Elemental Warden class

Alsair

First Post
Elemental Warden



[TABLE="class: grid, width: 1000, align: center"][TR][TD] Level[/TD][TD] Proficiency Bonus[/TD][TD] Features[/TD][TD] Auras Known[/TD][TD] Cantrips[/TD][TD] Spell Level Known[/TD][TD] Spell Slot[/TD][TD] Spell Slot Level[/TD][/TR][TR][TD]1st[/TD][TD]+2[/TD][TD]Elemental Aura, Elemental Magic, Elemental Path[/TD][TD]2[/TD][TD]2[/TD][TD]1st[/TD][TD]1[/TD][TD]1st[/TD][/TR][TR][TD]2nd[/TD][TD]+2[/TD][TD]Sense Elementals, Elemental Attunement[/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]1st[/TD][/TR][TR][TD]3rd[/TD][TD]+2[/TD][TD]Elemental Path Feature[/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]4th[/TD][TD]+2[/TD][TD]Ability Score Improvement[/TD][TD]3[/TD][TD]3[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]5th[/TD][TD]+3[/TD][TD]
[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]6th[/TD][TD]+3[/TD][TD]Grace of the Elements[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]7th[/TD][TD]+3[/TD][TD]Elemental Path Feature[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]8th[/TD][TD]+3[/TD][TD]Ability Score Improvement[/TD][TD]5[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]9th[/TD][TD]+4[/TD][TD]
[/TD][TD]5[/TD][TD]3[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]10th[/TD][TD]+4[/TD][TD]Double Aura.[/TD][TD]5[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]11th[/TD][TD]+4[/TD][TD]Elemental Infusion (6th)[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]12th[/TD][TD]+4[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]13th[/TD][TD]+5[/TD][TD]Elemental Infusion (7th)[/TD][TD]6[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]14th[/TD][TD]+5[/TD][TD]Elemental Path Feature[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]15th[/TD][TD]+5[/TD][TD]Elemental Infusion (8th)[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]16th[/TD][TD]+5[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]17th[/TD][TD]+6[/TD][TD]Greater Grace of the Elements, Elemental Infusion (9th)[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]18th[/TD][TD]+6[/TD][TD]Timeless body[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]19th[/TD][TD]+6[/TD][TD]Ability Score Improvement[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]20th[/TD][TD]+6[/TD][TD]Triple Aura. Elemental Path Feature (Ascendace)[/TD][TD]9[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][/TABLE]


The Force of Nature
Nature is the ruler of the life, the omnipresent state of the living. Before creatures, all that be in this world were elements combining and existing together, modeling the world all things lives in, the material plane. All that raw power of creation and destruction made balance letting creatures to sprout, rise and live. Elemental wardens are masters of this elements and they tent to preserve the balance that keep this world such alive and beautiful even if they have to use their destructive or healing powers to do so.
Elemental wardens gain their powers trough knowledge and experiences with elements, they can achieve this by making pacts with intelligent elemental creatures, studying great elemental events on the nature or even live in planes with high elemental influence.

Role
Elemental Warden have an important role in helping a group, sometimes right through their skills in combat and elemental damage, sometimes to keep the group alive through defending or healing them. Yet we cannot forget their auras that benefit the group in some mysterious ways.
Elemental Warden`s role in the world is very similar to druid`s. Elements are natural, as is necessary to protect the plants and animals is well needed to protect the balance of air, earth, fire and water that allows the ecosystem remain standing

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

Hit Points
Hit Dice: 1d8 per Elemental Warden Level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Elemental Warden Level after 1st

Proficiencies
Armor: Light armor, medium armor and shields
Extra language: Primordial
Weapons: Simple weapons plus two martial weapons
Tools: herbalism kit
Saving Throws: Wisdom, and one depending of the Path Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) scalemail or (b) leather armor
  • One martial weapon you have proficiency with (and a quiver with 20 ammunition is needed)
  • (a) two handaxes or (b) two simple melee weapons or (c) a simple weapon and a shield.
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A warden focus

Elemental Magic
Cantrips
At 1st level, you know two cantrips of your choice from the Elemental Warden spell list. You learn additional Elemental Warden´s cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elemental Warden table.

By 1st level, you have learned to draw on elemental magic through interaction with elemental spirits to cast spells. See chapter 10 for the general rules of spellcasting (player’s handbook) and the final of the document for the elemental warden spell list.

Preparing and Casting Spells
The Elemental Warden table shows how many spell slots you have to cast your spells, all your spell slots are the same level. To cast one of your elemental warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1sl-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
You prepare the list of elemental warden spells that are available for you to cast, choosing from the elemental warden spell list. When you do so, choose a number of elemental warden spells equal to your Wisdom modifier + half your elemental warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell level know as shown in the class table. For example, if you are a 5th-level elemental warden, you know spells from 1st- level and 2nd-level. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting a spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of elemental warden spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list.
Although as you regain your spell slots every short rest you should not abuse of your spell recharge, your DM can penalty you if you use the same spell over and over again taking time to recharge your spell slots.
You use a warden focus to cast spells, this are like druid focus.

Elemental Casting Flavor
Elemental Warden´s spells have an elemental flavor. Because of this some spells varies in their use. Any summon conjuration looks like a mix from various elements; this spells Works the same as usual but the form of the animal, creature or monster is made from a combinations of elements. Any Spell you cast have flavors like this. Talk to your DM if you want to vary some of your spells flavor.

Spell Casting ability
Wisdom is your spellcasting ability for your Elemental Warden spells. The power of your spells comes from your pact with the elements. You use your Wisdom whenever an elemental warden spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elemental Warden spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Your Wisdom modifier

Spell attack modifier = your proficiency bonus + Your Wisdom modifier

Elemental Path
The elemental Wardens have a stronger bond with one element than the others. This bond determinate many options and give the flavor to the characters.
Choose one path related to your preference: Air, Earth, Fire or Water. Each Path is detailed at the end of the class description. Your choice grants you a save proficiency at 1St level. It also grants additional benefits at 3nd, 7th,14th and 20th levels.
Each path grants a bonus cantrip at 1st level (it doesn’t count on the total of cantrip knows shown in the class table) and you get a list of spells —its path spells— that you gain at the elemental warden levels noted in the path description starting at 1set level. Once you gain a path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a path spell that doesn’t appear on the elemental warden spell list, the spell is nonetheless an elemental warden spell for you.

Elemental Aura
Elemental Wardens excel in helping their allies, controlling elemental spirits to grant bonuses to their effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious and participating in the task to grant the bonus, and if you are ever unconscious, the ability does not end, but the bonuses do not resume until you can participate in the action again.
The aura affects all allies within 30 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2nd, 5th, 8th, 11th, 14th, 17th and 20th levels, for a total of nine known. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know.
The bonus granted by your aura is half your proficiency bonus or as noted

Air Auras:
· Air precision: Bonus on Attack rolls with weapons
· Air Shield: Bonus on armor class
· Quick winds: Bonus on dexterity checks.
Earth Auras:
· Earth Nature: Bonus on strength checks.
· Stone Hardening: Damage reduction from any type of damage.
· Stone Burst: Bonus on damage rolls with weapons as bludgeoning damage.
Fire Auras:
· Fire Power: Bonus on Spells attacks and save DC with spells.
· Fire retaliation: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt your proficiency bonus as fire damage.
· Hot Mind: bonus on Charisma checks.
Water Auras:
· Healing rain: Cure points of damage.
· Water Calm: Bonus on Wisdom checks.
· Water bond: you can bond yourself to any ally in the aura range and transfer to you damage he suffers equals to your proficiency bonus.

Elemental Attunement
From 2ND level, your body and mind get used to the advantages that elements can give. You can choose one of the attunements every time you active the ability and it will grant a skill advantage and one special benefit. You can activate it any time you want and it last for one hour per level. You can use this again every long rest

Air Attunement:
You gain 5fts bonus to movement speed and advantages with Acrobatics checks.
Earth Attunement
You gain +1 to AC and advantage with Athletics checks.
Fire Attunement:
You gain +3 to initiative checks and advantage with Intimidations checks.
Water Attunement:
You gain 1 extra hit point per level and advantage with Insight checks.

Sense elementals
The presence of elements registers on your senses. As an action, you can open your awareness to detect elemental creatures or objects with elemental power inside them. Until the end of your next turn, you know the location of any elemental creature within 60 feet of you that is not behind total cover. You know the elemental type of any being whose presence you sense, but not its identity or kind. Within the same radius, you also detect the presence of any place or object that has elemental power inside them, as a door with fireball trap or a weapon that does any elemental damage.
You can use this feature a number of times equal to
1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Ability score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
2, or you an increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Grace of the Elements
The force of elements emanates from your body like they were part of you. You learn how to use your fighting techniques as part of the cast of your Elemental Warden spells.
Beginning at 6th level you get War Magic as the Eldritch Knight Fighter archetype Class Feature

Elemental Infusion
At 11th level, you infuse yourself with the Elemental magic, you gain a free spell slot of 6th-level per long rest.
This slot upgrades to 7th-level spell slot at 13th level, 8th-level spell slot at 15th level and 9th-level spell slot at 17th level.

Greater Grace of the Elements
At level 17th, you gain Improve War Magic as the Eldritch Knight Fighter archetype Class Feature

Timeless Body
Starting at 18th level, the Elemental magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Ascendance
Al 20th level the elemental warden get an ascension to a higher meaning in spiritual and physical level. She becomes part elemental and gain some of the elemental powers of his path. This abilities are described in every path as one with an element.

Elemental Paths:

Air
Its represent all about air, flaying, lightning and Thunder

Save Proficiency: Dexterity

Bonus Cantrip Known:
Choose one:
Message, Shocking Grasp, Booming blade, Gust, Lightning Lure or Thunderclap

Air Spell list

Warden Level
Spells
1st
Feather Fall, Thunderwave
5th
Misty Step, Shatter
9th
Lightning Bolt, Wind Wall
13th
Banishment, Freedom of Movement
17th
Chain Lightning*, Wind Walk*
Tempest
At 3th level, you add your proficiency bonus to your weapon damage as lightning or thunder damage. You can change the type of damage every long rest.

Lightning Lash
You learn how to arc some of your elemental power in a thunderous lightning leaded by one weapon attack.
At 7th level, as an action, the elemental warden can hit a number of enemies in a 30 ft. radius, centered on the first target, equal to her wisdom modifier with a lightning arc. You make a single attack roll with your weapon bonus and compare it to the AC of every enemy chosen. Roll weapon damage, every enemy affected take this damage as half lightning and half thunder damage. You can use this times equal to your wisdom modifier (minimum 1) every long rest.
Teleport
At 14th level, you can cast Teleport once a week with no cost.

One with the Wind
At 20th level, you have a flying speed equal to your current walking speed, the Air form and the ability to do a whirlwind as an Air Elemental

Earth
Its represent all about rock, earth, acid and metals

Save Proficiency: Constitution
Bonus Cantrip Known:
Choose one: Acid Splash, Blade Ward, Mending, Poison Spray, Magic Stone or Mold Earth

Earth Spell list

Warden Level
Spells
1st
Earth Tremor, Shield of Faith
5th
Maximilian’s Earthen Grasp, Melf´s Acid Arrow
Acid Arrow
9th
Meld into Stone, Protection from
Energy
13th
Stone Shape, Stoneskin
17th
Creation, Wall of Stone
Earth Shield
At 3th level, you gain proficiency with Heavy Armor.

Stone Defender
At 7th level, you gain protection combat style, you can use this even if you don’t have a shield.
Also, as bonus action, you can rise a flaying stone shield to protect you, this grant you temporary hit points equal to your level plus Wisdom modifier, when the shield is destroyed you can rise another one. You can use this times equal to your wisdom modifier (minimum 1) every long rest.

Antimagic Field
At 14th level, you can cast Antimagic Field once a week with no cost.

One with the Earth
At 20th level, you have the ability to do an earth glide and siege monster as an Earth Elemental

Fire
Its represent all about fire, light, heat and magma

Save Proficiency: Charisma

Bonus Cantrip Known: Choose one from:
Fire Bolt, Light, Produce Flame or Control Flames

Fire Spell list

Warden Level
Spells
1st
Burning Hands, Faerie Fire
5th
Heat Metal, Scorching Ray
9th
Daylight, Fireball
13th
Fire Shield, Wall of Fire
17th
Cloudkill, Conjure Elemental
Hearth of Fire
At 3rd level, you add Proficiency bonus to the damage of your damaging spells and cantrips as fire damage (one time with the initial damage)

Wild Fire
At 7th level, when you cast a damaging spell, you can take a bonus action to cast a free fire bolt cantrip to an enemy that have been hit with that spell in that round. You can use this times equal to your wisdom modifier (minimum 1) every long rest.

Firestorm
At 14th level, you can cast Firestorm once per long rest with no cost.

One with the Fire
At 20th level, you have the ability to do a Illuminate, Fire form, water susceptibility and Fire Touch as a Fire Elemental

Water
Its represent all about water, oceans, ice, rain and restoration

Save Proficiency: Intelligence
Tool: healer’s kit

Bonus Cantrip Known: Choose one:
Minor Illusion. Ray of Frost. Spare the dying. Frostbite or
Shape Water

Water Spell list

Warden Level
Spells
1st
Create or Destroy Water, Cure
Wounds
5th
Lesser Restoration, Misty Step
9th
Mass Healing Word, Aura of Vitality
13th
Control Water, Ice Storm
17th
Cone of Cold, Heal*
Bless of the Oceans
At 3rd level, you add your Proficiency bonus to the healing of your spells that restore hit points and cold damage spells. Also you heal one extra hit point with the healing rain aura.

Torrents
At 7th level, choose one of this two to learn:

- Every time you heal one or several allies with a Spell, you can deliver a healing the next round equal 1d4 per spell slot level used to up to wisdom modifier allies affected by that Spell.
- When you do cold damage with a spell you freeze the targets. Up to wisdom modifiers enemies affected by the spells are restrained for the end of your next turn.

You can use this times equal to your wisdom modifier
(Minimum 1) every long rest.

Regenerate
At 14th level, you can cast Regenerate once a week with no cost.

One with the Water
At 20th level, you have a swim speed equal to your current walking speed, the water form, freeze ability and the ability to do a Whelm as a Water Elemental



Elemental Warden Spells:


Cantrips
Acid Splash
Fire Bolt
Light
Mending
Message
Minor Illusion
Poison Spray
Produce Flame
Ray of Frost
Shocking Grasp
Spare the dying

1st Level
Armor of Agathys
Burning Hands
Chromatic Orb
Create or Destroy Water
Cure Wounds
Detect Magic ®
Detect Poison and Disease ®
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Grease
Guiding Bolt
Healing Word
Jump
Purify Food and Drink®
Searing Smite
Thunderous smite
Thunderwave

2nd Level
Blur
Branding Smite
Continual Flame
Enhance Ability
Find Steed (with an elemental flavor with it appearance) ®
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Invisibility
Levitate
Melf´s Acid Arrow
Mirror Image
Misty Step
Prayer of Healing
Protection from Poison
Scorching Ray
Shatter

3rd Level
Aura of Vitality
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Elemental Weapon
Fireball
Fly
Gaseous Form
Haste
Lightning Arrow
Lightning Bolt
Mass Healing Word
Meld into Stone ®
Protection from Energy
Revivify
Sleet Storm
Slow
Spirit Guardians
Stinking Cloud
Water Breathing
Water Walk ®
Wind Wall

4th Level
Banishment
Conjure Minor Elementals
Control Water
Dimension Door
Fire Shield
Freedom of Movement
Greater Invisibility
Ice Storm
Stone Shape
Stoneskin
Wall of Fire

5th Level
Commune with Nature ®
Conjure Elemental
Cone of Cold
Destructive Wave
Flame Strike
Mass Cure Wounds
Plane Shift (only primaries planes)*
Reincarnate
Teleportation Circle
Wall of Stone

*this spells are from lower level than usual, you use 5th spell slot level to cast this spells


New Spells from Elemental Evil, and Sword Coast Adventures


Cantrips:
Booming blade
Control Flames
Frostbite
Gust
Magic Stone
Mold Earth
Lightning Lure
Shape Water
Thunderclap

1st Level:
Absorb Elements
Earth Tremor
Ice Knife

2nd Level:
Aganazzar’s Scorcher
Earthbind
Maximilian’s Earthen Grasp
Skywrite
Snilloc’s Snowball Swarm
Warding Wind

3rd Level
Erupting Earth
Flame Arrows
Melf’s Minute Meteors
Tidal Wave
Wall of Sand
Wall of Water

4th Level:
Elemental Bane
Storm Sphere
Vitriolic Sphere
Watery Sphere

5th Level:
Control Winds
Immolation
Maelstrom
Transmute Rock
 
Last edited:

log in or register to remove this ad




I like the elemental half-caster concept alot! :D I myself am working on an elementalist-style fullcaster. I hope you like feedback and suggestions cause I've got some :D

General Feedback:
When writing a feature, you usually don't have to explain what would normally happen (as you did with grace of elements), as most people who look into homebrew already know the basics (this is totally up to you though, just my take on it)
Try and do some general Grammer/Spelling/Clarity checking when you post something (maybe run it by some other people if you can), this will help reduce alot of confusion, especially with something as semantically distinct as D&D.

Specific Feedback:
Elemental Aura Feature
I'll include some things I've taken from the description as my assumtions (this leads back to the clarity thing I mentioned before):

Elemental Aura
Elemental Wardens excels in their helping role with his allies, they manage to control the spirits within the elements to inspire them succeed their tasks. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants some special benefit. Projecting an aura is a bonus action, and you can only project one elemental aura at a time at level 1, two at level 10 and 3 at level 20. Once activated, this ability lasts one minute, at which point all of the bonuses immediately end, you can emit your aura once more after a short or long rest.
The elemental warden must participate in the action to gain these bonuses. If she is prevented from participating in the action, the ability does not end, but the bonuses do not resume until she can participate in the action again.
Several questions here, first and foremost: "participating in the action"? Does this mean being in combat, or observing it, or something else completely? If so, the state of being "in combat" is loosely defined at best. Perhaps the more likely intention is consciousness? That seems the more intuitive to me. If I were to suggest a re-write, this is what it might look like (assuming I've correctly interpreted the meaning):

Elemental Wardens excel in helping their allies on the battlefield, controlling elemental spirits*?* to grant bonuses to combat effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious to grant the bonus, and if you are ever unconscious the aura ends.

Aside from the re-write, everything here looks very nice from a mechanical standpoint.


Your elemental aura affects all allies within 40 feet (including yourself) that can see or hear you. The elemental warden can change one of his projected auras as a bonus action.
The bonus granted by your aura is 1/2 you proficiency bonus (rounded down) or as noted.
As a 1st-level Elemental Warden, you know how to project two auras and a level 2 you chose one from her path element chosen from the list below. At every 3 levels after level 2, you learn one additional elemental aura of your choice to a maximum of 9 different auras. Each time you activate an elemental aura, you can choose from any of the auras that you know.

Perhaps consider reducing the aura radius to 30 feet, matching the paladin's at 18th level? When you say at level 2 to choose one from the list based on your path choice, does that mean all the auras you can use are dependent on the path choice? If so, when learning a new one every three levels, you'll run out long before you get to the nine maximum auras known.

I'll offer another re-write, this time with the suggested change of specifying which auras learned must match the chosen Path (Also, consider listing the elemental path choice before the auras, so that the reader doesn't have to look ahead to understand the current feature):

... The aura affects all allies within 40 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2nd, 5th, 8th, 12th, 15th, and 18th levels, for a total of eight known auras (I'm not sure where nine auras came from, i think I might just be misunderstanding some of the feature's context. The auras you learn at 5th and 12th level must match your chosen path element. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know.

Aside from the area reduction I mentioned before, this looks sound as well. I'd recommend combining these two sections into a single paragraph, but that's just a personal design opinion.


Air Auras:
• Air precision: Bonus on Attack rolls
• Air Shield: bonus on armor class
• Quick winds: bonus on dexterity checks.
Earth Auras:
• Earth Nature: Bonus on strength checks.
• Stone Hardening: Damage reduction.
• Stone Burst: Bonus on damage rolls with weapons as bludgeoning damage.
Fire Auras:
• Fire Power: Bonus on damage rolls with spells as fire damage.
• Fire retaliation: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt 2 points of fire damage for each of your aura bonus.
• Hot Mind: bonus on Charisma checks.
Water Auras:
• Healing rain: Fast healing.
• Water Calm: bonus on Wisdom checks.
• Water bond: you can bond yourself to any ally in the aura range and transfer 2 points of damage per aura bonus that she suffer to yourself.
I assume when you say "per aura bonus" you mean multiplied by 1/2 your proficiency bonus, as mentioned above?
In any case, let's begin with the air auras:
-Does Air: Precision apply to all attacks, or just weapon attacks (I know it's not specified, but imo weapon attacks only would be more flavorful, and more in-balance)
-For Air: Shield, be wary of adding too much to AC, it is a slippery slope. Even so, 1/2 prof. bonus to AC isn't too crazy for a 1-minute combat buff.
- Air: Quick Winds, perhaps consider expanding this to affect saves as well? relatively few dexterity checks are made in combat compared to saves, so including saves would make it more worthwhile to take.

For earth auras:
- Earth: Earth Nature, same as Quick Winds, perhaps apply it to saves in addition to checks, although STR checks come up more often, and STR saves are relatively rare.
-Earth: Stone Hardening. What type of damage reduction? what types of damage are reduced, and by how much? all important questions for balance. Perhaps reducing all incoming bludgeoning/slashing/piercing by the 1/2 prof, or perhaps full prof. bonus. granting resistance to physical damage might be a bit much for such an easily accessible feature.
- Earth: Stone Burst seems fine as it is, really. maybe consider using the full prof. bonus instead of half?

For Fire auras:
-Fire: Fire Power should be fine as-is, maybe some issues with stacking with things like sorc's elemental affinity, but it's only for 1 minute.
-Fire: Retaliation, 2 points of fire damage, multiplied by the 1/2 prof. bonus, I assume. Seems pretty good. Maybe too good, but its only when someone gets hit.
-Fire: Hot Mind. I don't truly understand this one, but even taking it at face-value it seems a little weak, even if you expand it to saves. Almost no charisma checking/saving going on in combat, and it seems like a waste to use the feature outside combat.

Water Auras
-Water: Healing Rain. What does Fast Healing even mean? I can't comment on balance lacking more information.
-Water: Calm, expanded to saves, seems good to go
-Water: Bond, could be dangerous for the caster, but that's always they way with damage-transfer abilities. seems fine to me.




I hope you don't mind my presuming to re-write some of these. Gonna make a new post for more feedback, this post is pretty much full.
 

Ok, feedback part 2:

-Shield proficiency always goes with Medium Armour Proficiency. You can't have one without the other.
-You don't have to specify that Cure spells don't work on undead, they already include that.
-You mention your Elemental Path choice granting a save proficiency, but I don't see it listed anywhere. In any case, the Warden already has proficiency in WIS saves, meaning including DEX or CON as optional saves means giving it two of the three "strong saves", a big no-no for class balance.
/DUH/ I actually found them in the Path description (duh) and I noticed two things: One, Air and Earth give DEX and CON proficiency, which as I explained above is a big balance issue. Two, water does not appear to grant any kind of save proficiency.
-Including Grace of the Elements (which is basically war magic from EK) at level 6, is this meant to replace the Extra Attack that other halfcasters get?
-Elemental Infusion grants a spell slot of 6/7/8/9th level, yet the Warden spell list stops at 5th.


Elemental Attunement
From 2nd level, your body and mind get used to the advantages that elements can give. You can choose one of the atonement and it will grant a skill advantage and one special ability. You can activate it any time you want and it last for one hour per elemental warden level. You can use this again every long rest


Air Atonement:
You gain 5fts bonus to movement speed and advantages with Acrobatics checks.
Earth Atonement:
You gain +1 to AC and advantage with Athletics checks.
Fire Atonement:
You gain +3 to initiative checks and advantage with Intimidations checks.
Water Attunement:
You gain 1 extra hit point per level and advantage with Insight checks.

If you have the ability last one hour per level, and recharge on a long rest, it basically becomes permanent at level 8. Some of the benefits seem tailored to permanence anyway, especially water. I'd recommend either making it last one hour flat with no level scaling, or jsut make it permanent and be done with it.

Balance-wise, I see a potential issue:
Adv. on Athletics with earth attunement is a HUGE buff for grapplers, and if this class were available, it would be a must-have 2 level dip for anyone specializing in grappling.
Otherwise everything checks out, although some of the benefits don't quite seem to fit the flavour of the element, but that's just imo.



Elemental Paths:
Air:
Tempest - This seems alright, I would just suggest leaving it at just lightning damage, as that's the more resisted of the two types. Almost nothing resist thunder damage.
Lightning Lash - you mention a "full action" though no such thing exists in 5e. I assume you intend it to function like the ranger's "Volley" except with lightning damage, and that seems fine to me.
Teleport - 1/Week teleport seems strange to me, but I guess it's fine balance wise. Not much to compare it against though.
One with the Wind - You should consider reducing the flying speed to equal walking speed, not double. Check out the Tempest cleric's similar ability. Also, what does "do a whirlwind as an air elemental" mean? perhaps to replicate the attack that an air elemental does? If so, that wouldn't really work as the ability references "creature's in the elemental's space".

Earth:
Earth Shield - Here we come to what I mentioned before about playing with AC. Perhaps include a clause that specifies that it doesn't stack with the one granted by the aura? or just reword it to function like the Barb's unarmoured defense feature?
Stone Defender - This seems alright, if again, awkwardly worded. Assuming a WIS modifier of 5, that's 50 Temp hp per long rest, less with a lower mod.
Antimagic Field - This seems like the teleport one, difficult to balance, and very situation. I also don't typically associate Earth-element with antimagic, but that's just my opinion on it.
One with the Earth - This seems alright, if a bit underwhelming as a capstone (again, assuming you mean to just transplant the abilities from the earth elemental)

Fire:
Hearth of Fire - I would change it to spellcasting ability modifier myself, to match up with Elemental Affinity from sorc. I like that you specified that it only works once per cast.
Wild Fire - This ability also references something that no longer exists in 5e - move actions. Perhaps it could be reworked to use a Bonus Action. In anycase, a free Firebolt against up to 5 targets hit by a fire spell seems a bit much, perhaps consider:
"When you cast a spell of 1st level or higher that deals Fire damage, you can cast the Firebolt cantrip as a bonus action"
Firestorm - This is definitely on the weaker side, consider allowing it to be cast once per long rest instead?
One with Fire - Again, with the assumtion, this seems alright, if still a bit underwhelming for a capstone.

Water:
Bless(ing?) of the Oceans - With this one, maybe combine aspects of the Disciple of Life cleric ability (2 + spell's level additional healing) and a Cold version of the Hearth (Heart?) of Fire ability. As mroe the upgrade to fast healing, I still don't know what this is or does, so I can't Comment.
Torrents - Generally any time a feature offers you a choice of two functions for that feature, it's better off as two seperate features, and this is no exception. The healing one seems a bit excessive (basically 25% healing bonus up to WIS/day, crazy); the Cold one seems alright though.
Regenerate - Like the Firestorm, this would be better served as a 1/ long rest spell.
One with the Water - This has the same problems as the Air version, with the high swim speed. Also, whelm from water elementals also requires creatures in the caster's space.


I know it's alot of feedback, I hope you can use some of it :)

Also, if you're looking for more elemental-themed spells, check out my list here, it's got all kind of elemental-themed spells I made for my elementalist class.
 

Ok ty for your feedback!
lets try my best to answer

General Feedback:
When writing a feature, you usually don't have to explain what would normally happen (as you did with grace of elements), as most people who look into homebrew already know the basics (this is totally up to you though, just my take on it)
Try and do some general Grammer/Spelling/Clarity checking when you post something (maybe run it by some other people if you can), this will help reduce alot of confusion, especially with something as semantically distinct as D&D.

for this part i understand this and it will aplly from here: my mother lenguage isent english :( so this is maybe why some parts are confuse!


Specific Feedback:
Elemental Aura Feature
I'll include some things I've taken from the description as my assumtions (this leads back to the clarity thing I mentioned before):


Several questions here, first and foremost: "participating in the action"? Does this mean being in combat, or observing it, or something else completely? If so, the state of being "in combat" is loosely defined at best. Perhaps the more likely intention is consciousness? That seems the more intuitive to me. If I were to suggest a re-write, this is what it might look like (assuming I've correctly interpreted the meaning):

Elemental Wardens excel in helping their allies on the battlefield, controlling elemental spirits*?* to grant bonuses to combat effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious to grant the bonus, and if you are ever unconscious the aura ends.

Aside from the re-write, everything here looks very nice from a mechanical standpoint.

Participation in the action means you have to be awake (as you say about consciousness) and be part of the action. The auras work even outside combat. i take the judgement feature from the Pathfinder Inquisitor class. ill look for re-write it

Perhaps consider reducing the aura radius to 30 feet, matching the paladin's at 18th level? When you say at level 2 to choose one from the list based on your path choice, does that mean all the auras you can use are dependent on the path choice? If so, when learning a new one every three levels, you'll run out long before you get to the nine maximum auras known.

I'll offer another re-write, this time with the suggested change of specifying which auras learned must match the chosen Path (Also, consider listing the elemental path choice before the auras, so that the reader doesn't have to look ahead to understand the current feature):

... The aura affects all allies within 40 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2nd, 5th, 8th, 12th, 15th, and 18th levels, for a total of eight known auras (I'm not sure where nine auras came from, i think I might just be misunderstanding some of the feature's context. The auras you learn at 5th and 12th level must match your chosen path element. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know.

Aside from the area reduction I mentioned before, this looks sound as well. I'd recommend combining these two sections into a single paragraph, but that's just a personal design opinion.

ill take the aura reduction and the change of the order of explanation. when i say that at lvl 2 i mean the aura you learn at lvl 2 must be from the element of your path, but im to tempted to eliminate that part, is not necessary. the part of 9 auras i to have the possibility of have the full 3 auras from 3 different elements to match some flavor if the player decide to forbid one element, its just flavor thing

I assume when you say "per aura bonus" you mean multiplied by 1/2 your proficiency bonus, as mentioned above?
In any case, let's begin with the air auras:
-Does Air: Precision apply to all attacks, or just weapon attacks (I know it's not specified, but imo weapon attacks only would be more flavorful, and more in-balance)
-For Air: Shield, be wary of adding too much to AC, it is a slippery slope. Even so, 1/2 prof. bonus to AC isn't too crazy for a 1-minute combat buff.
- Air: Quick Winds, perhaps consider expanding this to affect saves as well? relatively few dexterity checks are made in combat compared to saves, so including saves would make it more worthwhile to take.

For earth auras:
- Earth: Earth Nature, same as Quick Winds, perhaps apply it to saves in addition to checks, although STR checks come up more often, and STR saves are relatively rare.
-Earth: Stone Hardening. What type of damage reduction? what types of damage are reduced, and by how much? all important questions for balance. Perhaps reducing all incoming bludgeoning/slashing/piercing by the 1/2 prof, or perhaps full prof. bonus. granting resistance to physical damage might be a bit much for such an easily accessible feature.
- Earth: Stone Burst seems fine as it is, really. maybe consider using the full prof. bonus instead of half?

For Fire auras:
-Fire: Fire Power should be fine as-is, maybe some issues with stacking with things like sorc's elemental affinity, but it's only for 1 minute.
-Fire: Retaliation, 2 points of fire damage, multiplied by the 1/2 prof. bonus, I assume. Seems pretty good. Maybe too good, but its only when someone gets hit.
-Fire: Hot Mind. I don't truly understand this one, but even taking it at face-value it seems a little weak, even if you expand it to saves. Almost no charisma checking/saving going on in combat, and it seems like a waste to use the feature outside combat.

Water Auras
-Water: Healing Rain. What does Fast Healing even mean? I can't comment on balance lacking more information.
-Water: Calm, expanded to saves, seems good to go
-Water: Bond, could be dangerous for the caster, but that's always they way with damage-transfer abilities. seems fine to me.
Yeah the aura bonus comes from that math. and to put something taht equals your proficiency bonus will dis-balance the levels which the auras grow in power. so i went to say things like "2 times your aura bonus".

the reason to not pass the auras to saves is this: when i was doing the auras i said that every element should have one defense aura, wan offensive aura and one miscellaneous aura. so the ones that give bonus to a score checks should be enough miscellaneous for some out of combat situations with skill checks, and with that you have to really think when to use your auras out of combat cuse you will need one hour rest to gain them again. So imagine you are in a discussion and you have to win an argument it will be really helpful you have a bonus to charisma checks O.O


I hope you don't mind my presuming to re-write some of these. Gonna make a new post for more feedback, this post is pretty much full.
Ty so much
 

Ok, feedback part 2:

-Shield proficiency always goes with Medium Armour Proficiency. You can't have one without the other.
-You don't have to specify that Cure spells don't work on undead, they already include that.
-You mention your Elemental Path choice granting a save proficiency, but I don't see it listed anywhere. In any case, the Warden already has proficiency in WIS saves, meaning including DEX or CON as optional saves means giving it two of the three "strong saves", a big no-no for class balance.
/DUH/ I actually found them in the Path description (duh) and I noticed two things: One, Air and Earth give DEX and CON proficiency, which as I explained above is a big balance issue. Two, water does not appear to grant any kind of save proficiency.
-Including Grace of the Elements (which is basically war magic from EK) at level 6, is this meant to replace the Extra Attack that other halfcasters get?
-Elemental Infusion grants a spell slot of 6/7/8/9th level, yet the Warden spell list stops at 5th.




If you have the ability last one hour per level, and recharge on a long rest, it basically becomes permanent at level 8. Some of the benefits seem tailored to permanence anyway, especially water. I'd recommend either making it last one hour flat with no level scaling, or jsut make it permanent and be done with it.

Balance-wise, I see a potential issue:
Adv. on Athletics with earth attunement is a HUGE buff for grapplers, and if this class were available, it would be a must-have 2 level dip for anyone specializing in grappling.
Otherwise everything checks out, although some of the benefits don't quite seem to fit the flavour of the element, but that's just imo.
-To the shield thing i didn't know that, but i don´t see why there is any problem with that.
-The cure comes from the asumption taht heals still affect undead like 3rd edition, my bad then
-Oh yeah atter gives it to int! transcription error sorry >.<
- grace of elements is exactly that and im tempted to give the two options, or you get war magic or you get extra attack, but i have this concept of class for so long and the idea is to have a half caster with elemental flavor.
-Well the idea of earth is to be a tanky/bully melee that can control fights and grapples is something to earthly thing xD
-Yes i did make a half caster warlock like spell caster. the warlock can cast 9th spell level but the warden cant, he can cast up to 5th spell lvl but he have higher spell slots

Air:
Tempest - This seems alright, I would just suggest leaving it at just lightning damage, as that's the more resisted of the two types. Almost nothing resist thunder damage.
Lightning Lash - you mention a "full action" though no such thing exists in 5e. I assume you intend it to function like the ranger's "Volley" except with lightning damage, and that seems fine to me.
Teleport - 1/Week teleport seems strange to me, but I guess it's fine balance wise. Not much to compare it against though.
One with the Wind - You should consider reducing the flying speed to equal walking speed, not double. Check out the Tempest cleric's similar ability. Also, what does "do a whirlwind as an air elemental" mean? perhaps to replicate the attack that an air elemental does? If so, that wouldn't really work as the ability references "creature's in the elemental's space".

-lightning lash: is like a volley but in 30 fts and consume all you can do in your round
-Air is the element of movement and the most resemblance to it is teleporting xD
-One with wind: it will be double movement and yeah every One with reference to the elemental creatures in the monster manual.

Earth:
Earth Shield - Here we come to what I mentioned before about playing with AC. Perhaps include a clause that specifies that it doesn't stack with the one granted by the aura? or just reword it to function like the Barb's unarmoured defense feature?
Stone Defender - This seems alright, if again, awkwardly worded. Assuming a WIS modifier of 5, that's 50 Temp hp per long rest, less with a lower mod.
Antimagic Field - This seems like the teleport one, difficult to balance, and very situation. I also don't typically associate Earth-element with antimagic, but that's just my opinion on it.
One with the Earth - This seems alright, if a bit underwhelming as a capstone (again, assuming you mean to just transplant the abilities from the earth elemental)

-Earth Shield: i really don´t know what to do with this, maybe instead of AC it should be Resistance to weapon damage types.
-Stone defender: is twice your Wis mod not 10 times it. with WIS 20 is 10 tphp

Fire:
Hearth of Fire - I would change it to spellcasting ability modifier myself, to match up with Elemental Affinity from sorc. I like that you specified that it only works once per cast.
Wild Fire - This ability also references something that no longer exists in 5e - move actions. Perhaps it could be reworked to use a Bonus Action. In anycase, a free Firebolt against up to 5 targets hit by a fire spell seems a bit much, perhaps consider:
"When you cast a spell of 1st level or higher that deals Fire damage, you can cast the Firebolt cantrip as a bonus action"
Firestorm - This is definitely on the weaker side, consider allowing it to be cast once per long rest instead?
One with Fire - Again, with the assumtion, this seems alright, if still a bit underwhelming for a capstone.

-Wildfire: i like the re-write you said
-this spells in lvl 14 are 6th or 7th free spells that you can cast situationally. i didnt want something to powerfull in any of the paths. maybe yeah is a little to weak compared to ther ones of the othres paths but is the only one that have a bonus granted by the same path

Water:
Bless(ing?) of the Oceans - With this one, maybe combine aspects of the Disciple of Life cleric ability (2 + spell's level additional healing) and a Cold version of the Hearth (Heart?) of Fire ability. As mroe the upgrade to fast healing, I still don't know what this is or does, so I can't Comment.
Torrents - Generally any time a feature offers you a choice of two functions for that feature, it's better off as two seperate features, and this is no exception. The healing one seems a bit excessive (basically 25% healing bonus up to WIS/day, crazy); the Cold one seems alright though.
Regenerate - Like the Firestorm, this would be better served as a 1/ long rest spell.
One with the Water - This has the same problems as the Air version, with the high swim speed. Also, whelm from water elementals also requires creatures in the caster's space.

-Bless of the ocenas: ill look at it for the options. Fast healing is that you will regenerate hit points per round, and one aura give that, with this feature that aura will heal one extra hit point
-Torrents: i was thinkg a healing the next round equals to 1d4 per spell level used before

I know it's alot of feedback, I hope you can use some of it :)

Also, if you're looking for more elemental-themed spells, check out my list here, it's got all kind of elemental-themed spells I made for my elementalist class.

i love this feedback so its really helpful! really, ty very much
 
Last edited:

The auras work even outside combat.
I saw that it works out of combat, my only intention with mentioning it is that it's a 1-minute buff on a short rest CD, and its in-combat bonuses are (IMO) far too useful to ever use it out of combat, and potentially not have it in the next fight if i need it.
Yeah the aura bonus comes from that math. and to put something taht equals your proficiency bonus will dis-balance the levels which the auras grow in power. so i went to say things like "2 times your aura bonus".
I think if it does end up being twice your Prof. bonus, that might be a bit too high for some of these (although if it's meant to be half for some and double for others, you'd just have to balance them individually). Looking it over, I'm thinking just regular Prof. bonus would be a good balance point for most of them.
the reason to not pass the auras to saves is this: when i was doing the auras i said that every element should have one defense aura, wan offensive aura and one miscellaneous aura. so the ones that give bonus to a score checks should be enough miscellaneous for some out of combat situations with skill checks, and with that you have to really think when to use your auras out of combat cuse you will need one hour rest to gain them again. So imagine you are in a discussion and you have to win an argument it will be really helpful you have a bonus to charisma checks O.O
I think this comes back to my first point on the feature, which is that no one conversation with an NPC is going to be so critical that you'd want to use this ability outside of combat, which is why I suggested changing it to saves, or at least including them. If you really want it to have useful utility out of combat, perhaps include INT check with the CHA checks? that way it's useful for more than jsut talking to NPC's (which the party face will probably be doing more of anyway)
 

-To the shield thing i didn't know that, but i don´t see why there is any problem with that.
I don't quite understand it either, but I know its a foundation point of the armor proficiencies in 5e, so maybe best not mess with it. Perhaps simply give the warden proficiency with Med. armor, which would be fitting for a halfcaster anyway?
-Well the idea of earth is to be a tanky/bully melee that can control fights and grapples is something to earthly thing xD
Perhaps then consider having it grant proficiency (or even expertise) in athletics, rather than advantage. Permanent passive advantage on anything is rare, and with athletics it's just too strong.
-Yes i did make a half caster warlock like spell caster. the warlock can cast 9th spell level but the warden cant, he can cast up to 5th spell lvl but he have higher spell slots
My point here is that there is no spell on the list for the Warden to cast at 6+ levels, and no mechanic built in for learning or preparing one. If your intent was to simply allow them to use the slots to empower lower-level spells, that could work as well. I would also point out that with this setup, the Warden gets a 6th level spell slot before he even get access to 4th level spells.
-lightning lash: is like a volley but in 30 fts and consume all you can do in your round
I think its fine as just an action tbh, because the ranger's version only requires an action as well for a similar effect, with no restriction on number of uses.
-Air is the element of movement and the most resemblance to it is teleporting xD
If you want to keep teleport as the flavour spell that should work fine, maybe consider making it a 1/long rest ability, rather than 1/week. Aweek in adventuring terms can be a VERY long time, especially in a multi-session dungeon. One thing I'd like to share with you is the Elemental Evil handbook, it includes a number of elemental spells you can include (that are not homebrew). Specifically, spells called the Investitures. These are 6th-level elemental themed spells with similar effects, and there's one for earth, air, fire, and water. These might work well for the purpose of these features
-One with wind: it will be double movement and yeah every One with reference to the elemental creatures in the monster manual.
In reference to the Air Elemental ability:
Air Elemental said:
Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
My point here is that other creature's cannot share the warden's space unless he's already polymorphed or something, which defeats the point. (The water elemental ability from One with Water has the same problem)
-Earth Shield: i really don´t know what to do with this, maybe instead of AC it should be Resistance to weapon damage types.
It's fine the way it is, jsut make sure to include language that makes it not stack with the Air Shield Aura or any Unarmored Defense feature, because too many stacking AC bonuses can be a very bad thing.
-Stone defender: is twice your Wis mod not 10 times it. with WIS 20 is 10 tphp
I meant over all uses combined, actually, but the feature itself still seems sound to me.
-Wildfire: i like the re-write you said
-this spells in lvl 14 are 6th or 7th free spells that you can cast situationally. i didnt want something to powerfull in any of the paths. maybe yeah is a little to weak compared to ther ones of the othres paths but is the only one that have a bonus granted by the same path
I'll just mention the EE handbook again, it's got lots of spells that might be great for this class.
-Bless of the ocenas: ill look at it for the options. Fast healing is that you will regenerate hit points per round, and one aura give that, with this feature that aura will heal one extra hit point
Still, without knowing how much the Fast healing is actually supposed to be (prof bonus HP per turn I think?) I can't comment on it.
-Torrents: i was thinkg a healing the next round equals to 1d4 per spell level used before
This actually seems pretty good, not too much healing (slightly more than the cleric's ability, but it's delayed and is much higher level, so it should be fine tbh)
 

Remove ads

Top