As a follow up to last week's Artificer teardown, we're taking a dive into the Artificer subclasses: Artillerist and Alchemist. We'll analyze the subclasses and develop a template for brewing your own subclasses. Structure The subclass features unlock at 3rd, 6th, and 14th levels. This mirrors the Bard progression, which is notoriously difficult to design … Continue reading Artificer Subclass Template
It happened. On February 28, 2019, The Artificer Revisited was released to much fanfare. What did we get? Let's chew up the crunch. We'll start with the base class mechanics and move into the subclasses next week, when we build a template for how to homebrew an Artificer subclass. Base Class Hit Die (d8). A … Continue reading Artificer Teardown
I love the concept of a Ranger that's just out in the wilderness, living off the land. This survivalism should be reflected in the Ranger's craftsmanship. Since most Rangers are ranged attackers, it makes sense that they should be able to craft their own projectiles. Even special projectiles that will help them in the variety of situations they may encounter in the wilderness. Meet the Fletcher!
D&D 5e is great because it allows you the flexibility to build on top of the system. Sometimes we rush to fill gaps that are empty for a reason. Designing good content requires knowing these pitfalls so you can navigate them. Character features mandating equipment are one such case. What can we learn from Mike Mearls about how to design them?
Flanking is an optional rule in the D&D Dungeon Master's Guide that grants players advantage when their characters attack opposite sides of an enemy. This optional rule can enhance tactical aspects of your game. Understanding more about how this affects different characters can help you decide when to use flanking in your campaign. If you're a player who knows your DM employs the flanking rule, this may help you avoid some pitfalls.
Elven Accuracy gives you "super advantage" via a mechanic that lets you select the best of three dice rolls when you have advantage on an attack. This is widely regarded as a very strong, if not broken, feat. The truth is that the "super advantage" part of the feat doesn't do that much, because already having advantage is normally good enough.
Back in December, I wrote about The Dark Sun Mystic. After D&D head gurus Mike Mearls and Jeremy Crawford commented that the Mystic subclass (teased in Unearthed Arcana) needed a major overhaul, I wanted to see if I could fix it myself. No easy task. After countless hours reading, digesting, concepting, charting, comparing, stat-ing, rolling, tinkering, testing, … Continue reading Psion Character Class Release and Build Notes
While exploration is one of the Three Pillars of Adventure in 5th Edition Dungeons & Dragons, the rules provided in the core rulebooks are more abstract than mechanical. Those rules are now on the horizon. Here's news, analysis, and development of 5th Edition Travel rules.
I applaud the folks who have put together automatic character background generators. It's a programming feat at the intersection of smarts and mind-numbing labor. I have tinkered with a few of these github/google sheets generators with moral ambivalence (leaving the discussion of their legality aside), as the owner two copies of Xanathar's Guide to Everything … Continue reading Character Background Generators Miss the Point
I ran a survey asking Dungeons & Dragon's players to rank the feats of 5th Edition into tiers (broken, great, good, average, bad, junk). Check Out the Results! Observations Overall Balance The feats are generally well-balanced. Aside from three usual suspects, no other feat was voted broken. On the other end of the spectrum, only … Continue reading Feat Strength Tiers