Axaya Hartly
First Post
Returning this here, since I made progress on it, and I look forward to any suggestions.
Version: 0.9.9
https://drive.google.com/file/d/0B8497ugfVmguU3ZZUVRQYTN5NlU/view
Change Log:
Core:
Updated Chaos Trigger, it now functions as a DoT with some interesting utility functions, it's odd when the 1d4 kills something...
Gathering Entropy, this now recharges chaos points as an action, comes with a limit of recharging up to the 4th chaos point.
Updated Broken Echo - Dissonant Reverb, this now teleports you for 10 movement to any spot within 30-feet of the echo
Second Trigger - 10th level change on this, it does a 6d8 damage over 3 turns.
Seeker:
Natural Expertise no longer grants extra attack vs marked targets, instead you have advantage.
Keeper:
Identify portion of the Chaos Shard given a limit.
Eldritch Warden damage reduction shield is set to 2d12 and can be used to help an ally within 30-feet
Inquisitor:
Moment of Silence changed to Solemn Vignette, in short the inquisitor can ask questions.
Comments:
So the first thing I thought needed to go was extra attack, martial echo being the only exception.
The class seems to work very well for what it was intended to do. It can handle spell casters of very challenging CRs very well. However non-spell casters can be quite deadly.
There are still a few quirks that need adding, right now the work I'm doing on the class deals with the rp side, there is a lot of stuff you can do with it as is though.
I get a lot of questions about the psychic damage on a arcane caster and I always note that the nature of the threading mentioned in the flavor deals more with a kind of damage that exists in other versions of D&D but not 5e and force just wasn't accurate for what I thought it was about. The idea was always that the chaos trigger was dealing with the connection between the arcane lines of the world and the mind that put the powers to work to cast magic. This class attacks both.
Thereby considering the mechanical side of the psychic damage I figured the drop in nova for more of a steady dpr would deal with concentrating mages and things like that better.
The next thing had to be extra attack, this class does have a martial side to it, but I didn't want it to have extra attack. There are three exceptions to this, one being Martial Echo which has a few things that have to happen making it more of an anomaly than something reliable. Then Second Trigger with second attack, since it only happens on a natural 20 it is also fairly rare, and last is Chaotic Tide that lets you use your bonus action to attack (do not confuse this with 2 weapon fighting).
Okay so the next update should be the final one, which will be version 1. There probably will be some minor changes after that but more than likely to just the credits section or if I find any typos.
Version: 0.9.9
https://drive.google.com/file/d/0B8497ugfVmguU3ZZUVRQYTN5NlU/view
Change Log:
Core:
Updated Chaos Trigger, it now functions as a DoT with some interesting utility functions, it's odd when the 1d4 kills something...
Gathering Entropy, this now recharges chaos points as an action, comes with a limit of recharging up to the 4th chaos point.
Updated Broken Echo - Dissonant Reverb, this now teleports you for 10 movement to any spot within 30-feet of the echo
Second Trigger - 10th level change on this, it does a 6d8 damage over 3 turns.
Seeker:
Natural Expertise no longer grants extra attack vs marked targets, instead you have advantage.
Keeper:
Identify portion of the Chaos Shard given a limit.
Eldritch Warden damage reduction shield is set to 2d12 and can be used to help an ally within 30-feet
Inquisitor:
Moment of Silence changed to Solemn Vignette, in short the inquisitor can ask questions.
Comments:
So the first thing I thought needed to go was extra attack, martial echo being the only exception.
The class seems to work very well for what it was intended to do. It can handle spell casters of very challenging CRs very well. However non-spell casters can be quite deadly.
There are still a few quirks that need adding, right now the work I'm doing on the class deals with the rp side, there is a lot of stuff you can do with it as is though.
I get a lot of questions about the psychic damage on a arcane caster and I always note that the nature of the threading mentioned in the flavor deals more with a kind of damage that exists in other versions of D&D but not 5e and force just wasn't accurate for what I thought it was about. The idea was always that the chaos trigger was dealing with the connection between the arcane lines of the world and the mind that put the powers to work to cast magic. This class attacks both.
Thereby considering the mechanical side of the psychic damage I figured the drop in nova for more of a steady dpr would deal with concentrating mages and things like that better.
The next thing had to be extra attack, this class does have a martial side to it, but I didn't want it to have extra attack. There are three exceptions to this, one being Martial Echo which has a few things that have to happen making it more of an anomaly than something reliable. Then Second Trigger with second attack, since it only happens on a natural 20 it is also fairly rare, and last is Chaotic Tide that lets you use your bonus action to attack (do not confuse this with 2 weapon fighting).
Okay so the next update should be the final one, which will be version 1. There probably will be some minor changes after that but more than likely to just the credits section or if I find any typos.
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