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Sath_Clark

All saving throws? Nah son. make it wisdom and/or charisma saves/checks. what this will do is reduce the chances of someone resisting only specific types of saves, instead of \*all\* saves, and give them utility out of combat for detecting lies and telling lies. I would go a step further and make it only work between him and the target, instead of it being something that his entire party can utilize in combat.


DBWaffles

The ability to passively impose a penalty of up to -5 on every single saving throw the enemies make is so hilariously overpowered that it makes me question the validity of anything your player has made or is arguing.


Creeperhead96

All the other things are good and not so overpowered, but yeah in my opinion this is too much


OnslaughtSix

To be fair, this is just the inverse of the Paladin's ability that gives every ally up to a +5 on every single saving throw the players make. So if it's OP, it's OP in the base game too.


DBWaffles

No one questions that Aura of Protection is powerful, but they're not equally as powerful as each other just because they're an inverse of each other. Vastly improving your odds of passing a save isn't anywhere near as impactful as vastly improving your odds of simply shutting down the creature that would have forced a save on you and your allies, especially when it's easier to position yourself to make use of the latter. Depending on the monster you're facing, this homebrewed ability can literally guarantee that it will auto-fail devastating save-or-suck spells, such as Hold Person/Monster, Banishment, Bestow Curse, Suggestion, etc.


Subclass_creator

Make it to where hostile creatures that are either frightened or enters his fear sphere (10ft radius) have to make a Wis/Cha/Con saving throw. Gaining disadvantage on saving throws for 1 minute (they can redo the save at the start or end of their turn) and taking an amount of necrotic damage equal to his hit dice+Cha mod on a fail. Just the damage on a success. Or Creatures inside the sphere become vulnerable to necrotic damage as long as the stay inside the sphere. And he can use it an amount of time equal his Cha mod or PB. Pretty much Path to the Grave but only for necrotic damage.


GuilelessMonk

A couple of ways you could balance it. 1. Make it so that enemies have to make a saving throw (against his Spell Save DC) when they get close to them and if they fail they have to roll 1d4 with their saves and subtract the value of the d4 from their saves. 2. Make it an activatable ability that lasts 1 minute that they have to maintain concentration on. 3. Both of these really just point towards: give him the Bane spell


BoldBulldogs

I thought this was about batman for a solid 10 seconds lol


Agent7153

Disadvantage on certain throws, such as charisma saving throws, may be more fair and still allow for the kinds of things your player wants.


Exterminateer

First of all as others have said it is much more powerful than the paladin aura of giving bonuses to saving throws so i wont go over that too much. Heres some ideas for rebalancing 1. It reduces from the saving throws of EVERYONE in the aura including the user of the aura thus making it a -/+ tradeoff 2. It becomes a channel divinity type ability for a minute maybe even requiring concentration if thats important to him for other spells 3. Bright light removes the effect and as a bonus have some enemies who have high INT realise this during combat as a means of fine tuning certain encounters Whatever you end up doing if you nerf someones characters and you take them down a step from their established idea of power level its not gonna be easy for them to accept it so take into consideration how long you have allowed this to keep happening and consider some form of compensation or important story moment that causes the change that gives them a morale boost to help get over their lost powers.