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Gunslinger, Revised
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 09/01/2018 08:43:24

You took away all of its punch and made it one of those "If you don't have blank when the fight starts, you get blank." classes. How did the extra crit chance and bleed damage of the lvl 18 skills not fit in every campaign? And how does a non magical class suddenly making the gunshots magical add anything? Not to mention you got rid of the ability to attempt a quick fix. This is really more of a harsh nerf to the Archetype than a rework. It just feels... generic now. I get you wanted to give the Gunslinger access to magical attacks, but stripping something away for that one thing was the wrong way to go. If the player wants magical attacks, let them enchant the barrels.

Then there's the gun upgrades. You took basic gun upgrades from video games and just put them here without questioning the "how" of it. Putting rifling in a musket would barely do anything. Putting rifling in any ball-firing gun would barely change anything to be honest. And aside from rebuilding the gun to include another barrel, there's not really a way to increase the ammo capacity. These are old-timey guns, you can't just include a bigger magazine. With the caliber increase, again, you would have to remake the entire gun to decrease the amount it can hold. Why not just add on to the gun's misfire score? Bigger shot means more powder, more powder means bigger boom, bigger boom means bigger fail. I just noticed, how is your blunderbuss a 2-shot weapon? The blunderbuss is literally just a small canon.

In short, this would've been an ok archetype on its own, but when compared to a, basically, professional D&D player's archetype this just felt... gutted. Not trying to hate, just giving honest feedback. I can see promise in this, I'd just try to make an original archetype rather than reworking other people's. Especially on websites where people have the option of giving you money for it



Rating:
[1 of 5 Stars!]
Gunslinger, Revised
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The Eight Grimoires of Ancient Magic
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 05/25/2018 18:16:46

Spelling was off, grammar was terrible, wrong words were used, the ultimate spell in the tome of Enchantment isn't even an Enchantment spell, every ultimate spell is game breakingly overpowered to the point where even a villain could automatically win by using them, offers an easy steb-by-step guide to Lichdom without any of the inate risks of obtaining those secrets. Don't get me wrong, there was an EXCELLENT idea in the creation of these books. I just think the unique spells they give should be toned WAY down, match what book they're in, and the bonus effects worked on. Oh, the removal of Lichdom, 100%. All in all, if you want to break your game, introduce these as is.

Edit: Would give this a 0 star if I could after the creator messaged back by letting me know my concerns were wrong. This is my opinion, my review of the product. Lichdom should be a secret only gifted by the fiends, devils, and dark gods they bargain with, not found in a random book with no drawbacks. The spells, no matter what you say, will decimate a campaign depending on who casts it. Villain gets the Evocation spell? Target the city the heroes are in with a 10 mile radius hurrican, death. And if not death, complete and total devistation. And in the reply you gave you let it be known that it shouldn't matter because the materials were so hard to collect. Someone's going to collect the materials, if not, what good are these books other than for minor spell buffs. Consider this a 0/5 star product from me



Rating:
[1 of 5 Stars!]
The Eight Grimoires of Ancient Magic
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Creator Reply:
Hi Brad, thanks for your concerns. Though we were unable to find the spelling error you speak of, we did have a couple words swapped on accident that carried over from previous versions. The Enchantment spell really is an enchantment spell, and the steps to become a lich are actually nearly identical to that of a previous version, converted to 5e language/prerequisites. As they take many months or years of preparation, it is assumed most players will not risk lichdom (especially with the high change of failure/madness/turning over control to the DM in the same manner as some lycanthropes, and undead such as wights or vampires. So if they are game-breaking it has yet to happen (including in their playtest or 2e). Also, *automatically.
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Did you have a specific suggestion to toning this down? Our team is always open to constructive feedback. Here is the rundown of the spell costs/risks so you don't necessarily have to go looking: Invincibility: Most likely, your own life, 5,000 GP gem (very rare), a piece of tarrasque hide (CR 30 encounter likely), Dragon Turtle hide (CR 17), a meteor (very rare) Conjure Creature: Risks your life in many cases, low chance of getting what you want, a priceless diamond (legendary), and a personal possession of the creature (the stronger the more unlikely to occur) Allsight: A priceless crystal orb (legendary), an artifact (legendary), Madness, variable risk of death based on level/class Omen: Most likely a couple subdued ancient dragons (CR 20ish), a vial tears of a demigod (legendary) Create Disaster: Madness curable by a wish (we've upped the risk on this one one since the first version) False Reality: Capturing a Pegasus and a Nightmare and getting them to sleep at the same time, and the eye of a living demigod (legendary) Becoming a Lich: You'd have to take this one up with Gygax Philosopher's Stone: Interplanar travel and its risks to perform, item is consumable and easily destroyed
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Sorry you feel that way Brad. I never said your concerns were wrong, I just wanted some constructive feedback to please my customer.
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The Timekeeper: A Warlock Otherworldly Patron
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 05/07/2018 03:25:31

This was written by someone Who I don't think understands the workings of the class. There's an ability that changes depending on what level spell slot you use, but it's not really a choice if you're a Warlock. And on top of that, if you use a slot higher than 1st, you can choose an effect for every slot after 1st. So at lvl 3 slot, you can have the enemy at a -3 AC, -3 Dex, no reactions, half movement, with a 1 turn delay on casting spells as actions. All of that with one lvl 3 Warlock spell slot. Then at lvl 10 you get immunities, resistances, and perminate advantage on Dex Saves. I'm not sure why Invigorating Blast is a Tome Pact Invo only, but it is INCREDIBLY op to have up to a 4hp heal as a Cantrip. That's around the same amount as a Healing Word, but the thing is, at higher levels this Invo will be healing for more than a 1st level healing spell. 3 beams healing at 1d3+1 per beam. That's already better than Healing Word and just as good as Cure Wounds. Like, this would be cool as a villain, but I would NOT allow this as a PC without some heavy modifications

Edit: The creator has replied to this review, basically explaining away everything as, "Well, ____ gets this too." Yes, but getting them all from a singles source is what makes it op. Getting everything in one source leaves room to cram in even more things. I just can't see this as anything other than op. Yes, Rogues get the ability to take half damage, but nothing gives you PERMINATE advantage on a Save. As for Invigorating Blast. There's a reason why there's never been a Cantrip in 5e that heals, it breaks the game. Why use any low level heal when you can stand in the back and heal up your party from a safe distance? If this gave Temp HP it would be understandable. And what about after battle? You'd never run out of HP. Epic battle leaves you all with low Hp, no need to spend Hit Dice or use spell slots, just Cantrip everyone back to full HP. Again, I'd take a look at some of the abilities and tone them down, or don't, but to me it's way too strong and overloaded.



Rating:
[2 of 5 Stars!]
The Timekeeper: A Warlock Otherworldly Patron
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Creator Reply:
Hi there, thanks for your review! It's a shame your not a fan, but that's fine - constructive critiques always help make my work better. On your first point - the ability that changes with spell slots was intended to be a developing ability - something a warlock can keep using as their spell slots changed level, instead of something that ends up left by the wayside. In addition, the scaling doesn't work as you believe it to. You get 2 effects using a 3rd level slot, or 3 effects with a 5th level, and that's it. Maybe the issue is clarifying if the feature is already active it can't be used again? I assumed that the general rule of D&D (that effects don't stack) already covered it, but it's clear if you've misunderstood how it works I'll need to go back and make some tweaks. :) On your second point, at 10th level you gain immunity to the frightened condition only, which is hardly game-breaking when paladins and monks also gain these features. You gain resistance to necrotic and radiant damage as well, which some races get as standard (I'm looking at you Aasimar!) so you could easily get those bonuses just by taking that race. The advantage on Dexterity saves is thematic, as your always jumping to and from time, though I could understand at a glance why it might appear very powerful. Technically, the rogue's evasion is advantage on Dex saves as they can only ever take half damage at 7th level. Or you could take a racial ability that auto grants you magic resistance, like the Yuan-Ti Pureblood or Gnome. Though I will agree, potentially cutting down the amount of features 10th level grants would be a good idea, as it's a lot of ability boosts. Finally, the invigorating blast cantrip was designed as a specialized pact feature for the Timekeeper. I believe you spotted a typo there as it is only intended for Timekeeper Patrons, not everything. The healing does appear strong, but when it reaches the level of healing your pointing out, casters also have access to 5th level spell slots to heal with. Though, I did toy with the idea of simply healing d3 hit points instead. The intention was to give some small way of healing when all spells run out, especially when Pact of the Tome warlocks will be focusing on cantrip versatility. Also, a life cleric has the ability to to heal additional hit points to a target equal to 2+ the spells level, + their spellcasting modifier at 1st level. So a healing word deals 1d4+6, if we assume a 16 in wisdom at 1st level, compared to the cantrips 1d3+1. Thank you for your review though - it's always great to hear feedback, and I'll certainly keep it on board when making updates to this patron!
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Edit 2: In response to your updated review - it's certainly given me a lot to think about! Swapping out the healing cantrip for temporary HP certainly seems to make it a lot fairer. Potentially dropping a few of the boons at 10th level might help as well. I certainly wouldn't say the entire class is overpowered, but I do agree some features could be toned down slightly. Thanks for your review!
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Volo's Complete Subrace Handbook (Over 50 Subraces)
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 02/12/2018 10:05:35

The races themselves were very well done. They seem pretty balanced. Some a bit weaker, some a bit stronger. But none super broken. Actually made the Yuan-Ti playable without being game breakingly op, so a definite plus.

As for the feats. There's some really cool ideas in here. A bit of tweaking, but they really give some extra flavor to the other races.



Rating:
[4 of 5 Stars!]
Volo's Complete Subrace Handbook (Over 50 Subraces)
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Creator Reply:
The text problems are due to a downsizing problem while compressing from Photoshop files to PDF. I'm actively working on a solution. If you have specific subraces or feats you think should be looked at for balance, you should mention them or send them to me in a message, and I can give them another look. Thanks for reading.
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I got a fix working for the text. Please try downloading again. Thanks.
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Blood Knight Martial Archetype for the Fighter Class
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 02/06/2018 17:53:45

It's a watered down Blood Hunter (Matt Mercer). It's not badly designed, just why play the smaller version?



Rating:
[2 of 5 Stars!]
Blood Knight Martial Archetype for the Fighter Class
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Creator Reply:
Hey, thanks for the review! As I responded to your comment, I didn't think embracing forbidden dark arts should force you to become a witch hunter / undead slayer. Guy in my campaign just wanted vengeance.
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Unearthed Arcana Artificer Revised
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 01/18/2018 18:22:24

An improvement over the original Artificer for sure. But the Gunsmith Archetype seems WAY too powerful. A 7th level Fireball's damage every turn for free is just too much



Rating:
[3 of 5 Stars!]
Unearthed Arcana Artificer Revised
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The Plague Doctor Class
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 12/30/2017 16:57:14

This whole thing was just confusing. It reads more like a really advanced background than a new class



Rating:
[1 of 5 Stars!]
The Plague Doctor Class
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Order of the Lycan for Blood Hunters
Publisher: Dungeon Masters Guild
by Brad L. [Verified Purchaser]
Date Added: 12/26/2017 01:17:25

I love everything about this class and Order. The flavor, the RP, the abilities. My only problem is that it seems like I'm doing more harm than good in combat while transformed. Due to some poor roles I spent 3 turns wailing on our Paladin instead of the enemy. If the Hybrid form weren't so crucial it wouldn't be a problem, but 3 turns attacking a friend is just too much. At this point I think this Order is too RNG heavy



Rating:
[4 of 5 Stars!]
Order of the Lycan for Blood Hunters
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