Whizbang Dustyboots
Gnometown Hero
Nope! Lots of third party stuff, though.Between the Cursed Scrolls and the stretch goal monsters and classes, I would bet on Shadowdark getting a supplement book that collected all the supplemental stuff in 2024.
Nope! Lots of third party stuff, though.Between the Cursed Scrolls and the stretch goal monsters and classes, I would bet on Shadowdark getting a supplement book that collected all the supplemental stuff in 2024.
I think leaning on spells as a way to do "special" thing is a D&D-ism that you can leave behind when designing for Shadowdark. Creating a short list of tiered integrated weapons would not be difficult, and would allow you to really evoke a specific flavor rather than making the class feel like a blaster sorcerer.
Understandable critique, I had no intention make him stronger, can you please say in specific how is the struggler so much better then the fighter, I'm interested in your opinion?If a new class is significantly better than the originals, you just kill any reason to play the originals. Designed properly, a new class should have limitation built-in. There's no real reason to play a Fighter when the Struggler is so much better. Same with the Montebank over the Wizard. Already, Shadowdark is creeping into Power-Fantasy territory with invincible classes. Now, combine more powerful classes with Death Saves and Long Rests and you have 5e (trash) all over again.
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Necro! I hope this is allowed. (Official Iron Kingdoms Warcaster: https://www.kickstarter.com/projects/privateerpress/iron-kingdoms-requiem-5e/posts/3090636)Hmm, I'd probably take a page from 2024 5E design and have a preset golem stat block. I make a lot of monsters for Shadowdark and leveling up monsters is a pretty straightforward process.
The question then would be how many spells the warcaster gets otherwise. There's a half-caster in the game -- the Knight of St. Ydris -- but they start getting spells at level three, which means two levels of no "casting," which seems disappointing.
So a warcaster would probably need a modified version of full caster progression (maybe a level behind the wizard) and probably use the full wizard list.
Does that sound like a good start? If so, I can whip something up later this week.
This looks simply flat-out better than a wizard, rather than being a hard choice for a player to choose between the two. I would probably scale back the benefits or greatly curtail the spellcasting to balance it.Necro! I hope this is allowed. (Official Iron Kingdoms Warcaster: https://www.kickstarter.com/projects/privateerpress/iron-kingdoms-requiem-5e/posts/3090636)
What about something like this?
Warcaster (Shadowdark Conversion)
Hit Points: 1d6 per levelArmor Training: Light and Medium ArmorWeapon Training: Simple and Martial Weapons
Class Abilities
1. Arcane Mechanik: You can wield both magic and mechanika. You may cast spells as a wizard (see below) and also wield mechanikal weapons without penalty. You gain one bonded warjack, a steam-powered construct that obeys simple commands.
2. Spellcasting (Runic Focus): Instead of memorizing spells, you etch runes into your mechanikal gear, allowing you to cast a number of spells per day equal to half your level (rounded up). You roll an Intelligence check (DC 10 + spell level) to successfully cast a spell. If you fail, the spell fizzles and is lost.
3. Focused Power: You generate Focus Points (FP) each dawn equal to your level. You may spend 1 FP to:
4. Warjack Bond: Your warjack obeys simple commands but requires 1 FP per hour of active operation. It has the following base stats:
- Boost a spell, rolling with advantage.
- Empower a weapon, granting it +1 damage for 1 minute.
- Command a warjack, issuing a complex command.
- Recharge a mechanikal weapon, resetting an expended charge.
5. Archetype (Choose at Level 3):
- HD: 3d8
- AC: 14 (plated armor)
- Attack: +3 (1d8+2 bludgeoning)
- Speed: 20 ft
- Special: Can carry heavy loads and break obstacles with ease.
6. Iron Will (Level 5): Once per day, you can reroll a failed spellcasting check or Focus ability roll.
- Arcanist: Gain an extra spell slot and can use FP to recover a lost spell.
- Gunmage: Gain +2 to spellcasting rolls for ranged spells and firearm attacks.
- Battlefield Commander: Gain +1 FP and can command warjacks for free once per day.
Warcaster Spells
(Warcasters use wizard spells, but with a focus on elemental damage, shields, and mechanikal enhancements.)
You are absolutely right! This was my unedited, draft versionThis looks simply flat-out better than a wizard, rather than being a hard choice for a player to choose between the two. I would probably scale back the benefits or greatly curtail the spellcasting to balance it.