Quote Originally Posted by MoleMage View Post
Spoiler: Feedback response
Show

I could have sworn they existed. I'll add a weight and cost here.

Armor Etching is supposed to allow Weapon + Armor as soon as it's gained. Dual Etching at 15 is supposed to allow Weapon + Armor + (Weapon or Armor). I'll try to fix the wording.

I'll add something bigger in addition to Convergence Signs but I will note that you only learn 4 signs naturally (2 to start, +1 at 7 and again at 15), and there are 8 total signs, so you can't get any sign and its opposite through other means besides Convergence Signs. (If you started with The Hunter/The Soldier, you'd only be able to reach The Judge using the normal signs learned). That said this is still a pretty weak feature for level 10 and I'll come up with something in the next two days to hopefully make it stronger.

Improved Constellar Techniques At this point I wasn't sure what else to give the class. I considered introducing a stronger version of each technique, but there's already a lot going on with each sign. I could bump this up to short rest recovery though.

Armor for the Emperor does stack with Defensive fighting style, but not with magic equipment. I'm not sure what you mean for Weapon on the Siblings and advantage (do you mean The Gambler?). I may change this to granting allies the bonus instead though (similar to Wolf Totem Barbarian, but +1 instead of advantage).

Technique: Siblings Yeah I wrote this all in one big chunk and didn't really do a balance pass to consider multiclass yet. I wasn't satisfied with the longer duration on this effect anyway, I'd rather limit the techniques to short-duration effects.
Technique: Gambler I wanted to be cautious, since the main use for this is forcing an enemy to attack another enemy, and a lot of enemies have much bigger damage dice than player characters. When you get it at level 3, it matches Action Surge (1 extra attack) and is actually slightly better because of Advantage, though against large groups of weak enemies you'd probably still use the baseline AS. At level 5, it's not quite as good as AS by itself but the Advantage and potential for larger damage makes it situationally better. At level 11 (Extra Attack 2), you can get two such attacks, potentially having both with advantage, keeping it situational (though for level 10 it's once again strictly better). Level 20 is the only level where I'd say that AS is strictly better, and even there if you're fighting at least two monsters and at least one of them has an attack that does more average damage than two of yours, this is better. I'll remove the restriction on focusing on one target to make this a little more palatable.



Thanks for feedback even though I posted with like...three days to go!
For the weapon, I meant the siblings. You are giving a +1 to hit, which can stack with magical bonuses and advantage. Add onto that +2 to hit with archery fighting style and you can get a massive, massive bonus to hit.

For the gambler I totally misunderstood what was happening there. You should clarify that you are forcing an enemy to attack another enemy. I was just thinking that you were just giving your ally advantage on an attack against an enemy. That completely changes this ability to me. Yes, it is certainly worth it at this point!


I apologize for not understanding everything, I was trying to get comments out quickly and clearly misunderstood some of the abilities. You've got a great start going though!