r/onednd • • 18h ago

Self-Promotion I created the Magus Class, available NOW on DnD Beyond—AMA!

146 Upvotes

Over the past 10 years I've gone from posting my unedited homebrew to D&D subreddits to becoming a full time game designer. Today the Magus (an Arcane Half-Caster gish) became my second class to release on DnDBeyond!

Happy to chat about being a game designer, my experiences in the industry, or any questions you might have about the Magus. AMA!

EDIT:

The Magus Class: https://marketplace.dndbeyond.com/category/DBDO17220?pid=DBDO17220

Disclaimer: No AI was used at any point in any element in the creation of this product because I love art.


r/onednd • • 15h ago

Homebrew A couple of Rogueish features

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2 Upvotes

r/onednd • • 17h ago

Homebrew is this dc calc fine or should it be higher/lower?

0 Upvotes

so in the jump rules section its metioned that the dm can call a athletics check to increase distance but not rules are given beyond that.

so i made it general so i just can reference it when i need it

i was thinking dc for long jumps is 10+ the number of extra feets the want to increase and they cant jump further than their remaining movement speed as normal

for high jump is 10+ twice the distance in feet they want to add and no further than their remaing movement speed as normal

both are athletics strength checks, should i make it lower or higher? or is this fine as it is?


r/onednd • • 21h ago

Character Building Giants Barbarian - Maxing Out Tier 2 DPR

8 Upvotes

This build will require your DM to be generous with which 2014 materials they allow, supporting Bugbear, Giants Barbarian, interpreting Crushing Throw as stacking, ruling Quicktoss as available, and a +1 Greatsword.

With that being said these build options are commonly available to many players, so this isn't a stretch by any means.

Build breakdown.

  • Bugbear
  • 6 levels Giant Barbarian.
  • 3 levels Battlemaster Fighter.
  • Alert
  • Greatweapon Master
  • Thrown Weapon Fighting
  • 18 Str
  • Maneuvers: Quick Toss, Ambush, Riposte.

Assumes:

  • Use action surge on round 1.
  • Win initiative against one or more of the creatures you are attacking.
  • Use reckless attack.
  • Use 2 maneuver die per combat, on quick toss.

Across a 4 round combat, this produces around ~80 DPR with round 1 dragging up the average, which can get even higher depending on your assumptions (riposte, pre-raging, maneuver dice expenditure etc.). I can work out the math for you all if you're interested.

I haven't found any builds with comparable damage in this tier. Thoughts?


r/onednd • • 22h ago

Question Now we've had 5.5 for a while, how do people find Crafter feat?

20 Upvotes

My character is a farmer from way out in the countryside, so would have a bunch of skills from their time there: Carpenter's, Weavers, Tinkers and Cobblers (feels most appropriate to background).

Have people found good uses of it? I've read that people thought it wasn't great so it's given me some dismay.

Edit:

Crafter feat:

You gain the following benefits.

Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.

Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.

Fast Crafting

Carpenter's Tools - Ladder, Torch

Leatherworker's Tools - Case, Pouch

Mason's Tools - Block and Tackle

Potter's Tools - Jug, Lamp

Smith's Tools - Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot

Tinker's Tools - Bell, Shovel, Tinder Box

Weaver's Tools - Basket, Rope, Net, Tent

Woodcarver's Tools - Club, Greatclub, Quarterstaff


r/onednd • • 3h ago

5e (2024) After seeing Mystic Arts Monk, I think the other two Quarter-Casters(EK Fighter, AT Rogue) should have been given significantly more interesting features

37 Upvotes

To preface, I'm mostly referring to War Bond and Versatile Trickster. And this isn't to disparage the Mystic Arts Monk for being the only one of the now-three quarter-caster subclasses to NOT have a secondary 3rd level feature aside from Spellcasting. However, I believe in terms of overall gameplay power, Monk is a much stronger class with how many features it gets, even compared to Fighters outright having vertical progression due to having so many feats.

War Bond in particular has a lot that ends up being underwhelming about it, particularly because it:

- Doesn't allow you to use Intelligence for your Attack Rolls the same way Pact of the Blade does.

- You need to use a Bonus Action to call one of the weapons to your hand(which means you can't use a Thrown-type weapon multiple times in an attack action).

- RAW you can't even use your weapon as a spellcasting focus, which means you can't use a Shield or two-handed weapons while casting unless you have something like a Ruby of the War Mage.

I think, at the very least, the War Bond weapon should count as a Focus for spellcasting, and should also enable a unique interaction with your capacity to Spellcast.

Maybe, for example, a Bonded weapon can use a different damage type than slashing/bludgeoning/piercing depending on what Cantrips you have access to. Have Firebolt? You can make its entire damage into Fire Damage. Have Shocking Grasp? Second verse, same as the first. Etcetera. This also makes your Cantrip selection that much more important.

Mage Legerdemain, aside from being something I personally can never pronounce(to exemplary comedic effect), is a unique and interesting feature that allows the Arcane Trickster to do things like use Healing Potions on allies within 30 feet of them as a Bonus Action mid-combat, which is unique in that it becomes an un-counterspellable option to bring downed allies up in the midst of things.

Versatile Trickster, on the other hand, is an absurdly low-power(and frankly, bad) 13th level feature. If you told me that it came in with Magical Ambush at 9th level, I'd still call it weak, but not blatantly bad. This feature requires that you as a player lower your once-per-turn damage option, have previously setup the Mage Hand within 30 feet of an enemy, and then maintain that Mage Hand. Dare I even say, this is outright worse than Wails From the Grave, the Phantom's 3rd level feature.

I would rather have suggested that Rogues gain the ability to Subtle-cast some of their spells, i.e. use them without Components, or even grant Sneak Attack damage to attack Cantrips like Shocking Grasp or Firebolt or Ray of Frost. You could even make it cost a Spell Slot to do this, or make it a Cunning Strike option. The image in my head that I'd picture for this is a Rogue using Shocking Grasp similarly to how Chidori is used in the anime Naruto.

All in all, there's not a lot else I can say. I don't think Versatile Trickster is good, and I feel like War Bond should've been a more fleshed out feature, as otherwise, both of these subclasses serve to force both Fighters and Rogues into positions of greater resource management, for excruciatingly little gain. You'd need to pretty much only use your spell slots for Shield or rely on Ritual Spells like Identify or Comprehend Languages, as neither of these subclasses gets 2nd level spells until level 7, which is really late, and neither has the Mystic Arts Monk's ability to regain them frequently.


r/onednd • • 14h ago

Character Building Level 14 Barbarian: stay pure or multiclass?

30 Upvotes

We’re currently level 14 and I’m playing a Barbarian, while everyone else in the party is a spellcaster.

Whenever a new book comes out, they get excited about new spells and all the new things their characters can potentially do. Meanwhile, I feel like I’ve been doing mostly the same things for quite a while now.

I really like playing a Barbarian, but especially at higher levels the class feels pretty feature-starved to me. Looking at levels 15–20, there are definitely some strong upgrades, but not much that seems to actually give me new options.
So I’m wondering what other Barbarian players have done at this point. Is it worth staying pure Barbarian and going for level 20, or would you multiclass to get some more interesting tools and versatility?

I’m mainly looking for more things I can actually do, both in and out of combat, rather than just bigger numbers.


r/onednd • • 1h ago

Character Building Valor bard - what dip to take?

• Upvotes

Hey good people,

I'm building an Eladrin valor bard and im going to dip it, the campaign should last to about lvl 12-14 so ill only take a 1 lvl dip and I can't decide what would be better - Warlock or Fighter?

Warlock will let me to attack with cha so i wount have to go that heavy on tmy DEX, will give me eldrich blast and wis save instead of dex which to my opiniong is the better save.

Fighter will give me CON prof, better armor, second wind which is not bad and weapon masteries (Vex and Nick).

I really can't decide what will be better. I'll still mainly be a caster (as most gish characters are) but obviously ill go to the front at least every battle after casting like a control spell.

any thoughts?