Talk:An'ssel'rr
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Here's the holding place for my threatened homebrew content -slitherrr (talk) 21:57, 28 October 2019 (UTC)
Barbarian, Path of the Totem Warrior
As normal, but Lizardfolk from the Wydmoor area have access to a new totem, the Dragon Turtle. Change Totem Spirit, Aspect of the Beast, and Totemic Attunement by adding the following entries to them:
Totem Spirit
- Dragon Turtle: While you're raging, you gain the Dragon Turtle's intimidating physical presence. Enemy movement through squares within your reach counts as difficult terrain.
- You adapting this from something? It's not sexy, but when I think turtle I think AC bonus?
Aspect of the Beast
- Dragon Turtle: You gain the amphibious quality and a swim speed equal to your running speed, if you don't already have them. You also gain momentum: as long as you have moved at least twenty feet this turn, any Athletics check made until the beginning of your next turn will have advantage.
- I'm here for swim speed. When I think turtle I don't think "very athletic and maneuverable". I do, though, think "explodes out of a lake" - some sort of charge-forward mechanic?
Totemic Attunement
- Dragon Turtle: While raging, you gain a steam breath weapon. At the start of your rage, and in every you maintain your rage, you gain 2d6 into a breath weapon pool. You can spend any number of these dice to exhale scalding steam in a 30-foot cone. Each creature in that cone must succeed at a Constitution saving throw (DC 10 + proficiency bonus + constitution modifier) [Should this not be 8+PB+CON?], taking the allocated dice damage on a failed save, or half as much damage on a successful one. This dice pool regains 2d6 at the beginning of each of your turns. When your rage ends, any unspent dice in the pool dissipate immediately. [ed note: this is meant to be equivalent to recharge (5-6), starting uncharged, and could be replaced with that. I just like the dice pool mechanic more].
- I remember the post on discord about this, and I know this will never actually see PC play, but moved to 5e to avoid tracking things and mechanics like this. (Even moreso in a primarily NPC class!) Is there any reason this wouldn't be a lot better at the table as a once per rage action, perhaps one that levels up based on barb level? Breath Weapon was absolutely my first though, too - how could it not be - but I continue to like 5e for its relatively straightforward design decisions. Or, if you want a pool mechanic, give them a set pool based on barb level and let them spend any number of them at once as an action also seems a lot more straightforward take on the same idea.
Design notes
- Damage on the breath weapon is in comparison to the regular attack, which would generally be 4d6 + 10 + other bonuses. This works out to less than half of that per-turn, but in an area and burstier.
- Here for the breath weapon, but a 30' cone seems like a LOT of squares worth of elemental damage. Where are you getting that avg 24 from?
- Starting uncharged here is probably a mistake, d&d fights aren't generally designed to last more than three turns and the point of rage is to drop this big ball of RARR into the combat anyway.
- Re aspect of the beast, aquatic-themed abilities are always niche, but maybe this will never be used by a PC anyway. That said, the latter part of this is an attempt to come up with something more general, still unique, but also mostly affecting the non-combat pillars like the other Aspects.
- The totem spirit ability seemed to be the simplest physically intimidating ability that was also unique enough not to step on Bear's toes. Other ideas were:
- Shove attack a la the dragon turtle entry, seemed like it was either counterproductive (just shove) or too powerful (shove plus prone)
- +1 charge bonus? Perhaps double down on the "turtle up" theme and some sort of magic defense?
- Armor bonus (stepped on bear and also super-hard to dial in between "not worth it" and "holy shit this is the best")
- maybe, but this is also the most obvious thought to me.