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View Full Version : D&D 5e/Next The Inspired ; a 5E take on the Factotum (PEACH)



Kuulvheysoon
2021-09-05, 08:39 PM
The Factotum
https://i0.wp.com/nerdarchy.com/wp-content/uploads/2019/12/factotum.jpg?fit=400%2C529&ssl=1
Hit Points
Hit Dice: 1d8 per factotum level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per factotum level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: Thieves' tools and any one other tool or instrument.
Saving Throws: Dexterity, Intelligence.
Skills: Choose any three.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b) a light crossbow and 20 bolts
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor, two daggers, and thieves' tools

v2: The Facototum
Level Proficiency Bonus Features Cantrips Known Inspiration Points
1st +2 Skill Versatility, Spellcasting 2 —
2nd +2 Aptitude Focus, Inspiration (d6) 2 2
3rd +2 Opportunistic Piety 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Inspiration (d8), Limit Break 2 5
6th +3 Aptitude Focus 2 6
7th +3 Borrow Feature 2 7
8th +3 Ability Score Improvement 2 8
9th +4 — 3 9
10th +4 Aptitude Focus, Inspiration (d10) 3 10
11th +4 Evasion 3 11
12th +4 Ability Score Improvement 3 12
13th +5 — 4 13
14th +5 Aptitude Focus 4 14
15th +5 Inspiration (d12) 4 15
16th +5 Ability Score Improvement 4 16
17th +6 — 5 17
18th +6 Fortune's Friend 5 18
19th +6 Ability Score Improvement 5 19
20th +6 Superior Inspiration 5 20

Class Features

Skill Versatility
Starting at 1st level, you gain proficiency with one skill that you're not already proficient with after you finish a short or long rest. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Factotum table. When you gain a level in this class, you can replace one of the factotum cantrips that you know with another cantrip.

Spellcasting Ability: Intelligence is your spellcasting ability for your factotum spells. 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 factotum 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

Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your factotum spells.

Aptitude Focus
When you reach 2nd level, you choose one of the following aptitude foci. You can change your aptitude focus when you finish a long rest. Changing your aptitude focus requires time spent in reflection and training: at least 1 minute per factotum level.

Inspiration
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features. You learn more class features to spend them on as you gain levels in this class.

An inspiration point spent with this feature gives you an inspiration die, a d6. Your inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

At 2nd level, you have four ways to spend your inspiration points.

Insightful Defense: As a reaction to being hit, you can expend one point to add the result of the die rolled to your AC against that attack.

Insightful Skill: When you make an ability check, you can expend one point to add the result of the die rolled to the total of your ability check. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your check succeeds or fails.

Insightful Strike: When you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend one inspiration point to deal additional damage of the weapon’s type equal to the result rolled on the die.

Insightful Ward: As a reaction to rolling a saving throw, you can expend one point to add the result of the die rolled to your saving throw. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether your save succeeds or fails.

When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.

Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend two inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.

Alternatively, you can expend one inspiration point as an action to heal yourself or another creature with a touch. When you heal a creature in this manner, they regain hit points equal to the result rolled on the inspiration die.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.

Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As an action, you can spend inspiration points to obtain an ability from the list below.
By spending 2 inspiration points, you can obtain one Fighting Style available to the Fighter until the end of your next short or long rest. You can't take a Fighting Style option more than once, even if you later get to choose again.
By spending 2 inspiration points, you obtain the Uncanny Dodge feature until the end of your next short or long rest.
By spending 2 inspiration points, you obtain the Cunning Action feature until the end of your next short or long rest.

Evasion
At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can choose to succeed on the saving throw instead

Once you use this feature you must finish a short or long rest before you can use it again.

Superior Inspiration
By 20th level, when you use Insightful Defense, Insightful Skill, Insightful Strike or Insightful Ward, if you roll a number that is lower than your Intelligence modifier on your inspiration die, treat the number rolled as if it was your Intelligence modifier instead.


Multiclassing and the Factotum
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you chose factotum as one of your classes.
Ability Score Minimum. As a multiclass character, you must have an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a factotum.
Proficiencies Gained. If factotum isn't your initial class, here are the proficiencies you gain when you take your first level as a factotum: light armor, one skill of your choice, thieves tools

Level Proficiency Bonus Features Cantrips Known Inspiration Points Maximum Spell Level Inspiration Spending Limit
1st +2 Aptitude Focus, Skill Versatility, Spellcasting 2 — — —
2nd +2 Fighting Style, Inspiration Points 2 2 1st 2
3rd +2 Opportunistic Piety, Insightful Strike 2 3 1st 2
4th +2 Ability Score Improvement, Cunning Skill 2 4 1st 2
5th +3 Limit Break 2 5 2nd 3
6th +3 Aptitude Focus 2 6 2nd 3
7th +3 Borrow Feature 2 7 2nd 3
8th +3 Ability Score Improvement 2 8 2nd 3
9th +4 Defensive Roll 2 9 3rd 4
10th +4 Aptitude Focus 3 10 3rd 4
11th +4 Reliable Talent 3 11 3rd 4
12th +4 Ability Score Improvement 3 12 3rd 4
13th +5 Arcane Sidestep 3 13 4th 5
14th +5 Aptitude Focus 4 14 4th 5
15th +5 Spell Resistance 4 15 4th 5
16th +5 Ability Score Improvement 4 16 4th 5
17th +6 — 4 17 5th 6
18th +6 Fortune's Friend 4 18 5th 6
19th +6 Ability Score Improvement 4 19 5th 6
20th +6 Arcane Dilettante 4 20 5th 6

Class Features

Aptitude Focus
Choose one of the following aptitude foci. Your choice determines which spell list you choose your spells from and other features when you choose it at 1st level. It also grants you additional benefits at 6th, 10th, and 14th levels.

Skill Versatility
You choose one skill that you're not already proficient with after you finish a long rest. You gain proficiency with that skill until you choose a different one with this feature.

Spellcasting
Cantrips: At 1st level, you know two cantrips of your choice from a spell list determined by your aptitude focus. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inspired table. When you gain a level in this class, you can replace one of the inspired cantrips that you know with another cantrip from your spell list.

Preparing and Casting Spells: You prepare the list of inspired spells that are available for you to cast, choosing from the class spell list determined by your aptitude focus. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your inspired level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Inspired table. For example, if you are a 6th-level inspired, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. a spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.

You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend an additional inspiration point to cast the spell as if it was from a spell slot of 1 level higher. You can increase the effective level of the spell slot an additional time and increasing at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of inspired spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Intelligence is your spellcasting ability for your inspired spells. 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 a inspired 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

Spellcasting Focus: You can use an arcane focus (see "Equipment") as a spellcasting focus for your inspired spells.

Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. After you finish a long rest, you may spend 30 minutes in training to change your current fighting style to a different fighting style from this list.
Blind FightingTCoE
Defense
Dueling
Great Weapon Fighting
InterceptionTCoE
Thrown Weapon FightingTCoE
Two Weapon Fighting
Inspiration Points
Starting at 2nd level, your training allows you to harness the sum total of your eclectic knowledge with a resource known as inspiration points. Your access to this energy is represented by a number of inspiration points. Your inspired level determines the number of points you have, as shown in the Inspiration Points column of the Inspired table. You can spend these points to fuel various class features and your spellcasting. You learn more class features to spend them on as you gain levels in this class.

When you spend an inspiration point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended inspiration points back into yourself. You must spend at least 15 minutes of the rest meditating in order to regain your spent inspiration points.

Opportunistic Piety
Beginning at 3rd level, you can channel a hint of divine energy. As an action, if you have a holy symbol you can raise it and spend 2 inspiration points to Turn Undead (as the Channel Divinity option for clerics). The saving throw DC is equal to your spell save DC.

Alternatively, you can cast a spell from the cleric spell list, paying the cost as if it was an inspired spell. The spell's level cannot exceed the Maximum Spell Level that you can cast on the Inspired table, and you may cast it in a higher spell slot as described in the Spellcasting section.

Once you use this feature you must finish a short or long rest before you can use it again.

Insightful Strike
Starting at 3rd level, once per turn when you hit a creature with a melee weapon attack or ranged weapon attack within 30 feet, you can expend inspiration points to deal bonus damage to the target, in addition to the weapon's damage. The extra damage is equal to 1d6 for each inspiration point spent. You cannot spend more inspiration points than your maximum spending limit, as shown on the Inspired table.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Cunning Skill
As an action, you can spend 2 inspiration points to immediately change the skill proficiency granted to your Skill Versatility class feature until the next long rest that you finish or you use this feature again.

Limit Break
Starting at 5th level, you add your Intelligence modifier to your pool of inspiration points.

Borrow Feature
Beginning at 7th level, you can borrow skills and abilities from other professions. As a bonus action, you can spend inspiration points to use or obtain an ability from the list below.
By spending 1 inspiration point, you obtain the Land's Stride ability for 1 hour.
By spending 1 inspiration point, you can obtain the Cunning Action feature for 1 hour.
By spending 2 inspiration points, you can obtain the Extra Attack feature for 1 minute.
By spending 2 Inspiration points, you can use the Lay on Hands feature for up to 1 minute. Your pool of hit points can restore a number of hit points equal to twice your inspired level per use.
By spending 3 inspiration points, you can obtain the Rage feature for up to 1 minute.
By spending 3 inspiration points, you can use the Wild Shape feature as a druid of a level equal to half of your Inspired level for up to 1 hour.
Defensive Roll
Starting at 9th level, when you are reduced to 0 hit points, you can immediately spend 2 inspiration points as a reaction to instead be reduced to 1 hit point. You can then move up to half of your speed without triggering opportunity attacks.

Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10.

Arcane Sidestep
Starting at 13th level, you've learned how to briefly step between the worlds to arrive at your destination. As a bonus action, you can spend 2 inspiration points to teleport up to 60 feet to a location that you can see.

Spell Resistance
At 15th level, your understanding of the arcane arts has seeped into your very bones. You gain advantage on all saving throws against spells and other magical effects.

Fortune's Friend
At 18th level, your luck is unearthly and spoken of in hushed whispers across the land. As a reaction to failing a saving throw, you can spend 2 inspiration points to reroll the saving throw with advantage, and add your Intelligence modifier to the result.

Arcane Dilettante
By 20th level, you have become one with the arcane forces within you. All class features (including spellcasting) that require you to spend inspiration points have their costs reduced by 1.

Kuulvheysoon
2021-09-05, 08:41 PM
Aptitude Foci (Subclasses)

Arcane Focus
Class Level Maximum Spell Level Spending Limit
2nd 1st 2
3rd 1st 2
4th 1st 2
5th 2nd 3
6th 2nd 3
7th 2nd 3
8th 2nd 3
9th 3rd 4
10th 3rd 4
11th 3rd 4
12th 3rd 4
13th 4th 5
14th 4th 5
15th 4th 5
16th 4th 5
17th 5th 6
18th 5th 6
19th 5th 6
20th 5th 6
Arcane Spellcasting
When you choose the Arcane Focus starting at 2nd level, your ability to cast spells drastically increases. You can spend inspiration points to cast spells of 1st level or higher.

Preparing and Casting Spells: You prepare the list of factotum spells that are available for you to cast, choosing from the sorcerer spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your factotum level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Arcane Focus table. For example, if you are a 6th-level factotum, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. A spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.

You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend additional inspiration points to cast the spell as if it was from a higher level spell slot. You can increase the effective level of the spell slot at 5th level, and again at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table. For example, if you are a 6th-level factotum, you cast a 1st level spell by spending two inspiration points, or you can choose to spend three inspiration points to cast it as if from a 2nd level slot. Alternatively, you could cast a 2nd level spell. You cannot increase the number of points that you spend on the 2nd level spell, because doing so would put you above the limit established in the Arcane Focus table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of factotum spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.

Book of Arcane Rituals
Starting at 6th level, the first time you adopt this aptitude focus you acquire a ritual book holding two 1st-level wizard spells of your choice that have the ritual tag. You can cast any spell contained in your book of rituals as a ritual spell, and the book is added to the components of the spells as a focus item.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the wizard list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

If you change aptitudes, you can no longer use any of the ritual spells contained within your ritual book until you choose to adopt this aptitude once again, but you keep the book. Adopting the arcane focus again does not add any additional spells to your book of rituals; the only way to add additional spells to the book is through the process described above.

Borrow Feature (Arcane)
Beginning at 10th level, as an action you can expend two inspiration points to learn an invocation from the Warlock class. You are considered to be a warlock with a level equal to half of your factotum level for the purposes of determining which invocation you can choose. If an invocation allows you to cast a spell with a Warlock spell slot, you cannot learn it. You lose this invocation when you use this feature to choose a different invocation or until you finish a short or long rest.

Arcane Sidestep
Starting at 14th level, you've learned how to briefly step between the worlds to arrive at your destination. As a bonus action, you can spend one inspiration point to teleport up to 30 feet to a location that you can see.


Divine Focus
Class Level Maximum Spell Level Spending Limit
2nd 1st 2
3rd 1st 2
4th 1st 2
5th 2nd 3
6th 2nd 3
7th 2nd 3
8th 2nd 3
9th 3rd 4
10th 3rd 4
11th 3rd 4
12th 3rd 4
13th 4th 5
14th 4th 5
15th 4th 5
16th 4th 5
17th 5th 6
18th 5th 6
19th 5th 6
20th 5th 6
Divine Spellcasting
When you choose the Divine Focus starting at 2nd level, your ability to cast spells drastically increases. You can spend inspiration points to cast spells of 1st level or higher. You can choose to use a divine focus to cast a factotum spell while you are focused on this aptitude.

Preparing and Casting Spells: You prepare the list of factotum spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your factotum level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Divine Focus table. For example, if you are a 6th-level factotum, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. A spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.

You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend additional inspiration points to cast the spell as if it was from a higher level spell slot. You can increase the effective level of the spell slot at 5th level, and again at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table. For example, if you are a 6th-level factotum, you cast a 1st level spell by spending two inspiration points, or you can choose to spend three inspiration points to cast it as if from a 2nd level slot. Alternatively, you could cast a 2nd level spell. You cannot increase the number of points that you spend on the 2nd level spell, because doing so would put you above the limit established in the Divine Focus table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of factotum spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.

Divine Emissary
Starting at 6th level, when you use Opportunistic Piety, you add your Intelligence modifier to the number of hit points that you restore when you expend an inspiration die to heal yourself or another creature.

Additionally, when you use Insightful Strike to add additional damage to a weapon attack, the damage is either radiant or necrotic; each time you focus on this aptitude you can choose the type of damage that it deals.

Borrow Feature (Divine)
Beginning at 10th level, as an action you can expend two inspiration points to enhance your attacks with divine power. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant (or necrotic, as determined by your 6th level feature) damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. This ability lasts until the end of your next short or long rest.

Dispelling Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.


Martial Focus
Martial Prowess
When you choose the Martial Focus starting at 2nd level, you gain proficiency with medium armor and shields.

Brains over Brawn
Starting at 2nd level, when you make an attack with a melee weapon that you're proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Borrow Feature (Martial)
Beginning at 10th level, as a bonus action on your turn you can expend two inspiration points to gain the ability to enter a state of meditative calm and focus. While in this state, you gain the following benefits:
You have Advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack, you gain a bonus to the damage roll equal to half of your proficiency bonus (rounding up).
You have resistance to bludgeoning, piercing, and slashing damage.This ability lasts for 1 minute

Enhanced Insightful Strike
Starting at 14th level, when you expend an inspiration point to use insightful strike, you roll two inspiration dice and take the higher value. If the values on the die are identical, the inspiration point is considered unspent.


Primal Focus
Class Level Maximum Spell Level Spending Limit
2nd 1st 2
3rd 1st 2
4th 1st 2
5th 2nd 3
6th 2nd 3
7th 2nd 3
8th 2nd 3
9th 3rd 4
10th 3rd 4
11th 3rd 4
12th 3rd 4
13th 4th 5
14th 4th 5
15th 4th 5
16th 4th 5
17th 5th 6
18th 5th 6
19th 5th 6
20th 5th 6
Primal Spellcasting
When you choose the Primal Focus starting at 2nd level, your ability to cast spells drastically increases. You can spend inspiration points to cast spells of 1st level or higher. You can choose to use a druidic focus to cast a factotum spell while you are focused on this aptitude.

Preparing and Casting Spells: You prepare the list of factotum spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your half of your factotum level (minimum of one spell). The spells must be of a level equal to or lower than the maximum spell level as shown in the Primal Focus table. For example, if you are a 6th-level factotum, with an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. A spell cast with inspiration is always cast at its lowest level. Casting the spell doesn't remove it from your list of prepared spells.

You can cast a prepared inspired spell by spending a number of inspiration points equal to the level of the spell + 1. Starting at 5th level, you may spend additional inspiration points to cast the spell as if it was from a higher level spell slot. You can increase the effective level of the spell slot at 5th level, and again at 9th, 13th and 17th level. You cannot, however, spend more inspiration points than your maximum spending limit, as shown on the Inspired table. For example, if you are a 6th-level factotum, you cast a 1st level spell by spending two inspiration points, or you can choose to spend three inspiration points to cast it as if from a 2nd level slot. Alternatively, you could cast a 2nd level spell. You cannot increase the number of points that you spend on the 2nd level spell, because doing so would put you above the limit established in the Divine Focus table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of factotum spells requires time spent in intense study and reflection: at least 1 minute per spell level for each spell on your list.

Rover
Beginning at 6th level, you gain a climbing speed and a swimming speed equal to your walking speed. Additionally, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Borrow Feature (Primal)
Beginning at 10th level, as an action you can expend two inspiration points to use the Wild shape feature from the Druid class. You are considered to be a druid with a level equal to half of your factotum level for the purposes of determining the duration, challenge rating and movement methods of the forms that you can choose.

Venom Immunity
Starting at 14th level, you are immune to poison damage and the poisoned condition.



Not going to lie, still struggling with these. Figured that I'd toss these out and see if people got inspired (get it?) and had an idea that would spark joy. Because none of my ideas are sparking joy. I'm looking for something on the more offensive side for the latter half of the subclasses, but I'm coming up blank.

Bardic Focus
Arcane Music
When you choose this aptitude at 1st level, you choose your spells from the Bard spell list. Additionally, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Song of the Ages
Beginning when you reach 6th level, after you have used all of your Bardic Inspiration uses you may spend 2 inspiration points to grant a creature a Bardic Inspiration die.


At 10th level, X


At 14th level, XX

Eldritch Focus
Eldritch Magic
When you choose this aptitude at 1st level, you choose your spells from the Warlock spell list. Additionally, you learn one Eldritch Invocation as a warlock of a level equal to your inspired level. You learn an additional invocation at 5th, 9th, 13th and 17th level. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Arcane Ward
Starting at 6th level, as a reaction to taking damage, you can spend inspiration points to reduce the number of hit points lost. For every inspiration point you spend, you take 5 points fewer points of damage.


At 10th level, X


At 14th level, XX

Wizardly Focus
Study of the Arcane
When you choose this aptitude at 1st level, you choose your spells from the Wizard spell list. Additionally, you gain the Ritual Caster (wizard) feat.

Wholeness of Mind
Starting at 6th level, as an action you can focus your mind and regain a number of spent inspiration points equal to half of your inspired level. You must finish a long rest before you can use this feature again.


At 10th level, X


At 14th level, XX

T.G. Oskar
2021-09-06, 02:06 AM
Alright, first things first.

You can call it "Factotum". It's the name of the original class, after all, and you're merely updating the class to 5e rules.

Second, some concerns. It's pretty evident that you're aiming towards Inspiration as a resource much like Ki, in order to fuel most of your features. You can collapse a lot of your features by simply making them part of the Inspiration feature: Insightful Strike is the most obvious (which, IIRC, originally merely added your Intelligence modifier to damage), but you could also bring back Insightful Defense and Brains over Brawn. All three could work in a very specific way that would probably steer it into a different direction - when you spend Inspiration in each trait, you add the result of a die to that check (or as damage). This would make Inspiration work in two ways:

As Ki, it would fuel most of your supernatural powers.
As Bardic Inspiration or Psionic Energy Dice, they would grow in size over levels, making the benefit much better.

I feel Inspiration could work as a hybrid of Ki and Psionic Energy Dice/Bardic Inspiration, where you get a small number of dice you can spread out for either boosting yourself or powering some supernatural abilities, which grows over time in both quantity and size. The difference between these two and Inspiration involves how they regenerate - PED has very limited recharging abilities, compared to Ki which recharges through a Short Rest (and indeed, works almost exactly as the original Inspiration Pool)

As for the subsequent features:
Insightful Strike is very obviously meant to replicate Cunning Strike, the Factotum's way to replicate Sneak Attack. The increased damage per Inspiration cost is pretty clever, but I feel that it'd be a bit too powerful with the suggestion I made regarding Inspiration, since the increases would be substantial (going from 2d6 to 3d8 to end at 6d12 would effectively overwhelm the Rogue, the Paladin and every other damage dealer. I'd suggest making it so it has a hard limit of 1, but with the increased damage die - with the caveat that it has no 1/turn limitation like Sneak Attack. That way, if you get more than one attack, you can burn your Inspiration to get more damage.
Opportunistic Piety was a combination of three abilities, one of which resembled Lay on Hands a lot. Mimicking Turn Undead is fair play, but I'd suggest having the Lay on Hands equivalent work as the TCoE Monk's healing ability (Insp. die + Int mod.), rechargeable after a short or long rest. That would remove Lay on Hands from the pool of features you can mimic from other classes, since as it stands you can effectively duplicate LoH far more efficiently than a Paladin by FAR. (3 Insp. for a smaller pool, but it can be used at any time and with a resource recharging after a short rest - it shouldn't take long to realize that you effectively made infinite healing.)
I know you want to replicate Defensive Roll much like the Factotum's equivalent did, but I feel you'd do a better service by simply making it Uncanny Dodge, triggered by Inspiration - or maybe not, since the Inspired's basis seems to be the Rogue anyways.
Arcane Sidestep is too powerful IMO, and actually not part of the original. I'd say it *could* be part of one of the subclasses.
I'd take Cunning Skill away, since even the subclass that has a "floating" skill proficiency (Phantom) doesn't allow you to change it so quickly. If you must, you should rearrange the skill proficiencies to be either 2 or 3, and then consider if you still want Skill Versatility or have this feature work as a way to get some proficiency. As it stands, the Factotum is virtually the best skill monkey with 4 + 1 skill slots, when the original lacked as many skill points as the Rogue did. Given that I suggested providing a bonus through Inspiration, what I'd do is give them 3 slots, then have Skill Versatility act as the fourth, which rotates every day. Have it work as Whispers of the Dead, allowing you to change it after a short or long rest.

Personally, I'd have Inspiration work like this:
At the level you gain it (2nd?), it gives you four uses: Cunning/Insightful Strike, Cunning/Insightful Defense, Cunning/Insightful Skill, Cunning/Insightful Ward. Each treats one specific number: attack roll/damage roll, AC, ability check, saves. Each would cost 1 point. At higher levels, you could have Improved Cunning/Improved Insight, which would allow you to add your Intelligence modifier to the result. That could potentially lead to immense benefits, but through a resource that can be burnt pretty easily. (In fact, I could consider Improved Cunning/Improved Insight as the capstone)
Opportunistic Piety can be split into two uses. One is to Channel Divinity for Turn Undead, the other as a healing ability for yourself or others.
Nix Defensive Roll for Uncanny Dodge.

That probably removes a lot of features, but you could arrange those in such a way that leaves levels in which you gain increased spell level (5th, 9th, 13th) alone, which usually fits for classes that have some sort of spellcasting ability. (In fact: Arcane Sidestep is a 13th level feature, so it doesn't have to be replaced.)

That also leads to another thing - I feel this class has a too powerful chassis. It starts out well, but it gets way too many goodies - a Fighting Style (of which every martial class but Barbarian gets one), lots of skill proficiencies (4, plus Skill Versatility gives you a 5th), a weird form of 5th level spellcasting, many of the Rogue's goodies that make it so good, and then you top that with teleportation, advantage on spells and magical effects (which is something virtually no class has as part of its chassis!), and the ability to freely replicate some of the iconic traits of other classes. I mean: Lay on Hands for 1 minute for 2x class level worth of HP, but you can gain it as a bonus action. You can burn all your Inspiration Points, of which you have level + Int modifier, into topping everyone before entering a short rest, or you can just simply trigger it for a pretty huge boost to healing during battle. You can get effectively full-power Rage (you don't mention if the bonus damage increases) for 1 minute, which is exactly what the Barbarian gets. You can Wild Shape for 1 hour, and by level 16 you get all non-Moon forms anyways.

It begs the question, why play another class? Even without 6th level or higher spells, you basically do what all other classes do, and potentially better. Therefore, I feel it has to be held back a bit. Now, that doesn't mean you have to drop Borrow Feature, but you have to rework it in some way. I suggest tying Borrow Feature (why not use Cunning Brilliance, though?) to one of the Aptitude Focus features, have a list of "common" features available, and then give it a limit - i.e., recharge on a short or long rest. I could say Fighting Style as a Fighter for 10 minutes or 1 hour would be a "vanilla" feature (since it's spread through many classes), and the other could be Expertise for 10 minutes (since it's shared by Bard and Rogue, and also Ranger through TCoE). Then, you can make the iconic class features acquired through the Focus - Rage and/or Wild Shape via the Primal Focus, Cunning Action via the Skill Focus (but I'd say this could be made into an Inspiration feature, since there's precedence via the Monk's Step of the Wind and Perfect Defense), Warlock Invocations via the Arcane Focus, and so on.

Finally: I would resume the Aptitude Focus into a few broader groups: Arcane, Crafting, Divine, Martial, Primal and Skill. Arcane would group Sorcerer, Warlock and Wizard; Crafting would group mostly Artificer, Divine would group Cleric and Paladin, Martial would group Barbarian and Fighter (and maybe Monk?), Primal would group Druid and Rogue, and Skill would group Bard and Rogue. From there, you could work them with greater ease:

Arcane: 1st level would be Arcane spells, probably from the Sorcerer list, and Ritual Casting. 6th would allow you to use Inspiration as Sorcery Points. 10th would modify your Borrow Feature to grant you Warlock Invocations for 1 hour by spending 2 points, with an effective Warlock level equal to half your level and no access to Pact Boons. 14th could have Arcane Sidestep, or something else.

Crafting: 1st level would be Artificer spells and a free tool proficiency. 6th would give you an additional attunement slot. 10th would modify your Borrow Feature to grant you an Infusion for 10 minutes or 1 hour, with an effective Artificer level equal to half your level, and immediately active. 14th level could modify Borrow Feature again to give you Spell-Storing Item for 10 minutes.

Divine: 1st level would be Divine spells, probably from the Cleric list (and maybe proficiency in medium armor?). 6th would cause your Insightful Strike (or equivalent) deal either Radiant or Necrotic damage. 10th level would modify your Borrow Feature to duplicate Divine Strike and/or Improved Divine Smite, allowing you to deal 1d8 with every attack. 14th would give you the ability to use Opportunistic Piety one more time before making a short or long rest.

Martial: 1st level would be proficiency with medium and heavy armor. (If you want, you can give the Martial Focus a Fighting Style, limited to those given to the Fighter.) 6th level could be Extra Attack. 10th level would modify your Borrow Feature to give you Rage as a Barbarian of half your level. 14th level should give you something related to the Monk, maybe. (Or how about making Arcane Sidestep apply here?)

Primal: 1st level would be Druid spells. 6th level could be...anything you want, really. (Favored Enemy?) 10th level would modify Borrow Feature to grant you Wild Shape, as you envisioned it. 14th level can be a Druid or Ranger feature.

Skill: 1st level would give Expertise on two skills or tools of your liking. 6th level would allow you to spend more points for your Insightful Strike, so it behaves like Sneak Attack, or turn your Inspiration into Bardic Inspiration. 10th would modify your Borrow Feature to duplicate Evasion. 14th can be anything you like.

Now, here's something that might sound weird but fits both the Factotum and what I believe is its other inspiration (the Chameleon). How about making the Inspired the only class that can switch its subclass as part of a long rest? So, one day you can be a rugged warrior with some spells, the other you're a wandering minstrel with superb fighting skill, and the next you can be a pretty hearty warrior. It still gives the vibe of "able to do all things", but recognizes that you must specialize in one. (Plus, it brings the feel of Chameleon into 5e, which I must admit is one of my favorite PrCs!)

Kuulvheysoon
2021-09-10, 10:39 AM
Oh wow, not going to lie, I didn’t expect such an in depth comment. So thank you for that, before anything else.

Yeah, figuring out the way to “convert” inspiration points was the hardest choice here. I did eventually decide to follow 3.5E and go with straight points, and the monk framework was already there, along with a formula for spellcasting that was generally regarded as underpowered, so I wasn’t too worried about it getting too out of control.

I did actually throw around a sort of BI-type die as an idea, but in the end ditched it because it felt bad to expend a d6 to cast a 1st level spell at low levels, but that same spell cost a d12 at higher levels, so I went for a flat, rising cost. I am rather attached to the SR refresh of the inspiration points, as even though it’s not as plentiful as the original’s encounter-based refresh, it fits better within 5E’s framework. Having a set number of points that each correspond to a die doesn’t feel as bad as straight die, and is absolutely something worth looking into. I’ll toss around some numbers.

I actually really like how I implemented Insightful Strike, and it works really well… within the current framework. If I followed your suggestion, I’d probably still keep it 1/turn, but let you spend points equal to half proficiency, or the like (1d6 in T1, 2d8 at 9th and 3d12 at 17th. Not sure. Needs tossing about and further comparisons.)

Opportunistic Piety actually did allow you to turn undead in 3.5E, it’s more that no one actually used the option. It seemed thematic to keep it. Honestly, this entire class was a late-night insomnia project with a review before posting during the middle of the day. I can’t believe that I missed the infinite healing loop with the LoH replication - I’ve got no idea what I was thinking there. I’m honestly aghast looking at it now. A straight Inspiration to HP mechanic would work a heck of a lot better, I absolutely agree.

I don’t know where the four class skills came from; I originally had it as 3 skills plus the floater. Maybe I changed it to match Rogue, but that makes no sense; Rogue gets 4 picks, sure, but they’ve got a list to pick off of, which this... doesn’t. Though I’d argue that while the original had 2 less skill points than the Rogue, in actual play you’d have at least as many skill points as the Rogue, given that you had a lot more reason to focus on Intelligence than the Rogue, given how many of your class features keyed off it compared to the Rogue.

It’s only loosely based on the Rogue like the 3.5E version was - the only class feature that it actually shares with the Rogue is Reliable Talent (which I figured was safe enough, given that Monk and Rogue share Evasion), though it does have a lot of thematic overlap. I’m reluctant to give it access to two unique Rogue features, though you give a compelling argument to make it Uncanny Dodge.

Oh, I absolutely expected the first version of this to come out OP; I did ask for opinions, didn’t I? It was more that I was having creator bias and wanted another perspective on what needed to be cut back. I knew that I’d made something that could fill any role, but I had the inkling that I went too far, and it’s good to see that confirmed.

Fighting style is a good idea to toss onto Borrow Feature. I think that I had that as a base feature to help it melee, but that’s actually floating away from the feel that I was looking for - able to temporarily assume any role, but not be awesome at it. Given that Barbarians never receive a FS at all (naturally), that really should have been a hint to make that temporary.

I figured that outright Magic Resistance was fine, given the level. I’d make the argument that it’s less potent than the Abjuration Wizard’s 14th level feature (advantage and resistance to all spells), and a bit below the Ancients Paladin (combined auras of +5 to saves and resistance to spell damage to everyone within 10/30 ft).

Cunning Brilliance… I like it, but I felt like the Chameleon’s Borrow Feature fit this better. I could toss a cost onto it and give it to them earlier, helping establish the identity of the class.

I actually chose to keep the Aptitude foci on the Arcane side of things as a homage, and so that I could just slap the “spellcasting” onto the main chassis and not worry about it. I specifically chose the full casting classes as the base for the different spell lists so they wouldn’t gain access to the high-power spells that are hidden on the Artificer/Paladin/Ranger lists, like destructive wave. The spellcasting isn’t intended to be a major power feature of the class; it’s meant to be more of a secondary focus.

You’d be absolutely correct in guessing that the Chameleon was a secondary inspiration for this class; I’m also a huge fan of the class. Being able to switch subclasses everyday is actually a really neat mechanic that hadn’t occurred to me (because I gave the class cantrips, which locked my brain on attaching subclasses to spell lists).

Given the feedback, I’m tempted to strip the spellcasting from the base chassis and toss it in the subclasses themselves, especially with the ability to switch subclasses. Let them keep the cantrips (and let them choose from any list; it’s honestly not that broken. Eldritch blast continues to be the issue that it is, but without Agonizing blast it’s actually pretty reasonable. Still good, but not an instant pick).

I’ll start working on a v2 - you’ve given me a lot of invaluable feedback and a mountain of ideas and suggestions to sift through. I do like most of them, even if the changes that I’m already brewing involves tossing away a good third of the class.

Kuulvheysoon
2021-09-10, 02:28 PM
v2 Changelog

Base Class:
Dropped spellcasting as a base class feature, tossed it into 75% of the subclasses instead
Switched about the order of a few class features, notably the subclasses from 1st to 2nd level, to fit with the fact that Inspiration doesn't kick in until 2nd level.
1st level seems a little sparse, but it really isn't any worse off than Paladin or Ranger.
Added Inspiration dice along the same progression as Bardic Inspiration.
Completely reworked the Inspiration mechanic to flow a little better, spending points for dice to use as you wish.
Cleaned up Opportunistic Piety to nerf it hardcore. It's still powerful at low levels if you want to use all of your inspiration to heal, but it doesn't scale very well at all unless you're taking way too many SRs to begin with, and it heals less than the Mercy Monk.
Tweaked cantrip progression to fall onto dead levels instead of the level immediately following them and added an additional cantrip at 17th level for a total of 5 cantrips at 17th level. Tempted to shift around the levels when you get them; you only have 2 until 9th level (though this does match Artificer, so I'm not likely to change it).
Changed Borrow Feature to reflect closer to Cunning Brilliance. It's now a semi-permanent investment to gain either Cunning Action or Uncanny Dodge until the next SR. Since Inspiration recharges on an SR, you've got to make the choice. When you get the ability, it's a full sixth of your class resource (assuming a 20 Intelligence) to gain temporary access to these features 5/2 levels late compared to the rogue.
Tossed Reliable Talent out for straight up granting Evasion at 11th level (4 levels after monk/rogues)
Fortune's Friend is now straight up Legendary Resistance 1/SR. Powerful, but you've already got the save-boosting inspiration so it overlaps enough that I feel like it's alright. Compare to free shield every turn from Wizard.
Capstone is completely changed - instead of reducing the cost of all abilities, it supercharges the 2nd level feature. Let's be honest, it's 20th level. It can be a little broken.

Subclasses: Yes. Most of TG's changes were implemented, though I decided to only pick up the Big 4 subclasses; Arcane, Divine, Martial and Primal. I incorporated more of the Skilled features into the base class, and I'm honestly not sure if I want to include a Crafter archetype.

BerzerkerUnit
2021-09-11, 01:39 PM
-snip-

I actually really like how I implemented Insightful Strike, and it works really well… within the current framework. If I followed your suggestion, I’d probably still keep it 1/turn, but let you spend points equal to half proficiency, or the like (1d6 in T1, 2d8 at 9th and 3d12 at 17th. Not sure. Needs tossing about and further comparisons.)
-snip-
Oh, I absolutely expected the first version of this to come out OP; I did ask for opinions, didn’t I? It was more that I was having creator bias and wanted another perspective on what needed to be cut back. I knew that I’d made something that could fill any role, but I had the inkling that I went too far, and it’s good to see that confirmed.

Fighting style is a good idea to toss onto Borrow Feature. I think that I had that as a base feature to help it melee, but that’s actually floating away from the feel that I was looking for - able to temporarily assume any role, but not be awesome at it. Given that Barbarians never receive a FS at all (naturally), that really should have been a hint to make that temporary.

-snip-

Alright, out of respect for the help you've given me I came to have a look and it seems like you have it well in hand, good job over all.

First, big fan of the ability to swap subclasses. That more than anything clearly communicates what you're trying to accomplish.

Going from bottom to top (emphasis is all mine). Barbarians should have had a Fighting Style. I have a more detailed opinion on this but don't want to distract further.

Second and far more relevant point. Versatility As Effectiveness. This is where I believe we strongly deviate. Consider the role you want to fill in a party "I want to be able to fill any role." Okay, so you kind of need to be good at everything. Being good at everything all the time is not fun for the rest of the party. It's actually problematic. But not being On Par for the role you want to fill in a party member's absence is not fun for you or the other party members.

Consider the following:
Rogue, Barbarian, Cleric, Factotum. Here you probably want to be a spell caster. But you'll be a half caster and a bunch of your core features make your better than the cleric at combat, but not as good as the other 2. So combat, one thing the party already has 2 members excelling at, you're contributing more than a wizard, but actually less because you don't want a wizard attacking, you want them spellcasting, a thing you can do and are focusing on but not on par for the level. Further, you're skill focused all the time, so you might be eating the rogue's lunch there.

Barb/Cleric/Wizard/Factotum. Here you might want to be rogue-like to fill that role, skill focused (a thing you're always good at, no problem) but also mobile and hard hitting to facilitate focused damage and lowering pressure on Barb, but you're not as good as a rogue of similar level, so enemies live longer putting more pressure on the Barb and Cleric.

This might not be an issue if you're a 5th or 6th player. But in both these scenarios (and virtually all others where 4 or fewer players is a norm) you are sacrificing the effectiveness of a full class character for the option of being able to cover a role the party already has filled. That's always presented a challenge for me as a DM, just the inverse of having one of those minmaxed builds at the table.

I'm not saying it's a bad idea, I actually quite like a lot of the implementation, but I run into the same problem with some players that Multiclass. There are absolutely MC builds that wildly enhance character power (some problematically so), but a lot that degrade their effectiveness which ultimately punishes other players for the "spice" of one.

So when I look at the design here I see concern that while rogue-ing you'll out damage the rogue and while spellcasting you'll out cast the wizard. You won't. You numerically can't, even assuming a 2 short rest day. With the number of points you've given the class and how they have to be spent for pretty much everything, you'll never out do a full classed caster or rogue (except in skills, and even then only some rogues, bc some like the Soulknife are really good at those too). So allowing you to burn them for a few "better than paladin smites, better than rogue sneaks" isn't a big deal because you'll have far, far fewer per day than either of those classes, even if you recover on a short rest and rests are not guaranteed. Even less so for this class which has a further defined 15 minute meditation requirement within that rest. Good luck if it's too cold or on an ant hill or people need to eat.

And granting full or even 7/9 casting (if you really feel the need to limit it) is just not a big deal, because you either feel like you're pulling your weight as the party caster or you aren't. And if you're my player, and you're trying to fill that roll, I don't want you doing it with 3rd level spells from 9-12, it just won't be fun. And if you're worried a player would then play this so they can cast knock and tongues so the party wizard can get another chain lightning in... Take a look at the monk who gets a half dozen class features that are all a thing a wizard could do levels earlier. No one is playing monk because they want to save the wizard a spell slot.

I designed a generic "monster" class last year (or the year before?) that had short rest points and could cast spells with them (very finite list based on creep type). It was great, twice per rest. Then every other caster ate its lunch. It could spend those points for additional attacks and bonus damage. It could be devastating in rounds 1-3, then it was okay and every fighter and rogue ate its lunch (paladins and casters can't be beat on nova damage). But it was free to go to an extreme bc of the limitation on # of points kept it from being able to consistently exceed other base classes. It spent points and was better, then when points were gone, it was On Par with those other classes when they weren't spending resources.

I know you came down hard on my knack system for granting full casting, but it's there because I want the player to be able to do what they intend. At least for the Caster subclasses, this feels a lot like you'd be playing a 5th level character at a 10th level table bc you want the option to play a different 5th level character the next day.

That said, if you raised the cap on casting to 7th or 9th level spells, I'd say cut/print.

Specific feature critiques:
Borrow Feature in Arcane Focus- this list is painfully small without a Boon/Patron/or pact slots. I would recommend you either grant the Boon and an invocation for it, or at least choose a Patron.

Borrow Feature in Martial Focus- this clearly Rage, why not just let it be Rage at 1/2 Barbarian level for Bonus damage? And why can't you borrow Reckless Attack? My 2 cents.

Kuulvheysoon
2021-09-12, 09:49 AM
I do appreciate you taking a quick look over this, so thank you.

In your first hypothetical situation, that’s not really the purpose of this class. It’s never meant to be a primary arcane caster. It only gets 5th level spells - it’d be like expecting the Artificer to fill that role. If everyone shows up to the table blind, then you’re able to cover the arcane role because no one else can, yeah, but you can also switch it around if you’re not going to need it any given day. But if you’re all planning together, you’d probably either coordinate your classes and the rogue would pick something else or you’d forge ahead knowing that you lacked a primary arcane caster. Which isn’t unheard of, and everyone knows that going in.

I called out in an earlier post that I designed the ‘spellcasting’ around the 4 elements monk specifically because it is widely considered to be underpowered. I wanted the base chassis of the thing done before I started fiddling around with the resource numbers, you know? I considered the Limit Break ability at 5th to be more of a placeholder feature to enhance its power, because there was a point that I just considered adding it to the class at 2nd level. Ultimately, it nova’d way too hard, even for a SR resource. With TG’s suggested changes and the new way inspiration works, though, it’s absolutely worth a revisit. I haven’t had the chance to run it against a Rogue yet, but I’m willing to take a power hit just for the sheer flexibility that this class presents. The 15 minute refresh thing is actually taken straight from the monk refresh mechanic for Ki.

I came down hard on your Knacks because I was thinking that you were trying to accomplish what I’m doing here, and I think that you’re coming down hard on this because you’re thinking about what you did rather than my goals, lol. Your Adventurer is a choose-your-own-ability class, able to outright replace any class in the game. It’s possible to have an entire party of your Adventurers and have them be completely different, able to easily fill different roles via judicious selection of Knacks. That wasn’t my design goal here.

This isn’t meant to be a wholesale replacement of a role, not really. It’s a Skilled character, with the secondary role able to be changed daily. Like the Arcane Trickster is a Skilled character with a side of magic. It’s meant as an alternative Rogue, in a way, and a party with a Rogue/Factotum/Wizard/Cleric has the same issues as a party made up of a Wizard/Cleric/Barbarian/Fighter.

I’m intentionally making the Arcane patron boon-less; that’s an iconic feature of the Warlock (and the best part of Tomelock is thematically covered by the 6th level ability, Bladelock is just bad and if they want a familiar, they can just outright cast find familiar). This is meant to pay homage to/pluck a feature from, not replace outright. That being said, I could definitely add a second invocation and given the inability to pick invocations that require a slot/pact, I could probably get away with letting you use your full level instead of half level for picking up invocations. It’s a tenth level feature, after all. Looking back with a few days distance, you’re right in that it feels noticeably weaker than the other 10th level Borrow Feature enhancements.

Honestly, I could probably get away with giving you full Barbarian rage damage bonus. I picked the half proficiency to damage because it was easier to add than having to look up the Barbarian table. Half barbarian level would actually deal less damage than the current calculation, in all fairness, and I felt like throwing them a bone. They already lack spells. I didn’t add Reckless Attack because I wanted to encourage the ability to play Dex-barian without feeling like you’re missing out on something (you’ll notice that it lacks the stipulation that the melee attack be strength-based), and I wanted it to only steal a single feature.

BerzerkerUnit
2021-09-13, 02:43 AM
I do appreciate you taking a quick look over this, so thank you.

In your first hypothetical situation, that’s not really the purpose of this class. It’s never meant to be a primary arcane caster. It only gets 5th level spells - it’d be like expecting the Artificer to fill that role. If everyone shows up to the table blind, then you’re able to cover the arcane role because no one else can, yeah, but you can also switch it around if you’re not going to need it any given day. But if you’re all planning together, you’d probably either coordinate your classes and the rogue would pick something else or you’d forge ahead knowing that you lacked a primary arcane caster. Which isn’t unheard of, and everyone knows that going in.

I called out in an earlier post that I designed the ‘spellcasting’ around the 4 elements monk specifically because it is widely considered to be underpowered. I wanted the base chassis of the thing done before I started fiddling around with the resource numbers, you know? I considered the Limit Break ability at 5th to be more of a placeholder feature to enhance its power, because there was a point that I just considered adding it to the class at 2nd level. Ultimately, it nova’d way too hard, even for a SR resource. With TG’s suggested changes and the new way inspiration works, though, it’s absolutely worth a revisit. I haven’t had the chance to run it against a Rogue yet, but I’m willing to take a power hit just for the sheer flexibility that this class presents. The 15 minute refresh thing is actually taken straight from the monk refresh mechanic for Ki.

I came down hard on your Knacks because I was thinking that you were trying to accomplish what I’m doing here, and I think that you’re coming down hard on this because you’re thinking about what you did rather than my goals, lol. Your Adventurer is a choose-your-own-ability class, able to outright replace any class in the game. It’s possible to have an entire party of your Adventurers and have them be completely different, able to easily fill different roles via judicious selection of Knacks. That wasn’t my design goal here.

This isn’t meant to be a wholesale replacement of a role, not really. It’s a Skilled character, with the secondary role able to be changed daily. Like the Arcane Trickster is a Skilled character with a side of magic. It’s meant as an alternative Rogue, in a way, and a party with a Rogue/Factotum/Wizard/Cleric has the same issues as a party made up of a Wizard/Cleric/Barbarian/Fighter.

I’m intentionally making the Arcane patron boon-less; that’s an iconic feature of the Warlock (and the best part of Tomelock is thematically covered by the 6th level ability, Bladelock is just bad and if they want a familiar, they can just outright cast find familiar). This is meant to pay homage to/pluck a feature from, not replace outright. That being said, I could definitely add a second invocation and given the inability to pick invocations that require a slot/pact, I could probably get away with letting you use your full level instead of half level for picking up invocations. It’s a tenth level feature, after all. Looking back with a few days distance, you’re right in that it feels noticeably weaker than the other 10th level Borrow Feature enhancements.

Honestly, I could probably get away with giving you full Barbarian rage damage bonus. I picked the half proficiency to damage because it was easier to add than having to look up the Barbarian table. Half barbarian level would actually deal less damage than the current calculation, in all fairness, and I felt like throwing them a bone. They already lack spells. I didn’t add Reckless Attack because I wanted to encourage the ability to play Dex-barian without feeling like you’re missing out on something (you’ll notice that it lacks the stipulation that the melee attack be strength-based), and I wanted it to only steal a single feature.

Something about the first bolded part isn't sitting right with me... I don't think it's reading the way you intended but it sounds like "we all sit down to play, Tom would like to play a class that is appx half as good at being any class, so Jeff should probably play a completely different class" No one will feel like Tom is overshadowing them, but Jeff won't get his first choice...

The 2nd part goes back to my earlier point. The Half casters usually have a solid schtick and their half casting, often a solid martial option their subclass enhances, Paladin auras and healing, Ranger exploration and bonus damage. This gets something like 1/3 of the rogue's martial package, and depending on subclass composition, about 1/3 of anyone else's. I see you're saying that the option to swap back and forth makes that diminished capacity worthwhile, but to me it looks like you always have the option of how to be 2/3's of a full class.

If the only thing you get from hot swapping classes is the barebones of the class (spellcasting, or extra attack), then I think you could stand to ramp it up. Note: I actually think the Martial focus is doing alright since you also get Rage and maneuvers if I recall, so that's a fair amount of kit for that option. I think to be comparable your spell casting should run to about ~7th level at level 18/19. That's 2 extra spells you'd be able to cast, lifting Mystic Arcanum instead of Invocations would keep them from being overwhelming options (1 a days), but give you a little more punch on the spellcasting caspstone and keep exactly the same flexibility you had with the points. I'd be interested to see if it plays markedly differently.

But this is your baby, I won't belabor it further. If it's performing as desired in testing, then keep on keeping on. Good luck!