Can I please talk to someone with skills in OCD and non-engagement responses?
Doesn’t have to be that you are educated in it, could just be that you yourself have OCD, just want someone who has some experience.
Doesn’t have to be that you are educated in it, could just be that you yourself have OCD, just want someone who has some experience.
So i came up with a very good non-engagement response, and for a while it worked great. Problem is now its repeating itself, and im wondering if it has actually become a thought loop or if something else is happening.
While most artificers use their immense intellect to make various different inventions that serve different functions, the sword smith focuses all of its brainpower into making a single invention, simply known as a masterwork sword. These artificers use magic less than others of their kin, preferring the art of the blade.
Expanded spell list
3rd level:zephyr strike
5th level:enhance ability
9th level:haste
13th level:freedom of movement
17th level:steel wind strike
Tool proficiency
At 3rd level, you gain proficiency with smiths tools. If your already proficient with these tools, you gain another tool proficiency of your choice. Additionally you gain proficiency with all swords (greatswords, rapiers, longswords, etc).
Masterwork sword
At 3rd level, you learn how to create your perfect weapon. Over the course of a long rest you can use your smiths tools to turn any sword (including magical swords) into a masterwork sword. Masterwork swords have the following properties:
Art of the blade
At 3rd level, you unlock special combat techniques using your blade. You learn two blade arts listed below. The DC for your blade arts is equal to your artificer spellcasting DC. You also gain a number of discipline points equal to your proficiency bonus+your intelligence modifier. Blade arts can only be done with your masterwork sword. You regain all spent discipline points on a short or long rest. When you reach level 5, 9 and 15, you learn an additional blade art. Whenever you gain a level in this class you can change one blade art you know for another one. You can only use one blade art per turn.
Extra attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Precise strike
At 9th level, you learn how to aim for enemy weakpoints. Your attack rolls with your masterwork sword crit on a roll of 19-20. Additionally whenever you score a critical hit with your masterwork sword, you regain one discipline point.
Blade barrage
At 15th level, you learn how to attack at immense speed. Whenever you hit a creature with your masterwork sword, you can spend 1 discipline point to attack that creature again. You can continue doing this until you run out of discipline points or miss an attack.
Blade arts
Exposing strike
If you hit a creature with your masterwork sword, you can spend 1 discipline point to force the target to make a constitution saving throw or have their AC reduced by an amount equal to your proficiency bonus until the start fo your next turn.
Heavenly cut
As an action you can spend 1 discipline point to move up to your movement speed in a straight line, moving through all creatures in your path. All creatures in your path must make a dexterity saving throw or take damage equal to your masterwork swords base damage + 1d10.
Tornado spin
As an action you can spend 1 discipline point to spin your blade around you. All creatures within 10 feet of you must make a dexterity saving throw or take damage equal to your masterwork swords base damage + 1D10.
Tripping strike
if you hit a creature with your masterwork sword, you can spend 1 discipline point to force the target to make a strength saving throw or be knocked prone.
Parry and counter
As a reaction to being hit with a melee attack, you can spend 1 discipline point to add your intelligence modifier to your AC against that attack, possibly making it miss. If this makes the attack miss, you can make one attack with your masterwork sword against them (assuming they are within range).
Wind slash
As an action you can spend 2 discipline point to cut the air infront of you, forcing all creatures in a 30 foot cone to make a dexterity saving throw or take damage equal to your masterwork swords damage + 2d10 and be pushed 20 feet away, or half as much damage and distance on a successful save.
Impairing strike
If you hit a creature with your masterwork sword, you can spend 1 discipline point to force them to make a wisdom saving throw. On a failed save, the targets speed is halved and they cant take reactions or bonus actions until the start of your next turn.
Burning strike
If you hit a creature with your masterwork sword, you can spend 1 discipline points to ignite it with the friction in the air, dealing 1d6 additional fire damage and light the target on fire. Whenever a burning target starts their turn, they take 1d6 fire damage. They can put themselves out with water or by spending their action to roll around on the ground, knocking themselves prone. The fire automatically goes away after 1 minute.
This applies to all of the other fanmade secret bosses. Back before chapter 3 they were moderately popular and honestly i loved them all. When the new chapters were released however, all content about them seems to have suddenly stopped. I just want to know if im the only one who remembers them.
Yggdrasil is a setting that is (loosely) based on norse mythology while still trying to be its own thing. It takes place in a world ravaged by the war between dragons and giants that only recently came to a pause, giving humanoids a chance to breathe.
This is a mix between a westmarch server and an rp chat, where you can either interact with other players to build friendships/rivalries with their characters or go on quests with your characters for more traditional D&D adventures.
We are a homebrew friendly community with tons of homebrew made in house (which means it can be found nowhere else!). This includes things like homebrew races, feats, subclasses and even several homebrew classes. If you want to try a homebrew nows your chance!
Circle of steel
As the world advanced and technology and constructs become more common place, druids look on in horror as they witness man made terrors beyond their comprehension... however one druid saw this as merely the inevitable march of progress, and decided to embrace the machine. They believe that the next step in evolution is for the flesh to be replaced with perfect steel, a new world of mechanical animals in a metal ecosystem, and so they take on the forms of the next evolutionary step.
Bonus proficiencies
At 2nd level, you gain proficiency with smiths tools. Additionally you can now wear metal armor without issue.
Metal shapes
At 2nd level, you learn how to become mechanical animals. As a bonus action, you can expend a use of Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations. Additionally whenever you wildshape into a beast, you gain the following benefits:
you are immune to poison damage, the poisoned condition and disease
you dont need to eat, drink or breathe
You gain +2 to AC
Metal strikes
At 6th level, your attacks while wildshaped now counts as magical damage. Additionally you can now wildshape into beasts with a CR of one third your druid level rounded down.
Embrace the machine
At 6th level when you wildshape, you can choose one of the following upgrades that lasts until the wildshape ends:
Adamantine hide:you gain resistance to all nonmagical bludgeoning, piercing and slashing damage that arent adamantine.
Bolt launcher:as a bonus action you can launch a crossbow bolt from somewhere in your body. Make a ranged weapon attack (short range 30, long range 60) using your wisdom that on his deals 1D8+wisdom.
Spring legs:your movement speed and jump distance are increased by 10 feet, and you can use a bonus action to dash or disengage.
Flame belch:as an action, you can expel a 15 foot cone of fire. All creatures in the cone must make a dexterity saving throw or take 2D8+wisdom modifier as fire damage, or half as much on a success.
Perfect steel
At 10th level, your connection to machines allows you to abandon the need for a beastial form. As a bonus action, you can expend two uses of Wild Shape at the same time to take the form of a construct you have seen with a CR of 5 or lower.
Mechanical mastery
At 14th level, while wildshaped, you are also immune to psychic damage and to being blinded, deafened, frightened, charmed or paralyzed. Additionally you can choose two upgrades instead of one when wildshaping.
Personally I would go with the couatl. Incredible intellect, telepathy, shapeshifting, healing, clairvoyance, force fields, flight, venomous fangs and (most importantly) immunity to ALL nonmagical damage, meaning you are essentially invincible. The only issue I can see is that having such a long lifespan could make you jaded and dispassionate.
(this is an expanded document to the following class:Mutant class : r/DnDHomebrew)
Last resort
While couatls can live for more than a thousand years, they will eventually die of old age. They will have a vision of their own death 100 years before it happens, and its usually then that they will travel to try to find a mate. However couatls are so incredibly rare that often they wont find anyone. In such a case, some couatls might shapechange into a humanoid and reproduce with another humanoid (usually a human). Creating a half couatl.
Angel on your shoulder
The mind of a half couatl is split into two:their humanoid mind, flawed and complex, and their couatl mind, pure and righteous. The humanoid mind is usually the one in control of the body, leading to the couatl mind often acting as an advisor to the humanoid mind, leading them to stay on the right path... though this doesnt always succeed.
Divine naga
Physically half couatls look like their humanoid half but with a serpentine tail instead of legs and wings on their back (though for most of them these wings are vestigial). They usually have eyes of unusual colors such as emerald green, opal pink or ruby red.
Ability score improvement
+1 to strength, +1 to dexterity
Age
Half couatls reach adulthood at the same age as their humanoid parent, but can live for several centuries longer than their humanoid parent. A half couatl half human for example can live for 400 years.
Alignment
Half couatls are usually lawful good as the two minds reach a harmonious unity, however it is possible for the two minds to be in conflict, leading to the humanoid personality becoming chaotic or even evil. The couatl mind is almost always lawful good.
Size
Same as humanoid parent but usually longer overall due to the tail. Your size is small or medium.
Speed
You have 30 feet of walking speed.
Radiant scales
Your divine scales protect you from harm. You have natural armor of 13+dexterity modifier.
Duel mind
Your two minds protect you from mental assaults. You have resistance to psychic damage and advantage on saving throws against being charmed, frightened or magically put to sleep.
Constricting tail
Your tail acts as a powerful weapon. Your tail acts as a natural weapon that on hit deals 1D6+strength modifier as bludgeoning damage and grapples the target on hit. While grappled this way the target is restrained. You can only have one creature grappled this way, and while grappling a creature this way you cannot use your walking speed.
Honest to a fault
Your couatl blood makes it hard for you to lie. You have disadvantage on deception checks to directly lie.
Languages
You know common and celestial.
Serpents blessing
When born, a half couatl usually only inherents one innate magical ability of the couatl, which is known as their "serpents blessing".
Blessing of telepathy
Those with the blessing of telepathy inherent a couatls psionic power. They are usually more intelligent than the average person, having a stronger couatl mind that can telepathically communicate with others, giving the couatl mind the ability to talk to others outside of their humanoid half. Those with this blessing are usually obsessed with gathering and protecting information, becoming well learned scholars and librarians.
Ability score improvement
You gain +1 to intelligence
Psionic casting
You gain the ability to cast various psionic spells. You learn detect evil & good and shield and can cast them for free once per day each. When you reach level 5, you learn detect thoughts and can cast them for free once per day. Intelligence is your spellcasting modifier for these spells.
Telepathy
You gain a form of telepathy allowing you to communicate with others, finally giving your couatl mind a voice. You have telepathy with a range of 60 feet.
Blessing of the healer
Those with the blessing of the healer gain control over life energy, letting them channel positive energy into others (or themselves) to heal them. Those with this blessing are usually motivated to heal or destroy that which has been damaged or poisoned, acting as doctors and apothacaries.
Ability score improvement
+1 to wisdom
Medical intuition
You gain an innate understanding of medicine. You gain proficiency with the medicine skill and herbalism kits.
Healing energy
You can channel healing energy into others. You gain a number of healing dice equal to 1+your proficiency bonus, which are D6. As an action you can target a creature within 30 feet (you can target yourself) and spend healing dice, healing them by an amount equal to the healing dice spent. Alternatively you can spend 2 healing dice to cure the target of a disease infecting them. You regain all healing dice on a long rest.
Blessing of the ascendant
Those with the blessing of the ascendant are given more powerful wings, giving them the ability to fully fly. Those with this blessing are usually explorative or even nomadic, traveling the world simply to experience everything they can.
Ability score improvement
+1 to dexterity
Flight
Your stronger wings let you soar through the sky. You have a flying speed equal to your walking speed. You cannot fly while grappling a creature. You cannot fly while wearing medium or heavy armor.
Skilled navigator
Your nomadic desires help you when navigating. You have proficiency with survival and either navigators tools or cartographers tools.
Lasso of truth
Item:Lasso
You enhance a lasso with the power to bind enemies into honesty. As an action you can toss the lasso at a creature within 30 feet, who have to make a dexterity saving throw or be come restrained. While restrained the target is effected by the zone of truth spell. The target can make a strength saving throw as an action, ending the effect on a success. The lasso itself cannot be burnt, cut or otherwise destroyed while it bears this infusion, and automatically returns to you when someone breaks free.
Lantern of resolve
Item:lantern
You enhance a lantern to ward all in its light from evil. This lantern can be activated or deactivated as a bonus action without the need for fuel. All friendly creatures within its bright light radius have advantage on saving throws against being charmed or frigthened. Hostile fiends, undead and fey have a 1D4 penalty on all attack rolls while within the lanterns bright light radius.
Energy weapon
Prerequisites:6th level artificer
Item:any weapon
You enhance your weapon with volatile energy. The weapon deals 1D6 additional damage with all attacks. This bonus damage is chosen from the following when the infusion is applied:thunder, lightning, acid, fire, cold, psychic, necrotic, poison, radiant or force. This weapon also gains +1 to its base attack rolls.
At level 10, If you score a critical hit with this weapon, all hostile creatures within 10 feet of the target (except the target themselves) suffer damage equal to the artificers intelligence modifier of the same damage type as the weapon.
Shield of reflection
Prerequisites:6th level artificer
Item:shield
You imbue a shield with the power to reflect projectiles. This shield grants a +1 bonus to AC. Additionally this shield has 4 charges, and as a reaction to a ranged attack roll missing you, you can launch the attack back at the attacker. It uses the same attack roll as the original attack. The shield regains all spent charges at dawn.
Goggles of ether sight
Prerequisites:6th level artificer
Item:goggles, monocle
While wearing this item, you are always under the effect of the see invisibility spell.
Tranquilizer dart
Prerequisites:6th level artificer
Item:dart
This dart has 3 charges. Whenever you hit a creature with this dart, you can expend a charge to force them to make a constitution saving throw or fall unconcious for 1 hour, until they take damage or until another creature uses their action to shake them awake. The item recovers all its charges at dawn.
Lightweight armor
Item:any armor that gives disadvantage on stealth checks
Your armor is made lightweight for ease of use. The armor no longer gives a penalty to stealth checks. If the armor had a strength requirement it doesnt anymore, and if you are a race that cant fly while wearing the armor normally, now you can.
Frightening visage
prerequisites:6th level artificer
Item:mask
This mask has 4 charges. As a bonus action while wearing the mask, you can spend a charge to force a creature that can see you within 30 feet to make a wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. While frightened this way the target cannot use reactions. On a successful save they become immune to the effect of this mask for 24 hours. The item recovers all its charges at dawn.
Explosive shot
prerequisites:6th level artificer
Item:any ranged weapon
This item has 4 charges. Whenever you fire a shot, you can spend 1 charge to make it explosive. Regardless of if it hits or misses, all creatures within 10 feet of the target (target included) must make a dexterity saving throw or take 2D8+artificer level as fire damage or half as much on a successful save. The item recovers all its charges at dawn.
Reinforced armor
Prerequisites:6th level artificer
Item:any medium or heavy armor
This armor makes it so anytime the wearer suffers a critcal hit, it becomes a normal hit. You also get +1 to AC.
Dimensional Gateway Opener (D.G.O)
Prerequisites:14th level artificer
item:any crossbow or firearm
As an action while holding this item, you can select a spot you can see within 60 feet and create a portal that is 5 feet in diameter on that surface. When you fire a second portal, the portals are linked together letting you transport anything that can fit through the portals from one side to the other. You can close both portals as a bonus action. Any object within the portal when they are closed take 5D10 magical slashing damage, any creature within the portal must make a dexterity saving throw or also take the same amount of damage. You can only have up to two portals at a time.
Serrated weapon
Item:any weapon that deals slashing damage
Once per turn when you hit a creature with this weapon, you can force the target to make a constitution saving throw or be inflicted with one stack of bleeding. For each stack of bleeding, the targets speed is reduced by 5 feet and they take 1D4 necrotic damage at the start of each of their turns. This effect lasts for 1 minute and is reset with each bleed stack applied. A creature can only suffer from up to 3 bleed stacks at a time. All bleed stacks are healed whenever the victim regains hitpoints.
The way I see it marvel has better/more interesting magical/fantasy elements with characters like Thor, dr Strange and ghost rider while DC has more interesting alien races with the kyrptonians, lantern and blue beetle.
Of course there are exceptions, marvel has better “mutant” characters (as in ones born with genetic powers) while DC has some unique gods (mainly the new gods which blurs the line between sci fi and fantasy).
Preferrebly in PM´s because i prefer the privacy, if possible.
Simply put i could use some help on making the best non-engagement response. I would prefer to discuss this in PM`s though if possible.