One of the crazy things about making homebrew the way I do is that sometimes, there are problems I clearly know exist, but I'll be damned if I know how to solve them, or even where they are.
That's part of why peer review is so important to the process: you guys manage to hammer down my material, find the faults I know have to be there, and give me a pretty clear idea of how to fix them.
The rough draft of the Madness cleric was a combat monster across the board, powerful without much exception. Hopefully, this draft helps remedy that.
Let's see how:
WHAT I CHANGED:
- Reworked Eyes of Insanity, again. It now does only movement, no opportunity attacks, but is a bonus action. It also requires an additional save if you attempt to walk an enemy into bad stuff, and no longer works on targets that can't be charmed.
- Tweaked Sow Madness such that it also does not apply to charm-proof creatures. I also changed a few of the effects on the roll table, most notably number 7 in a way that makes it more fun and less broken.
- Berserking no longer excludes some targets, so, y'know, no one get too close to the crazy rage guy.
- Voices in Your Head no longer grants Deep Speech because I just plain didn't like how it felt, and languages are easy enough to get from backgrounds besides.
- Gates of Madness has updated verbage specifying limits on the ritual.
- If there was THAT MUCH stuff needing fixing that I didn't see, is there more?
WHAT I LEARNED:
- If you only use the most powerful abilities in a class as benchmarks, you'll end up with something obscenely powerful. Whodathunk.