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New class page
To answer the question you asked in the tavern chatroom, you can make a new 5e class from the 5e Classes page. There's that little "create a new class" text box at the top. - Guy 15:30, 5 September 2018 (MDT)
Variant Engineer Discussion Page
Hey Glass. Actually, the Aspect class is almost finished - I just haven't uploaded anything yet. I have been working on this one from some time now, so please don't make any changes. The stuff that currently exists on the page were all old entries from a previous distributor. Write here your ideas regarding the Engineer class, so that I can take them into consideration. If we don't contact since then: Merry Christmas! --SilverWritingPen (talk) 03:26, 18 December 2018 (MST)
Alright, good to know. I won't touch the Aspect class yet, mostly because I'm not entirely certain what to add to it yet. As for Engineering concepts, I've come up with an ability that levels with how much Energy is consumed; 1 energy spent is equal to 1d4 Force and 1d4 Fire damage. What are your thoughts on this one to start? Glass (talk) 07:11, 18 December 2018 (MST)
I have the Aspect class mostly finished. I've been working on it for a year now. Don't worry. As for the Engineer's ability, I like the concept of a skill that levels up with every use, but it is very difficult to create because of the leveling system of D&D. Working with points is already confusing and differs based on the DM you have in your game. If you create an ability like that, you have to:
- 1) Make it adaptable to be adjusted to every game (mostly)
- 2) Create a leveling system for the ability that the DM would have the authority of. That way, you make the ability and the class by extent, more enjoyable because it demands cooperation with your DM, who will also play a role in your class.
Okay, not gonna lie, the Gadgeteer is a mixed bag, and part of it is the concept of reorganizing what gadgets you've got equipped. It would be a lot easier to assume that you've got access to ALL your gadgets, assuming you've got a Bag of Holding to put it all in like my current campaign, or literally integrated into your suit like the Battletech sub-class. If the Battletech is about dealing damage and staying protected, then the Gadgeteer is about swift adaptability and heavy duty tinkering while conserving power all the same. My advice? Make it so that there's a way to make it so that gadgets cost less in energy.
- 1) Get rid of Rapid Reconfiguration at level 9, 13, and 17.
- 2) Have Advanced Gadget reduce energy requirements by 1 (currently at 7th level), then 2 (at 9th level), then finally 3 (at 17th level).
- 3) Keep the minimum of 0 energy required to activate a gadget and clarify this point; last thing we want is an idea that gadget spamming can regenerate energy too easily; you've got other things in place for that.
- 4) consider variant gadgets and additional functionality that only the Gadgeteer can have access to. I myself have found that combining steam spray with hot chili powder can yield some interesting results; I may need to test this idea in the future, but for now take this idea and run with it.
- 5) maybe have some gadgets be combined, alongside gadgets and raw magic? Not a Gadgeteer thing, but a thing in general, as I have been responsible for conjuring up "Rocket Propelled Chainsaws" and "Leomund's Tiny Tank" in our D&D games. Got a few interesting laughs out of everybody, but it always helps to keep gears turning in the background.
As for the Technotheurge sub-class, I've found a few things wrong, and I had no clue how I'd fix it until I looked at your True Artificer class (another well written class, might I add). And here's my thoughts on it; why not allow the Technotheurge something similar to a Schema or spellbook? This way they can learn to use spells from any scrolls they find.
- 1 This will allow flexibility in the build, as well as make this sub-class feel more viable to use.
- 2 Have it so the listed spells that the character starts with are the only ones inherently non-magical. Anything from their spellbook is technically magical, and therefore can be nullified in an anti-magic field.
- 3 Fix the Energy requirements and levels available. I feel that this sub-class is supposed to be a technological wizard, so why not add more availability up to 9th level spells? And the energy requirements you've got currently is questionable at best, especially when cantrips are meant to be spammed like crazy, yet you've got them for 2 energy. I'd advise something along the lines of this; cantrips = 0 energy, level 1 spell = 2 energy, level 2 spell = 4 energy, and so on and so forth.
- 4 Get rid of Adaptive Bulwark, as it seems relatively useless for 17th level unlock. At most, it's only 5 points of resistence, and against a possible level 9 Fireball? Think about that one
- 5 Move Intricate Mind from 14th level to 17th, for one good reason; magic items can be plentiful, and are meant to be powerful in the right scenarios. If they start it off at 14th level, they'll probably steamroll through a variety of encounters until their next level. If they start at 17th level, they'll have EARNED that ability and won't be as likely to steamroll through the campaign.
- 6 Now that the level 14 upgrade is available, have the Engineer Technotheurge manual available to them to write down spells that they can replicate and use in the field.
Anyways, that's my analysis of both subclasses for the Engineer. Hope this helps out.
Hey Glass! I have not forgotten you! I was just working like crazy these days and had to deal with some health issues, that I'm still dealing with. I will get to the Variant engineer when I got the time. Probably by the start of next month. Until then. Be well my friend!--SilverWritingPen (talk) 05:34, 12 March 2019 (MDT)
Huntsman Discussion Page
Alright, still working on plausible concepts for Ren and Pyrra, but I've got Nora already up and running. Field of the Elemental, should be fun. And for those of you wondering my thought process on this, here's my conclusion; it should be powerful, but more situational than anything else. Not only does it keep the power in check, but it also fits with the show itself, which is a nice plus. If anyone has any questions, please come to me about it. Thank you
Side note, I have a few ideas regarding Pyrra, but I'm not gonna post it yet until I finish Ren. Just keeps things consistent.
I posted a Ren themed subclass that fits him from the show and what I read off the RWBY wiki. The hide from foes feature comes from when Ren turns himself or others into black and white. When he’s like this, the Grimm can’t detect him, and it was how the remains of Team JNPR got away on the Argus Limited. The Ninja part just comes from Ren’s agility. Feel free to change the aura abilities, because I kind of made them on the spot. Everything else fits Ren’s character and I see no reason to change it. PickleJarPete (talk) 4:47, 18 January 2019 (CST)
Thank you, Pete.
I did my best for Phyrra’s subclass. Basically, she can spend aura points to control metal in all the difrent ways we see on the show. Like last time, feel free to edit it or change the costs of aura abilities. PickleJarPete (Talk) 8:26 Tuesday February 12 2019 (CST)
Hello, this is Darkmoonrise312. I am the creator of the Huntsman class you had done some editing to. I just did some edits to your subclasses. Mostly grammar and rules fixes, a little bit rebalancing. I might want to make some more substantive changes one I see what they can actually do in some play tests. Which,m btw, I would love to hear how your playtests of the class went! (and also, if you would mind crediting my, alongside blobby, as a creator on your page would be lovely) Darkmoonrise312 (talk) 15:31, 24 March 2019 (MDT)
Psychopath Discussion Page
Oy, this class is literally everywhere. Thankfully, I've got some ideas on how to patch it up and make it a VIABLE CLASS to play, and not just some scraps of ideas loosely strung together. I'll need some time to get a few concepts written up, but if nobody claims that class then I'll take it up. I know the game they got it from, I main that particular character. But to translate a video game character to D&D is a challenge, one that I'll undertake properly and proudly.
So yeah, this will be where I'll put down the information on the Huntsman, how it's being played, what areas could it excel in or needs work on. Any questions, comments, and concerns, I'll have made a section dedicated to it down below. But without further ado, let's begin.
So, be me, human Huntsman. Be not me, human Ranger, human Sniper, Elf Commando, human Cleric, and short (but yes, human) Mechanic. We had access to some homebrew classes, some of us went for it while others went more by the books. The GM was scared shitless that I'd go for an Engineer like character, and for good reason; I've personally got a good level of science on my head and this was to be a sci-fi campaign. But my eyes drifted towards the Huntsman class and thought "Eh, screw it" and collaborated a background for a Huntsman.
Trust me, it's been one hell of a thrill ride. The way he approached the world of Pentacost was this; it's a gang-ridden wasteland of a planet, ruled by mainly 5 factions.
- The Ronin, who use swords as proficiently as guns.
- The Amazon, a gang made entirely of women
- The Militia, one of the smaller "gangs" fighting for control, but packing enough tech, training and firepower to level an entire continent if they wanted to.
- The Brotherhood, the ruling gang of the planet
- some other 5th one that I can't exactly remember, but I know they're essentially gun runners of sorts.
Anyways, the world of Pentacost is a dangerous place. Think Pandora from Borderlands 2, but to the ninth degree with weather and monsters and stuff to worry about. The party? We started on a spaceport on the moon, about to go to the planet. Everybody else had their own reasons for going to the planet below. Mine was simple; to get my friend's things, and to learn how to become a Huntsman. My character used to be a part of the Brotherhood, helped it grow to the size it is now, but due to some . . . Events, he was imprisoned, and escaped with the help of the new Huntsman A.I. core named Art-3M15.
The party got on the space pod heading to the planet, 5 Brotherhood members start some problems, we stop them, my character learned Protective Aura and starts to learn to trust his A.I., the pod nearly crashes, and we were saved by a small "neutral" party.
That was chapter 0
Huntsman Playtesting Q&A
So, this will be where the questions will be answered. Feel free to ask away of anything you'd need to ask about the class feeling, the build so far, my character and the world I'm in.
So, following the category Quincy introduced on the wiki, have you given thought to posting your stories here as archives rather than just on the discord chat?--Yanied (talk) 14:41, 12 September 2019 (MDT)
Thought about it, not gonna lie. But at the same token they're stories. They're meant to be shared, to allow for others to see it. Though archiving them on the talk page here does sound like an idea, as like a backup. Thanks. Glass (talk) 19:41, 19 September 2019 (MDT)
A Man of My Word
Alright, for those of you that don't know, I'm noticeably very active on Discord. However, if I'm gonna be a proper moderator on Discord for D&D Wiki, I will need to be in here more often. For that reason, do stop by my page if you've got any questions or comments. I'll try to help the best I can. Glass (talk) 18:03, 12 December 2019 (MST)
- Congrats on passing the RfM, Glass! The world needs bullies. Remember to thank a bully today! (talk) 00:03, 16 December 2019 (MST)
So I've made a thing
It's an item that I'll very likely put in my campaign. Any comments, criticisms, etc, please let me know.
- I'm glad to hear, it looks really interesting! As a rule of thumb, user talk pages are typically used to communicate with the user easier, so this kind of thing typically goes on the user page. Not telling you how to do your thing, just figured it was worth bringing up.--Ref3rence (talk) 21:25, 20 June 2021 (MDT)