#making different ghost abilities different possible feats you can acquire upon departing
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I'm running a Ninjago D&D campaign right now, and it's so funny what easily works and what doesn't in 5e.
Like, Master of Fire? Easy. They honestly just need to be a fire genasi. Ice? You got it; cold damage is a common enough type of damage to homebrew something. Energy/green ninja power? That's a Mage of Witherbloom if ever I've seen one. Lightning? Shocking grasp cantrip can get you so far in life. Water? Uh, well maybe you can rework a water genasi? Bit weird that they can breathe underwater but like it's fine. EARTH???
Serpentine, nindroids, and Sky Folk are simple enough to find a 5e race that fits their general powers. BUT GHOSTS? WHY DO THEY DO SO MANY THINGS? I ALMOST HAD A TPK IN THE TOURNAMENT, THIS EMO 15-YEAR-OLD IS NOT GOING TO KILL THEM ON THEIR FIRST MEETING.
#ninjago#dnd#d&d#patch post#my dnd campaign#don't get me started on the weapons#if they mechanically worked like they do in the show my players would die so fast#I've mostly found ways to nerf things#making different ghost abilities different possible feats you can acquire upon departing#because no way they can pass through objects#possess animate and inanimate objects#scream really loudly#turn invisible#and be invincible to everything but water#works for the show but not for this specific problem I've caused for myself#it is honestly really fun to figure out
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