Quote Originally Posted by Goober4473 View Post
While this does emulate spell levels 1, 3, 5, 7, and 9, the major splits in power for spells are generally 1 (1st level), 3 (5th level), 6 (11th level), and 9 (17th level), as evidenced by warlocks gaining only up to 5th level normal slots, with mystic arcanum covering 6th+. i.e. they match up with the "tiers" of play: apprentice, hero, paragon, and epic.

It's of course fine to deviate from that, but I'd strongly recommend having a large bump in power at 11 either way, since all existing classes have one.

Keep up the good work!
Maybe some kind of healing ability? Like the Fighter's Second Wind, but more smaller dice instead of a greater bonus?