u/No_Cryptographer9795

Sou cristão e estou em dúvida se devo me afastar dos meus amigos e de uma garota que estou começando a gostar. Estou sendo intolerante?

Tenho 23 anos e sou cristão. Não sou muito ativo na igreja e nunca fui de ler muito a Bíblia, mas acredito em Deus. Para mim, uma das coisas mais importantes da minha fé é que Deus é amor e que isso vale para todos. Por isso estou pensando em começar a ler a Bíblia para entender melhor a minha própria fé.

Quando eu tinha 14 anos, passei por uma situação muito ruim com uma garota por quem me apaixonei. Ela me deu esperança, me humilhou e isso acabou me deixando bastante isolado por alguns anos. Passei muito tempo em casa jogando e assistindo anime, até que aos 19 anos comecei a jogar RPG por influência de um amigo e acabei fazendo muitas amizades.

Foi nessa época que conheci dois amigos que hoje são muito importantes para mim. Um tem 30 anos e o outro 22. Os dois são gays e eu não sou, mas isso nunca foi um problema para mim. Gosto deles pelo caráter, pela personalidade e pela forma como me tratam.

Conheço os dois há aproximadamente um ano, mas só fiquei realmente próximo deles nos últimos três meses. Nesse período eles entraram para a Umbanda.

Eu não quero discutir qual religião está certa ou errada. O problema é que sou cristão e comecei a me perguntar se deveria me afastar deles por causa disso.

Por meio desses dois amigos também voltei a ter contato com uma garota que conheço há uns 12 ou 13 anos. É importante dizer que ela não é a garota por quem me apaixonei aos 14 anos.

Ela tem 24 anos e apesar de nos conhecermos há muitos anos nunca fomos realmente próximos. Depois que comecei a conviver mais com esses amigos passei a conviver mais com ela também e há aproximadamente dois ou três meses comecei a perceber que estou gostando dela.

Ainda fico tentando entender se é algo realmente sério ou apenas uma paixão momentânea. Mas sinto que é diferente do que aconteceu quando eu tinha 14 anos. Dessa vez gosto principalmente da personalidade dela e sinto que temos muitas coisas em comum.

Ela também passou por relacionamentos bastante difíceis e recentemente estava passando por uma fase complicada. Nas últimas duas semanas ela também entrou para a Umbanda.

Recentemente nós fumamos maconha juntos e eu estando muito alterado acabei contando que estava interessado nela. Não sei nem se ela entendeu direito então provavelmente vou conversar com ela novamente dessa vez sóbrio e com calma.

Existe também a possibilidade de no futuro nós quatro morarmos juntos. Eu ela e esses dois amigos. Isso provavelmente só aconteceria mais para frente mas é algo que já conversamos.

E é aí que entra minha dúvida.

Eu não quero ser intolerante. Não quero olhar para pessoas que considero boas responsáveis e importantes para mim e decidir que preciso me afastar delas simplesmente porque seguem uma religião diferente da minha.

Ao mesmo tempo não quero ignorar a minha própria fé.

Para mim Deus é amor. É nisso que acredito e não quero usar minha fé como justificativa para julgar ou tratar mal pessoas que acreditam em algo diferente de mim. Mas também não quero ignorar aquilo em que acredito apenas porque gosto dessas pessoas.

Principalmente porque estou começando a gostar dessa garota. Se isso virar um relacionamento imagino que a diferença religiosa possa se tornar uma questão importante.

Então minhas dúvidas são

Devo me afastar dos meus amigos por eles terem entrado na Umbanda?

Devo me afastar dessa garota por causa da religião dela?

Devo conversar com ela sobre o que sinto?

Estou realmente gostando dela ou posso estar confundindo isso com uma paixão momentânea?

E caso eu realmente decida que preciso me afastar deles por causa da minha fé qual seria a melhor maneira de fazer isso sem magoar ninguém ou parecer que considero essas pessoas ruins?

Também penso em começar a ler a Bíblia antes de tomar qualquer decisão justamente para entender melhor aquilo em que acredito.

Não quero transformar isso em uma discussão sobre qual religião é verdadeira. Queria ouvir principalmente pessoas que já passaram por algo parecido. Cristãos que tiveram amizades ou relacionamentos próximos com pessoas de outras religiões especialmente Umbanda e como vocês lidaram com isso.

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u/No_Cryptographer9795 — 9 days ago

[D&D 5e/2024] Encantador — Minha primeira classe caseira, buscando feedback sobre balanceamento e redação.

Olá a todos!

Eu jogo D&D há relativamente pouco tempo e esta é a primeira classe caseira que criei. Por isso, tenho certeza de que existem problemas de balanceamento, interações confusas, erros de redação e outros problemas que posso não ter percebido.

A classe se chama **Encantador**.

A ideia básica é uma classe baseada em Inteligência, focada em criar e manter encantamentos mágicos. Esses encantamentos podem fortalecer aliados, melhorar armas, enfraquecer inimigos, controlar partes do campo de batalha ou dar suporte a diferentes estilos de combate.

A classe usa **Pontos de Encantamento** como seu principal recurso. A maioria dos encantamentos dura 1 minuto e não requer Concentração, mas a classe tem limites quanto ao número de alvos e encantamentos que pode manter simultaneamente.

A classe também ganha diferentes arquétipos que alteram a forma como esses encantamentos são usados. No momento, o documento inclui o **Spellblade**, um arquétipo focado em combate corpo a corpo que combina armas encantadas, ataques baseados em Inteligência, Ataque Extra e encantamentos ofensivos.

Eu agradeceria muito qualquer feedback sobre a classe, especialmente:

* Características ou encantamentos que sejam muito fortes e precisem ser enfraquecidos

* Características que sejam muito fracas ou que não valham a pena usar

* Habilidades que precisem ser melhoradas ou reformuladas

* Combinações desequilibradas ou interações entre classes

* Problemas com a economia de ações ou recursos

* Regras que não sejam claras ou que possam ser interpretadas de maneiras não intencionais

* Redação, gramática ou terminologia em inglês que possam estar incorretas

* Qualquer coisa que não esteja de acordo com os padrões de design do D&D 5e/2024

Originalmente, a classe estava escrita em um formato mais simples, mas as pessoas recomendaram apresentá-la no estilo Homebrewery, pois seria mais fácil de ler, entender e revisar. Por isso, formatei-a para se assemelhar a um documento oficial de D&D.

Aqui está a classe:

[ https://homebrewery.naturalcrit.com/share/jSX8DNC\\\_NHZg ](https://homebrewery.naturalcrit.com/share/jSX8DNC\_NHZg)

Por favor, seja honesto com suas críticas. Ainda estou aprendendo tanto o design de D&D quanto a criação de conteúdo caseiro, então explicações detalhadas sobre o que está errado e como poderia ser melhorado me ajudariam muito.

Obrigado por dedicar seu tempo para ler!

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u/No_Cryptographer9795 — 3 months ago
▲ 0 r/3d6

[D&D 5e/2024] Encantador — My First Homebrew Class, Looking for Balance and Wording Feedback

Hi everyone!

I have only been playing D&D for a relatively short time, and this is the first homebrew class I have ever created. Because of that, I am sure there are balance issues, unclear interactions, wording mistakes, and other problems that I may not have noticed.

The class is called the Encantador.

The basic idea is an Intelligence-based class focused on creating and maintaining magical enchantments. These enchantments can strengthen allies, improve weapons, weaken enemies, control parts of the battlefield, or support different combat styles.

The class uses Enchantment Points as its main resource. Most enchantments last for 1 minute and do not require Concentration, but the class has limits on how many targets and enchantments it can maintain at the same time.

The class also gains different archetypes that change how these enchantments are used. At the moment, the document includes the Spellblade, a melee-focused archetype that combines enchanted weapons, Intelligence-based attacks, Extra Attack, and offensive enchantments.

I would really appreciate feedback on any part of the class, especially:

  • Features or enchantments that are too strong and should be nerfed
  • Features that are too weak or not worth using
  • Abilities that should be improved or redesigned
  • Broken combinations or multiclass interactions
  • Action economy or resource problems
  • Rules that are unclear or could be interpreted in unintended ways
  • English wording, grammar, or terminology that may be incorrect
  • Anything that does not match normal D&D 5e/2024 design standards

I originally had the class written in a simpler format, but people recommended presenting it in the Homebrewery style because it would be easier to read, understand, and review. That is why I formatted it to resemble an official D&D document.

Here is the class:

https://homebrewery.naturalcrit.com/share/jSX8DNC_NHZg

Please be honest with your criticism. I am still learning both D&D design and homebrew creation, so detailed explanations of what is wrong and how it could be improved would help me a lot.

Thank you for taking the time to read it!

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u/No_Cryptographer9795 — 3 months ago
▲ 2 r/onednd+1 crossposts

[D&D 5.5e / 2024 Class] The Enchanter (v2.0) — Built for D&D 2024 / 5.5e (5e Compatible). A martial/utility class centered around non-concentration sustained formulas & mana points!

Hi everyone!

I have been working on this homebrew class for about a month now. This class was designed ground-up for the D&D 2024 (5.5e) ruleset (incorporating Weapon Masteries, 2024 Feat structures, Epic Boons at 19th level, and updated rules), while remaining completely backward-compatible with standard 5e / D&D One.

Compared to its very first draft, this version (v2.0) is heavily nerfed and streamlined to fit much better within 2024/5e balance parameters, bounded accuracy, and action economy.

Core Concept & Identity The Enchanter is an Intelligence-based class focused on creating, sustaining, and adapting magic formulas in combat. Instead of traditional spellcasting, it uses a resource pool called Enchantment Points (similar to mana) and applies sustained buffs/debuffs that do not require Concentration. To compensate for no concentration, the class enforces a strict Target Limit tied to Proficiency Bonus and a 1-Enchantment-per-target limit (until higher levels).

Feedback & What I am Looking For I would love to get your thoughts on the overall class, mechanical balance, and resource scaling!

  • Class Opinions & Balance: What do you think of the core concept and flavor?
  • Specific Tweaks/Adjustments: If you see something that needs fine-tuning, please feel free to drop specific suggestions! (For example: "At level 1, you could change [Feature] to [Suggestion]" or "For [Enchantment], consider tweaking...").
  • Future Subclass Ideas: I currently have the base class and its martial subclass (The Swordsman) complete, but I plan to make two more:
    1. Spellcaster Archetype: Leaning into Sorcerer/Wizard fantasy (casting raw magic or expanding into formula spellcasting).
    2. Support/Protection Archetype: Focused on tanking, protecting allies, and battlefield manipulation.

Below is the complete document for the base class and the Swordsman archetype. Thank you in advance for your critique!


THE ENCHANTER

The Enchanter is a class built upon magic formulas, sustained Enchantments, and mana manipulation. The base class represents the shared foundation of all Enchanters: creating, maintaining, and adapting spell circles during combat.

Your primary style is defined by your Enchanter Archetype chosen at 3rd level.

CLASS FEATURES

  • Hit Dice: 1d8 per Enchanter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
  • Saving Throws: Constitution, Intelligence
  • Primary Ability: Intelligence
  • Armor Training: Light armor, shields
  • Weapon Proficiencies: Simple weapons
  • Tool Proficiencies: One artisan tool of your choice
  • Skill Proficiencies: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, and Survival

STARTING EQUIPMENT Choose A, B, or C: (A) A simple melee weapon, a simple ranged weapon (or 5 javelins), Leather Armor, a Shield, an Artisan Tool of your choice, and an Explorer Pack. (B) A dagger or quarterstaff, Leather Armor, a Shield, an Arcane Focus, a Formula Book, an Artisan Tool, and a Scholar Pack. (C) 160 gp.

MULTICLASSING RESTRICTION You cannot acquire levels in this class through multiclassing rules. Once you take your first level in Enchanter, you cannot acquire levels in another class.


THE ENCHANTER CLASS PROGRESSION

Level 1st (PB +2): Enchantment Formulas | Enchantment Points: Int mod | Known Enchantments: 3 Level 2nd (PB +2): Arcane Fundamentals | Enchantment Points: Int mod + 1 | Known Enchantments: 3 Level 3rd (PB +2): Enchanter Archetype | Enchantment Points: Int mod + 1 | Known Enchantments: 4 Level 4th (PB +2): Ability Score Improvement | Enchantment Points: Int mod + 2 | Known Enchantments: 4 Level 5th (PB +3): Simultaneous Formulas | Enchantment Points: Int mod + 2 | Known Enchantments: 4 Level 6th (PB +3): Archetype Feature | Enchantment Points: Int mod + 3 | Known Enchantments: 5 Level 7th (PB +3): Refined Enchantments | Enchantment Points: Int mod + 3 | Known Enchantments: 5 Level 8th (PB +3): Ability Score Improvement | Enchantment Points: Int mod + 4 | Known Enchantments: 5 Level 9th (PB +4): Dual Stacking | Enchantment Points: Int mod + 4 | Known Enchantments: 6 Level 10th (PB +4): Ability Score Improvement | Enchantment Points: Int mod + 5 | Known Enchantments: 6 Level 11th (PB +4): Archetype Feature | Enchantment Points: Int mod + 5 | Known Enchantments: 6 Level 12th (PB +4): Ability Score Improvement | Enchantment Points: Int mod + 6 | Known Enchantments: 7 Level 13th (PB +5): Formula Readiness | Enchantment Points: Int mod + 6 | Known Enchantments: 7 Level 14th (PB +5): Arcane Overload | Enchantment Points: Int mod + 7 | Known Enchantments: 7 Level 15th (PB +5): Archetype Feature | Enchantment Points: Int mod + 7 | Known Enchantments: 7 Level 16th (PB +5): Ability Score Improvement | Enchantment Points: Int mod + 8 | Known Enchantments: 7 Level 17th (PB +6): Enchantment Shatter | Enchantment Points: Int mod + 8 | Known Enchantments: 7 Level 18th (PB +6): Triple Channeling | Enchantment Points: Int mod + 9 | Known Enchantments: 7 Level 19th (PB +6): Epic Boon | Enchantment Points: Int mod + 9 | Known Enchantments: 7 Level 20th (PB +6): Supreme Formulas | Enchantment Points: Int mod + 10 | Known Enchantments: 7


LEVEL 1: ENCHANTMENT FORMULAS

You learn to form spell circles, manipulate mana, and apply Enchantment formulas to creatures, weapons, and enemies.

Enchantment Points You have Enchantment Points used to activate your Enchantments and other class features. Your maximum number of Enchantment Points equals your Intelligence modifier + half your Enchanter level (rounded down). You regain all spent points when you finish a Long Rest. When you finish a Short Rest, you regain a number of spent points equal to half your maximum (rounded up).

Activation and Duration Unless specified otherwise, activating an Enchantment requires an Action and 1 Enchantment Point. An Enchantment lasts for 1 minute, does not require Concentration, and ends early if you become Incapacitated. You may end an active Enchantment on your turn without expending an action.

Target Limit You can maintain active Enchantments on a number of targets equal to your Proficiency Bonus. You do not count toward this limit. An enchanted weapon counts as one target. Each target can only be affected by 1 of your Enchantments at a time. Instantaneous Enchantments or those lasting only 1 turn do not count against this limit. If you activate an Enchantment that exceeds your target limit, choose one active Enchantment to end immediately.

Save DC Enchantment Save DC = 8 + your Proficiency Bonus + your Intelligence modifier.

Enchantments Known You know 3 Enchantments from the base list. You learn 1 additional Enchantment at levels 3, 6, 9, and 12 (maximum of 7). Whenever you finish a Long Rest, you can replace 1 known Enchantment with another from the list. Archetype Enchantments do not count against this limit.

LEVEL 2: ARCANE FUNDAMENTALS Choose Arcana or Investigation. You gain proficiency in the chosen skill. If you already have proficiency, you gain Expertise in it instead.

LEVEL 3: ENCHANTER ARCHETYPE Choose an Archetype that defines how you apply your formulas. Features are granted at 3rd, 6th, 11th, and 15th level.

LEVEL 4: ABILITY SCORE IMPROVEMENT Gain an ASI or Feat at 4th, 8th, 10th, 12th, and 16th level.

LEVEL 5: SIMULTANEOUS FORMULAS When you use your Action to activate an Enchantment, you can activate a second Enchantment as a Bonus Action (expending points normally for both).

LEVEL 7: REFINED ENCHANTMENTS Choose a number of Enchantments you know equal to half your known total (rounded up). These become Refined. Refined benefits are detailed in each Enchantment description. You can swap 1 Refined choice per Long Rest.

LEVEL 9: DUAL STACKING Each target can now be under up to 2 of your Enchantments simultaneously. The same Enchantment cannot be applied twice to the same target.

LEVEL 13: FORMULA READINESS When you roll Initiative, you can immediately activate 1 Enchantment without spending an action or Enchantment Points. You can use this feature twice per Long Rest.

LEVEL 14: ARCANE OVERLOAD When you activate an Enchantment and lack sufficient Enchantment Points, you can activate it anyway. Afterwards, make a Constitution saving throw: DC = 8 + PB + total missing points spent with this feature since your last Long Rest. On a failure, you gain 1 level of Exhaustion. Usable twice per Long Rest.

LEVEL 17: ENCHANTMENT SHATTER Once per turn, when a creature under your Enchantment (or holding your enchanted weapon) hits or takes damage, you can use your Reaction to end that Enchantment and choose one effect:

  • The creature hit or causing damage suffers 4d8 Force damage.
  • The enchanted creature (or weapon wielder) regains 4d8 Hit Points.

LEVEL 18: TRIPLE CHANNELING When you use your Action to activate an Enchantment, you can activate up to two additional Enchantments as a single Bonus Action.

LEVEL 19: EPIC BOON You gain an Epic Boon or another feat of your choice.

LEVEL 20: SUPREME FORMULAS All Enchantments you know become Refined. In addition, when using Triple Channeling, you can activate the two extra Enchantments as part of the same Action instead of using a Bonus Action. Finally, once per Long Rest, if you fail the Arcane Overload Constitution save, you can turn the failure into a success.


ENCHANTER ARCHETYPE: THE SWORDSMAN

The Swordsman channels arcane formulas to enhance their own body, guide their blade, and transform melee weapons into conduits for magic.

Level 3: Arcane Swordsman

  • You gain proficiency with Martial Weapons.
  • Unarmored Defense: While unarmored, AC = 10 + DEX mod + INT mod. You can use a shield and retain this benefit.
  • You can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with melee weapons you are proficient with.
  • Choose one additional feature: Fighting Style: Gain a Fighting Style feat (ignoring prerequisites). Weapon Mastery: Choose two melee weapons to use their Mastery properties. Swap one per Long Rest.

Archetype Enchantment: Guiding Blade

  • Activation: Bonus Action on a melee weapon you hold.
  • While holding it, once per turn when making an attack roll, choose one: Precision: On a miss, add your PB to the attack roll, potentially turning it into a hit. Potency: On a hit, deal extra Force damage equal to your PB.
  • Refined: Precision adds INT mod as well. Potency damage increases by INT mod.

Level 6: Extra Attack and Impact

  • You can attack twice when taking the Attack action.

Archetype Enchantment: Impact

  • Activation: Instantaneous. Immediately after hitting a creature with a melee weapon, use a Bonus Action and spend 1 point to deal an extra 3d8 Force damage. You can spend 1 additional point to increase this damage by 2d8.
  • Refined: Adds your INT mod to the total damage.

Level 11: Improved Extra Attack and Mana Slash

  • You can attack three times when taking the Attack action. You also gain the secondary benefit you didn't pick at Level 3 (Fighting Style or Weapon Mastery).

Archetype Enchantment: Mana Slash

  • Activation: Instantaneous. Action, 2 points. Unleash a 15-foot cone of energy. Each creature in the area must make a DEX save vs your Enchantment DC, taking 5d8 Force damage on a failure, or half on a success.
  • Refined: The save DC for this feature increases by half your INT mod (rounded down).

Level 15: Perfected Impact and Dimensional Dance

  • Once per turn when using Impact, you can reroll any damage dice that show a 1 or 2.

Archetype Enchantment: Dimensional Dance

  • Activation: Instantaneous. Action, 3 points. Target up to three creatures (first within 30 ft, each subsequent within 30 ft of the previous). Teleport to an unoccupied space within 5 ft of each target and make a melee weapon attack against them.
  • On a hit against a Large or smaller creature, push them up to 10 feet. If pushed into another creature, both take 2d8 Force damage (if all 3 are pushed into the same collision point, each takes 3d8 Force damage instead). Colliding with a solid structure deals 2d8 Force damage.
  • Refined: Collision damage increases by your INT mod.

BASE ENCHANTMENTS LIST

Precision Boost Once per turn, when the target misses an attack roll, add your PB to the result, potentially turning it into a hit. Refined: Add your INT mod to the roll as well.

Potency Boost Once per turn, when the target hits with an attack, it deals extra Force damage equal to your PB. Refined: Damage increases by your INT mod.

Speed Boost The target's movement speed increases by 5 ft x PB. Once per turn, the target can move 5 ft without provoking Attacks of Opportunity. Refined: Speed increases by an additional 5 ft for each point of your INT mod.

Defense Boost Once per turn, the first time an attack roll hits the target, increase its AC against that attack by half your PB (rounded down), potentially causing the attack to miss. Refined: AC bonus increases by half your INT mod (rounded down).

Resilient Body Activation: Instantaneous (Reaction, 1 point). When you or an ally within 60 ft fails an Ability Check or Saving Throw, add your PB to the result, potentially turning a failure into a success. Refined: Add your INT mod to the roll as well.

Vitality Boost At the start of the target's turn, it gains Temporary Hit Points equal to your PB (does not stack). Refined: Temp HP increases by your INT mod.

Aegis Seal Activation: Instantaneous (Reaction, 1 point). When you or an ally within 60 ft is reduced to 0 HP, the creature drops to a number of HP equal to your PB instead. Refined: HP set amount increases by your INT mod.

Gravity Boost Activation: Action, 1 point. Create a 5-ft radius emanation on the ground within 60 ft. Moving within it costs 3 ft of movement per 1 ft traveled. As a Bonus Action, move the emanation up to 60 ft. Refined: Radius increases to 10 ft, and movement inside costs 3 ft extra per foot traveled.

Echo of Pain Target makes a WIS save. On a fail, whenever another creature within 60 ft of the target takes damage, the target takes Psychic damage equal to your PB. Target repeats the save at the end of its turns. Refined: Save DC increases by half your INT mod (rounded down).

Fall Impact Once per turn, when the wielder hits a creature with the enchanted weapon, force the target to make a STR save or be knocked Prone. Refined: Save DC increases by half your INT mod (rounded down).

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u/No_Cryptographer9795 — 3 months ago