Talk:Demonic Divinity Origin (5e Subclass)

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Just for future edits, I agree that somethings may be unbalenced, but please if possible, run things by me before changing them. The previous edits nerfed it too much, while mine my original may just be a tad over the top. Conversation is needed.—The preceding unsigned comment was added by XerKoro neo (talkcontribs) . Please sign your posts.

I can understand wanting to run changes through with the creator. Either way, I am always up for talking about pages, so lets take a look at this subclass again.
  • Demon Skin. Love this feature.
  • Divine Battle Talent. Looking back I did overneff this feature, but it still may be situationally too good at lower levels, since it is likely too good with spells like magic missile and burning hands for example.
  • Necro-radiant Countenance. This feature provides too much in its current version, so here is another idea of how to reduce its power. "You gain proficiency in a Charisma based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Charisma based ability check you make that doesn't already include your proficiency bonus."
  • Otherworldly Aura. Currently the feature's necrotic aura is too good, doubling your movement speed is usually not ok due to how it stacks with the Dash action. I would recommend just having a flat movement speed bonus(10/15 feet). Overall I do like the idea of you moving faster and dealing more damage with your aura though.
  • Reciprocal Aid. This feature was already simplified, it looks good.--Blobby383b (talk) 12:08, 16 April 2018 (MDT)
Ah, excellent, I do like that idea for the Countenance ability. The dilemma I had while first making this was how too make the necrotic Aura viable since the radiant was generally better due to not hurting allies. I definitely agree with the dash issue though, it had not come up in play testing. I low-key based it on the angel-devil machine from Sonic Riders: Zero gravity, where the angel mode allows you to fly, while the devil mode removed your max speed cap. Would 20-25 feet increase be alright, and set 15 feet for the flight? (just numbers I'm throwing out there).--XerKoro neo (talk)2:22,16 April 2018 (EST)
about the low-level issue of Divine Battle Talent, not sure how to correct that. 1d4 is a little too low. I think it balances itself with the fact that low level characters only get minuscule numbers of points to spend in the first place. (even with the spell slot conversion)--XerKoro neo (talk)2:29,16 April 2018 (EST)
Those numbers for the Otherworldly Aura feature seem better, even if the exact amount isn't finalized. Also, it may be better to have Reciprocal Aid deal a static amount of damage(I relooked at the feature, and you changed it back to scaling without changing the damage). If you got the feature early I can understand having it scale, but it is likely a better design choice to not have you roll 18+ d4's. As for the Divine Battle Talent, you could make it deal 1d6 additional damage(3.5 average bonus damage versus 5).
You can also click the signature icon above the editing box, to automatically add your signature after your comment.--Blobby383b (talk) 12:42, 16 April 2018 (MDT)
Oooh, okay thank you, that helps a lot. So, would 40 or 50 be a better place to have the fixed damage be at for the reciprocal aid? And 1d6 seems fine for starters.--XerKoro neo (talk) 12:49, 16 April 2018 (MDT)
By static I meant not scaling with your level, sorry if I was unclear(though purely static damage does sound interesting). As for its potential damage, 10d8(45 average damage) or something similar would work well.--Blobby383b (talk) 13:00, 16 April 2018 (MDT)
Nope, that was my fault. 10d8 does seem best since it isn't too many dice, and is moderately powerful.ALthough, yeah the fixed does seem like an interesting idea to implement into something Also, regarding the levels for the dice increases for Divine Battle Talent, what would you suggest?.--XerKoro neo (talk) 13:05, 16 April 2018 (MDT)
I would suggest 5, 11, and 17 because that is when classes including spellcasters get powerful new spells and martial classes get powerful features(similar to the tiers of play/see how cantrips scale). But because the feature has 1 additional damage increase, the levels that you gain the increases gets a bit wonky, so I would make it 5, 11, 14, 17 or 5, 9, 13, 17 if you want the levels to be consistent.--Blobby383b (talk) 13:49, 16 April 2018 (MDT)