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Elemental Warden class
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<blockquote data-quote="AlmirEldignor" data-source="post: 6820014" data-attributes="member: 6795736"><p>Ok, feedback part 2:</p><p></p><p>-Shield proficiency always goes with Medium Armour Proficiency. You can't have one without the other.</p><p>-You don't have to specify that Cure spells don't work on undead, they already include that.</p><p>-You mention your Elemental Path choice granting a save proficiency, but I don't see it listed anywhere. In any case, the Warden already has proficiency in WIS saves, meaning including DEX or CON as optional saves means giving it two of the three "strong saves", a big no-no for class balance.</p><p>/DUH/ I actually found them in the Path description (duh) and I noticed two things: One, Air and Earth give DEX and CON proficiency, which as I explained above is a big balance issue. Two, water does not appear to grant any kind of save proficiency.</p><p>-Including Grace of the Elements (which is basically war magic from EK) at level 6, is this meant to replace the Extra Attack that other halfcasters get?</p><p>-Elemental Infusion grants a spell slot of 6/7/8/9th level, yet the Warden spell list stops at 5th. </p><p></p><p></p><p></p><p></p><p>If you have the ability last one hour per level, and recharge on a long rest, it basically becomes permanent at level 8. Some of the benefits seem tailored to permanence anyway, especially water. I'd recommend either making it last one hour flat with no level scaling, or jsut make it permanent and be done with it.</p><p></p><p>Balance-wise, I see a potential issue:</p><p>Adv. on Athletics with earth attunement is a HUGE buff for grapplers, and if this class were available, it would be a must-have 2 level dip for anyone specializing in grappling.</p><p>Otherwise everything checks out, although some of the benefits don't quite seem to fit the flavour of the element, but that's just imo.</p><p></p><p></p><p></p><p>Elemental Paths:</p><p>Air:</p><p>Tempest - This seems alright, I would just suggest leaving it at just lightning damage, as that's the more resisted of the two types. Almost nothing resist thunder damage.</p><p>Lightning Lash - you mention a "full action" though no such thing exists in 5e. I assume you intend it to function like the ranger's "Volley" except with lightning damage, and that seems fine to me.</p><p>Teleport - 1/Week teleport seems strange to me, but I guess it's fine balance wise. Not much to compare it against though.</p><p>One with the Wind - You should consider reducing the flying speed to equal walking speed, not double. Check out the Tempest cleric's similar ability. Also, what does "do a whirlwind as an air elemental" mean? perhaps to replicate the attack that an air elemental does? If so, that wouldn't really work as the ability references "creature's in the elemental's space".</p><p></p><p>Earth:</p><p>Earth Shield - Here we come to what I mentioned before about playing with AC. Perhaps include a clause that specifies that it doesn't stack with the one granted by the aura? or just reword it to function like the Barb's unarmoured defense feature?</p><p>Stone Defender - This seems alright, if again, awkwardly worded. Assuming a WIS modifier of 5, that's 50 Temp hp per long rest, less with a lower mod.</p><p>Antimagic Field - This seems like the teleport one, difficult to balance, and very situation. I also don't typically associate Earth-element with antimagic, but that's just my opinion on it.</p><p>One with the Earth - This seems alright, if a bit underwhelming as a capstone (again, assuming you mean to just transplant the abilities from the earth elemental)</p><p></p><p>Fire:</p><p>Hearth of Fire - I would change it to spellcasting ability modifier myself, to match up with Elemental Affinity from sorc. I like that you specified that it only works once per cast.</p><p>Wild Fire - This ability also references something that no longer exists in 5e - move actions. Perhaps it could be reworked to use a Bonus Action. In anycase, a free Firebolt against up to 5 targets hit by a fire spell seems a bit much, perhaps consider:</p><p>"When you cast a spell of 1st level or higher that deals Fire damage, you can cast the Firebolt cantrip as a bonus action"</p><p>Firestorm - This is definitely on the weaker side, consider allowing it to be cast once per long rest instead?</p><p>One with Fire - Again, with the assumtion, this seems alright, if still a bit underwhelming for a capstone.</p><p></p><p>Water:</p><p>Bless(ing?) of the Oceans - With this one, maybe combine aspects of the Disciple of Life cleric ability (2 + spell's level additional healing) and a Cold version of the Hearth (Heart?) of Fire ability. As mroe the upgrade to fast healing, I still don't know what this is or does, so I can't Comment.</p><p>Torrents - Generally any time a feature offers you a choice of two functions for that feature, it's better off as two seperate features, and this is no exception. The healing one seems a bit excessive (basically 25% healing bonus up to WIS/day, crazy); the Cold one seems alright though.</p><p>Regenerate - Like the Firestorm, this would be better served as a 1/ long rest spell.</p><p>One with the Water - This has the same problems as the Air version, with the high swim speed. Also, whelm from water elementals also requires creatures in the caster's space.</p><p></p><p></p><p>I know it's alot of feedback, I hope you can use some of it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, if you're looking for more elemental-themed spells, check out my list <a href="http://www.enworld.org/forum/showthread.php?453052-Some-Homebrew-ish-Spells" target="_blank">here</a>, it's got all kind of elemental-themed spells I made for my elementalist class.</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6820014, member: 6795736"] Ok, feedback part 2: -Shield proficiency always goes with Medium Armour Proficiency. You can't have one without the other. -You don't have to specify that Cure spells don't work on undead, they already include that. -You mention your Elemental Path choice granting a save proficiency, but I don't see it listed anywhere. In any case, the Warden already has proficiency in WIS saves, meaning including DEX or CON as optional saves means giving it two of the three "strong saves", a big no-no for class balance. /DUH/ I actually found them in the Path description (duh) and I noticed two things: One, Air and Earth give DEX and CON proficiency, which as I explained above is a big balance issue. Two, water does not appear to grant any kind of save proficiency. -Including Grace of the Elements (which is basically war magic from EK) at level 6, is this meant to replace the Extra Attack that other halfcasters get? -Elemental Infusion grants a spell slot of 6/7/8/9th level, yet the Warden spell list stops at 5th. If you have the ability last one hour per level, and recharge on a long rest, it basically becomes permanent at level 8. Some of the benefits seem tailored to permanence anyway, especially water. I'd recommend either making it last one hour flat with no level scaling, or jsut make it permanent and be done with it. Balance-wise, I see a potential issue: Adv. on Athletics with earth attunement is a HUGE buff for grapplers, and if this class were available, it would be a must-have 2 level dip for anyone specializing in grappling. Otherwise everything checks out, although some of the benefits don't quite seem to fit the flavour of the element, but that's just imo. Elemental Paths: Air: Tempest - This seems alright, I would just suggest leaving it at just lightning damage, as that's the more resisted of the two types. Almost nothing resist thunder damage. Lightning Lash - you mention a "full action" though no such thing exists in 5e. I assume you intend it to function like the ranger's "Volley" except with lightning damage, and that seems fine to me. Teleport - 1/Week teleport seems strange to me, but I guess it's fine balance wise. Not much to compare it against though. One with the Wind - You should consider reducing the flying speed to equal walking speed, not double. Check out the Tempest cleric's similar ability. Also, what does "do a whirlwind as an air elemental" mean? perhaps to replicate the attack that an air elemental does? If so, that wouldn't really work as the ability references "creature's in the elemental's space". Earth: Earth Shield - Here we come to what I mentioned before about playing with AC. Perhaps include a clause that specifies that it doesn't stack with the one granted by the aura? or just reword it to function like the Barb's unarmoured defense feature? Stone Defender - This seems alright, if again, awkwardly worded. Assuming a WIS modifier of 5, that's 50 Temp hp per long rest, less with a lower mod. Antimagic Field - This seems like the teleport one, difficult to balance, and very situation. I also don't typically associate Earth-element with antimagic, but that's just my opinion on it. One with the Earth - This seems alright, if a bit underwhelming as a capstone (again, assuming you mean to just transplant the abilities from the earth elemental) Fire: Hearth of Fire - I would change it to spellcasting ability modifier myself, to match up with Elemental Affinity from sorc. I like that you specified that it only works once per cast. Wild Fire - This ability also references something that no longer exists in 5e - move actions. Perhaps it could be reworked to use a Bonus Action. In anycase, a free Firebolt against up to 5 targets hit by a fire spell seems a bit much, perhaps consider: "When you cast a spell of 1st level or higher that deals Fire damage, you can cast the Firebolt cantrip as a bonus action" Firestorm - This is definitely on the weaker side, consider allowing it to be cast once per long rest instead? One with Fire - Again, with the assumtion, this seems alright, if still a bit underwhelming for a capstone. Water: Bless(ing?) of the Oceans - With this one, maybe combine aspects of the Disciple of Life cleric ability (2 + spell's level additional healing) and a Cold version of the Hearth (Heart?) of Fire ability. As mroe the upgrade to fast healing, I still don't know what this is or does, so I can't Comment. Torrents - Generally any time a feature offers you a choice of two functions for that feature, it's better off as two seperate features, and this is no exception. The healing one seems a bit excessive (basically 25% healing bonus up to WIS/day, crazy); the Cold one seems alright though. Regenerate - Like the Firestorm, this would be better served as a 1/ long rest spell. One with the Water - This has the same problems as the Air version, with the high swim speed. Also, whelm from water elementals also requires creatures in the caster's space. I know it's alot of feedback, I hope you can use some of it :) Also, if you're looking for more elemental-themed spells, check out my list [URL="http://www.enworld.org/forum/showthread.php?453052-Some-Homebrew-ish-Spells"]here[/URL], it's got all kind of elemental-themed spells I made for my elementalist class. [/QUOTE]
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