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dnd 5e – How much HP is healed by a Life Transference cast by an Abjuration Wizard who has an Arcane Ward up? And can the damage it causes be taken by another?

Whether the damage can be redirected isn’t crystal clear

Does redirecting damage to a new target count as “reducing” the damage that the original target would take? The rules use standard English and whether “can’t be reduced in any way” accounts for redirections of damage is unclear and left to the GM.

Personally, I would rule that redirecting damage is reducing it, because you have, quite literally, no longer taken the full amount of damage. Therefore, I would rule that damage from these sorts of things cannot be redirected.


If damage is redirected, no healing occurs

The life transference spell states (emphasis mine):

(…) one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. (…)

If you do not take any damage, then no healing occurs, or rather, twice as much as zero healing occurs (so none).

The Life Spot vs VGR

Does anybody want to battle with my community The Life Spot?

The Life Spot vs ??

Does anybody want to battle with my community The Life Spot?

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The Life Spot

Introducing a new community, TheLifeSpot.net.

Lifestyle and wellness community focusing on mental and physical health and support.

Started on March the 31st 2021.

Statistics
334 Threads
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37 Members

battery life – The powerprofile and systrace outputs are not consistent

I’m generating the PowerProflie file and the Systrace file to get the energy consumption of an Android Application, but I found that the number of cpu cores is different between the two files.

I’m using this command line for Systrace:

command = "python " + platformToolsFolder + "/systrace/systrace.py --time=" + this.timeCapturing + " freq idle -o " + this.systraceFilename;

and for PowerProfile :

this.executeCommand("java -jar apktool_2.2.2.jar if framework-res.apk", null);
this.executeCommand("java -jar apktool_2.2.2.jar d framework-res.apk", null);
this.executeCommand("mv " + jarDirectory + "/framework-res/res/xml/power_profile.xml " + outputLocation, null);

this is a part of the PowerProfile file I’ve got :

<array name="cpu.clusters.cores">
    <value>4</value>
</array>
<array name="cpu.speeds.cluster0">
    <value>850000</value>
    <value>918000</value>
    <value>987000</value>
    <value>1056000</value>
    <value>1125000</value>
    <value>1216000</value>
    <value>1308000</value>
    <value>1400000</value>
    <value>1466000</value>
    <value>1533000</value>
    <value>1633000</value>
    <value>1700000</value>
    <value>1767000</value>
    <value>1834000</value>
    <value>1917000</value>
    <value>2001000</value>
</array>
<array name="cpu.active.cluster0">
    <value>9.3</value>
    <value>9.3</value>
    <value>10.6</value>
    <value>11.6</value>
    <value>13.3</value>
    <value>15.0</value>
    <value>17.2</value>
    <value>20.2</value>
    <value>22.8</value>
    <value>26.3</value>
    <value>27.4</value>
    <value>29.7</value>
    <value>30.2</value>
    <value>32.1</value>
    <value>33.9</value>
    <value>38.5</value>
</array>
<item name="cpu.idle">4.1</item>

and this is a part of my Systrace file :

<idle>-0     (-----) (005) dn.1 51825.602907: cpu_idle: state=4294967295 cpu_id=5
<idle>-0     (-----) (006) d..1 51825.602915: cpu_idle: state=0 cpu_id=6
ipi_cpu_dvfs_rt-251   (  251) (005) .... 51825.602942: cpu_frequency: state=900000 cpu_id=0
  <idle>-0     (-----) (004) dn.1 51825.602989: cpu_idle: state=4294967295 cpu_id=4
ipi_cpu_dvfs_rt-251   (  251) (005) .... 51825.602994: cpu_frequency: state=900000 cpu_id=1
ipi_cpu_dvfs_rt-251   (  251) (005) .... 51825.603000: cpu_frequency: state=900000 cpu_id=2
ipi_cpu_dvfs_rt-251   (  251) (005) .... 51825.603003: cpu_frequency: state=900000 cpu_id=3
  <idle>-0     (-----) (005) d..1 51825.603034: cpu_idle: state=0 cpu_id=5
  <idle>-0     (-----) (004) d..1 51825.603100: cpu_idle: state=0 cpu_id=4
  <idle>-0     (-----) (007) d..1 51825.610061: cpu_idle: state=4294967295 cpu_id=7

As you can see in the power profile file I have 4 cpu cores (cpu.clusters.cores=4) but in Systrace file I have 8 cpu cores (cpu_id=0-7) and most of cpu frequencies (cpu_frequency) in Systrace file doesn’t exist in powerprofile file (cpu.speeds.cluster0) so I can’t get the energy consumed, Please let me know if you have any solution for this.

dnd 5e – Are this “Aberrant Psychic” class and its “Life Drainer” subclass balanced?

I recently created a class based off of the Far Realm and somewhat-psion like powers. They are similar to druids and clerics, having a 1d8 hit die, full spellcasting, and a more utility-focused class (no healing though). I haven’t compiled a full spell list for it yet, but it will likely be similar to a sorcerer with mostly utility spells.

NOTE: This post will break down the class and one of its subclasses, the Life Drainer. The other 2 subclasses will be posted on different questions with the full class.


Aberrant Psychics are powerful mages who can cast arcane spells through their exposure to the far realm. They might have come across a portal that warped their mind in unfathomable ways, or maybe just had their mind opened by a beholder.

NOTE: This class is unique because it uses the Sanity ability score, which is in the Dungeon Master’s Guide. If your campaign doesn’t use the Sanity ability score, replace all instances of Sanity with Wisdom.

Quick Build: You can make an Aberrant Psychic quickly by following the following suggestions. First, Sanity (or Wisdom) should be your highest ability score, followed by Constitution. Make Dexterity second highest if you plan to take the Mind Specialty Mind defense. Next, choose the minor illusion, prestidigitation, and chill touch cantrips and the spells false life, chaos bolt, and identify. Your background should be hermit.

Class Features

As an Aberrant Psychic, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Aberrant Psychic level

Hit Points at 1st level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1d8 + your Constitution modifier per Aberrant Psychic level after 1st

Proficiencies

Armor: Light Armor

Weapons: Simple Weapons

Tools: None

Saving Throws: Sanity, Wisdom (or: Wisdom, Charisma)

Skills: Choose two from Arcana, Insight, Perception, Investigation, Nature, Religion, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment from your background, OR you can purchase your equipment with 3d4 × 10 gp.

  • (a) An arcane focus or (b) a component pouch
  • (a) Any simple weapon or (b) a light crossbow with 20 bolts
  • (a) A explorer’s pack or (b) a dungeoneer’s pack
  • Leather armor and 2 daggers

Idea: Basically warlock proficiencies, and standard d8 casting hit die. Nothing special at all.

Spellcasting

Your mind was warped by the Far Realm, giving you the power to call on the Far Realm to cast spells. Aberrant Psychics get full spellcasting in terms of spell slots. The Aberrant Psychic spell list is at the end of the document.

Cantrips:

At 1st level you know 3 cantrips from the Aberrant Psychic spell list. You learn additional cantrips when you level up, as shown in the Cantrips known column of the Aberrant Psychic Features table.

Spellcasting Ability:

Your spellcasting ability is Sanity (or Wisdom) because your spells rely on your ability to withstand the insanity of the far realm.

Spell Save DC: 8 + proficiency bonus + your Sanity (or Wisdom) modifier

Spell Attack Bonus: proficiency bonus + your Sanity (or Wisdom) modifier

Learning Spells of 1st level and higher:

You know 3 spells at 1st level from the Aberrant Psychic spell list. You learn addition spells when you
level up, as shown in the Spells known column of the Aberrant Psychic Features table.

Spellcasting Focus:

You can use an arcane focus as a spellcasting focus for your spells

Idea: Nice and normal spellcasting. Nothing special. The Sanity modifier is different, but the option to swap it out for Wisdom makes it that if Sanity is a problem, I can swap it.

Psychic Might

At 2nd level, your mind is so strongly adapted to the Far Realm you can modify your spells with its energy. When you cast an Aberrant Psychic spell by expending a spell slot, you can change one damage roll of the spell to psychic damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Idea: This should see frequent use against creatures with numerous immunities, and increases their flexibility since they will not have many damaging spells. Could be bad against constructs and other psychic immune creatures, but they see niche use and they could choose not to analyze it.

Mind Specialty

At 3rd level, you choose a Mind Specialty to specialize in, choosing from Mind Warper, Life Drainer, or Mind Defense. These Specialties are detailed at the end of the class description. Life Drainer and Mind Defense will be covered in a separate question.

Idea: Standard 3rd level subclass. Nothing special here.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or 2 ability score of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Idea: Nothing special here. Completely standard and unremarkable.

Aberrant Explorer

At 5th level, you can use your mind to influence the land. Magical difficult terrain does not affect you, and you know the location of all creatures with intelligence 10 or higher within 10 feet of you.

Idea: Meant to be a niche-use feature and could help in combat against invisible foes.

Aberrant Mind

At 6th level, your adaptation to the Far Realm gives you advantages in some social situations. You have advantage on all charisma checks made to influence Aberrations.

Idea: Another niche feature, meant to be a ribbon and nothing else.

Mind Alter

At 8th level, you can reach into a creatures mind. As an action, you can reach into a creatures mind. It must make a charisma saving throw against your spell save DC. On a failure, it takes 3D6 psychic damage and its creature type becomes aberration for the next minute. On a success, it only takes half damage, and its creature type isn’t changed. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: This is something they will use commonly. With numerous features handling aberrations, this helps them be useful more.

Aberrant Offensive

At 14th level, your experience with Aberrations gives you advantages while fighting them. You have advantage on spell attack rolls when fighting an aberration (this bonus just applies to the aberration), and aberrations have disadvantage on saving throws against your spells. This feature also works on creatures influenced by aberrations, such as an Ogre charmed by a beholder or a thrall of a mind flayer.

Idea: Meant to work in tandem with the 8th level feature, this helps them a lot in combat.

Far Realm Manipulator

At 18th level, you can channel the energy of the Far Realm into your spells. Once per turn, when you hit with a spell attack or an enemy fails its save against one of your spells, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target enters the far realm for a moments, taking 5D8 psychic damage and is teleported up to 30 feet to a place of your choice. You can use this feature three times and regain all expended uses when you finish a short or long rest.

Idea: Basically a weak “Hurl Through Hell” that can help with crowd control or tactical maneuvering.

Psychic Expert

At 20th level, you are the master of psychic energy. You gain the following benefits:

  • You are immune to psychic damage.
  • You are resistant to damage dealt by aberrations.
  • When you have no uses of Mind Alter remaining, you regain one use
    when you roll initiative.

Idea: Meant to make them better against aberrations, and make more creatures aberrations.


Subclasses:

Life Drainer

You focus your mind training on harming others and using their life force to regain some of yours.

Life Draining

At 3rd level, whenever you reduce a creature to 0 hit points using an Aberrant Psychic spell, you gain 1d6 temporary hit points per level of the spell (1d6 for a cantrip).

Idea: I know the “Bag of Rats” problem, but this is temp hp and is only great with high level spells.

Life Stealer

At 6th level, whenever your deal damage with an Aberrant Psychic spell, you can regain a number of hit points equal to half your Aberrant Psychic level. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: Makes this subclass more of a defender and a durable creature for a D8 hit die.

Transfer of Energy

At 10th level, you have learned to manipulate the life force of others even more. When you use your Life Stealer feature to regain hit points, up to 3 creatures of your choice within 10 feet of you also regain 1d10 hit points.

Idea: Makes them a weak healer if necessary, and can be used to revive unconscious creatures.

Energy Robber

At 10th level, you have mastered stealing life force, and can even increase the power of your spells to regain more life, even when you would normally be out of energy. You have advantage on death saving throws, and when you roll a 16-20 on a death saving throw, one creature of your choice within 10 feet of you takes 2d6 necrotic damage, and you regain hit points equal to the damage dealt.

Idea: Making them very hard to kill, the epic scene of thinking you have finished off an enemy, then to have your life force drained and support the enemy.

Master of Life

At 16th level, your expertise in the forces of life is second to none. When you roll initiative and have no uses of life stealer left, you regain one use. Additionally, you regain 1d4 hit points whenever you damage a creature with an Aberrant Psychic spell of 1st level or higher by expending a spell slot and do not have any uses of Life Stealer left.

Idea: These may counteract, but each is a very good feature.


Thanks for reading, I know this was long.


The link to the Q&A about the “Mind Warper” subclass is here: Are this “Aberrant Psychic” class and its “Mind Warper” subclass balanced?

dnd 5e – Is this “Aberrant Psychic” class balanced (Life Drainer)

I recently created a class based off of the Far Realm and somewhat-psion like powers. They are similar to druids and clerics, having a D8 hit die, full spellcasting, and a more utility focused class (no healing though). I haven’t compiled a full spell list for it yet, but it will likely be similar to a sorcerer with mostly utility spells.

NOTE: This post will break down the class and one of its subclasses, the Mind Warper. The other 2 subclasses will be posted on different questions with the full class.

Aberrant Psychics are powerful mages who can cast arcane spells through their exposure to the far realm. They might have come across a portal that warped their mind in unfathomable ways, or maybe just had their mind opened by a beholder.

NOTE: This class is unique because it uses the Sanity ability score, which is in the Dungeon Master’s guide. If your campaign doesn’t use the Sanity ability score, replace all instances of Sanity with Wisdom.

Quick Build: You can make an Aberrant Psychic quickly by following the following suggestions. First, Sanity (or Wisdom) should be your highest ability score, followed by Constitution. Make Dexterity second highest if you plan to take the Mind Specialty Mind defense. Next, choose the minor illusion, prestidigitation and chill touch cantrips and the spells False Life, Chaos Bolt, and Identify. Your background should be hermit.

Class Features
As an Aberrant Psychic, you gain the following class features:

Hit Points
Hit Dice: 1D8 per Aberrant Psychic level

Hit Points at 1st level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1D8 + your Constitution modifier per Aberrant Psychic level after 1st.

Proficiencies
Armor: Light Armor

Weapons: Simple Weapons

Tools: None

Saving Throws: Sanity, Wisdom (Or Wisdom, Charisma)

Skills: Choose two from Arcana, Insight, Perception, Investigation, Nature, Religion, and Intimidation

Equipment
You start with the following equipment, in addition to the equipment from your background, OR you can purchase your equipment with 3D4x10 gp.

(a) An arcane focus or (b) a component pouch

(a) Any simple weapon or (b) a light crossbow with 20 bolts

(a) A explorers pack or (b) a dungeoneers pack

Leather armor and 2 daggers

Idea: Basically warlock proficiencies, and standard D8 casting hit die. Nothing special at all.

Spellcasting
Your mind was warped by the Far Realm, giving you the power to call on the Far Realm to cast spells. Aberrant Psychics get full spellcasting in terms of spell slots. The Aberrant Psychic spell list is at the end of the document.

Cantrips:

At 1st level you know 3 cantrips from the Aberrant Psychic spell list. You learn additional cantrips when you level up, as shown in the Cantrips known column of the Aberrant Psychic Features table.

Spellcasting Ability:

Your spellcasting ability is Sanity (or Wisdom) because your spells rely on your ability to withstand the insanity of the far realm.

Spell Save DC: 8 + proficiency bonus + your sanity (or Wisdom) modifier

Spell Attack Bonus: proficiency bonus + your sanity (or Wisdom) modifier

Learning Spells of 1st level and higher:

You know 3 spells at 1st level from the Aberrant Psychic spell list. You learn addition spells when you level up, as shown in the Spells known column of the Aberrant Psychic Features table.

Spellcasting Focus:

You can use an arcane focus as a spellcasting focus for your spells

Idea: Nice and normal spellcasting. Nothing special. The Sanity modifier is different, but the option to swap it out for wisdom makes it that if sanity is a problem, I can swap it.

Psychic Might
At 2nd level, your mind is so strongly adapted to the Far Realm you can modify your spells with its energy. When you cast an Aberrant Psychic spell by expending a spell slot, you can change one damage roll of the spell to psychic damage. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Idea: This should see frequent use against creatures with numerous immunities, and increases their flexibility since they will not have many damaging spells. Could be bad against constructs and other psychic immune creatures, but they see niche use and they could choose not to analyze it.

Mind Specialty
At 3rd level, you choose a Mind Specialty to specialize in, choosing from Mind Warper, Life Drainer, or Mind Defense. These Specialties are detailed at the end of the class description. Life Drainer and Mind Defense will be covered in a separate question.

Idea: Standard 3rd level subclass. Nothing special here.

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or 2 ability score of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Idea: Nothing special here. Completely standard and unremarkable.

Aberrant Explorer
At 5th level, you can use your mind to influence the land. Magical difficult terrain does not affect you, and you know the location of all creatures with intelligence 10 or higher within 10 feet of you.

Idea: Meant to be a niche-use feature and could help in combat against invisible foes.

Aberrant Mind
At 6th level, your adaptation to the Far Realm gives you advantages in some social situations. You have advantage on all charisma checks made to influence Aberrations.

Idea: Another niche feature, meant to be a ribbon and nothing else.

Mind Alter
At 8th level, you can reach into a creatures mind. As an action, you can reach into a creatures mind. It must make a charisma saving throw against your spell save DC. On a failure, it takes 3D6 psychic damage and its creature type becomes aberration for the next minute. On a success, it only takes half damage, and its creature type isn’t changed. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: This is something they will use commonly. With numerous features handling aberrations, this helps them be useful more.

Aberrant Offensive
At 14th level, your experience with Aberrations gives you advantages while fighting them. You have advantage on spell attack rolls when fighting an aberration (this bonus just applies to the aberration), and aberrations have disadvantage on saving throws against your spells. This feature also works on creatures influenced by aberrations, such as an Ogre charmed by a beholder or a thrall of a mind flayer.

Idea: Meant to work in tandem with the 8th level feature, this helps them a lot in combat.

Far Realm Manipulator
At 18th level, you can channel the energy of the Far Realm into your spells. Once per turn, when you hit with a spell attack or an enemy fails its save against one of your spells, you can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target enters the far realm for a moments, taking 5D8 psychic damage and is teleported up to 30 feet to a place of your choice. You can use this feature three times and regain all expended uses when you finish a short or long rest.

Idea: Basically a weak “Hurl Through Hell” that can help with crowd control or tactical maneuvering.

Psychic Expert
At 20th level, you are the master of psychic energy. You gain the following benefits: • You are immune to psychic damage • You are resistant to damage dealt by aberrations • When you have no uses of Mind Alter remaining, you regain one use when you roll initiative

Idea: Meant to make them better against aberrations, and make more creatures aberrations.

Life Drainer:

You focus your mind training on harming others and using their life force to regain some of yours.

Life Draining: At 3rd level, whenever you reduce a creature to 0 hit points using an Aberrant Psychic spell, you gain 1D6 temporary hit points per level of the spell (1D6 for a cantrip).

Idea: I know the “Bag of Rats” problem, but this is temp hp and is only great with high level spells.

Life Stealer: At 6th level, whenever your deal damage with an Aberrant Psychic spell, you can regain a number of hit points equal to half your Aberrant Psychic level. You can use this feature a number of times equal to your Sanity (or Wisdom) modifier, and you regain all expended uses when you finish a long rest.

Idea: Makes this subclass more of a defender and a durable creature for a D8 hit die.

Transfer of Energy: At 10th level, you have learned to manipulate the life force of others even more. When you use your Life Stealer trait to regain hit points, up to 3 creatures of your choice within 10 feet of you also regain 1D10 hit points.

Idea: Makes them a weak healer if necessary, and can be used to revive unconscious creatures.

Energy Robber: At 10th level, you have mastered stealing life force, and can even increase the power of your spells to regain more life, even when you would normally be out of energy. You have advantage on death saving throws, and when you roll a 16-20 on a death saving throw, one creature of your choice within 10 feet of you takes 2D6 necrotic damage, and you regain hit points equal to the damage dealt.

Idea: Making them very hard to kill, the epic scene of thinking you have finished off an enemy, then to have your life force drained and support the enemy.

Master of Life: At 16th level, your expertise in the forces of life is second to none. When you roll initiative and have no uses of life stealer left, you regain one use. Additionally, you regain 1D4 hit points whenever you damage a creature with an Aberrant Psychic spell of 1st level or higher by expending a spell slot and do not have any uses of life stealer left.

Idea: These may counteract, but each is a very good feature.

Thanks for reading, I know this was long. The link to the “Mind Warper Subclass is here
Is this “Aberrant Psychic” class balanced?