![]() So, in a campaign I currently play in, I am playing a Kenku Rogue. If not, feel free to use those sub classes (if you like those of course). Maybe i am missing something that you might see. After creating the first one I sat down with my DM and have gone through it. I am looking for feedback on those sub classes. ![]() This is mostly followed up by " But it is a very good idea and great flavor" which i also agree with. " The Mystic is quite complicated and very powerful" that is what most people around me say and i agree. TL DR: I molted the mystic into a Rogue sub class, think it is more balanced whilst keeping the flavor, want to explain it and are asking for your feedback. I will keep this post updated as i keep getting stronger or change something. If i have done anything wrong, please let me know.Įdit: After a bit of play testing, i wan't to share my experience with you so far. Please instead reply in the ongoing threads rather than making new ones.įeel free to add to the community resource folder and the resource list. Limit Direct Response Posts - New posts that could reasonably serve as a reply to a different post that is in the top 40 of “Hot” may be removed by the moderators at their discretion. No low-effort/OC/image posts - Official sources, homebrew images, and new information/product photos are the exception. No D&D Beyond content sharing posts - DDB Content sharing is restricted to the weekly thread which you can find here For info on how to filter by flair on various apps and sites click here. For more information on which flair to use check here. Limit Homebrew - You may only post one new homebrew thread per day.Īll posts must be flaired - Submissions should be flaired with an appropriate flair. Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts or Kickstarters) must be related to D&D and posted no more than once every 14 days. Text memes should be relevant to discussion. Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.ĭo not post memes or joke posts - Meme images should be posted on /r/dndmemes. Do not suggest ways for such material to be obtained. Please respect the opinions of people who play differently than you do.ĭo not suggest piracy - Any non-fair use posts containing closed content from WotC or any third party will be removed. It was originally an anti-spellcaster spell that was particularly effective against mages.A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.īe civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. *For historical reasons feeblemind might be better as a Cha save. But I don't want to do this for every single monster in every single fight, because then I can't be impartial in the slightest. I don't have a problem with fixing what seem to be obvious mistakes like these, or even adding brand new abilities and defenses to monsters. ![]() A rakshasha isn't proficient in any saves. I know there are some sloppy monsters in the Monster Manual: A drow mage isn't proficient in Int or Wis saves. fire, lighting, and cold, but to a lesser extent. The same disparity is true for psychic damage vs. They have the choice to leave the Underdark and stop messing with Mind Flayers if they want. As a DM, I'm not going to force my players to fight non-stop Mind Flayers until they get proficiency in Int saves. Would you allow a class that gave you +8 to your primary stat? No? Then I don't think the mystic is appropriate either. This becomes more exaggerated as the characters fight more powerful monsters. Assuming you are fighting creatures from the Monster Manual and are in the 5-10 level range, replacing all of the required Wis saves in your attacks with Int saves is roughly the equivalent to increasing your save DC by 3 to 5 points. I have a problem with players being able to select abilities for their characters that force Int saves in place of Wis or Dex saves. I don't have a problem with feeblemind* either, because that's an 8th-level spell and it's supposed to be good. If Mind Flayers have highly lethal attacks defended against with Int, that just means that Mind Flayers are scary and dangerous monsters. I don't have a problem with Int save or die effects existing in the game. ![]()
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