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Giving the arcane gish an identity.
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<blockquote data-quote="ECMO3" data-source="post: 8322711" data-attributes="member: 7030563"><p>I think this is way too OP, two of the things you do are things specifically recommended against by the game designers for homebrew - changing the action mechanic and changing the concentration mechanic, and that is without the extra things even.</p><p></p><p>I think you need to get rid of the armor and shield proficiency. You have a character with the kind of offensive power a Paladin has. That is too much to combine with a full caster. 18+dex AC should be plenty (mage armor plus shield) and I don't think they should get extra hps either because they have spells that can reduce damage.</p><p></p><p>I would also limit them to 1-handed weapons for the smite mechanic and eliminate the concentration bonuses. I don't get the themmatic reason that a wizard who spends time mastering swordplay should be able to conccentrate on extra spells.</p><p></p><p>For the 6th level ability, what specifically are you saying? All classes can cast spells with a bonus action, they are just limited to casting no other spells on their turn when they do. I think you are saying they should be able to cast spells that require an action as a bonus action, that is way over the top. That is basically giving them action surge every single turn.</p><p></p><p>How about this:</p><p></p><p>2.) At 2nd level they gain martial weapons. They also gain a single elemental power they can emanate from their weapon (flaming sword, etc...). This causes an extra d4 damage that grows to d6 at 11th level (if you go higher than d6 you are outrunning the ranger subclasses). They can only use this extra damage once per turn. They also get resistance to damage from the chosen element.</p><p></p><p>They also get access to the smite spells of the paladin and the ability to do do arcane smite, which functions identically to Paladin divine smite. The swordmage can only use this with a melee weapon being wielded in one hand.</p><p></p><p>6.) At 6th level, if they cast a cantrip they can make a single weapon attack as a bonus action.</p><p></p><p>10.) At 10th level they get immunity to damage from the element they chose at 2nd level.</p><p></p><p>14.) At 14th level they can add their intelligence modifier to their damage when they use a wizard cantrip or make a weapon attack.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8322711, member: 7030563"] I think this is way too OP, two of the things you do are things specifically recommended against by the game designers for homebrew - changing the action mechanic and changing the concentration mechanic, and that is without the extra things even. I think you need to get rid of the armor and shield proficiency. You have a character with the kind of offensive power a Paladin has. That is too much to combine with a full caster. 18+dex AC should be plenty (mage armor plus shield) and I don't think they should get extra hps either because they have spells that can reduce damage. I would also limit them to 1-handed weapons for the smite mechanic and eliminate the concentration bonuses. I don't get the themmatic reason that a wizard who spends time mastering swordplay should be able to conccentrate on extra spells. For the 6th level ability, what specifically are you saying? All classes can cast spells with a bonus action, they are just limited to casting no other spells on their turn when they do. I think you are saying they should be able to cast spells that require an action as a bonus action, that is way over the top. That is basically giving them action surge every single turn. How about this: 2.) At 2nd level they gain martial weapons. They also gain a single elemental power they can emanate from their weapon (flaming sword, etc...). This causes an extra d4 damage that grows to d6 at 11th level (if you go higher than d6 you are outrunning the ranger subclasses). They can only use this extra damage once per turn. They also get resistance to damage from the chosen element. They also get access to the smite spells of the paladin and the ability to do do arcane smite, which functions identically to Paladin divine smite. The swordmage can only use this with a melee weapon being wielded in one hand. 6.) At 6th level, if they cast a cantrip they can make a single weapon attack as a bonus action. 10.) At 10th level they get immunity to damage from the element they chose at 2nd level. 14.) At 14th level they can add their intelligence modifier to their damage when they use a wizard cantrip or make a weapon attack. [/QUOTE]
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