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![Asim Mehta](https://boo-prod.b-cdn.net/A25yLzFMJxTPVY9D8DyjzSeB9vW2/17165897966412c227ee98a08f6307a62b21ed58ed595.jpg?class=xs)
Posted Saturday, May 25, 2024
22d
INTP
Virgo
What's Your Favorite Homebrew?
I was playing a cleric and my DM thought my subclass (Peace Domain) was too invasive to combat. He created a subclass called humor domain and it had an ability called "why you hittin' yourself." as a reaction, i could cause an enemy to redirect its own attack on itself for half its damage. it was my channel divinity ability. i loved it. what's yours?
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![Mikhail Reyes](https://boo-prod.b-cdn.net/RZ29VO0cioR2AfNm2pTlto8AwLo2/171295079295994a027ad2c016bae8908166a7162b0e0.jpg?class=xs)
21d
ENTJ
Literally all my reworks to every class, archetype, and some mechanics (pre-VRGtR) to make them more balanced and playable. The ultimate goal was to make the classes balanced with each other rather than balancing against enemies first. Yes, reworks-- so we were effectively playing a different game but with 5e as a base. Some of the changes included the following: • Extra Attack was removed in favor of the martial proficiency from 3e, this meant that you didn't need to be a Fighter to attack 3 or more times on your Attack Action and multiclassing didn't harm your extra attacks as much • Spells can be Concentrated on indefinitely, but the caster MUST expend a Main Action to maintain Concentration. Ending Concentration also does not instantly dismiss the spell, instead it lingers for a few rounds up to the spellcasting mod. Being forced out of Concentration will always result in the spell lingering at the longest duration. (Many spells got reworked for this.) • Rangers and Druids got animal companions as part of their base kits. • Rangers got Evasion at Lv6. • Druids' Wild Shape and Cleric/Paladin's Channel Divinity scaled with their Divine Caster LV (Paladin LV/2 + Ranger LV/2 + Druid LV + Cleric LV) • Paladin was returned to being WIS casters • Paladin's Divine Smite was uncapped • Warlock was changed to a real full caster and lost Mystic Arcanum. • D10 and D12 classes got Maneuvers by default, and Superiority Dice scaled with their Martial Class LV (Barbarian LV + Fighter LV + Paladin LV + Ranger LV) • Fighter gained additional passive effects depending on which Maneuvers they learned, while Battlemaster gained stronger versions of those passive effects. • Barbarian's Rage Uses scaled with their Martial Class LV and CON mod, and the Rage itself gained better efficiency based on their Barbarian LV, STR mod, and CON mod. • Monk's Ki Points were reduced drastically but scaled with their Monk LV and WIS modifier and returned at the start of each round • Bards were dropped to Half-Casters but gained a new gimmick feature in Bardic Performance, which gives a surrounding buff to allies or debuff to enemies • Rogue's Sneak Attack could activate more than once on the same turn but cannot target activate on the same target on the same round unless you were an Assassin. • Sorcerers and Wizards could gain a permanent familiar that gained higher stats and more features depending on the Arcane Caster LV (Artificer LV/2 + Bard LV/2 + Sorcerer LV + Warlock LV + Wizard LV). Warlocks got the same thing through Pact of the Chain Of course, that's just the tip of the iceberg. X_x
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![Andrew](https://boo-prod.b-cdn.net/ICIOMnGeptg1rJxj9pvDIP7lI1f2/1714380321592bb8ed5212e0422cb1741865814e26bf3.jpg?class=xs)
22d
INTJ
Gemini
I'm working on a campaign, with a number of anime style combat home brew mechanics ; like the flash step and even hitting someone through a wall though its basically turning the world 90 degrees and then using distance as fall damage .. weight and acrobatics prevent some of the distance in comparison to the users speed & strength
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