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Thri-kreen - A Playable Race For 5th Edition
Publisher: Dungeon Masters Guild
by Oliver E. [Verified Purchaser]
Date Added: 04/18/2019 20:19:05

I really wanted this to be good, Thrikreen are interesting and add a very different option to the available Races roster.

Unfortunately, Blade Flurry is very overpowered, with huge bonuses, and potentially breaks TWF.

Being able to have Advantage++ on damage (roll 1-4 sets of damage dice pick highest), on every attack is just... too much.

  • Will check out the updated version


Rating:
[2 of 5 Stars!]
Thri-kreen - A Playable Race For 5th Edition
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Creator Reply:
Hi Olly, Apologies this is very, very late, I never received notification of the review, but you'll be glad to know I have since updated the race, taking into account yours and others balancing concerns All the best, Tom
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Glamour Mage Class
Publisher: Dungeon Masters Guild
by Oliver E. [Verified Purchaser]
Date Added: 09/08/2016 10:18:57

The Glamour Mage is certainly interesting, and quite well written. But it sufferes from being incredibly weak.

It gets very little (few to no proficiencies, little equipment, almost no abilities to start) and its basic transformation only gives adv on dex saves and a little extra AC. It gets incredibly limited spellcasting and as it grows from level 1, has incredibly limited abilities (i.e. - can only use Change of Heart once every 7 days).

It's just SO limited, that even at level 1 it falls behind basically every other class, and stays behind the whole time. At level 4, it's got 12-14 armour, has 2 spells to use, and hits for less than half the damage of its team mates.

Which is a shame, because it's otherwise an interesting and varied character.

I would suggest to improve it, bring it more in line with other classes. The Warlock for example, uses similar spellcasting mechanics, but also has light armour and simple weapons, as well as more starting equipment, plus Invocations at level 2.

The Transformation should possibly use Dex+Cha for AC as it's a relevant skill and makes her slightly less squishy (as is, average AC 12-15). Possibly even give the option of Light Armour, with the Glamour still adding to it. The Glamours really want to add more flavour to the Transformations too - special abilities or attacks that make it more worthwhile. Granting extra speed, extra damage, innate healing, etc.

Additionally, removing the 7 day cooldown and such.

Possibly giving +1 Spell Slot per level, to even out the lack of Invocations / equivalent, simple weapons proficiency, and some starting GP + a simple weapon, and light armour.

I would love for this class to be brought more in line with other classes so I can bump my rating higher, but it's so very week right now.



Rating:
[3 of 5 Stars!]
Glamour Mage Class
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The Forgotten - An Otherworldly Patron for Warlocks
Publisher: Dungeon Masters Guild
by Oliver E. [Verified Purchaser]
Date Added: 07/09/2016 15:47:44

The Forgotten is, to put it simply, broken beyond belief.

The first parts, are fine - some of it is maybe a little strong, but ultimately OK.

Then you get to Exile. An unlimited use power, thats requirement is 'hit a target with an attack', any attack. For that, it gets taken out of combat, it takes 10D10 damage, it is 'vacant', stunned for 7+ hours to 7+ days, insane and suffers Madness.

This is an immediate I Win button for ANY target, as if it surives the initial attack + damage, it's completely incapacitated for hours to days - it's captured or dead regardless.

I got this to check out when it was pay-what-you-want for basically nothing, and it's not worth using at that - at 39p it's a rip off.



Rating:
[1 of 5 Stars!]
The Forgotten - An Otherworldly Patron for Warlocks
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Beastmaster Ranger (5e)
Publisher: Dungeon Masters Guild
by Oliver E. [Verified Purchaser]
Date Added: 03/25/2016 18:10:48

Confusing, poorly laid out resource. It doesn't seem to know if it wants to be a subclass, or a full class. Basically unreadable as-is. Will change review if updated.



Rating:
[1 of 5 Stars!]
Beastmaster Ranger (5e)
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Steampunk
Publisher: Dungeon Masters Guild
by Oliver E. [Verified Purchaser]
Date Added: 03/25/2016 16:09:44

Included in this are the following files: (Firearms.pdf) (ArcaneGunslinger.pdf) (SpecialWeapons.pdf) (Gunslinger.pdf) (Automaton.pdf)

Firearms.pdf is a bare white document, with basic charts. The firearms are massively underpriced (pistols for 25GP, rifles for 30GP, when a Long Bow is 50GP and a Hand Crossbow 75GP) They also have a strange 'backfire rule' that scales damage to the wielder based on level. It provides little to no overall rules with 'as the GM' clauses.

ArcaneGunslinger.pdf is much the same. Poorly worded, missing entire rules blocks, pushing a LOT of work on to the GM. It's also, incredibly broken, allowing the crafting of incredibly cheap MAGICAL firearms at level ONE! AND, it's a full Wizard caster class on top.

SpecialWeapons.pdf is an extension to Firearms.pdf. Much the same problems. Underpriced, lot of work for the GM.

Gunslinger.pdf, is a modification of the Pathfinder Gunslinger class, not created by the author of the uploader. This seems competent, but then it's the Pathfinder Gunslinger, and has had a decent amount of work put into converting it.

Automaton.pdf is a machine race. It is actually very underpowered. +2 to Str/Con and -1 to Cha/Wis, slow, for +1 armour and a weakness to lightning and acid.

Overall, it needs a lot of work. It needs to include all the relevant rules, rather than push the responsibility onto the GM.



Rating:
[1 of 5 Stars!]
Steampunk
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Arcane Warrior Spells (5e)
Publisher: Josh Gentry
by Oliver E. [Verified Purchaser]
Date Added: 03/25/2016 15:31:54

Overall, this is a very mixed bag, with some good ideas, a nice layout, but a power balance that's all over the place.

I'll do a spell-by-spell review here: Accursed Smite: Seems too powerful for a alevel 4 spell. At level 5, it would probably be more fitting though.

Bee Sting: This is fine, I like it and it seems nicely balanced for a level 1 spell.

Celestial Armoury: Incredibly underpowered for a 5th level spell. The concept is good but it's basically an alternative Witchbolt, which is a Level 1 spell. This would be fine at Level 1. Unless it's meant to do a LOT more?

Conjure Trap: Seems fine overall. You might even get away with it being castable as a ritual.

Conjure Venom: Also fine.

Dimensional Rend: This has no right being a level 3 spell. You get to attack every creature within a 40ft cube (anyhting from 1 to 60 creatures), doing 8D6 magical damage on a hit, half on a fail, then basically teleport anywhere within 25-35ft. Other third level attack spells do things like... +3D8 damage to an attack, or creatues within 5ft of a point take 3D10 damage on a failed dex save, or variants of 1D4 to 3D6 extra damage to a strike. Even Fireball, one of the more powerful level 3 spells is 8D6 fire in a 40ft sphere on a failed Dex save. Rend has a roughly 25% larger area, deals magical damage, is more likely to deal full damage AND lets you teleport after. As a 'high' 4th, (or even 5th) level spell, this would be fine, but not as a third. It's also unclear if you roll damage seperately for each creature (as it's a roll-to-hit-each, which implies it is), or if it's a flat one-roll-for-all, like area spells. This is doubly confusing, when things like Celestial Armoury you have as a 5th level spell, or Doffing Smite at 4th level. If the spell level was 4, or the damage reduced to say.. 4D6-6D6, it may be fine as 3rd level.

Doffing Smite: This is mostly fine, if a little weak. It's definately a low level 4, or a higher level 3 spell. Also, it would benefit from 'less than half health' rather than 'less than 40'.

Explosive Strength: This is basically an upscaled Thunderwave / Fireball+. It's certainly an upper 3rd level spell. I think drop it to 6D6 and it'll be perfectly fine. Better average + total possible damage than a level 3 Thunderwave, better knockback, slightly less damage than Fireball.

Herculean Force: This I reckon, should be a first. I'd even say make it +1 minute, +5ft throw for each level higher used.

Lingering Shadow: This is a very interesting, and honestly well put together spell. Fine as is.

Purifying Strike: This is fine.

Winters Bite: Also fine.

At the end of the day, this document is a bit of a roller coaster, and has a lot of good ideas in it, that I want to include, but some of it just makes myself, and my group confused.



Rating:
[3 of 5 Stars!]
Arcane Warrior Spells (5e)
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