User talk:Killer Queen

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Why

Assuming you're talking about Vampire, Stone Mask Variant (5e Class), I apologize if not, isn't that already being represented with the high damage of Miasma of the Void? Take a Tarrasque's claw; being slashed by a monster that topples castles, only results in 28 (4d8 + 10) damage, no stun, no paralysis, just damage.--Ref3rence (talk) 14:18, 26 July 2021 (MDT)

Welcome to D&D Wiki![edit]

Welcome!

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Talk Pages[edit]

It has come to my attention that you've been creating orphaned pages to attempt to communicate with your fellow wiki users. Thankfully, the wiki already has a more convenient method of doing this, known as Talk pages. You can acquaint yourself with their function HERE. Please read and understand this page, and probably take a look through the rest of the Help section too while you're at it. I welcome your enthusiasm, and wish you well in your future interactions with the D&D Wiki Community. --Nuke The Earth (talk) 09:11, 12 August 2021 (MDT)

Devil Fruit user (Subclass)[edit]

OK hi there, uh I was wondering in the devil fruit user subclass, I saw that the gura gura no mi has been added, . What I wanted to ask is which levels does one get what since it doesn't say In the page

Nato335

Thanks you for reaching out to me. So the gura gura no mi was added by others people so I am not aware but air will see when I can edit the page so it says what levels you get stuff okay. Thank you for your feedback.

Killer Queen I've discussed the core issues with the creator of this yesterday, who ultimately agreed for edits to be made:

  • Subclass Structure: The concept of applying this to any class without clear mechanical adaptation makes it feel like a bolt-on template rather than a subclass. It would be better as a feat tree, magic item progression, or unique graft system.
  • Balance: The damage numbers are extremely inflated—5d20 + (x5) modifiers at mid-levels far outpaces official subclasses. This makes it unbalanced in most campaigns.
  • Redundancy & Bloat: Multiple techniques are just reskinned versions of each other with incremental damage increases. Consolidating them into fewer features with scaling options would streamline the design.
  • System Integration: Gear transformations read like class features, not subclass abilities—suggesting this could work better as an alternate progression path like a pact or transformation feature.

For example, just for the first ability, level 3 – Gomu Gomu no Mi, Rubber Rubber Human):

  • The feature introduces stretching as a movement concept, but it doesn't define how this interacts with existing mechanics. Here's what's missing or problematic:
  • Undefined Movement Type: Is the stretch a teleportation-like repositioning, or is it physical movement that provokes opportunity attacks? Without clarification, it's an entirely new movement paradigm that doesn't fit into 5e's existing rules.
  • Unbalanced Distance: A 75ft range at level 3 vastly outpaces core movement options. For comparison, the Step of the Wind feature (Monk) caps at 60ft with resource cost, and most teleportation spells are around 30-60ft with much stricter limitations.
  • Immunity Overload: Immunity to three damage types at level 3 is too strong—especially bludgeoning (one of the most common physical damage types). No official subclass grants any damage immunity this early, let alone three.
  • Ambiguity in Stretch Mechanics: If you can stretch past enemies or through walls, does it bypass terrain? Can you grab items at range? These questions drastically impact both balance and how this ability would work in play.

After making said suggested edits, adjusting this to a wondrous magical item/equipment, the creator has retracted edits. These are suggestions to be considered:

  • Overpowered & Unstructured Design: Granting massive expansion and concepts, as written, makes this one of the strongest concepts in the game, dwarfing official subclasses. This promotes power creep that forces DMs to either allow broken mechanics or ban them outright.
  • Breaking Core Game Structures: Stretching as a movement mechanic introduces unresolved mechanics that disrupt how movement, terrain, and opportunity attacks work. Without a clear framework, it contradicts existing 5e rules rather than integrating with them.
  • Harm to Homebrew Reputation: When a homebrew community allows overpowered, rule-breaking content, it reinforces the stereotype that fan-made subclasses are just power fantasies with no game balance. This makes DMs distrust homebrew, making it harder for well-balanced content to be accepted. Accepting input for edits

Final Verdict: If this concept remains as written, it doesn't just break balance—it reflects poorly on the community by making homebrew seem like unchecked power-gaming and broken concepts rather than thoughtful expansion of the game. I'm familiar with Devil fruit and one piece universe and believe it can be a great concept, but not as written here. User: DarkJester89