u/phantom-scribbler

▲ 0 r/3d6

Artificer: Warmage (Need a better name!!!)

Before I begin:

  • This is an attempt to hone this original idea I posted here last month.
  • Several people on that other post pointed out the Warmage class created by Mage Hand Press. It’s very cool, but was hoping for something simpler that uses the Artificer chassis. So here I am again.
  • I’m going to try to refrain from commenting in the post to reduce clutter. I’ll put some thoughts in the comments.

#LEVEL 3

Tools of the Trade:

  • You have proficiency in Arcana and can choose any two cantrips from the Artificer spell list. These do not count against your known cantrips.
  • Crafting time for any spellcasting focus (or wondrous item?) is halved

Cartographer Spells:

  • At Artificer levels 3, 5, 11 and 15; you can choose any two cantrips or a cantrip and a ritual spell from the Artificer, Cleric, Wizard or Druid spell lists. These count as Artificer spells for you and do not count against your known spells or cantrips.
  • Note: At level 11, you can elect to place any cantrip empowered with a 1st, 2nd or 3rd level spell slot into the Spell Storing Item.

Tactician:

  • You may use your Intelligence instead of your Dexterity modifier for Initiative.

Cantrip Mysteries:

  • Instead of “Weapon Masteries” … get it????
  • These only apply to your Artificer cantrips
  • Choose any 2 Cantrip Mysteries. You can switch out Mysteries after a long rest. You can learn an additional Mystery at levels 5, 9 and 15.
  • You must expend an Artificer spell slot to empower a cantrip. If the effect has a duration, the length of the duration 1 round for a 1st level spell slot and 1 additional round for each level above 1st.
  • If an enemy has resistance to a.damage type, rhey also have advantage on the save of any effect. If they have immunity to the damage type, they have immunity to the effect.
  • The list of Mysteries is at the end of the document.

Empowered Cantrips: (This needs a different name)

  • Unlike the Cantrip Mysteries, these are applicable to any cantrip that meets the requirement.
  • When you deal damage with a cantrip, you can use your bonus action to increase the damage against one target by expending an Artificer spell slot. The damage is 1d8 for a 1st level slot and 1d8 for each level above 1st.
  • When you cast a cantrip that requires concentration but does not deal damage (Blade Ward, Resistance or Guidance), you can expend an Artificer spell slot to remove the concentration requirement. In addition to removing the concentration requirement, each spell slot above 1st doubles any effect of the cantrip. (That is to say a 2nd level spell slot would make it so Resistance wouldn't require concentration and would reduce 2d4 damage of the associated damage type.)
  • If a cantrip requires a saving throw, you may use your bonus action to expend a 1st level Artificer spell slot to change the save to Intelligence. Any spell slot level above 1st subtracts an additional 1d4 from the the saving throw. (That is to say, with a 2nd level spell slot, all targets would make an Intelligence saving throw with an additional 1d4 subtracted from it.)

#LEVEL 5

Helping Hand:

  • You know the Mage Hand cantrip and always have it prepared. If you already know the Mage Hand cantrip, you may choose another cantrip from the Artificer spell list. It is a permanent summon unless destroyed.
  • You can use a magic action to move it 30 feet and deliver any cantrip. This includes ranged, touch and AOE. In addition, you can deliver a cantrip with a range of self as if it were a range of touch. It cannot do this if it is holding something else.
  • As an action or bonus action, you can command your Mage Hand to perform the "utilize" action with something it is holding or takes from you.
  • Opportunity attacks trigger when leaving range of your Mage Hand.

#LEVEL 9:

Expanded Empowerment: (I hate this name)

  • You can cast defensive or beneficial cantrips as a bonus action or as a reaction when you or an ally in range of you or your Mage Hand is attacked.
  • When you expend an Artificer spell slot to empower a cantrip, it gains two effects (for example, extra damage and changing the save or removing concentration and a mystery).

#LEVEL 15:

Cooperative Cantrips

  • If an ally within 30 feet of you casts a cantrip, you can use your reaction to expend an Artificer spell slot to empower the cantrip.
  • If you cast a cantrip and do not use your bonus action an ally can use their reaction to expend one of their spell slots for empower your cantrip. You choose how the cantrip will be empowered.

Three Effects: (Need a better name)

  • When you expend an Artificer spell slot to empower a cantrip, you can choose three effects.

#Cantrip Mysteries:

Note: I'm thinking about excluding any bladetrips from this both for flavor and to manage potency. Would like your thoughts.

  • When you deal damage with a cantrip that does radiant damage, the target must succeed on a Constitution Saving Throw or all attacks on that target have Advantage for a duration depending on the level of the spell slot expended. (Starry Wisp, Word of Radiance, Sacred Flame)
  • When a target fails the save against a cantrip that deals psychic damage (basically Mind Sliver), they have disadvantage on attacks against anyone but you for a duration depending on the level of the spell slot expended
  • When you deal necrotic damage with a cantrip (basically Chill Touch and Toll the Dead) the target Frightened on a failed Wisdom save for a duration depending on the level of the spell slot expended
  • When you deal Thunder damage from a cantrip (basically Thunderclap), the target is knocked prone if it fails a Constitution save for a duration depending on the level of the spell slot expended
  • When you deal fire damage from a cantrip (Firebolt and Produce Flame), it causes 1d6 damage on subsequent rounds if the target fails a Constitution save for a duration depending on the level of the spell slot expended
  • When you deal cold damage with a cantrip (Ray of Frost), it reduces movement to 0 for a duration depending on the level of the spell slot expended
  • When you deal acid damage with a cantrip (Acid Splash), it reduces target’s AC by 1d4 on failed Constitution save for a duration depending on the level of the spell slot expended
  • You can cast Light on an enemy’s armor (touch) to cause blindness on a failed Constitution save for a duration depending on the level of the spell slot expended
  • Dancing Lights can be cast on a single enemy who will be Charmed (like Hypnotic pattern) if they fail a Wisdom saving throw . On subsequent rounds, if you move the Dancing Lights as a bonus action, the target will follow them. Each spell slot level expended above 1st either adds an additional round of Charmed or targets an additional creature Thorn Whip restrains the target for one round on a failed Dexterity save. Each spell slot level expended above 1st restrains the target for an additional round.
  • Shocking Grasp stuns the target on a failed Constitution save for a duration depending on the level of the spell slot expended
  • Spare the Dying brings the target back to 1 hit point. Each spell slot level expended above 1st level adds an additional [5 or 10] Temporary HP.
  • If you use Message to communicate with an ally, you can whisper words of encouragement. They gain 1d10 temporary hit points for each spell level used.
  • Cantrips that deal Force damage (Sword Burst) push the target back on a failed Strength save, 5 ft for every level of the spell slot expended
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u/phantom-scribbler — 18 hours ago
▲ 0 r/3d6

Good way to add utility/damage to Cartographer's Portal Jump?

I'm thinking about somethint like the following instead of Guided Precision:

  • Archfey Warlock's ability to do things like add temporary hit points or cause disadvantage when they Misty Step.
  • Eladrin's ability to teleport others, cause disadvantage, deal damage or cause fear when they Fey Step
  • Psion: Psi Warper's ability to cast a cantrip when they Misty Step (still in UA) at level 6.

The first problem I see is that there are limitations:

  • Archfey is limited by Charisma modifier unless they take feats or use their limited, potentially high level spell slots for a 2nd level spell. Even if they took "Mark of Passage" and "Fey Touched", that's 7 Misty Steps without using a spell slot.
  • Eladrin is limited by Proficiency bonus.
  • Psion is only limited by spell slots. They have 1 free, potentially 2 more free with the feats mentioned earlier and then need spell slots.
  • Cartographer is only limited by their movement. They can do this twice per round indefinitely.

So, instead of Guided Precision (which they get at level 5), what would be a reasonable thing for Cartographers to have tied to their Portal Jump? And reasonable limitations for it? Some thoughts:

  • Limited by Proficiency Bonus or Intelligence Modifier per long rest (probably the latter)?
  • Offensive effects only work against enemies affected by your Faerie Fire and beneficial effects only work for map holders?
  • Can cause disadvantage against everyone but you for a round if you Portal Jump next to or away from an enemy who fails a Wisdom save
  • Can do Intelligence modifier (force?) damage to every enemy in a 5 foot radius who fails a Dexterity save if your Portal Jump to or away from them.
  • (I didn't include frightening as an option because it didn't seem to fit)
  • Grant 1d10 thp to an ally or yourself
  • Can forego half your movement to move an ally you touch 10 feet or next to another ally with a map within 30 feet
  • Ability to cast a cantrip if you haven't cast a leveled spell on that turn

This preserves the designer's desire to focus on Faerie Fire and seems to maintain the flavor/theme of the subclass. It's only 5 uses per long rest and Guided Prescision is for every attack every turn all day long.

On the flip side, all those other classes have to use their bonus action while the Cartographer still has theirs free.

Would love your thoughts.

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u/phantom-scribbler — 2 days ago
▲ 305 r/fo4

Tried to give Strong an ironic and hella powerful weapon, but he wouldn't use it

u/phantom-scribbler — 5 days ago
▲ 9 r/3d6

Uses for "Study" and/or "Search" in combat?

Obviously, the Observant feat isn't as good as it was in 2014 and the Keen Mind feat is less flavorful and fun. But I'm still intrigued by them and wondering why the developers would make their bonus action effects if they're totally useless (as they seem) in combat.

Observant:

  • Gives you +1 in Wisdom or Intelligence
  • Allows you to gain proficiency or expertise in Insight, Investigation, or Perception
  • Allows you to take the Search action as a bonus action

Keen Mind:

  • +1 in Intelligence
  • Allows you to gain proficiency or expertise in Arcana, History, Investigation, Nature, or Religion.
  • Allows you to take the Study action as a bonus action.

So I could see using Study to determine what an enemy's resistances or vulnerabilities are. Or maybe how much HP they had left? Or if an illusion was illusion or reality? I can't even guess what Search would do in combat. To look for evidence of an invisible enemy?

I know these definitely aren't the BEST feats. I'm just wondering if they're good at all. Thanks!

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u/phantom-scribbler — 5 days ago
▲ 0 r/3d6

"Faerie Fire" Fix for Cartographers

Short Version: What if, instead of Int modifier free castings of "Faerie Fire," you had Int modifier CONCENTRATION FREE castings of "Faerie Fire" (except you need to expend a 1st level spell slo now)? Better? Worse?

Long Version:

  • The main complaint I hear about Cartographer is the need to concentrate on a 1st level spell. So what if, instead of free castings, you had concentration free castings instead?
  • This doesn't change other complaints I-ve heard, though like ...
  • Advantage is super easy to get in 2024
  • It's a "save or suck" spell
  • You shouldn't tie features like "Guided Precision" to a "save or suck" spell.

I have answers for some of these, but I'm wondering overall:

  • Would this change be better than free castings?
  • If so, does it make the class as a whole better for you? Where would you rank it?

Thanks!

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u/phantom-scribbler — 6 days ago
▲ 2 r/3d6

How much would you want Heroic Inspiration?

If you had an 5th level Artificer in your group, would you prefer them to advance as Artificer as quickly as possible or take 2 levels in Warlock so they could get the following feats:

  • "Musician" (PB Heroic Inspiration every short or long rest for the party)
  • "Purple Dragon Rook (PB Heroic Inspiration fpr the party once per long rest when rolling for Initiative)
  • Tireless Reveler (whenever someone uses Heroic Inspiration, you get it back)

My DM rules that, if I already have Heroic Inspiration, I can use Tireless Reveler to give it to someone else (but it doesn't come back to me a second time.)

On the flip side, if I stay just Artificer to level 7, I'll have access to higher level spells, better magic items (like the Weapon of Warning and Pipes of Haunting) and Flash of Genius.

So, if I was on your team, what would you want?

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u/phantom-scribbler — 7 days ago
▲ 365 r/fo4

Cricket is DEFINITELY the one who would make her male guards wear nothing but armor

u/phantom-scribbler — 14 days ago
▲ 308 r/fo4

I can't figure out where this supply line is going.

It's near Taffington Boathouse, but I already have a supply line going there from Greygarden. It keeps appearing when I look at the settlement screen on my Pip Boy. Any thoughts?

u/phantom-scribbler — 15 days ago
▲ 25 r/3d6

Amazing Feat Combo for Cartographer (or anyone, really): "Familiar Friend" and "Elemental Familiar"

These are coming out in the new "Arcana Unleashed" book:

Familiar Friend: Origin Feat

  • You always have the "Find Familiar" spell prepared and can cast it once per long rest without a spell slot or material components.
  • The Familiar's HP max and current HP are increased by twice your character level.
  • When you make an ability check with a skill in which you have proficiency, you get advantage on the check PBX per long rest.

Elemental Familiar: Pre-req of Familiar Friend

  • Increase an ability score by 1.
  • Your Familiar is imbued with Acid, Cold, Fire, Lightning or Thunder damage and has resistance to it.
  • As a bonus action, your Familiar can unleash a burst of the chosen elemental energy. Every creature in 5 feet makes a Dex save and, if they fail, takes 2d4 damage of that type. If the creature is medium or smaller, it has the prone condition.

This gives a consistent damage ability for bonus actions with prone condition as well. Really fantastic!!!

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u/phantom-scribbler — 18 days ago
▲ 10 r/3d6

Artificer subclass that only empowers cantrips?

Would love to know if:

  • A) This is a dumb idea
  • B) You have ideas to improve it

Just like how Artificers turn mundane items into magic items, they can also take the lowest of spells and make them more potent. The idea would be that:

  • They can't cast leveled spells unless they're ritual
  • Their cantrips have added functionality
  • They can expend spell slots to empower cantrips

Instead of a spell list, you can choose any cantrip and ritual spell from the Cleric, Druid, Wizard or Sorcerer spell list commensurate to your level.

Level 3:

  • Pick an additional cantrip from the Artificer spell list
  • If you cast a cantrip that deals damage, you can use a bonus action to expend a spell slot to add additional damage to that spell. This damage equals 2d8 for a 1st level spell and 1d8 for every spell above that.
  • If you have expended a spell slot to add damage and the spell deals radiant damage, all attacks against that target are at advantage until the end of your next turn for a 1st level spell slot and one additional turn for each level above 1st.
  • If your cantrip has a save, that save is Intelligence

Level 5:

  • You can cast a cantrip as a bonus action.
  • You can concentrate on two cantrips at the same time.
  • A cantrip with a time duration lasts 10 minutes
  • Any cantrip you cast ignores verbal components
  • Any AOE cantrip has a range of 10 feet
  • Any cantrip with a range of self now has a range of touch

Level 9:

  • You can concentrate on 3 cantrips at the same time.
  • You can cast Blade Ward, Resistance and Guidance as a reaction. They also now have a range of 30 feet
  • A cantrip with a time duration lasts 1 hour
  • Any cantrip you casts ignores verbal and somatic components
  • Any AOE cantrip has a range of 15 feet

Level 11:

  • There's not a subclass feature at this level but I have to address the Spell Storing Item. The only idea I have is that the Artificer can put 10 3rd level spell slots used to empower their cantrips in the item and only they can use it.

Level 15:

  • You can concentrate on 4 cantrips at the same time.
  • A cantrip with a time duration lasts 8 hours
  • Any cantrip you cast ignores verbal, somatic and material components
  • Any AOE cantrip has a range of 20 feet
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u/phantom-scribbler — 27 days ago
▲ 30 r/3d6

How dumb would it be for a Cartographer to use "Catapult" for the Spell Storing Item?

I'd rather have "Catapult" than "Guiding Bolt" on the class spell list. I know it's not super powerful, but it seems so FUN! If your DM does allow you to do things like throw a net so the target is restrained and takes damage if they fail the saving throw, that's amazing! But, even if they don't, I kind of love the idea of being able to randomly throw piles of poop, a warrior's own sword, a pie or an acorn and doing 3d8 damage.

Someone talk me out of it, please!

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u/phantom-scribbler — 1 month ago
▲ 27 r/3d6

Shillelagh + Booming Blade vs. True Strike

Trying to decide on which one for a spellcaster who can actually get into and out of melee very easily and will be limited to single attacks. Would love any thoughts. Here's my assessment:

#TRUE STRIKE:

  • Easier to get (already comes on the spell list)
  • Easier to use as it doesn't require a bonus action to set up.
  • Can be used on any weapon, including ranged. This isn't as important since the character can get into and out of melee easily without provoking opportunity attacks.
  • Radiant damage is little resisted and some undead have vulnerability to it.
  • Can be "supercharged" with "Spellfire Adept" which would also work with "Word of Radiance" and the "Spellfire Initiate" origin feat.
  • At level 17, you're looking at something like 4d6 + 2d8 radiant damage IF you expend to hit point dice. 40 total of you roll max damage on everything

#SHILLELAGH + BOOMING BLADE:

  • Requires either choosing a specific race or getting a specific origin feat for "Shillelagh"
  • "Shillelagh" takes a bonus action to set up ... which isn't the end of the world.
  • Only usable with clubs and quarterstaffs and must be in melee. This means it can't be used at ALL for ranged targets.
  • Damage is better even if the bonus damage doesn't procc UNLESS using "Spellfire Adept" for "True Strike". Then it's only better if the bonus damage proccs. "Shillelagh" goes from a d8 to 2d6 and "Booming Blade" gives an extra 1d8 at level 5 to 3d8 at level 17 on the initial attack. At level 17, that's 36 damage on the initial attack and the damage is all Force and Thunder.
  • The extra damage may prevent an enemy from moving but, if they do move, they can get as much as 4d8 extra Thunder damage, for a potential total of 68 damage.

So ... I don't know. TS does better on initial damage and is more flexible and easier, S + BB is better on subsequent damage and uses less resources.

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u/phantom-scribbler — 1 month ago
▲ 0 r/3d6

What other functions would it be reasonable to allow the Cartographer's maps to do?

What they do is more than enough. It's super cool, has a.lot of potential and is a truly unique feature. Nevertheless, here are some things I'm thinking of and I want to know if you think they're OP or ridiculous.

If you use the 2014 "Magical Tinkering" on your map, it displays on all of them.

  • I know the revamped "Tinker's Magic" is generally considered better, but I loved the old version so much, so I'm probably going to ask for that on all my Artificers. But, for the Cartographer:
  • If I display words, they show up on up to 5 maps.
  • If I display an image, same thing.
  • I can record six seconds of sound which will play on up to 5 maps.
  • I can make 5 maps glow like a flashlight for 5 feet (and dim light for anothet 5 feet)
  • I could, if I had the Musician Feat, have them participate with me. You know those artists who make loops of sound and stack them? I could make 5 loops of six seconds each which each map holder controls from their map and then add on additional music myself on top. Fantasy DJ.

Encode Thoughts

  • Someone gives me (or we take) the memory of a path or the layout of a house or dungeon and use Encode Thoughts to turn it into a ribbon which I then use to put in everyone's map.

Illusory Script

  • If I write it on my map, it appears on everyone's map.
  • I should note that both this and the Magical Tinkering thing are basically slightly limited, one way, text versions of "Sending" for the low low cost of a ritual spell.

I dunno ... have any ideas?

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u/phantom-scribbler — 1 month ago
▲ 3 r/3d6

Can you think of a use for "Encode Thoughts"?

I'm tagging this as 5e, but I'm thinking about it for the Cartographer. I love this absolutely useless spell. The only use I cam think of is if the ribbon it makes is kind of ... ink. I could put it in a pen or pair it with "Illusory Script" to make maps or something? Or maybe information from the ribbon could be displayed on the maps?

I made a homebrew artificer that used it as a core-ish feature once.

Would also like to pick up the Guiding Hand cantrip. Seems perfect for a Cartographer even though it's UA.

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u/phantom-scribbler — 1 month ago
▲ 20 r/3d6

Not counting subclass spells, what's the best spell for the Artificer's Spell Storing Item?

My thoughts have been as follows:

  • Dispel Magic both for exploration and a poor man's counterspell in battle.
  • Blink for exploration and to protect a Wizard or Sorcerer in battle
  • Vortex Warp both for moving allies and enemies
  • Cure Wounds if the DM rules that spells can be upcast into the Spell Storing Item (10 castings of 6d8 + 5 healing!). This is especially good if you're using Spellfire Adept or Greater Aberrant Mark as you'll be using up all your hit point dice for damage.
  • If it's a campaign without a lot of magic items, maybe Magic Weapon, especially if allowed to upcast (+2 instead of +1)? You'd have to be wise about when to case it, though.
  • Maybe Aid? Especially if allowed to upcast, but even if not. Hit everyone at the beginning of the day and then you can use it to bring up multiple downed allies (if they're near each other).
  • Rope Trick if you're going to cheese it in battle.
  • The new Tortoise Shell spell seems like a good choice, but you'd have to pass it around. I know your melee allies would like it!

Of everything, it seems like Dispel Magic would be used the most. Dispel Glyphs of Warding, end active effects on your allies, end buffs on your enemies, disarm magic traps, reveal invisible enemies, etc. Seems like you'd use all 10 charges every day.

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u/phantom-scribbler — 1 month ago
▲ 25 r/3d6

"Project Hail Mary" build

Just watched the movie, which was amaze amaze amaze, and all I can think of is a Battlesmith Artificer where the Steel Defender is Rocky. Rocky could be the one actually making everything like in the movie. The only thing is that I don't see Grace being very weapons oriented. Hate to waste "Battle Ready".

Maybe Grace casts Faerie Farie and includes himself in the effect and then just casts Sanctuary on himself? And gets the Repulsion Shield and a weapon with the Push mastery? Just trying to get everything away from him?

He could also put Warding Bond on Rocky because "someone to be brave for". And would make weapons to give to everyone else.

Would you choose another class? Wizard, maybe?

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u/phantom-scribbler — 1 month ago
▲ 59 r/3d6

Psion Might End Up Being the New Best 1st Level Dip

I know it's just a UA right now, but I think all the level 1 features remained the same in version 1 and 2. I expect it will probably be released this year and that level 1 will be like it is in the most recent update. So, here's what you get that makes it top tier in my book:

PSION: Level 1

  • Intelligence based class which works well with Wizards, Artificers, Arcane Tricksters, Eldritch Knights and many other class where you can invest into Intelligence. A lot of this even works if you're only using the lowest level of Intelligence just for multi-classing purposes.
  • Telekinetic Propel and Subtle Telekinesis: Essentially, a better Telekinetic feat. You get Mage Hand for free, it's invisible and you can push/pull a target 5 feet as a bonus action against a Strength save. You can even push or pull them farther by rolling 1 of 4 Psionic Dice and adding that to the roll. Allies can choose to fail, so you could yank them out of danger or launch them into combat. Or launch yourself!
  • Telepathic Connection: Kind of the Telepathic Feat. 30 feet of telepathy which you can extend with the Psionic Dice. (I don't know why you'd want to extend it because you can get the Message cantrip, which is 120ft and, with Psionic Spellcasting, cast it without verbal or material components. Basically, telepathy.)
  • Psionic Spellcasting: You can ignore Verbal and Material components with Psion spells IF the material component isn't consumed.
  • 2 cantrips: Mage Hand is a 3rd cantrip so you get two more. You could cast Mind Sliver, Minor Illusion or Friends without any Verbal or Material components and they don't require Somatic components. Telekinetic Fling is a decent damage dealing cantrip, d10 force damage with half the range of Eldritch Blast although not multiple beams and no Agonizing Blast. So ... a poor man's Eldritch Blast.
  • 4 Prepared Spells and 2 1st Level Spell Slots: A lot to choose from, but you could get Shield, Command and Dissonant Whispers. (I feel like Silvery Barbs should be included as a legacy spell in which case that would replace Sleep for me.) All these spells could be cast without Verbal, Somatic or Material components. An Artificer or Wizard could get access to some spells normally on the Cleric or Bard list. A Fighter, Ranger or Rogue could get two castings of Shield. It would be like a better Magic Initiate feat.

So, what you're getting is like 3 feats and some added functionality rolled into a 1 level dip into Psion. You'd have some functionality with telepathy, an always usable bonus action, some cantrips you could choose from depending on your needs and either a selection of really great spells for a spellcaster or 2 castings of Shield for a melee character.

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u/phantom-scribbler — 1 month ago
▲ 0 r/3d6

Cartographer Level 9 Feature Suggestion

To begin with, I think the current level 9 feature (the equivalent of 5 reaction Misty Steps that cannot be counterspelled that you can give to yourself or an ally) is pretty great.

Buuuuuuuut ... the focusing on Faerie Fire is still an issue. Someone suggested something in another thread that I thought was amazing and wanted to get your thoughts:

#LEVEL 9:

Foesitioning

  • When a target's location is revealed by one of your spells, that target appears on the Aventurer's Atlas of each mapholder. The target is subject to the same conditions as other mapholders except that, because they do not have their own map, they cannot target other mapholders.

Why I think this is cool:

  • First, the name is a redeux of the 3rd level feature Positioning. It's stupid, but I chuckled.
  • Seems to fit the theme and flavor of the subclass perfectly.
  • It would make Faerie Fire a HECK of a lot more useful. Enemies affected by Faerie Fire wouldn't benefit from 1/2 or 3/4 (or 100%?) cover.
  • But what I REALLY love is that it makes the OTHER spells better, too! This feature makes Mind Spike not suck for me. Locate Object, Locate Creature, Clairvoyance and Scrying all have added utility. I think it would even work with Guiding Bolt.
  • But it works with other spells, too. I think it would work with Starry Wisp and definitely would with Arcane Eye. All your magic casters could be in one room while an Arcane Eye was in the other and you all get to target everyone in range.

#ADDENDUM: Guiding Bolt

Is this a better spell than I think it is? Even without the feature I propose, I realized what it's on the list for. If a high DEX character saves against your Faerie Fire, you can maybe have a better chance of hitting it with Guiding Bolt (attack roll instead of saving throw) and give advantage for a round. But maybe Starry Wisp would be even better because it reveals invisible enemies?

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u/phantom-scribbler — 1 month ago
▲ 7 r/3d6

Vestige Patron Warlock: Justification for Celestial, Fiend or Undead every long rest ...

TL/DR: Although most reviewers I've heard think that being able to change the summon type of the vestige as a celestial, fiend or undead on a daily basis goes against the flavor text, I think it actually fits with a dying deity who is desperate to regain power and, thus, responds to the will and character of the warlock. Also, it creates a LOT of story potential.

I don't know if this is the strongest or most fun Warlock class to play mechanically. I'm personally very interested in the Archfey. The teleportation effects are really cool. But the story and flavor of the Vestige Patron is second to none.

I've seen some reviews of it and one of the big problems almost everyone has had is that this dying god can be summoned as a celestial, a fiend or undead and you can change it every time you summon it. What they've all said is that's ridiculous. The god was only one of those and should only be able to be summoned as one of those. And, while I get their point, I disagree.

When I first heard about this, I was reminded of a book I LOOOOOOVE from a series I LOOOOOOOVE by an author I LOOOOOOOOVE, "Small Gods" from Discworld by Terry Pratchett. The premise (spoilers) is that a desert deity, very akin to the Jewish God (not typing the Name out of respect), is still very much worshiped by his people ... except no one actually believes in him ... except for one guy. So the god, in a highly diminished form, comes to his last worshiper and they kind of travel together.

The big twist of the story is that the god CHANGES from what he once was by his interaction with his last worshiper. The sub-premise is that a god just isn't a god. They're a god because they are worshiped and the nature of their worshipers determines the nature of the god. It's kind of a back and forth. So this god becomes a more kind, understanding, less-judgmental god because of his interaction with his last worshiper.

I LOVE this for a story beat!

  • What happens when a former demonic entity, desperate and in a weakened state, makes a pact with someone who just wants to help people. So they take the Life Cleric spell list and keep summoning him as a celestial to heal people. What would he end up being?
  • Or what if a god of war for a people who were wiped out from all the wars he commanded made a pact with an absolute nerd who took the Knowledge Cleric spell list. Would the war god eventually have an effect on the nerd, too? Instead of being a berserker god, he becomes a god of tactical warfare; more of an Athena than an Ares? And the nerd is using Scry to suss out enemy movements and plan the battle?
  • What if a mom who lost her kids to some goblin incursion makes a pact with a former celestial and keeps summoning them as a fiend because she just wants vengeance? She takes the War Cleric spell list and Pact of the Blade and is just ... destroying goblins, man, woman and child, without remorse.
  • Or some forgotten chthonic being, once feared by all, comes upon an orphan child whose cat died and just wants it back. The child takes Pact of the Chain and ... let's say ... the Trickery Cleric spell list. She's just wanting to hang out with her cat. But this deity, that she decides to call Barchtholomew and summons as ... I don't know ... a stuffed beholder? ... anyway, becomes very invested in caring for this child and learns parental love from it.

A LOT of the warlock/patron interactions I see are the patron demanding strict adherence to a contract and bullying the warlock. Wyll and Mizora, Fjord and Ukatoa (ukatoa ukatoa), Laudna and Delilah, etc. I very much love the idea that, this time, the deity could technically be bullied, at least for a while. But it could be something that they do together. It could be something where the deity does what the warlock wants just until they get powerful enough, and then they become the bully deity again, potentially abandoning their warlock because they have other followers now more fit to their bidding. There's SO MUCH that can be done with it!

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u/phantom-scribbler — 1 month ago