Please message your random questions, requests and complaints instead of picking a random mod to comment on. Too many unrelated comments across my mods, some barely qualifying as comments. I have many messages and requests, it may take some time but I will get to yours, eventually.
The "Attack Rolls Only" version of the mod still includes Spell Vulnerability for the warrior feat. You might want to check the mage version of the feat for the melee vulnerabilities as well.
Do you think you could add a variant file that adds like a +3 instead of advantage to attacks? Just to make the mod feel a bit less cracked lmao :P I completely understand if not, and if so does anyone (dev included) know how I could go about making that change myself? Haven't done any modding myself but I wanna get into it eventually soooooooo (plus I do know at least coding basics, but I don't know how much of that is applicable)
Weird question - for True Warrior, is the spell vulnerability icon a vanilla icon, or something you added? I use Advanced Character Sheet (ACS), and it overhauls the resistance screen - this vulnerability gets lost. Does the vulnerability calculate independently of elemental weaknesses? Like, if I'm vulnerable to both spell and psychic damage, then get hit by a psychic spell, does it double apply?
I think maybe a version that applies weaknesses to the individual elements might get around this. I'd think something like granting vulnerability to Necrotic, Psychic, and Radiant (and maybe even force) might fit "lore"-wise? This way your warrior can still withstand those pesky environmental effects, as you'd think they could.
Or heck, just vulnerable to all spell effects might be crazy too.
So after some testing, it appears that the spell vulnerability is the exact same as vulnerability to all spells. It doesn't appear to double stack, and appears to get offset by statuses that increase resistance. The only thing is that normally when you have offsetting resistances, the widget will show the "net" outcome. With the separate resistance widget for all "spell damage", individual resistances are not offset, and thuis appear incorrect.
For example, I have this feat on Minthara. She has something granting resistance to necrotic damage. Normally that would offset with the effects of this feat and appear to have no resistance or vulnerability. However, Necrotic still appears to have resistance. When hitting her with necrotic damages, no vulnerabilities/resistances are applied.
I think a version that applies magic vulnerability to each status as opposed to a blanket "spell vulnerability" would likely fix this issue minor annoyance?
Love the idea, great work! I'm a seasoned homebrewer and would love to throw my two cents in for a more balanced version, feel free to ignore.
Warrior - +1d4 to melee weapon attack rolls, reduce roll to crit by 1 - Proficiency with Martial Weapons, Medium and Heavy armour and Shields [This is super niche but is just to let multiclass characters be full warrior] - Innately know Rush Attack, Heart Stopper and Cleave, the cooldown on these is per battle. - Disadvantage on spell attack rolls, enemies have advantage on saves from your spells. - Disadvantage on Wis, Int, Cha saves caused by spells
Spellslinger - +1d4 to spell attack rolls, +1 to spell save DC, reduce roll to crit by 1 - Innately know Ray of Frost, Firebolt and Shocking Grasp - Learn Chromatic Orb and can cast at 1st level prof bonus times per long rest. - Disadvantage on weapon attack rolls and Athletics checks - Disadvantage on Strength and Dexterity saving throws [Adding Con in here would make them terrible at concentration, which feels counter intuitive. If you can specify not concentration saves then I'd add it in]
+1d4 is healthier than advantage because just always having advantage removes a big tactical element and means that rogues are just delighted constantly. It's impactful without being crazy. Chromatic Orb means that even Clerics or Druids can take the feat and step into blaster territory. The trade offs feel pretty steep but such is the price of specialisation.
I like this. The removal of advantage removes the need for drastic downsides like damage vulnerability while also preserving the value of the usual advantage sources.
I love this idea. This is great for my Minthara critical buffed "glass cannon" barbarian build. I wanted her to hit really hard, but be vulnerable as heck for it.
Thanks! Since I see you're considering suggestions for balance or different versions, here's my take:
Make ranged attacks a third category. True Warrior, Dedicated Archer, and Pure Mage.
Just my thoughts for balancing things out.
True Warrior Pros: - Advantage on first melee weapon/unarmed attack of the turn (not all attacks of that turn, just one) - Lower the critical chance by 1 die (stackable) on the first melee weapon/unarmed attack of the turn. from 20 to 19. - +1d6 damage for melee weapon/unarmed attacks if the target has MORE than %50 health - Double proficiency bonus on str, dex, and con checks and saving throws - increase jump distance by X amount (your choice) - increase carry capacity by X amount (your choice) - increase con by 1
True Warrior Neutral: - double the duration of enchantment spells used on this creature (neutral because of bless)
True Warrior Cons: - creature has disadvantage on int, wis, and cha checks and saving throws - reduce armor class by 1 until end of next turn, every time the creature fails a saving throw against a spell (maximum reduction of 3) - creature has disadvantage on its own spell attack rolls against other creatures - creature restores half the amount of health when being healed. - decrease int, wis, and cha abilities by 1 each.
Dedicated Archer Pros: - Advantage on first ranged weapon attack of the turn (not all attacks of that turn, just one) - Increase attack roll by 4 for first ranged attack of the turn - no penalty for melee/close quarters ranged weapon attacks. - +1d6 damage for ranged weapon attacks if the target has LESS than %50 health - Advantage on dexterity and wisdom checks and saving throws - Double proficiency on dexterity and wisdom checks. - increase stealth by X amount (your choice) - increase wisdom by 1
Dedicated Archer Cons: - hostile creatures have advantage on melee weapon/unarmed attacks against this creature - reduce armor class by 2 until end of next turn, every time the creature uses any action or bonus action that doesn't involve its ranged weapon (no maximum reduction) - creature's melee and spell attacks have -1d6 damage penalty. - cannot resist being pushed magically or otherwise - reduce str, int, and char abilities by 1 each
Pure Mage Pros: - Advantage on first spell attack roll of the turn or double spellcasting/proficiency on spell DC for first spell used that turn. resets every turn. - extra damage die for critical hit with spells that require an attack roll. - +1d6 damage for spells used in melee range and add half the proficiency bonus/spellcasting ability to attack rolls for spells used in melee. - Double proficiency bonus on int, wis, and cha checks and saving throws - gain one extra level 1 spell slot - increase int by 1
Pure Mage Cons: - creature has disadvantage on str, dex, and con checks and saving throws - reduce armor class by 1 until end of next turn, every time the creature suffers melee weapon/unarmed damage from a hostile creature (maximum reduction of 3) - creature has disadvantage on its own unarmed/weapon attack rolls against other creatures - receives worse effects from prone and takes 1.5 fall damage - reduce strength ability by 3
Penalizing something you're not going to use anyway doesn't really justify buffs this big. How about adding vulnerability to all damage from the other combat style as well?
the penalties to saves could be pretty rough, disadvantage on wis makes you suceptible to most control spell effects while disadvantage on STR?DEX makes you easier to be pushed (watch those ledges) and for aoe spells to hit for max
I had multiple ideas for tradeoffs, I didn't want them to be too minor or too costly
But I may just make multiple versions of this
You think the save penalty is too rough? It's as I wanted, at least going by traditional means, pure warriors are susceptible to mind altering effects since they lack the means to protect their mind while spellcasters don't have the same physical capabilities
In addition to the existing, since you still want the attack penalties so hybrid classes like bard/ranger/Eldritch knight/Arcane Trickster/Warlock/Paladin etc.. don't benefit.
One thing to note, these classes can focus on non-damaging, utility spells instead, and still put all their eggs in the "warrior" basket, so some form of permanent silence/reduced spell DC might be needed.
Thanks for the input, I think I'll add the vulnerability to the existing things in that case, those are good points.
As for the eggs in one basket thing, I mainly make a lot of things for RP purposes and I don't see any advantage of taking these feats if they're going to go utility. It's not that they're forgoing magic completely but crippling or limiting those capabilities.
I did consider permanent silence but wasn't sure if that would completely cripple QoL stuff. Also, there are a lot of weapons that grant spells without requiring a spell slot and it would be weird if a silenced warrior could use them. I imagine they would have to have some connection the weapon to understand the spell they grant and a silenced warrior wouldn't be able to do that.
21 comments
I think maybe a version that applies weaknesses to the individual elements might get around this. I'd think something like granting vulnerability to Necrotic, Psychic, and Radiant (and maybe even force) might fit "lore"-wise? This way your warrior can still withstand those pesky environmental effects, as you'd think they could.
Or heck, just vulnerable to all spell effects might be crazy too.
For example, I have this feat on Minthara. She has something granting resistance to necrotic damage. Normally that would offset with the effects of this feat and appear to have no resistance or vulnerability. However, Necrotic still appears to have resistance. When hitting her with necrotic damages, no vulnerabilities/resistances are applied.
I think a version that applies magic vulnerability to each status as opposed to a blanket "spell vulnerability" would likely fix this
issueminor annoyance?Would you consider adding a more 'balanced' version;
I personally would prefer without tradeoffs
Warrior
- +1d4 to melee weapon attack rolls, reduce roll to crit by 1
- Proficiency with Martial Weapons, Medium and Heavy armour and Shields [This is super niche but is just to let multiclass characters be full warrior]
- Innately know Rush Attack, Heart Stopper and Cleave, the cooldown on these is per battle.
- Disadvantage on spell attack rolls, enemies have advantage on saves from your spells.
- Disadvantage on Wis, Int, Cha saves caused by spells
Spellslinger
- +1d4 to spell attack rolls, +1 to spell save DC, reduce roll to crit by 1
- Innately know Ray of Frost, Firebolt and Shocking Grasp
- Learn Chromatic Orb and can cast at 1st level prof bonus times per long rest.
- Disadvantage on weapon attack rolls and Athletics checks
- Disadvantage on Strength and Dexterity saving throws [Adding Con in here would make them terrible at concentration, which feels counter intuitive. If you can specify not concentration saves then I'd add it in]
+1d4 is healthier than advantage because just always having advantage removes a big tactical element and means that rogues are just delighted constantly. It's impactful without being crazy. Chromatic Orb means that even Clerics or Druids can take the feat and step into blaster territory. The trade offs feel pretty steep but such is the price of specialisation.
Make ranged attacks a third category. True Warrior, Dedicated Archer, and Pure Mage.
Just my thoughts for balancing things out.
True Warrior Pros:
- Advantage on first melee weapon/unarmed attack of the turn (not all attacks of that turn, just one)
- Lower the critical chance by 1 die (stackable) on the first melee weapon/unarmed attack of the turn. from 20 to 19.
- +1d6 damage for melee weapon/unarmed attacks if the target has MORE than %50 health
- Double proficiency bonus on str, dex, and con checks and saving throws
- increase jump distance by X amount (your choice)
- increase carry capacity by X amount (your choice)
- increase con by 1
True Warrior Neutral:
- double the duration of enchantment spells used on this creature (neutral because of bless)
True Warrior Cons:
- creature has disadvantage on int, wis, and cha checks and saving throws
- reduce armor class by 1 until end of next turn, every time the creature fails a saving throw against a spell (maximum reduction of 3)
- creature has disadvantage on its own spell attack rolls against other creatures
- creature restores half the amount of health when being healed.
- decrease int, wis, and cha abilities by 1 each.
Dedicated Archer Pros:
- Advantage on first ranged weapon attack of the turn (not all attacks of that turn, just one)
- Increase attack roll by 4 for first ranged attack of the turn
- no penalty for melee/close quarters ranged weapon attacks.
- +1d6 damage for ranged weapon attacks if the target has LESS than %50 health
- Advantage on dexterity and wisdom checks and saving throws
- Double proficiency on dexterity and wisdom checks.
- increase stealth by X amount (your choice)
- increase wisdom by 1
Dedicated Archer Cons:
- hostile creatures have advantage on melee weapon/unarmed attacks against this creature
- reduce armor class by 2 until end of next turn, every time the creature uses any action or bonus action that doesn't involve its ranged weapon (no maximum reduction)
- creature's melee and spell attacks have -1d6 damage penalty.
- cannot resist being pushed magically or otherwise
- reduce str, int, and char abilities by 1 each
Pure Mage Pros:
- Advantage on first spell attack roll of the turn or double spellcasting/proficiency on spell DC for first spell used that turn. resets every turn.
- extra damage die for critical hit with spells that require an attack roll.
- +1d6 damage for spells used in melee range and add half the proficiency bonus/spellcasting ability to attack rolls for spells used in melee.
- Double proficiency bonus on int, wis, and cha checks and saving throws
- gain one extra level 1 spell slot
- increase int by 1
Pure Mage Cons:
- creature has disadvantage on str, dex, and con checks and saving throws
- reduce armor class by 1 until end of next turn, every time the creature suffers melee weapon/unarmed damage from a hostile creature (maximum reduction of 3)
- creature has disadvantage on its own unarmed/weapon attack rolls against other creatures
- receives worse effects from prone and takes 1.5 fall damage
- reduce strength ability by 3
Thanks for reading! ;p
So you would rather the vulnerability be the tradeoff? Or vulnerability in addition to the existing?
It would be Bludgeoning/Slashing/Piercing for one and Spell Damage for another
But I may just make multiple versions of this
You think the save penalty is too rough? It's as I wanted, at least going by traditional means, pure warriors are susceptible to mind altering effects since they lack the means to protect their mind while spellcasters don't have the same physical capabilities
One thing to note, these classes can focus on non-damaging, utility spells instead, and still put all their eggs in the "warrior" basket, so some form of permanent silence/reduced spell DC might be needed.
As for the eggs in one basket thing, I mainly make a lot of things for RP purposes and I don't see any advantage of taking these feats if they're going to go utility. It's not that they're forgoing magic completely but crippling or limiting those capabilities.
I did consider permanent silence but wasn't sure if that would completely cripple QoL stuff. Also, there are a lot of weapons that grant spells without requiring a spell slot and it would be weird if a silenced warrior could use them. I imagine they would have to have some connection the weapon to understand the spell they grant and a silenced warrior wouldn't be able to do that.