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this post was submitted on 20 Apr 2024
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DnD Homebrew
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First of all, I'm so happy that someone else is posting in this community! Welcome!
Since you asked for help with this class: I'm not convinced about it. It alternates between features that are borderline useless with others that are utterly broken.
Subliminal Affinity gives you proficiency in two of the best skills of the game and a 2nd level spell for free once a day. Despite that, it doesn't give you any other benefit in battle, so it's very dependant on the type of game that's being run - It will find great use in a social campaign, less so in a campaign focused on combat.
Repose and Partial Delve are barely classifiable as ribbon features. Repose allows you and your party to benefit from a worse long rest in 6 hours. I'm not sure which situation would require me to use this feature instead of spending 8 hours and do a long rest, as normal. Partial Delve is very flavourful, but mechanically speaking, it only allows you to gain the benefits of a long rest after 12 hours, which is worse than just doing a long rest, so I'm not sure what you're trying to achieve here. You could replace the entire shtick with a free cast of Dream, maybe?
Memory Palace is uneventful, but it's good. Charmed and Frightened are two of the most common status conditions in the game, but they aren't overly common. When it matters, you'll be glad to have this feature, but it's not going to break the game by any means.
Dreamcaster is bonkers. It's a save-or-suck effect that completely obliterates an encounter if you're allowed to pull it off. Forcing any number of creatures of your choice to be unconscious for 1 entire minute would allow your party to kill the affected creatures way before they can reroll the saving throw to end it. Sure, most enemies at that level have multiple legendary resistances, but I'm not sure if a feature should be balanced on the fact that it won't realistically land.
The mechanics are unclear: as written, the dream only ends after 72 hours or if you exit it, which means that taking damage outside of the dream (or, potentially, even dying) won't end it. As far as I can see it doesn't even require concentration, nor does it force you unconscious, so you can cast a spell beforehand and the use the feature to put everyone to sleep.
By comparison, Dominate Monster, which is an extremely powerful 8th level spell, requires (alongside an 8th level spell slot, of course) concentration and allows the target to repeat the save every time they take damage.
thank you so much for this feedback! i think i know how to fix some of these, but i'm still very unsure
i think i'll keep Subliminal Affinity unchanged. it's powerful in social contexts, but i think that's exactly what i want this cleric to good at
i don't really know how to fix Repose while keeping it related to making others fall asleep. i have a couple ideas, but i'd like it to be more interesting than just casting sleep. will keep working on
i envision Partial Delve being an alternative to normal long rests. i think it can be made useful by cutting down the time dilation a bit, so 1 hour in subconscious = 8 hours instead of 12 hours. i want it to be distinct from just casting dream because in lore, the subconscious realm isn't just dreamland. it's a physical dimension with actual inhabitants. someone who knows this can use it for their advantage, using it for information gathering and such. i'd like to make it more mechanically interesting though
i will keep Memory Palace the same
Dreamcaster is definitely what i'm most concerned about. what you said about the party just killing the unconscious enemy is a great point, and i think i can fix it by making the feature less controllable. most of the overpowered uses of the ability could probably be fixed if you cannot select certain creatures to remain unaffected. so if you use the ability, then ALL creatures within 300 ft. must make the wis save or fall unconscious, including allies. the ability already forced the cleric to also remain unconscious to maintain the dream, so i just clarified this a bit. here's the new version of Dreamcaster, which i think might still be pretty busted if used correctly but less reliably overpowered:
That's just going to cause very disgruntled noises among all the party members. I'm playing a martial, I'm already at a natural disadvantage compared to full casters, and I'm forced to fall asleep mid-battle because the cleric wanted to use they new feature? I'm a caster concentrating on something, and I'm forced to lose concentration on my spell?
And what if some party members fall asleep, alongside some enemies, and the party decides that keeping them asleep is a more favourable outcome than waking them all up? Then you have some party members clearing the encounter while the others wait for their chance to wake up, which doesn't sound very fun. I would accept being put to sleep by an enemy, that's the nature of the game, but I'm not going to take a free day to join my party, just to have my friend use their feature and force me to doomscroll Instagram while the remaining party members play the game as intended.
Keep also in mind that the unconscious condition is a death sentence, even for just one round. Unconscious being taking all attacks with advantage, and on a hit, it's an automatic crit. The paladin will just dump their highest smite and call it a day, the fighter, barbarian and warlock will have a field day, and so will the rogue, etc... There's a reason every effect that forces the unconscious condition is (a) situational, and (b) ends as soon as the target takes damage.
i see, that makes sense. i'd say that it's on the player playing this cleric to not use the ability in a stupid way, since it obviously has catastrophic consequences for everything nearby, but i could totally see it being used in combat to try (and fail) to shut down the encounter. do you think this could be fixed by allowing combat to continue within the dream, with the added stakes that dying in the dream means dying in real world? and of course taking damage in real world allows you to wake up. this way, even if the ability is used, those who fall unconscious still can fight for their lives against the other unconscious people while simultaneously trying to escape to return to their vulnerable bodies.
If you don't want the feature to be used in battle, you should change it, because as written, it's clearly a battle-oriented feature. Changing the casting time to 1 minute, for example, would work. Or maybe make it only work on unconscious creatures.
That would be very difficult to manage. You would need a second battlemap for the dreamworld, but the cleric can change the environment at any time, with no action required nor limitations on what they can actually do; additionally, the different time flow means that a turn inside the dream equates seven(-ish) turns in the real world, which is a nightmare to keep track of.
I'm not a fan of features that require so much DM-fiat to work. The feature text should have clear rules, boundaries, limitations and set the proper expectations for how it works and what it can actually do. It also helps set the correct expectations from the player that chooses to play your class. As-is, I'd have a hard time picking it over any other cleric class, because I wouldn't know what half of the class' features are meant to do.
It's also difficult to give a proper evaluation or recommend specific fixes because I have no idea of how the Dream World is supposed to work.
The other user, @owenfromcanada@lemmy.world, mentioned that the feature is very reminiscent of Tel'alan'rhiod, which I agree. You could take inspiration from that to craft your feature. In case the similarities are coincidental and you don't know what TAR is, it's the dream world from Robert Jordan's Wheel of Time. People frequently come and go into TAR while sleeping, but only skilled or trained individuals can control the flow of the dream and use it to their advantage.
Characters can enter TAR, travel to a different place, and exit TAR from the place they travelled to, which allows them to "fast travel" to different locations; they can teleport, talk to, and spy individuals who also happen to be in TAR; they can examine the environment (which is a distorted mirror of the real world) to try and secure informations about the place from its mirrored copy in TAR; they can also, of course, fight and die in TAR, like you proposed, and skilled dreamwalkers can use their abilities to shape the dreamworld to their advantage, which could translate into codified lair actions that the Cleric player can use (or maybe perform a contested check every round, and the winner is the one who can use the lair action that turn).
These are just random ideas, I honestly don't know what your plans for the dream world are.