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  1. - Top - End - #1
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    Grod_The_Giant's Avatar

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    Default The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    It was inevitable-- I think just about every 5e homebrewer attempts something like this eventually. In my case, I set myself two goals: find a theme that was more unique than the standard "I mix magic and melee because something something elves," and make it as mechanically distinct from the existing Paladin/Ranger/Eldritch Knight/Bladesinger as possible. I figured that the Paladin uses their slots for augmented melee, the Ranger uses their for utility, and the Eldritch Knight focuses on cantrips and making things go boom. So... buffing, said I... self-buffing, I thought... and I came up with...

    The Steelsworn

    There are many paths to magic. Some draw their power from divine beings, some from their own ancestry, some from the majesty of nature itself. Steelsworn…Steelsworn draw their power from iron and steel, from brick and mortar, from the grand arc of civilization and industry itself. They see themselves as agents of progress, defenders of cities and knowledge from the forces of chaos. Good-aligned Steelsworn emphasize the upward sweep of progress and the potential of the system to improve the lives of all, and frequently find themselves standing in opposition to schemes to enrich the few at the cost of the many; Neutral individuals take a more pragmatic view that favors growth and progress above all, while truly Evil Steelsworn relish the ability of an industrial realm to grind the lower classes into a compliant state.

    Hit Points
    • Hit Dice: 1d10 per Steelsworn level
    • Hit Points at 1st Level: 10 + Constitution modifier
    • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Steelsworn level after 1st

    Proficiencies
    • Armor: Light armor, medium armor, shields
    • Weapon: Simple weapons, martial weapons
    • Tools: One set of Artisan’s Tools
    • Saving Throws: Constitution, Intelligence
    • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Persuasion

    Equipment
    • (a) scalemail or (b) leather, longbow, and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) a scholar’s pack or (b) an explorer's pack
    • A spellbook
    Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

    Level Proficiency Steelsworn 1st 2nd 3rd 4th 5th
    1st +2 Urban Specialist, Spellbound Item
    2nd +2 Fighting Style, Spellcasting, Steelbound Spell 2
    3rd +2 Mastery Style, Urban Awareness 3
    4th +2 Ability Score Improvement 3
    5th +3 Extra Attack 4 2
    6th +3 Swiftblade 4 2
    7th +3 Mastery Ability 4 3
    8th +3 Ability Score Improvement 4 3
    9th +4 4 3 2
    10th +4 Civilized Soul 4 3 2
    11th +4 Greater Spellbond 4 3 3
    12th +4 Ability Score Improvement 4 3 3
    13th +5 4 3 3 1
    14th +5 City Step 4 3 3 1
    15th +5 Mastery Ability 4 3 3 2
    16th +5 Ability Score Improvement 4 3 3 2
    17th +6 4 3 3 3 1
    18th +6 Mastery Ability 4 3 3 3 1
    19th +6 Ability Score Improvement 4 3 3 3 2
    20th +6 Endless Steel 4 3 3 3 2

    Spellbound Item: Over the course of a short rest, you can designate any item containing at least one pound of iron or steel as your Spellbound Item. Once chosen, you may use your Spellbound Iron as a spellcasting focus. In addition, it gains certain properties, depending on the type of item:
    • Weapon/Shield: A Spellbound Weapon or Shield may be used to to perform the somatic components of spells. As long as the Item is within sight and you have a free hand, you may use a bonus action to cause it to fly into your hand. If something tries to restrain the weapon, you may make an Intelligence check to try to overcome it. Finally, while touching it, you may cast True Strike.
    • Armor: Spellbound Armor only weighs half as much as normal. At your command, buckles fasten themselves and plates lift themselves into place, allowing you to don or doff your armor as an action. While wearing it, you may cast Blade Ward.
    • Talisman: While wearing a Spellbound Talisman (such as a special gauntlet, a weighty medallion, or a wand), as a bonus action you may cause it to radiate soft light, as a torch, or to stop glowing. While wearing it, you may cast Mage Hand.


    Urban Specialist: You have Advantage on Intelligence checks related to towns and cities, and may use your Intelligence instead of Charisma when making checks made to gather information, find individuals, or spread rumors in an urban area. In addition, you may attempt to find or follow an individual’s trail within an urban area with an Intelligence (Persuasion) check. Doing so takes one hour. If they are attempting to avoid being found, they may make an opposed Dexterity (Stealth) or Charisma (Deception) check.

    Fighting Style: At 2nd level, choose one of the following options
    • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
    • Defense: While you are wearing armor, you gain a +1 bonus to AC.
    • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Einhander (New): When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no shield or other weapon in the other.
    • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Spellcasting: At 2nd level, you can cast Steelbound spells.
    Spoiler: Spellcasting
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    Your Spellbook
    You do not automatically receive a spellbook upon reaching second level. However, you do begin with a number of 1st level Steelbound spells of your choice prepared equal to 2+Intelligence modifier. Once, during a long rest, you may scribe all these spells in a spellbook without paying the usual material cost. Once you do, your spellbook is the repository of the Steelbound spells you know.

    Adding New Spells
    When you find a Steelbound spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it. You may copy spells from a wizard's spellbook if they also appear on the Steelbound list.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    Replacing Your Spellbook
    You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

    Preparing and Casting Spells
    The Steelbound table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of Steelbound spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

    You can change your list of prepared spells when you finish a long rest.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your Steelbound spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

    In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a Steelbound 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 your Spellbound Item as a spellcasting focus for your Steelbound spells.

    Learning Spells of 1st Level and Higher

    Each time you gain a Steelbound level, you can add one Steelbound spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Steelbound table. On your adventures. you might find other spells that you can add to your spellbook.

    Spellcasting Note: If using my houserule granting Paladins and Rangers cantrips, the Steelbound should get some as well-- two Wizard cantrips at 1st level and one more at 4th.

    Steelbound Casting: Beginning at 2nd level, when touching your Spellbound Item and casting a spell with a non-instant duration that targets only yourself, you may choose to link your weapon to the spell. The spell’s duration is doubled, and you do not have to concentrate on it. However, if your Spellbound Item ever moves more than 5ft away from you, the spell immediately ends as though you had lost concentration, even if it does not normally require it. You may only have one Steelbound spell at a time.

    Urban Awareness: Beginning at 3rd level, you gain an instinctive awareness of threats to civilization. With one minute's concentration, you may detect the presence of any aberrations, fey, or dangerous predatory beasts within one mile, learning their numbers, direction, and general distance from you. If you are within an urban area, you may also detect the presence of a single humanoid whose name you know.

    Mastery Style: At 3rd level, you choose a Mastery Style, the ultimate expression of mystic battle prowess you are working towards.

    Ability Score Increase: 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.

    Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Swiftblade: Beginning at 6th level, when casting a spell with a non-instant duration that targets only yourself, you may make a weapon attack as a bonus action.

    Civilized Soul: Beginning at 10th level, you gain incredible resistance to unnatural threats. This ability functions as a permanent Protection from Evil and Good ability, but instead protects against aberrations, beasts, and fey.

    Greater Spellbond: Beginning at 11th level, your bond with your Spellbound Item intensifies, granting you greater powers.
    • Spellbound Weapon: Your weapon counts as magic and allows you to deal an additional 1d8 force damage on one attack a round.
    • Spellbound Shield: As a reaction, you may double your shield's AC bonus against one attack. You may do so after seeing the die roll, but before the GM announces the result.
    • Spellbound Armor: You take 2 less damage from bludgeoning, slashing, and piercing attacks. In addition, you may ignore the stealth penalty from medium or heavy armor
    • Spellbound Totem: When taking the Attack action, you may replace one or both of your weapon attacks with a ranged spell attack with a 120ft range that deals 1d10+Int force damage on a hit.


    City Step: Beginning at 14th level, as an action you may merge your body with any piece of worked stone, brick, or metal large enough to fully contain your body. You cannot cast spells while merged, but this ability otherwise functions as the Meld Into Stone spell.

    Once per short rest, you may choose to emerge from any other valid target for this within one mile.

    Endless Steel: Beginning at 20th level, you may have two simultaneous Steelbound Spells. If you do, you may not concentrate on a third spell normally.

    -------------------------------------------------------------------
    Mastery Styles

    Shieldbearer
    Shieldbearers believe in protecting others
    Spoiler
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    Spellshield: At 3rd level, as long as you have a hand free, you may use an action to conjure a shield of pure arcane force. Your ward is weightless, nda provides a +3 bonus to AC instead of the usual +2 from using a shield. You may use your ward as your Spellbound Item, and for a number of special stunts
    • Shield Bash: As a bonus action, you may use your ward to attempt to batter the foe's guard aside. Make an Athletics check, opposed by the target's Acrobatics or Athletics. On a success, the next attack made against them has Advantage.
    • Shared Shield: As a bonus action, designate an adjacent ally. As long as they remain within your reach, they also benefit from your shield's AC bonus. In addition, they count as "you" for the purpose of reaction abilities which depend on you being targeted, such as Reciprocal Gyre or Greater Spellbond.
    • Sheltering Shield: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


    Martial Arcanist: At 3rd level, gain proficiency in Insight, and you learn Resistance and Shield. At 5th level, you learn Warding Bond, at 9th you learn Counterspell, at 13th you learn Death Ward, and at 17th you learn Wall of Force. These spells always count as being prepared, and do not count towards your usual number of spells prepared.

    Reciprocal Gyre: Beginning at 7th level, when your Spellshield is active and you are struck by a weapon attack, you may use your reaction to reduce the incoming damage by 1d6+Int. You may choose to expend a spell slot as part of this process to reduce the damage by a further 2d6 points per level of the slot. If this reduces the damage to zero or below, you may redirect its energy into a burst of force that strikes on adjacent creature, pushing them 5ft and dealing damage equal to the original attack.

    Deflect Spell: Beginning at 15th level, when your Spellshield is active and you are the target of a spell attack, you may use a reaction to add your Proficiency bonus to your AC against the attack. You may do so after seeing the roll but before the DM announces the result. If the attack misses you, you may reflect it at a new target within its normal range—including the caster—using the original attack roll.

    Infinite Ward: Beginning at 18th level, after casting the Shield spell, while under its effects all attacks which miss you by 5 or less trigger your Reciprocal Gyre and Deflect Spell abilities.


    Industrialist
    Industrialists believe in the importance of the metal
    Spoiler
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    FurnaceStance: Beginning at 3rd level, when you use your Steelbound Spell ability, you may choose to radiate the roaring heat of a furnace. For the duration of the spell, you have Resistance to fire damage, and anyone striking you with a melee attack takes fire damage equal to twice the level of the spell. When taking the attack action, you may replace one or both of your attacks with melee or ranged spell attacks dealing 1d8+Int fire damage, with a 60ft range for the ranged option. You may suppress or resume this aura as an action, as long as the spell is still in effect.

    Gift of the Forge: At 3rd level, you gain proficiency in Smith's Tools, and learn Green Flame Blade and Burning Hands. At 5th level, you learn Scorching Ray, at 9th you learn Fireball, at 13th you learn Flame Strike, and at 17th you learn Immolation. These spells always count as being prepared, and do not count towards your usual number of spells prepared.

    Arcane Wrath: Beginning at 7th level, after casting one of the spells you learned via Gift of the Forge, you may make a weapon attack as a bonus action.

    Industrial Servants: Beginning at 15th level, you may cast Animate Objects once per day as a 5th level spell. When you do, you may choose to make it your Steelbound Spell, even though it does not normally meet the requirements. The animated objects glow with heat, gaining resistance to fire and dealing additional fire damage with their attacks, based on their size: tiny creatures deal 1 damage, small do 1d4, medium deal 1d6, large deal 2d6, and huge deal 3d6.

    Endless Renewal: Just as metal can be reforged, so too may men. As an action you may cast Reincarnation to revive an ally who has died within the last minute with no material component. You may choose the target's new race. If you die, you may immediately benefit from a Reincarnation spell, and may cause all creatures within a 20ft radius take 20d6 points of fire damage. Creatures who succeed on a Dexterity save take half damage.

    Once you have used this ability, you may not do so again for one week.


    Ghost Rider
    Ghost riders defend the boundary of life and death.
    Spoiler
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    Phantom Mount: Beginning at 3rd level,once per long rest you may conjure a ghostly mount. This functions like the Find Steed spell, except that, once initially summoned, you may temporarily dismiss it as an action, returning it to a pocket dimension. As another action, you can cause it to reappear in any unoccupied space within 30 feet of you. While you are riding your mount, you are considered to be adjacent to your Spellbound Item.

    Beginning at 7th level, your mount permanently floats one foot above the ground, allowing it to “walk” on water and ignore difficult terrain. At 15th level, it can tread on air as if it were walking on solid ground, effectively granting it a fly speed equal to its base land speed. At 18th level, it—and its rider—may move through solid objects, as long as they end their turn in an open space.

    Walk with Death: At 3rd level, you gain proficiency in Intimidate, and learn Toll the Dead and Command. At 5th level, you learn Speak with Dead, at 9th you learn Fear, at 13th you learn Shadow of Moil, and at 17th you learn Phantasmal Killer. These spells always count as being prepared, and do not count towards your usual number of spells prepared.

    In addition, your Urban Awareness and Civilized Soul abilities work against undead as well as their usual targets.

    Wreathed in Fear: Beginning at 7th level, as a bonus action you may surround yourself with a cloud of dark mist for 1 minute, as the Fog Cloud spell, which both you and your mount may see through without penalty. Any enemy beginning their turn in the mist must make a Wisdom save, with a DC of 8+Prof+Int, or be frightened for 1 round. On a successful save, they are immune to this ability for the remainder of its duration.

    After you have used this ability, you may not do so again until you have completed a short or long rest.

    Ghost Blade: Beginning at 15th level, as a bonus action you may transform your weapon into an ethereal state. While in this state, you do not make attack rolls. Instead, when you make a weapon attack against a creature, they must make a Dexterity save or be hit by the attack, taking psychic damage instead of the normal type. Ranged weapons impart this property on their ammunition. You may return your weapon to normal as a bonus action.

    Nightmare Rider: Beginning at 18th level, while mounted you may use an action to cast Phantasmal Killer as though from a 5th level slot. As part of the action, you may make a weapon attack against the target. If you hit, you do not have to concentrate on the spell.

    Once you use this ability you cannot use it again until you have completed a short of long rest.


    -------------------------------------------------------------------

    Spellblade Spell List
    Spoiler
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    1st Lv Spells
    • Absorb Elements
    • Comprehend Languages
    • Detect Magic
    • Expeditious Retreat
    • False Life
    • Feather Fall
    • Heroism
    • Ice Knife
    • Identify
    • Jump
    • Longstrider
    • Mage Armor
    • Magic Missile
    • Protection from Evil and Good
    • Shield of Faith
    • Thunderous Smite
    • Zephyr Strike



    2nd Lv Spells
    • Alter Self
    • Blur
    • Darkvision
    • Dust Devil
    • Earthbind
    • Enhance Ability
    • Enlarge/Reduce
    • Flaming Sphere
    • Invisibility
    • Levitate
    • Magic Weapon
    • Melf’s Acid Arrow
    • Mirror Image
    • Misty Step
    • Shadow Blade
    • Spider Climb
    • Warding Wind


    3rd Lv Spells
    • Blink
    • Counterspell
    • Dispel Magic
    • Elemental Weapon
    • Flame Arrows
    • Fly
    • Haste
    • Nondetection
    • Melf’s Minute Meteors
    • Phantom Steed
    • Protection from Energy
    • Thunder Step
    • Tongues
    • Vamperic Touch


    4th Lv Spells
    • Dimension Door
    • Freedom of Movement
    • Fire Shield
    • Greater Invisibility
    • Mordenkainen’s Faithful Hound
    • Polymorph
    • Staggering Smie
    • Stoneskin
    • Wall of Fire


    5th Lv Spells
    • Bigby’s Hand
    • Conjure Volley
    • Far Step
    • Rary’s Telepathic Bond
    • Skill Empowerment
    • Steel Wind Strike

    Last edited by Grod_The_Giant; 2019-01-03 at 10:19 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Beholder

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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Overall I like what you have done a lot and the amount of detail deserves a lot of credit so I give a lot of respect to you. I am not the best at DND and there are others that are way better so I am not going to critique every part of the subclass but I have to say, the urban specialist ability feels... strange. I can tell you are trying to go for a melee spell mix that focuses on buffing themselves and increasing duration of the buff but and having a variety of knowledge on progress and civilisation but what does being good at gaining info from people have to do with that?

    (sorry, changed that a bit)
    Last edited by Bannan_mantis; 2018-08-02 at 03:58 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Very interesting. I like the concept, but I think you've packed a bit too much into the class as a whole. I can see what the intent was, but it's kind of like a "good stuff" list of things rather than following your intent through.

    One way to liven up the concept would be to not just be limited to a weapon. You allude to this, as it's called "spellsword" but can use any weapon, and one of your archetypes handwaves that connection entirely, as the force armor takes its place. You already have a neat niche, in that you have the ability to have the thing "concentrate" on spells for you. Why not just skip the obvious nod that it's definitely-not-a-hexblade and make it an option to be either a piece of armor, other piece of clothing, or a weapon? You'll have to change the name, sure, but it'd be nice to be able to do more than just explore another type of "you've got a more-magic-than-normal magic sword" trope. Just the name "Steelbound" would work, and then the player could choose a weapon, breastplate, ring, you name it. "Spellbound" would also work fine.

    Einhander is a cool fighting style. It was wise to not include GWF.

    I don't see how industrialist fits. It's a neat ability, but doesn't match everything else you've got going on.

    I wonder why you stuck with the Wizard spell list. I mean, it is by far the largest, and you didn't include the spell school limiters that the AT & EK have, which is nice, but the Druid spell list has the most concentration spells on it, and is dipped from the least. Just a thought.

    I like the warping around the field, but that doesn't seem to mesh with the self-buffing aspect. That almost feels like a class into and of itself. I would've liked to see some more exploration of the urban hunter themes and interaction with your empowered weapon/armor/cloak.

    Subclasses!

    Only overarching flaws with the subclasses is
    1. they're too... Adventure-y. They sound like they're D&D adventuring classes... which is fine independently, but the schtick of the Steelbound specialize in urban, civilized environments
    2. there's no parity between them. If you know how one subclass works, it gives no indication whatsoever on how the other ones work.


    I think one thing you could do is remove the extra attack from the core class and move a slightly different one into each of the subclasses. Arcane Wrath will be a decent Extra attack replacement (as it's later augmented with Phoenix stance) for the Phoenix type, You could give normal extra attack to one of the classes, and something different for the other. Knight Phantom could have a sweeping attack built into his regular attack, for example, to give that Line-up-and-charge kind of feel.
    • Abjurant - I don't see why anyone would ever pick anything other than Heavy. You're giving them proficiency, all potential downsides are removed. It's effectively always-on, no concentration Barkskin. I'd love to see some meaningful choices here. Light armor increases your speed or gives a levitate/low gravity effect, Heavy armor reduces your speed, but gives a melee damage reflection, medium armor does something different. Lets see some exploration in here other than "you've got armor". The other effects seem fine, although unlimited shield may be way too much (unless your campaign is incredibly overtuned to compensate). I'd like to see more reaction-based options in this subclass so the fact that you have unlimited shield spells at 18 has some sort of meaningful alternate.
    • Phoenix seems good. I like the interplay with the bonus spells... It's very much in line with that Giant Soul Sorcerer UA that came out. However, it begs the question on why the other 2 subclasses don't get bonus spells.
    • Phantom Knight - Is there a reason why you chose find familiar over find steed? I mean, it's literally a steed. Ghost blade is a really cool effect, I don't know if it'd be better earlier, but it's fantastic. The fact that it allows any of your weapons to be Ghost Weapons (instead of just the spellblade). I like Nightmare rider, but I'd switch the wording around. I'd say something along the lines of "Make a single weapon attack against a target. If you hit, you may cast Phantasmal Killer..." and so on. Also, I'd give it a cooldown after it actually triggers, otherwise level 18 Steelbound players will just be Phastasmally Killing all the things. Also, the description promised me trampling... I'd love to see some ghostly trampling.



    Love your stuff as always Grod.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  4. - Top - End - #4
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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Okay, this needs some serious rebalancing.

    For one, access to the full Wizard spell list is not something I'd allow. If you're serious about this class focusing on buffs, then make a Spellsword spell list by trimming the Wizard spell list down to something more the size of the Paladin spell list and exclude (most) direct damage spells. Maybe bring in a couple buff spells from outside the Wizard spell list to make it more unique (just avoid anything unique to their spell lists).

    For another, Resplendant Immolation is nuts. A free full recovery for a (half) martial class? A-ha-ha-ha-ha-ha-ha-ha-NO.

    Speaking of nuts, let's talk about Infinite Ward. Unlimited uses of a +5 AC spell? Do you have any clue how utterly broken that would be?!
    Last edited by Crisis21; 2018-08-03 at 12:06 AM.
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  5. - Top - End - #5
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Crisis21 View Post
    For another, Resplendant Immolation is nuts. A free full recovery for a (half) martial class? A-ha-ha-ha-ha-ha-ha-ha-NO.
    That's a good point - I thought it was a trigger based on death, similar to the Phoenix Sorcerer's... but no, it's an action.

    That's a bit odd. I don't mind the rebirth aspect, and even the removal of negative effects. But maybe have a smaller, potentially variable amount of health restored (based on hit die, Int modifier, et cetera) and have some sort of other quirk. It's good to have some levers in the mix for adjustment.

    For example, if the Resplendent Immolation also GAVE a level of exhaustion at the end of combat (being reborn is a bit taxing), you could increase the healing amount.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  6. - Top - End - #6
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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Vogie View Post
    I wonder why you stuck with the Wizard spell list. I mean, it is by far the largest, and you didn't include the spell school limiters that the AT & EK have, which is nice, but the Druid spell list has the most concentration spells on it, and is dipped from the least. Just a thought.
    Quote Originally Posted by Crisis21 View Post
    For one, access to the full Wizard spell list is not something I'd allow. If you're serious about this class focusing on buffs, then make a Spellsword spell list by trimming the Wizard spell list down to something more the size of the Paladin spell list and exclude (most) direct damage spells. Maybe bring in a couple buff spells from outside the Wizard spell list to make it more unique (just avoid anything unique to their spell lists).!
    Will address the rest of the issues when I've got a little more time, but for the moment, ah... I did write a more limited spell list, just forgot to post it. Should be up now
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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Vogie View Post
    Very interesting. I like the concept, but I think you've packed a bit too much into the class as a whole. I can see what the intent was, but it's kind of like a "good stuff" list of things rather than following your intent through.
    I... do tend to have a problem with overstuffing homebrew, yeah It just shows up less in something like the Warlock, where you're customizing off a large list of abilities.

    One way to liven up the concept would be to not just be limited to a weapon. You allude to this, as it's called "spellsword" but can use any weapon, and one of your archetypes handwaves that connection entirely, as the force armor takes its place. You already have a neat niche, in that you have the ability to have the thing "concentrate" on spells for you. Why not just skip the obvious nod that it's definitely-not-a-hexblade and make it an option to be either a piece of armor, other piece of clothing, or a weapon? You'll have to change the name, sure, but it'd be nice to be able to do more than just explore another type of "you've got a more-magic-than-normal magic sword" trope. Just the name "Steelbound" would work, and then the player could choose a weapon, breastplate, ring, you name it. "Spellbound" would also work fine.
    Mmm, that's not a bad idea. Though having the spell be tied to a weapon instead of a ring does add one option

    Einhander is a cool fighting style. It was wise to not include GWF.
    Thanks.

    I don't see how industrialist fits. It's a neat ability, but doesn't match everything else you've got going on.
    It was meant to tie into the whole "urban knight" thing, but I can see where you're coming from. Maybe an alternate Primal Awareness version?

    I like the warping around the field, but that doesn't seem to mesh with the self-buffing aspect. That almost feels like a class into and of itself. I would've liked to see some more exploration of the urban hunter themes and interaction with your empowered weapon/armor/cloak.
    Yeah, that's... very fair. Will do some work.

    Only overarching flaws with the subclasses is
    1. they're too... Adventure-y. They sound like they're D&D adventuring classes... which is fine independently, but the schtick of the Steelbound specialize in urban, civilized environments
    2. there's no parity between them. If you know how one subclass works, it gives no indication whatsoever on how the other ones work.
    I like subclasses that significantly shape the main class-- they provide a nice customization bonus-- but I see where you're going...I was mostly using classic 3.5 gish PrCs as a starting point, but they don't line up that well with the overall archetype. Hmm... watchman, highwayman, factory-man?

    I think one thing you could do is remove the extra attack from the core class and move a slightly different one into each of the subclasses. Arcane Wrath will be a decent Extra attack replacement (as it's later augmented with Phoenix stance) for the Phoenix type, You could give normal extra attack to one of the classes, and something different for the other. Knight Phantom could have a sweeping attack built into his regular attack, for example, to give that Line-up-and-charge kind of feel.
    That's kind of a cool idea. Hmm.

    [*]Abjurant - I don't see why anyone would ever pick anything other than Heavy. You're giving them proficiency, all potential downsides are removed. It's effectively always-on, no concentration Barkskin. I'd love to see some meaningful choices here. Light armor increases your speed or gives a levitate/low gravity effect, Heavy armor reduces your speed, but gives a melee damage reflection, medium armor does something different. Lets see some exploration in here other than "you've got armor". The other effects seem fine, although unlimited shield may be way too much (unless your campaign is incredibly overtuned to compensate). I'd like to see more reaction-based options in this subclass so the fact that you have unlimited shield spells at 18 has some sort of meaningful alternate.
    That's not a bad idea.
    [*]Phoenix seems good. I like the interplay with the bonus spells... It's very much in line with that Giant Soul Sorcerer UA that came out. However, it begs the question on why the other 2 subclasses don't get bonus spells.
    [*]Phantom Knight - Is there a reason why you chose find familiar over find steed? I mean, it's literally a steed. Ghost blade is a really cool effect, I don't know if it'd be better earlier, but it's fantastic. The fact that it allows any of your weapons to be Ghost Weapons (instead of just the spellblade). I like Nightmare rider, but I'd switch the wording around. I'd say something along the lines of "Make a single weapon attack against a target. If you hit, you may cast Phantasmal Killer..." and so on. Also, I'd give it a cooldown after it actually triggers, otherwise level 18 Steelbound players will just be Phastasmally Killing all the things. Also, the description promised me trampling... I'd love to see some ghostly trampling.
    I'd been thinking about Find Familiar's ability to summon and dismiss your buddy at will, mostly. Good point about the other bits.

    Quote Originally Posted by Crisis21 View Post
    For another, Resplendant Immolation is nuts. A free full recovery for a (half) martial class? A-ha-ha-ha-ha-ha-ha-ha-NO.
    Quote Originally Posted by Vogie View Post
    That's a good point - I thought it was a trigger based on death, similar to the Phoenix Sorcerer's... but no, it's an action.
    3.5's power level was generally higher... yeah, I'll redo this.

    Speaking of nuts, let's talk about Infinite Ward. Unlimited uses of a +5 AC spell? Do you have any clue how utterly broken that would be?!
    I mean, Wizards get the same thing, but they're also not front-line warriors. How 'bout if I remove the infinite casting part, and just leave it as adding the deflection abilities onto normal casts of the spell?
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Update: Moved away from a weapon-specific theme, as Vogie suggested, and fiddled with the ribbon and high-level abilities. Also fixed the Knight Phantom's mount and gave bonus spells to all the subclasses.
    Last edited by Grod_The_Giant; 2018-08-03 at 09:26 PM.

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    Default Re: The Spellsword-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Grod_The_Giant View Post
    I mean, Wizards get the same thing, but they're also not front-line warriors. How 'bout if I remove the infinite casting part, and just leave it as adding the deflection abilities onto normal casts of the spell?
    Wizards don't have any armor proficiencies though.
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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Thanks for this information, I think it will come in handy in the future.

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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    I like the changes, like the inclusion of bonus spells for everyone, and while I'm not going to ponder the dedicated spell list, I think that giving them their own list is a huge boon.

    Abjurant still needs some work. You made some effort, and I think it's interesting, but there's still little tactical reason to pick anything other than Heavy. My thought is, give the player meaningful reason to give up raw armor... and using a shield for additional armor isn't a variation on armor, it's just moving it to the arm. This is a great place for a tiny bit of hand-holding.

    For example:
    • Antigravity Armor: This Light armor gives 13+Dex AC, Triples your Jump Distance, and gives advantage to Dex Saving throws and Stealth checks. At level 9, While wearing this armor, you can cast feather fall on yourself as a bonus action without using a spell slot. At 14, this increases to 14+Dex.
    • Absorbing Armor: This medium armor sets your AC to 14+Dex (max 2) and gives disadvantage to stealth checks. Also, while wearing a shield, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. At level 11, you may summon a +2 shield of force to one of your hands as a bonus action. At 14, your AC increases to 16+Dex (max 2).
    • Intradictor Armor: This Heavy armor sets your AC to 16, Your movement speed is halved, and whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your reaction to become the target of the Attack instead. At level 9, and you take 2 less damage from nonmagical bludgeoning, piercing, and slashing damage. At level 14, this increases to 19 AC.
    All the numbers are up to you... The idea being that the abjurants have distinct options. They could be sneaky spies, or giant Reinhardt-esque monolith that intercepts damage meant for others. And, more importantly, they may want to be able to switch between them depending on the fight.

    You'll also want to work out the issue between the Heavy armor from Abjurant and the boon that level 11 feature for Steelsworn Armor users... as it's the same. Doubly so for a sub (sub-sub?) class that gets Blade Ward.

    EDIT: Forgot to mention that the existing Capstone stops most of the reason for the class. I'm perfectly fine if you want to double or triple the duration... but infinite duration will just defeat the point of the class after a couple days.

    Quote Originally Posted by Grod_The_Giant View Post
    I like subclasses that significantly shape the main class-- they provide a nice customization bonus-- but I see where you're going...I was mostly using classic 3.5 gish PrCs as a starting point, but they don't line up that well with the overall archetype. Hmm... watchman, highwayman, factory-man?
    No, I get that... but they're wildly off theme. We don't see Ranger subclasses that focus on chilling at the local pub, and never exploring. But we do get a bunch of different variations on "dude(tte) that explores".

    So think about how your subclasses connect to the core - the idea that this individual has sworn some sort of oath or pledge towards an object.

    For example, Phoenix doesn't have much to go on Phoenix-wise, until really high level. Change the names, make it, say... Forgesworn, and with a little bit of feature-name changes, you have a perfectly civilized persona. You can even keep the phoenix explosion at the end, just because that's awesome... phoenixs are all about change as well.

    The Knight Phantom could be refluffed as thought they were a road warrior (Roadsworn?), and could give that highwayman feel.

    The Abjurant is all about manipulating armor and using said armor to adjust the battlefield, so they'd likely fall into the Watchmen category. WardenForce? ShieldSworn?
    Last edited by Vogie; 2018-08-06 at 07:57 AM.
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    ... does this stuff just come naturally to you? Do you even have to try anymore xD
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    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Crisis21 View Post
    Wizards don't have any armor proficiencies though.
    The point is taken-- the ability no longer gives extra castings.

    Quote Originally Posted by KateHoll View Post
    Thanks for this information, I think it will come in handy in the future.
    Wrong thread?

    Quote Originally Posted by Vogie View Post
    Abjurant still needs some work. You made some effort, and I think it's interesting, but there's still little tactical reason to pick anything other than Heavy. My thought is, give the player meaningful reason to give up raw armor... and using a shield for additional armor isn't a variation on armor, it's just moving it to the arm. This is a great place for a tiny bit of hand-holding.
    Ehh... I'm leery of making it too big a feature. There's already very little reason to wear medium armor if you have access to heavy...which the Steelsworn does not natively have, so getting heavy armor is a benefit all by itself... I'll fiddle a bit more, though.

    EDIT: Forgot to mention that the existing Capstone stops most of the reason for the class. I'm perfectly fine if you want to double or triple the duration... but infinite duration will just defeat the point of the class after a couple days.
    How so?


    No, I get that... but they're wildly off theme. We don't see Ranger subclasses that focus on chilling at the local pub, and never exploring. But we do get a bunch of different variations on "dude(tte) that explores".

    So think about how your subclasses connect to the core - the idea that this individual has sworn some sort of oath or pledge towards an object.
    I don't know if they're "wildly off theme" so much as "completely disconnected from the theme."

    For example, Phoenix doesn't have much to go on Phoenix-wise, until really high level. Change the names, make it, say... Forgesworn, and with a little bit of feature-name changes, you have a perfectly civilized persona. You can even keep the phoenix explosion at the end, just because that's awesome... phoenixs are all about change as well.
    Makes sense.

    The Knight Phantom could be refluffed as thought they were a road warrior (Roadsworn?), and could give that highwayman feel.
    Definitely.

    The Abjurant is all about manipulating armor and using said armor to adjust the battlefield, so they'd likely fall into the Watchmen category. WardenForce? ShieldSworn?
    Hmm, I like the sound of Shieldsworn...replace Abjurant Armor with some extra-fancy shield stuff...
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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Quote Originally Posted by Grod_The_Giant View Post
    Ehh... I'm leery of making it too big a feature. There's already very little reason to wear medium armor if you have access to heavy...which the Steelsworn does not natively have, so getting heavy armor is a benefit all by itself... I'll fiddle a bit more, though.
    Then forgo the options, and make it awesome weightless, downside-less heavy armor, full stop. If that is the feature you want, you don't need options here. Make it elegant.

    Quote Originally Posted by Grod_The_Giant View Post
    How so?
    The whole point of the class is playing around with self-buffing, and empowering that play-style by removing hindrances to self-buffing. You can self-buff and attack, you can have multiple "concentration" spells running at the same time as long as they're self-buffs. You've even created a spell list of largely self-buffs to choose from

    Setting the duration of those to infinite kind of removes the spellcasting feature. Players will find the "best" buffs, and keep them on at all times. Sure, they'll still cast one of the instantaneous duration spells here or there, but there's no reason to ever recast their "best" buffs

    Also, I don't know if this is a SR or LR class (all your spellcasting feature says is that you can "change your list of prepared spells when you finish a long rest").
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    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

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    Default Re: The Steelsworn-- Grod's obligatory arcane half-caster (and anti-Ranger?)

    Mkay. Fiddled with flavor, with slight tweaks for the subclasses and flavor. Still need a bit of work, especially for the Knight Phantom. I might also add a Watchman entry with a focus on divination.
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    Giants and Graveyards: My collected 3.5 class fixes and more.

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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