Ugganaut
2016-10-02, 03:55 AM
I've been editing on the Homebrewery site, so its now here (http://homebrewery.naturalcrit.com/share/ryecpQ10).
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Design Notes: Using the slow spell progression of Arcane Trickster, with a more damage focus rather than utility. Tricksters get cantrips, so the option of Greenflame Blade is there to boost their damage. Soulknife would get a PP limited Lethal Strike.
Lvl 3 - [Arcane Trickster] 3Cantrips, Spellcasting(2x1st, 3 known, slow progression, limited spell choices), Mage Hand Legerdemain(CA)
* Compared Sorcerer progression to Mystic Progression to work out the conversion: [Spell Slot] 1[2PP], 2[3PP], 3[5PP], 4[6PP]
then applied to Arcane Trickster's slowed progression to work out the Soulknife's psi points each level. Limited the choice and number of disciplines. Iron Durability would encroach on Uncanny Dodge. Psionic Restoration doesn't fit the Soulknife(its not a healer). Same with the others, they don't fit very well. Conquering Mind is more a roguish feel than Mind Vault. Lvl 20 they can choose any.
* delayed Psychic Focus till 6th level, to bring in line with other class abilities to overcome resistance to normal weapons. The old Soulknife had Psychic Strike which added damage, so this also encourages taking Psionic Weapon early, for damage and Focus.
* Mind Blade takes the place of Mage Hand Legerdemain. It creates non-magical melee weapon. Adds no power, just utility of not having to have a weapon(like a monk). As a rogue, these will most likely be dagger, short sword, rapier - any finese weapon. So it can be thrown as a dagger, but a bonus action has to be use to create another. The ability to create two just mimics a rogue who wants to fight with two weapons but only use mind blades. Again, adds no power, just flexibility to fit a characters fighting style.
* Unlike Trickster that promotes utility, Soulknife was more damage oriented with Psychic Strike, and scaling Mind Blade damage like a monk. Lethal Strike fills the role of scaling damage, so Mind Blade is more mundane and static.
Lvl 9 - [Arcane Trickster] If hidden, target has disadvantage on saves vs your spells.
* Boosts the Tricksters new spells using the rogues stealth. It can be used any time you are hidden(Invisbility/Stealth), and from ranged.
* The Soulknife can close gaps to use his mind blade, so can't stay at ranged as a Trickster and try to hide again. Limited to living creatures, but can be used on an ally to escape though, so has more utility. 1 or 2 uses per short rest?
Lvl 13 - [Arcane Trickster] Use MHL cunning bonus action to gain advantage(end of turn) on a target within 5ft of MH.
* Trickster adds to Cunning Action to give advantage(for SA damage, using the lvl 3 feature(Mage Hand Legerdemain). It doesn't boost sneak attacks damage outright, but uses a bonus action to make sure he can use it, and increases chance of hitting. Can be used at range.
* Soulknife, instead of advantage grant a reaction attack on being missed, but as it can boost damage, have it cost 1 or 2 PP.
Lvl 17 - [Arcane Trickster] Spell Thief - reaction on spell cast, reach into a casters mind and steal their spell. 1/Long
* Limited to enemy casting spells, but not the type of spell. At this level, there's a high chance of high level magic. Also using this on a priest casting Cure Wounds can be particularly vicious, as they can't cast that spell for 8hrs, so even low level spells pay a high price.
* Soulknife is limited to creatures affected by exhaustion instead of casters, and can't gain another classes abilities, only replenish their own. It is broader, so the return potential should be lower. A successful save can avoid it, as Trickster, and it is more effective against creatures with psi points, which would be rare depending on the campaign, so can't make the increase too high. 3 psi points is equivalent of a 2nd lvl spell, 6 psi points equals a 4th level spell. So the maximum gain and scope is lower, but the opportunity to use it is higher - you could use this on a rat technically, to regain 3 psi points, but the Exhaustion would be wasted. A lvl 17 feature that lets you gain 3 psi points 1/day is far from overpowered, especially if there's the saving throw chance of avoiding the drain. Exhaustion requires rest, so mimics the 8hr spell ban of Spell Thief, although Exhaustion can be removed. Creatures like Banshee's and Golems would be immune, which makes sense. There is the rare chance that Exhaustion could kill someone already heavily exhausted, but can't see that being an issue regarding balance - Spell Thief could net you Power Word: Kill, so that rare possibility exists.
________________________________________
Design Notes: Using the slow spell progression of Arcane Trickster, with a more damage focus rather than utility. Tricksters get cantrips, so the option of Greenflame Blade is there to boost their damage. Soulknife would get a PP limited Lethal Strike.
Lvl 3 - [Arcane Trickster] 3Cantrips, Spellcasting(2x1st, 3 known, slow progression, limited spell choices), Mage Hand Legerdemain(CA)
* Compared Sorcerer progression to Mystic Progression to work out the conversion: [Spell Slot] 1[2PP], 2[3PP], 3[5PP], 4[6PP]
then applied to Arcane Trickster's slowed progression to work out the Soulknife's psi points each level. Limited the choice and number of disciplines. Iron Durability would encroach on Uncanny Dodge. Psionic Restoration doesn't fit the Soulknife(its not a healer). Same with the others, they don't fit very well. Conquering Mind is more a roguish feel than Mind Vault. Lvl 20 they can choose any.
* delayed Psychic Focus till 6th level, to bring in line with other class abilities to overcome resistance to normal weapons. The old Soulknife had Psychic Strike which added damage, so this also encourages taking Psionic Weapon early, for damage and Focus.
* Mind Blade takes the place of Mage Hand Legerdemain. It creates non-magical melee weapon. Adds no power, just utility of not having to have a weapon(like a monk). As a rogue, these will most likely be dagger, short sword, rapier - any finese weapon. So it can be thrown as a dagger, but a bonus action has to be use to create another. The ability to create two just mimics a rogue who wants to fight with two weapons but only use mind blades. Again, adds no power, just flexibility to fit a characters fighting style.
* Unlike Trickster that promotes utility, Soulknife was more damage oriented with Psychic Strike, and scaling Mind Blade damage like a monk. Lethal Strike fills the role of scaling damage, so Mind Blade is more mundane and static.
Lvl 9 - [Arcane Trickster] If hidden, target has disadvantage on saves vs your spells.
* Boosts the Tricksters new spells using the rogues stealth. It can be used any time you are hidden(Invisbility/Stealth), and from ranged.
* The Soulknife can close gaps to use his mind blade, so can't stay at ranged as a Trickster and try to hide again. Limited to living creatures, but can be used on an ally to escape though, so has more utility. 1 or 2 uses per short rest?
Lvl 13 - [Arcane Trickster] Use MHL cunning bonus action to gain advantage(end of turn) on a target within 5ft of MH.
* Trickster adds to Cunning Action to give advantage(for SA damage, using the lvl 3 feature(Mage Hand Legerdemain). It doesn't boost sneak attacks damage outright, but uses a bonus action to make sure he can use it, and increases chance of hitting. Can be used at range.
* Soulknife, instead of advantage grant a reaction attack on being missed, but as it can boost damage, have it cost 1 or 2 PP.
Lvl 17 - [Arcane Trickster] Spell Thief - reaction on spell cast, reach into a casters mind and steal their spell. 1/Long
* Limited to enemy casting spells, but not the type of spell. At this level, there's a high chance of high level magic. Also using this on a priest casting Cure Wounds can be particularly vicious, as they can't cast that spell for 8hrs, so even low level spells pay a high price.
* Soulknife is limited to creatures affected by exhaustion instead of casters, and can't gain another classes abilities, only replenish their own. It is broader, so the return potential should be lower. A successful save can avoid it, as Trickster, and it is more effective against creatures with psi points, which would be rare depending on the campaign, so can't make the increase too high. 3 psi points is equivalent of a 2nd lvl spell, 6 psi points equals a 4th level spell. So the maximum gain and scope is lower, but the opportunity to use it is higher - you could use this on a rat technically, to regain 3 psi points, but the Exhaustion would be wasted. A lvl 17 feature that lets you gain 3 psi points 1/day is far from overpowered, especially if there's the saving throw chance of avoiding the drain. Exhaustion requires rest, so mimics the 8hr spell ban of Spell Thief, although Exhaustion can be removed. Creatures like Banshee's and Golems would be immune, which makes sense. There is the rare chance that Exhaustion could kill someone already heavily exhausted, but can't see that being an issue regarding balance - Spell Thief could net you Power Word: Kill, so that rare possibility exists.