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Concepts for an arcane half-caster/gish
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<blockquote data-quote="Rossbert" data-source="post: 7329547" data-attributes="member: 6922357"><p>To quick weigh in on the name, as everyone has, I will put aside my personal issue (all I see is the Greek myth) but using the colloquial definition makes it too broad. In a party of adventurers having a guy whose class is called "adventurer" seems weird, and if the goal is to make a class that encompasses all things needed on an adventure (even if you don't include heals) to fit that name you are really stepping on a lot of toes (something I think 5e already has issues with, I'm looking at you College of Swords!)</p><p></p><p>On the main part of the topic, I do think the concept is a bit too broad to fit well without some refinement. </p><p></p><p>The paladin worked because divine magic, and especially its divine magic is based on two concepts, smacking/smiting/banishing cosmic evil and restoring health.</p><p></p><p>The problem is arcane magic is literally everything else and some of the evil banishing/repulsion. It is just too much to mix without a heavier focus (trickster and bard hit enchantment and illusion hard, knight with evocation and such).</p><p></p><p>I am not sure the idea is needed with all the weapon/magic subclass options but I do love me some hypothetical design. The options I saw presented above felt a bit too good as is.</p><p></p><p>Extra attack and fighting style, totally on board.</p><p></p><p>Heavy armor, Con proficiency and hands-free casting, this feels like a lot of defense all together and I think there may need to be more trade-off. The first thing I would drop is con saves and give Wis and Str. I would then look at maybe medium armor with hands-free casting OR heavy armor and normal casting.</p><p></p><p>Extra damage source, like it but not sure what, obviously burn a slot to add something maybe damage of a type that matches a prepared spell? Just throwing it out there. Or maybe go weird and give advantage on a damage die or something. Possibly add a die based on the slot level. Lots to play with.</p><p></p><p>Definitely a unique and somewhat limited spell list (see above about focus) if you wanted a super-general sampling they should be interesting and decent but generally not the absolute go-to spells.</p><p></p><p>Just a few ideas off the top of my head.</p></blockquote><p></p>
[QUOTE="Rossbert, post: 7329547, member: 6922357"] To quick weigh in on the name, as everyone has, I will put aside my personal issue (all I see is the Greek myth) but using the colloquial definition makes it too broad. In a party of adventurers having a guy whose class is called "adventurer" seems weird, and if the goal is to make a class that encompasses all things needed on an adventure (even if you don't include heals) to fit that name you are really stepping on a lot of toes (something I think 5e already has issues with, I'm looking at you College of Swords!) On the main part of the topic, I do think the concept is a bit too broad to fit well without some refinement. The paladin worked because divine magic, and especially its divine magic is based on two concepts, smacking/smiting/banishing cosmic evil and restoring health. The problem is arcane magic is literally everything else and some of the evil banishing/repulsion. It is just too much to mix without a heavier focus (trickster and bard hit enchantment and illusion hard, knight with evocation and such). I am not sure the idea is needed with all the weapon/magic subclass options but I do love me some hypothetical design. The options I saw presented above felt a bit too good as is. Extra attack and fighting style, totally on board. Heavy armor, Con proficiency and hands-free casting, this feels like a lot of defense all together and I think there may need to be more trade-off. The first thing I would drop is con saves and give Wis and Str. I would then look at maybe medium armor with hands-free casting OR heavy armor and normal casting. Extra damage source, like it but not sure what, obviously burn a slot to add something maybe damage of a type that matches a prepared spell? Just throwing it out there. Or maybe go weird and give advantage on a damage die or something. Possibly add a die based on the slot level. Lots to play with. Definitely a unique and somewhat limited spell list (see above about focus) if you wanted a super-general sampling they should be interesting and decent but generally not the absolute go-to spells. Just a few ideas off the top of my head. [/QUOTE]
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