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View Full Version : D&D 5e/Next Homebrew Archetypes desperately needing some feedback



Samhaim
2015-04-17, 10:32 AM
Hello there! Since I am running a campaign and most of my pgs are dissatisfied with their options regarding class archetypes, but also because they are really fun to make, I have made quite a few of them in the last few weeks. Since I might have gone overboard with my enthusiasm, I was wondering if I could get some feedback regarding wording, grammar, balance, flavour or anything actually. Thanks a lot in advance

Primal Seeker
The Primal Seeker archetype is a champion of nature and a hunter of those intent on defiling it. By becoming a conduit of primeval natural energy, they combine their weapon techniques with elemental evocations, walking the line between a hunter and a mystic.

Primal Enhancement
Also at 3rd level, you learn how to apply temporary enhancements to your weapons and ammunition that are fueled by a special dice called primal dice.
Enhancements. You learn three Enhancements of your choice, which are detailed under “Enhancements” below. You can use only one enhancement per attack. You learn one additional enhancements of your choice at 9th, 13th, and 17th level. Each time you learn a new enhancement, you can also replace one enhancement you know with a different one.
Primal Dice.*You have four primal dice, which are d8s. A primal die is expended when you use it. You regain all of your expended primal dice when you finish a short or long rest. You gain another primal die at 9th level and one more at 17th level.
Saving Throws. Some of your enhancements require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Enhancement save DC*= 8 + your proficiency bonus + your Wisdom modifier.

Warding Spirit
Beginning at 7th, when you are hit by an attack, you can use tour reaction and expend one primal die. You reduce the damage by the amount you have rolled.

Improved Primal Enhancement
At 11th level, your primal dice turn into d10s, At 15th level, they turn into d12s.

Nature's Blessing
Starting at 15th level, when you roll initiative and have no primal dice remaining, you gain 1 primal die.

Enhancements
The enhancements are presented in alphabetical order.
Burning Strike. When you hit a creature with a weapon attack, you may expend one primal die to attempt to burn the target. You add the primal die to the attack's damage roll as fire damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers the same amount of fire damage, as you rolled on your primal die, at the start of its next turn.
Chilling Blow. When you hit a creature with a weapon attack, you may expend one primal die to attempt to freeze the target. You add the primal die to the attack's damage roll as cold damage, and the target must make a Constitution saving throw. On a failed save, its speed is reduced by 10 feet until the end of its next turn.
Corroding Solution. When you hit a creature with a weapon attack, you may expend one primal die to attempt to weaken the target's defences. You add the primal die to the attack's damage roll as acid damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers a -2 to AC until the end of its next turn.
Flashing Light. When you hit a creature with a weapon attack, you may expend one primal die to attempt to highlight the target. You add the primal die to the attack's damage roll as radiant damage, and the target must make a Dexterity saving throw. On a failed save, others have advantage on attack rolls against the target until the end of its next turn.
Ghost Swarm. When you hit a creature with a weapon attack, you can expend one primal die to attempt to cover the target in spiritual vermin. You add the primal die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls until the end of its next turn.
Healing Burst. When you hit a creature with a weapon attack, you may expend one primal die to heal the creatures adjacent to it. You roll the primal die and heal all creatures in a 5 feet radius around the target by that amount.
Howling Wind. When you hit a creature with a weapon attack, you may expend one primal die to attempt to deafen the target. You add the primal die to the attack's damage roll as thunder damage, and the target must make a Constitution saving throw. On a failed save, the target is deafened until the end of its next turn.
Precise Lightning. When you make a weapon attack roll against a creature, you can expend one primal die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effect of the attack are applied. The attack does lightning damage
Rebuking Force. When you hit a creature with a weapon attack, you may expend one primal die to attempt to push the target away. You add the primal die to the attack's damage roll as bludgeoning damage, and the target must make a Strength saving throw. On a failed save, the target is pushed back up to 15 feet away.
Thorn Cloud. When you hit a creature with a weapon attack you can expend one primal die to conjure a blast of thorns. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save they take piercing damage equal to the primal die roll, or half as much on a successful one.
Venomous Bite. When you hit a creature with a weapon attack, you may expend one primal die to attempt to poison the target. You add the primal die to the attack's damage roll as poison damage, and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.


Dragoon
The Dragoon is a master of mounted combat, trained in how to properly raise and tame a creature to become the most trustworthy of allies. The distance between a Dragoon's mount, which is the pinnacle of proper training, and a common steed may be measured in leagues. To a Dragoon, its mount is more precious than anything else, sometimes even more than friends and relatives. Because of this powerful bond, they bring out the most of their martial potential in each other.

Paragon Mount
At 3rd level, you gain the ability to tame and train a creature to become your mount and fight alongside you. You might tame either a beast, a dragon or a monstrosity that is smaller than Huge, has an Intelligence score lower than 6 and has a challenge rating lower than half your level, rounded down. In order to make a creature your mount, you have to either subdue it in single combat or raise it yourself. Your mount has AC equal to 10 + your proficiency modifier or its natural amount, whichever is higher. Add half your proficiency bonus to your mount's attack rolls, and damage rolls, as well as any saving throw and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your fighter level, whichever is higher The mount obeys your commands as best as it can. It takes its turn on your initiative, though it does not take an action unless you command it to. On your turn you can use a bonus action and command the mount to take the either the Dash, Disengage or Dodge actions. Each time you take the Attack action, the mount can make one attack against any enemy within its range if it has taken no other action this turn. Taming a creature outside of combat take a number of days equal to six times its CR (minimum 1). Training a creature to become a proper mount takes an amount of time equal to 90 days divided by the mount's Intelligence score. You may have only one such mount at a time.

Husbandry Student
At 3rd level, you gain proficiency with the medicine and nature skills.

Impetuous Charge
Starting at 7th level, you learn how to use your mount's momentum and channel its force in your strike. After having commanded your mount to take the Dash action, you have advantage on the first attack roll you make before the end of the turn. If it his its damage is doubled.

Adroit Saddle
Beginning at 10th level, there is no difference for you between sitting on the saddle and standing on your own feet. You have advantage to all saving throws to avoid being dismounted or knocked prone while astride your mount.

Master of Steeds
At 18th level, you take half the normal time to tame or train a new mount.

Way of Light
Monks of the Way of Light study how to manipulate ki in order to learn techniques gifting them with superlative bursts of speed and radiant power. While not necessarily devout, many a monk who adheres to this path venerates a divinity, usually a god of light.

Luminous Flames
At 3rd level, you may spend 2 ki points to invoke sacred flames around your hands and feet as a bonus action. These flames generate light like a torch and add to your unarmed damage. When you hit with a melee attack using your unarmed strike, you deal additional fire and radiant damage equal to your half your Wisdom modifier (rounded down). This effect lasts for a number of rounds equal to your Wisdom modifier or if you dismiss it.

Inner Beacon
Beginning at 6th level, you become immune to the blinded condition. Also, you gain the ability to manipulate you ki in order to generate a blinding flash of light. As an action, you can spend 2 ki points and generate a sphere, with a radius of 30 feet centred on you, of bright light, momentarily piercing even magical darkness. Creatures caught in the sphere, must succeed a Constitution saving throw. If a target fails, it suffers radiant damage equal to your martial arts die and is blinded until the end of its next turn.

Rushing Light
Starting at 11th , you can use your ki to become briefly a being of pure scalding light, gifted with superlative swiftness. As a bonus action, you can spend can spend 3 ki points and move 60 feet. This movement ignores difficult terrain, does not provoke opportunity attacks and you become incorporeal, allowing you to move through objects and hostile creature' spaces. Each time you pass through a creature' space, that creature takes fire and radiant damage equal to your wisdom modifier. A single creature cannot be harmed by this ability more than once in a single turn.

Cascading Radiance
At 17th level, you gain the ability to perform attacks at the speed of light. You can spend 4 ki points to teleport in an unoccupied space within 5 feet of a creature that you can see. You then make five unarmed strikes against the target, dealing fire and radiant damage in addition to any other type of damage you would normally inflict. After the attack, you teleport back to you starting position. After using this ability, you suffer one level of exhaustion. This ability takes no action and can only be used once per round.

Oath of the Anemoi
The Oath of the Anemoi stems from a long tradition of heroism, humility and wanderlust. Called by a few blue knights, squall knights, or sky knights the souls who swear this oath pledge themselves to the ideals of bravery, freedom and bold adventuring as few others would be able to. While other oaths may bring a paladin to join a formal knightly order, perhaps in the service of some regent, the squall knights act independently, moving from place to place while looking for opportunities to distinguish themselves through their deeds and never forgetting about the masses that will benefit from their deeds. The living conditions as wanderers tends to give them a tough and rugged look, with dirt and grime often making them hard to distinguish from well armed bandits. For this reason, they often adopts the tradition of wearing at least one piece of blue coloured clothing somewhere visible on their bodies.

Tenets of the Anemoi
The tenets of the Oaths of the Anemoi are few and very simple, with little to no variation from the tradition, even with the lack of a formal structure. It is said that these four tenets were laid down by a now forgotten divinity of good that exercised influence over the winds to guide her knights.
Bravery. Thou shalt not shy from the chance for glory, but never at the expense of others.

Fortitude. Thou shalt not recoil from thine enemy and will face danger and endure pain with a steadfast and unbroken spirit.

Generosity. Thou shalt be generous by parting from what can not aid you in your quest and can benefit those in need.

Freedom. Thou shalt not deny others their independence by your free will or abide unjustified denial of their self-determination without right and just cause.

Faith. Thou shalt believe and always try to be a friend to the winds, for as long as you do so, the winds will be your most trusted allies.

Oath of the Anemoi Spells
Paladin Level Spells
3rd fog cloud, jump
5th gust of wind, see invisibility
9th haste, wind wall
13th fly, freedom of movement
17th cloudkill, control winds

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Notos's Blessing.*As a bonus action you can imbue one melee weapon you are be wielding with a subtle blessing. The weapon is wrapped in with veil of divine controlled winds, blurring it out to everyone's eyes but yours, granting you advantage to attack rolls and extending your reach with the weapon by 5 feet. This effect lasts for a number of rounds equal to your Charisma modifier (with a minimum number of rounds equal to 1).
Eurus' Respite.* You can use your Channel Divinity to invoke divine powers a grant a measure of reprieve to those who need it. As an action, you can infuse you and all allies in a 20 foot radius around you with a blessing of vigour. Every target of this ability can ignore all levels of exhaustion for a number of rounds equal to your Charisma modifier (with a minimum number of rounds equal to 1). While under the effect of this ability, all targets are outlined by a faint bluish hue, making them slightly luminescent.

Aura of Boreas
Starting at 7th level, your divine power protects you and friendly creatures against attacks coming from afar by invoking a barrier of gentle winds around you at all times, that will violently rush to the defence. You and friendly creatures within 10 feet of you resistance to damage inflicted by ranged attacks originating outside the aura. At 18th level, the range of this aura increases to 20 feet.

Soul of Zephyrus
Beginning at 15th the winds bless you with preternatural alacrity, granting you proficiency with Dexterity saving throws, increasing your movement speed by 10 feet and a bonus to your initiative rolls of +2.

Thyella's Blade
At 20th level, you finally master how to channel the truly awesome potency of the Anemoi. Such powers won't allow to be constrained for long, allowing only for the briefest burst power in the shape of a lofty enchantment to your weapon through divine winds. As an action, you may perform five melee weapon attacks, with a reach of 150 feet, inflicting slashing damage equal to 1d10 + your Strength modifier + your Charisma modifier that cannot be reduced or prevented in any way. This attack can be directed at the same target or different ones and it. Once this feature has been used, it can't be used again until after you finish a long rest a long rest.

Night Haunter
You search for an affinity with the darkness that protects you from prying eyes. Adhering to this archetype means taking a step further away from the light and to diverge from the more mundane paths of common skulduggery. By tapping into the power of the Shadowfell, you enhance your senses, learn how to call shadows to your aid, and to become a shadow yourself.

Lightless Sight
Starting at 3rd level, the energies pervading the Shadowfell begin to see in you one of their kin in spirit, if not in body, and begin to transform your physical form. Your skin becomes more grey in hue and your eye become the colour of quicksilver. Your eyesight becomes supernaturally and uncontrollably sensible, granting you blindsight in a radius of 30 feet. This transformation has the price of making you unable to properly see in any kind of bright light. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attacks, or whatever you are trying to perceive is in bright light.

Call the Dark
Beginning at 3rd level, you can exercise some degree on control on shadows. You may cast darkness, without providing material components. You may use this ability a number of times per day equal to your Intelligence modifier.

Obscure Embrace
By 9th level, you have advantage on all Dexterity (Stealth) check when you are in an area of dim light or darkness.

Gloom Stride
At 13th level, you have descend further away from the light and deepened your understanding of the Shadowfell's powers, allowing you to temporarily becoming intangible. As an action, you can become resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. Furthermore you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature's space or and object. This effect lasts until the end of your turn.

Shadow Haunt
Beginning at 17th level, you learn how to enter inside another creature's shadow. As a bonus action, you target a creature within 5 feet of you and try to enter his shadow, becoming vulnerable to radiant damage but gaining resistance to all other types of damage, you also have advantage to all attack rolls against the shadow's owner. As long as you are within another creature's shadow, you may target only said creature with attacks or spells. The target can try to end this effect by making a Charisma saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) on its turn. For each turn the creature fails this saving throw, it gains a level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

Shadow Dancer
Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when those they meet witness their abilities.
Despite their link with shadows and trickery, shadowdancers are as often good as evil. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defences and dupe others. All Shadowdancers maintain an aura of mystery among the common folk, who never know whether to think well or ill of them.

One with the Shadows
Starting at 3rd level, your proficiency bonus is doubled and you receive advantage on Dexterity (Stealth) checks when you are in dim light or darkness. You also gain darkvision with a range of 60 feet. At 13th level the range of your darkvision increases to 120 feet.

Umbragenesis
Beginning at 3rd level, you can use an action to create a Shadeling in an unoccupied a space within 60 feet of you in dim light or darkness. A Shadeling is a blob of shadowstuff, about 7 inches in diameter, possessing flying speed (hover) of 30 feet, blindsight with a range of 45 feet, 10 hit points and 12 Armour Class. Due to its amorphous nature, it is able to squeeze through a space wide as 1 inch, without squeezing. Using a bonus action you may telepathically communicate and issue an order to move to any Shadeling within 90 feet that you have created. You can give the order to one specific Shadeling, or all of them. The Shadeling last for eight hours, but it dissipates if it moves more than 90 feet away from you, if you dismiss it or if it is, at any moment, in a space illuminated by bright or dim light.

Shadow Switch
Starting at 9th level, you gain the ability to swap positions with one of your Shadelings. When you are in dim light or darkness, as a bonus action you can teleport in a space occupied by one of your Shadelings, that is large enough for you, and switch places with it. You then have advantage on the first melee attack you make before the end of the turn.

Vanish
Starting at 13th level, when you are in dim light or darkness you can use an action to become invisible to any creature that can't see in magic darkness. You reveals your position when attack or cast a spell or are in an area of bright light.

Umbral Blades
Beginning at 17th level, when you are in dim light or darkness you can, as a bonus action, morph one of your Shadelings into a weapon and hold it in your hand. You are proficient with this blade, and it have the same statistics of a short sword, but also have the property Thrown (range 30/80). This weapon may only be wielded by you, and it dissipates after one hour, if the Shadow Dancer chooses to dissipate it as a free action or if another creature tries to wield it. The weapons you create with this ability count as magic weapons, also hit points lost to this ability's weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Geomancer
Your Innate magic comes from the depths of the world. You might have been exposed to the raw power emanating from a fabled earth node, or perhaps you posses traces of elemental blood in your veins. All sorcerers whose power originate from the earth posses an affinity for both metals and minerals, often employing heavy weapons in combination with their magic. They feel like an exploding volcano is the perfect metaphor for their powers and find themselves at home even in the lightless depths of the underdark.

Chthonic Anatomy
Beginning at 1st level, the magic of the earth infuses you causing your a physical transformation. As your flesh becomes more like rock, your bones like metal and your blood like molten rock, you become extremely resilient. You gain a number of temporary hit points equal to half your sorcerer class level + your Charisma modifier. If lost, you may regain this hit points after a short rest or by spending 2 sorcery points as an action.

Bonus Proficiencies
At 1st level, you gain proficiency in light armor, medium armor and all simple and martial weapons.

Erupting Strike
Starting at 6th level, you learn how to imbue the magic flowing through you into your strikes. As an action you perform a melee weapon attack and expend one sorcerer spell slot to deal fire and thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d12 for a 1st-spell slot, plus 1d12 for each spell level higher than 1st. You may use this ability a number of times equal to your Charisma modifier before needing to finish a short or long rest.

Sense of the Earth
Starting at 14th , you gain the ability to perceive the vibrations in the earth. You gain tremorsense with a range of 30 feet.

Density of the Core
Starting at 18th level, when you are hit by a weapon attack, you can use your reaction to spend 2 sorcery point to gain resistance to bludgeoning, piercing and slashing damage until the end of the turn. You may spend 1 more sorcery point to get resistance to fire and thunder damage.

DanyBallon
2015-04-17, 11:34 AM
I'll need to take a better look at it this week-end and compare to other subclasses for balance, but at first glance, you seem to have done a pretty good job, maybe for the exception of the Seeker, none of them seem to be so good that it overshadow all other archetypes for a given class. In the case of the Seeker, it's not that it's too powerful, on the contrary it seems pretty well balanced, it's just that the other Ranger archetypes are a bit on the weak side :smallsmile: I like the fact that you took inspiration from the Battle Master Manoeuver and created a new ability that fit the ranger theme. Good job!

Wartex1
2015-04-17, 03:47 PM
Ranger already gets Spirit Stride as a standard ability at level 8.

MrStabby
2015-04-17, 04:43 PM
A few notes: typing this up as i go through your list.

Seeker.
Pretty solid on average but massively front-loaded. The Primal dice don't grow in size or number as a significant effect. The extra choice in terms of abilities known suffers from diminishing returns. Being able to swap them out does help as when the damage becomes insignificant the effects based ones can take over. I would maybe boost the recovery part of the ability on rolling initiative at higher levels and maybe lower the starting die to d6 to balance the front-loading of the ability? I think there is a little slack here to allow a bit more power though. The archetype is comparable to the battlemaster but the Core fighter shoulders more of the burden there than the ranger does.

Maybe boost the spellcasting a little to reflect the mystic side a bit more? Maybe allow ranger spells to be cast as a bonus action rather than an action at some level? Maybe allow Primal dice to be used like sorcery points for spell slot recovery (effectively allowing a Primal Ranger to convert unused combat potential to a small amount of spell recovery on a short rest).


Dragoon
Sorry to say I really don't like this concept. It isn't that it is not cool, it is just that it is far too situational. Even if it is balanced on average the character would be underpowered a lot of the time and utterly dominant when outside and free to manouver. Yes, this does happen sometimes to other classes but that is by encounter rather than being likely to be a whole series of encounters. I feel that the presence of this archetype may detract from the game for other players.



Way of Light
Luminous flames is simply incredible I think. With things like martial arts the number of hits you can put out in one minute means that this will do a lot of damage. Getting +4 wisdom modifier at the start of the game with an appropriate race is not too hard. Given things like zombies and similar small amounts of radiant damage have a lot of extra utility. Whilst Paladins get smite at 2nd level (similar in terms of using resources to do extra damage) their resources are more scarce, do much less damage, recharge less frequently and can waste quite a bit on overkill (although bonus damage vs some enemies and not expended unless hitting the target is nice). Maybe if this needed an entire action to activate and if it cost one more Ki it might be reasonable?

Inner beacon is pretty cool. I like the flavour and how that will scale.

Rushing light is stylish, invites creativity and at a pretty good power level.

Cascading Radiance. This is similarly very good. Be very careful of how it stacks with other abilities though - things that may add to damage for a short periods of time may find themselves doing massive damage.

OK, I love this class. In practice it may be more or less powerful than it seems - it may depend on encounters.


Oath of the Anemoi

I quite like the RP side of this and it looks like it could be fun to Play. I like the spells, they work well. They certainly seem quite strong as well.

Notos's blessing. Maybe specify a Melee weapon?

Eureus' Respite. A very specific ability but as an alternative tool I think it works exceptionally well. I certainly respect its presence here.

Aura of Boreas. Not bad, maybe not the greatest aura (depending on encounter) but thematically very strong. I like it but do bear in mind it could actually get worse at higher levels.

Soul of Zephyrus. Fine, well balanced and nicely thematic.

Thyellas Blade. This is Nuts. With max str and Cha (and it is 20th level) you are doing 100+10d10 damage. So average of 155 damage. It is also the tool of an assassin - with no range to it you climb to the top of the tallest building you can find and once per day you can pretty much instantly kill anyone you see. No resistance to stop it, no roll to hit, no saves, silence doesn't nothing but killing this guy before he takes an action. I would suggest allowing resistance, putting a modest range on it (60 ft) and making it something like 10* d8+Cha. This would still be an average of 95 damage - enough to actually kill a decent number of 20th level characters still and arguably still massively overpowered. I would give a save against it such that legendary saves can actually stop the fight taking less than one turn.

Other than level 20 this class seems pretty good in balance and theme although there is something difficult to put my finger on here. I feel it needs something to make it seem special. All the abilities seem incremental and solid but there is nothing that makes me imagine excitedly what I could do. There is no hordebreaker or assassinate ability nor can I disguise self at will. Given that everything seems so well thought through this is difficult to say but maybe rework one of the abilities of level 6 of below? Make me think that there is something unique in the archetype that makes me want to dip into this to build a multiclass concept or an ability that makes me wonder if I can build a non standard Paladin or something.


I will see if I can find time to visit the rest later. From what I have seen these show a lot of promise and the vast majority of the items seem fun, well balanced and serving the overall theme.

DanyBallon
2015-04-17, 04:56 PM
Here's my comment for Ranger Archetype: Seeker

I've stroked what I would change and put the replacement in italic.

Seeker
The Seeker archetype is a champion of nature and a hunter of those intent on defiling it. By becoming a conduit of primeval natural energy, they combine their weapon techniques with elemental evocations, walking the line between a hunter and a mystic.

Primal Enhancement
Also Beginning at 3rd level, you learn how to apply temporary enhancements to your weapons and ammunition that are fueled by a special dice called primal dice.
Enhancements. You learn three Enhancements of your choice, which are detailed under “Enhancements” below. You can use only one enhancement per attack. You learn one additional enhancements of your choice at 9th, 13th, and 17th 7th, 11th, and 15th level. Each time you learn a new enhancement, you can also replace one enhancement you know with a different one.
Primal Dice. You have four primal dice, which are d8s. A primal die is expended when you use it. You regain all of your expended primal dice when you finish a short or long rest. You gain another primal die at 9th level and one more at 17th level 7th level and one more at 15th level.
Saving Throws. Some of your enhancements require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Enhancement save DC*= 8 + your proficiency bonus + your Wisdom modifier.

Spirit's Stride
Beginning at 9th, moving through any kind of difficult terrain costs you no extra movement.
You need to find an other ability as Wartex1 said, Ranger's already get Land's Stride at 8th level which is the same as your Spirit's Stride. Also it should be note that the subclass abilities are gained at 7th, 11th, and 15th level, not 9th, 13th, and 17th

Improved Primal Enhancement
At 13th 11th level, your primal dice turn into d10s, At 17th level, they turn into d12s.

Nature's Blessing
Starting at 17th 15th level, when you roll initiative and have no primal dice remaining, you gain 1 primal die.

Enhancements
The enhancements are presented in alphabetical order.
Burning Strike. When you hit a creature with a weapon attack, you may expend one primal die to attempt to burn the target. You add the primal die to the attack's damage roll as thunder fire damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers the same amount of fire damage, as you rolled on your primal die, at the start of its next turn.

Chilling Blow. When you hit a creature with a weapon attack, you may expend one primal die to attempt to freeze the target. You add the primal die to the attack's damage roll as cold damage, and the target must make a Constitution saving throw. On a failed save, its speed is reduced by 10 feet until the end of its next turn.

Corroding Solution. When you hit a creature with a weapon attack, you may expend one primal die to attempt to weaken the target's defences. You add the primal die to the attack's damage roll as acid damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers a -2 to AC until the end of its next turn.

Flashing Light. When you hit a creature with a weapon attack, you may expend one primal die to attempt to blind the target. You add the primal die to the attack's damage roll as radiant damage, and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the end of its next turn.

Ghost Swarm. When you hit a creature with a weapon attack, you can expend one primal die to attempt to cover the target in spiritual vermin. You add the primal die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls until the end of its next turn.

Healing Burst. When you hit a creature with a weapon attack, you may expend one primal die to heal the creatures adjacent to it. You roll the primal die and heal all creatures in a 5 feet radius around the target by that amount.

Howling Wind. When you hit a creature with a weapon attack, you may expend one primal die to attempt to deafen the target. You add the primal die to the attack's damage roll as thunder damage, and the target must make a Constitution saving throw. On a failed save, the target is deafened until the end of its next turn.

Precise Lightning. When you make a weapon attack roll against a creature, you can expend one primal die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effect of the attack are applied. The attack does lightning damage.

Rebuking Force. When you hit a creature with a weapon attack, you may expend one primal die to attempt to push the target away. You add the primal die to the attack's damage roll as bludgeoning damage, and the target must make a Strength saving throw. On a failed save, the target is pushed back up to 15 feet away.

Thorn Cloud. When you hit a creature with a weapon attack you can expend one primal die to conjure a blast of thorns. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save they take piercing damage equal to the primal die roll, or half as much on a successful one.

Venomous Bite. When you hit a creature with a weapon attack, you may expend one primal die to attempt to poison the target. You add the primal die to the attack's damage roll as poison damage, and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.

I greatly like your Ranger Archetype, and your Enchantments would be perfect for an Arcane Archer. So a ranger with this archetype who specializes in bows and pick the Sharpshooter feat can definitely cover the Arcane Archer type of guy. As far as the 7th level ability goes, both Hunter and Beast Master get some sort of defensive bonus, so maybe something that let you spend a Primal dice as a reaction to get resistance to an element until the beginning of your next turn?

Samhaim
2015-04-18, 01:59 AM
Ranger already gets Spirit Stride as a standard ability at level 8.

I probably need better wording. With "any kind", I was including even magical difficult terrain



Seeker.
Pretty solid on average but massively front-loaded. The Primal dice don't grow in size or number as a significant effect. The extra choice in terms of abilities known suffers from diminishing returns. Being able to swap them out does help as when the damage becomes insignificant the effects based ones can take over. I would maybe boost the recovery part of the ability on rolling initiative at higher levels and maybe lower the starting die to d6 to balance the front-loading of the ability? I think there is a little slack here to allow a bit more power though. The archetype is comparable to the battlemaster but the Core fighter shoulders more of the burden there than the ranger does.

Maybe boost the spellcasting a little to reflect the mystic side a bit more? Maybe allow ranger spells to be cast as a bonus action rather than an action at some level? Maybe allow Primal dice to be used like sorcery points for spell slot recovery (effectively allowing a Primal Ranger to convert unused combat potential to a small amount of spell recovery on a short rest).

Good point, this needs some thinking (and perhaps some more suggestions!)



Dragoon
Sorry to say I really don't like this concept. It isn't that it is not cool, it is just that it is far too situational. Even if it is balanced on average the character would be underpowered a lot of the time and utterly dominant when outside and free to manouver. Yes, this does happen sometimes to other classes but that is by encounter rather than being likely to be a whole series of encounters. I feel that the presence of this archetype may detract from the game for other players.

If this is it's only defect, I can definitely live with that



Way of Light
Luminous flames is simply incredible I think. With things like martial arts the number of hits you can put out in one minute means that this will do a lot of damage. Getting +4 wisdom modifier at the start of the game with an appropriate race is not too hard. Given things like zombies and similar small amounts of radiant damage have a lot of extra utility. Whilst Paladins get smite at 2nd level (similar in terms of using resources to do extra damage) their resources are more scarce, do much less damage, recharge less frequently and can waste quite a bit on overkill (although bonus damage vs some enemies and not expended unless hitting the target is nice). Maybe if this needed an entire action to activate and if it cost one more Ki it might be reasonable?

Inner beacon is pretty cool. I like the flavour and how that will scale.

Rushing light is stylish, invites creativity and at a pretty good power level.

Cascading Radiance. This is similarly very good. Be very careful of how it stacks with other abilities though - things that may add to damage for a short periods of time may find themselves doing massive damage.

OK, I love this class. In practice it may be more or less powerful than it seems - it may depend on encounters.

I was wondering about the damage of the 1st ability. Was considering making it a flat +1, but it would make the double type of damage awkward. Making it an action seems reasonable. Alternatively, I could cut on the duration.



Oath of the Anemoi

I quite like the RP side of this and it looks like it could be fun to Play. I like the spells, they work well. They certainly seem quite strong as well.

Notos's blessing. Maybe specify a Melee weapon?

Eureus' Respite. A very specific ability but as an alternative tool I think it works exceptionally well. I certainly respect its presence here.

Aura of Boreas. Not bad, maybe not the greatest aura (depending on encounter) but thematically very strong. I like it but do bear in mind it could actually get worse at higher levels.

Soul of Zephyrus. Fine, well balanced and nicely thematic.

Thyellas Blade. This is Nuts. With max str and Cha (and it is 20th level) you are doing 100+10d10 damage. So average of 155 damage. It is also the tool of an assassin - with no range to it you climb to the top of the tallest building you can find and once per day you can pretty much instantly kill anyone you see. No resistance to stop it, no roll to hit, no saves, silence doesn't nothing but killing this guy before he takes an action. I would suggest allowing resistance, putting a modest range on it (60 ft) and making it something like 10* d8+Cha. This would still be an average of 95 damage - enough to actually kill a decent number of 20th level characters still and arguably still massively overpowered. I would give a save against it such that legendary saves can actually stop the fight taking less than one turn.

Other than level 20 this class seems pretty good in balance and theme although there is something difficult to put my finger on here. I feel it needs something to make it seem special. All the abilities seem incremental and solid but there is nothing that makes me imagine excitedly what I could do. There is no hordebreaker or assassinate ability nor can I disguise self at will. Given that everything seems so well thought through this is difficult to say but maybe rework one of the abilities of level 6 of below? Make me think that there is something unique in the archetype that makes me want to dip into this to build a multiclass concept or an ability that makes me wonder if I can build a non standard Paladin or something.

You pinpointed the trouble with the last ability: I wanted to replicate the effects of the other oaths final feature, but instead of having a sustainable ability I wanted a single burst. What do you mean no roll to hit? it's supposed to be a melee attack with a roll and all. Could you help me make this a bit more clear (even if I end up changing the ability I still want to make this right)?



I will see if I can find time to visit the rest later. From what I have seen these show a lot of promise and the vast majority of the items seem fun, well balanced and serving the overall theme.

You'll make me blush!


Here's my comment for Ranger Archetype: Seeker

I've stroked what I would change and put the replacement in italic.

Seeker
The Seeker archetype is a champion of nature and a hunter of those intent on defiling it. By becoming a conduit of primeval natural energy, they combine their weapon techniques with elemental evocations, walking the line between a hunter and a mystic.

Primal Enhancement
Also Beginning at 3rd level, you learn how to apply temporary enhancements to your weapons and ammunition that are fueled by a special dice called primal dice.
Enhancements. You learn three Enhancements of your choice, which are detailed under “Enhancements” below. You can use only one enhancement per attack. You learn one additional enhancements of your choice at 9th, 13th, and 17th 7th, 11th, and 15th level. Each time you learn a new enhancement, you can also replace one enhancement you know with a different one.
Primal Dice. You have four primal dice, which are d8s. A primal die is expended when you use it. You regain all of your expended primal dice when you finish a short or long rest. You gain another primal die at 9th level and one more at 17th level 7th level and one more at 15th level.
Saving Throws. Some of your enhancements require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Enhancement save DC*= 8 + your proficiency bonus + your Wisdom modifier.

Spirit's Stride
Beginning at 9th, moving through any kind of difficult terrain costs you no extra movement.
You need to find an other ability as Wartex1 said, Ranger's already get Land's Stride at 8th level which is the same as your Spirit's Stride. Also it should be note that the subclass abilities are gained at 7th, 11th, and 15th level, not 9th, 13th, and 17th

Improved Primal Enhancement
At 13th 11th level, your primal dice turn into d10s, At 17th level, they turn into d12s.

Nature's Blessing
Starting at 17th 15th level, when you roll initiative and have no primal dice remaining, you gain 1 primal die.

Enhancements
The enhancements are presented in alphabetical order.
Burning Strike. When you hit a creature with a weapon attack, you may expend one primal die to attempt to burn the target. You add the primal die to the attack's damage roll as thunder fire damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers the same amount of fire damage, as you rolled on your primal die, at the start of its next turn.

Chilling Blow. When you hit a creature with a weapon attack, you may expend one primal die to attempt to freeze the target. You add the primal die to the attack's damage roll as cold damage, and the target must make a Constitution saving throw. On a failed save, its speed is reduced by 10 feet until the end of its next turn.

Corroding Solution. When you hit a creature with a weapon attack, you may expend one primal die to attempt to weaken the target's defences. You add the primal die to the attack's damage roll as acid damage, and the target must make a Dexterity saving throw. On a failed save, the target suffers a -2 to AC until the end of its next turn.

Flashing Light. When you hit a creature with a weapon attack, you may expend one primal die to attempt to blind the target. You add the primal die to the attack's damage roll as radiant damage, and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the end of its next turn.

Ghost Swarm. When you hit a creature with a weapon attack, you can expend one primal die to attempt to cover the target in spiritual vermin. You add the primal die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls until the end of its next turn.

Healing Burst. When you hit a creature with a weapon attack, you may expend one primal die to heal the creatures adjacent to it. You roll the primal die and heal all creatures in a 5 feet radius around the target by that amount.

Howling Wind. When you hit a creature with a weapon attack, you may expend one primal die to attempt to deafen the target. You add the primal die to the attack's damage roll as thunder damage, and the target must make a Constitution saving throw. On a failed save, the target is deafened until the end of its next turn.

Precise Lightning. When you make a weapon attack roll against a creature, you can expend one primal die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effect of the attack are applied. The attack does lightning damage.

Rebuking Force. When you hit a creature with a weapon attack, you may expend one primal die to attempt to push the target away. You add the primal die to the attack's damage roll as bludgeoning damage, and the target must make a Strength saving throw. On a failed save, the target is pushed back up to 15 feet away.

Thorn Cloud. When you hit a creature with a weapon attack you can expend one primal die to conjure a blast of thorns. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save they take piercing damage equal to the primal die roll, or half as much on a successful one.

Venomous Bite. When you hit a creature with a weapon attack, you may expend one primal die to attempt to poison the target. You add the primal die to the attack's damage roll as poison damage, and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.

I greatly like your Ranger Archetype, and your Enchantments would be perfect for an Arcane Archer. So a ranger with this archetype who specializes in bows and pick the Sharpshooter feat can definitely cover the Arcane Archer type of guy. As far as the 7th level ability goes, both Hunter and Beast Master get some sort of defensive bonus, so maybe something that let you spend a Primal dice as a reaction to get resistance to an element until the beginning of your next turn?

Thanks for the corrections, it would've probably taken me ages to notice! I commented above about the difficult terrain part (I triple checked, just to be sure) but this ability has a slight buff. The problem is, in the light of the new ability levels, that this archetype gets it before the core class. I will probably witch it with the improved dice and make it scale more with level, as MR. Stabby suggested. Also, it is not meant to work with ranged weapons only. I do not like the idea of limiting the choice one may make for his core class features in order to get and archetype. Hence my effort to make it versatile. Regarding a defensive ability, I would agree, and I wanted to add enhancement (invocation sounds better in my head atm, but we will see) but couldn't come up with decent ideas (the reason why this class has less known "manoeuvres" than the fighter archetype, is because I couldn't come up with more).

Waiting for you guys to check the two rogues (I was wondering if they had entered stealth to avoid judgement) and the sorcerer. Thanks for all the great feedback!

DanyBallon
2015-04-18, 07:31 AM
...Thanks for the corrections, it would've probably taken me ages to notice! I commented above about the difficult terrain part (I triple checked, just to be sure) but this ability has a slight buff. The problem is, in the light of the new ability levels, that this archetype gets it before the core class. I will probably witch it with the improved dice and make it scale more with level, as MR. Stabby suggested. Also, it is not meant to work with ranged weapons only. I do not like the idea of limiting the choice one may make for his core class features in order to get and archetype. Hence my effort to make it versatile. Regarding a defensive ability, I would agree, and I wanted to add enhancement (invocation sounds better in my head atm, but we will see) but couldn't come up with decent ideas (the reason why this class has less known "manoeuvres" than the fighter archetype, is because I couldn't come up with more).

Waiting for you guys to check the two rogues (I was wondering if they had entered stealth to avoid judgement) and the sorcerer. Thanks for all the great feedback!

I agree with you I prefer the archetype to be versatile, and what I meant, it's that it makes a perfect archetype for someone who is looking to mimic the Arcane Archer.

Btw it's ok for Ranger Archetype to be front loaded as the core abilities covers most of the interaction and exploration side of the game.
Giving the fact that Spirit's Stride is only a bit better than Land's Stride, I'd keep away from it. Like I said, the other archetypes get a defensive boost at 7th level, that's why I suggest an ability that let you spend a Primal dice as a reaction, either to get resistance to damage type on a hit and deals damage of that equal to the roll of you Primal dice to the attacking creature, or that would let you boost your AC (roll on your Primal dice) until the start of your next turn (think shield spell here).

And at last, you could give out more Primal dice (4 at 3rd, +2 at 7th, and +2 at 15th) This way you'll get more use of your Enhancements won't be to OP.

And as for the Rogues archetypes, I'll need give them an other careful reading, but to me the Night Haunter is more what I would have expected from the Shadow Dancer. Vanish makes sense for Shadow Dancer, and I like the ability to switch place with your shadeling, but I don't like that they are creature. And since most of their abilities works in dim light or darkness, I'd give them an ability to create such condition. Maybe having the Shadelings expend to give you such conditions. And finally, it's only my opinion, but I don't like the Umbral Blade ability, it doesn't scream shadow dancer to me.

I'll give you more inputs after my next reading :smallsmile:

DanyBallon
2015-04-18, 12:00 PM
Just reread both rogue archetypes and I can't get out of my mind that they need to be rolled out into one archetype. So I will pass on commenting both. I may post the archetype I have in mind later.

As for your Sorcerer Origin: Geomancer, it seems pretty balance. I would change the wording of the 6th level ability to: when you hit a creature with a weapon attack (this would allow to imbue the earth energy through range weapon as well), you may spend one or more sorcery point to add 1d12 fire or thunder damage per sorcery point spent. You can't spend more than half your level round down in sorcery point this way.

Otherwise the other abilities seems good too me :smallsmile:

DanyBallon
2015-04-18, 05:07 PM
Here's my Shadow Dancer Rogue archetype inspired by both your Shadow Dancer and Night Haunter:


Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when those they meet witness their abilities.

One with the shadows
Beginning at 3rd level, when you are in in dim light or in darkness you get advantage on your Dexterity (Stealth) check. You also get Darkvision up to 60 feet. If you already had darkvision, it extend to 120 feet.

Call the Shadows
When you choose this archetype at 3rd level, as a bonus action, your mastery over shadows let you create, once per rest, a 15-foot-radius sphere filled with magical shadows that create dim-light conditions up to 60 feet from you. These shadows last for 1 minutes.

Vanish
Starting at 9th level, when you are in dim light or darkness you can use an action to become invisible to any creature that can't see in magic darkness. You reveals your position when attack or cast a spell or are in an area of bright light.

Shadow Step
Starting at 13th level, once per rest, as a bonus action, you get the ability to step into shadows and reappear in a shadow up to 30 feet from you. You get advantage on this attack rolls you make this turn.

Shadow Kill
Starting at 17th level, when you use your Shadow Step and hit a creature you automatically score a critical hit. The target creature is allowed a Constitution saving throw, DC= 8 + your Proficiency Bonus + your Dexterity modifier. On a success, the target takes half damage.

Samhaim
2015-04-19, 02:33 AM
I agree with you I prefer the archetype to be versatile, and what I meant, it's that it makes a perfect archetype for someone who is looking to mimic the Arcane Archer.

Btw it's ok for Ranger Archetype to be front loaded as the core abilities covers most of the interaction and exploration side of the game.
Giving the fact that Spirit's Stride is only a bit better than Land's Stride, I'd keep away from it. Like I said, the other archetypes get a defensive boost at 7th level, that's why I suggest an ability that let you spend a Primal dice as a reaction, either to get resistance to damage type on a hit and deals damage of that equal to the roll of you Primal dice to the attacking creature, or that would let you boost your AC (roll on your Primal dice) until the start of your next turn (think shield spell here).

And at last, you could give out more Primal dice (4 at 3rd, +2 at 7th, and +2 at 15th) This way you'll get more use of your Enhancements won't be to OP.


Changed Spirit's Stride. For now it looks like this:

Warding Spirit
Beginning at 7th, when you are hit by an attack, you can use tour reaction and expend one primal die. You reduce the damage by the amount you have rolled.

Gave one extra die at 3rd level, but I think giving more would be too much, considering that it has still a spell casting ability.


Just reread both rogue archetypes and I can't get out of my mind that they need to be rolled out into one archetype. So I will pass on commenting both. I may post the archetype I have in mind later.

Players tend to be fickle, just trying to give them enough options to be satisfied.



As for your Sorcerer Origin: Geomancer, it seems pretty balance. I would change the wording of the 6th level ability to: when you hit a creature with a weapon attack (this would allow to imbue the earth energy through range weapon as well), you may spend one or more sorcery point to add 1d12 fire or thunder damage per sorcery point spent. You can't spend more than half your level round down in sorcery point this way.

In this case, I was thinking more along the line of a 2 handed weapon (like a hammer). Giving options is rarely a bad thing, so this needs consideration. I liked the idea of consuming the spell slots instead of the sorcery points, mostly because I have a better idea of how much a spell slot is worth compared to the sorcerer's feature. SO I do not plan on changing this (I am still deeply grateful for the input :smallwink:)


Here's my Shadow Dancer Rogue archetype inspired by both your Shadow Dancer and Night Haunter:


Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when those they meet witness their abilities.

One with the shadows
Beginning at 3rd level, when you are in in dim light or in darkness you get advantage on your Dexterity (Stealth) check. You also get Darkvision up to 60 feet. If you already had darkvision, it extend to 120 feet.

Call the Shadows
When you choose this archetype at 3rd level, as a bonus action, your mastery over shadows let you create, once per rest, a 15-foot-radius sphere filled with magical shadows that create dim-light conditions up to 60 feet from you. These shadows last for 1 minutes.

Vanish
Starting at 9th level, when you are in dim light or darkness you can use an action to become invisible to any creature that can't see in magic darkness. You reveals your position when attack or cast a spell or are in an area of bright light.

Shadow Step
Starting at 13th level, once per rest, as a bonus action, you get the ability to step into shadows and reappear in a shadow up to 30 feet from you. You get advantage on this attack rolls you make this turn.

Shadow Kill
Starting at 17th level, when you use your Shadow Step and hit a creature you automatically score a critical hit. The target creature is allowed a Constitution saving throw, DC= 8 + your Proficiency Bonus + your Dexterity modifier. On a success, the target takes half damage.


The fact I inspire something is awesome in its own special way! Your version is definitely better done that my SD (that I won't abandon, I will just find a new name and rewrite some of it :smalltongue:). The wording needs, in my compulsive opinion, to be streamlined, but your version of call the shadows is more interesting then simply casting darkness. I wonder, how does it fare against light producing spells? Also, blindsight is awesome, you should love blindsight more!

DanyBallon
2015-04-19, 06:47 AM
Changed Spirit's Stride. For now it looks like this:

Warding Spirit
Beginning at 7th, when you are hit by an attack, you can use tour reaction and expend one primal die. You reduce the damage by the amount you have rolled.

Gave one extra die at 3rd level, but I think giving more would be too much, considering that it has still a spell casting ability.

Nicely done!!!


In this case, I was thinking more along the line of a 2 handed weapon (like a hammer). Giving options is rarely a bad thing, so this needs consideration. I liked the idea of consuming the spell slots instead of the sorcery points, mostly because I have a better idea of how much a spell slot is worth compared to the sorcerer's feature. SO I do not plan on changing this (I am still deeply grateful for the input :smallwink:)

Melee weapon attack is fine then. It's a bit more restrictive, but since the Geomancer is well equiped to fight in melee I don't see any problem here. As for sorcery point, it's just that it feel kind of weird not to use one of their unique ability, especialy when you can convert 1 spell slot level for 1 sorcery point, just saying :smallwink:


The fact I inspire something is awesome in its own special way! Your version is definitely better done that my SD (that I won't abandon, I will just find a new name and rewrite some of it :smalltongue:). The wording needs, in my compulsive opinion, to be streamlined, but your version of call the shadows is more interesting then simply casting darkness. I wonder, how does it fare against light producing spells? Also, blindsight is awesome, you should love blindsight more!

Definitely the wording needs to be redone. If you've got any input, I'll take them :smallbiggrin: Call the Shadows should affect lighting this way, area of bright light produce by torch, lantern, and spells like light and continual flame are reduced by half. Spells that produce bright light, such as Daylight, Sunbeam and Sunburst, dispel call the shadow completely.
Blindsight is definitely awesome, and is really useful when in magical darkness, but I don't thinks it thematically fit the SD. On the contrary, it's perfect for your Night Haunter who is becoming a shadow himself :smallsmile:

Kerleth
2015-04-19, 04:25 PM
I haven't looked through all of these yet, but what I have seen looks pretty good. Definitely going to keep my eye on this thread. A couple of notes from what I did look at.

Seeker
-Burning Strike: Why does this deal thunder damage with the initial attack?
-Blinding Strike: It's a bit strong. Radiant damage is almost never resisted, but much more importantly the blinded condition is pretty much stronger than any other condition granted by your enhancements or the battlemaster fighter's manuevers. Disadvantage on all attack rolls and advantage on attack rolls against them is pretty huge. Not to mention the less mechanical penalties of not being able to see for a turn.
-I think warding spirit is a decent ability. It's pretty much a bonus enhancement, but since all the enhancements are offensive, making this a unique ability that they all get works nicely. Since the subclass is obviously drawing on the battlemaster fighter, it made me think of the parry manuever. Parry adds an ability modifier, but only works against melee attacks, whereas this works against ranged. Since this ability is mystical in nature and only provides about half as much damage prevention as parry, maybe just allow it to work on any damage, like breath weapons and such.
-I really wouldn't add in another die at 3rd. That ends up giving it more dice than a battlemaster gets for their special abilities. Or did you already add that in earlier, bringing it from 3 to 4?
-Related to the above, you said you changed(past tense) spirit's stride, but the original post still has it and not warding spirit. Am I being overly picky on language or did you not get to it yet. Only asking just in case you thought you did but got interrupted/distracted and forget. I have I mean, a friend of mine does things like that, so I thought it would be nice to check.

Oath of the Anemoi
Okay, I really like this one. Flavor is nice and mechanics seem fairly tight. Also, I just like saying the word. Anemoi, Anemoi, Anemoi :smallamused:. Still, I do have a couple of nitpicks.
-Notos' Blessing: Compare this to the Oath of Devotion's Sacred Weapon ability. In Sacred Weapon you have to spend an action to add your charisma modifier to your attack rolls for 1 minute. In yours you spend a bonus action to gain advantage for a few rounds. Since fights seem to average 3 or 4 rounds (and the dmg monster building assumes three turns as well), yours seems noticeably better, since you don't have to sacrifice your first turn or precombat buff to gain the benefit. I would strongly consider just making it take an action and last for 1 minute. It is still plenty unique and cool. If you really must have it as a bonus action, I would make it so it only lasts until the beginning of your next turn.
-Thyellas' Blade: Oooh Boy. At first, I didn't have that much of a problem with this, but then I discovered some issues. This lets you out Action Surge the fighter. But hey, it's limited to only attacking and is a long rest ability, so that might slide. Maybe.
It is noticeably more inconvenient for sword and board paladin's. You have to use an action to stow or ready your shield, so this is pretty much ONLY an assassination tool for them. Since nothing in the other 19 levels really pushes you to use that particular style, it is kind of a slap in the face at the end.
Since your wording seems to imply this is a melee weapon attack (it just says melee attack, but since you don't state you use charisma or make a spell attack, that seems the logical conclusion), you could stack smites and improved smite on top of it. That does make it hands down 100% broken. I would go with one of three options here.
Also, I agree that the unlimited range lends it to being an assassination tool. What about making the range 150 feet. That is the same as a longbow's normal range, taking care of the assassination issues while still being long enough to be useful. I have a couple of suggestions.
1) Remove the limitation on wielding weapons or shields. If you can bless your sword to extend it's reach and all that goodness, this is just the logical extreme of that.
2) Cut the number of attacks in half, but make them explicitly melee weapon attacks, using the listed damage instead of your normal melee damage. Point out that improved divine smite and divine smite DO work with it.
3) Alternatively, convert it to the short lived buff format of the other oaths. "As an action you may cloak yourself in the blessings of the Anemoi. For 1 minute, powerful winds whip around you, causing ranged weapon attacks from anything smaller than siege weapons to become deflected and automatically miss. Furthermore, you may use the wind as an extension of your weapon, granting you a reach of 30 feet for that duration."

MrStabby
2015-04-19, 06:40 PM
Sorry about the break. It seems like you are looking to join the Rogue classes together so I will quickly skip over those and go to the Geomancer.

I have a couple of worries about this class - not that it means things are wrong but things are certainly excitingly powerful.

The additional hitpoint ability is balanced if a bit boring. Boring because you can already get the same. I would look to see if there is anything else that fits here - maybe hitpoint recovery through spellcasting or something? Something similar in effect but non-identical.

Bonus Proficiencies - I am not sure that these are actually that relevant. Anyone choosing this class is doing it for the combat potential and the level 6 ability so is likely to be dipping another class to get the tools they want for combat.

Erupting strike seems to be both the most important feature of the class but also the most outrageous. The natural comparison is the paladin. This compariosn is so natureal that I think you are stepping on the toes of the paladin by giving away an hugely upgraded version of their smites. As it is the damage (d12) is both fire and thunder (is it supposed to be split or is it d12 of each? I am assuming it is split because otherwise it is twice as powerful!). This is a massive amount per spell slot. Add to this that it comes in a class with many more spell slots than paladins... that it has no cap to the spell slots that can be used and that is stacks with Paladin Smite. Assuming a basic situation like two weapon fighting (or anything the get a second attack) you could easily blow your whole set of obsolete (slight exaggeration) level 1 spells for 2d8+2d12 damage - an average of 22 points of damage for something you were less likely to use anyway.

Level six is not a low level ability like the Paladin and it does require a commitment (and its power should reflect that). This said, you can still multiclass - paladin as discussed, even a one level dip of fighter for a fighting style and the heavy armour is worth it. How about what happens if you use it with a bladelock? More spell slots to burn, extra attack and extra charisma damage on your attacks at high level. I think this is a bit good.

Sense of the earth seems decent enough and well balanced.

Density of the core seems very, very strong but it is a capstone... It also means you are formfitting a second attack, a fighting style, probably heavy armour and so on. At this point it is not a spellcasting class but a melee class powered by spells (which I love both as an idea and in practice). My concern is that it always has the spell option so it has all that utility (thankfully the sorcerer list is pretty narrow).

I would suggest that as an extreme single class example consider a sorcerer statted like a barbarian. Dump charisma hard. Never cast any of your spells on an enemy - just use utility and enhancement spells that boost you and your party. Your spells and spell points you use when you hit people with your weapons. Single class means lots of feats and ASIs for maybe polearm mastery and heavy armour and you will have the stats to use it. You never plan to class out of sorcerer so you never need Cha at all. Is this how you see the class being played?

Overall I love the idea of the class and most of its execution but I think its level 6 ability seems just a bit too strong and just a bit to close to the Paladin's ability (which isn't a problem if your players don't mind). I am going to suggest something here that you might not like... abandon the archetype but work it up as a full separate class. By being tied to a sorcerer spell list you dont get the "earth" feel as strongly as you might and you also leave people wanting to play other elements wanting. Why not build a whole class with the 4 classic elements being the archetypes; a general spell list with no elemental damage (but extra "domain" spells that add that in). By being able to give different abilities at different levels you are less tied to a different developmental path. If you want to burn spell slots as the primary mechanic then you can tune the available resources as you wish (say half spellcaster progression but give 2 or 3 of whatever replaces sorcery points per level to help recover spell slots).

DanyBallon
2015-04-19, 07:59 PM
Bonus Proficiencies - I am not sure that these are actually that relevant. Anyone choosing this class is doing it for the combat potential and the level 6 ability so is likely to be dipping another class to get the tools they want for combat.

It's just my opinion, but I don't like this assumption. Not every player choose a class only to get a few mechanics then switch to something else. The Geomancer is interesting enough thematically so you may want to play one up to level 20. And giving them light and medium armor is not abusive for the class.

Chthonic Anatomy may be boring and pretty similar to the Dragonblood origin but at least it's balanced and fits well for the subclass

Erupting Strike, as you point out may be too much using d12, maybe a d6 would be more balanced and less tempting for diping. Also limiting the number of sorcery points or spell slots (or having to spend more than one sorcery point) that can be expended may be advised.

Samhaim
2015-04-20, 02:38 AM
-Burning Strike: Why does this deal thunder damage with the initial attack?
Because, sometimes, I am a very special kind of dumb.



-Blinding Strike: It's a bit strong. Radiant damage is almost never resisted, but much more importantly the blinded condition is pretty much stronger than any other condition granted by your enhancements or the battlemaster fighter's manuevers. Disadvantage on all attack rolls and advantage on attack rolls against them is pretty huge. Not to mention the less mechanical penalties of not being able to see for a turn.
I believe you have a point. While I will not change the damage type, I think limiting it to an advantage for others (like faerie fire, I think) would make it better.



-I think warding spirit is a decent ability. It's pretty much a bonus enhancement, but since all the enhancements are offensive, making this a unique ability that they all get works nicely. Since the subclass is obviously drawing on the battlemaster fighter, it made me think of the parry manuever. Parry adds an ability modifier, but only works against melee attacks, whereas this works against ranged. Since this ability is mystical in nature and only provides about half as much damage prevention as parry, maybe just allow it to work on any damage, like breath weapons and such.
I think both spells and breath weapons count as attacks.



-I really wouldn't add in another die at 3rd. That ends up giving it more dice than a battlemaster gets for their special abilities. Or did you already add that in earlier, bringing it from 3 to 4?
Will edit with the modified version as to avoid further confusion.



-Related to the above, you said you changed(past tense) spirit's stride, but the original post still has it and not warding spirit. Am I being overly picky on language or did you not get to it yet. Only asking just in case you thought you did but got interrupted/distracted and forget. I have I mean, a friend of mine does things like that, so I thought it would be nice to check.
It was written in code: it seemed like something, it was something else!



-Notos' Blessing: Compare this to the Oath of Devotion's Sacred Weapon ability. In Sacred Weapon you have to spend an action to add your charisma modifier to your attack rolls for 1 minute. In yours you spend a bonus action to gain advantage for a few rounds. Since fights seem to average 3 or 4 rounds (and the dmg monster building assumes three turns as well), yours seems noticeably better, since you don't have to sacrifice your first turn or precombat buff to gain the benefit. I would strongly consider just making it take an action and last for 1 minute. It is still plenty unique and cool. If you really must have it as a bonus action, I would make it so it only lasts until the beginning of your next turn.
Considering this class has only one CD, making it an instant with the current stats would leave the ability greatly underpowered, in my humble opinion. Also, giving bonus reach for 1 minute, considering that now all char have threatening reach (or so I understood) it would make a polearm wielding paladin a CC machine.



-Thyellas' Blade: Oooh Boy. At first, I didn't have that much of a problem with this, but then I discovered some issues. This lets you out Action Surge the fighter. But hey, it's limited to only attacking and is a long rest ability, so that might slide. Maybe.
It is noticeably more inconvenient for sword and board paladin's. You have to use an action to stow or ready your shield, so this is pretty much ONLY an assassination tool for them. Since nothing in the other 19 levels really pushes you to use that particular style, it is kind of a slap in the face at the end.
Since your wording seems to imply this is a melee weapon attack (it just says melee attack, but since you don't state you use charisma or make a spell attack, that seems the logical conclusion), you could stack smites and improved smite on top of it. That does make it hands down 100% broken. I would go with one of three options here.
Also, I agree that the unlimited range lends it to being an assassination tool. What about making the range 150 feet. That is the same as a longbow's normal range, taking care of the assassination issues while still being long enough to be useful. I have a couple of suggestions.
1) Remove the limitation on wielding weapons or shields. If you can bless your sword to extend it's reach and all that goodness, this is just the logical extreme of that.
2) Cut the number of attacks in half, but make them explicitly melee weapon attacks, using the listed damage instead of your normal melee damage. Point out that improved divine smite and divine smite DO work with it.
I like this. I did not think about the smites!



3) Alternatively, convert it to the short lived buff format of the other oaths. "As an action you may cloak yourself in the blessings of the Anemoi. For 1 minute, powerful winds whip around you, causing ranged weapon attacks from anything smaller than siege weapons to become deflected and automatically miss. Furthermore, you may use the wind as an extension of your weapon, granting you a reach of 30 feet for that duration."
Nah, does not fell appropriate

Samhaim
2015-04-20, 03:16 AM
Sorry about the break. It seems like you are looking to join the Rogue classes together so I will quickly skip over those and go to the Geomancer.
SD is in the rewriting shop. Nigh Haunter is up to be poked. I do not intend to merge the classes, since being nothing more that an amateur, redundancy is not a concern.




The additional hitpoint ability is balanced if a bit boring. Boring because you can already get the same. I would look to see if there is anything else that fits here - maybe hitpoint recovery through spellcasting or something? Something similar in effect but non-identical.
I thought about it and I may have found something. How about a temporary hit point pool? same amount and perhaps, since they cannot be healed, a regeneration a these temp hp after not being hit for a round?



Bonus Proficiencies - I am not sure that these are actually that relevant. Anyone choosing this class is doing it for the combat potential and the level 6 ability so is likely to be dipping another class to get the tools they want for combat.

I prefer making it so that a class can stand on its own. This is, thus, necessary in my eyes.



Erupting strike seems to be both the most important feature of the class but also the most outrageous. The natural comparison is the paladin. This compariosn is so natureal that I think you are stepping on the toes of the paladin by giving away an hugely upgraded version of their smites. As it is the damage (d12) is both fire and thunder (is it supposed to be split or is it d12 of each? I am assuming it is split because otherwise it is twice as powerful!). This is a massive amount per spell slot. Add to this that it comes in a class with many more spell slots than paladins... that it has no cap to the spell slots that can be used and that is stacks with Paladin Smite. Assuming a basic situation like two weapon fighting (or anything the get a second attack) you could easily blow your whole set of obsolete (slight exaggeration) level 1 spells for 2d8+2d12 damage - an average of 22 points of damage for something you were less likely to use anyway.
It is the smite rewritten, will not go in the details on how I got to that, they are not relevant. It is 1d12 of split damage (fire and thunder are the damage types of the pyroclastic dragon, hence the choice). honestly, the d12 was because no one ever uses it and I was sad it would feel lonely (what I actually thought, that dice needs more love!). Two weapon fighting is such a gross oversight that I deserve a slap. Limiting to once per round should help, hence blocking it's abuse on opportunity attacks. Nice one! Thanks! Regarding the overall damage potential, I do not feel it to be superior to those of any spell, considering all scale now to some degree. I recognize the need to lose the d12... but it feels so sad ( I also like having the chance for highest and lowest possible roll, felt very sorcery like)



Level six is not a low level ability like the Paladin and it does require a commitment (and its power should reflect that). This said, you can still multiclass - paladin as discussed, even a one level dip of fighter for a fighting style and the heavy armour is worth it. How about what happens if you use it with a bladelock? More spell slots to burn, extra attack and extra charisma damage on your attacks at high level. I think this is a bit good.
Compared to multi classing, I still believe that having a higher number of spell slots, higher spell level and sorcery points is preferable. Thus multi classing paladin does not worry me. I do not understand what the blade pact would bring, though, would you please elaborate more for me? The fighter feature worries me a bit, I admit, but it's not an overwhelming feature (I think?) and having redundant proficiency bring some detriment to this option. Also, if I should worry about any feature, that would be Action Surge (for obvious overpowered reasons), but luckily this problem applies to almost all combinations with this class.



Density of the core seems very, very strong but it is a capstone... It also means you are formfitting a second attack, a fighting style, probably heavy armour and so on.
Perhaps, doubling the cost?



At this point it is not a spellcasting class but a melee class powered by spells (which I love both as an idea and in practice). My concern is that it always has the spell option so it has all that utility (thankfully the sorcerer list is pretty narrow).
If it was a wizard I would agree, but since a sorcerer is pretty much a blaster, I think this works.



I would suggest that as an extreme single class example consider a sorcerer statted like a barbarian. Dump charisma hard. Never cast any of your spells on an enemy - just use utility and enhancement spells that boost you and your party. Your spells and spell points you use when you hit people with your weapons. Single class means lots of feats and ASIs for maybe polearm mastery and heavy armour and you will have the stats to use it. You never plan to class out of sorcerer so you never need Cha at all. Is this how you see the class being played? While I do not believe any player I play with would be so distasteful, I see what you mean, and I did not notice that a certain score was needed to cast spells (which is ridiculous, like completely mental). Rewriting the 1st and 6th level abilities to consider charisma should fix it, I believe.



Overall I love the idea of the class and most of its execution but I think its level 6 ability seems just a bit too strong and just a bit to close to the Paladin's ability (which isn't a problem if your players don't mind). I am going to suggest something here that you might not like... abandon the archetype but work it up as a full separate class. By being tied to a sorcerer spell list you dont get the "earth" feel as strongly as you might and you also leave people wanting to play other elements wanting. Why not build a whole class with the 4 classic elements being the archetypes; a general spell list with no elemental damage (but extra "domain" spells that add that in). By being able to give different abilities at different levels you are less tied to a different developmental path. If you want to burn spell slots as the primary mechanic then you can tune the available resources as you wish (say half spellcaster progression but give 2 or 3 of whatever replaces sorcery points per level to help recover spell slots).
I get what you mean, but the one of the feel of the spell list has been the sorcerer's problem since it's inception. Plenty of spells in its repertoire have nothing to do with dragons and would likely have nothing to do with future origins, it has just always been this way. Sorcerer origins just give access to magic and apparently in a way that allow for a number of possible uses (if only they had a limited spell list by origin, would make it so much cooler). Regarding the Idea of making a whole class, I do not have the confidence that I would be able to pull it off. Simple as that.

Samhaim
2015-04-20, 03:27 AM
Edited both Seeker and Anemoi.
I almost forgot about the first monk ability. That was also changed.

MrStabby
2015-04-20, 04:29 AM
I thought about it and I may have found something. How about a temporary hit point pool? same amount and perhaps, since they cannot be healed, a regeneration a these temp hp after not being hit for a round?


I prefer making it so that a class can stand on its own. This is, thus, necessary in my eyes.


It is the smite rewritten, will not go in the details on how I got to that, they are not relevant. It is 1d12 of split damage (fire and thunder are the damage types of the pyroclastic dragon, hence the choice). honestly, the d12 was because no one ever uses it and I was sad it would feel lonely (what I actually thought, that dice needs more love!). Two weapon fighting is such a gross oversight that I deserve a slap. Limiting to once per round should help, hence blocking it's abuse on opportunity attacks. Nice one! Thanks! Regarding the overall damage potential, I do not feel it to be superior to those of any spell, considering all scale now to some degree. I recognize the need to lose the d12... but it feels so sad ( I also like having the chance for highest and lowest possible roll, felt very sorcery like)


Compared to multi classing, I still believe that having a higher number of spell slots, higher spell level and sorcery points is preferable. Thus multi classing paladin does not worry me. I do not understand what the blade pact would bring, though, would you please elaborate more for me? The fighter feature worries me a bit, I admit, but it's not an overwhelming feature (I think?) and having redundant proficiency bring some detriment to this option. Also, if I should worry about any feature, that would be Action Surge (for obvious overpowered reasons), but luckily this problem applies to almost all combinations with this class.



I get what you mean, but the one of the feel of the spell list has been the sorcerer's problem since it's inception. Plenty of spells in its repertoire have nothing to do with dragons and would likely have nothing to do with future origins, it has just always been this way. Sorcerer origins just give access to magic and apparently in a way that allow for a number of possible uses (if only they had a limited spell list by origin, would make it so much cooler). Regarding the Idea of making a whole class, I do not have the confidence that I would be able to pull it off. Simple as that.


My take on the character is that the smiting effect is a very powerful ability and probably the reason someone would pick this class over another. If they were wishing to spend their turns casting spells they would be more likely to pick the dragon bloodline. This is why when I look at it I try and focus on spotting abuse with martial classes. This said I probably did go too far in my focus. Losing high level spells is a big cost and the class may be at its best only ever using ES with the lower level spells it can afford to lose and keeping the top level spells. For scalling I would take a look at things like lightening bolt - it is one of the most efficient single target spells in the game (well close to single target). For an action and a level 3 slot - and assuming a 50% chance of saving against it, it will do 21 damage. Converted to d12 ES (yeah I know this might change) that same slot would do 19.5 + weapon damage. That is, your class feature outperforms the peak spell in the game for single target damage efficiency. At a 5th level slot you are probably looking at about 40 damage from this action - not including criticals at all. Probably equivalent to the damage from a cone of cold spell.

To run through - The bladelock / sorcerer would be using the short rest mechanism to get more spell slots back to either convert to sorcery points or to use with erupting strike. At level 5 it gives an extra attack. In addition the class has a lot of useful invocations and it offers a way out of one of the sorcerers big limitation of few spells ever being known. With the suggested limits to Erupting strike this is a bit less of an issue. The second attack is very nice and pretty much ensures a hit for an ES most of the time so the class will sustain a melee presence very well.

Regarding the Sorcerer spell list - I think it has a lot of utility but it suffers from the advantage of the current best archetype. If you are not using your spells for blasting, you are wasting your bonus damage. If you were to build a Sorc with all the damage focus being from combat you could take spells like Charm Person, Disguise self, Jump, Featherfall, Silent Image, Alter Self, Darkvision, Enhance Ability, Enlarge/Reduce, Mirror Image, Invisibility, Levitate, Spider Climb, Water Breathing, Stoneskin, Dimension Door and so on. Most of these will work really well with dumping charisma.


I see your point on bonus proficiencies.

Density of the core - I would be tempted to increase this to at least two sorcery points, probably three. Maybe three points but also allow the option to spend two points to give resistance to fire and thunder? It is better in more circumstances but less powerful in some specific ones.

Samhaim
2015-04-20, 04:58 AM
To run through - The bladelock / sorcerer would be using the short rest mechanism to get more spell slots back to either convert to sorcery points or to use with erupting strike. At level 5 it gives an extra attack. In addition the class has a lot of useful invocations and it offers a way out of one of the sorcerers big limitation of few spells ever being known. With the suggested limits to Erupting strike this is a bit less of an issue. The second attack is very nice and pretty much ensures a hit for an ES most of the time so the class will sustain a melee presence very well.
Erupting Strike
Starting at 6th level, you learn how to imbue the magic flowing through you into your strikes. As an action you perform a melee weapon attack and expend one sorcerer spell slot to deal fire and thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d12 for a 1st-spell slot, plus 1d12 for each spell level higher than 1st.

This modification should solve some issues. I wonder if I should still specify once per round, but perhaps it's unnecessary, considering that even if he gets another action and I deny this feature, he should still have other options at his disposal. (also I found out what you meant, I was looking at the lock, that is why I did not understand. Sorcery points able to convert any kind of slot is just plain wrong!)



Regarding the Sorcerer spell list - I think it has a lot of utility but it suffers from the advantage of the current best archetype. If you are not using your spells for blasting, you are wasting your bonus damage. If you were to build a Sorc with all the damage focus being from combat you could take spells like Charm Person, Disguise self, Jump, Featherfall, Silent Image, Alter Self, Darkvision, Enhance Ability, Enlarge/Reduce, Mirror Image, Invisibility, Levitate, Spider Climb, Water Breathing, Stoneskin, Dimension Door and so on. Most of these will work really well with dumping charisma.
I do not mean to be polemic, but didn't I agree that I need to make charisma more relevant? If I did not, I sincerely apologize. I agree that dumping charisma would currently be a tempting option and it must not to be one.



Density of the core - I would be tempted to increase this to at least two sorcery points, probably three. Maybe three points but also allow the option to spend two points to give resistance to fire and thunder? It is better in more circumstances but less powerful in some specific ones.
Much more thematic. I like it!

MrStabby
2015-04-20, 07:51 AM
I think this is much better for the Erupting Strike especially as I now interpret it as spending the spell slot before you know if you hit. It adds a little touch of risk to it which helps balance things out. It also makes it a much more tactical ability to use as you will want to get advantage. With this I don't know if a cap is warranted like the Paladin. Would it cause problems for encounters if this guy was one-hit-killing things? The damage scales better than most spells and with combat damage on top it is a very efficient use of power. I would phrase it as "when you perform the attack action to make a melee weapon attack you may... ...added to one attack against one target" as it lets you still use your other attacks you may have to do tactical things (and eliminates any doubt over things like whirlwind attack).

I wouldn't worry overmuch about the second action with this. Firstly if you use action surge you have dipped a couple of levels in fighter - and whilst it is a good dip you are still a couple of caster levels behind. By going pure caster you could still just use a higher spell slot and still have more spells left afterwards. Whilst this still wouldn't equal the action - surged fighter it would offset the gap somewhat. If a player wants to dedicate their character to this specific style of play then I don't think the extra power they get is unreasonable.

the other one to be aware of though is the assassin. Whilst the action limitation prevents multiple ES per round attacks an assassin still needs to only make one to double all those d12s.

Yes you agreed that Cha should be more relevant. I was taking a look at your point about versatility in Wizards vs Sorcerers and got a bit carried away whilst checking it. I should have stopped typing! My fault! :smallsmile:

I have to say this is a class I would jump at the chance to play - it seems fun, quite versatile and well supported by a lot of other multiclassing. I still think it is very powerful at level 6, but not unreasonably so.

eleazzaar
2015-04-20, 09:55 AM
I gotta say Oath of the Anemoi sounds cool. I've only played a 5e paladin for a few levels, so i've got no deep insight on the relative balance, but "Notos's Blessing" sound rather cool and powerful. I'd definitely give it a shot.

Samhaim
2015-04-21, 04:25 AM
I have to say this is a class I would jump at the chance to play - it seems fun, quite versatile and well supported by a lot of other multiclassing. I still think it is very powerful at level 6, but not unreasonably so.


I gotta say Oath of the Anemoi sounds cool. I've only played a 5e paladin for a few levels, so i've got no deep insight on the relative balance, but "Notos's Blessing" sound rather cool and powerful. I'd definitely give it a shot.

I thank you both sincerely for your kind words :smallredface:

Edited the Geomancer.

DanyBallon
2015-04-21, 04:45 AM
Just a reminder, ranger's archetype feature are at 7th, 11th and 15th level, not 9th, 13th and 17th :smallwink:

Samhaim
2015-04-21, 05:16 AM
Just a reminder, ranger's archetype feature are at 7th, 11th and 15th level, not 9th, 13th and 17th :smallwink:

Just cheeking if you were paying attention :smalltongue:

MrStabby
2015-04-21, 09:46 AM
OK, so thoughts on the Night Haunter:

Level three is pretty damn strong. Vision in magical darkness and magical darkness together on a class that gets huge bonus damage if they have advantage against enemies? A lot of people take levels in barbarian or use Shield mastery to knock people over just to do this. This by itself isn't so bad - assassinate for example is pretty damn strong (if situational) but is compensated for by a long wait for other good archetype features. I am worried that this does come so early and at pretty low cost - there are not many creatures at level 3 that can deal with magical darkness. On the plus side I am very pleased that there is a use for the intelligence modifier. The bright light disadvantage thing is rarely going to come up in most settings but it adds a touch of flavour.

Obscure embrace seems reasonable but with advantage, expertise and high dex it is pretty damn near to casting invisibility at will. Given that the rogue can turn the lights off this may work very well in some encounters.

Gloom Stride. Is this once per day? Once per short rest? At will? Between obscure embrace and cunning action you have covered some of the uses for this anyway. Maybe only allow them to move through non-magical objects, if only so that treasure rooms can be warded against this kind of thing.

Shadow Haunt is interesting and flavourful but also quite dependant on the DM. What is a shadow? If you have extinguished the lights there are no shadows? If the area is covered in magical darkness there are not shadows? If a creature is illuminated from all sides are there shadows? What happens if the creature moves such that you are no longer within its shadow? Do you move? Can you chose not to (if for example it moves into fire)? What if it flies? Can the effect be ended by someone grappling you and dragging you out of the shadow? Can someone end it by bringing light such that the shadow isn't there any-more? Resistance and advantage is pretty good but it is a 17th level ability lasting once per day. It is powerful but pretty much what you might hope for from 17th level. I don't quite feel the Cha test for this though. I might be tempted to make it an opposed acrobatics check (to see if you can shadow the guy) - probably stronger for you as you can take proficiency and ever expertise in acrobatics to get extra value out of this.

I think I would be tempted to swap the 3rd and 9th level abilities round but other than that (and maybe needing a bit of extra clarifying text) I would say it is looking pretty cool.

Kerleth
2015-04-22, 11:37 AM
I looked at the rest of the classes, and just, wow. These are great. A couple of quick questions and comments.

1) You have multiple features that deal damage of more than one type. Is the damage supposed to be split between those types? Is it that much damage multiplied by the number of types (on instance for each type of damage, in other words)? Is it that the damage is considered whichever type would be most advantageous to the attacker? Is it considered all types, so that resistance and vulnerability cancel but immunity trumps all? Some clarification would be nice, since to my knowledge the core 3 don't have any ability that represents one chunk of damage as multiple types. (1d6 of one and 1d6 of another yes, but not 1d12 of two types, as an example).

2)What exactly does the Shadowdancer's umbral genesis accompish (other than being freaky and cool) before 9th level? Can the shadowblobs pick up objects? Can they report back to you about what they see? It says you can telepathically communicate, but what sort of intelligence level do they have? (Telepathic communication with a centipede would probably grant very different information than that of a human mind). Does the telepathy give you a description of what they see, as you would describe it? An actual "snapshot"? Do they have the normal senses of sight, hearing, touch, smell, along with blindsight?

3) This is trivial, but saying they can "fit through a 1 inch space without squeezing" would read better than (squeeze through a 1 inch space without squeezing".

4) Umbral Blades are nice, but what if I have a cool magic weapon? My opinion is that the capstone feature shouldn't become "Eh, I'll use it if they regen or are at range, but otherwise, nvm." It's already conditional enough since it requires you to 1) Sacrifice a shadeling, and 2) be in dim light or darkness. (On a related note, what happens if the weapon is suddenly exposed to light? Does it dissipate? Or is it technically not a shadeling anymore, so it sticks around. Your text seems to imply that the latter would be the case, though the 1st seems more appropriate.)
Maybe allow them to bond with a magic weapon, granting it the thrown property and anti-healing effects? Such as:
"The shadowdancer may choose to instead fuse a magical weapon with the power of shadow. Doing so requires that you sacrifice one of your shadelings as a bonus action, and may only be done with a light, finesse weapon. A weapon so infused gains the Thrown property (30/80). Furthermore, any damage dealt by the weapon may only be regained through a short or long rest, and not by regeneration, magic, or any other means of healing."

5) Also, how do you envision the no healing ability to work vs temporary hit points. As written a creature that gained temporary hit points each round would effectively heal and get around the weapon's penalty. I'll admit that is a pretty corner case, and may not be worth the language required to address it.


Last and most importantly: Can I add links to this on my fighter and ranger threads? Pretty, pretty please? :smallbiggrin: I'm using them as a database of especially good homebrew for those classes along with my own creations, and I would love to be able to include your seeker there.

Samhaim
2015-04-23, 05:13 AM
Gloom Stride. Is this once per day? Once per short rest? At will? Between obscure embrace and cunning action you have covered some of the uses for this anyway. Maybe only allow them to move through non-magical objects, if only so that treasure rooms can be warded against this kind of thing. Will add about the non magical object (I actually gave that for granted). Also it is an at will ability



Shadow Haunt is interesting and flavourful but also quite dependant on the DM. What is a shadow? If you have extinguished the lights there are no shadows? If the area is covered in magical darkness there are not shadows? If a creature is illuminated from all sides are there shadows? What happens if the creature moves such that you are no longer within its shadow? Do you move? Can you chose not to (if for example it moves into fire)? What if it flies? Can the effect be ended by someone grappling you and dragging you out of the shadow? Can someone end it by bringing light such that the shadow isn't there any-more? Resistance and advantage is pretty good but it is a 17th level ability lasting once per day. It is powerful but pretty much what you might hope for from 17th level. I don't quite feel the Cha test for this though. I might be tempted to make it an opposed acrobatics check (to see if you can shadow the guy) - probably stronger for you as you can take proficiency and ever expertise in acrobatics to get extra value out of this.

I think I would be tempted to swap the 3rd and 9th level abilities round but other than that (and maybe needing a bit of extra clarifying text) I would say it is looking pretty cool.

1-A shadow is a dark area or shape produced by a body coming between rays of light and a surface.
2- no shadows
3- still no shadows
4- Indeed there are
5- will add that you move with the creature if you move
6- you cannot chose not to
7- will add that you may not be dragged out against your will (I probably need to describe what I had in mind it happens when you use this ability)
8- If there is light and said light is interrupted by an obstacle, there is a shadow
9- I have to think about the acrobatics vs ST, but I still thin CHA save was a goo choice



I think I would be tempted to swap the 3rd and 9th level abilities round but other than that (and maybe needing a bit of extra clarifying text) I would say it is looking pretty cool.

As always, a wise suggestion. Will probably do

Samhaim
2015-04-23, 05:22 AM
I looked at the rest of the classes, and just, wow. These are great. A couple of quick questions and comments.
Thanks, they still needed a ton of work, as you can determine by the thread.



1) You have multiple features that deal damage of more than one type. Is the damage supposed to be split between those types?
Is it that the damage is considered whichever type would be most advantageous to the attacker?
My bad, this was actually a 4E mechanic. The damage is split and resistance, vulnerability and immunities apply to the respective halves.



2)What exactly does the Shadowdancer's umbral genesis accompish (other than being freaky and cool) before 9th level? Can the shadowblobs pick up objects? Can they report back to you about what they see? It says you can telepathically communicate, but what sort of intelligence level do they have? (Telepathic communication with a centipede would probably grant very different information than that of a human mind). Does the telepathy give you a description of what they see, as you would describe it? An actual "snapshot"? Do they have the normal senses of sight, hearing, touch, smell, along with blindsight?
That class needs heavy rewording/working, ignore it as it is (maybe I should remove it)



3) This is trivial, but saying they can "fit through a 1 inch space without squeezing" would read better than (squeeze through a 1 inch space without squeezing".
I had noticed this the other day and changed it, but what I wrote above still applies.



4) Umbral Blades are nice, but what if I have a cool magic weapon? My opinion is that the capstone feature shouldn't become "Eh, I'll use it if they regen or are at range, but otherwise, nvm." It's already conditional enough since it requires you to 1) Sacrifice a shadeling, and 2) be in dim light or darkness. (On a related note, what happens if the weapon is suddenly exposed to light? Does it dissipate? Or is it technically not a shadeling anymore, so it sticks around. Your text seems to imply that the latter would be the case, though the 1st seems more appropriate.)
Maybe allow them to bond with a magic weapon, granting it the thrown property and anti-healing effects? Such as:
"The shadowdancer may choose to instead fuse a magical weapon with the power of shadow. Doing so requires that you sacrifice one of your shadelings as a bonus action, and may only be done with a light, finesse weapon. A weapon so infused gains the Thrown property (30/80). Furthermore, any damage dealt by the weapon may only be regained through a short or long rest, and not by regeneration, magic, or any other means of healing."
As stated above (I am still keeping track of the imput, do not worry :smallwink:)



5) Also, how do you envision the no healing ability to work vs temporary hit points. As written a creature that gained temporary hit points each round would effectively heal and get around the weapon's penalty. I'll admit that is a pretty corner case, and may not be worth the language required to address it. Temporary hit points are not a healing effect (I am pretty sure they are not) hence they are not affected).



Last and most importantly: Can I add links to this on my fighter and ranger threads? Pretty, pretty please? :smallbiggrin: I'm using them as a database of especially good homebrew for those classes along with my own creations, and I would love to be able to include your seeker there.
I would love that. I would also be very happy to see the thread and read some more homebrew archetypes

Kerleth
2015-04-23, 04:31 PM
Well, they haven't gotten the same level of feedback as yours, but I am overall pretty satisfied with them. Here's links if you are interested.
Ranger subclasses and more (not much there at the moment, ran into a sudden dry spell on inspiration on these)
http://www.giantitp.com/forums/showthread.php?409621-New-Ranger-Subclasses&p=19108830#post19108830

Fighter subclasses, fighting styles, and a feat!
http://www.giantitp.com/forums/showthread.php?410757-Warriors-of-Renown-New-options-for-fighters!

Samhaim
2015-04-26, 03:40 AM
Well, they haven't gotten the same level of feedback as yours, but I am overall pretty satisfied with them. Here's links if you are interested.
Ranger subclasses and more (not much there at the moment, ran into a sudden dry spell on inspiration on these)
http://www.giantitp.com/forums/showthread.php?409621-New-Ranger-Subclasses&p=19108830#post19108830

Fighter subclasses, fighting styles, and a feat!
http://www.giantitp.com/forums/showthread.php?410757-Warriors-of-Renown-New-options-for-fighters!

Oh yeah! I had already saw these. I'm just bad at remembering names I guess :smalltongue: . Also, I had a lot of feedback only because there was a lot of work to do on these, they were just that unbalanced I guess :smallbiggrin:

Dunno if you have seen this thread, by the way! http://www.giantitp.com/forums/showthread.php?396519-D-amp-D-5e-Homebrew-Compendium I just found out about it