this post was submitted on 20 Apr 2024
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i don't think this one is very balanced so please help with that if possible, thanks

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[–] icosahedron@ttrpg.network 1 points 7 months ago (1 children)

thank you so much for this feedback! i think i know how to fix some of these, but i'm still very unsure

  1. 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

  2. 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

  3. 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

  4. i will keep Memory Palace the same

  5. 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:

At 17th level, you can not only access the Subconscious Realm, but force others to enter it. All living creatures within 300 ft. of you must make a Wisdom saving throw; those who fail immediately fall unconscious unless they are undead or immune to being charmed. You also fall unconscious, and you cannot allow specific creatures to remain unaffected. You, alongside every creature who fails the save, enter a shared dream in the Subconscious Realm for up to six hours (48 real hours), where the targets are unable to move, speak, or take actions unless you allow them.

During this time, you can shape the environment of the dream, creating landscapes, objects, and other images. You can choose to end the dream at any time, but if you exit the Subconscious Realm this way, then all other creatures immediately wake up. You also suffer one level of exhaustion if the dream is prematurely terminated this way.

Although the targets cannot take actions, they can repeat their Wisdom save on each of their turns. If a creature escapes the dream by succeeding the Wisdom save, then they jolt awake with little to no recollection of the Subconscious, only remembering fleeting images and fractured memories. If they exit the Subconscious because six hours passed or because you prematurely ended the dream, then they retain all memories.

You can use this feature again by completing a long rest after exiting the Subconscious.

[–] Aielman15@lemmy.world 1 points 7 months ago* (last edited 7 months ago) (1 children)

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.

[–] icosahedron@ttrpg.network 1 points 7 months ago (1 children)

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.

[–] Aielman15@lemmy.world 1 points 7 months ago* (last edited 7 months ago)

but i could totally see it being used in combat to try (and fail) to shut down the encounter

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.

do you think this could be fixed by allowing combat to continue within the dream

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.