Welcome to Dungeoneer’s Pack, a channel bringing you content exploring the lore, themes, and mechanics behind your favorite player options for Dungeons and Dragons to help you create your next character!!
A flavor of this that I made for a game was the necrichor patron Homebrewed a little with the spirit projection, replaced with a focus on blood instead, you send your blood out and mechanically it functions more or less the same.. Form of dread takes ques from the necrichor patron, your eyes and mouth begin to bleed and you have blood floating around you, even blood from your own wounds joins in. The patron has a piece of itself inside the warlock, both as a means of sharing the power and if the necrichor is destroyed, it can use you, its humble servant as a respawn point..
I mean, artificer is pretty good for Eberron, but for other settings it can be kind of weird, since mages are the ones that deal with magic items. But for me, the crafting, and the flavor stuff like magical tinkering is the only thing that needs change. I loved the artillerist and alchemist. I also loved the unearthed arcana spell for adding elemental damage to strikes, maybe like the new ranger this needs to be a feature, and not a spell.
You forgot Kyrnn, the world that Dragonlance takes place and Greyhawk 🙄. The new system coming out in the D&D Player's Handbooks is great. Monks are extremely damn wicked, this with The Warrior of the Ascending Dragon 🐉 or the former class The Way of the Ascending Dragon. Is going to be awesome, can't wait to get away from 5th edition D&D Player's Handbooks. My character Makish is Human Warrior of the Ascending Dragon 🐉, alignment is Lawful Neutral and Background Folk Hero. 6th Wings Unfurled should be Transmutation Fly Spell, Blind Sight should be 30 feet but what do we know, they don't give a 💩 what we think or say at Wizards of the Coast.
I played with a homebrewed magic item that gave my druid zephyr strike and booming blade and along with the cloud giant feats from glory of giants it hit a lot of the same vibes of this class. Loved the theme of it all and this full class hits home even better.
I’m using this class with my Tabaxi Dhamir, making it possible to scale walls and throw my blades from above. Dhampir can also feed off psychic energy so I reflavoured the bite to be one the creature feels mentally whenever they take that 1d4 piercing damage. A fun class to play around with
I play a Gnoll Rogue/Warlock (Pact of the Fiend, of course) in a Homebrew setting and he’s one of my favorite characters in 30+ years of playing. He’s loyal to Yeenoghu and can usually out-evil the BBEG as the epitome of the murder hobo. I added insatiable hunger, contagious disease and hideous laughter to make him more fun.
I REALLY am thinking about making a pissed-off barbarian/fighter goblin who is trying to find his clan’s gold/ artifacts after a group of adventurers came and looted them from the village. Did I mention his main weapon is a skillet?
Absolutely amazing dude, definitely one hell of a build for wolverine. My personal build is a little different. Though most things remain the same, Instead of fighter, I suggest a dip into monk as the class abilities do add some much needed mobility, and patient defence means we can use dwarven fortitude more. I suggest 11 levels of way of the long death monk, as it helps a lot with how unkillable wolverine is, especially the 11th level class ability to just pop back up to 1 hp instead of being unconscious by spending a ki point. However, that is to take nothing away from yours, which is insanely good
It's rather remarkable that they put a block on playable gnolls, given how SHORT the previous lore made their justification, and how easy it would be to implement again. It would be the same justification behind tieflings being able to be playable with all possible alignments: The presumption that demonic blood and influence has diminishing returns. IE: Gnolls born from consuming tainted carrion -- demonic gnolls -- would continue to be the near-mindless killing machines. But then when the demonic gnolls reproduce, their offspring -- the naturally born gnolls -- only inherit a fraction of the blood lust. And so on and so forth until, centuries later, we have gnolls that are no more prone to evil than the average tiefling and from whom a playable character can be gleaned.
I was playing a criminal roguish type Rabbit folk knife thrower that used this echo as a mute/Quiet brother to double up on the payment give out on jobs. Would also use it as a shell game if sorts where I would leave the room just to teleport into and exchange places with my echo so I could talk crap about myself or talk my self up as my brother. The best one I loved playing was Tig & Tog, "twin" Goblin sharp shooters. Tig had been Tog's brother in the past but died on a mission together. Tog could not handle it and wanted his brother back. Using his echo knight powers he will always have him with him. "Tig, Tig get over here. We have job. You stab I shoot. Yeah yeah. Stab good me shoot good. They die."
I dm for shadow of the dragon queen and the party is awesome. We have a autognome Chrono wizard, a halfling scout rogue, aarakocra drakewarden, a deep gnome dragon monk/barb and a dragonborn (disguised as a human) redemption paladin.
Just make up your own goblin nation and say that they overthrew their old leaders ousted their old evil pantheon of gods and replaced them with new gods or Ideals of living. Make them really friendly and useful to have around. Maybe these goblins make and sell something that you can't get anywhere else.
I know I am posting super later. But don’t you dare call yourself a lazy DM because you allow your player to do what they want. That is a quality any great DM requires. Maybe you just need to put yourself limits on what a wish can do.
Really great video. I love how you explain the subclass but also give flavor ideas for backstories etc. So many others just read out what it says in the book and call it a video. Keep up the good work! :)
People who say the game needs a crafting system or the Artificer needs an built in way to create magical items forgets that any crafting is ultimately up to the DM. I'm sure there are plenty of DM's who are down to including crafting but I also know there are many who don't want that in their games. Creating magic items or potions beyond what the DM intends to hand out or offer can throw off the balance and just add more work.
made a tortle like this few years ago except it is a barbarian with the half dragon template reflavoring the dragon abilities to reflect that he is a half tortle half dragon turtle
Path of the Giant + Tavern Brawler = The Incredible Hulk Player - "Im going to Rage with my bonus action, then I am going to grab Orc #1 by his legs and use him as an improvised weapon against Orc #2. I just need to know if they both take damage?" DM - "Uhhhhh..."