Homebrew Archon - Half Arcane Caster
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    Archon - Half Arcane Caster

    I've wanted an Arcane half caster for 5E for some time, with no indication one will come any time soon. With that in mind, I've spent a while developing this homebrew class, The Archon. The shell of the class is based roughly on the way the Paladin and Ranger work, but with several differences and with abilities that are geared to the arcane vs divine or nature magic. The rough draft of this class was presented on the forum some months ago with quite a bit of feedback. After a bit of play testing, this is the nearly final version I'm submitting for any last reviews and commentary the forum may have. I've enjoyed playing this so far and am looking forward to any critiques you may have. Thanks!

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    Archon
    An armorclad warrior stands in the midst of a battle, hammer in one hand striking down orcs as they approach him. In his other hand, the staff he grips launches bursts of flame across the battlefield, engulfing orcs and goblins alike in a cacophony of fire.

    A woman clad in simple robes gestures toward her foe with an outstretched hand. The motion abruptly pulls him toward her, helplessly impaling him onto her outstretched sword, as the last gasp of air escapes his chest.

    An elf withdraws his dagger from the corpse of his enemy, the last tendrils of necrotic energy sliding up his hand. As he quietly exhales, the necrotic energy seeps into his body and slowly closes his wounds.

    Harnessing the unbridled power of arcane magic and weaving it together with their martial prowess, archons combine the might of steel with the power of magic, using the combination to defeat their enemies.


    Master of the Blade
    Wielding a long blade, slashing with a mighty battleaxe, or crushing your foes beneath a warhammer. No matter the weapon chosen, the archon is deadly in its use. Whether you are weaving a delicate dance of death or crushing your enemies beneath the raw power of your blows, you are a force to be reckoned with.

    Practitioner of the Arcane
    While pursuit of your martial abilities consumes much of your energy, you can’t afford to direct all your efforts into honing your skill with a blade. Time not spent practicing with your weapon is spent studying the arcane. Your skill with the arcane arts separates you from being a simple swordsman. Manipulating and working the weave to your advantage gives you the edge to defeat your enemies and survive to fight another day.

    Deadly Mixture of Sword and Sorcery
    Weaving together the swing of a blade and the power of the arcane, the archon using his magic to empower his attacks, defend his life and manipulate the world around him in a deadly dance of magic and steel.

    Creating an Archon
    As you create your archon character, consider the nature of the training that gave you your particular capabilities. Did you train with a pair of mentors, honing your skills with a blade and learning the knowledge of the arcane from each? Were you raised by a sect of cultists, learning skill with a dagger and the blood magic that powered their rituals? Or perhaps you had formal training at an academy for archons. You might have grown up in the wilderness, learning the particulars of the four elements and how to interact and channel them to your advantage.

    Consider the various skills you have learned. The ability to weave your magic into the weapon in your hand, while casting spells with your free to keep enemies at bay. Manipulate the world around you to aid you and your allies and slay your foes. As your hone your skills with a sword, make sure to delve deeper into the depths of the arcane to continue growing in power.

    Quick Build
    You can make a ranger quickly by following these suggestions. First, make Strength your highest ability score, followed by Intelligence. Second, choose the folk hero background.

    1: Archon Discipline, Magical Connection, Spellcasting Focus
    2: Empower Weapon (1d4), Spell Casting, Bonus Spells
    3: Arcane Shield
    4: Ability Score Improvement
    5: Extra Attack, Empower Weapon (1d6)
    6: Archon Discipline Feature
    7: Distant Step
    8: Ability Score Improvement
    9: --
    10: Magical Awareness
    11: Archon Discipline Feature, Empower Weapon (1d8)
    12: Ability Score Improvement
    13: --
    14: Spell Shatter
    15: Expediency
    16: Ability Score Improvement, Archon Discipline Feature,
    17: Empower Weapon (1d10)
    18: Magical Resistance
    19: Ability Score Improvement
    20: Archon Discipline Feature

    Class Features
    As a Archon, you gain the following class features.

    Hit Points
    Hit Die: 1d10 per Archon level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at higher levels: 1d10 (or 6) + Your Constitution modifier per Archon level after 1st.

    Proficiencies
    Armor: Light armor, medium armor, shields.
    Weapons: All simple and martial weapons.
    Tools: None

    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Animal Handling, Acrobatics, Athletics, History, Insight, Investigation, and Perception.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) scale mail or (b) leather armor
    • (a) long sword or (b) a simple or martial melee weapon
    • Two daggers
    • (a) a dungeoneer’s pack or (b) an explorer’s pack
    • (a) longbow and a quiver of 20 arrows or (b) 4 javelins


    Arcane Arts
    Many of your Archon abilities require the ability to properly manipulate the arcane forces to properly focus and direct their power. These abilities are known as Arcane Arts and they require you to have a free hand or be wielding an arcane focus in order to use them. You may not use an Arcane Art in the same turn that you wield a two handed weapon, an off-hand weapon, or a shield.

    Archon Discipline
    At 1st level, you choose a Archon Discipline. Your choice grants you features at 1st level, as well as discipline spells at 2nd level, and other features at 6th, 11th, 16th and 20 levels.

    Magical Connection
    Also at 1st level, You have gained enough arcane knowledge to be minorly proficient. You learn the Prestidigitation cantrip if you do not already know it. You also gain proficiency in the Arcana Skill.

    Empower Weapon
    At 2nd level, you learn how to weave arcane magic into your weapon. When you hit with a melee weapon attack, you add 1d4 damage to the damage roll. The damage type is determined by your Archon Discipline. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

    Spell Casting
    By the time they reach 2nd level, Archons have learned to cast spells. See chapter 10 for the general rules of spellcasting and below for the Archon spell list.

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

    Spells Known of 1st-Level and Higher.
    You know a number of Archon spells of your choice from the Archon spell list equal to your Intelligence modifier plus half your Archon level, rounded down (minimum of one spell). Each of these spells must be of a level for which you have spell slots. For example, if you are a 5th-level Archon, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of spells can include four spells of 1st or 2nd level. If you know the 1st-level spell Shield, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of known spells.
    Whenever you gain a level in this class, you can replace one of the Archon spells you know with another spell of your choice from the Archon spell list. The new spell must be of a level for which you have spell slots.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your Archon spells, since your magic draws on your attunement to the Arcane. 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 a Archon spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Spellcasting Focus
    You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Archon spells.

    Discipline Spells
    Each Discipline has a list of associated spells. You gain access to these spells at the levels specified in the Discipline description. Once you gain access to a Discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a Discipline spell that doesn’t appear on the Archon spell list, the spell is nonetheless an Archon spell for you.

    Shield Ward
    At 3rd level, you gain a bonus to AC equal to your half your proficiency bonus (rounded down). You must have a free hand or be holding an arcane focus to gain this benefit.

    This ability is an Arcane Art.

    Distant Step
    At 7th level, as a bonus action, you may teleport up to 60 feet to an unoccupied location you can see. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Magical Awareness
    Starting at 10th level, you may cast the Detect Magic spell as a ritual.

    Spell Shatter
    At 14th level you gain the ability to negate magical effects. As a reaction, you can end one magical spell or effect on you as per the Dispel Magic spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Expediency
    At 15th level a Archon gains the ability to urgently manipulate the magical arts in a time of need. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Magical Resistance
    At 18th level you gain proficiency in all saving throws versus spells and spell like effects.

    Archon Disciplines

    Elemental Discipline

    Elemental Adept
    At 1st level, you are a student of the four elements. Choose one of the elements to become an adept in. You gain the benefits associated with that element. You choose an additional element at 6th, 11th and 16th level.

    Air - You gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. Your elemental damage type is Lightning. You gain resistance to lightning damage.
    Earth - You cannot be forced to move or be knocked prone. Your elemental damage type is Acid. You gain resistance to acid damage.
    Fire - Your walking speed increases by 10 feet. Your elemental damage type is fire. You gain resistance to fire damage.
    Water - You can breathe underwater and gain a swimming speed equal to your walking speed. Your elemental damage type is cold. You gain resistance to cold damage.

    Elemental Bolt
    Also at 1st level, you cause elemental damage to seek out a creature. As a bonus action, choose a target that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d10 elemental damage. The damage type is one of your chosen adept Elemental Discipline damage types.

    The damage increases as you gain more levels in archon; to 2d10 at level 8 and 3d10 at level 14.

    This ability is an Arcane Art.

    Elements of Nature
    Also at 1st level, you gain proficiency in the Nature skill.

    Discipline Spells
    You gain Discipline spells at the Archon levels listed.
    Archon Level
    2nd Absorb Elements, Chromatic Orb
    5th Gust of Wind, Scorching Ray
    9th Erupting Earth, Tidal Wave
    13th Storm Sphere, Wall of Fire
    17th Maelstrom, Wall of Stone

    Empower Weapon
    When you do damage using your Empower Weapon ability, the damage type is your choice of one of your chosen Elemental Adept damage types.

    Elemental Mastery
    At 20th level, you have mastered the four elements. You gain the ability to become the elements themselves. You gain the following benefits:

    • The element of air grants you true flight. You no longer fall if you are not being supported by something at the end of your turn.
    • The element of earth fortifies your body - You gain resistance to bludgeoning, slashing and piercing damage.
    • The element of fire ignites the fury inside of you - You add your intelligence modifier to your damage rolls.
    • The element of water fortifies you against magic - You gain advantage on saving throws versus spells or spell like effects.

    This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.

    Arcane Discipline

    Arcane Armor
    At 1st level, when you aren’t wearing armor, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier.

    Arcane Spear
    Also at 1st level, as a bonus action, you learn to create a magical dart. A creature of your choice within 60 feet is hit by the dart and takes 1d4+1 force damage.

    This increases as you gain more levels in Archon; to 2 missiles at 8th level and 3 missiles at 14th level. Each missile may target a different creature.

    This ability is an Arcane Art.

    Discipline Spells
    You gain Discipline spells at the Archon levels listed.
    Archon Level
    2nd Magic Missile, Shield
    5th Hold Person, Knock
    9th Counterspell, Haste
    13th Banishment, Greater Invisibility
    17th Teleportation Circle, Wall of Force

    Empower Weapon
    The additional damage dealt by your Empowered Weapon is Force damage.

    Arcane Force
    At 6th level, as a bonus action, choose a large or smaller creature within 60 feet. That creature makes a Strength saving throw versus your Spell DC. On a failure, you may either push that creature 10’ directly away or pull it 10’ directly toward you.

    This ability is an Arcane Art.

    Arcane Leap
    At 11th level, you gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft.

    Arcane Ward
    At 16th level, as a bonus action, you may create a 10’ x 10’ panel of force as per the Wall of Force spell within 60’ of you. You may only have one panel active at a time. This panel lasts for 10 minutes or until you dismiss it. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    This ability is an Arcane Art.

    Paragon
    At 20th level, you become pure arcane energy. When you use this ability, you gain the following benefits:

    • You gain resistance to all damage.
    • You gain advantage on all saving throws versus spells and spell like effects.
    • When you successfully make a saving throw against a spell or spell like effect, you regain 10 hit points as you absorb part of the arcane energy.
    • You gain the benefits of the telekinesis spell as if you had cast it. It lasts for the duration of your Paragon feature and does not require concentration. You can perform any ability of the telekinesis spell that requires an action as a bonus action.
    • This ability is an Arcane Art.

    This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.

    Blood Discipline

    Bleed the Body, Feed the Soul
    At 1st level, as a bonus action, you lose a number of hit points equal to your level to gain new powers through your blood sacrifice. This damage can’t be prevented. Choose a benefit from the following options:

    • Darkvision out to a range of 120 feet, as described in chapter 8.
    • Immunity to poison damage and the poisoned condition.
    • An increase to your walking speed of 10 feet.
    • Proficiency in Wisdom Saving throws.


    You may only benefit from one of these options at a time. Each time your use this ability, you can change the option you benefit from. This benefit lasts until you complete a short or long rest.

    Life Syphon
    Also at 1st level, you may attempt to drain the life force from a creature. As a bonus action, make a melee spell attack - On a hit, the target takes 1d6 necrotic damage. You regain hit points equal to half the damage dealt.

    This damage increase as you gain more levels in Archon; to 2d6 at level 8 and 3d6 at level 14.

    This ability is an Arcane Art.

    Grisly Profession
    Additionally at 1st level, you gain proficiency in the Intimidate skill.

    Discipline Spells
    You gain Discipline spells at the Archon levels listed.
    Archon Level
    2nd Cure Wounds, Inflict Wounds
    5th Protection from Poison, Ray of Enfeeblement
    9th Bestow Curse, Fear
    13th Blight, Death Ward
    17th Contagion, Raise Dead

    Empower Weapon
    The additional damage dealt by your Empowered Weapon is Necrotic damage.

    Bleed the Body, Feed the Mind
    At 6th level, as a bonus action, you may sacrifice a number of hit points equal to your level. If you do so, until the beginning of your next turn, when you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to give one target of the spell disadvantage on its saving throw made against the spell.

    Blood Feast
    At 11th level, when you make a melee weapon attack and deal necrotic damage to a creature, you gain hit points equal to half the necrotic damage dealt.

    In addition, you gain resistance to necrotic damage.

    Touch of Atrophy
    At 16th level, when you hit a creature with your Life Syphon ability, that creature must make a Constitution saving throw against your spell DC. On a failure, that creature becomes poisoned until the beginning of your next turn.

    The Reaper
    At 20th level, you become death incarnate. You gain the following abilities:

    • You become shrouded in shadow. A cloak of black shadow magic billows around you.
    • Attacks against you have disadvantage.
    • Whenever you deal necrotic damage to a creature, that creature’s hit point maximum is also reduced by that amount.
    • You add your intelligence modifier to your damage rolls.
    • You gain true sight.
    • This ability is an Arcane Art.


    This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.

    Archon Spell List
    Level 1
    Absorb Elements
    Alarm
    Charm Person
    Color Spray
    Comprehend Languages
    Detect Magic
    Expeditious Retreat
    Feather Fall
    Fog Cloud
    Grease
    Identify
    Jump
    Longstrider
    Shield
    Silent Image
    Sleep
    Thunderwave
    Unseen Servant

    2nd Level
    Blindness/Deafness
    Blur
    Cloud of Daggers
    Continual Flame
    Darkness
    Darkvision
    Enlarge/Reduce
    Gust of Wind
    Hold Person
    Invisibility
    Levitate
    Locate Object
    Mirror Image
    Misty Step
    See Invisibility
    Shatter
    Spider Climb
    Suggestion
    Web

    3rd Level
    Blink
    Clairvoyance
    Counterspell
    Dispel Magic
    Fly
    Gaseous Form
    Haste
    Leomund’s Tiny Hut
    Major Image
    Nondetection
    Protection from Energy
    Sending
    Stinking Cloud
    Water Breathing

    4th Level
    Confusion
    Control Water
    Dimension Door
    Fabricate
    Fire Shield
    Greater Invisibility
    Locate Creature
    Mordenkainen’s Faithful Hound
    Mordenkainen’s Private Sanctum
    Polymorph
    Stone Shape
    Stoneskin

    5th Level
    Animate Objects
    Creation
    Hold Monster
    Legend Lore
    Mislead
    Passwall
    Scrying
    Teleportation Circle
    Wall of Force
    Wall of Stone
    Last edited by Thurmas; Friday, 18th May, 2018 at 03:38 PM.
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  2. #2
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    Ugh I find it a little hard to read. Maybe post a pdf version to the uploads section of the forum?

    But one immediate comment: the name is not great, because an archon is historically a creature type. (Sort of a lesser angel.)

  3. #3
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    Disagree wholeheartedly on the name... it's a name I've suggested for an arcane half-caster for a while now and I'm glad to see someone use it. Repurposing the 'archon' name since it's no longer used for angels allows us to have a much cooler name than all the stupid compound named we always see thrown about for this class concept-- Eldritch Knight, Swordmage, Duskblade etc. And plus, it gets across the theme much better than other names I've seen bandied about. In previous editions archons were magical warriors of the upper planes, so having this class name also be used magical warriors makes sense. Plus the archon/arcane symmetry in their sound and pronounciation gives it more heft in my opinion.

    Yeah, some people won't like it and think that 'duskblade' is perfectly acceptable alternative... but when you line up paladin, ranger, duskblade... there's an obvious outlier there. 'Archon' is cool. Keep it.

    As far as the class itself, it has a lot of interesting mechanical stuff, but the biggest downside though is that it has the same hiccup that almost every other arcane warrior half-class I've seen created has... which is a lack of class story. What you need is a story about what this class *is*, not just what it does. What is its reason for existence? What does the archon fight for? What does an archon believe in? There needs to be something more substantial than just "a fighter who casts spells." Because that's not a story-- that what the class does, not who it is.

    Paladins are holy knights who swear oaths to ideals and concepts to protect the people and fight against the evils and darkness that would subsume those ideals. Rangers are wilderness scouts who fight to protect the wilderness from encroaching enemies and civilization. Why does the archon do what it does? What does it believe in? What is is fighting for? Once you come up with that... I think you'll also be able to redefine the Disciplines to have a story basis, rather than just the "magic type" definitions you have now-- elemental magic, force magic, and necrotic magic.
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  4. #4
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    Quote Originally Posted by DEFCON 1 View Post
    Disagree wholeheartedly on the name... it's a name I've suggested for an arcane half-caster for a while now and I'm glad to see someone use it. Repurposing the 'archon' name since it's no longer used for angels allows us to have a much cooler name than all the stupid compound named we always see thrown about for this class concept-- Eldritch Knight, Swordmage, Duskblade etc.
    OK, but won't it be a bit weird when, eventually, they publish an archon monster?

  5. #5
    Quote Originally Posted by jaelis View Post
    Ugh I find it a little hard to read. Maybe post a pdf version to the uploads section of the forum?
    Is it really that hard to read? I checked it on both my computer and phone and it didn't seem bad. I figured this would be better then a .pdf people would have to download. I don't like to download strange files if I don't have to.

  6. #6
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    Quote Originally Posted by DEFCON 1 View Post
    Disagree wholeheartedly on the name... it's a name I've suggested for an arcane half-caster for a while now and I'm glad to see someone use it. Repurposing the 'archon' name since it's no longer used for angels allows us to have a much cooler name than all the stupid compound named we always see thrown about for this class concept-- Eldritch Knight, Swordmage, Duskblade etc. And plus, it gets across the theme much better than other names I've seen bandied about. In previous editions archons were magical warriors of the upper planes, so having this class name also be used magical warriors makes sense. Plus the archon/arcane symmetry in their sound and pronounciation gives it more heft in my opinion.

    Yeah, some people won't like it and think that 'duskblade' is perfectly acceptable alternative... but when you line up paladin, ranger, duskblade... there's an obvious outlier there. 'Archon' is cool. Keep it.
    Archon is actually a historical word, not any sort of gaming creation, the Hellenistic Greek word for “monarch” that came to mean “magistrate” when Alexander and his heirs conquered the Persian Empire and dependent Greek kings replaced the old Persian satrapies. The reason the name is used for types of angels is because of the tradition of angels being granted authority over managing certain parts of creation. It’s no wat cognate with arcane (a Latin word) despite the homophony we hear in English. Rather than rely on what “sounds cool,” make certain that you’re actually using language correctly — this is a game through which Gary Gygax taught generations of us to read extensively, so the player reading the material you created may well quickly see through what you half-assed out of a sense of “sounding cool.”

  7. #7
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    Quote Originally Posted by AmerginLiath View Post
    Archon is actually a historical word, not any sort of gaming creation, the Hellenistic Greek word for “monarch” that came to mean “magistrate” when Alexander and his heirs conquered the Persian Empire and dependent Greek kings replaced the old Persian satrapies. The reason the name is used for types of angels is because of the tradition of angels being granted authority over managing certain parts of creation. It’s no wat cognate with arcane (a Latin word) despite the homophony we hear in English. Rather than rely on what “sounds cool,” make certain that you’re actually using language correctly — this is a game through which Gary Gygax taught generations of us to read extensively, so the player reading the material you created may well quickly see through what you half-assed out of a sense of “sounding cool.”
    Of course. And as soon as you can tell me the "correct" word for a combined magical warrior that we can use for this class, we'll go with it.

    Oh wait... I think the reason we've always been given names like 'Swordmage', 'Duskblade', and 'Eldritch Knight' for this concept is because there ISN'T a word like you are suggesting. And which is why every time someone comes up with an arcane half-caster there's a myriad of different names thrown about.

    But please... enlighten us with the name this class should obviously have that isn't just a compound word denoting magic on the one hand and fighting on the other.

  8. #8
    Quote Originally Posted by Thurmas View Post
    Is it really that hard to read? I checked it on both my computer and phone and it didn't seem bad. I figured this would be better then a .pdf people would have to download. I don't like to download strange files if I don't have to.
    It might be the ENWorld display format, but the class text comes out very small and rather blurred no matter how much I expand the window.

    Quote Originally Posted by DEFCON 1 View Post
    Of course. And as soon as you can tell me the "correct" word for a combined magical warrior that we can use for this class, we'll go with it.

    Oh wait... I think the reason we've always been given names like 'Swordmage', 'Duskblade', and 'Eldritch Knight' for this concept is because there ISN'T a word like you are suggesting. And which is why every time someone comes up with an arcane half-caster there's a myriad of different names thrown about.

    But please... enlighten us with the name this class should obviously have that isn't just a compound word denoting magic on the one hand and fighting on the other.
    I think that the decision as to the name of the class is best left until the actual story and concept of the class is established. So far there isn't much that distinguishes it thematically from an Eldritch Knight or Fighter/caster multiclass.
    The class abilities seem to be a Misty Step-alike and a dispel; which don't seem to push it in a particular direction in terms of its place in the world.

    In terms of what I can tell of its mechanics, it seems pretty good for a 1 level multiclass dip, since it gets its base and discipline abilities all at level 1.
    Also, that ability to drain life at first level on the Blood path should definitely be limited in some manner. Either Temp HP or limited number of times/rest.
    I'm not a fan of abilities that burn hit points for advantages in general however, since they push the onus for managing your resources onto another character (the healer).
    XP DEFCON 1 gave XP for this post

  9. #9
    Quote Originally Posted by jaelis View Post
    Ugh I find it a little hard to read. Maybe post a pdf version to the uploads section of the forum?
    Quote Originally Posted by Cap'n Kobold View Post
    It might be the ENWorld display format, but the class text comes out very small and rather blurred no matter how much I expand the window.
    I pasted in the text I used to build the class pages from Google Docs for anyone having trouble reading it. It may not be as pretty, but it should be a 99% solution. The actual pdf will be uploaded to DMs Guild when I'm done making any more changes.

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