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Elemental Warden class
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<blockquote data-quote="AlmirEldignor" data-source="post: 6819993" data-attributes="member: 6795736"><p>I like the elemental half-caster concept alot! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I myself am working on an elementalist-style fullcaster. I hope you like feedback and suggestions cause I've got some <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>General Feedback:</p><p>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)</p><p>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.</p><p></p><p>Specific Feedback:</p><p>Elemental Aura Feature</p><p>I'll include some things I've taken from the description as my assumtions (this leads back to the clarity thing I mentioned before):</p><p></p><p></p><p>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):</p><p></p><p>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. </p><p></p><p>Aside from the re-write, everything here looks very nice from a mechanical standpoint.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p>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):</p><p></p><p>... 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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>I assume when you say "per aura bonus" you mean multiplied by 1/2 your proficiency bonus, as mentioned above?</p><p>In any case, let's begin with the air auras:</p><p>-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)</p><p>-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.</p><p>- 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.</p><p></p><p>For earth auras:</p><p>- 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.</p><p>-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.</p><p>- Earth: Stone Burst seems fine as it is, really. maybe consider using the full prof. bonus instead of half?</p><p></p><p>For Fire auras:</p><p>-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.</p><p>-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.</p><p>-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.</p><p></p><p>Water Auras</p><p>-Water: Healing Rain. What does Fast Healing even mean? I can't comment on balance lacking more information.</p><p>-Water: Calm, expanded to saves, seems good to go</p><p>-Water: Bond, could be dangerous for the caster, but that's always they way with damage-transfer abilities. seems fine to me.</p><p></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6819993, member: 6795736"] 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): 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. 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. 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. [/QUOTE]
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