zeek0
2016-03-29, 11:48 PM
Hello!
A few weeks ago I offered up a Twilight Warrior (https://drive.google.com/file/d/0BxfCiPA2FPFATEQtSXV0OFRRaE0/view?usp=sharing) base class, whose concept was built around balance and mediation between extremes. I've been working on an Astromancer base class to pair with it, a class whose concept is built around a swing between extremes while still keeping balance. I would like some suggestions on how it is so far.
So without further ado, here is the Astromancer: link (https://drive.google.com/file/d/0BxfCiPA2FPFAZlJhRW8tQURrZ1E/view?usp=sharing)
And here are the incantations that pair with the class: link (https://drive.google.com/file/d/0BxfCiPA2FPFAazZNQ05rWkxxdzA/view?usp=sharing)
This class concept and some class parts were inspired by Mr. Moron's Astromancer base class.
Like the Warlock, the Astromancer regains spell slots after a short rest. Unlike a warlock the astromancer uses Incantations instead of spells. Incantations are a thematic grouping of spells as they grow more powerful, and are more modular when they are cast than the spells. They allow for altered effects at the moment of casting or the addition of effects as they are being concentrated upon.
Some questions:
1) Is anything unusually unbalanced or confusing?
2) I feel that there are too many 1/day abilities in the class. Is this true?
3) Is any feature especially unexciting?
Thanks!
Amendments:
Starting at 1st level you can form moonlight into an aura of magical protection against foes. As an action you can expend 1 lunar energy to grant a creature within 60 feet 5 temporary hit points. These hit points expire at the beginning of your next turn.
As a reaction before the start of your next turn, you may perform retribution. Target a creature that damaged the shield within 60 feet. The target must succeed on a Dexterity saving throw or take 5 radiant damage.
The temporary hit points gained and damage dealt by this ability are increased by 5 when you reach 5th level (10), 11th level (15), and 17th level (20).
At 14th level, you may focus your energies entirely on one extreme. When you expend celestial energy you may also expend all remaining celestial energy of that type, completely transforming your celestial energy pool.
If you expend your remaining pool of solar energy, creatures within 10 feet must succeed on a Dexterity saving throw equal to your incantation save DC or take radiant damage equal to the additional solar energy expended.
If you expend your remaining pool of lunar energy, you may grant any creatures within 10 feet temporary hit points equal to the additional lunar energy expended. These temporary hit points last for one round.
You can’t use this ability again until you complete a long rest.
At 10th level, your solar abilities become effulgent. If you expend solar energy on an ability that would do radiant damage then you may add your Intelligence modifier to the damage dealt.
If the ability targets and deals damage to a single creature then creatures within 5 feet must succeed on a Dexterity saving throw equal to your incantation save DC or take damage equal to your Intelligence modifier.
Now ends/does not end when spells are cast, as well as incantations.
Infusion
Solar Energy
Range: Self
Duration: Instantaneous
(1) You channel the positive energies of the sun to heal a creature. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This incantation has no effect on undead or constructs.
(6) The creature is instead healed 70 hit points.
(+1) The range of this spell is changed to a creature within 120 feet.
(+1) In addition, up to six creatures within 30 feet of the affected creature are healed half the number of hit points that would be gained by the target, and gain any other additional effects of this incantation.
(+1-9) Choose an ailment: blinded, deafened, paralyzed, or a single disease. The target is cured of that condition. An additional ailment may be chosen for each additional solar energy expended.
(+1-9) The healing granted by this incantation increases by 1d8 for each additional solar energy expended.
Cleansing Glow
Solar Energy
Range: Self
Duration: Instantaneous
(2) You are bolstered and cleansed by solar energies, ending one condition affecting it. The condition can be charmed, frightened, or poisoned.
(+1) Choose yourself or an object or magical effect you are touching. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
(+1) The target for this incantation becomes a point within range, and the area becomes a 10-foot-radius sphere centered on that point.
(+1-6) For each additional Solar Energy you expend, you automatically end the effects of spells one level higher or one additional affect.
An updated version of this homebrew lies in my signature (http://www.giantitp.com/forums/showsinglepost.php?p=20886261&postcount=285). Let me know if you have any questions!
A few weeks ago I offered up a Twilight Warrior (https://drive.google.com/file/d/0BxfCiPA2FPFATEQtSXV0OFRRaE0/view?usp=sharing) base class, whose concept was built around balance and mediation between extremes. I've been working on an Astromancer base class to pair with it, a class whose concept is built around a swing between extremes while still keeping balance. I would like some suggestions on how it is so far.
So without further ado, here is the Astromancer: link (https://drive.google.com/file/d/0BxfCiPA2FPFAZlJhRW8tQURrZ1E/view?usp=sharing)
And here are the incantations that pair with the class: link (https://drive.google.com/file/d/0BxfCiPA2FPFAazZNQ05rWkxxdzA/view?usp=sharing)
This class concept and some class parts were inspired by Mr. Moron's Astromancer base class.
Like the Warlock, the Astromancer regains spell slots after a short rest. Unlike a warlock the astromancer uses Incantations instead of spells. Incantations are a thematic grouping of spells as they grow more powerful, and are more modular when they are cast than the spells. They allow for altered effects at the moment of casting or the addition of effects as they are being concentrated upon.
Some questions:
1) Is anything unusually unbalanced or confusing?
2) I feel that there are too many 1/day abilities in the class. Is this true?
3) Is any feature especially unexciting?
Thanks!
Amendments:
Starting at 1st level you can form moonlight into an aura of magical protection against foes. As an action you can expend 1 lunar energy to grant a creature within 60 feet 5 temporary hit points. These hit points expire at the beginning of your next turn.
As a reaction before the start of your next turn, you may perform retribution. Target a creature that damaged the shield within 60 feet. The target must succeed on a Dexterity saving throw or take 5 radiant damage.
The temporary hit points gained and damage dealt by this ability are increased by 5 when you reach 5th level (10), 11th level (15), and 17th level (20).
At 14th level, you may focus your energies entirely on one extreme. When you expend celestial energy you may also expend all remaining celestial energy of that type, completely transforming your celestial energy pool.
If you expend your remaining pool of solar energy, creatures within 10 feet must succeed on a Dexterity saving throw equal to your incantation save DC or take radiant damage equal to the additional solar energy expended.
If you expend your remaining pool of lunar energy, you may grant any creatures within 10 feet temporary hit points equal to the additional lunar energy expended. These temporary hit points last for one round.
You can’t use this ability again until you complete a long rest.
At 10th level, your solar abilities become effulgent. If you expend solar energy on an ability that would do radiant damage then you may add your Intelligence modifier to the damage dealt.
If the ability targets and deals damage to a single creature then creatures within 5 feet must succeed on a Dexterity saving throw equal to your incantation save DC or take damage equal to your Intelligence modifier.
Now ends/does not end when spells are cast, as well as incantations.
Infusion
Solar Energy
Range: Self
Duration: Instantaneous
(1) You channel the positive energies of the sun to heal a creature. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This incantation has no effect on undead or constructs.
(6) The creature is instead healed 70 hit points.
(+1) The range of this spell is changed to a creature within 120 feet.
(+1) In addition, up to six creatures within 30 feet of the affected creature are healed half the number of hit points that would be gained by the target, and gain any other additional effects of this incantation.
(+1-9) Choose an ailment: blinded, deafened, paralyzed, or a single disease. The target is cured of that condition. An additional ailment may be chosen for each additional solar energy expended.
(+1-9) The healing granted by this incantation increases by 1d8 for each additional solar energy expended.
Cleansing Glow
Solar Energy
Range: Self
Duration: Instantaneous
(2) You are bolstered and cleansed by solar energies, ending one condition affecting it. The condition can be charmed, frightened, or poisoned.
(+1) Choose yourself or an object or magical effect you are touching. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
(+1) The target for this incantation becomes a point within range, and the area becomes a 10-foot-radius sphere centered on that point.
(+1-6) For each additional Solar Energy you expend, you automatically end the effects of spells one level higher or one additional affect.
An updated version of this homebrew lies in my signature (http://www.giantitp.com/forums/showsinglepost.php?p=20886261&postcount=285). Let me know if you have any questions!