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(5e) Spell Warden Class
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<blockquote data-quote="Axaya Hartly" data-source="post: 6897770" data-attributes="member: 6855127"><p>Alrighty,</p><p>So this is an almost complete class as it is, I feel safe that the version posted here can be used in game, it may be a little weak as it is though since I cut its core class dpr by 50%. </p><p>The Seeker will probably get the worst of it because it doesn’t get any dpr increases in its entire kit. However Seeker is supposed to be the most difficult to play ones and they should still have the highest nova potential of all the Paths.</p><p></p><p>The Keeper saw very little by way of changes, for anyone looking at keeper and trying to figure out where it stands next to a wizard. Here is an optimal list of how many spells a keeper could cast vs a wizard evoker between long rests, this is assuming you are casting each spell at its highest level.</p><p></p><p>Level Keeper Evocation</p><p>3rd 2+Chaos Trigger 8</p><p>7th 3+Chaos Trigger 13</p><p>13th 4+Chaos Trigger 19</p><p>17th 4+Chaos Trigger 21</p><p>20th 4+ Chaos Trigger 25</p><p></p><p>Okay also that is counting Gathering Entropy as part of the total number for Keeper and Arcane Recovery for the Wizard. It isn’t as bad as it looks I think though, where Wizards get cool things like creating holes in aoe spells or adding their int modifier to attack and spell damage rolls a warden gets to add 1d4 to the saves of up to 2 allies, and can essentially get out of jail free when they have their avatar available. They also have the ability to regain their chaos points via weapon attacks against a creature with chaos trigger and trading 3 temp hp for 1 chaos point.</p><p></p><p>At lower levels on a d4 that isn’t much but with a 5d4 that’s an average of 10 temp hp to pull from each turn so that’s 3 chaos points back each turn on average.</p><p></p><p>Anyway to make up for the lack of spell casting power I gave them a very generous spell list that they can utilize since they can use a spell book.</p><p></p><p>Inquisitor I feel… it needs some attention… I’m in a game that I’m planning on play testing this in, the DM of that game is willing to let me do that. The thing with this path is that it’s very difficult to compare it directly to the other paths much less other classes. It’s damage seems high but it is a melee oriented class and its damage is very situational. For example the 2d8 relies on their being a ceiling and that the Inquisitor has enough temp hp to pay for the cost of doing the move and is at or above the dementia step to pull it off as well as a saving throw and ability check. My worry is broken down into 3 things.</p><p>1. The damage may be too high in actual play.</p><p>2. The requirements may make this too niche</p><p>3. The cost vs benefit may be too minimal. </p><p>It would take 2 turns to put an enemy in a position where they are compromised. First a grapple, then you can do a bunch of stuff the next turn. The additional limiter on this is that it’s a bonus action, so you can’t subclass fighter come to this and start grappling times in a round or action surge for 4 grapples in a round, this also allowed for an action to be available for lower levels when you can’t trigger your chaos trigger as part of a grapple.</p><p></p><p>If anyone is actually playing this class I’d really like to hear your experiences.</p><p></p><p>The newest revision 0.9.5 is probably going to take a month or so to come out after I play test inquisitor a bit. </p><p></p><p>Some important notes for DMs allowing this class:</p><p>While seeker does have an innate detect magic it doesn’t have an innate identify, they know an item is magical and for all intents and purposes can grab a cursed item or a complex magical item and miss out on layers of magic that may be involved. A true detect magic spell wouldn’t have this issue. The area of effect for this innate detection is smaller than detect magic, the actual feature that is similar to detect magic is within a 10ft range. The 5ft effect would essentially be an arcana check and I should note requires time with the item, I wasn’t sure about adding a specific amount of time as I wanted to leave that up the DM.</p><p></p><p>If you want to adjust this class be aware that the mechanisms of this were designed in a way that in my view kept balance always in mind. I’m certain there are other ways to go about that but for example, Seeker gets no damage abilities because it’s a utility path with a very powerful nova. It could for example at higher levels set off 3 chain lightning’s in one turn. So it’s lack of spell casting and martial may lower its dpr contribution making it comparable to that of a life cleric in a campaign with zero undead but when it comes to taking down big bads they are the ones you want in your party especially if they have a chance to prepare. So giving them a mechanism for higher sustained dpr may make them shine a bit too often and giving them more spells may take away the value of their artifices.</p><p></p><p>So when you go to apply a nerf because something looks too versatile my position for making it that way is that the class may look very versatile but it isn’t it simply satisfies niches that vanilla classes do not and where it has more of one thing it lacks something else somewhere else. I mean I think the only thing this class has in common with any vanilla class is that it gets an attack. V_V</p></blockquote><p></p>
[QUOTE="Axaya Hartly, post: 6897770, member: 6855127"] Alrighty, So this is an almost complete class as it is, I feel safe that the version posted here can be used in game, it may be a little weak as it is though since I cut its core class dpr by 50%. The Seeker will probably get the worst of it because it doesn’t get any dpr increases in its entire kit. However Seeker is supposed to be the most difficult to play ones and they should still have the highest nova potential of all the Paths. The Keeper saw very little by way of changes, for anyone looking at keeper and trying to figure out where it stands next to a wizard. Here is an optimal list of how many spells a keeper could cast vs a wizard evoker between long rests, this is assuming you are casting each spell at its highest level. Level Keeper Evocation 3rd 2+Chaos Trigger 8 7th 3+Chaos Trigger 13 13th 4+Chaos Trigger 19 17th 4+Chaos Trigger 21 20th 4+ Chaos Trigger 25 Okay also that is counting Gathering Entropy as part of the total number for Keeper and Arcane Recovery for the Wizard. It isn’t as bad as it looks I think though, where Wizards get cool things like creating holes in aoe spells or adding their int modifier to attack and spell damage rolls a warden gets to add 1d4 to the saves of up to 2 allies, and can essentially get out of jail free when they have their avatar available. They also have the ability to regain their chaos points via weapon attacks against a creature with chaos trigger and trading 3 temp hp for 1 chaos point. At lower levels on a d4 that isn’t much but with a 5d4 that’s an average of 10 temp hp to pull from each turn so that’s 3 chaos points back each turn on average. Anyway to make up for the lack of spell casting power I gave them a very generous spell list that they can utilize since they can use a spell book. Inquisitor I feel… it needs some attention… I’m in a game that I’m planning on play testing this in, the DM of that game is willing to let me do that. The thing with this path is that it’s very difficult to compare it directly to the other paths much less other classes. It’s damage seems high but it is a melee oriented class and its damage is very situational. For example the 2d8 relies on their being a ceiling and that the Inquisitor has enough temp hp to pay for the cost of doing the move and is at or above the dementia step to pull it off as well as a saving throw and ability check. My worry is broken down into 3 things. 1. The damage may be too high in actual play. 2. The requirements may make this too niche 3. The cost vs benefit may be too minimal. It would take 2 turns to put an enemy in a position where they are compromised. First a grapple, then you can do a bunch of stuff the next turn. The additional limiter on this is that it’s a bonus action, so you can’t subclass fighter come to this and start grappling times in a round or action surge for 4 grapples in a round, this also allowed for an action to be available for lower levels when you can’t trigger your chaos trigger as part of a grapple. If anyone is actually playing this class I’d really like to hear your experiences. The newest revision 0.9.5 is probably going to take a month or so to come out after I play test inquisitor a bit. Some important notes for DMs allowing this class: While seeker does have an innate detect magic it doesn’t have an innate identify, they know an item is magical and for all intents and purposes can grab a cursed item or a complex magical item and miss out on layers of magic that may be involved. A true detect magic spell wouldn’t have this issue. The area of effect for this innate detection is smaller than detect magic, the actual feature that is similar to detect magic is within a 10ft range. The 5ft effect would essentially be an arcana check and I should note requires time with the item, I wasn’t sure about adding a specific amount of time as I wanted to leave that up the DM. If you want to adjust this class be aware that the mechanisms of this were designed in a way that in my view kept balance always in mind. I’m certain there are other ways to go about that but for example, Seeker gets no damage abilities because it’s a utility path with a very powerful nova. It could for example at higher levels set off 3 chain lightning’s in one turn. So it’s lack of spell casting and martial may lower its dpr contribution making it comparable to that of a life cleric in a campaign with zero undead but when it comes to taking down big bads they are the ones you want in your party especially if they have a chance to prepare. So giving them a mechanism for higher sustained dpr may make them shine a bit too often and giving them more spells may take away the value of their artifices. So when you go to apply a nerf because something looks too versatile my position for making it that way is that the class may look very versatile but it isn’t it simply satisfies niches that vanilla classes do not and where it has more of one thing it lacks something else somewhere else. I mean I think the only thing this class has in common with any vanilla class is that it gets an attack. V_V [/QUOTE]
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