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Originally Posted by
Pramxnim
You said you wanted constructive criticism, so don't be upset when I state my honest opinion: Your class is overpowered as all hell (or heaven, in this case).
Ask yourself why you would ever play a Warlock over this class, and I bet you couldn't come up with an answer. You've added so much stuff to the class that takes it closer in power level to what a gestalt character might look like, and the rules for creating them aren't even released yet (as of this writing). Let's take a look at the extra features this class gets over the Warlock:
The warlock is considered the best ranged blaster in the game. able to to do essentially 4d10+20 a round with 40' Knock Back from 300+ feet away. All because of a single Cantrip Eldrichtblast which is missing from this class. I've even banned it so the Book of Light Feature can't grant a cantrip from the Warlock list. Additionally the Warlock has better overall casting. They have a custom spell list of their own unique spells. While this class has a nerfed list of Cleric Spells.
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- Armor and Weapon Proficiencies: The only full caster class to get access to these without multiclassing is the Cleric. You even gave them a d10 hit dice. For ALL levels of the class. This means the Crusader is as tough as all melee classes, and as powerful a spellcaster as a Warlock. Too much power at no cost.
- Fighting Style: More free stuff that the Warlock doesn't get.
- Extra Attack: This is the big one. A normal Warlock needs an invocation to get this. Even then, he will have a lower AC because he can't just focus on STR and wear heavy armor like the
Crusader can. Full spellcasters don't get Extra Attack without some cost (Bards give up a subclass for the same ability and gets it a full level late).
This is basically making up for the lack of being the single best ranged damage class in the game. Without the extreme range (300+ feet), damage (4d10 +20) and utility (10' knock back per hit) of Eldricht Blast and making the Crusader go into melee I thought this would balance out. By removing the Cantrip section of the Spell Casting Ability and more importantly the removal of Eldricht Blast I added these. So a net loss of 4 Cantrips, and Eldritch Blast essentially what is an attack option that scales to 4 attacks by level 20. I've added a Second Melee attack, A Fighting Style to replace the Cantrips and Heavy armor to compensate for the range.
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- War Magic: This is a level 18 Fighter ability, obtained at level 7. The Warlock doesn't get this. No classes get this ability. It's completely out of line with other abilities gained at the same level.
You're absolutely right too strong, i'll remove it.
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What does a Warlock get that a Crusader doesn't? Cantrips, or more specifically, Eldritch Blast. They have to invest an Invocation for that damage to be competitive, and even then, they get overshadowed by the Crusader simply taking one Blessing at level 11 (Punish the Wicked). They get behind even more if the Crusader takes another Blessing (Versatile Strike). Warlocks sacrifice a lot to get the ability to be competent in melee with his Pact Weapon. The Crusader doesn't have to try, he gets to be better than the Warlock with minimal effort.
The above should be more than enough reason to seriously rethink your image of the class and modify it to better fit into 5e's power curve. Your Blessings and Patron features are also out of whack. Let me list a few offenders
The Crusader still has to invest blessings/invocations to make their weapon attack to be competitive. This isn't a warlock direct clone, i'm changing the warlock base from a range blaster to a melee fighter. The crusader has to invest just as many invocations to be as good as melee as the warlock can, only the crusader will never be as good at range as the warlock is. You can use your own argument against you and say the Warlock doens't even have to try to be way better at ranged than the crusader, while the crusader still has to invest invocations to be as good as the Warlock can be in melee.
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[*]Can't Escape Justice: This is better than the Sentinel feat because it works against teleportations, and by RAW, even forced movement. Nothing else grants an opportunity attack on forced movement. This ability being better than a feat also means it's better than the corresponding Fighter level 6 ability. It's out of line with the rest of 5e.
I said I was unhappy with this too, i'll revisit.
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[*]Justice is Blind: Truesight is a 6th level spell. No one else can learn it at level 10. Plus you can cast it again every short rest? No spell at 6th level or above refreshes on a short rest.
I'll revisit this too
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[*]Judgment: 10d10 damage is in line with other Pact Boon abilities at this level. The Paralyzed condition without a save is not. The Fiend's ability banishes the enemy, removing them from combat but keeping them safe from harm for 1 round. This ability sets up the enemy to die to a slew of auto-crits from you and your party.
I'll change this to be an exact Hurl Through Hell duplicate, so the target is off the battlefield for a turn
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[*]Heedless: Free temporary hp every fight that grant you advantage on every attack? This is much better than the Fiend's corresponding ability. Easy advantage is also really powerful at all levels of play. With your high AC (19 AC at level 1 is possible) it's also much harder to remove the temp hp, pretty much letting you have advantage against foes at little cost.
The idea behind advantage was that the Pact of the Fiend can gain Temp HP multiple times an encounter, so I wanted to do something to set the on initiative apart. I can switch this to be an exact duplicate of the warlock ability. Though to be fair advantage is pretty common, Barbarians can get it every attack at level 2, and give it to all adjacent allies for free with wolf totem at level 3.
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[*]Counter-Strike: This is a level 14 Barbarian Path ability, granted at level 6. Way above the curve. You also don't specify what exactly you mean by "struck" and "counter-strike". Can the counter-strike be a spell? It very well could be with this class.
Absolutely right I forgot this was a level 14 barbarian ability it will be changed.
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[*]Never Miss: This is part of the Rogue's capstone class feature, granted at level 10. It looks like you just cut out the noncombat portion and left the meat of the ability in, without any adjustments at all. That's just lazy design, with little regard for balancing.
I'll look into this further
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[*]Spirit of Solarian: What action is it to activate this ability? Is it just for free? Also the amount of buffs you get from this ability could be compared to the Paladin's capstone features. So much for not overshadowing them. The Crusader gets a comparable ability 6 levels earlier than them, access to 9th level spells, Invocations and the ability to dip 2 levels to get all the Smite they need (since this class' spell list isn't that impressive)
Sorry this was supposed to be an Action to Activate. Additionally it's basically combining the level 1 channel divinity ability of the Devotion Paladin and the level 3 Barbarian Frenzy. I didn't think getting those 2 at level 14 was that out of line. Love more opinions on this.
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[*]Reliable Ally: Easy advantage is really, really strong. This is almost no cost, and can be gotten at level 1. Much too strong for the level.
With Barbarians being able to give all adjacent allies advantage for free at level 3, I didn't think using a bonus action was out of line. I'd love more thoughts.
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[*]Spell Block: 1/short rest completely counterspell something that only targets you using no actions whatsoever? Hi there Finger of Death bye Finger of Death. This blocks everything from the lowliest of Charm Persons to the deadliest Power Word Kill. What's better? No real resource cost, and recharges on short rests. This is comparable to a capstone ability (could be better because it requires no action)
This was supposed to be a reaction and was an oversight on the description. The idea was a free use of the spell counter-spell. Didn't seem game breaking.
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[*]Divine Intervention: The listed action is a reaction, but a reaction to what? There is no condition that triggers this, and the ability is very strong. Immunity to spell effects is comparable to one of the uses for Wish, and Wish only blocks ONE spell or magical effect (albeit for a much longer period). If I assume correctly and your intent was to let the Crusader use this in response to a harmful effect, it's an even better version of Spell Block, and that ability was broken.
The reaction would be if an ally was about to be injured or if you're about to be injured you can activate this as a reaction. The description is poorly written. The idea was a reverse hurl through hell, I remove 1 ally from the battle field for 1 round and come back healed.
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[*]Armor of Light: Resistance to mundane abilities at low cost in a low level game is very strong. You're basically a raging barbarian all day every day until you find better uses for your bonus action (of which there are many with this class if you go the Angel of Hope route, but other routes can still find good use for this ability)
You're correct I'll change this. I threw the invocations together at the last minute.
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[*]Punish the Wicked: It's the Warlock's Lifedrinker ability, obtained one level earlier, and applies to ALL weapon attacks, not just those granted by the Pact Weapon. There is no restriction of Pact Boons, so you could pick one of the other two really strong Boons (The Portent ability is very strong, and so is getting 3 cantrips when the class normally gets none). Crusader is also more poised to use this ability, since they have proficiency with heavy armor and can dump Dex to the ground, allowing them to use a weapon with a higher damage die to get even MORE damage while still maintaining a high AC.
Yes it applies to all weapons because all arche types are melee builds, it was supposed to be at level 12, not 11 that was an oversight and will be fixed. Again trading 4d10 + 20 ranged attacks for potentially 2d10 +20 melee attacks seems on par for me.
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[*]Repelling Strike: No save push or prone is stronger than the Shield Master feat, which only allows you a shove attempt (but doesn't guarantee success).
The Warlock gets 4 free 10ft shoves an attack. Using a bonus action seemed okay for this. I'll look into, as I said wasn't happy with invocations.
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[*]Versatile Strike: This brings the Crusader up to Great Weapon Fighting Fighter level dps (even better if you also have Punish the Wicked). 1d10+2 is better than 1d12 rerolling 1s and 2s, and the Paladin gets to add a potential 1d10+12 damage to each of his attacks before magic damage.
Was trying to come up with something similar to Agonizing blast. Level 2 invocation that increases your base damage. An invocation to increase from 1d8 to 1d10 bringing it inline with Eldricht Blast of the same level, again only melee and not ranged.
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If you found some abilities underwhelming, it is likely because you were comparing them with most of the abilities this class gets, which all happen to be overpowered in relation to other available options. If you don't want to read through all this criticism, I have a tl;dr at the bottom.
TL;DR: The class is too strong. Can fight AND cast spells and does each better than a normal class would. Abilities are wildly inappropriate for their levels and are often too strong for 5e. Pls nerf.
I agree some items were out of line i'll work on those. I'd appreciate it you could read through my responses maybe better understand what I was trying to accomplish and let me know on this.
Thanks