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Guest 6801328
Guest
General Concept: Support caster, fluffed as something to do with spirits, with a wild/savage/uncivilized flavor.
Inspirations/Archetypes: Witch-Doctor, Shaman, Medicine Man, Fairy Tale Witch, Voodoo Priest
(Note: I'm using those terms in the popular culture sense, not in their meaning, if any, from previous editions.)
Desired Features:
- Themes: curses, charm, charms (i.e. things you carry), potions, poisons, luck (good and bad)
- Few or none "nuking" spells or cantrips
- Light or no armor, simple weapons, no shields
- Maybe support healer, although perhaps with an out-of-combat focus, and specializing in curing conditions as opposed to healing HP.
- Main spell categories: necromancy, divination, transformation
- I could see a main attack being a necrotic life-drain. Perhaps a new cantrip?
A lot of this can be modeled in various ways using existing classes. As a general rules I think that common archetypes should be achievable without multiclassing, although of course we all will have different opinions about what "common" means.
My main argument for not using an existing base class is the avoidance of nuking and direct healing spells. There's no precedent for reducing available spells. So that means it would have to be a sub-class of a non-casting class, which would make combat abilities too strong. I don't think the argument "well just don't use those spells" flies, because that's gimping the build. The sacrifice of the most effective damage and healing should be compensated for with something else.
Thoughts?
Inspirations/Archetypes: Witch-Doctor, Shaman, Medicine Man, Fairy Tale Witch, Voodoo Priest
(Note: I'm using those terms in the popular culture sense, not in their meaning, if any, from previous editions.)
Desired Features:
- Themes: curses, charm, charms (i.e. things you carry), potions, poisons, luck (good and bad)
- Few or none "nuking" spells or cantrips
- Light or no armor, simple weapons, no shields
- Maybe support healer, although perhaps with an out-of-combat focus, and specializing in curing conditions as opposed to healing HP.
- Main spell categories: necromancy, divination, transformation
- I could see a main attack being a necrotic life-drain. Perhaps a new cantrip?
A lot of this can be modeled in various ways using existing classes. As a general rules I think that common archetypes should be achievable without multiclassing, although of course we all will have different opinions about what "common" means.
My main argument for not using an existing base class is the avoidance of nuking and direct healing spells. There's no precedent for reducing available spells. So that means it would have to be a sub-class of a non-casting class, which would make combat abilities too strong. I don't think the argument "well just don't use those spells" flies, because that's gimping the build. The sacrifice of the most effective damage and healing should be compensated for with something else.
Thoughts?