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Elemental Warden class
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<blockquote data-quote="AlmirEldignor" data-source="post: 6820269" data-attributes="member: 6795736"><p>I don't quite understand it either, but I know its a foundation point of the armor proficiencies in 5e, so maybe best not mess with it. Perhaps simply give the warden proficiency with Med. armor, which would be fitting for a halfcaster anyway?</p><p></p><p>Perhaps then consider having it grant proficiency (or even expertise) in athletics, rather than advantage. Permanent passive advantage on anything is rare, and with athletics it's just too strong.</p><p></p><p>My point here is that there is no spell on the list for the Warden to cast at 6+ levels, and no mechanic built in for learning or preparing one. If your intent was to simply allow them to use the slots to empower lower-level spells, that could work as well. I would also point out that with this setup, the Warden gets a 6th level spell slot before he even get access to 4th level spells.</p><p></p><p>I think its fine as just an action tbh, because the ranger's version only requires an action as well for a similar effect, with no restriction on number of uses.</p><p></p><p>If you want to keep teleport as the flavour spell that should work fine, maybe consider making it a 1/long rest ability, rather than 1/week. Aweek in adventuring terms can be a VERY long time, especially in a multi-session dungeon. One thing I'd like to share with you is the <a href="http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf" target="_blank">Elemental Evil handbook</a>, it includes a number of elemental spells you can include (that are not homebrew). Specifically, spells called the Investitures. These are 6th-level elemental themed spells with similar effects, and there's one for earth, air, fire, and water. These might work well for the purpose of these features</p><p> In reference to the Air Elemental ability:</p><p></p><p>My point here is that other creature's cannot share the warden's space unless he's already polymorphed or something, which defeats the point. (The water elemental ability from One with Water has the same problem)</p><p> It's fine the way it is, jsut make sure to include language that makes it not stack with the Air Shield Aura or any Unarmored Defense feature, because too many stacking AC bonuses can be a very bad thing.</p><p></p><p>I meant over all uses combined, actually, but the feature itself still seems sound to me.</p><p></p><p>I'll just mention the EE handbook again, it's got lots of spells that might be great for this class.</p><p></p><p>Still, without knowing how much the Fast healing is actually supposed to be (prof bonus HP per turn I think?) I can't comment on it.</p><p> This actually seems pretty good, not too much healing (slightly more than the cleric's ability, but it's delayed and is much higher level, so it should be fine tbh)</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6820269, member: 6795736"] I don't quite understand it either, but I know its a foundation point of the armor proficiencies in 5e, so maybe best not mess with it. Perhaps simply give the warden proficiency with Med. armor, which would be fitting for a halfcaster anyway? Perhaps then consider having it grant proficiency (or even expertise) in athletics, rather than advantage. Permanent passive advantage on anything is rare, and with athletics it's just too strong. My point here is that there is no spell on the list for the Warden to cast at 6+ levels, and no mechanic built in for learning or preparing one. If your intent was to simply allow them to use the slots to empower lower-level spells, that could work as well. I would also point out that with this setup, the Warden gets a 6th level spell slot before he even get access to 4th level spells. I think its fine as just an action tbh, because the ranger's version only requires an action as well for a similar effect, with no restriction on number of uses. If you want to keep teleport as the flavour spell that should work fine, maybe consider making it a 1/long rest ability, rather than 1/week. Aweek in adventuring terms can be a VERY long time, especially in a multi-session dungeon. One thing I'd like to share with you is the [URL="http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf"]Elemental Evil handbook[/URL], it includes a number of elemental spells you can include (that are not homebrew). Specifically, spells called the Investitures. These are 6th-level elemental themed spells with similar effects, and there's one for earth, air, fire, and water. These might work well for the purpose of these features In reference to the Air Elemental ability: My point here is that other creature's cannot share the warden's space unless he's already polymorphed or something, which defeats the point. (The water elemental ability from One with Water has the same problem) It's fine the way it is, jsut make sure to include language that makes it not stack with the Air Shield Aura or any Unarmored Defense feature, because too many stacking AC bonuses can be a very bad thing. I meant over all uses combined, actually, but the feature itself still seems sound to me. I'll just mention the EE handbook again, it's got lots of spells that might be great for this class. Still, without knowing how much the Fast healing is actually supposed to be (prof bonus HP per turn I think?) I can't comment on it. This actually seems pretty good, not too much healing (slightly more than the cleric's ability, but it's delayed and is much higher level, so it should be fine tbh) [/QUOTE]
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