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    Barbarian in the Playground
    Join Date
    Jan 2017

    Default The Academian Class [PEACH] (int-based full caster with utility focus)

    This class is now available on Homebrewery. I've tested it with both Firefox and Chrome, and they both seem to work okay. Let me know if there's any display bugs in other browsers.

    Academian class

    Preamble:
    I have never designed a custom class or subclass for D&D (5e or otherwise) before, and I'm not a great minmaxer. If you see something hugely unbalanced here, please explain it to me, and I'll probably agree with you and change it. This is a first draft alpha release of something I've worked on for a couple hours, not something that I think is close to perfection.
    The Geometer is especially troubling to me. I promise to be not-at-all offended by constructive criticism regarding its design.

    Premise:
    Want to play the character that Wizards beat up in high school? Me too!
    The academian is an Intelligence-based full caster, which trades the Wizard's combat versatility for your choice of massive skill support, great healing ability, and incredible out-of-combat versatility. If a Wizard was an engineer, with many practical uses for magic, the academian would be a theoretical scientist with greater knowledge but less immediate utility. An Academian has devoted their life to study, research and higher education. academians know that it's never enough to simply know facts by rote: the question "why?" is far more important.

    The academian spell list is somewhat similar to the wizard spell list, but it lacks the vast majority of damage and area-of-effect spells that let the wizard have peerless control over the battlefield. An academian's forte is not dealing damage, but reshaping the problems at hand so that their allies can solve them most efficiently, or bypassing problems altogether. The academian's three subclasses each modify the experience significantly.

    The scholar is a master of many talents, rivaling the rogue for their skill expertise and general knowledge.

    The physician is an arcane doctor, bringing the logic and analysis of intelligence to the field of divine magics.

    The geometer understands magic like no other. With enough uninterrupted time, they can mold the universe to their whim.

    Spoiler: Old version/only read this if the Homebrewery link fails
    Show


    The Academian

    Quick Build
    You can make an academian quickly by following these suggestions. First, Intelligence should be your highest ability score. If you intend to make heavy use of certain Obvious Solutions, make Wisdom your second-best score, otherwise, pick Constitution as your second-best score. Next, pick the Cloistered Scholar or Sage background. Learn the cantrips Ray of Frost and Prestidigitation, and the 1st level spells Mage Armor, Magic Missile and Shield. Add the rituals Detect Magic, Find Familiar, and Identify to your ritual book.

    Level Progression
    (Uses the spell slot progression of Wizards and other full casters, but I hereby refuse to write all that out. Just pretend there's a whole bunch of spell slots there on the right side.)
    Level Proficiency Spells and Cantrips Known Features
    1st +2 5 Spellcasting, Common Sense, Expertise
    2nd +2 6 Academic Focus
    3rd +2 7
    4th +2 8 ASI
    5th +3 9
    6th +3 10 Academic Focus Feature, Thaumic Control Manipulation
    7th +3 11
    8th +3 12 ASI
    9th +4 13
    10th +4 14 ASI
    11th +4 15
    12th +4 16 ASI
    13th +5 17
    14th +5 18 Academic Focus Feature, Thaumic Control Manipulation Improvement
    15th +5 19
    16th +5 20 ASI
    17th +6 21
    18th +6 22 Academic Focus Feature
    19th +6 23 ASI
    20th +6 24 Intellectual Supremacy


    Class Features
    As an academian, you gain the following class features.

    Spoiler: Basic Class Details
    Show

    Hit Points
    Hit Dice: 1d6 per academian level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per academian level after 1st

    Proficiencies
    Armor: None
    Weapons: Clubs, daggers, light crossbows, quarterstaffs, spears
    Tools: None

    Saving Throws: Intelligence, Wisdom
    Skills: Choose one from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    * (a) a quarterstaff, (b) a spear, or (c) a dagger
    * (a) a scholar's pack, or (b) a diplomat's pack, or (c) an explorer's pack containing a book
    * a component pouch, ritual book, pen, and bottle of ink


    Spellcasting
    TL;DR: Instead of one number of cantrips and another number of spells, you get one pool of magic knowledge and divide it as you see fit. Want to learn 15 cantrips, and only nine spells? Go for it!
    Spells and Cantrips Known
    At 1st level, you know a total of five spells and cantrips from the academian spell list, divided among 1st level spells and cantrips at your discretion. The Spells and Cantrips Known column of the Academian table shows when you learn more academian spells and cantrips of your choice. Each spell you learn must be of a level for which you have spell slots.
    Additionally, when you gain a level in this class, you can choose one of the academian spells or cantrips you know and replace it with another spell or cantrip from the academian spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your academian spells, because your magical skill is dependent on your intellect and education. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an academian 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

    Ritual Casting
    You may cast spells from your ritual book as a ritual if that spell has the ritual tag and they are of a spell level for which you have spell slots.

    Ritual Book
    TL;DR: You can choose rituals from any class. You can choose rituals you can't cast yet
    At 1st level, you have a ritual book containing three spells of your choice. These spells must have the ritual tag, but can be of any level, and chosen from any class list. Intelligence is your casting ability for all spells in your ritual book.
    If you come across a spell in written form, you may add it to your ritual book as long as it has the ritual tag. The process of copying the spell into your ritual book takes 2 hours and 50gp per level of the spell. This cost represents the ink, paper and material components expended during the process of mastering the spell.


    Common Sense
    You have a mind and you know how to use it. When you're confronted by stress or danger you can fall back on your common sense to solve the problem for you.
    Obvious Solutions
    At 1st level, you learn 2 obvious solutions to utilize. You learn an additional obvious solution at 7th, 13th, and 19th level. Each time you learn a new obvious solution, you can also replace one obvious solution you know with a different one.
    Saving Throws
    Some of your obvious solutions require your target to make a saving throw to resist the obvious solution's effects. The saving throw DC is calculated as follows:
    Obvious Solution save DC = 8 + your proficiency bonus + your Wisdom modifer

    Obvious Solution list
    This list is presented in alphabetical order.
    Ask for Help. As an action, you pick an enemy you can see within 15', and an ally that can hear you within 60'. That ally can use their reaction to make a weapon attack targeting only the chosen enemy. That attack has a bonus to its damage roll equal to your Wisdom modifier.
    Create a Distraction. As an action, you distract a creature within 30' who can see and hear you. The target must make an Intelligence saving throw. On a failed save, the target has disadvantage on the next attack roll or skill check it makes. This obvious solution uses your concentration, and you can maintain your concentration for up to one minute, as long as you do not end your turn more than 30' away from the target.
    Get Out of There. When an enemy within 5' takes damage, you can use your reaction to move a distance equal to your Wisdom modifier x 5'. This movement does not provoke opportunity attacks.
    Have a Big Friend. When you are the target of an attack, you may use your reaction to change the target of the attack to a willing ally within 5'.
    Know Your Enemy. As an action, you examine a creature you can see within 30'. The target must make a Wisdom saving throw. On a failed save, you learn all of its Damage Immunities, Damage Resistances and Damage Vulnerabilities. If you already know its Damage Immunities, Damage Resistances and Damage Vulnerabilities, you instead learn which of the target's saving throws are highest and lowest.
    Know Yourself. As an action, you meditate on your current physical, mental and emotional state. Roll a d20 and record the result. The next time you roll a d20 before the end of your next turn, you must instead use that result. If you use this ability again, the new d20 roll replaces the older recorded result.
    Run For It. As an action, you gain extra movement for the current turn. The increase equals double your speed, after applying any modifiers. You cannot move towards any enemy you know the location of during this turn. For example, if you have a speed of 30 feet, and use Run For It, you can move up to 90 feet on your turn, as long as you only move away from all known enemies.
    Use Big Words. As an action, you speak a sentence full of meaningless polysyllabic arcanobabble. All creatures of your choice within 30' who understand your language must make a Charisma saving throw. On a failed save, they think that you know what you're talking about and trust your expertise.


    Expertise
    At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that use that skill proficiency.


    Academic Focus
    When you reach 2nd level, you choose an academic focus, molding your future studies in one of three directions: Scholar, Geometer, or Physician, all detailed at the end of the class description.
    Your choice grants you features at 2nd level, and again at 6th, 14th, and 18th level.


    Thaumic Control Manipulation
    Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
    Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
    Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.


    Intellectual Supremacy
    At 20th level, you've honed your mind's power and focus to the highest degree. You are both a librarian and a library. Your Intelligence and Wisdom scores increase by 4. Your maximum for these scores is now 24. In addition, you gain proficiency in Charisma saving throws.



    Academic Focuses
    An academian's love is knowledge, but not all study the same topics with the same attention. Some delve into the mysteries of the arcane, enhancing their ability to control magic. Others study the mysteries of life and death, seeking to duplicate divine magics with arcane power. Most, however, devote their lives to the accumulation of facts and mastering the minutae of the universe, so that future generations can benefit from their recorded wisdom.



    Scholar
    Scholars seek knowledge. Comprehension is far more important than simple physical power, and far less common. A scholar is most likely to spend their lives in a library or university, as a researcher or professor, venturing out into the world only rarely. When they do, their lifetime of accumulated trivia lets them solve problems that few others could conceive of, much less answer.

    General Education
    Starting when you choose this Academic Focus at 2nd level, you may choose a number of Academian class skills equal to your Intelligence modifier. You gain proficiency in those skills. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you gain 1 additional skill proficiency.

    Practiced Researcher
    Starting at 2nd level, you have mastered the art of finding information in libraries, archives, and other collections. If you spend 10 minutes familiarizing yourself with an organization system, you can automatically find any properly filed book or document. You have advantage on ability checks made to locate improperly filed items, or identify fraudulent or falsified documents.

    Scholarly Pursuits
    Starting at 6th level, you may choose a number of your skill proficiencies equal to your Intelligence modifier. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you can double the proficiency bonus of 1 additional skill.

    Instant Recall
    Starting at 14th level, whenever you make a skill check that lets you add your Intelligence or Wisdom modifier, you may treat a d20 roll of 9 or lower as a 10.

    Stroke of Genius
    Starting at 18th level, when you make an ability check, you may choose to gain Advantage on the roll, and add your Intelligence modifier to the result. Once you use this feature, you must finish a short or long rest before you can use it again.



    Physician
    Physicians seek to understand life and death, and control them. A physician's mastery of magic that is otherwise reserved for divine power makes them powerful allies and deadly foes.

    Medical Training
    When you choose this Academic Focus at 2nd level, you gain proficiency in the Medicine skill, and the tools Alchemist's Supplies, Herbalism Kit, and Poisoner's Kit, if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.

    Biomagical Studies
    Physicians have a list of spells that they learn at specific academian levels. These spells count as academian spells for you, but do not count towards the number of Spells and Cantrips Known.
    Academian Level Spell
    2nd Cure Wounds
    4th Gentle Repose
    6th Revivify
    8th Death Ward
    10th Raise Dead
    12th Heal
    14th Regenerate
    16th Resurrection

    Second Opinion
    Starting at 6th level, whenever an ally within 5' rolls one or more dice to regain hit points, you can use your reaction to allow them to reroll any number of those dice, keeping the second result.
    When you reach 18th level, instead of rerolling the dice, you can use the highest number possible for each die.

    Steady Hands
    Starting at 14th level, whenever you make you a Medicine skill check, or any check using Alchemist's Supplies, an Herbalism Kit, or a Poisoner's Kit, you may treat a d20 roll of 9 or lower as a 10.

    Manipulate Life
    Starting at 18th level, you can shift the life force of living creatures as you will. Make a melee spell attack roll against one living creature within 5'. On a hit, the target takes 10d10 Necrotic damage. You may then restore hit points equal to the damage dealt, divided as you choose among any number of creatures that you can see within 5'. If this ability reduces the target past 0 hit points, the extra damage does not count towards the available healing. This ability has no effect, positive or negative, on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again.
    For example, if you use this feature to deal 55 damage to a target with only 40 hit points, you may heal yourself by 40 hit points.
    If the target of this feature is willing, no attack roll or damage roll is necessary. You can choose to deal up to 100 hit points of Necrotic damage to the target, and calculate the restored hit points as usual.



    Geometer
    Geometers understand the nature of the arcane better than any other researcher. Magical forces are predictable, and with enough experience, one can learn to predict and shape the pathways they follow. The use of arcane geometry is not fast or flashy, but the slow, careful creation of arcane matrices grants power unimaginable.

    Pattern-Tracer
    When you choose this Academic Focus at 2nd level, you gain proficiency in the Arcana and Religion skills, and the tools Calligrapher's Supplies and Forgery Kit if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.

    Thaumaturgical Pathway Analyst
    Starting at 2nd level, whenever you witness the casting of a spell with the ritual tag, you may add it to your ritual book. The time and cost of copying the spell into your ritual book is halved.
    If any spells that you know have the ritual tag, you may add them to your ritual book. The time and cost of copying those spells is halved.
    Additionally, whenever you witness the casting of a spell on the academian spell list, you can choose one of the academian spells you know and replace it with that spell, which also must be of a level for which you have spell slots.

    Student of the Mysterious Arcane
    Starting at 6th level, you start to grasp the underlying truths that bind all forms of magic together. You create an encoded research tome to record your findings and original research.
    At 6th level, and again at 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, you may add a spell from any class to your research tome. This spell must be of a level you can cast.
    When casting spells from your research tome, you must expend a spell slot as normal, and the casting time is increased by 10 minutes per spell level. Intelligence is your spellcasting ability for these spells.

    Newfound Efficiencies
    Starting at 14th level, when you cast spells from your research tome, the level of the spell slot expended during casting is decreased by 1 level. If the spell is a 1st level spell, no spell slot is expended. You cannot reduce the required spell slot level by more than 1 in this way.

    Unified Theory of Arcana
    Starting at 18th level, you can cast any academian spell you know using the secret methods written in your research tome. If you increase the casting time of a spell by 10 minutes per spell level, you can decrease the required spell slot level by 1. You cannot reduce the required spell slot level by more than 1 in this way.


    Spoiler: Academian Spell List (PHB and XgtE):
    Show

    Cantrips:
    Acid Splash
    Blade Ward
    Control Flames
    Dancing Lights
    Frostbite
    Guidance
    Gust
    Light
    Mage Hand
    Magic Stone
    Mending
    Message
    Minor Illusion
    Mold Earth
    Poison Spray
    Prestidigitation
    Produce Flame
    Ray of Frost
    Resistance
    Shape Water
    Shocking Grasp
    Thaumaturgy
    Thunderclap
    Vicious Mockery
    1st Level:
    Absorb Elements
    Alarm
    Bane
    Charm Person
    Comprehend Languages
    Detect Magic
    Detect Poison and Disease
    Disguise Self
    Expeditious Retreat
    Feather Fall
    Find Familiar
    Fog Cloud
    Identify
    Illusory Script
    Jump
    Longstrider
    Mage Armor
    Magic Missile
    Shield
    Silent Image
    Sleep
    Snare
    Tasha's Hideous Laughter
    Tenser's Floating Disk
    Unseen Servant
    2nd Level:
    Alter Self
    Arcane Lock
    Blindness/Deafness
    Continual Flame
    Darkness
    Darkvision
    Detect Thoughts
    Enlarge/Reduce
    Gust of Wind
    Hold Person
    Invisibility
    Knock
    Lesser Restoration
    Levitate
    Locate Animals or Plants
    Locate Object
    Magic Mouth
    Misty Step
    Nystul's Magic Aura
    Phantasmal Force
    Ray of Enfeeblement
    Rope Trick
    See Invisibility
    Skywrite
    Spider Climb
    Suggestion
    Web
    3rd Level:
    Animate Dead
    Bestow Curse
    Catnap
    Clairvoyance
    Counterspell
    Dispel Magic
    Fly
    Glyph of Warding
    Haste
    Hypnotic Pattern
    Magic Circle
    Major Image
    Nondetection
    Protection from Energy
    Remove Curse
    Sending
    Slow
    Speak with Dead
    Summon Lesser Demons
    Tiny Servant
    Tongues
    Water Breathing
    4th Level:
    Arcane Eye
    Banishment
    Charm Monster
    Confusion
    Conjure Minor Elementals
    Control Water
    Dimension Door
    Divination
    Elemental Bane
    Fabricate
    Freedom of Movement
    Greater Invisibility
    Hallucinatory Terrain
    Leomund's Secret Chest
    Locate Creature
    Mordenkainen's Private Sanctum
    Polymorph
    Stone Shape
    Summon Greater Demon
    Watery Sphere
    5th Level:
    Animate Objects
    Bigby's Hand
    Conjure Elemental
    Contact Other Plane
    Control Winds
    Creation
    Dominate Person
    Far Step
    Geas
    Greater Restoration
    Hold Monster
    Infernal Calling
    Legend Lore
    Mislead
    Modify Memory
    Passwall
    Planar Binding
    Scrying
    Skill Empowerment
    Telekinesis
    Teleportation Circle
    Transmute Rock
    6th Level:
    Arcane Gate
    Conjure Fey
    Contingency
    Create Homunculus
    Create Undead
    Drawmij's Instant Summons
    Find the Path
    Flesh to Stone
    Forbiddance
    Guards and Wards
    Mental Prison
    Move Earth
    Otto's Irresistible Dance
    Programmed Illusion
    Soul Cage
    Tenser's Transformation
    True Seeing
    7th Level:
    Etherealness
    Forcecage
    Mirage Arcane
    Mordenkainen's Magnificent Mansion
    Plane Shift
    Project Image
    Sequester
    Symbol
    Teleport
    8th Level:
    Antimagic Field
    Antipathy/Sympathy
    Control Weather
    Demiplane
    Dominate Monster
    Feeblemind
    Illusory Dragon
    Maze
    Mind Blank
    Telepathy
    9th Level:
    Astral Projection
    Foresight
    Gate
    Imprisonment
    Invulnerability
    Shapechange
    Time Stop
    True Polymorph
    Weird
    Wish
    Last edited by Tiadoppler; 2019-05-15 at 11:11 PM.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  2. - Top - End - #2
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    It's... Meh.
    It does fit the Flavor very nicely, and definitely not overpowered, I just feel like it's lacking some "Oomph".
    Spells and Skills are cool and all, but I feel like it's missing a core feature, something that makes it different.
    It's a very solid base, and I commend you on that. Adding some pizazz and spice sill be easy once the idea comes.

    I'm definitely bookmarking this for later, since an academic is a pretty popular Archetype :)

  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Quote Originally Posted by Bjarkmundur View Post
    It's... Meh.
    It does fit the Flavor very nicely, and definitely not overpowered, I just feel like it's lacking some "Oomph".
    Spells and Skills are cool and all, but I feel like it's missing a core feature, something that makes it different.
    It's a very solid base, and I commend you on that. Adding some pizazz and spice sill be easy once the idea comes.

    I'm definitely bookmarking this for later, since an academic is a pretty popular Archetype :)
    Would you say that the base class needs more oomph, or the scholar subclass specifically? I like the geometer's concept a lot (cast spells using lower level slots, but they take a lot longer to cast), but I've been worried that it might be too exploitable in unexpected ways. The physician subclass could use a small boost, I think.


    Some ideas that have been floating around:

    Use your action to grant allies free attacks (At-will, or several times per rest). Maybe even more '4e Warlord' type stuff to emphasize the non-combat focus of the class
    Cast a spell with casting time of one action as a reaction (once per rest/once per long rest)
    Distraction: use your action to give a target disadvantage on their next attack or skill check (usable out of combat)
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    I've added a feature called Obvious Solutions, which grants the Academian a number of simple at-will abilities, themed around the concept of a hapless academic in the middle of battles or other stressful situations. These have some similar themes to mastermind/inquisitive rogue social abilities, and 4e's lazy-warlord attack and defensive abilities.

    Updated and modified several of the Obvious Solutions.
    Edits on Obvious Solutions continue. Reduced Geometer spell casting times.
    Last edited by Tiadoppler; 2019-05-13 at 01:15 AM.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Class feature added:

    Thaumic Control Manipulation
    Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
    Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
    Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.



    [PEACH] please. I don't think it's too powerful, because it doesn't affect the total number of concentration abilities a party can maintain at any one time, but it does let one caster grant a lot more buffing.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  6. - Top - End - #6
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    I found this
    Might inspire you :D

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    Ogre in the Playground
     
    Chimera

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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Love this class idea, its amazing! If my newest character dies (which, since I've lost two in the span of 3 sessions he may very well) I'll try to see if I can play this!

  8. - Top - End - #8
    Barbarian in the Playground
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    This class is now available on Homebrewery (and somewhat modified). I've tested it with both Firefox and Chrome, and they both seem to work okay. Let me know if there's any display bugs in other browsers.

    Academian class



    I really like the Scholar class, and it's certainly filling a similar archetype/concept to the Academian. The concept of an academic who's shoved into the middle of combat is a fun one.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  9. - Top - End - #9
    Dwarf in the Playground
     
    RedKnightGirl

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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Sorry, I missed the request for comment you made in my Sorcerer/Wizard thread, when you first posted about this.

    Thoughts on first read-through:

    Spells+Cantrips: Interesting that you'd use a combination total for these, although also very interesting. You end up with fewer total spells at level 10 than a sorcerer, but more at level 20. So, greater versatility at endgame, but in early game...


    The Obvious Solutions powers are great, and they fit very well with the character concept. The only one that felt a little odd was Run For It, for which I would have just said that you can Dash as a bonus action. That's a more common implementation for giving a character an extra speed-level of movement on its turn.

    Also, how does Use Big Words function in combat?


    Thaumic Control: Interesting idea for getting around concentration limits. Obviously doesn't work when casting on an enemy, and usually isn't useful for casting on another caster, and you're still limited to one concentration effect per person. Feels like it's still pretty safe, power-balance-wise.


    Subclasses:

    Scholar:

    Appropriate skills, but also feels lackluster. The 2nd level feature feels fine for a 2nd level feature, and minimum of 10 on Int and Wis skill checks is fine at 14, but everything in between (which is a very long stretch of levels) is only supported by an Expertise bonus.

    Physician:

    You grant both proficiency and expertise with Medical Training. In general, you should only get one or the other. That is, grant proficiency if you don't have the skill, or expertise if you already have the skill from other sources (eg: backgrounds).

    Extra spells for the Physician is great, but also makes it obvious that Scholar did not get extra spells (though Geometer gets selectable spells). That feels imbalanced.

    Second Opinion's increase at 18th level steps on the feet of the Durable feat. Simply taking the higher of the two rolls seems more reasonable, though it might not need to wait til 18th level, either.

    Steady Hands sounds good, but then it also brings to mind that the Scholar's Instant Recall does exactly the same thing, only more. I would probably add some restrictions to Instant Recall, to limit it to lore skills or something like that.

    Geometer:

    Pattern-Tracer: Same issue as Medical Training.


    Spells:

    Looking over cantrips available:

    No Friends? Sound like exactly the sort of spell this class would have.

    Slightly surprised there's no Create Bonfire or Infestation.

    Only did a cursory check over the rest.

  10. - Top - End - #10
    Barbarian in the Playground
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Thanks for the feedback!

    Quote Originally Posted by Moxxmix View Post
    Spells+Cantrips: Interesting that you'd use a combination total for these, although also very interesting. You end up with fewer total spells at level 10 than a sorcerer, but more at level 20. So, greater versatility at endgame, but in early game...
    In early game, I think it's pretty comparable to sorcerer: you have one fewer spell known for a long time, but you also have a couple of Obvious Solutions that have cantrip-like effects, freeing up some of your utility spells. You could even forgo a basic attack cantrip in favor of 'Call for help', if your party composition supports that.


    Quote Originally Posted by Moxxmix View Post
    The Obvious Solutions powers are great, and they fit very well with the character concept. The only one that felt a little odd was Run For It, for which I would have just said that you can Dash as a bonus action. That's a more common implementation for giving a character an extra speed-level of movement on its turn.

    Also, how does Use Big Words function in combat?
    It doesn't. Several of the Obvious Solutions are meant as (mostly) out-of-combat abilities:
    'Create a distraction' is good for making people fail perception checks (to see allies sneaking around)
    'Know your enemy' can be used in social situations to size people up
    'Know yourself' (arguably too powerful) can be used to 'take 20' on rolls with bad penalties for failure, if you have enough time.
    'Use big words' is my version of the 'Arcane Mutterings' at-will power from 4e. It's a social ability that makes you sound smart, even if you don't have the charisma to support those social checks.


    Quote Originally Posted by Moxxmix View Post
    Thaumic Control: Interesting idea for getting around concentration limits. Obviously doesn't work when casting on an enemy, and usually isn't useful for casting on another caster, and you're still limited to one concentration effect per person. Feels like it's still pretty safe, power-balance-wise.
    That was my hope. You can never have more effects active than you have allies. I don't think it's too much more versatile than Sorcerer's Twin Spell, and it will eat up your spell slots FAST if all of your allies want buffs.


    Quote Originally Posted by Moxxmix View Post
    Subclasses:

    Scholar:

    Appropriate skills, but also feels lackluster. The 2nd level feature feels fine for a 2nd level feature, and minimum of 10 on Int and Wis skill checks is fine at 14, but everything in between (which is a very long stretch of levels) is only supported by an Expertise bonus.
    You're probably right. The scholar was meant as the pure skill monkey subclass, and it does that very well. I may add some bonuses to scholars when they use Obvious Solutions. The archetype I was aiming for was the 'hapless nerd who knows a lot but really shouldn't be in combat': that's why it doesn't get any bonus spells.

    Quote Originally Posted by Moxxmix View Post
    Physician:

    You grant both proficiency and expertise with Medical Training. In general, you should only get one or the other. That is, grant proficiency if you don't have the skill, or expertise if you already have the skill from other sources (eg: backgrounds).
    My inspiration was the Scout Rogue's Survivalist feature (level 3): it grants proficiency and expertise, but you don't get to choose the skills, and they're not the top-tier, constantly used skills (like perception or athletics). Medicine isn't used that frequently, so it doesn't seem overpowered.

    Quote Originally Posted by Moxxmix View Post
    Extra spells for the Physician is great, but also makes it obvious that Scholar did not get extra spells (though Geometer gets selectable spells). That feels imbalanced.

    Second Opinion's increase at 18th level steps on the feet of the Durable feat. Simply taking the higher of the two rolls seems more reasonable, though it might not need to wait til 18th level, either.

    Steady Hands sounds good, but then it also brings to mind that the Scholar's Instant Recall does exactly the same thing, only more. I would probably add some restrictions to Instant Recall, to limit it to lore skills or something like that.

    Geometer:

    Pattern-Tracer: Same issue as Medical Training.
    Let me think about these a bit.

    Quote Originally Posted by Moxxmix View Post
    Spells:

    Looking over cantrips available:

    No Friends? Sound like exactly the sort of spell this class would have.

    Slightly surprised there's no Create Bonfire or Infestation.

    Only did a cursory check over the rest.
    Argh, you're right. I forgot Friends. Create Bonfire and Infestation? Sure. I don't think I've ever seen anybody take either of those, so adding them wouldn't hurt.

    The general gist of the spell list is:
    None of the good damaging AoE spells. No healing (unless you're a Physician), but you get restoration (effect removal) spells and buffs/debuffs (battlefield control).


    Ideally, my goal was that any of the Academian subclasses could be played as pacifists, doing no damage themselves, and relying on their allies, while also being amazing at controlling the battlefield in different ways. This isn't a DPR class, and won't appeal to most players because of that, but it could be used as a decent support NPC. Personally, I'd rather play a Scholar than another Wizard (because I'm weird).
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  11. - Top - End - #11
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Updated:

    Know Yourself is rewritten: instead of being an automatic natural 20 on a skill check (whenever you take a minute or two to meditate), it's now a combat ability improving your next spell attack.

    Scholar gets a power boost:
    Your research as a Practiced Researcher (level 2) allows you to pick any four spells and make them Academian spells for you: you still have to learn them normally. This gives Scholar a lot more versatility as it levels up.

    At level 14, you can learn two more spells, bringing the total Spells and Cantrips Known for a level 20 Scholar to 26.

    Physician has abilities swapped around:
    Physicians lose the (overly generic) Steady Hands ability, and the rewritten Second Opinion is delayed to Level 14.

    At level 6, you can heal people during a short rest.

    Geometer's 14th and 18th level abilities are swapped: you now gain the ability to 'downcast' your Academian spells before your crossclass spells from your Research Tome.


    Balance notes:
    By level 20,
    - Scholars know 26 spells+cantrips , including up to four spells from other classes. They have the potential to poach good spells from other class lists, like healing or damaging spells, but they have to pick carefully.

    - Physicians know 32 spells+cantrips, of which 8 are specifically chosen healing/medical spells. They have great support and buffing potential, but little ability to damage others.

    - Geometers know 24 spells+cantrips, and 8 additional spells from any class that can only be cast slowly, out of combat. They can do amazing things with downtime or preparation, but are out of their element if they're caught by surprise.
    Last edited by Tiadoppler; 2019-06-20 at 03:28 PM.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

  12. - Top - End - #12
    Bugbear in the Playground
     
    Daemon

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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    I think the Geometer's Student of the Weave is teetering on no bueno.

    Adding a Spell from Any List! like a Bard, super! This scholar will be all about customiz... oh, the most desirable spells are all rendered useless by onerous casting times... So I take a bunch of utility spells that I might already get, or spells that already have onerous cast times.

    If you feel the versatility mandates the 10 minute cast time, maybe also add the Ritual tag to the spell, so you aren't burning a spell slot?

    Conjure Animals is amazing utility and damage at its level. Conjure Animals with a 10 minute cast is only utility unless you have a lot of advance notice. Conjure Animals as a ritual and only as a ritual feels like a safe balance.

  13. - Top - End - #13
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    Default Re: The Academian Class [PEACH] (int-based full caster with utility focus)

    Quote Originally Posted by BerzerkerUnit View Post
    I think the Geometer's Student of the Weave is teetering on no bueno.

    Adding a Spell from Any List! like a Bard, super! This scholar will be all about customiz... oh, the most desirable spells are all rendered useless by onerous casting times... So I take a bunch of utility spells that I might already get, or spells that already have onerous cast times.

    If you feel the versatility mandates the 10 minute cast time, maybe also add the Ritual tag to the spell, so you aren't burning a spell slot?

    Conjure Animals is amazing utility and damage at its level. Conjure Animals with a 10 minute cast is only utility unless you have a lot of advance notice. Conjure Animals as a ritual and only as a ritual feels like a safe balance.
    Thanks for the feedback! I've made some changes that might help:

    Student of the Weave is now a 2nd level feature that gives access to more cross-class spells.

    There's a new 6th level feature that lets you cast your cross-class spells at their normal casting speed.


    This should give Geometers a bit of a power boost and make the cross-class spells more viable in-combat, while still letting them primarily focus on out-of-combat casting.

    The Geometer has been very difficult to balance, and because it combines two experimental features (transferring Concentration requirements, and reducing the spell-slots of spells), I wanted to err on the side of too weak, because I expect to find exploits and combos.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

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