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Giving the arcane gish an identity.
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<blockquote data-quote="TheOneGargoyle" data-source="post: 8361172" data-attributes="member: 6924207"><p>Thinking about how to do these subclasses, maybe the Battlemage Enhancements (like Artificer Infusions or Warlock Invocations) could be used give thematic support that's individual to the subclass? Like the Signs magic for Witchers, Force powers for Jedi, etc.</p><p></p><p>They could have ranks and so could be taken twice to further improve them.</p><p></p><p><strong>Example: Jedi type subclass</strong></p><p>Arcane Manueverability </p><p>I: You can cast the Jump and Expeditious Retreat spells without expending a spell slot. </p><p>II: You add 10' to any movement using these spells.</p><p></p><p>Improved Magic Stone </p><p>I: When you cast Magic Stone, you can imbue a single pebble at 30' range instead of 3 pebbles at touch range. If you do, you can magically throw the pebble from this range as part of the same action, instead of having to pick it up and throw it physically.</p><p>II: You can do this with a larger object instead of a pebble (if one is available), doing d10 dmg instead of d6.</p><p></p><p>Quickened Combat Magic</p><p>I: When you cast Gust or True Strike, you may cast it using a bonus action</p><p>II: When you push a creature with Gust, if it fails its saving throw it is pushed 10' instead of 5' is also knocked prone. When you cast True Strike, you get advantage on your next 2 attacks, instead of next 1 attack, provided the spell hasn't ended.</p><p></p><p>Arcane Parry</p><p>I: When you cast Blade Ward, you can instead have it impose disadvantage on attacks against you instead of granting resistance to dmg. If you do and a melee attack rolls a natural 1, you may use your reaction to redirect the attack to another target, causing them to be the new target.</p><p>II: You may redirect ranged attacks in the same way.</p><p></p><p>Might need some tweaking / rebalancing, but I just love the idea of giving cool ways to use spells that are otherwise underused, underpowered or otherwise lacking.</p><p></p><p>What do you think ?</p></blockquote><p></p>
[QUOTE="TheOneGargoyle, post: 8361172, member: 6924207"] Thinking about how to do these subclasses, maybe the Battlemage Enhancements (like Artificer Infusions or Warlock Invocations) could be used give thematic support that's individual to the subclass? Like the Signs magic for Witchers, Force powers for Jedi, etc. They could have ranks and so could be taken twice to further improve them. [B]Example: Jedi type subclass[/B] Arcane Manueverability I: You can cast the Jump and Expeditious Retreat spells without expending a spell slot. II: You add 10' to any movement using these spells. Improved Magic Stone I: When you cast Magic Stone, you can imbue a single pebble at 30' range instead of 3 pebbles at touch range. If you do, you can magically throw the pebble from this range as part of the same action, instead of having to pick it up and throw it physically. II: You can do this with a larger object instead of a pebble (if one is available), doing d10 dmg instead of d6. Quickened Combat Magic I: When you cast Gust or True Strike, you may cast it using a bonus action II: When you push a creature with Gust, if it fails its saving throw it is pushed 10' instead of 5' is also knocked prone. When you cast True Strike, you get advantage on your next 2 attacks, instead of next 1 attack, provided the spell hasn't ended. Arcane Parry I: When you cast Blade Ward, you can instead have it impose disadvantage on attacks against you instead of granting resistance to dmg. If you do and a melee attack rolls a natural 1, you may use your reaction to redirect the attack to another target, causing them to be the new target. II: You may redirect ranged attacks in the same way. Might need some tweaking / rebalancing, but I just love the idea of giving cool ways to use spells that are otherwise underused, underpowered or otherwise lacking. What do you think ? [/QUOTE]
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