## How balanced is this homebrew flavor modification to the Kensei Monk subclass?

I’ve recently been playing a Way of the Kensei monk (from Xanathar’s Guide to Everything), and am currently level four. While I like the subclass and most of its mechanics, it disappoints me a bit with how those mechanics effect its flavor.

I’m supposed to be a specialized expert in fighting with my chosen kensei weapons, but in practice I seldom use them for my attacks, instead mostly attacking with unarmed strikes, and only throwing in a weapon attack occasionally (such as for opportunity attacks). Even when I get the Extra Attack feature in another level, I expect I’ll usually just make one weapon attack per round, while often making two or three unarmed strikes.

There are two reasons for the prevalence of unarmed strikes:

1. The Martial Arts and Flurry of Blows monk class features that let me make attacks with a bonus action only allow unarmed strikes.
2. During my Attack action, I often want to make an unarmed strike in order to activate the Agile Parry Kensei feature (giving me a +2 to AC until my next turn while I’m holding a kensei melee weapon, but only if I make at least one unarmed strike with my Attack action).

I’m contemplating homebrewing an additional mostly-flavor class feature for the Kensei subclass. Before I discus it with my DM, I wanted to assess its balance relative to the normal Kensei (and other Monks). I don’t really want or need a power boost, I just want a way to reflavor my existing powers.

Here’s my proposed subclass feature (available immediately after adopting the subclass at level 3):

## An extension of the body

Whenever you could make an unarmed strike, you may instead make a special melee attack with a kensei melee weapon you are holding. This special attack must use your Martial Arts die for damage, even if the weapon could normally use a larger damage die. This special attack counts as an unarmed strike for the purposes of other Monk class features.

The idea is to reflavor the unarmed strikes I’m currently making as underpowered attacks with my kensei weapon, without changing my damage output. With the new feature, all my attacks could be made with my weapon, even when using Flurry of Blows or Martial Arts. It would also let me qualify for Agile Parry without skipping weapon attacks on my Attack action. I can still make normal weapon attacks, they just won’t count as unarmed strikes unless I forgo the weapon’s better damage die.

Known balance issues with the proposed feature:

• This feature may let a Kensei change the type of a lot of their damage from bludgeoning to piercing or slashing (depending on what kinds of kensei weapons they choose). This probably doesn’t matter much, as according to the answers to this question only a relatively small number of creatures in the Monster Manual have resistances or immunities to specific kinds of physical damage (rather than to all three types), and among the physical damage types, bludgeoning is probably the best. But having extra options is probably a small benefit.
• The feature would also make using a magic weapon quite a bit better, as you’d gain whatever magical benefits the weapon offers on every attack without giving up the use of any class features. For example, my DM has given my character a magical spear that does extra damage on a critical hit, and I’d get a lot more chances at rolling one with this homebrew than I do using RAW. But note that it’s mostly just the magical effects of the weapon that matter, not so much its being magical for overcoming damage resistances, since a Kensei’s unarmed strikes and kensei weapon attacks will all count as magical at level 6 anyway. The new feature would however give more benefits from the Sharpening the Blade Kensei feature after level 11 if your weapon doesn’t have a magical attack and damage modifier already at that point.
• Some possible kensei weapons have special properties that you can’t normally replicate with unarmed strikes (such as reach from a whip, or silver plating to bypass certain damage resistances). This rule would let those special properties be used for more attacks each turn.

My questions:

1. Are there any loopholes, ambiguities or other issues in the wording of the class feature?
2. Is the modified subclass still reasonably balanced relative to other Monks in terms of combat effectiveness? I’m not sure how to judge how important the balance issues that I’ve identified are. Have I overlooked any other important advantages this homebrewed feature would provide?
3. Would giving up any of the standard Kensei (or Monk) class features bring the balance back into line? For example, we could pretty easily drop Magical Kensei Weapons, as the Ki-Empowered Strikes feature would make counts-as-unarmed kensei weapon attacks also count-as-magical (at the cost of a little bit of damage for some kinds of weapons at lower levels). A more extreme trade-off would be taking away some or all of the improved damage that Martial Arts gives to unarmed strikes (so you’d need to make weapon attacks instead, and would be quite a lot weaker without access to a weapon).

## Balanced $\epsilon$-separated partitioning by a hyperplane

Suppose we have $$m$$ points in $$R^n$$ and $$\epsilon>0$$ is a given constant. How can we find a hyperplane that the number of points that are $$\epsilon$$-close to it is minimum, with the constraint that it partitions the points to two sets of equal size. More formally, if the hyperplane is parametrized by $$u^\top x = b$$, in which $$||u||_2=1$$ is the unit vector orthogonal to the hyperplane. The constraint is that the number of points that is in the halfspace $$u^\top x is equal to the number of points in $$u^\top x. Among all the hyperplanes that satisfy this constraint, we want to minimize over points that are in the space $$|u^\top x – b|\le \epsilon$$. Is there a relatively fast algorithm (quadratic or cubic at most) algorithm that solves this efficiently?

## What Would Be A Balanced Eldritch Invocation That Involves Blindsight?

I’ve been trying to homebrew an Eldritch Invocation that grants the Warlock blindsight, but I’m not sure how far this blindsight should extend. I initially thought to compare it to the pre-existing invocation Devil’s Sight, which grants 120 feet of darkvision through magical and non-magical darkness, but blindsight is (obviously) far superior to darkvision, so I deserted that comparison. Any suggestions for how far the blindsight should extend would be greatly appreciated.

I was hoping to make this blindsight Eldritch Invocation have no Warlock level or Pact prerequisites, but I would be willing to add a level prerequisite if it’s absolutely necessary.

## Is this Homebrew Eldritch Invocation, Accursed Memory, balanced?

Accursed Memory, Prerequisite: 5th level

You can cast Hex at will as a 1st-level spell, without expending a spell slot or material components.

This invocation is pretty straightforward, but, I suspect that the nature of Hex may present balance issues compared to other invocations like Fiendish Vigor or Armor of Shadows. At 5th level, a Warlock may use a single spell slot on Hex for 8-hours assuming they maintain concentration. This invocation would save them that 1 spell slot. However, the invocation would also allow Warlocks to break concentration without worrying about “wasting” that precious spell slot. Over the course of the day, this could be very useful for a Warlock…maybe too useful?

Alternatively, limiting this invocation to “once per short rest” or “once per long rest” is an option. Although, I’m not sure how useful 1 free casting of the 1-hour version of Hex would be when a 5th level Warlock can already cast Hex at 3rd level for 8-hours.

Any help would be much appreciated!

## Is this homebrew Genie patron for warlocks balanced?

This is another Warlock Homebrew I’ve been working on at my table for a player in an upcoming game. We’ll be starting at 5th level in a puzzle heavy dungeon.

I’m fairly sure that at 5th level this is probably going to roll along nicely. How does the balance look at later levels?

My major goal here was to create a Warlock that was not great for level 1 dips but rewarded the Warlock who stuck around till the endgame with their class. I imagine a kind of Aladdin character stuck in a cave with a lamp forming a relationship with their patron, much like the Disney film.

# The Genie Patron

## Expanded Spell List

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

• 1st: Identify, Absorb Elements
• 2nd: Maximilian’s Earthen Grasp, Rope Trick
• 3rd: Lightning Bolt, Remove Curse
• 4th: Wall of Fire, Polymorph
• 5th: Cone of Cold, Creation

## Genie’s Lesser Wish

Starting at 1st level, you can invoke the power of your patron to grant you a benefit, depending on the kind of Genie your pact is with:

• Djinn – As a reaction, add your warlock level to a saving throw that you make.
• Efreeti – As a bonus action, add your warlock level in fire damage to a spell or weapon attack roll.
• Marid – As a bonus action, add your warlock level to a skill check
• Dao – As a reaction to a creature being attacked, add your warlock level to a that creature’s AC until the next round.

You may use the Genie’s Lesser Wish feature once per long rest.

## Miraculous Protection

Starting at 6th level, you may use the Lesser Wish feature twice per long rest. Also, you gain resistance to particular types of damage associated with your patron:

• Djinn – Lightning & Thunder
• Efreeti – Fire & Radiant
• Marid – Acid & Cold
• Dao – Bludgeoning, Slashing, & Piercing

## Mystical Mobility

Starting at 10th level, you gain increased mobility, depending on the patron you have chosen:

• Djinn – You gain a flying speed of 15 feet.
• Efreeti – Your walking speed increases by 10 feet.
• Marid – You gain a swimming speed of 30 feet
• Dao – You gain a burrowing speed of 15 feet.

## Incredible Power

Starting at 14th level, you may use the Lesser Wish feature a number of times equal to your Charisma modifier (minimum of 2 uses). Additionally, choose one of the resistances granted by Miraculous Protection; that resistance is now an immunity.

At 17th level, you may choose the Wish spell as your 9th level Mystic Arcanum.

## True or False, family of trees is balanced? ( Data Structures)

A family of trees is called balanced if for every tree in the family the height is,O( log(n)).

Given a family of trees such that there exist a constant c such that for every node in the tree the height difference between the two subtrees of the node is Max c.

I understand this claim is true. It is the general case for AVL trees. I just don’t know how to prove it formally.

Thank you very much.

## Will doubling the price & damage of grenades make them balanced compared to other weapons?

Context: I’m running a group through the Dead Suns adventure path. This is the first time any of us have used Starfinder. One of the party members is an ysoki envoy who would like to focus on grenades for damage (inspired by this question). It’s a party of 6, so I routinely give bonuses to named/solo foes and increase the number of mooks in encounters.

The group has reached level 5, and we’ve noticed that grenades just don’t do a whole lot, though. Our solarian routinely wallops enemies for 30+ damage per round, and can Supernova for 6d6 damage. Meanwhile the envoy is chucking around looted Mk1 grenades that do 1d6 or 1d8 damage or purchased Mk2 grenades that do 1d12 or 2d6 damage. In a recent fight, their enemy was able to make effective use of grenades only because 5 mooks threw grenades at the same time (and even then most of the party members struck took about 15 damage, since the saves were easy).

Proposal: I’m thinking about adding an “Elite” version of all damage-dealing grenades that costs twice as much and deals twice as much damage. As an example, the Mk1 Shock Grenade is a level 1 item costing 130 credits that deals 1d8 damage; the Elite Mk1 Shock Grenade would also be a level 1 item but would cost 260 credits and deal 2d8 damage. Foes important enough to have a name who carry grenades would carry the elite versions, while faceless mooks would use the normal versions.

Looking at later levels, an Elite Mk5 Frag Grenade would be a level 14 item costing 37.5k credits and dealing 20d6 damage. That sounds like a lot of damage, but almost any character could spend 72.3k credits and proficiently wield an Advanced Seeker Rifle, a level 14 longarm that deals 6d8 damage per shot. It seems like elite grenades would be highly effective from an action economy perspective, but too expensive to be used casually (which is how grenades probably should work, really).

Is this a viable change or am I overlooking anything?

## Is this homebrew magical cape of defense balanced?

This is basically a dialed down version of the Bracers of Defense

## Cape of Defense

Wondrous Item, uncommon (requires attunement)

While wearing these cape, you gain a +1 bonus to AC if you are wearing no armor and using no shield.

The changes are:

• Price: 1500gp instead of 6000gp (according to Sane Magical Items).

Does this keep the balance for the item?

## does this amulet is balanced [on hold]

In a recent campaign that I am running one player is priest of war, I made a special quest for him, the quest start with his god making a request. If completed he will receive an amulet.

I am trying to give him the feeling of being backed by a god. he is lvl 4. I want to know if this is overpowered or underpowered for his level.

amulet of Honor

The amulet harbor the player god sign, this amulet cannot be hide. If the player try to hide it or lies about his faith the amulet disapears.

need Attunement,

+1 force,

avantage on save based on charisma,

1/day (1 hours) (renew at dawn) (target self) a bright ligth (9ft) irradiate from the player, in this area: undead are desavantaged on attack and everyone attacking undead is avantaged. after 9ft The light is softer and allow to see up to 24 ft.

1 charge max (every dawn launch 1d10 on 10 gain a charge), launch benediction for one hour do not count as concentration spell.