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View Full Version : D&D 5e/Next The Academian Class [PEACH] (int-based full caster with utility focus)



Tiadoppler
2019-05-12, 02:16 AM
This class is now available on Homebrewery. I've tested it with both Firefox and Chrome, and they both seem to work okay. Let me know if there's any display bugs in other browsers.

Academian class (https://homebrewery.naturalcrit.com/share/By-DyJv5hV)

Preamble:
I have never designed a custom class or subclass for D&D (5e or otherwise) before, and I'm not a great minmaxer. If you see something hugely unbalanced here, please explain it to me, and I'll probably agree with you and change it. This is a first draft alpha release of something I've worked on for a couple hours, not something that I think is close to perfection.
The Geometer is especially troubling to me. I promise to be not-at-all offended by constructive criticism regarding its design.

Premise:
Want to play the character that Wizards beat up in high school? Me too!
The academian is an Intelligence-based full caster, which trades the Wizard's combat versatility for your choice of massive skill support, great healing ability, and incredible out-of-combat versatility. If a Wizard was an engineer, with many practical uses for magic, the academian would be a theoretical scientist with greater knowledge but less immediate utility. An Academian has devoted their life to study, research and higher education. academians know that it's never enough to simply know facts by rote: the question "why?" is far more important.

The academian spell list is somewhat similar to the wizard spell list, but it lacks the vast majority of damage and area-of-effect spells that let the wizard have peerless control over the battlefield. An academian's forte is not dealing damage, but reshaping the problems at hand so that their allies can solve them most efficiently, or bypassing problems altogether. The academian's three subclasses each modify the experience significantly.

The scholar is a master of many talents, rivaling the rogue for their skill expertise and general knowledge.

The physician is an arcane doctor, bringing the logic and analysis of intelligence to the field of divine magics.

The geometer understands magic like no other. With enough uninterrupted time, they can mold the universe to their whim.



The Academian

Quick Build
You can make an academian quickly by following these suggestions. First, Intelligence should be your highest ability score. If you intend to make heavy use of certain Obvious Solutions, make Wisdom your second-best score, otherwise, pick Constitution as your second-best score. Next, pick the Cloistered Scholar or Sage background. Learn the cantrips Ray of Frost and Prestidigitation, and the 1st level spells Mage Armor, Magic Missile and Shield. Add the rituals Detect Magic, Find Familiar, and Identify to your ritual book.

Level Progression
(Uses the spell slot progression of Wizards and other full casters, but I hereby refuse to write all that out. Just pretend there's a whole bunch of spell slots there on the right side.)


Level
Proficiency
Spells and Cantrips Known
Features


1st
+2
5
Spellcasting, Common Sense, Expertise


2nd
+2
6
Academic Focus


3rd
+2
7



4th
+2
8
ASI


5th
+3
9



6th
+3
10
Academic Focus Feature, Thaumic Control Manipulation


7th
+3
11



8th
+3
12
ASI


9th
+4
13



10th
+4
14
ASI


11th
+4
15



12th
+4
16
ASI


13th
+5
17



14th
+5
18
Academic Focus Feature, Thaumic Control Manipulation Improvement


15th
+5
19



16th
+5
20
ASI


17th
+6
21



18th
+6
22
Academic Focus Feature


19th
+6
23
ASI


20th
+6
24
Intellectual Supremacy




Class Features
As an academian, you gain the following class features.


Hit Points
Hit Dice: 1d6 per academian level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per academian level after 1st

Proficiencies
Armor: None
Weapons: Clubs, daggers, light crossbows, quarterstaffs, spears
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose one from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff, (b) a spear, or (c) a dagger
* (a) a scholar's pack, or (b) a diplomat's pack, or (c) an explorer's pack containing a book
* a component pouch, ritual book, pen, and bottle of ink


Spellcasting
TL;DR: Instead of one number of cantrips and another number of spells, you get one pool of magic knowledge and divide it as you see fit. Want to learn 15 cantrips, and only nine spells? Go for it!
Spells and Cantrips Known
At 1st level, you know a total of five spells and cantrips from the academian spell list, divided among 1st level spells and cantrips at your discretion. The Spells and Cantrips Known column of the Academian table shows when you learn more academian spells and cantrips of your choice. Each spell you learn must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the academian spells or cantrips you know and replace it with another spell or cantrip from the academian spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your academian spells, because your magical skill is dependent on your intellect and education. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an academian spell you cast, and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You may cast spells from your ritual book as a ritual if that spell has the ritual tag and they are of a spell level for which you have spell slots.

Ritual Book
TL;DR: You can choose rituals from any class. You can choose rituals you can't cast yet
At 1st level, you have a ritual book containing three spells of your choice. These spells must have the ritual tag, but can be of any level, and chosen from any class list. Intelligence is your casting ability for all spells in your ritual book.
If you come across a spell in written form, you may add it to your ritual book as long as it has the ritual tag. The process of copying the spell into your ritual book takes 2 hours and 50gp per level of the spell. This cost represents the ink, paper and material components expended during the process of mastering the spell.


Common Sense
You have a mind and you know how to use it. When you're confronted by stress or danger you can fall back on your common sense to solve the problem for you.
Obvious Solutions
At 1st level, you learn 2 obvious solutions to utilize. You learn an additional obvious solution at 7th, 13th, and 19th level. Each time you learn a new obvious solution, you can also replace one obvious solution you know with a different one.
Saving Throws
Some of your obvious solutions require your target to make a saving throw to resist the obvious solution's effects. The saving throw DC is calculated as follows:

Obvious Solution save DC = 8 + your proficiency bonus + your Wisdom modifer

Obvious Solution list
This list is presented in alphabetical order.
Ask for Help. As an action, you pick an enemy you can see within 15', and an ally that can hear you within 60'. That ally can use their reaction to make a weapon attack targeting only the chosen enemy. That attack has a bonus to its damage roll equal to your Wisdom modifier.
Create a Distraction. As an action, you distract a creature within 30' who can see and hear you. The target must make an Intelligence saving throw. On a failed save, the target has disadvantage on the next attack roll or skill check it makes. This obvious solution uses your concentration, and you can maintain your concentration for up to one minute, as long as you do not end your turn more than 30' away from the target.
Get Out of There. When an enemy within 5' takes damage, you can use your reaction to move a distance equal to your Wisdom modifier x 5'. This movement does not provoke opportunity attacks.
Have a Big Friend. When you are the target of an attack, you may use your reaction to change the target of the attack to a willing ally within 5'.
Know Your Enemy. As an action, you examine a creature you can see within 30'. The target must make a Wisdom saving throw. On a failed save, you learn all of its Damage Immunities, Damage Resistances and Damage Vulnerabilities. If you already know its Damage Immunities, Damage Resistances and Damage Vulnerabilities, you instead learn which of the target's saving throws are highest and lowest.
Know Yourself. As an action, you meditate on your current physical, mental and emotional state. Roll a d20 and record the result. The next time you roll a d20 before the end of your next turn, you must instead use that result. If you use this ability again, the new d20 roll replaces the older recorded result.
Run For It. As an action, you gain extra movement for the current turn. The increase equals double your speed, after applying any modifiers. You cannot move towards any enemy you know the location of during this turn. For example, if you have a speed of 30 feet, and use Run For It, you can move up to 90 feet on your turn, as long as you only move away from all known enemies.
Use Big Words. As an action, you speak a sentence full of meaningless polysyllabic arcanobabble. All creatures of your choice within 30' who understand your language must make a Charisma saving throw. On a failed save, they think that you know what you're talking about and trust your expertise.


Expertise
At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that use that skill proficiency.


Academic Focus
When you reach 2nd level, you choose an academic focus, molding your future studies in one of three directions: Scholar, Geometer, or Physician, all detailed at the end of the class description.
Your choice grants you features at 2nd level, and again at 6th, 14th, and 18th level.


Thaumic Control Manipulation
Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.


Intellectual Supremacy
At 20th level, you've honed your mind's power and focus to the highest degree. You are both a librarian and a library. Your Intelligence and Wisdom scores increase by 4. Your maximum for these scores is now 24. In addition, you gain proficiency in Charisma saving throws.



Academic Focuses
An academian's love is knowledge, but not all study the same topics with the same attention. Some delve into the mysteries of the arcane, enhancing their ability to control magic. Others study the mysteries of life and death, seeking to duplicate divine magics with arcane power. Most, however, devote their lives to the accumulation of facts and mastering the minutae of the universe, so that future generations can benefit from their recorded wisdom.



Scholar
Scholars seek knowledge. Comprehension is far more important than simple physical power, and far less common. A scholar is most likely to spend their lives in a library or university, as a researcher or professor, venturing out into the world only rarely. When they do, their lifetime of accumulated trivia lets them solve problems that few others could conceive of, much less answer.

General Education
Starting when you choose this Academic Focus at 2nd level, you may choose a number of Academian class skills equal to your Intelligence modifier. You gain proficiency in those skills. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you gain 1 additional skill proficiency.

Practiced Researcher
Starting at 2nd level, you have mastered the art of finding information in libraries, archives, and other collections. If you spend 10 minutes familiarizing yourself with an organization system, you can automatically find any properly filed book or document. You have advantage on ability checks made to locate improperly filed items, or identify fraudulent or falsified documents.

Scholarly Pursuits
Starting at 6th level, you may choose a number of your skill proficiencies equal to your Intelligence modifier. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you can double the proficiency bonus of 1 additional skill.

Instant Recall
Starting at 14th level, whenever you make a skill check that lets you add your Intelligence or Wisdom modifier, you may treat a d20 roll of 9 or lower as a 10.

Stroke of Genius
Starting at 18th level, when you make an ability check, you may choose to gain Advantage on the roll, and add your Intelligence modifier to the result. Once you use this feature, you must finish a short or long rest before you can use it again.



Physician
Physicians seek to understand life and death, and control them. A physician's mastery of magic that is otherwise reserved for divine power makes them powerful allies and deadly foes.

Medical Training
When you choose this Academic Focus at 2nd level, you gain proficiency in the Medicine skill, and the tools Alchemist's Supplies, Herbalism Kit, and Poisoner's Kit, if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.

Biomagical Studies
Physicians have a list of spells that they learn at specific academian levels. These spells count as academian spells for you, but do not count towards the number of Spells and Cantrips Known.
Academian Level Spell
2nd Cure Wounds
4th Gentle Repose
6th Revivify
8th Death Ward
10th Raise Dead
12th Heal
14th Regenerate
16th Resurrection

Second Opinion
Starting at 6th level, whenever an ally within 5' rolls one or more dice to regain hit points, you can use your reaction to allow them to reroll any number of those dice, keeping the second result.
When you reach 18th level, instead of rerolling the dice, you can use the highest number possible for each die.

Steady Hands
Starting at 14th level, whenever you make you a Medicine skill check, or any check using Alchemist's Supplies, an Herbalism Kit, or a Poisoner's Kit, you may treat a d20 roll of 9 or lower as a 10.

Manipulate Life
Starting at 18th level, you can shift the life force of living creatures as you will. Make a melee spell attack roll against one living creature within 5'. On a hit, the target takes 10d10 Necrotic damage. You may then restore hit points equal to the damage dealt, divided as you choose among any number of creatures that you can see within 5'. If this ability reduces the target past 0 hit points, the extra damage does not count towards the available healing. This ability has no effect, positive or negative, on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again.
For example, if you use this feature to deal 55 damage to a target with only 40 hit points, you may heal yourself by 40 hit points.
If the target of this feature is willing, no attack roll or damage roll is necessary. You can choose to deal up to 100 hit points of Necrotic damage to the target, and calculate the restored hit points as usual.



Geometer
Geometers understand the nature of the arcane better than any other researcher. Magical forces are predictable, and with enough experience, one can learn to predict and shape the pathways they follow. The use of arcane geometry is not fast or flashy, but the slow, careful creation of arcane matrices grants power unimaginable.

Pattern-Tracer
When you choose this Academic Focus at 2nd level, you gain proficiency in the Arcana and Religion skills, and the tools Calligrapher's Supplies and Forgery Kit if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.

Thaumaturgical Pathway Analyst
Starting at 2nd level, whenever you witness the casting of a spell with the ritual tag, you may add it to your ritual book. The time and cost of copying the spell into your ritual book is halved.
If any spells that you know have the ritual tag, you may add them to your ritual book. The time and cost of copying those spells is halved.
Additionally, whenever you witness the casting of a spell on the academian spell list, you can choose one of the academian spells you know and replace it with that spell, which also must be of a level for which you have spell slots.

Student of the Mysterious Arcane
Starting at 6th level, you start to grasp the underlying truths that bind all forms of magic together. You create an encoded research tome to record your findings and original research.
At 6th level, and again at 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, you may add a spell from any class to your research tome. This spell must be of a level you can cast.
When casting spells from your research tome, you must expend a spell slot as normal, and the casting time is increased by 10 minutes per spell level. Intelligence is your spellcasting ability for these spells.

Newfound Efficiencies
Starting at 14th level, when you cast spells from your research tome, the level of the spell slot expended during casting is decreased by 1 level. If the spell is a 1st level spell, no spell slot is expended. You cannot reduce the required spell slot level by more than 1 in this way.

Unified Theory of Arcana
Starting at 18th level, you can cast any academian spell you know using the secret methods written in your research tome. If you increase the casting time of a spell by 10 minutes per spell level, you can decrease the required spell slot level by 1. You cannot reduce the required spell slot level by more than 1 in this way.



Cantrips:

Acid Splash
Blade Ward
Control Flames
Dancing Lights
Frostbite
Guidance
Gust
Light
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shape Water
Shocking Grasp
Thaumaturgy
Thunderclap
Vicious Mockery
1st Level:

Absorb Elements
Alarm
Bane
Charm Person
Comprehend Languages
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
Feather Fall
Find Familiar
Fog Cloud
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk
Unseen Servant
2nd Level:

Alter Self
Arcane Lock
Blindness/Deafness
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Misty Step
Nystul's Magic Aura
Phantasmal Force
Ray of Enfeeblement
Rope Trick
See Invisibility
Skywrite
Spider Climb
Suggestion
Web
3rd Level:

Animate Dead
Bestow Curse
Catnap
Clairvoyance
Counterspell
Dispel Magic
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Protection from Energy
Remove Curse
Sending
Slow
Speak with Dead
Summon Lesser Demons
Tiny Servant
Tongues
Water Breathing
4th Level:

Arcane Eye
Banishment
Charm Monster
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Divination
Elemental Bane
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Polymorph
Stone Shape
Summon Greater Demon
Watery Sphere
5th Level:

Animate Objects
Bigby's Hand
Conjure Elemental
Contact Other Plane
Control Winds
Creation
Dominate Person
Far Step
Geas
Greater Restoration
Hold Monster
Infernal Calling
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
6th Level:

Arcane Gate
Conjure Fey
Contingency
Create Homunculus
Create Undead
Drawmij's Instant Summons
Find the Path
Flesh to Stone
Forbiddance
Guards and Wards
Mental Prison
Move Earth
Otto's Irresistible Dance
Programmed Illusion
Soul Cage
Tenser's Transformation
True Seeing
7th Level:

Etherealness
Forcecage
Mirage Arcane
Mordenkainen's Magnificent Mansion
Plane Shift
Project Image
Sequester
Symbol
Teleport
8th Level:

Antimagic Field
Antipathy/Sympathy
Control Weather
Demiplane
Dominate Monster
Feeblemind
Illusory Dragon
Maze
Mind Blank
Telepathy
9th Level:

Astral Projection
Foresight
Gate
Imprisonment
Invulnerability
Shapechange
Time Stop
True Polymorph
Weird
Wish

Bjarkmundur
2019-05-12, 03:14 AM
It's... Meh.
It does fit the Flavor very nicely, and definitely not overpowered, I just feel like it's lacking some "Oomph".
Spells and Skills are cool and all, but I feel like it's missing a core feature, something that makes it different.
It's a very solid base, and I commend you on that. Adding some pizazz and spice sill be easy once the idea comes.

I'm definitely bookmarking this for later, since an academic is a pretty popular Archetype :)

Tiadoppler
2019-05-12, 08:30 AM
It's... Meh.
It does fit the Flavor very nicely, and definitely not overpowered, I just feel like it's lacking some "Oomph".
Spells and Skills are cool and all, but I feel like it's missing a core feature, something that makes it different.
It's a very solid base, and I commend you on that. Adding some pizazz and spice sill be easy once the idea comes.

I'm definitely bookmarking this for later, since an academic is a pretty popular Archetype :)

Would you say that the base class needs more oomph, or the scholar subclass specifically? I like the geometer's concept a lot (cast spells using lower level slots, but they take a lot longer to cast), but I've been worried that it might be too exploitable in unexpected ways. The physician subclass could use a small boost, I think.


Some ideas that have been floating around:

Use your action to grant allies free attacks (At-will, or several times per rest). Maybe even more '4e Warlord' type stuff to emphasize the non-combat focus of the class
Cast a spell with casting time of one action as a reaction (once per rest/once per long rest)
Distraction: use your action to give a target disadvantage on their next attack or skill check (usable out of combat)

Tiadoppler
2019-05-12, 10:48 AM
I've added a feature called Obvious Solutions, which grants the Academian a number of simple at-will abilities, themed around the concept of a hapless academic in the middle of battles or other stressful situations. These have some similar themes to mastermind/inquisitive rogue social abilities, and 4e's lazy-warlord attack and defensive abilities.

Updated and modified several of the Obvious Solutions.
Edits on Obvious Solutions continue. Reduced Geometer spell casting times.

Tiadoppler
2019-05-13, 04:50 PM
Class feature added:

Thaumic Control Manipulation
Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.



[PEACH] please. I don't think it's too powerful, because it doesn't affect the total number of concentration abilities a party can maintain at any one time, but it does let one caster grant a lot more buffing.

Bjarkmundur
2019-05-15, 03:43 PM
I found this (http://www.giantitp.com/forums/showthread.php?543633-New-base-Clase-The-Scholar)
Might inspire you :D

moonfly7
2019-05-15, 04:05 PM
Love this class idea, its amazing! If my newest character dies (which, since I've lost two in the span of 3 sessions he may very well) I'll try to see if I can play this!

Tiadoppler
2019-05-15, 11:10 PM
This class is now available on Homebrewery (and somewhat modified). I've tested it with both Firefox and Chrome, and they both seem to work okay. Let me know if there's any display bugs in other browsers.

Academian class (https://homebrewery.naturalcrit.com/share/By-DyJv5hV)



I really like the Scholar class, and it's certainly filling a similar archetype/concept to the Academian. The concept of an academic who's shoved into the middle of combat is a fun one.

Moxxmix
2019-06-06, 04:41 PM
Sorry, I missed the request for comment you made in my Sorcerer/Wizard thread, when you first posted about this.

Thoughts on first read-through:

Spells+Cantrips: Interesting that you'd use a combination total for these, although also very interesting. You end up with fewer total spells at level 10 than a sorcerer, but more at level 20. So, greater versatility at endgame, but in early game...


The Obvious Solutions powers are great, and they fit very well with the character concept. The only one that felt a little odd was Run For It, for which I would have just said that you can Dash as a bonus action. That's a more common implementation for giving a character an extra speed-level of movement on its turn.

Also, how does Use Big Words function in combat?


Thaumic Control: Interesting idea for getting around concentration limits. Obviously doesn't work when casting on an enemy, and usually isn't useful for casting on another caster, and you're still limited to one concentration effect per person. Feels like it's still pretty safe, power-balance-wise.


Subclasses:

Scholar:

Appropriate skills, but also feels lackluster. The 2nd level feature feels fine for a 2nd level feature, and minimum of 10 on Int and Wis skill checks is fine at 14, but everything in between (which is a very long stretch of levels) is only supported by an Expertise bonus.

Physician:

You grant both proficiency and expertise with Medical Training. In general, you should only get one or the other. That is, grant proficiency if you don't have the skill, or expertise if you already have the skill from other sources (eg: backgrounds).

Extra spells for the Physician is great, but also makes it obvious that Scholar did not get extra spells (though Geometer gets selectable spells). That feels imbalanced.

Second Opinion's increase at 18th level steps on the feet of the Durable feat. Simply taking the higher of the two rolls seems more reasonable, though it might not need to wait til 18th level, either.

Steady Hands sounds good, but then it also brings to mind that the Scholar's Instant Recall does exactly the same thing, only more. I would probably add some restrictions to Instant Recall, to limit it to lore skills or something like that.

Geometer:

Pattern-Tracer: Same issue as Medical Training.


Spells:

Looking over cantrips available:

No Friends? Sound like exactly the sort of spell this class would have.

Slightly surprised there's no Create Bonfire or Infestation.

Only did a cursory check over the rest.

Tiadoppler
2019-06-06, 09:07 PM
Thanks for the feedback!


Spells+Cantrips: Interesting that you'd use a combination total for these, although also very interesting. You end up with fewer total spells at level 10 than a sorcerer, but more at level 20. So, greater versatility at endgame, but in early game...

In early game, I think it's pretty comparable to sorcerer: you have one fewer spell known for a long time, but you also have a couple of Obvious Solutions that have cantrip-like effects, freeing up some of your utility spells. You could even forgo a basic attack cantrip in favor of 'Call for help', if your party composition supports that.



The Obvious Solutions powers are great, and they fit very well with the character concept. The only one that felt a little odd was Run For It, for which I would have just said that you can Dash as a bonus action. That's a more common implementation for giving a character an extra speed-level of movement on its turn.

Also, how does Use Big Words function in combat?

It doesn't. Several of the Obvious Solutions are meant as (mostly) out-of-combat abilities:
'Create a distraction' is good for making people fail perception checks (to see allies sneaking around)
'Know your enemy' can be used in social situations to size people up
'Know yourself' (arguably too powerful) can be used to 'take 20' on rolls with bad penalties for failure, if you have enough time.
'Use big words' is my version of the 'Arcane Mutterings' at-will power from 4e. It's a social ability that makes you sound smart, even if you don't have the charisma to support those social checks.



Thaumic Control: Interesting idea for getting around concentration limits. Obviously doesn't work when casting on an enemy, and usually isn't useful for casting on another caster, and you're still limited to one concentration effect per person. Feels like it's still pretty safe, power-balance-wise.

That was my hope. You can never have more effects active than you have allies. I don't think it's too much more versatile than Sorcerer's Twin Spell, and it will eat up your spell slots FAST if all of your allies want buffs.



Subclasses:

Scholar:

Appropriate skills, but also feels lackluster. The 2nd level feature feels fine for a 2nd level feature, and minimum of 10 on Int and Wis skill checks is fine at 14, but everything in between (which is a very long stretch of levels) is only supported by an Expertise bonus.

You're probably right. The scholar was meant as the pure skill monkey subclass, and it does that very well. I may add some bonuses to scholars when they use Obvious Solutions. The archetype I was aiming for was the 'hapless nerd who knows a lot but really shouldn't be in combat': that's why it doesn't get any bonus spells.


Physician:

You grant both proficiency and expertise with Medical Training. In general, you should only get one or the other. That is, grant proficiency if you don't have the skill, or expertise if you already have the skill from other sources (eg: backgrounds).

My inspiration was the Scout Rogue's Survivalist feature (level 3): it grants proficiency and expertise, but you don't get to choose the skills, and they're not the top-tier, constantly used skills (like perception or athletics). Medicine isn't used that frequently, so it doesn't seem overpowered.


Extra spells for the Physician is great, but also makes it obvious that Scholar did not get extra spells (though Geometer gets selectable spells). That feels imbalanced.

Second Opinion's increase at 18th level steps on the feet of the Durable feat. Simply taking the higher of the two rolls seems more reasonable, though it might not need to wait til 18th level, either.

Steady Hands sounds good, but then it also brings to mind that the Scholar's Instant Recall does exactly the same thing, only more. I would probably add some restrictions to Instant Recall, to limit it to lore skills or something like that.

Geometer:

Pattern-Tracer: Same issue as Medical Training.

Let me think about these a bit.


Spells:

Looking over cantrips available:

No Friends? Sound like exactly the sort of spell this class would have.

Slightly surprised there's no Create Bonfire or Infestation.

Only did a cursory check over the rest.

Argh, you're right. I forgot Friends. Create Bonfire and Infestation? Sure. I don't think I've ever seen anybody take either of those, so adding them wouldn't hurt.

The general gist of the spell list is:
None of the good damaging AoE spells. No healing (unless you're a Physician), but you get restoration (effect removal) spells and buffs/debuffs (battlefield control).


Ideally, my goal was that any of the Academian subclasses could be played as pacifists, doing no damage themselves, and relying on their allies, while also being amazing at controlling the battlefield in different ways. This isn't a DPR class, and won't appeal to most players because of that, but it could be used as a decent support NPC. Personally, I'd rather play a Scholar than another Wizard (because I'm weird).

Tiadoppler
2019-06-20, 01:30 PM
Updated:

Know Yourself is rewritten: instead of being an automatic natural 20 on a skill check (whenever you take a minute or two to meditate), it's now a combat ability improving your next spell attack.

Scholar gets a power boost:

Your research as a Practiced Researcher (level 2) allows you to pick any four spells and make them Academian spells for you: you still have to learn them normally. This gives Scholar a lot more versatility as it levels up.

At level 14, you can learn two more spells, bringing the total Spells and Cantrips Known for a level 20 Scholar to 26.


Physician has abilities swapped around:

Physicians lose the (overly generic) Steady Hands ability, and the rewritten Second Opinion is delayed to Level 14.

At level 6, you can heal people during a short rest.


Geometer's 14th and 18th level abilities are swapped: you now gain the ability to 'downcast' your Academian spells before your crossclass spells from your Research Tome.


Balance notes:
By level 20,

- Scholars know 26 spells+cantrips , including up to four spells from other classes. They have the potential to poach good spells from other class lists, like healing or damaging spells, but they have to pick carefully.

- Physicians know 32 spells+cantrips, of which 8 are specifically chosen healing/medical spells. They have great support and buffing potential, but little ability to damage others.

- Geometers know 24 spells+cantrips, and 8 additional spells from any class that can only be cast slowly, out of combat. They can do amazing things with downtime or preparation, but are out of their element if they're caught by surprise.

BerzerkerUnit
2019-06-20, 08:20 PM
I think the Geometer's Student of the Weave is teetering on no bueno.

Adding a Spell from Any List! like a Bard, super! This scholar will be all about customiz... oh, the most desirable spells are all rendered useless by onerous casting times... So I take a bunch of utility spells that I might already get, or spells that already have onerous cast times.

If you feel the versatility mandates the 10 minute cast time, maybe also add the Ritual tag to the spell, so you aren't burning a spell slot?

Conjure Animals is amazing utility and damage at its level. Conjure Animals with a 10 minute cast is only utility unless you have a lot of advance notice. Conjure Animals as a ritual and only as a ritual feels like a safe balance.

Tiadoppler
2019-06-21, 01:34 PM
I think the Geometer's Student of the Weave is teetering on no bueno.

Adding a Spell from Any List! like a Bard, super! This scholar will be all about customiz... oh, the most desirable spells are all rendered useless by onerous casting times... So I take a bunch of utility spells that I might already get, or spells that already have onerous cast times.

If you feel the versatility mandates the 10 minute cast time, maybe also add the Ritual tag to the spell, so you aren't burning a spell slot?

Conjure Animals is amazing utility and damage at its level. Conjure Animals with a 10 minute cast is only utility unless you have a lot of advance notice. Conjure Animals as a ritual and only as a ritual feels like a safe balance.

Thanks for the feedback! I've made some changes that might help:


Student of the Weave is now a 2nd level feature that gives access to more cross-class spells.

There's a new 6th level feature that lets you cast your cross-class spells at their normal casting speed.


This should give Geometers a bit of a power boost and make the cross-class spells more viable in-combat, while still letting them primarily focus on out-of-combat casting.

The Geometer has been very difficult to balance, and because it combines two experimental features (transferring Concentration requirements, and reducing the spell-slots of spells), I wanted to err on the side of too weak, because I expect to find exploits and combos.