Recent content by doctorbadwolf

  1. doctorbadwolf

    D&D 4E The truly working version of The Assassin Class

    I really like yours. When i ran for an assassin i gave them all of the "keep or move or place shrouds more easily" feat taxes, IIRC. That and shade form removed the restriction on Shadow Step and doubled its range. Worked pretty well, but we still ended up mixing original assassin and executioner
  2. doctorbadwolf

    D&D General Full Caster Artificer +

    Yesterday i wrote up an Armamentor subclass. Level 3 - armamentor spells, tools, and then Arcane Armaments - basically you make arcane firearms, fitting one of four loadouts. armaments are magical martial weapons with which you become proficent when you craft them. They use int for attack and...
  3. doctorbadwolf

    D&D General Artificer Spells +

    Actually makes me think that it would be fun to do writeups of the classes with notes on how to use elements to lean into or subvert class tropes and vibes.
  4. doctorbadwolf

    D&D General Artificer Spells +

    Damn those are fun ideas. Nice.
  5. doctorbadwolf

    D&D General The Story of Eberron: Forge of the Artificer

    Yeah, basically mech-tanks. Perfect for an armorer capstone.
  6. doctorbadwolf

    D&D General Wildly Diverse "Circus Troupe" Adventuring Parties

    Common organizations can help. I like to use big festivals or similar that they all have intersecting reasons for attending. In my current game they are all heading to the Noniad Games, a once-every-nine-years festival and competitions of athletic, magical, artistic, and combat, skill that draws...
  7. doctorbadwolf

    D&D General Artificer Spells +

    Im curious about some of your picks and why you chose them. power word pain, Level 6: Magic Jar, Contingency Level 7: crown of stars, regen, Level 8: Befuddlement, feeblemind, mind blank Level 9: power word kill, psyvhic scream, foresight Not saying youre wrong, just curious why you...
  8. doctorbadwolf

    D&D General The Story of Eberron: Forge of the Artificer

    I have a thought as i work on an alternate artificer, that each subclass should get a legendary item unique ro the subclass at level 17. The armorer would likely be a titan mech. iirc titans have only rudimentary autonomy, rigbt?
  9. doctorbadwolf

    D&D 5E (2024) What's New with the Artificer in Eberron: Forge of the Artificer

    I think Forge Adept could be saved with the changes you suggest, and either extra magic items or more spells than other subclasses get. Or like...some special uses of weapon like throwing it to hit evetyone in a 30ft line, etc. Give it some widgets comperable to the steel defender, but tied to...
  10. doctorbadwolf

    D&D General Improving Ritual Caster and Pact of The Tome?

    I think thematically it makes sense to have them level gated. Otherwise agreed.
  11. doctorbadwolf

    D&D General Improving Ritual Caster and Pact of The Tome?

    I dont bother with guidance, but yeah that is a good point. like i said, it is mechanically good, it just doesnt feel like a set of benefits that come from havinf a special magic book, to me. For the feat...i ight switch back to the original version. It works fine with the new rules, and it...
  12. doctorbadwolf

    D&D 5E (2024) WotC Should Make 5.5E Specific Setting

    5e is the current edition. Your comment didnt make any sense so i sought clarification. Becaus the immediate preceeding edition, and the last version if the game to have a new set of setting elements made just for it, was the massively different 4e. If we dont count 4e because Nentir Vale was...
  13. doctorbadwolf

    D&D 5E (2024) WotC Should Make 5.5E Specific Setting

    Okay?? Was that seriously the entire reason you even replied to me? I never even implied the existence of a problem. The OP asked what we would prefer if wotc made a setting that is built upon the themes and assumptions of 5e. That does not imply a problem.
  14. doctorbadwolf

    D&D General Artificer Spells +

    So i am making a fullcaster Artificer and i am compiling the spell list. I am curious what y'all would choose for 6-9 level spells, and what spells should be on the 1-5 list that aren't. My thoughts are, mostly abjuration, conjuration (but not summoning critters or fey or anything like that)...
  15. doctorbadwolf

    D&D General Improving Ritual Caster and Pact of The Tome?

    Any ideas? I do like getting a bunch of cantrips and some ritual spells so Tome isnt that bad, just doesnt feel very TOME to me. The feat...i guess is fine but damn. Maybe a list of spells that you can learn as rituals when you take the feat that arent normally rituals? Maybe the pact...
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