacking, you can choose to substitute one of your attacks with a Cantrip or 1st Level Spell.
11th Level: Enhanced Runed Weapon: Your Runed Weapon becomes a +2 (If it isn't already), and can now deal an additional 1d4 damage of an element you choose when you reach this level/choose a new Runed Weapon.
15th Level: Runic Defense: You get resistance from direct spell damage. You also get Advantage on resisting status effects caused by magic. (You only resist magic that damages you directly, like Magic Missile, Ice Knife, Chromatic Orb, etc. Magic weapons and damage caused indirectly, IE rocks dropped by Mage Hand, the dust manipulated by the Dust Devil spell, being blown into a wall, Booming Blade style magic-augmented attacks, and such do full damage.)

So tell me your thoughts. Is it OP or UP? Does it cone together right? Is it too sinilar to another class?
 
So I started playing D&D 5e about a year ago. And about a month back I had an idea that just wouldn't leave me be, so I created my first homebrew class.

Lancer

Ability Scores:
Strength, Dex, and Con mainly. Wisdom if you're going Runemaster.

Hit Points:
Hit Dice: D10 per level
Hit Points at Starting Level: 10+Con mod
At High Levels: 1d10(or 6)+Con mod per Lancer level after first.

Proficiencies:
Weapons: Polearms
Armor: Light and Medium Armor
Tools: None
Saving Throws: Dex and Con
Skills: Choose three from-Athletics, Acrobatics, Nature, Animal Handling, Perception, Survival, Intimidation.

Multiclassing
Requirements: Strength 13 or Dex 13
Proficiencies Gained: Javelin, Pike, Spear, Lance, Medium Armor

Starting Equipment:
Leather Armor or Chain Shirt.
One two-handed weapon, or two one-handed weapons.(must be polearms)
Dungeoneer's pack or Explorer's pack.

Features:

Level Proficiency Bonus Feature
1st +2 Geis
2nd +2 Fighting Style
3rd +2 Archetype
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Archetype
8th +3 Ability Score Increase
9th +4 Disengage
10th +4 Battle Continuation
11th +4 Archetype
12th +4 Ability Score Increase
13th +5 Extra Attack
14th +5 Eye of the Mind
15th +5 Archetype
16th +5 Ability Score Increase
17th +6 Protection From Arrows
18th +6 Honed Body
19th +6 Ability Score Increase
20th +6 Undying Spirit

Gies: Your Lancer can make a meaningful, long-lasting oath of some nature. As long as he holds true to that oath, he gains a benefit. If he breaks it, he loses the benefit and suffers a penalty.
  • Gies of Loyalty: Whether it's an oath of fealty to a lord or god, or a swearing of brotherhood with a companion, your loyalty belongs to the recipient.
    • God/Fiend/Fey/Ancient+ Dragons: You've sworn your loyalty to a being of great power, and ithey have given you power in return. You learn one language and gain proficiency in one skill related to your Liege. At 10th level, you gain an ability based on your Liege. You can only use this ability once per Long Rest.
      • God-Celestial-Radiant Strike: Your attacks this turn deal an additional 1d4 Radiant damage.
      • Fiend-Abyssal/Infernal-Curse: Target creature gets disadvantage on it's next type of roll of your choice: Attack, Skill, or Save.
      • Fey-Sylvan-Fade: When you take damage, you can use your reaction to turn invisible. The invisibility lasts for one round or until you make/are hit by an attack.
      • Dragon-Draconic-Dragonhide: You take no damage from an attack of the element your Liege wields.
    • Emperor/King/Lord/etc: You serve a ruler, and they reward their subjects. You gain proficiency in up to two skills or tools related to your Lieges domain. (Example, a kingdom known for its cavalry would let you pick Animal Handling as one of the proficiencies. At 10th level, you receive a gift from your liege reflecting their domain. (Mount if famous for cavalry, weapon/armor+2 for famous smith, several potions if alchemy is common, two cantrips from the Druid Spell List if home to lots of spellcasters, etc.)
    • Companion: You've forged an unbreakable bond with someone. You and that companion each gain a proficiency known by the other. Also, when fighting within 10ft of your companion, you can use your reaction to give them advantage on a Save, and vice versa. At 10th level, you can teach each other one basic ability of your primary class that you can use once per Long Rest. (Lancer gives Disengage, Spellcasters would give a first level spell, Barbarians Rage, Fighter Action Surge, etc.)
      • Alternatively, if that's too OP or easy to abuse, at 10th level when fighting the same enemy or within 10ft of each other you and your companion get advantage on attacks and deal +2 damage.
    • Any Gies of Loyalty can be broken by A: The death of the one you're loyal to, B: you betraying you Liege/companion, or C: you being released from your service. If B, and A in some circumstances, you lose any abilities and spells you gained, and your added skill proficiencies are changed to negative your proficiency for one week before they are completely lost as well. You are unable to swear a new Gies while affected by the penalty. Gies betrayers also become unable to swear a new Gies of Loyalty at all unless the earn forgiveness from the betrayed Liege. If the Gies is broken by C or most cases of A, you suffer no penalty.
  • Gies of Honor: You have chosen to walk a path of honor.
    • I never turn away from a challenge: Once per day, if you roll a 1 on a skill check, you can treat it as a 5. If broken, you're next three skill checks must be made with a d12 instead.
    • I refuse to let an innocent be harmed without trying to stop it: +1 AC when fighting to protect/save someone. If broken, for three battles you get -1 AC.
    • I will not run from my enemies: You are immune to being frightened, charmed, etc. If broken, for three battles you deal -2 damage.
  • Gies of Vengeance: You were wronged by someone/something once, and your heart now burns with vengeance.
    • You deal an extra +1 damage to the race of the being that wronged you. This extra damage increases by 1 at 5th, 10th, 15th, and 20th Levels.
    • You gain advantage on Saving Throws caused by the target of your vengeance.
    • You can lose this Gies one of two ways: choosing to forgive the target of your rage, which makes you deal -2 damage and unable to swear a new Geas for 3 days, or by killing your enemy, which causes no penalty.
  • Note: If you would like to make a non-standard Gies, you must speak with your DM to determine appropriate and non-broken rules, benefits, and penalties.

Fighting Style: At 2nd level, you adopt a particular way of fighting as your specialty.
  • Defense: While wearing armor, gain +1 to AC.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack made with a two-handed melee weapon, you can reroll the die and must use the new result.
  • Two-Weapon Fighting: When dual-wielding weapons, you can add your ability modifier to the damage of the second attack.

Special Training: At 3rd level, you can choose your Lancer's Special Training. You gain Training features at 3rd, 7th, 11th, 15th levels.
  • Man-at-Arms: Skilled warriors, Man-at-Arms rely on their ability to deflect attacks and deal rapid, hard-hitting strikes.
  • Legionary: Trained to battle in a group, masters of teamwork and defense.
  • Runemaster: Warriors who harness mystical power to increase their prowess.

Extra Attack: At 5th level, you can attack twice per turn. You gain a third attack at 13th level.

Disengage: At 9th level, when moving past or away from an enemy, they are unable to take an opportunity attack against you.

Battle Continuation: At 10th level, once per Long Rest, if you would drop to 0 hit points, you drop to one and can make a full attack set against any enemy in range.

Eye of the Mind: At 14th level, enemies do not get flanking bonuses against you.

Protection from Arrows: At 17th level, all ranged attacks have disadvantage unless the aggressor is undetected.

Honed Body: At 18th level, you become proficient in two Saves of your choice.

Undying Spirit: At 20th Level, if you have lower than ⅓ of your hit points rounded down, you gain an additional +2 to all combat rolls.

Archetypes:

Man-at-Arms:
3rd Level: Flexible Fighter: You can add your Dex mod rounded down to attack rolls made with weapons, or your Strength mod if the weapon has Finesse and you're using Dex.
7th Level: Deflection: Once per battle, when an enemy attacks you and would hit you, you can add your Dex mod to your AC. Gain a second and third deflection when you get the third and fourth archetype features.
11th Level: Accurate Strikes: You now get a Crit Success on 19s.
15th Level: Knight Tactics: When an enemy fails to hit you with a melee attack, you can make a opportunity attack against them.


Legionary
You gain Proficiency in shields and heavy armor.
3rd Level: Shield Wall: You can add your Shield's AC to one ally within 5ft.
7th Level: Challenge: Issue a challenge to the enemy. All enemies in range must make a Wis Save or they are forced to attack you and not your allies until they pass
11th Level: Defensive Formation: Any attack made against an ally within 10ft of you is made with disadvantage.
15th Level: War Cry: Once per battle, release a tremendous shout that bolsters your allies. All allies that hear it get advantage for one round.


Runecaster:
Spellcasting:
  • Cantrips: You start with 2 cantrips from the Druid Spell List. You can learn an additional Cantrip at level 10.
  • Known Spells: You start with three 1st Level Spells, two must be Abjuration or Conjuration, the third can be from any school. Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. The spells learned at 8th, 14th and 20th Level can be from any school, the rest must be either Abjuration or Conjuration Spells. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list (of a level you can cast).
  • Spellcasting Ability: Wisdom is what you use for spellcasting. Your spell DC is equal to 8 + Proficiency Mod + Wis Mod. Your spell attack is your Proficiency + your Wis Mod.
  • Spell Slots: You start with two 1st level spell slots at Lancer level 3, and gain more as you gain more levels.
Level Cantrips Spells Known Spell Slots
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 5 13 4 3 3 1


3rd Level: Runed Weapon: You can choose one of your nonmagical weapons and engrave it with mystic runes. It becomes a +1 weapon (if it doesn't have a +X already) and you can summon it to you from anywhere on the same plane. You can only have one Runed Weapon. You must destroy your current one to make a new one.
7th Level: When attacking, you can choose to substitute one of your attacks with a Cantrip or 1st Level Spell.
11th Level: Enhanced Runed Weapon: Your Runed Weapon becomes a +2 (If it isn't already), and can now deal an additional 1d4 damage of an element you choose when you reach this level/choose a new Runed Weapon.
15th Level: Runic Defense: You get resistance from direct spell damage. You also get Advantage on resisting status effects caused by magic. (You only resist magic that damages you directly, like Magic Missile, Ice Knife, Chromatic Orb, etc. Magic weapons and damage caused indirectly, IE rocks dropped by Mage Hand, the dust manipulated by the Dust Devil spell, being blown into a wall, Booming Blade style magic-augmented attacks, and such do full damage.)

So tell me your thoughts. Is it OP or UP? Does it cone together right? Is it too sinilar to another class?
It's quite a bit overpowered, and doesn't follow many of 5e conventions. The main issue though is that the class doesn't really make sense as a full class, it's basically lancer from Fate, but from the mechanics and fluff presented I don't see why it isn't a fighter subclass or more fitting a paladin. A paladin esque fighter subclass (in the same manor as to how eldritch knights are wizard like fighters, and bladesingers are fighter like wizards) would probably do what you want, and be significantly easier to balance and make then a full class.
 
Since the delayed damage pool is integral to the discipline, it might be better to move it from a stance to referencing the class feature from the crusader. Or just make a hunter class and give it 3-4 disciplines connencted to various styles.
Well, the idea is that there's enough capacity to regain health through Boosts and Strikes to go without the 1st level Stance later on. It's mostly a way to get around problems of health costs early on. The point of fractional health stealing instead of matching dice is that it scales with other damage increases, like the Boosts and later-on Stances, so the costs skew to proper viable self-healing with some simple combinations.

As for making a class and more Disciplines... Maybe. There'd be quite a bit of work really making sure that there's no Discipline that properly covers something I want, and I'd need to consider what to give each Discipline to out of ToB classes, but the concepts flow almost instantly. Descriptions are proving clunky, but another two would be ranged + mobility and precision damage(FE, SA, crit and such), covering the rest of the setup that is the Hunter from Bloodborne.

For a class itself, I'd almost automatically build it around being the Initiator Ranger. Swapping the nature magic for alchemy isn't as severe as the Swordsage's departure from Monk. Anti-Undead measures fit neatly into the Ki-alchemy of Silverblood Night(seriously, the default fluff of ToB is that Maneuvers are largely Ki techniques). After all, positive energy harms Undead, and Ki is life energy, AKA positive energy. Suddenly, the idea of healing makes perfect sense... Has to cost as much health as is healed to avert shenanigans, though.

...actually talking about a class, Ranger itself is very much about specializing, when it comes to the martial combat. However, the Swordsage covers the Discipline Specialist role a bit too hard. Of course, being the brainstormer I am, the compromise is obvious to me: Specialize in an entirely different way. Instead of being good at using Maneuvers, have it be about being good at having them. Picking one Discipline to focus on and getting benefits like swapping readied Maneuvers, having flexible known Maneuvers and being able to refresh them with much more ease than they normally have.

Non-Discipline stuff could mostly focus on things attached to Discipline reliability. Bonuses to tracking and identification, possibly flat alchemy/poisoncraft bonuses(DC replacement for what you craft?) and maybe assistance with making the basic Combat Maneuvers more useful to get some more disables to improve reliability on the class.
 
How do you convince your DM not to destroy your loot just because you rolled a crit, or did max damage on the killing blow? It's getting to the point I groan when I see a crit, 'cos that's probably all the enemy's cool shit destroyed.
 
How do you convince your DM not to destroy your loot just because you rolled a crit, or did max damage on the killing blow? It's getting to the point I groan when I see a crit, 'cos that's probably all the enemy's cool shit destroyed.
If the DM is doing that he probably doesn't want you to have the loot in the first place so... Get a new DM?

Realtalk: Talk to him and explain your issues. Suggest he settle for descriptions of decapitations and demoralising your foes instead of punishing you for something good.
 
How do you convince your DM not to destroy your loot just because you rolled a crit, or did max damage on the killing blow? It's getting to the point I groan when I see a crit, 'cos that's probably all the enemy's cool shit destroyed.
That's not a rule that I've ever heard of. In most editions of the game, to destroy an enemy's equipment, you have to deliberately choose to make a Sunder attempt, which usually has some sort of penalty or requires a feat; it's not something that just happens by chance. Which means that your DM, for some reason, wants you to not have that loot.

If loot destruction is keeping your group from getting enough to have enough equipment to keep up with the power curve (since that's sadly a necessity in D&D), then you guys might need to talk to him about it.
 
That's not a rule that I've ever heard of. In most editions of the game, to destroy an enemy's equipment, you have to deliberately choose to make a Sunder attempt, which usually has some sort of penalty or requires a feat; it's not something that just happens by chance. Which means that your DM, for some reason, wants you to not have that loot.

If loot destruction is keeping your group from getting enough to have enough equipment to keep up with the power curve (since that's sadly a necessity in D&D), then you guys might need to talk to him about it.
At least in 3.5 loot destruction can happen with failed saves on area spells. Normally the rule is ignored because every item gets a save as well, and it slows down the game to a crawl.
 
At least in 3.5 loot destruction can happen with failed saves on area spells. Normally the rule is ignored because every item gets a save as well, and it slows down the game to a crawl.
True. Bit in this case it's not an area effect. It's a crit or max damage on a regular attack. (The crit I could see, but every time they roll max damage as well? That's like, 1 in every 8 or 1 in every 10 attacks!)
 
True. Bit in this case it's not an area effect. It's a crit or max damage on a regular attack. (The crit I could see, but every time they roll max damage as well? That's like, 1 in every 8 or 1 in every 10 attacks!)
To be fair to him, it's not every time we roll max, just when we happen to roll max or close to max on a killing blow. Usually the item can be repaired, but that costs time and money. But today for example, our Bloodrager has a sword with the Flaming enchantment - y'know, +1d6 fire damage? Our first magic weapon, and he rolled max damage on a killing blow, and the enemy Cleric went up in flames until he was ash, including his armour which somehow turned to ash/melted/I don't remember - it was completely destroyed with no hope of recovery.

And I rolled a crit hit - my first in the whole game, and we've been playing for most of a year now, I just never get crits - killed the guy with the first roll, and apparently my axe damaged his armour so badly in the doing that it's got the Broken condition.

I'll have a chat with him. Maybe I can convince him to keep the damage to something that's not the Broken condition - that's repairable without spending a fifth of the cash it take to build the item, for non-magic items, when it's sellable for 75% of the normal cost - so 37.5% of the base cost, meaning we'd get more cash by selling it Broken it than repairing it the mundane way then selling. Our Cleric left the party a few weeks ago - player's still around, he just decided to play something else (let's not get into all the drama that surrounded those two weeks, for my own sanity), so while we have a few people that can cast Mending, no-one can cast Make Whole, which is what you need for big things like armour.

He's a new DM, and had never roleplayed before DMing - I'm the only one in the group who's played before, but I am not suited for DMing. I'm not sure he quite realises exactly what doing this means, so I'll be gentle when I talk to him.

Just might leave it for a few days first - got an exam coming up I really need to study for, first.
 
Last edited:
I'll have a chat with him. Maybe I can convince him to keep the damage to something that's not the Broken condition - that's repairable without spending a fifth of the cash it take to build the item, for non-magic items, when it's sellable for 75% of the normal cost - so 37.5% of the base cost, meaning we'd get more cash by selling it Broken it than repairing it the mundane way then selling.
At least it can be repaired. Towards the end of the first RPG campaign I ever played in, D&D 3.0, my master samurai lost his +3 katana right before the final boss fight to some undead monster that immediately destroys any magical item it manages to get its hands on. Even make whole would only have made it a masterwork katana again, so I had to go through the last few sessions of the campaign with a spare weapon that was way too weak for our level. :facepalm:

Alternatively, you could switch to nonlethal damage whenever you think the boss is down to his last few hit points. :p
 
You should also ask if he has a reason for destroying loot. I have seen DM's try to increase the difficulty in several ways. Giving the opponents magic or gear that "miraculously" doesn't work for the party is one of the most obnoxious.

If he or she refuses to hear you out I would consider looking for a different DM. Punishing you for something completely out of your control is not okay. I would also worry about how long before their "narrative bias" starts expanding. If a flaming sword breaks things, why not a fireball? Every single fireball ..
 
Giving the opponents magic or gear that "miraculously" doesn't work for the party is one of the most obnoxious.
...ugh. I once had that - every enemy had some kind of glyph or something on their magic items, be they human wizards, orc barbarians, or kobold tribes - that caused every last one of their magic items to shrivel to ash the moment they died. Every fight was difficult and we didn't even have the promise of cool loot to look forward to.

Plus every time we amassed enough gold to buy things, we could expect a "you are ambushed in the middle of the night, and lose. You wake up disarmed, unarmoured, and in the middle of hostile forces" to come soon after. That campaign sure didn't last very long.
 
...ugh. I once had that - every enemy had some kind of glyph or something on their magic items, be they human wizards, orc barbarians, or kobold tribes - that caused every last one of their magic items to shrivel to ash the moment they died. Every fight was difficult and we didn't even have the promise of cool loot to look forward to.

Plus every time we amassed enough gold to buy things, we could expect a "you are ambushed in the middle of the night, and lose. You wake up disarmed, unarmoured, and in the middle of hostile forces" to come soon after. That campaign sure didn't last very long.
If you think that is bad, the campaign I am currently in had a bunch of role players - meaning people who get into character and are attached to said characters - with a DM who gets giddy about killing PC's off. We have looked up the difficulty of fights a few times and even with an above average number of players the fights tend to be two or more levels above us.

Several of the enemy attack spells have done more damage than most of the characters have at full HP. (Thankfully we keep saving for half. )

The campaign is fun so far but I keep expecting it to end horrifically in a TPK.
 
This is actually the second newbie DM/GM that I've had that issue with. The first one was a few years ago, a close friend who grew into a really good GM before he got busy as fuck with work, but we were at the time playing a 2d6-based system where every double that qualified as a hit was a minor crit - added effects - and boxcars was a major crit and auto hit. We had so much loot destroyed, and for the same reason (and lack of rules) as this one - GM's going for cool descriptive effects of our big attacks, and their armour, or their weapons, or other things, get destroyed in the process to make the destruction we're laying out have more 'oomph'.

I jumped on the first GM about it perhaps a little too aggressively and had to apologise later about the way I had done it, and this DM (friend of a friend, met them for the first time a week before the first session, for some planning) has already proven to have... a little bit of a thin skin. So I'd like to go about it gently.
 
Last edited:
Then just ask why he does that. Don't ask aggressively, just curiously. Also have something small for him to think about. For example "The fighter is trying to save up enough to get some better armor. We keep destroying the stuff he could loot so he isn't getting a set that way."

The underlined bit is important. You aren't saying he is doing it, thus placing blame on him.

Finally don't argue. Just throw it out there and give him time to think about it.

Worst case he ignores it. Middling case the fighter will probably get that armor as lot soon. Best case the DM will talk to you about the problem.

Edit: my tablet quick swipe hates me!
 
Last edited:
I would strongly advise that you don't make the self-inflicted damage of any specific energy type. If you do, players will find a way to avoid taking it by getting resistance or immunity to that energy type and ruin whatever sort of balancing effect that taking the damage was supposed to provide.


Lots to catch up on from the past day or so....


But do the D&D rules provide much support for actually playing characters like that? Fighters have limited or no access to Bluff, Disguise and Stealth skills in most editions, so playing a guile hero like Odysseus doesn't seem very feasible. Want to be a high mobility swordsman like a swashbuckler? I can tell you from experience that it's extremely hard to do without a PrC, because Fighters don't get Tumble. Most of the characters you listed would have to be a rogue or a bard.

D&D has historically been really rigid and closed-minded when it came to making everyone stay in their assigned niche. (And no, I don't consider that a good thing.)



Having to drag around a bunch of NPC sidekicks strikes me as more of a liability than a benefit, at least in your typical campaign where you're part of an adventuring party. Remember the discussion a few pages back about how hard it is to keep a party's horses alive in a mid-level game? A bunch of 1st level warriors would be the same way. Not to mention crowding up the battlemap and slowing down combat by giving the GM way more NPCs to keep track of.

And if it's not a typical campaign and building and army is part of the story... then that's something that anyone can roleplay without needing a specific class ability.
I can make a guile hero pretty easily in 5e. Valor Bard. Extra attack, medium armor, full magic effects. Or multie-class Lore Bard and a Fighter. Get all the skills from Lore Bard, get tons of fighter levels for smashy.
 
I can make a guile hero pretty easily in 5e. Valor Bard. Extra attack, medium armor, full magic effects. Or multie-class Lore Bard and a Fighter. Get all the skills from Lore Bard, get tons of fighter levels for smashy.
Hell, a variant human Paladin with Medium Armour Master is just as effective as a heavy armoured tank, just go for Dexterity and needle your enemies with a rapier.
 
Hell, a variant human Paladin with Medium Armour Master is just as effective as a heavy armoured tank, just go for Dexterity and needle your enemies with a rapier.
There is the drawback of low Strength causing complications with Multi-Classing, but otherwise yeah: It's similar to how a Blade College Bard is roughly as viable going MUSCLE BARD as they are SPEEDY BARD. They lose out on Initiative, yes, but they get Dex saves by default (so even at Dex 8 they will - by endgame - generally be at least as good as anyone who runs Dex w/o Saving Throw and better than anyone who doesn't run Dex or Dex Saving Throws), are surprisingly well suited for a couple obscure play styles (Grapple all the things), and don't really lose out on any of their spell slot stuff (and re:AC they can always just invest one of their five feats in HAP and now you have a full caster with AC 20 + Enchantment bonuses).
 
I can make a guile hero pretty easily in 5e. Valor Bard. Extra attack, medium armor, full magic effects. Or multie-class Lore Bard and a Fighter. Get all the skills from Lore Bard, get tons of fighter levels for smashy.
Sure, but the post you replied to was discussing some of the examples of archetypal Fighters in older editions. Obviously rogues and bards are well suited to being guile heroes.
 
Sure, but the post you replied to was discussing some of the examples of archetypal Fighters in older editions. Obviously rogues and bards are well suited to being guile heroes.
Yes but I'm saying multiclass? They want to be a fighter who does Odsseyus' thing. Be a Valor Bard, which is a fighter bard on its own. Or...take a level of bard for the skills, and then go be a fighter, if you want the actual fighter class. Because then you have the skills you want, and are primarily a fighter.
 
Last edited:
Revlid Homebrew Compilation
[information=Okay all you fuckers]I've just gone through the thread and grown the threadmark number from 1 to 100, I've threadmarked every piece of homebrew which was not literally unusable or unfinished, and I want you to know it was horrible. That said, this thread has a prodigious amount of homebrew which I think it is important and well to keep track of, for the shared benefit of everyone who post or visit this thread. Therefore, I am willing to make up to two regulars thread collaborators in order to allow them to threadmark posts and to ensure that I or @Havocfett do not have to be tagged every time. The threadmark list is not yet chronological and will be cleaned up further in the coming days, but until then, do enjoy.

Upon request from @Revlid, I have not threadmarked his homebrew as he will assemble his own collection, which I will threadmark when he has done so.

Have a good day.
[/information]
Oh, yeah, that.
 
Back
Top