## dnd 5e – Are these homebrew attempts to restore Isaac's Missile Storm spells from 3.5e balanced for 5s?

In 3.5e, there were two spells: "Isaac's Small Missile Storm" and "Isaac's Greater Missile Storm." They were both (as I understand it) basically bigger, better magic rocketbut with random orientation within a region. I'll also point out that my knowledge of 3.5e (and therefore these spells) comes exclusively from the Neverwinter Nights 2 video game (NWN2).

I liked those spells and wanted to "import" them in 5e, so I tried to brew them myself.

My goals are:

• I would like Isaac's smaller rocket storm to be better than an angry one magic rocket, and for Isaac's bigger rocket storm to be better than an angry one Isaac's smaller rocket stormbecause otherwise, what's the point?
• I would like these spells to be balanced against other spell level options (or at worst their spell level will be adjusted to balance them), but ideally I would like their spell levels to be kept and rebalanced to match their spell level when they do currently not balanced).

My concerns are:

• Because they work that way magic rocketSo they do not need an attack roll or save throw, but are higher level spells that should be "better" than an upcast magic rocketI do not want them to be massively overwhelmed, like an even better one fireballwhich is already a must have for almost every caster;
• If they need to be rebalanced, I want them to have the same "feel" as the spells I remember from NWN2. Therefore, I would like neither the flavor nor the basic mechanics (ie no attack roll or save, just like magic rocket; random targeting, etc.) to change it if possible; I am more open to changes in the damage, such as For example, the change in the number of missiles and the damage they cause.

Anyway, here's what I came up with (only available to wizards and wizards):

### Isaac's small rocket storm

Evocation of the 4th level

Casting time: 1 action
Reach: 60 feet
components: V, p
duration: instantly

You fire 8 missiles with magical power that randomly target and strike an enemy creature in a 10 foot radius centered on a point you choose within range. Each rocket happens to target an enemy creature. The missiles hit everyone at the same time. Each missile deals 1d6 of power damage.

If the target is immune to it magic rocket Magic, as by the effect of sign Spells, they are also immune to this spell. In addition, an enemy creature can work within the area sign (if they are able to do so) as if they had been attacked magic rocket,

At higher levels. If you cast this spell with a 5th rank or higher spell slot, the spell will spawn another missile for each slot level above the 4th level.

### Isaac's bigger rocket storm

6. Evocation level

Casting time: 1 action
Reach: 60 feet
components: V, p
duration: instantly

You fire 14 rockets with magical power that randomly target and strike an enemy creature in a 20 foot radius focused on a point you choose within range. Each rocket happens to target an enemy creature. The missiles hit everyone at the same time. Each missile deals 1d6 of power damage.

If the target is immune to it magic rocket Magic, as by the effect of sign Spells, they are also immune to this spell. In addition, an enemy creature can work within the area sign (if they are able to do so) as if they had been attacked magic rocket,

At higher levels. If you cast this spell with a 7th-level or higher spell, the spell will generate two more missiles for each level above the 4th level.

Note that I originally had Isaac's bigger rocket storm Inflicts 2W6 Power Damage per Rocket, as stated in NWN2, but thinks it may be a bit too strong and reduces it to 1d6. If it's somehow too weak now, my first preference is to balance it, to reset it to 2W6, unless it makes it too strong.

## dnd 5e – Is it a balanced trade to win 1 AC against handicap on Perception Checks?

Ultimately, it depends on what type of game you play.

If you're playing a campaign that's basically a Hack & # 39; Slash Meat Grinder, where enemies move forward and attack, there's no problem in impairing your perception – you may not even get the whole Perceive dungeon. You can also benefit from the AC bonus by absorbing all the attacks of mindless enemies.

However, if you play a more classic game of tactics, traps, dangers, and enemies that may be involved in combat, the impact on perception is immense. You may need to check the perception several times per fight. In addition, the +1 AC may not matter in this type of game. Why attack the tank guy with the smart hat? Attack the Squish caster and use spells on the high temperature tank!

## And then there is the Action Economy …

Another item that needs to be put on and taken off during the fight and takes place in your hand or needs to be stored on your body can cause you many problems.

Even if it's just a meat grinder, it does not matter.

But if you have a more role-playing style of play, you probably want to take off your hat so you can use your perceptions. You may have a torch, you may have your shield in one hand, maybe you want a weapon, you may need a free hand to touch things.

Suddenly you do not have enough hands for everything, you have to set priorities. Assuming you have 1 hand free and 1 hand with a torch, in your first move you probably want to fetch your rudder with free object interaction and put it on with your action. That is a whole round used up. In the next round, you can draw your weapon. A big drawback, not to be underestimated, is losing a whole series of actions. Likewise, if you need to search, you have to drop your rudder, which of course you need a free hand for …

## dnd 5e – Is this proposed change in the transmutation wizard's master transmuter class function balanced for a non-resurrected setting? [Version 2]

In my previous iteration of this question, I proposed a replacement for the option Master Transmuter Restore life, The feedback I received showed that it was too powerful, so I have a new, much simpler proposal. The following brief description describes the problem. See my other question for a more detailed explanation.

The Transetrain School Assistant archetype has a feature called Master Transmuter on Level 14. It can allow such a sorcerer to destroy his Transformer's Stone once per long break and execute one of a few options, one of which is:

Restore life. They throw the Summon dead Spell on a creature you touch with the Transmuter Stone without having to cast a spell or have the spell in your spellbook.

Unfortunately, there is no magic of resurrection in my homebrew universe. So I'm trying to replace that option with some homebrew not related to the resurrection, but still largely on the subject of "Restore life".

I'm still thinking major restorationI wonder if it would be balanced just to admit it Restore life to occupy it instead Summon dead, a direct trade without other additions (ie no "super charge" version, as I suggested before)?

Restore life. They throw the major restoration Spell on a creature you touch with the Transmuter Stone without having to cast a spell or have the spell in your spellbook.

My reason for assuming that this could be balanced in the face of feedback is a) it's a 5th-level Cleric spell Summon dead, and b) it is not usually available to assistants, as well as Summon dead,

On the other hand, I'm afraid that this could be a bit weaker than the RAW Summon dead Version of Restore life (After all, when you're dead, major restoration can not help), and the fact that in the context of curses specifically, major restoration can end one Curse while the panacea Option can end all Curses.

If that is true (my suggestion is weaker than RAW), then I am also considering giving up the costly material component of the major restoration Www.wow-europe.com/de/community/spo…i/index.html Spell, when it 's spoken this way, because it looks like you need it for the spell. Englisch: www.wow-europe.com/en/community/spo…i/index.html Summon dead Execution. If this is not weaker (or giving up the material component would make this much more powerful) then I will not do that.

So my question is, in an environment where there are no resurrection spells, my new proposal to replace that Restore life Option of the Master Transmuter Class feature appear balanced?
Ideally, contrasting with and without my suggestion "forego the material costs".

## It seems very strong compared to Magic Initiate

The next PHB parallel to this feat seems to be Magic Initiate, which lets you know that a first-level spell can be cast once without a spell slot (unless you are certain classes and subclasses that own it for your own class to take). Calling is similar to recognizing spells, as in many cases spell casting is allowed. But they are generally stronger than a 1st-level spell, in some cases allowing the random casting of certain spells, and in other cases allowing access to higher-level spells that would otherwise be impossible to access. The designers have clearly tried to severely restrict access to higher-level spells. Admittedly, Magic Initiate has a much wider menu of spell options to choose from, whereas theoretically the Invocations have been chosen as balanced options for Warlocks, but many options generally seem to be stronger than a single level spell.

If we continue our parallel to Magic Initiate, we get a cantrip less, but given the + 1 charisma, this is practically a "half performance", which means getting half as many cantrips as an existing "full power" has a logical symmetry.

So our question is, basically, if another call is much better than half the value of an additional spell from a full spell class once a day. It seems like most things are for most people, so it's hard to see how balanced it is with Magic Initiate.

Also note that for those qualifying sorcerers, calling the Book of Ancient Secrets is effectively a more powerful version of the Ritual Caster feat. With this feat you can record it and then get more charisma and a cantrip to boot.

## 5e has no class-specific talents, so it's hard to compare

In 5e there are no class specific talents. An almost exception is that Martial Adept gets a better dice for the battlemaster and a much better synergy, to the point that it seems quite underpowering for people who are not in that particular subclass who are building specifically. The other obvious exception would probably be again the Magic Initiate talent, which allows only bards, wizards, and sorcerers to choose their own class to cast the spell with additional magic slots (and that's so friendly it's not clear to anyone) look up in wise advice!). This is important because giving more sorcerer skills to a sorcerer is different than handing out to members of other classes, causing most heroic deeds that grant class functions. Book of Ancient Secrets is better than the Ritual Caster feat, but for that very reason someone who is already a Pact of the Tome Warlock would probably not accept this feat. They would have accepted the invocation anyway, if they were interested in ritual Casting, so that they can record with this feat only another feat.

Even if it is a non-Warlock-specific performance, I would say that it is definitely overwhelmed. The 4 levels of the warlock requirement are therefore a significant constraint that at least dampens the balance issues and simply places them in the area where they are located, not clear enough to actually judge PHB in parallel. Still, my gut says it should not boost the charisma either. Alternatively, it could perhaps be compensated by allowing access to only one curated list of comparatively weak calls.

Of course, it's not as if the PHB exploits are perfectly matched as they are. Even if this is overpowered by Magic Initiate, it is a very different and more difficult question to answer as to whether it is overwhelmed by much acclaimed exploits like Great Weapon Master or Lucky.

When you're ready to give up the charisma boost and limit it to certain incantations, it seems like Magic Initiate. Alternatively, I would argue that a sorcerer who gets an additional call and an additional cantrip will barely interrupt the game and make it an option to look for or reward. I could also argue that Warlocks could really use another powerful feat, especially one that allows more uniqueness.

## dnd 5e – Is this homebrew Dragon Rider class balanced in 5e compared to the other classes?

Dragons scare the most adventures, but for you a very small dragon has decided to bind you and give you the gift of magic. Why did the dragon choose you? Has your country or city checked every citizen for a loan? Did you find your dragon in an egg when exploring an abandoned dragon's lair that was cleared years ago by much larger adventurers? Did you encounter it one day while hunting in the forest? Are the parents of the dragon or a military looking for it?

Fast creation:
Intelligence should be your highest score as a driver, followed by physique or strength / dexterity. Get launch gear c and choose the spells Faerie Fire, Hunter Token, Arcane Weapon, and Thunderclap.

Inheritance spell list
1
Arcane weapon
Captivating beat
embroil
Fast retreat
Faerie Fire
nebula
Hail of thorns
Hunter Mark
Searing blow
thunderclap
Wrathful Smite
Zephyr strike
2
Old Self
Blur
Branding Smite
Earthbind
Magic weapon
silence
Skywrite
Defensive wind
3
Dazzling Smite
Call Lightning
Elemental weapon
Incendiary arrows
Lightning arrow
Protection against energy
Vampiric touch
4
Elemental curse
Grasping Vine
Greater invisibility
Amazing Smite
Storm Ball
5
Animate objects
Antilife shell
Circle of strength
Control winds
Next step
combustion
telekinesis

Profincies:
Armor: Light Armor and Shields
Weapons: Simple and war weapons
Rescue Dice: Intelligence and Constitution
Skills: Choose 3 from Perception, Arcana, Nature, Medicine, History, Animal Handling and Acrobatics.
Tools: Tanner Tools, Dragon Chess

Starting equipment:
a] A Greatsword and Leather Armor.
b] A longsword, a leather armor, 6 spears and a shield.
c] A long bow, a rapier, a leather armor, a quiver of 30 arrows and a shield.

and
a] An explorer backpack and a leather bag.

Hit Dice: D8
Hit Points in the 1st Level: 8 + Your Constitution Modifier
Hits in higher levels: 1W8 or 5 + your constitutional modifier for each level after 1 st.

Dragon: When you reach the first level in this class, you will receive a pseudo-dragon companion with a permanent telepathic attachment to you. You always know where your dragon is, as long as it is in the same plane as you. You and this dragon can read and speak draconically, and you can communicate with each other at a distance of several kilometers, which corresponds to your level. As an action you can see through the eyes of your dragon. When your dragon is killed, the stress of cutting your telepathic bond suffers from exhaustion. You can take a long break to bring it back to life. When you do this, you end your long break with 0 mana points.

Charm Art: Unlike other wizards, your magic comes from the power your dragon gave you when you hit it. So you have no magic fields. Instead, you have a maximum mana rate equal to your rider level. Intelligence is your spellcasting charm modifier. You get back all your mana when you rest long. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were at the location of your dragon. You know 4 Equestrian spells from the Equestrian Magic list and you will learn 1 more when you attain a level in this class. If you are casting a horseman cast mana according to the following table. If you do not have enough mana, you can not cast the spell.
Mana costs:
1st level – 1 mana
2nd level – 3 mana
3rd level – 5 mana
4th level – 7 mana
5th level – 9 mana

Combat Style: At level 2, choose between two combat styles, Two Weapons, Archery, Defense, Weapon Combat, Duel, or Sailor. You can not benefit from the same fighting style more than once.

Mastery: At level 3, choose between the subclasses Spellmaster and Weapon Master.

ASI: At levels 4, 8, 12, 16, and 19, you can increase 1 ability point count by 2 or 2 skill point counts by 1 or perform.

Draconian Growth: At level 5, your pseudo-dragon becomes a wyrmling of your choice, but not a red one. Nobody can ride your Wyrmling. Your Wyrmling can only use his breathing weapon once per short break, unless he has several respiratory weapons. In this case, he can only use each option once per long break.

Improved Binding: At level 6, once you take damage, once per short break, you can use your reaction to cause damage to your dragon. In addition, once per short break, your dragon may use its reaction if it suffers damage, causing you to take damage instead. The transferred damage can not be reduced in any way. In addition, you will automatically be able to make a saving throw against your dragon's weapon.

Draconian Tendencies: At level 9, your attachment to your dragon begins to influence you. You gain survival and nature skills, your eyes are continuously lit in the color of your dragon, and you learn the thaumaturgy cantrip.

Draconian Growth: At level 10, your dragon grows into a young dragon as well
Color like it was like a wyrmling. One or two medium-sized creatures can ride your kite, but the same restrictions apply to breathing weapons as before.

Additional Attack: If you perform the attack action at level 11, you can make two attacks instead of one.

Riding Master: At level 13, you have the advantage of saving throws to stay on your kite while it is in flight.

Greater Binding: When a creature at level 15 gets damaged by your dragon's breathing weapon, that creature has the disadvantage of saving throws against your horsemaster spells until the end of your next turn.

Increased draconian tendencies: At level 17 you stop aging and can not be magically aged. They are immune to diseases.

Draconian Growth: At level 20, your dragon transforms into an adult dragon of its color, capable of riding 3 medium or 6 small creatures, and the use of its weapon is no longer limited.

Champion:
If your Dragon critically hits a creature at level 3, you will have an advantage in attacking these creatures until the end of your next turn.

If you cast a spell at level 7 as an action, you can perform a weapon attack as a bonus action.

From level 18, your ranged attacks have an advantage while riding your kite. If you move at least 60 feet toward a creature in one turn, you will attack that creature first until the end of your next turn causes an additional 4W10 breakthrough damage.

Zaubermeister:
At level 3, you will receive back mana points equal to your skill bonus if you take a short break.

From level 7, you can spend mana points as a bonus action to give yourself or your dragon hit points equal to 5x the Mana Points you spend.

From level 18, you'll learn a 6th and 7th level spell from the wizard spell list, and you can cast it once per long pause.

## dnd 5e – Is this homebrew oath of the Golden Knight Paladin subclass balanced compared to the official subclasses?

Eidzauber
3 Thorn Hail, Captivating Strike
5 Look for animals or plants, healing spirit
9 Summon animals, spirit guards
13 Grasping Vine, Polymorph
17 tree step, insect pest

Channel Divinity
If you take this oath on the 3rd level, you get the following options for the channel divinity:

• Life Sequester:
Within ten minutes, you will transform a small or smaller non-magical object or creature you touch into an animal with a CR of 1/8 or lower, consuming channel sanctity. The armor and equipment of the character are absorbed by it as it is transformed, and the creature does not benefit from its armor and equipment. The character retains the intelligence, wisdom, and charisma that he had before he was transformed. The character or object returns to its original shape after 8 hours or after being reduced to 0 hit points. When you transform an object with this feature, the animal it transforms to is neutral to you.
• Golden Knight:
As an action you use your channel divinity to summon an animated armor that appears in an unoccupied area within 3 yards of you. The animated armor disappears when it is reduced to 0 hit points or when it is more than 3 meters away from you or after 1 minute. The animated armor is friendly to you and your allies and obeys your orders.

Aura of Healing:
At level 7, whenever you cast a paladin spell, you can choose an ally within 30 feet of you. You will receive hit points that match the level of the spell you cast plus your Competence Bonus.

Superior Summon:
When a creature deals damage to a creature you have summoned with a Paladin spell or channel deity, you can cause the attacker at level 15 to inflict magic strike damage equal to the damage dealt (up to 40 damage). , Once you have used this feature, you will not be able to do so until after taking a long break. If you fail a saving throw to maintain the focus on a spell, you can instead use your channel deity to try the save throw again (you must accept the results of this new roll).

Field of meaninglessness:
From level 20 on, you go through an action that takes one minute as an action. During this transformation, you get the following benefits:

• You can work Counterspell as saying of the third stage at will, without consuming a Spruchslot.
• When you hit a Critical Critical creature, that creature also suffers 4W10 Necrotic and 4W10 Psychic damage.
• They are immune to radiant and necrotic damage.

Once you've used this transformation, you will not be able to use it again until after taking a long break.

## dnd 5e – Are these new instruments of the Bards balanced?

I have decided to brew some of the Bard instruments that are a few instruments that are not currently included. The only major differences are the unique spells that affect the rarity of each instrument.

Here's my attempt to create some new tools (names from the list of "Elf, Child" names of XGtE, if anyone is interested):

$$begin {array} {} text {instrument} & text {rarity} & text {spells} \ hline text {Koethflöte} & text {Occasionally} & text {Spring fall, gust of wind, protection against energy (only in cold weather)} \ text {Naeris Viol} & text {Rare} & text {enemies in abundance, heroism, pyrotechnics, thunder step} end {array}$$

The main problem I'm facing with regard to balance (ie, an instrument of the Bards with the above spell and all the instruments of the Bards match the rarities I have given them) is the determination of "strength" of these spells to determine the rarity of the item. I am quite blind to the "guidelines" I should follow, as the spells chosen for the existing instruments seem completely arbitrary to me.

I've tried to avoid big spell damage like that Eismesser or fireballbecause they seem to be overwhelmed compared to most of the other possibilities (mostly the less rare end of the spectrum, as the legendary instrument has firestorm), although one of the instruments wall of fire and is considered rare, so the "guideline" I came up with could be a bit of a red herring.

So my question is two-fold. First of all, are these balanced (that is, they should be the rarities I listed them for) and if not, secondly, what guidelines should I follow for "Design # 2," spells for an unusual / rare Bard instrument ?

## Is my homebrew breed Lugvian balanced?

Increase ability score. Constitution 2+

Size. With 4 & 4; 4, your size is medium

Speed. You have a walking speed of 10 feet.

Natural armor. You have an AC of 15, regardless of your DEX modifier.

True sight. They have 50 feet of perception and are blind beyond that.

Energy cannon. You have a cannon on your arm. It can only be removed if you are unable. It causes 1W12 radiation damage. This increases to 2d12 at level 9, 3d12 at level 15. (range 10/50)

Languages: You can read and write together.

## balanced search trees – Treap Union overrides priorities?

The algorithm for merging two sets represented by treaps is defined in this article and in Wikipedia, but the algorithm seems to be flawed.

Take, for example, the following loop.

``````X := {0}
for (i := 0; i < 1000; i := i + 1)
X := X ∪ {0}
``````

At the end of the execution, the variable X contains the set {0}, but the priority of the element 0 is increased and not random because the merge algorithm always selects the element with the highest priority.

Do I miss something?

## dnd 5e – Are these Called Shot rules balanced?

I am a campaign in DnD 5e in which the players have expressed a desire to make Called Shots. I'm not against it, but I do not want the Called Shots to be so useful that there's rarely a reason to attack normally.

Note that I know and agree to most of the disadvantages of shots (slowing down the game, monsters will use them against players, etc.) and intend to raise these issues with my players. If you know them, I think they want to play with these rules.

In this sense, I have come up with the following rules:

Called shots can only be made if an attack roll has an advantage. When a shot is requested, the attack roll loses the advantage. Depending on body shape / tank type, some so-called shots are not always possible. Each type of shot called also includes an AC bump.

There is an added effect when a called shot is a critical hit.

• + 4AC
• -1d4 to Saving Throws for 1 round
• Critical: Save or stun 1 round. If successful, -1d4 to Save
Throws for 2 rounds.

weapons

• + 2AC
• Disadvantage of the next attack
• Critical: Disadvantage of every attack for 2 rounds, Str or Drops
what they hold weapon.

legs

• + 2AC
• Speed ​​is halved
• Critical: Speed ​​is 0, Str or Dive

chest

• + 2AC
• -1d6 to Constitution Saving throws for 1 round
• Critical: incapacitated for 1 round

eye

• + 4AC
• Disadvantage of perceptions for 1W4-rounds
• Critical: 1 round dazzled

ears

• + 3AC
• Stunned for 1W4 rounds
• Critical: Save or stun 1 round.

Important note, the main attackers in my party are an Arcane Trickster Rogue and a Sniper Monster Hunter Ranger. In this sense, the loss of Advantage in the attack role is a serious disadvantage. No one in the group has increased the critical range.

Are there any significant balance issues that I do not see here, or any effects that need to be adjusted / reworked?