AWESOME! Keep it up. I ended up doing a quick 2 session DM fill in for my crew while our main DM was on vacation. 2 years later and we have yet to finish my homebrew campaign that came from it.
I once decided to give all my players a single minor magical item at lvl 1 just to help their characters settle into their roles.
The Ranger got a quiver of elven kind (guaranteed 20 non-magical arrows per day)
The wizard got an indestructible spellbook (no need to worry about losing spells)
The monk/rogue a cloak that made it easier to conceal his identity
And the hobbit-like bard... a dagger of warning.
I thought they'd appreciate the LotR nod. Except I made a campaign of intrigue, where the baddies were hiding in plain sight. I dreaded that damn dagger. Somehow, through sheer luck, the bard immediately forgot about it after their first encounter. It never came up again.
I gave my party this Bag of Wonderus Randomization and reflavored it as magical D100 die that they were given and it spits out the results. Tons of fun to be had from it
I ran a wild west game of 5e called Spellslinger for three years from 3rd to 15th. You can actually adapt most DnD monsters and races quite easily to a wild west them.
Dwarves - gold and mithril prospectors
Wood elves - dessert nomads
Aaracocra - native Americans although you need to be respectful obviously
Tielflings - always played piano in bars for some reason
Giants - desert giants work really naturally
It also turns out they’re is an absolute ton of fantasy wild west art which serves for great inspiration.
Interesting concept! I can’t comment too much on the balance, but I still have come criticisms.
Charisma doesn’t make a whole lot of sense for a saving throw proficiency. I would probably replace it with Intelligence.
The weapon proficiencies are also a bit odd. The player starts with melee weapons, gets access to fighting styles that benefit their usage, but isn’t proficient in them? They should at least get proficiency with all simple weapons maybe a list like: “simple weapons, blowgun, hand crossbow, heavy crossbow, longbow” would be good.
No abilities at second level? I guess that might be because that’s when the ranger gets spells and you removed that. It’s super disappointing to level up, especially after the first level-up of the game, and get literally no new abilities. Out of all the base classes in the game, only spellcasters get “dead levels” (levels without any features), and that’s because they get access to the next spell level on those levels (exception: the warlock’s level 18 is dead, but to be fair that’s after they can cast 9th level spells, plus they at least get a new Invocation). Maybe give them Action Surge or something?
The whole class feels very loaded towards the subclasses doing things while the “chassis” of the class doesn’t do a whole lot. I’m not sure if that’s a bad thing or not, but that definitely stuck out to me.
I feel like it would make more sense for the Spellshot to be a ⅓-caster (like eldritch knight or arcane trickster instead of getting spells up to 7th level. That’s how other subclass casters do it. Subclass casters also usually get their own spell lists.
Magic Arrows is super confusing, relies too much on randomness, and doesn’t scale well.
I know I’m being mostly negative here, but I really love the concept behind the Jagged Arrow archer. It’s a very flavourful concept and I feel like we need more subclasses like that.
dnd
Active
This magazine is from a federated server and may be incomplete. Browse more on the original instance.