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  1. - Top - End - #31
    Barbarian in the Playground
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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by Iolo Morganwg View Post
    This is what I think is OP for a first level gish.

    That said, so far in the 5E games I've run, this probably wouldn't have been a show stopper. Maybe just some pangs of jealousy :)

    My players did have a hell of s time against three perytons though, (resistant to non-magical normal damage.) Fourth level party of five lost a member since all the melees were only doing half damage.

    Changing the subject, how would Swordmage fit into 5E's multi-classing rules?
    I don't think there are any creatures of cr 1 or 2 that have that resistance. By the time you fight creatures with that resistance, the blade lock will have his feature. Also, you shouldn't be fighting creatures that have that resistance on a regular basis.

  2. - Top - End - #32
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    The Swordmage isn't meant to be a half-caster like the paladin, it's meant to be a "3/4 caster". Not as good at casting as a warlock, not as good in melee as a paladin. I was hoping to make it somewhere in the middle.

    Can you help me think of a feature to replace elemental blade and Unbreakable? I'm thinking maybe a bonus action dodge/disengage for the dervish and... I don't know what to replace Unbreakable with.

    I really want to keep Dragon's Teeth. Maybe I can make it x times per short rest.

    I'll replace the expanded ward with the ability to cast a ward on an ally instead of yourself x times per day.
    Making a half between a full-caster and a half-caster; Not Easy. Very not easy. To do so, you have to dramatically reduce the number of class features you get. Why? Because instead of class features you get access to higher level spell slots.

    Look at the different types of casters in the books: Fighter subclasses get a massive number of subclass-specific features - at 3rd, 6th, 10th, 15th, and 18th, as well as the greatest number of ability score improvements in the game.

    The Paladins and Rangers get slightly fewer features, in exchange for natural access to spell slots - They have fewer ability score improvements and have subclass features only at 3rd, 7th, 15th, and 20th (1 fewer than the Fighter). They lose out on 9th, 13th, and 17th, because that's when they get new slots.

    The Warlock, Wizard, Sorcerer subtype features are basically a dearth of class feature gain. Nothing except spell slots on 5th, 7th, 9th, 11th, 13th, 15th, and 17th, with slight variation between them depending on their spellcasting differences. And from their subclasses they gain only 4 subclass features, the last one of which always appears in the mid 3rd tier rather than late game 4th tier, which limits how strong they can be.

    And you want to make a half between Paladin/Ranger and Warlock/Wizard/Sorcerer?

    Well, first off you'll have to limit spell slots to as high as 7th level, because that's halfway in between 5th and 9th.

    Next you'll have to figure out at which levels it gains access to new spell slot levels.

    Using that as a template, then you get to figure out when its Core class features appear and when its Subclass features appear.

    Then we go from there.

    So it's not so much that you need help balancing specific features; it's that you have to completely overhaul the base structure of your class.

    My recommendation? Use a half-caster build. Swordmages sound like half-casters.

  3. - Top - End - #33
    Barbarian in the Playground
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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by Leuku View Post
    Making a half between a full-caster and a half-caster; Not Easy. Very not easy. To do so, you have to dramatically reduce the number of class features you get. Why? Because instead of class features you get access to higher level spell slots.

    Look at the different types of casters in the books: Fighter subclasses get a massive number of subclass-specific features - at 3rd, 6th, 10th, 15th, and 18th, as well as the greatest number of ability score improvements in the game.

    The Paladins and Rangers get slightly fewer features, in exchange for natural access to spell slots - They have fewer ability score improvements and have subclass features only at 3rd, 7th, 15th, and 20th (1 fewer than the Fighter). They lose out on 9th, 13th, and 17th, because that's when they get new slots.

    The Warlock, Wizard, Sorcerer subtype features are basically a dearth of class feature gain. Nothing except spell slots on 5th, 7th, 9th, 11th, 13th, 15th, and 17th, with slight variation between them depending on their spellcasting differences. And from their subclasses they gain only 4 subclass features, the last one of which always appears in the mid 3rd tier rather than late game 4th tier, which limits how strong they can be.

    And you want to make a half between Paladin/Ranger and Warlock/Wizard/Sorcerer?

    Well, first off you'll have to limit spell slots to as high as 7th level, because that's halfway in between 5th and 9th.

    Next you'll have to figure out at which levels it gains access to new spell slot levels.

    Using that as a template, then you get to figure out when its Core class features appear and when its Subclass features appear.

    Then we go from there.

    So it's not so much that you need help balancing specific features; it's that you have to completely overhaul the base structure of your class.

    My recommendation? Use a half-caster build. Swordmages sound like half-casters.
    Hmm..

    It's currently capped at 5th level, like a half-caster, but it works like the warlock spell slots. Without access to higher level spells through mystic arcanum. Also the level of the slots progresses more slowly than warlock. So this is not as good as warlock but better than paladin. To balance the better casting, I've added less dpr features like extra attack and paladins aura. I'll have to revise the levels these features come into play though.

    I also need to revise the spell list.

  4. - Top - End - #34
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    I'll wait on baited breath to see what you come up with.

    It is a supreme challenge to build an entire class from the ground up in a manner that is balanced.

    WOTC spent years on building their class structures.

    I spent weeks building my Bowmaster which follows the same structure as the Fighter.

    You're embarking on the challenge of building an entirely new class structure.

    Pelor's speed with you!

  5. - Top - End - #35
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    Default Re: 5e Swordmage homebrew.

    Okay! I've now set up the table so that no class feature comes at the same level as a new level of spell slot. One of the sub-classes gets an extra feature at level 10. Need some help with its level 15 feature.

  6. - Top - End - #36
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Swordmage Warding sounds like it should come online at level 2. Most martial-style classes gain their primary mechanic features at level 2. Cunning action for Rogues, Action Surge for Fighters. Reckless attack for Barbarians, Ki for Monks, Spellcasting and Fighting Style for Paladin and Ranger. Remember, you have spell slots from Level 1, even though it's only one; Wards more than make up for the low amount of spell slots.

    Insightful Dodge: At 3rd level, once per short rest, you may use your reaction to add your wisdom modifier to a dexterity save that you make. At 8th level you may do this up to twice between short rests and at level 13 you may do this 3 times between rests. Additionally, when you are wearing light or medium armor, you may use your wisdom modifier in place of your dexterity modifier to determine your ac.
    Have you read my critique regarding the awkwardness of being able to substitute your AC Dex modifier with Wis at level 3?

    Overload: At 6th level, once per turn, when you hit with a melee attack with a weapon you are attuned with, you may overload the elemental energy channeled through your weapon dealing 2d8 extra damage. This increases to 3d8 at 11th level and 4d8 at 16th level.
    Have you seen my critique regarding the damage output of Overload as compared with the Cleric?

    Reclaim Soul: Once per long rest, you may spend one minute reclaiming power from the piece of your soul imbued in your blade. You gain the benefits of a short rest, except you only regain 2 spell slots.
    Why does your capstone feature have nothing to do with your Wards? Aren't Wards the primary feature of the Swordmage?

    Also, have you looked in to at all how terribly inflexible the Ward mechanic system is?

    I'll wait for you to update your subclasses before I address them.

    Also, thinking about the hectic bickering in the "Double Standard Wizards" thread about martials not having shiny things and my recent notion to change Restraining Shot on my Bowmaster in to a 10foot cube ranged weapon saving throw thing made me think about making a Martial with Shiny Things.

    Namely: Fighter Subclass - Demoman, Soldier of grenade fighting.

  7. - Top - End - #37
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Regarding 15th level features:

    The Warlock gets a Mystic Arcanuum improvement at 15th level, so it's useless to us for comparison!

    Hmm. Well usually classes get class-specific multi-attacks past 10th level. Or a class feature improvement. Defensive features usually come online in 2nd tier, but you already gave the Swordmage a defensive feature at level 3. Hmm.

    What about a Grimoire improvement? You just give him a Grimoire at level 6 but then do nothing with it ever again.

    Also, about your wards, I feel that learning two additional wards every time you can learn new wards is a bit jarring. Would you consider making it climb more incrementally? 1 new ward learned rather than 2? Having access to 10 wards just sounds like you have too many ward options to begin with.

  8. - Top - End - #38
    Barbarian in the Playground
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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by Leuku View Post
    Swordmage Warding sounds like it should come online at level 2. Most martial-style classes gain their primary mechanic features at level 2. Cunning action for Rogues, Action Surge for Fighters. Reckless attack for Barbarians, Ki for Monks, Spellcasting and Fighting Style for Paladin and Ranger. Remember, you have spell slots from Level 1, even though it's only one; Wards more than make up for the low amount of spell slots.



    Have you read my critique regarding the awkwardness of being able to substitute your AC Dex modifier with Wis at level 3?



    Have you seen my critique regarding the damage output of Overload as compared with the Cleric?



    Why does your capstone feature have nothing to do with your Wards? Aren't Wards the primary feature of the Swordmage?

    Also, have you looked in to at all how terribly inflexible the Ward mechanic system is?

    I'll wait for you to update your subclasses before I address them.

    Also, thinking about the hectic bickering in the "Double Standard Wizards" thread about martials not having shiny things and my recent notion to change Restraining Shot on my Bowmaster in to a 10foot cube ranged weapon saving throw thing made me think about making a Martial with Shiny Things.

    Namely: Fighter Subclass - Demoman, Soldier of grenade fighting.
    Hmm. I'll change Insightful dodge to a level 1 feature and change wards to level 2. I'm also reducing the duration of wards and letting them recharge on a short rest, so that the capstone gives your wards back.

    Regarding the cleric damage feature vs overload: Cleric is a full caster with 9th level spells. Paladin is a half-caster with smite, overload, and the damage aura. I wanted overload to be in between Paladin and cleric for damage.

    Anyway, I think the number of wards known is fine since you can only cast 5 per short rest, max, and they only last 10 minutes when I update them. They'll also cost an action to cast. Ideally, a player will want to use the overload feature of the wards once per combat without feeling punished for using it.

    Edit: is grimoire of the Damned too powerful?
    Last edited by bloodshed343; 2014-12-11 at 10:28 AM.

  9. - Top - End - #39
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by bloodshed343 View Post
    Hmm. I'll change Insightful dodge to a level 1 feature and change wards to level 2. I'm also reducing the duration of wards and letting them recharge on a short rest, so that the capstone gives your wards back.

    Edit: is grimoire of the Damned too powerful?
    That's better. A bit more for concern though is the number of features at level 1. Most classes begin level 1 with about 2 features: Fighting Style and Second Wind. Spellcasting and Arcane Recovery. Favored Enemy and Natural Explorer. Martial Arts and Unarmored Defense.

    But your class starts out with 4 features: Eldritch Strike, Insightful Dodge, Sword bond (which is actually 2 features in 1), and Spellcasting.

    Grimoire of the Damned: Frankly, the original Grimoire feature is nothing too spectacular to begin with; they're only rituals. It'd be fine to remove all damage for using inscribing rituals.

    But the Helpless Creature thing: you're basically making a Thrall. That's pretty cool. The 1d6 psychic damage is really minor; not too worthwhile. I think there should be a cost to you for if the creature succeeds its saving throw. Something like you take 2d10 multiplied by the CR of the creature + 10. (2d10 x CR) + 10 damage. The minimum damage you can take from this feature is 2d10 + 10 damage.

    On a fail you don't take damage and you enthrall the creature to your bidding for a number of days equal to your Charisma modifier, or something. The creature is considered Charmed by you, except it will even engage in behavior that is dangerous to its well being under your command. Once at the start of any short or long rest, it can attempt the saving throw again.

    Regarding the cleric damage feature vs overload: Cleric is a full caster with 9th level spells. Paladin is a half-caster with smite, overload, and the damage aura. I wanted overload to be in between Paladin and cleric for damage.
    What damage aura does a Paladin have? All I see are defensive auras. And what Paladin has Overload?

    Your Overload feature is once per turn free 2d8 damage starting at lvl 6, 3d8 at 11th. Paladin Divine Smite consumes spell slots for its extra damage and Improved Divine Smite, which gives the Paladin its first free 1d8 per turn extra damage, only comes online at 11th level.

    Your Overload is beyond both the Cleric and the Paladin in damage at a much earlier level.

    Also, we might be confusing the 6th level Overload feature and the Swordmage's ability to overload his Wards. I have no problem with the Swordmage overloading his wards; that's pretty cool. I just have a problem with the 6th level Overload feature.

    Anyway, I think the number of wards known is fine since you can only cast 5 per short rest, max, and they only last 10 minutes when I update them. They'll also cost an action to cast. Ideally, a player will want to use the overload feature of the wards once per combat without feeling punished for using it.
    I'm not at all concerned about the number of times one can cast a ward. Rather, I'm concerned that there's simply too many Ward options. Look at the Trick Shots available in my Bowmaster - there are 9 total available Trick Shots and the Bowmaster will only ever know 5 of them.

    Double the number of Trick Shots available and double the number the Bowmaster gets to know and you'll just have a cluttered mess of too much information.

    Your Swordmage already has to keep track of spells, which in 5e is the most cluttered, time consuming thing you have to do. On top of those spells you have to throw in up to 10 known mildly complex Wards?

    The way your Ward List is set up it looks more like 4e, with long lists of encounter powers for you to choose from. I would argue that that is generally against the design intent of 5e, which is to streamline class options while making each option distinct and powerful enough to dramatically change how you play your character depending on your choice. A Hunter Ranger with Colossus Slayer will fight very differently from one with Horde Breaker.

  10. - Top - End - #40
    Barbarian in the Playground
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    Default Re: 5e Swordmage homebrew.

    I thought paladin had an aura for +cha to damage? Hmm. The overload bit was a typo. I'll change overload to 1/2/3d8.

    And I'd prefer to use constitution instead of charisma for the grimoire of the damned. I'll say that maintaining the link causes a strain on your body.

    And, also, are you saying I should have less wards that are more powerful? I was envisioning a sort of ward shuffle as you pick the best wards for each fight, overloading them at just the right time for a tactical advantage. The wards are meant to make up for the limited spell list. I wanted them to function like spells.

    A lot of this class was in fact inspired by 4e.

    Edit: Speaking of limited spell lists, is mine okay? I think I should focus it more. Maybe take out web and some of the buffs.

    Edit 2: Should I bump Sword Bond up to third level? That way it gets its magic weapon at the same time as warlock. This of course interferes with the 3rd level discipline features. Hmmm...
    Last edited by bloodshed343; 2014-12-11 at 12:28 PM.

  11. - Top - End - #41
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by bloodshed343 View Post
    I thought paladin had an aura for +cha to damage? Hmm. The overload bit was a typo. I'll change overload to 1/2/3d8.
    I'll list all of the available Paladin auras. I haven't looked at the Oathbreaker in the DMG yet.

    Aura of Protection, Aura of Courage, Aura of Devotion, Aura of Warding, and the Oath of Vengeance paladin doesn't have an aura.

    Ah, here's Oathbreaker: Aura of Hate - +Cha bonus to melee weapon damage of the Paladin and any fiends and undead within 10 feet. You were right, there is a Paladin that gets a cha mod bonus.

    But I would not use an almost necessarily evil paladin subclass that DMs probably won't allow for most games unless with very specific reasoning as a basis for your foundational Swordmage class.

    Regarding Overload: I think the 3d8 should come in at 17th level, the highest tier of play, rather than one before it. That brings it in line with wizard cantrips; Ex: Firebolt cantrip is 1d10 damage, and increases by 1d10 at 5th, 11th, and 17th.

    Constitution for the Grimoire sounds good.

    And, also, are you saying I should have less wards that are more powerful? I was envisioning a sort of ward shuffle as you pick the best wards for each fight, overloading them at just the right time for a tactical advantage. The wards are meant to make up for the limited spell list. I wanted them to function like spells.

    A lot of this class was in fact inspired by 4e.
    4e is the edition I started with and is the edition I'm playing now with my friends. We've been in it for a year and 2 months now. Swordmage is a really good class; I want to help you balance it with how 5e works, because 5e is straightforwardly dramatically different in how its power selection and scaling works.

    In 5e, imagination is the root of most tactical advantage, not the mechanics within a specific spell; that's essentially the point of the Advantage/Disadvantage system.

    Your ward list is most comparable to the Battlemaster. A long list of hefty paragraphs containing circumstantially advantageous tactics. At 15th level, the Battlermaster will know a total of 9 of those 16 maneuvers, 10 with a certain feat.

    Differences: The Swordmage has different wards become available at different levels. The Battlemaster has all of his maneuvers available from the very beginning. That, I feel, is the clearest difference between 4e and 5e when it comes to "Shuffling". In 4e, you often feel compelled to optimize at certain levels, because certain encounter and daily powers only appeared at those levels. You could only ever have 1 power of a certain level, unless you chose to have 2 lower level powers when you could have instead 1 lower and 1 higher. But a Battlemaster has free reign to choose whatever maneuver suits him.

    The spell slot system in 5e should be completely differentiated from the above. Spell slot resource consumption is a dramatically different beast than the encounter/daily power consumption of 4e.

    Your wards appear too circumstantial and inflexible. What if your Swordmage is spending a day fighting on a fire mountain? Within a 10 minute time span, he'll probably have 1 or at most two combat encounters. The one ward that guards against fire will be used up for that time period; then all his other wards become neutrally effective to almost useless until his next short rest. Which could be anywhere from 1 to 4 more encounters away.

    From a design standpoint, I feel wards should be more designed like Maneuvers. Not from an effect standpoint, but from a structural standpoint. Make all wards available at level 2. Balance them against one another. Make them last 1 minute, and when you use a ward you don't exhaust that specific ward, you merely exhaust one use of wards in general.

    If you want higher level wards, then make higher level wards consume more uses of wards in general. Like how higher level monk abilities consume more Ki points. I'm doing the same for a Fighter Subclass Grenade specialist I've started working on.

    Edit: Speaking of limited spell lists, is mine okay? I think I should focus it more. Maybe take out web and some of the buffs.
    It does look like you need to focus more. I'm not the best judge of spell lists; I've barely spent any time studying spell lists. But it looks like your Swordmage has access to more spells at every level than the Warlock, and the access to the same or greater number of spells than the Paladin. Basically, you're better than a Paladin at spell access, and a Paladin is better at spell access than a Warlock. For only up to level 5 spells.

    Regarding Flame Ward: Change the 6d6 increase from 20th level to 17th level. 20th level is reserved for Capstone features, not minor power ups to features that need to scale.

  12. - Top - End - #42
    Barbarian in the Playground
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    Default Re: 5e Swordmage homebrew.

    The original idea is that you don't consume wards. You get [int modifier] ward slots per short rest that function just like spell slots, in that you can cast 5 different wards or cast one ward 5 times. Is there a way I can word that to make it more clear?

    Anyways, the main reason for having higher level wards is that some of them cast higher level spells. I could make all of them have around 1st Level spell features that scale, but to me this is boring. Also, I really really like Trollskin.

    I'll keep working on the features.

    PS: check out the subclasses when you get a chance to make sure I have the wording clear on some things. I made Dragon's Teeth at-will but lowered it's damage to 1d6 with no mods.

    And thanks a bunch for all your help.

    Edit: Narrowed down the spell list to 8/7/6/5/4 spells of level 1 through 5 respectively. Limited the spell list to damage and mobility/defensive buffs, with haste, wall of stone, and two conjure spells being the outliers. I consider conjure Elementals to be a damage spell, though. I've also removed the overload mechanic and baked the extra damage into Swordbond (1d6 at ninth and 2d6 at 17th).
    Last edited by bloodshed343; 2014-12-11 at 01:08 PM.

  13. - Top - End - #43
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Np. I'm going to eat breakfast and run some errands. I'll check that up in a bit.

  14. - Top - End - #44
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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by Leuku View Post
    Np. I'm going to eat breakfast and run some errands. I'll check that up in a bit.
    Take your time.

    Edit: here's a small list of changes:
    -overload removed. The damage is built in to the sword bond feature and is lower.
    -Wards had a big functionality overhaul. They are now all available by level 10 and scale with level. Some might need to be tweaked down.
    -Sword bond moved to level 3. Grimoire moved to level 6. Discipline Feature moved to level 5. You get a discipline feature at 3, 5, 7, and 15 with an extra one at 10 for the student of malediction. You get class features at 1, 2, 3, 6, 10, and 17. You gain new spell levels at 4, 6, 9, and 13.
    Last edited by bloodshed343; 2014-12-11 at 07:00 PM.

  15. - Top - End - #45
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by bloodshed343 View Post
    The original idea is that you don't consume wards. You get [int modifier] ward slots per short rest that function just like spell slots, in that you can cast 5 different wards or cast one ward 5 times.
    There's nothing wrong with the mechanic of having X number of ward uses dependent on an ability score; that's what the Bard does with Inspiration die. I don't like how it's all tied to the same ability score, though: Intelligence for spellcasting, number of wards, AND melee weapon attacks? Throws the Bard under the bus.

    What IS problematic is the fact that each ward is equivalent to a level 2 to 4, potentially higher, Abjuration spell, and you're getting up to 5 of them every short rest. That's like having five 4th level slots that refresh on short rests, which is ridiculous.

    So I recommend streamlining your wards, making them simpler, and in simplicity gain a bit more power. Make a long list of wards that are available to him at 2nd level that only give +2 AC, only Con mod reduction, only elemental resistance, etc. Then at higher levels he automatically gains access to higher level wards like Trollskin, but higher level wards consume more uses of wards. Like a Monk and Ki points. Which is why I advocate a system more like Ki points rather than the Int mod per level thing you've got.

    Anyways, the main reason for having higher level wards is that some of them cast higher level spells. I could make all of them have around 1st Level spell features that scale, but to me this is boring. Also, I really really like Trollskin.
    Btw, Trollskin's overload is really, really weak. 6d4 hp? The average healed is 12 to 15. You know what else can heal around that much HP? Lvl 1 Fighter feature Second Wind. Make it 6d8 healing, minimum. That's 24 average. A 17th level Swordmage with +3 in Con mod using average hit die should have 157 HP.

    PS: check out the subclasses when you get a chance to make sure I have the wording clear on some things. I made Dragon's Teeth at-will but lowered it's damage to 1d6 with no mods.
    Send me a link to your subclass google doc that gives me comment power.

    Edit: Narrowed down the spell list to 8/7/6/5/4 spells of level 1 through 5 respectively. Limited the spell list to damage and mobility/defensive buffs, with haste, wall of stone, and two conjure spells being the outliers. I consider conjure Elementals to be a damage spell, though. I've also removed the overload mechanic and baked the extra damage into Swordbond (1d6 at ninth and 2d6 at 17th).[/QUOTE]

    Alright; sounds like it works.

  16. - Top - End - #46
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    Default Re: 5e Swordmage homebrew.

    I'll tie the wards to wisdom modifier, then. I'll up the healing of Trollskin.

    Edit 2: Eureka! Since all the wards are basically the same while cast, I can tie the overload mechanic of the wards to a resource like ki points, with higher level wards consuming more. This makes a very, very complex class, though, with two kinds of spell slots, two spell lists, and another resource as well. I like complexity, but this might be too much... hmm.. I suppose it isn't much more complex than the warlock's spells+mystic arcanum+invocations or a wild magic sorcerer. I'll tie the number of points you have to your constitution modifier + proficiency or your constitution score.

    PS: how do I send you a link with comment rights?

    Edit: I need your email address since I'm on my phone. It won't let me get a link. I could also copy/paste it here so you could comment.
    Last edited by bloodshed343; 2014-12-11 at 08:56 PM.

  17. - Top - End - #47
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    SamuraiGuy

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    Default Re: 5e Swordmage homebrew.

    Edit 2: Eureka! Since all the wards are basically the same while cast, I can tie the overload mechanic of the wards to a resource like ki points, with higher level wards consuming more. This makes a very, very complex class, though, with two kinds of spell slots, two spell lists, and another resource as well. I like complexity, but this might be too much... hmm.. I suppose it isn't much more complex than the warlock's spells+mystic arcanum+invocations or a wild magic sorcerer. I'll tie the number of points you have to your constitution modifier + proficiency or your constitution score.
    Just look at my Bowmaster. Trick point pool, Unique Ammunition pool, and Trick shot ability list. If my Bowmaster is not too complicated, then your Swordmage is not too complicated. Perhaps decrease the total number of spells you learn so that there is less for you to keep track of.

    If you can make all of the wards fit on one page, then that will greatly ease up players for having to keep track of them.

    Hmm. You said that all the wards are basically the same while cast. What if the Swordmage only had 1 ward? A simple ward that gives +2 to AC. And the things you spend Ki Points on are the variations of your ward, like Fire resistance and Con mod damage reduction. You start by knowing a couple variations and at higher levels learn more variations. Some variations, like Trollskin, are much stronger than the others, so consume more Ki Points.

    Don't tie the number of points you have to any modifiers. I tried that with the Bowmaster; it doesn't work. Just use the monk ki point/sorcerer sorcery point system. They work.

    PS: how do I send you a link with comment rights?

    Edit: I need your email address since I'm on my phone. It won't let me get a link. I could also copy/paste it here so you could comment.
    \

    Copy and paste it. Then delete your comment after I get it.

  18. - Top - End - #48
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    Default Re: 5e Swordmage homebrew.

    Swordmage Subclasses:



    Elemental Dervish:

    Speed of Thought: At 3rd Level: You may use a bonus action to disengage on your turn. Your speed increases by 5 ft. You are also proficient with attacking with two weapons. You may be attuned to two weapons at once, and gain a bonus to the damage of your offhand attack equal to your wisdom modifier. You may also channel a ward while wielding a weapon in your offhand.

    Force Parry: At 3rd level, you learn to repel ranged attacks with a blast of force. When you are hit by a ranged attack, you may use your reaction to reduce the damage you take by an amount equal to 1d10+your wisdom modifier+your Swordmage level.

    Dragon's Teeth: You've learned to release the elemental power stored in your blade as a torrent of raw energy. At 7th level, when you take the attack action, you may instead unleash a torrent from your blades. For each blade you're wielding, an Elemental Torrent of the energy type you chose when you attuned to the weapon blazes out in a 15' cone. Each creature in either cone must make a dexterity save versus your spell dc to avoid taking 1d6 damage of the chosen type.

    Mind Over Earth: At 15th level, you learn to unleash your magically instinctual to propel you over great distances. When you use the dash action, you may leap up to 80 feet horizontally and/or half that vertically instead of your normal movement. This does not provoke attacks of opportunity. Additionally, when you use a bonus action to make an attack with a weapon you're attuned with, you may jump up to 35 feet before or after making the attack. This movement does not provoke attacks of opportunity.

    Coronal Guard:

    Unbreakable: At 3rd Level: You gain proficiency in shields. You may maintain a ward spell while wielding a shield, but you gain only half the bonus to ac from the shield while doing so. You may also treat a shield as a light weapon with the thrown (ranged 20/60) property that deals 1d4 bludgeoning damage. You may attune to your shield as well as one other weapon. While holding a shield, enemies do not have advantage against you for being hidden. When you throw a shield you are attuned with, it returns to your hand unless something prevents it.

    Ever-present Escort: You're at your ally's side, even when you're not. At third level, once per short rest, you may attempt to throw your shield to intercept an attack made against an ally. When an enemy makes a weapon attack against an ally within range of your shield throw, you may use your reaction to make a ranged attack against that enemy. On a hit, the enemy takes no damage, but the enemy’s attack against your ally misses and the enemy cannot make any more attacks this turn. At 9th level, you may do this twice per short rest. At 15th level, you may do this three times per short rest.

    Unstoppable: At 7th level, while channeling a ward spell and wielding a shield, you have resistance to all damage except psychic damage, and you may use your reaction to add your constitution modifier to any saving throw you make to avoid being immobilized, restrained, stunned, petrified, charmed, frightened, or paralyzed.

    Expansive Ward: At 15th level, you may cast a copy of the ward you are currently channeling on an ally once per short rest as a bonus action. It last for a number of minutes equal to your wisdom modifier and requires concentration.




    Student of Malediction:

    Hell's Implement: At 3rd Level: You gain proficiency with the glaive. You can bond with the glaive using your sword bond class feature. You may maintain a ward normally while wielding a glaive. While wielding a glaive you are attuned with, you deal bonus damage equal to your wisdom modifier with any spell or cantrip that does damage of the same type you chose when you attuned to the glaive.


    Maledictor's Curse: Once per short rest, you may place your Maledictor's Curse on a target. This works as a 1st Level Hex spell. You may do this twice per short rest at level 9 and three times per short rest at level 15.

    Fiendish Transference: At 7th level, when an enemy effected by your Maledictor's Curse dies, you recover one spell slot.

    Secrets of Belial: At 10th level, you learn the following extra spells, and may cast them once per long rest at its lowest level without expending a spell slot:

    Hellish Rebuke
    Friends
    Armor of Agathys
    Suggestion
    Hold Person

    Grimoire of the Damned: At 15th level, you learn the secrets of the soul. Your connection to your Grimoire strengthens. You take only half normal damage when Inscribing spells to your grimoire. You have also learned to manipulate the souls of others. As an action, you may attempt to inscribe a helpless creatures essence into your grimoire. The creature makes a wisdom save vs your spell dc. On a failure, the creature is Damned. While under this effect, it is considered Charmed by you. You may order the creature to take dangerous actions, and it takes 1d6 psychic damage per the cr of the creature if it disobeys, with a minimum of 3 damage. This link strains your body and soul, so you may only maintain it for a number of days equal to your constitution modifier, after which the creature makes a save every day to end the effect. If the creature succeeds on a saving throw to avoid the effect, you take 2d10+10 necrotic damage. You take this damage plus an extra 2d10 per day the effect was sustained when the creature succeeds on a save to break the bond. You may sunder a soul stored in your grimoire as an action, dealing 10d10 necrotic damage to the creature, and breaking the bond. Only one soul may be inscribed this way at a time.

  19. - Top - End - #49
    Barbarian in the Playground
    Join Date
    Feb 2013

    Default Re: 5e Swordmage homebrew.

    Anyway: How do I add another column to my table for these ward points? Should I just replace the "Wards Known" with the point system and let the player learn all the wards? If a I did that, I could delete a few superfluous wards. That's what I'm gonna do.

  20. - Top - End - #50
    Dwarf in the Playground
     
    SamuraiGuy

    Join Date
    Dec 2014

    Default Re: 5e Swordmage homebrew.

    Not quite what I meant when I said post it here. I meant for you to click on the share button on the google doc at the top right, set the window that opens to create a link that allows comments, then to copy and paste that link here. Oh well.


    Elemental Dervish:

    Speed of Thought: At 3rd Level: You may use a bonus action to disengage on your turn. Your speed increases by 5 ft. You are also proficient with attacking with two weapons. You may be attuned to two weapons at once, and gain a bonus to the damage of your offhand attack equal to your wisdom modifier. You may also channel a ward while wielding a weapon in your offhand.
    Everyone is proficient in attacking with two weapons. That's a lot of features coming in at 3rd level. Most archetypes usually give 1 or 2 features. This is 5 features. I would throw out the speed increase and the bonus action to disengage.

    Force Parry: At 3rd level, you learn to repel ranged attacks with a blast of force. When you are hit by a ranged attack, you may use your reaction to reduce the damage you take by an amount equal to 1d10+your wisdom modifier+your Swordmage level.
    Ok, well now that's 6 features instead of 5. I would throw this in at 7th level; you've already got enough at 3rd.

    Dragon's Teeth: You've learned to release the elemental power stored in your blade as a torrent of raw energy. At 7th level, when you take the attack action, you may instead unleash a torrent from your blades. For each blade you're wielding, an Elemental Torrent of the energy type you chose when you attuned to the weapon blazes out in a 15' cone. Each creature in either cone must make a dexterity save versus your spell dc to avoid taking 1d6 damage of the chosen type.
    Hmm. 1d6 damage? With such low damage, this feature doesn't seem worth it. Of course it does need to be weak to a certain extent because you can use it an unlimited number of times per day. What if you made it a Wis mod per short rest, and increased the damage to 3d8, half damage on a miss? Also, aren't you missing a 10th level feature? This could be 10th level.

    Mind Over Earth: At 15th level, you learn to unleash your magically instinctual to propel you over great distances. When you use the dash action, you may leap up to 80 feet horizontally and/or half that vertically instead of your normal movement. This does not provoke attacks of opportunity. Additionally, when you use a bonus action to make an attack with a weapon you're attuned with, you may jump up to 35 feet before or after making the attack. This movement does not provoke attacks of opportunity.
    Rather than the weird 80 feet number, why don't you just make it so that whenever you take the dash action, you do not provoke attacks of opportunity? That's pretty strong already. I recommended earlier that you get rid of the plus 5 feet of movement, so I hope the extra movement you get for making a bonus action weapon attack is amended to 30 feet.

    Coronal Guard:

    Unbreakable: At 3rd Level: You gain proficiency in shields. You may maintain a ward spell while wielding a shield, but you gain only half the bonus to ac from the shield while doing so. You may also treat a shield as a light weapon with the thrown (ranged 20/60) property that deals 1d4 bludgeoning damage. You may attune to your shield as well as one other weapon. While holding a shield, enemies do not have advantage against you for being hidden. When you throw a shield you are attuned with, it returns to your hand unless something prevents it.
    I would throw out the "enemies do not have advantage against you for being hidden". You already have so many features here. And that's not including Ever-present Escort.

    Ever-present Escort: You're at your ally's side, even when you're not. At third level, once per short rest, you may attempt to throw your shield to intercept an attack made against an ally. When an enemy makes a weapon attack against an ally within range of your shield throw, you may use your reaction to make a ranged attack against that enemy. On a hit, the enemy takes no damage, but the enemy’s attack against your ally misses and the enemy cannot make any more attacks this turn. At 9th level, you may do this twice per short rest. At 15th level, you may do this three times per short rest.
    Ever-present escort sounds like something you should be able to do at 7th level. And if you make it 7th level, then make it Wis-mod per short rest.

    Unstoppable: At 7th level, while channeling a ward spell and wielding a shield, you have resistance to all damage except psychic damage, and you may use your reaction to add your constitution modifier to any saving throw you make to avoid being immobilized, restrained, stunned, petrified, charmed, frightened, or paralyzed.
    No Automatic Resistance To All Damage, even if psychic is the exception. Forget the resistance, just make it the Con mod saving throw bonus. And make it 10th level.

    Expansive Ward: At 15th level, you may cast a copy of the ward you are currently channeling on an ally once per short rest as a bonus action. It last for a number of minutes equal to your wisdom modifier and requires concentration.
    How about it lasts up till 1 minute and requires concentration? And you can do this a number of times per short rest equal to wis mod. And since we're probably going with a Monk Ki Point System, then let it be so that when you spend points to improve your ward, your ally gets the same improvement so long as he stays within 30 feet of you, though your ally cannot overload theirs, you can only overload your own ward and doing so ends both wards.

    Student of Malediction:

    Hell's Implement: At 3rd Level: You gain proficiency with the glaive. You can bond with the glaive using your sword bond class feature. You may maintain a ward normally while wielding a glaive. While wielding a glaive you are attuned with, you deal bonus damage equal to your wisdom modifier with any spell or cantrip that does damage of the same type you chose when you attuned to the glaive.
    It's kinda lame how you're locking someone in to a single weapon. 4e, with its crazy specializations, did that. But 5e has done a remarkable job of not inspiring anyone to lock in to any particular weapon; they did that by making the proficiency bonus inherent to the character's level rather than part of the weapon.

    Also, the Swordmage is commonly known to be a magical swordsman who typically fights with 1 hand on a blade and the other hand free. Yet with all three of your subtypes you've managed to completely do away with having 1 hand free. Has it occurred to you that none of your subtypes reflect an actual classical Swordmage?

    Maledictor's Curse: Once per short rest, you may place your Maledictor's Curse on a target. This works as a 1st Level Hex spell. You may do this twice per short rest at level 9 and three times per short rest at level 15.
    OK, sounds good.

    Fiendish Transference: At 7th level, when an enemy effected by your Maledictor's Curse dies, you recover one spell slot.
    I don't like it. It invokes a "Holy Abuse-able Exploit Batman!" response in me. For example, let's say you're a 13th level Swordmage with 1 use of Maledictor's Curse left. You've just used up a level 5 spell slot, and you really wish you could get it back. Maledictor's Curse is worth a level 1 spell slot. Hey, you see a bunny rabbit over there! MALEDICTOR'S CURSE followed up by BUNNY MURDER IN COLD BLOOD! There, now you get your 5th level spell slot back.

    Secrets of Belial: At 10th level, you learn the following extra spells, and may cast them once per long rest at its lowest level without expending a spell slot:

    Hellish Rebuke
    Friends
    Armor of Agathys
    Suggestion
    Hold Person
    Am I reading this right? You automatically learn 5 spells just for reaching 10th level, and cast each of them once without expending a slot? Instead of doing this, have you considered using the Cleric's mechanic where depending on the domain a cleric chooses a number of spells at certain levels become added to their list of prepared spells without counting against their number?

    Grimoire of the Damned: At 15th level, you learn the secrets of the soul. Your connection to your Grimoire strengthens. You take only half normal damage when Inscribing spells to your grimoire. You have also learned to manipulate the souls of others. As an action, you may attempt to inscribe a helpless creatures essence into your grimoire. The creature makes a wisdom save vs your spell dc. On a failure, the creature is Damned. While under this effect, it is considered Charmed by you. You may order the creature to take dangerous actions, and it takes 1d6 psychic damage per the cr of the creature if it disobeys, with a minimum of 3 damage. This link strains your body and soul, so you may only maintain it for a number of days equal to your constitution modifier, after which the creature makes a save every day to end the effect. If the creature succeeds on a saving throw to avoid the effect, you take 2d10+10 necrotic damage. You take this damage plus an extra 2d10 per day the effect was sustained when the creature succeeds on a save to break the bond. You may sunder a soul stored in your grimoire as an action, dealing 10d10 necrotic damage to the creature, and breaking the bond. Only one soul may be inscribed this way at a time.
    I think this has been mathematically balanced poorly. Considering that the damage you take for the creature saving against your Enthrallment is dependent on the number of days its under your control rather than the CR of the creature, then you really have no incentive to keep the creature for longer than a day, at the end of which you will have the very good-for-you task of sundering the creature, dealing 10d10 damage with no risk or penalty to you.

    I really recommend going back to what I wrote before when I first made my review of this ability.

    How do I add another column to my table for these ward points? Should I just replace the "Wards Known" with the point system and let the player learn all the wards? If a I did that, I could delete a few superfluous wards. That's what I'm gonna do.
    Not exactly. Make all of the wards available to the player, just as how all Metamagic options are available to a sorcerer, or how all Trick Shots are available to a Bowmaster, but you only get to choose to know a certain number of them, a number that increases when you reach certain levels. My Bowmaster can learn up to 5 total of the 9 available Trick Shots available.

    For higher level Ward improvements, just have the Swordmage add them to his Known wards, meaning he can use them, but have them cost more Ward points to activate.

  21. - Top - End - #51
    Barbarian in the Playground
    Join Date
    Feb 2013

    Default Re: 5e Swordmage homebrew.

    Quote Originally Posted by Leuku View Post
    Not quite what I meant when I said post it here. I meant for you to click on the share button on the google doc at the top right, set the window that opens to create a link that allows comments, then to copy and paste that link here. Oh well.




    Everyone is proficient in attacking with two weapons. That's a lot of features coming in at 3rd level. Most archetypes usually give 1 or 2 features. This is 5 features. I would throw out the speed increase and the bonus action to disengage.



    Ok, well now that's 6 features instead of 5. I would throw this in at 7th level; you've already got enough at 3rd.



    Hmm. 1d6 damage? With such low damage, this feature doesn't seem worth it. Of course it does need to be weak to a certain extent because you can use it an unlimited number of times per day. What if you made it a Wis mod per short rest, and increased the damage to 3d8, half damage on a miss? Also, aren't you missing a 10th level feature? This could be 10th level.



    Rather than the weird 80 feet number, why don't you just make it so that whenever you take the dash action, you do not provoke attacks of opportunity? That's pretty strong already. I recommended earlier that you get rid of the plus 5 feet of movement, so I hope the extra movement you get for making a bonus action weapon attack is amended to 30 feet.



    I would throw out the "enemies do not have advantage against you for being hidden". You already have so many features here. And that's not including Ever-present Escort.



    Ever-present escort sounds like something you should be able to do at 7th level. And if you make it 7th level, then make it Wis-mod per short rest.



    No Automatic Resistance To All Damage, even if psychic is the exception. Forget the resistance, just make it the Con mod saving throw bonus. And make it 10th level.



    How about it lasts up till 1 minute and requires concentration? And you can do this a number of times per short rest equal to wis mod. And since we're probably going with a Monk Ki Point System, then let it be so that when you spend points to improve your ward, your ally gets the same improvement so long as he stays within 30 feet of you, though your ally cannot overload theirs, you can only overload your own ward and doing so ends both wards.



    It's kinda lame how you're locking someone in to a single weapon. 4e, with its crazy specializations, did that. But 5e has done a remarkable job of not inspiring anyone to lock in to any particular weapon; they did that by making the proficiency bonus inherent to the character's level rather than part of the weapon.

    Also, the Swordmage is commonly known to be a magical swordsman who typically fights with 1 hand on a blade and the other hand free. Yet with all three of your subtypes you've managed to completely do away with having 1 hand free. Has it occurred to you that none of your subtypes reflect an actual classical Swordmage?



    OK, sounds good.



    I don't like it. It invokes a "Holy Abuse-able Exploit Batman!" response in me. For example, let's say you're a 13th level Swordmage with 1 use of Maledictor's Curse left. You've just used up a level 5 spell slot, and you really wish you could get it back. Maledictor's Curse is worth a level 1 spell slot. Hey, you see a bunny rabbit over there! MALEDICTOR'S CURSE followed up by BUNNY MURDER IN COLD BLOOD! There, now you get your 5th level spell slot back.



    Am I reading this right? You automatically learn 5 spells just for reaching 10th level, and cast each of them once without expending a slot? Instead of doing this, have you considered using the Cleric's mechanic where depending on the domain a cleric chooses a number of spells at certain levels become added to their list of prepared spells without counting against their number?



    I think this has been mathematically balanced poorly. Considering that the damage you take for the creature saving against your Enthrallment is dependent on the number of days its under your control rather than the CR of the creature, then you really have no incentive to keep the creature for longer than a day, at the end of which you will have the very good-for-you task of sundering the creature, dealing 10d10 damage with no risk or penalty to you.

    I really recommend going back to what I wrote before when I first made my review of this ability.



    Not exactly. Make all of the wards available to the player, just as how all Metamagic options are available to a sorcerer, or how all Trick Shots are available to a Bowmaster, but you only get to choose to know a certain number of them, a number that increases when you reach certain levels. My Bowmaster can learn up to 5 total of the 9 available Trick Shots available.

    For higher level Ward improvements, just have the Swordmage add them to his Known wards, meaning he can use them, but have them cost more Ward points to activate.
    I was on my phone, so I couldn't generate a link, I could only send it via email.

    Anyway:

    Elemental Dervish:

    Speed of Thought: the proficiency with two weapons is flavor text. I followed your suggestion and took out some features.

    Force Parry: this was changed to 7th level in the table but not in the document. Fixed.

    Dragon's Teeth : This was changed to 10th level in the table but not in the document. Fixed. The damage is meant to be low because it's an at-will aoe, like ranger's volley, but I added that it improves at 17th level.

    Mind Over Earth: kept the jumping but lowered the distance. Being able to jump over walls/chasms is the intention of this feature. It was originally a fly-speed-while-dashing, but I made it a force jump instead.

    Coronal Guard:

    Unbreakable: toned down the features.

    Ever-present Escort: fixed the level.

    Unstoppable: fixed the level, removed the resistance.

    Expanded Ward: decreased ward duration.

    Student of Malediction:

    Hell's Implement: Removed the glaive bit.

    Maledictor's Curse: added a cr restriction so that the enemy must be a meaningful threat to regain a spell slot.

    Secrets of Belial: removed.

    Grimoire of the Damned: added your bonus damage per CR to the initial save success. Kept the bonus damage per day. It should now be incredibly dangerous to keep a creature charmed, so that you should order it to do something you need done and then kill it.


    About the wards: I don't know how to do the ward system you suggest without abandoning the overload mechanic, which is my favorite part of the wards. Well, I have an idea but it's a lot of work. Also if I get rid of ward slots I'll have to rework how the overload mechanic scales, since it currently scales with slot levels. Maybe I could have various overload effects for each ward at different point costs, but that's a lot of work. Hmm..

    Edit: How's this:

    Your Swordmage Warding requires an action to cast. It lasts for 8 hours. You may spend points to add effects to your ward, which last for 1 minute. You may only maintain a number of effects equal to your constitution modifier.

    Overloading Effects: When you overload an effect, the effect ends.

    Effects:
    Hardened: Reduces physical damage taken. Overload to push back enemies.
    Flame ward: Reduces fire resistance. Overload to cast Burning Hands at 1st level. You may spend up to 5 additional points to increase the spell level by 1 per point spent.

    ... etc etc.

    OR:

    Cast warding as an action, add effects with points, etc etc. Your Warding Level is equal to one half your Swordmage level, max 9.

    Overloading, same.

    Fire resistance: Spend 1 point to overload casting burning hands at a level equal to your warding level.
    Last edited by bloodshed343; 2014-12-12 at 01:00 PM.

  22. - Top - End - #52
    Barbarian in the Playground
    Join Date
    Feb 2013

    Default Re: 5e Swordmage homebrew.

    New Ward system is up. Starting equipment is up. Cantrips are removed. Point costs for the new ward system may need to be tweaked, but otherwise the class is finally done.

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