▲ 5 r/Naruto

Question about Post Kurama Natuto (Boruto)

From an online search, Naruto can't access So6P anymore because you need chakra from all tail beasts to do so and he's now missing Kurama's.

But like, Kinkaku and Ginkaku had enough Kurama chakra to allow for juubito and Naturo didn't have any other tailed beast prior to that. Was Kurama's chakra eradicated so completely he doesn't even have a remnant?

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u/Nikelman — 5 days ago

Stylistic choice

The revision I published yesterday is too clunky. My goal was to allow dual concentration with HM, but you don't deal HM's damage if you're concentrating on something else, but you do get to roll a bonus dice for initiative when you are concentrating on this, and you can't lose concentration if you are concentrating like that: I like the end result (being able to use HM as a buffer for other spells' Duration and Concentration), but it is very, very clunky.

The obvious solution to achieve the same thing is to reluctantly move away from Hunter's Mark: something like

Level 1: Primal Trance
As a Bonus Action, you can enter a state of focus, akin to a predator ready to stalk its prey, that lasts for one hour. During this state, you get Advantage to any Wisdom (Perception or Survival) checks to find creatures or track a trail. In addition, as a Bonus Action, or as part of the Bonus Action you use to activate this feature, you can mark a creature and concentrate as if you were concentrating on a spell. Until this state ends, you deal 1d6 extra Force damage to the marked creature whenever you hit it with an attack.

This would allow to achieve pretty much everything I wanted HM to do at low levels. It's a little more powerful, as you can't definitively lose Concentration on it, but that could be balanced via the number of uses. It would also push the Player to start casting other spells from level 1.

The issue is that so many subclass features work with Hunter's Mark and they're probably going to increase over time. The way I see it the solution would be:

A) rewrite the features that interact with HM

B) add a clause like "enterting this state is considered to be casting the Hunter's Mark spell, and that is considered this, and this is considered that"

C) add a Designer Note that clarifies the intent and give a guideline of how to adapt things.

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u/Nikelman — 6 days ago

Paul is a metafictional memetic entity

2023 - Paul (no last name given) is presented in a relationship with Debbie, Nolan's wife, after the latter leaves the planet a criminal (already plotpoint in the comic version, 2007)

2022 - Right after Peter Parker was about to become room mate with MJ, teasing the fans over the decade long status quo break of One More Day, we get a timeskip and MJ now has children with Paul Rabin

1994 - FRIENDS, the One with the Blackout; Ross is finally going to confess to Rachel during the titular blackout, but she suddenly finds and immediately starts a relationship with Paolo

1984 - Ray Palmer, in a marital struggle with his wife Jean, finds himself trapped in the Microverse; when he comes out, she's in a relationship with Paul Hoben

Is this a coincidence? Maybe. But it's telling that in 3 out of these 4 cases, weird phenomena manifested around the arrival of the Paul Entity

  • MJ gets sucked in an alternate dimension for 4 years from her perspective
  • The Atom gets stuck in the Microverse
  • An unexplained blackout (and a cat, tangentially) get in the way of the will they/won't they

Admittedly, Invincible breaks the pattern; however, with Omniman throwing the world into chaos, it's easy to speculate that whatever this entity uses to enter a fiction, could have passed unnoticed.

There's more to this: this is actually a plotpoint, in Spider-man, but the Paul Entity does appear out of nowhere

  • Paul Rabin is intentionally presented as a surprise character
  • Paul (Invincible) is a coworker of Debbie, but she never mentions anything about him prior to their relationship
  • Paolo is a foreign just arrived in NY; he's Italian (like I am), but there's a couple of weird things about him: first off, Joey is Italian diaspora, yet they never even mention that; second, his voice is weird compared to the others, as if it was recorded and edited over the existing audio track (which was often industry standard for foreign mumbo jumbo, the dialogue was made up on the spot by Cosimo Fusco)
  • Paul Hoben wasn't part of the canon prior to Sword of the Atom #1

What's even more concerning about this is that 1994's Paolo's introduction happened during the Blackout Thursday a collaboration of three NBC series that involved also Mad About You and Madman of the People: the Paul Entity has always been able to break into other fictional universes.

Of course, this is all circumstancial. There might not actually be a Paul Entity. But we should be wary, because I feel like this was barely scratching the surface: it might have appeared in countless other media. This being said, the good thing is that it doesn't seem to be dangerous (although it is extremely annoying to Webheads), in fact it's not imposing on Invincible and leaves the scene before having a confrontation with Omniman, and while Paolo does harrass Phoebe in a later episode, these characters are generally peaceful. Paul Hoben even takes the mantle of the Atom, becoming a superhero in Ray Palmer's place.

But what if I'm right? What if this is a canon-event?

What if it had always been... the same Paul?!

u/Nikelman — 6 days ago

Would a totem to buff Woodie's forms OP?

The issue with the wereforms is that you can't access your inventory, nor use any equipment.

This is balances overall, the forms are powerful and cheap. But if you are playing woodie, you want to fight as the moose, which means that your damage caps lower than with most weapons. If you're working as the beaver, you can't collect stuff from the ground, nor can you when you're exploring as the goose.

So, I was thinking: what if there was a second tier for woodie's forms that required higher investment?

For instance: you can craft a possessed moose idol with a regular one and nightmare fuel. This doesn't change your transformation by itself, but it links it to a unique structure you can also build, the curse totem.

The totem is a structure in which you can store a weapon, increasing the attack damage of the moose as if it was using it (consuming durability) and/or an amulet, like a lazy forager. You could maybe also put a gold shovel in there, granting the goose the ability to dig out movable resources. The items collected could go into your inventory, or in slots in the totem.

Wood you like that? Generally speaking, while the forms have a very cheap and high floor, which is great, do you think they should also get a higher ceiling, at a cost?

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u/Nikelman — 6 days ago

Nik's Ranger Revision, V3.0

EDIT: so, I'm 99% moving to replace "casting Hunter's Mark" with a spell-like feature, so that I will remove Dual Concentration, like some of you suggested. Keep that in mind when reading this, it should streamline the whole thing

Oof, it took a lot of work, but here's the revision

So, if you know me, you know that my goal to make Ranger better is, aside from all the QoL, making it the "Batman" of the classes, the one that's better with prep-time (kind of a meme for Batman, but true here)

Core idea: you want to enter combat with Conjure Animals on, because it's more than double the damage of Hunter's Mark AND your bonus action is free to do other things; however, you don't know if combat is going to happen within 10 minutes.

So you cast Conjure Animals, then after five minutes you also cast Hunter's Mark and concentrate on both, which you can now do... however if you do so, Hunter's Mark doesn't deal damage. You still get the secondary effects, which have been buffed: you add its damage to 2 ability checks and initiative rolls.

But if you are forced to resort to Hunter's Mark (or you know, just want to), it now scales with level. It's still less DPR than your best spells, if the freed-up Bonus action is worth something... which it now definitely is considering you can cast Hail of Thorns (no friendly fire, works on melee) and from lv6 using Nature's Veil (nerfed until lv11)

But what if at your table Conjure Animals doesn't deal damage off turn? Well, how 'bout upcasting Seeking Fang, or casting Shadow Self? "What are these, made up spells?" yes they are, there are 6 new spells in this! WHAM!

Then the high-level features have also been changed: Survivalist replaces Tireless and instead of tempHP you can now add the Hunter's Die (HM's damage) to a failed save, and also you recover more HP with your Hit Dice (copied from another version, in general if you see something yours I would love to credit you); Ranger's Guile at 14 gives you Advantage to attack rolls against creatures with blind/truesight (using their own senses against them); Honed Weapons at 17 is the old capstone (+WIS to 1 attack or 1 damage roll 1/turn) and Inescapable, the new capstone, lets you mark anyone, all the time, FOREVER ||or until you have to sleep or are otherwise incapacitated||, plus you also deal HM's damage no matter what your Concentration is.

All Feedbacks are more than welcome and appreciated, I couldn't even do this if it weren't for this sub! Don't shy from reaching out if you want to work together!

u/Nikelman — 7 days ago

Cordon of Arrows as an AoE blast precursor (revision)

AoE is one of the few things that stays good throughout a Ranger's career when going in high tiers. This isn't particularly great when looking at casters, but it really is a solid option to have for a martial: afterall, no matter how potent a smite is, if you're facing a horde of goblin that will all die in one hit, you're potentially wasting much more damage.

A thing that bugs me is however that you go from having no direct AoE (I mean, you do have Hail of Thorns, but that's a whole different thing) to having the amazing Conjure Barrage.

There is a sort of precursor, also thematically, which is Cordon of Arrow. While it's a way to ambush enemies for a rest, if you designate 4 enemies to be your target, they're going to take damage in their turn. 2d4 save for naught is not decent damage, tho, I was thinking 2d8 + WIS, save for half, upcast by 1d8 instead of by arrow. Opinions?

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u/Nikelman — 7 days ago

Idea per una parte fanmade (tipo Stone Ocean, ma nel nuovo universo)

Questo è praticamente The Severance (mai visto) che incontra JoJo. È solo il pitch su cui realizzerei la parte se fossi incaricato di farne una, volevo sapere che cosa ne pensano altri fan e quali idee realizzerebbero loro.

Invece di essere una vera e propria prigione, l'ambientazione è tutta all'interno di un grattacielo impossibilmente grande. Si entra come stagisti e si perdono le memorie del mondo esterno, il tuo unico scopo diventa salire la scala gerarchica. Siccome non ricordi il tuo nome, questo viene stabilito pescando due carte da gioco all'ingresso e la protagonista pesca due Joker, diventando così JoJo.

Il suo stand sarebbe Pinball Wizard, relativamente semplice e capace di scagliare oggetti in modo che rimbalzino, il che funziona particolarmente bene in mezzo ai cubicoli.

Non ho un titolo figo, magari una roba tipo TBAo JoJo: Grey Dream?

Voi come fareste la vostra "parte" di JoJo?

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u/Nikelman — 7 days ago

R12 ending prediction

  • Kintoki is on the ground, Odin moves in for the kill
  • Emotional trigger from the audience
  • Odin stabs towards Kintoki
  • Kintoki's left arm catches the tip of Gungnir: it's now red like the right arm and on the back of its hand there's the ᚨ Anzus rune
  • Some scientist from R8 "n-nani?! His left hand?!" Edison "Uh?!?! It... it worked?!" (in the back him rubbing Kintoki's left hand)
  • Odin "that... that rune" (with sheer hatred) "Gollnir!!!" and throws the spear with his Galdr
  • Kintoki's internal dialogue, his mind is opened by the rune, flooded with Gollnir's creativity; the rune of Dagaz lightens up
  • He blocks the spear with his right hand, wrapped in a light construct
  • Thor: "that looks like..." (he thinks of his gauntlets, Gollnir's first shown invention)

Then some respite and possibly some more unrequited backstory that I've had enough of. Odin tries to control Kintoki's flesh again, but he envelops himself in a full armor of light. Kintoki ends up winning the round, Odin seems defeated, but it's actually just his Velk body dying, he will return as the true final boss, somehow, possibly with all the 11 god slayers or just the 5 Yggdrasil.

Meaning of the Runes: Dagaz is dawn and light, material creation; Anzus (seen on Gollnir's funerary candle) is the rune of vision and ideas; together they represent the creative process as a whole

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u/Nikelman — 8 days ago

A few powerful damaging spells that are Ranger only

Homebrew content, I forgot to put it in the title

These are meant to be used in my revision that will allow to extend the spells to enable pre-casting them and have them active when you need them. The current way this is going to happen is by being able to swap Concentration between a different Concentration spell and Hunter's Mark, ideally it will be intuitive in the revision; for now, my vision for the Ranger is to make it the best at pre-casting a big spell as a way to get ready for combat, which I think to be very thematic for Rangers.

This would absolutely work for the spells that Ranger gets (Summon Beast and Fey and Conjure Animals and Woodland Beings in particular), but I also wanted to have exclusive spells that orbit around that level of damage, which I'm presenting here

Seeking Fang
Level 2 Transmutation (Ranger)
Casting Time: 1 Action
Range: Self
Components: V, S, M (an arrow worth at least 1 CP)
Duration: Concentration, up to 10 minutes

You imbue the arrow used as a Material component with magic and the will to hunt down your enemy. The arrow starts orbiting around you. The first time you move on each of your turns, you can teleport the dagger to an unoccupied space you can see within 60 feet of you. If that space is occupied by a creature, it must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 3d8 Force damage, and its Speed is reduced by 10 feet until the start of your next turn. On a successful save, it takes half as much damage only.

At Higher Levels. The damage increases by 1d8 for each spell slot level above 2nd.

[Damage comparison, 16WIS: Summon Beast deals ~8.5 DPR (pack tactics advantage) AND creates an HP sponge (plus potential AoO); this deals 10.8 on average and has a Speed control; ideal to combo with Longbow]

---------

Shadow Self
Level 3 Illusion (Ranger)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You manifest a quasi-real, spectral clone of yourself that moves behind you, mirroring your movements. While the spell lasts, you gain half cover.

The first time you hit a creature with a weapon attack on each of your turns, the clone lashes out with its spectral weapons. The target must make a Dexterity saving throw against your spell save DC, taking 6d6 Force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of both effects increases by 1d6 for each slot level above 3rd.

[Damage comparison, 16 WIS: Conjure Animals deals 16.5 on average since it deals damage on your turn and almost certainly on the main target's turn, plus to secondary targets; this is 15.8, grants extra defenses and deals damage all at once]

------------

Thunderous Stride
Level 4 Transmutation (Ranger)

Casting Time: 1 Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

You become so fast and nimble that suddenly halting your stride creates a deafening sonic boom. Until the spell ends, your Speed increases by 40 feet.

The first time on each of your turns that you move at least 20 feet in a straight line, immediately after that movement, one creature of your choice within 5 feet of you takes 4d12 + your spellcasting ability modifier (minimum of 1) Thunder damage.

A creature can take this damage only once on each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus to your Speed increases by 10 feet and the damage increases by 1d12 when cast with a 5th level slot or higher.

[Damage comparison, 20 WIS: Conjure Woodland Beings should often deal damage off-turn to the single target you're in melee with (this spell is also thought for melee), say that's 75% of the cases, DPR expected is 31.5; this is 31]

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u/Nikelman — 10 days ago
▲ 1 r/onednd

Portal Aim (Cartographer + Thief multiclassing)

I would like to know what's the general opinion about these features interactions:

  • Using Portal Jump (that allows you to "spend an amount of movement" to teleport, but doesn't say "move" outright)
  • Steady Aim, from lv3 Rogue

My reading, and I understand if it's contentious, is that the first feature doesn't make you outright move and since you do it before Steady Aim, and being used second, Steady Aim doesn't turn your Speed 0 until you use it, so you can activate the former.

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u/Nikelman — 11 days ago

While working on my revision, I got an idea: Extra Attack off turn

By this I mean Extra Attack gives, well, an extra attack when you take the Attack action on your turn.

What if the Ranger lost the caveat in italic? When off turn, if you're taking the attack action (with the Ready action and I think that's it), you benefit from Extra Attack. A small perk of being a Ranger could be that you're better at being the one who gets ready at shooting the Dragon when it comes into range to breath fire >!and then die because you can't cast Absorb Elements, but that's a different story!<

(although it would be better worded as "on your turn and on a different turn if activated by the Ready action." so there's no doubt it's not meant to work with some other feature, it just so happens I don't think there are any for now)

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u/Nikelman — 13 days ago
▲ 12 r/onednd

Does another creature in melee give a monster half cover?

Eg, one character is fighting an Owlbear in melee, another character want to shoot it with a bow and lacks sharpshooter

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u/Nikelman — 14 days ago

New ritual for rangers + suggestion for other rituals

Since the Ranger lacks Find Familiar and it wouldn't be very thematic, I came up with the following

=============

Harrier's Eye
1st-Level Divination (Ritual) (Ranger)

Casting Time: 1 minute
Range: Self
Components: V, S
Duration: 1 hour

You magically beckon a nearby Small or smaller Beast with an Intelligence of 3 or lower to serve as your eyes. When you cast this spell, you can specify one movement speed or one Special Sense that the Beast must possess, such as a Swim Speed or at least 20 feet of Blindsight. If no Beast matching your requirements is within 1 mile of you, the spell fails.

The Beast magically appears in an unoccupied space within 5 feet of you. It understands your language, and you can give it a simple task, such as searching for Orcs to the south or patrolling the surrounding area. The Beast always attempts to complete its task to the best of its ability, but it won't willingly enter combat and can't take the Attack action.

The spell ends early if you roll Initiative, if the Beast would take damage or be subjected to a harmful effect, or when it completes its task. When the spell ends, the Beast instantly returns to the place from which it came, unharmed, and you immediately experience everything it perceived while under the effect of this spell as though those memories were your own.

==============

As mentioned in the title, I'm also looking for other ideas for Ritual spells, especially to enhance Exploration and survival in the wilderness

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u/Nikelman — 15 days ago
▲ 12 r/DnD5CommunityRanger+2 crossposts

The wild patch - 2024 Ranger Revision 2.0 alpha

(Reposting because I didn't set the doc to be viewed with the link :facepalm:)

Ok, I considered the previous feedbacks, here you can find the new version

Overview

Lv 1 - HM can be cast as S instead of V and deals your Hunter's Die (scales like Martial Art, so it's a d6 anyway in tier 1); 1FE recovered/SR, as it will be used more

Lv 2 - Ranger's Trance (prev Tracker), spend 1 minute, add Hunter's Die to 1 ability check you choose and initiative (idea is you use it to follow the tracks or stealth) for 1 hour. 1 free/LR or spend 1 FE to use

I put the Fighting Style feat for playing a STRanger that wants to drop DEX (you can use WIS for light or medium armor instead of DEX) so it doesn't have 10 CON here in a box; we've had a discussion last time about how this is broken for Clerics and such, but it's not, they have an easier time getting Defense if they want to get their greedy caster hands on a Fighting Style; I think that's elegant, IDK

Lv 5 - Do you like rituals? We have rituals! Pick 3 ritual spells from Ranger, add them to your list, add more following FE total uses

Lv 6 - Treantmonk's Roving adjusted a little

Nature's Veil but a nerfed version that breaks invisibility if you misbehave; I used to have a Bonus Action damage here, it's removed: if you didn't weaponise your bonus some other way, you have WIS "turn invisible"/LR and there's spellcasting (Ensaring strike has no concentration)

Lv 9 - Get Ready. No, "Get Ready" is the feature. Ok, that's not its name, it builds on the aforementioned trance, when you activate it, spells that last 10+ minute will last until the trance ends, so you can use a summon or emanation for a long time, but most importantly you're better at starting combat with a big spell on, which is what I want to do... and if you lose concentration, Hunter's Mark is there as your second banana

Lv 10 -Tireless, basically Treantmonk's version, but you can use your Favore Enemy to add a Hunter's Die to a failed save instead of to prevent exhaustion

Lv 13 Concentration can't be broken by damage Relentless Hunter stays unchanged for now: protecting concentration further would actually ruin the intent here, you've entered combat with a big spell, you lose it, you default on Hunter's Mark: compared to a different caster, your fall onto a safety net

Lv 14 - Nature's veil becomes Nature's Cloak, it works like vanilla Nature's Veil; moreover, buff against true/blindsight that used to negate invisible

Lv 17 - +1d6 weapon damage. This is meant to be a purely martial feature, I figured it's been a while since Extra Attack; this amount of extra damage is just fine, but it's also boring and a placeholder (or maybe I'll just rename it)

Lv 20 - Capstone, Inescapable, everyone in 90ft you want is marked by HM whether you cast it or not, you deal extra damage to them and you succeed in any perception or survival check to find them; it's basically Hunter's Mark without concentration or action economy sink. By the way, you can also just never sleep and keep tracking someone, you recover exhaustion anyway. What I mean is, you have a very particular set of skills

And then spells, very few additions, the rest is basically Treantmonk's changes, except a concentration option added to Conjure Barrage so it can work with the feature at 9, think Delayed Fireball, but the damage doesn't increase (for now...)

Finally, subclasses: extra spells for BM and Hunter, BM has two QoL

  • the primal beast can have the previous one's memories or not (is it the same wolf? You decide)
  • magic action, 1 slot, 1 minute, and the Beast not only can return from death, but you can also instead heal an injured one. Because in the vanilla version is optimal to put it down if it has like 3 HP and while that's sadlarius PETA was complaining

Hunter basically gets all of his optional features at once, no need to swap them (I kinda wanted to add Giant Killer) and most importantly lv11 works for any spell and deals Hunter's Die force damage at any one creature you choose, including the one you were attacking

That's all, thanks in advance for feedbacks

Bring the Torch!

u/Nikelman — 18 days ago

The Wild Patch - 2024 Ranger Revision, ver 2.0 alpha

Ok, I considered the previous feedbacks, here you can find the new version

Overview

  1. HM can be cast as S instead of V and deals your Hunter's Die (scales like Martial Art, so it's a d6 anyway in tier 1); 1FE recovered/SR, as it will be used more

  2. Ranger's Trance (prev Tracker), spend 1 minute, add Hunter's Die to 1 ability check you choose and initiative (idea is you use it to follow the tracks or stealth) for 1 hour. 1 free/LR or spend 1 FE to use

  3. I put the Fighting Style feat for playing a STRanger that wants to drop DEX (you can use WIS for light or medium armor instead of DEX) so it doesn't have 10 CON here in a box; we've had a discussion last time about how this is broken for Clerics and such, but it's not, they have an easier time getting Defense if they want to get their greedy caster hands on a Fighting Style; I think that's elegant, IDK

  4. Do you like rituals? We have rituals! Pick 3 ritual spells from Ranger, add them to your list, add more following FE total uses

  5. Treantmonk's Roving adjusted a little

  6. Nature's Veil but a nerfed version that breaks invisibility if you misbehave; I used to have a Bonus Action damage here, it's removed: if you didn't weaponise your bonus some other way, you have WIS "turn invisible"/LR and there's spellcasting (Ensaring strike has no concentration)

  7. Get Ready. No, "Get Ready" is the feature. Ok, that's not its name, it builds on the aforementioned trance, when you activate it, spells that last 10+ minute will last until the trance ends, so you can use a summon or emanation for a long time, but most importantly you're better at starting combat with a big spell on, which is what I want to do... and if you lose concentration, Hunter's Mark is there as your second banana

  8. Tireless, basically Treantmonk's version, but you can use your Favore Enemy to add a Hunter's Die to a failed save too

  9. Concentration can't be broken by damage

  10. Nature's veil becomes Nature's Cloak, it works like vanilla Nature's Veil; moreover, buff against true/blindsight that used to negate invisible

  11. +1d6 weapon damage. This is meant to be a purely martial feature, I figured it's been a while since Extra Attack; this amount of extra damage is just fine, but it's also boring and a placeholder (or maybe I'll just rename it)

  12. Capstone, Inescapable, everyone in 90ft you want is marked by HM whether you cast it or not, you deal extra damage to them and you succeed in any perception or survival check to find them; it's basically Hunter's Mark without concentration or action economy sink. By the way, you can also just never sleep and keep tracking someone, you recover exhaustion anyway. What I mean is, you have a very particular set of skills

And then spells, very few additions, the rest is basically Treantmonk's changes, except a concentration option added to Conjure Barrage so it can work with the feature at 9, think Delayed Fireball, but the damage doesn't increase (for now...)

Finally, subclasses: extra spells for BM and Hunter, BM has two QoL

  • the primal beast can have the previous one's memories or not (is it the same wolf? You decide)
  • magic action, 1 slot, 1 minute, and the Beast not only can return from death, but you can also instead heal an injured one. Because in the vanilla version is optimal to put it down if it has like 3 HP and while that's sadlarius PETA was complaining

Hunter basically gets all of his optional features at once, no need to swap them (I kinda wanted to add Giant Killer) and most importantly lv11 works for any spell and deals Hunter's Die force damage at any one creature you choose, including the one you were attacking

That's all, thanks in advance for feedbacks

Bring the Torch!

reddit.com
u/Nikelman — 19 days ago

Golden Boy Theory 2.0

https://preview.redd.it/88palf4xzmgh1.png?width=1314&format=png&auto=webp&s=501ed55c0ff48ee17a4ef8b72ad5de104ef11407

So, I was criticised for "only making this up because of his name" in my previous post, but I want to show how my theory has actually been foreshadowed

To begin with, Golden Boy Theory is the idea that not only Kintoki will actually win, but he will win by making himself a body made of light after awakening the rune of Gollnir on his left hand, so I'm betting on a very specific horse here. Also, I call it a theory because it's catchy, it's actually a prediction. Let's go in order:

  • Edison grabs Kintoki's left hand and charges it with energy (not) and several panels are dedicated to his left hand (he also metaphorically fist-bumps Adam with it); this is beyond circumstantial, but it sets up a panel of a confused Edison going "i-it worked?!"

https://preview.redd.it/151lrj4w0ngh1.png?width=991&format=png&auto=webp&s=de6dc58f9365ae524a9f21fad5f026201804fa81

  • Skaggjold gets introduced and she's confirmed to be dressed like Hlokk and Alvitr, making them triplets; Hlokk granted Jack an immense attack boost, Alvitr boosted Qin's defense, it would make sense, with the introduction of magic, that she boosted that; Kintoki also says that she's the only one that could pair up with him; of course her name, meaning Axe-time doesn't really support this and Hilde states that she's able to "draw out (Kintoki's) Strength to the utmost limit" instead; of course, it could just be that she's the valkyrie of axes, or, since Skamold (Sword-Time) pulls out potential from your life, she could pull in potential from the ones believing in you, so be unrelated

https://preview.redd.it/keyf0ctn3ngh1.png?width=972&format=png&auto=webp&s=9afaea7021ecf934e257e87c66a366150f4ab0a6

  • Before taking the first swing, Kintoki creates a giant blade of light from his Axe; the rune bestowed upon his right hand is Dagaz (ᛞ), the rune of dawn and sunlight; it's used by Eiring to make light constructs as well, in particularly chains to bind Gollnir
  • Gollnir never activates a rune himself; however on his altar when his disciples witness the candle of his life extinguish, we find the rune Ansuz (ᚫ); this is the rune of cosmic wisdom, intellect and divine word; it is also the rune of the god Odin, but here it's probably meant to represent a connection with Velk more than Odin himself; this rune is meant to represent both Gollnir's genius and his will to pass down wisdom to the future generation ("stolen" by Velk and misused in a general sense); meanwhile, Kintoki would be the legitimate heir that collects the inheritance for a brighter future

https://preview.redd.it/2lu55h8i6pgh1.png?width=920&format=png&auto=webp&s=e356c83a07c956e81744672a92464ed8e9e6bca2

  • Jump to Kintoki's backstory, we eventually see him fight the demon king; here we see the first instance of what I think it's going to happen, that is Kintoki awakening a dormant power when pushed to the brink (btw wtf is going on with his tooth there, it keeps appearing and disappering even in close shots)
  • We then see Eirin explaining how she sealed away the divine power in their child: if that inherited Eirin's, they should also have inherited Gollnir's power; moreover, Eirin stands in to Kintoki's right side and Gollnir to his left side when they're speaking
  • Eirin goes Ara (self explanatory evidence)

https://preview.redd.it/ttz7kljuzogh1.png?width=841&format=png&auto=webp&s=8729c2f9b4fd96e06d5a201b82dce0d515da8cfb

  • We're then revealed Odin's Harpaludr, an ability that's really introduced as invincible; I invite you to consider the whole dynamic of the match, tho: Kintoki is constantly losing, there's never a moment in which he has a leg-up. This would make for (and in fact that's the general opinion) a very unsatisfying match if it went lose-lose-lose-dead; we've either had very contested matches that went back and forth (the majority) or round 2 in which Adam was dominating until Zeus won; round 6a is anomalous because it turns in 6b (VS Hajun), in which we actually had Buddha in the same losing streak that Kintoki is right now and he overcame it; the only real exception would be round 11, but there the drama was in who could land a clean hit first and Simo did: it's certain that Kintoki can't just die as he is now, but at the same time he can't probably stand up with his lungs punctured and a foot shredded: something has to happen; from a narrative POV, Kintoki hasn't triggered any deathflags, in fact he's kind of guaranteed to have a comeback
  • Let's go back to Dagaz and Anzus: together the two runes represent the creative process and a sudden awakening to the truth; admittedly, take this with a pinch of salt, I'm not a rune-reader, but this would essentially grant the already existing ability to generate light construct the capacity to become more intricate
  • What does Kintoki need right now? A new body that can't be controlled by Odin, something complicated that he shouldn't have the capacity to create for himself now, but could tapping into Gollnir's genius via Anzus; what's Gollnir's first creation we're mentioned? Járngreipr, Thor's gauntlets: expand those to the whole body and you get a thin light protection that not being living cells won't obey Harpaludr and would in fact give Kintoki a golden appearance
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u/Nikelman — 19 days ago
▲ 3 r/DnD5CommunityRanger+1 crossposts

The Wild Patch - Revision for Ranger 2026, 1.0 alpha

Link to Google doc which isn't as fancy as homebrewery, but it's a WIP and there's a lot of fat to iron out and wrinkles to trim. Wait...

Design goals

"Vanilla" Ranger when played at a somewhat high level basically requires the player to rely on casting spells before combat, as most often you want to take the Attack action. This can actually create a class identity, making the Ranger the class that prepares for combat, taking advantage of its typically good scouting abilities

I want to lean into this, to make the Ranger better at casting before combat, trying to flavour it as a hunter stalking its prey. See, exploration is where a Ranger should shine, but that can't go much deeper than ability checks and rituals and I've accounted for both in some capacity. But this is a way to make exploration relevant for combat: to me, this hits the Ranger's nail on the head!

In fact, I would love to expand on this: if the vision of the Ranger is the prep-time class, why does it have to use spells to do it? But that's just a thought, the revision doesn't really supports this yet.

Even like this, pre-cast spells don't deal enough damage to create a high enough ceiling and Hunter's Mark as it was made for too low of a floor, so both modes are buffed: HM scales by class level like martial art does and a bonus action is available to deal extra damage when you're not concentrating on it

A new ritual spell allows to prepare for combat by extending a concentration spell for one hour. This is naturally limited so that multiclassing a full caster can only take advantage of it in a limited capacity

The rest of the changes relate to utility and defensive abilities and I might have pushed too hard on the latter, we'll see

In a weird flex, I'm actually somewhat of an Excel warrior myself: damage is exactly where I want it to be when running the numbers according to Treantmonk's assumptions. Mind you, this by no means replaces actual playtesting

Feedbacks are welcome, but if you like my vision I would actually love to collaborate with others. If you're interested, let's discuss that to see if we share a vision

Features overview

1. Hunter's Dice replaces Hunter's Mark damage die, scales like martial arts

2. tracker Hunter's Dice bonus to ability checks, alternative use of FE out of combat

5. Hunter's Rite free ritual spells, pass a wisdom check and get to cast them without 10 more minutes and upcast to your maximum slot for free (maybe move to lv3)

6. Roving advantage to athletics to swim/climb, can be rolled on dex; party travels at fast pace without penalties

6. Hunter's Surge as a bonus action you deal HM's damage if you're not concentrating on HM already

9. expert hunter copeout to give both expertise and use FE for saving throws; recovers 1 FE/SR which is like the only class that doesn't

10. Survivalist Tireless but buffed, having tHP (from this) grants advantage to saving throw; exhaustion matters less and you can ignore it by spending FE

13. Greater Hunter concentration can't be broken by damage, invisibility buffed

14. Nature's Veil can last 10 minutes by using your action

17. Supreme Hunter advantage to all attack rolls, can swap a mastery (so you're not stuck with obsolete vex)

20. Apex Predator HM becomes a passive effect

+ spells changed, fighting style feat to support STRangers, changes to Hunter subclass overview

Thanks for your attention,

Bring the torch

u/Nikelman — 21 days ago

Golden Boy Theory - I think I'm cooking with this

https://preview.redd.it/na9530fs9sfh1.png?width=640&format=png&auto=webp&s=3c7714f2b9224bfbbfb362f6eda775dfdb790f7a

First off, this ain't no copium

WINTOKI SWEEPS

this is just who he is.

But I think I know how (although he can just do that by being the Greatest of all Time)

In his backstory, when pushed to the brink by the king of demons, Kintoki awakens the rune of Eirin, that allows him to wield her light-based powers which he's been using against Odin.

However, if he's a descendant of Eirin, he's also a descendant of Gollnir. This means he could also, potentially, manifest the rune of a god so used to punching upward he bagged Eirin in the first place, but more importantly, a god of technology and... constructs.

Now that Kintoki has lost an arm and a foot and probably can't even move his body anymore, this could allow him to use the two runes together and create a body made of solid light for himself, one that the hymns cannot control and would rebel against Odin like Gollnir and Eirin did so many years prior.

And a body of solid light is what I would in fact call a Golden Boy. Or if you prefer Japanese: Kintaro!

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u/Nikelman — 24 days ago