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Help on balancing/adding features for an Inquisitor class
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<blockquote data-quote="Voi_D_ragon" data-source="post: 6909138" data-attributes="member: 6855956"><p>Yes, this makes a lot of sense, with the combat brands lasting 1 minute and the out of combat brands lasting longer. Also, I like the idea of the hidden brand being relegated to the "sneaky" archetype, but the other Inquisitors should still be able to brand out of combat, as this adds some great RP potential. And it makes sense that an Inquisitor can brand suspects even if they're not fighting him.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Alright, let's start working on some of these then.</p><p>-Chain of Light should, apart from keeping the target up close and personal, have some use when chasing a target, which is why it has a range of 30 ft, in case a chase starts when your target already has a head start. It could be changed to maybe have a longer maximum casting distance but every time you get closer, the distance resets to the one you're currently at. (You cast it when you're 60 ft away and then move 30 ft. The new maximum distance is 30 ft). Also, the damage could be increased with levels. This lasts until the chain is broken, until you dismiss it on your turn (no action required), or until you fall unconscious.</p><p></p><p></p><p>-Searing Light will be only available to charcters levels 6+</p><p></p><p></p><p>-Stunning Blast: Con save it is.</p><p></p><p></p><p>-Purge: target makes a Wisdom(?) saving throw. If it passes nothing happens (It only takes the damage? Only half damage?). If it fails, it takes the damage and you choose one spell or other effect that is active on that creature. The effect ends immediately. Alternatively, the target takes damage and if a spellcaster has a spell active on that creature, they have to make a saving throw with the spellcasting modifier or end the spell's effects on the target (Or you make a Charisma save/throw against their spell DC).</p><p></p><p></p><p>-Righteous Fury: for a number of rounds equal to 1+your Cha mod (min 1) you add your Charisma mod to damage against the target.</p><p></p><p></p><p>-Sluggishness: as is.</p><p></p><p></p><p>-Instill Fear: as is.</p><p></p><p></p><p>-Unrepentance: again, this is mostly for out of combat situations, although I did forget to include some features that made branding useful out of combat (you know the general direction of a branded creature, it is easier to tell if they're lying, etc. Also, you should be able to exert some sort of leverage against branded creatures when you are not in combat, using brands to basically create lackeys.) That being said, it may well serve a better purpose as an archetype feature for a more mastermind-ish inquisitor</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Well, a Paladin gets Smite, Channel Divinity and Spells along with their fighting style, seems pretty fair to me. I might relegate this to an archetype if we made Brand Words more powerful, but I'd rather give the "Templar" something unique, or maybe even an additional fighting style.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Ok, so I see what you plan to do here is akin to the new Revised Ranger, with Extra Attack becoming an Archetype feature for the more martial subclass. Seems fair enough, but the other two will need nice bonuses to stay level with it.</p><p></p><p></p><p>Alright, let's put down a rickety framework for these "Modus Operandi" (fitting name for the archetypes imo)</p><p></p><p></p><p>Templar: </p><p>3) You gain an additional Fighting Style/something fighter-y</p><p>5) Extra attack</p><p>7) Damage booster (either Nova high or multiple rounds moderate/low)</p><p>11) Brand Wording multiple Creatures/Unique Brand word</p><p>15) Resistance to something big (fall to 1 hp instead of 0, resistance to damage from branded creatures, etc) or Moar Damage! (more attacks when you kill a branded creature, move brands between creatures and Brand Word them at the same time, added damage to all Brand Words, etc)</p><p></p><p></p><p>Zealot:</p><p>3) Expanded Spell List, Proficiency/expertise in Persuasion or something</p><p>5) Once per long rest free spell, Temporary HP for allies (triggered by branding?)</p><p>7) Auras of Boosting (resistance to fear, some types of damage, added damage, etc) can switch in between or must choose one upon gaining the level</p><p>11) Additional spell per long rest or make previous one recharge on short rests, make branded creatures more vulnerable to your spells.</p><p>15) Something that has to do with having more "good doers" than "sinners" (if you have more allies/branded creatures within a certain distance of a target than that creature has allies, they suffer big damage, maybe determined by the difference in those numbers/you empower your allies for some while, allowing them to brand creatures with their attacks [which would synergize with any class features allowing multiple targets on Brand Words])</p><p></p><p></p><p>Agent (need major help here</p><p>3) Hidden Brands, proficiency/expertise in deception and/or intimidation additional spells(?)</p><p>5) Additional/unique/situationally stronger brand words</p><p>7) Ability to excersize some measure of control over branded creatures (suggestion-like, automatically charmed/frightened [enough to be willing to follow your orders] by you if branded out of combat, etc)</p><p>11) Disadvantage on saves against brands(?)</p><p>15) ???</p><p></p><p></p><p>You know, activating multiple brands at once is actually one of the higher level powers of the one archetype I tried to write (although now I realize it should probably be a class feature): the Stalker.</p><p>He basically specializes in fighting in the dark. His powers are</p><p>3) You gain darkvision up to 30ft. If you already have darkvision, its range increases by 30ft. You have advantage on intimidation checks as long as you are in dim light or darkness. You add 1d4 damage to your attacks as long as you are in dim light or darkness. </p><p>7) When you are in dim light or darkness, you can use an action to teleport up to 60ft to an unoccupied space you can see that is also in dim night and darkness and make a melee attack. Any attacks made in this way have advantage. </p><p>11) When you utter a Brand Word, you can choose to have it affect all branded creatures within 30ft of you that are in dim light or darkness, along with your original target. All creatures suffer the same effect.</p><p>15) 1+Cha mod times per long rest, when you are hit by an attack and are standing in an area of dim light or darkness, you may choose to the attack hit another creature within 60 ft of you that is also in dim light or darkness. </p><p></p><p></p><p>Also, a 1st Level Ability I forgot to post was </p><p>Divine Intuition: 1+Cha mod (min 1) times per long rest, you may use this ability to gain advantage on an Investigation, Perception or Insight check.</p><p></p><p></p><p>That should be it, I think I touched all the issues you brought up.</p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 6909138, member: 6855956"] Yes, this makes a lot of sense, with the combat brands lasting 1 minute and the out of combat brands lasting longer. Also, I like the idea of the hidden brand being relegated to the "sneaky" archetype, but the other Inquisitors should still be able to brand out of combat, as this adds some great RP potential. And it makes sense that an Inquisitor can brand suspects even if they're not fighting him. Alright, let's start working on some of these then. -Chain of Light should, apart from keeping the target up close and personal, have some use when chasing a target, which is why it has a range of 30 ft, in case a chase starts when your target already has a head start. It could be changed to maybe have a longer maximum casting distance but every time you get closer, the distance resets to the one you're currently at. (You cast it when you're 60 ft away and then move 30 ft. The new maximum distance is 30 ft). Also, the damage could be increased with levels. This lasts until the chain is broken, until you dismiss it on your turn (no action required), or until you fall unconscious. -Searing Light will be only available to charcters levels 6+ -Stunning Blast: Con save it is. -Purge: target makes a Wisdom(?) saving throw. If it passes nothing happens (It only takes the damage? Only half damage?). If it fails, it takes the damage and you choose one spell or other effect that is active on that creature. The effect ends immediately. Alternatively, the target takes damage and if a spellcaster has a spell active on that creature, they have to make a saving throw with the spellcasting modifier or end the spell's effects on the target (Or you make a Charisma save/throw against their spell DC). -Righteous Fury: for a number of rounds equal to 1+your Cha mod (min 1) you add your Charisma mod to damage against the target. -Sluggishness: as is. -Instill Fear: as is. -Unrepentance: again, this is mostly for out of combat situations, although I did forget to include some features that made branding useful out of combat (you know the general direction of a branded creature, it is easier to tell if they're lying, etc. Also, you should be able to exert some sort of leverage against branded creatures when you are not in combat, using brands to basically create lackeys.) That being said, it may well serve a better purpose as an archetype feature for a more mastermind-ish inquisitor Well, a Paladin gets Smite, Channel Divinity and Spells along with their fighting style, seems pretty fair to me. I might relegate this to an archetype if we made Brand Words more powerful, but I'd rather give the "Templar" something unique, or maybe even an additional fighting style. Ok, so I see what you plan to do here is akin to the new Revised Ranger, with Extra Attack becoming an Archetype feature for the more martial subclass. Seems fair enough, but the other two will need nice bonuses to stay level with it. Alright, let's put down a rickety framework for these "Modus Operandi" (fitting name for the archetypes imo) Templar: 3) You gain an additional Fighting Style/something fighter-y 5) Extra attack 7) Damage booster (either Nova high or multiple rounds moderate/low) 11) Brand Wording multiple Creatures/Unique Brand word 15) Resistance to something big (fall to 1 hp instead of 0, resistance to damage from branded creatures, etc) or Moar Damage! (more attacks when you kill a branded creature, move brands between creatures and Brand Word them at the same time, added damage to all Brand Words, etc) Zealot: 3) Expanded Spell List, Proficiency/expertise in Persuasion or something 5) Once per long rest free spell, Temporary HP for allies (triggered by branding?) 7) Auras of Boosting (resistance to fear, some types of damage, added damage, etc) can switch in between or must choose one upon gaining the level 11) Additional spell per long rest or make previous one recharge on short rests, make branded creatures more vulnerable to your spells. 15) Something that has to do with having more "good doers" than "sinners" (if you have more allies/branded creatures within a certain distance of a target than that creature has allies, they suffer big damage, maybe determined by the difference in those numbers/you empower your allies for some while, allowing them to brand creatures with their attacks [which would synergize with any class features allowing multiple targets on Brand Words]) Agent (need major help here 3) Hidden Brands, proficiency/expertise in deception and/or intimidation additional spells(?) 5) Additional/unique/situationally stronger brand words 7) Ability to excersize some measure of control over branded creatures (suggestion-like, automatically charmed/frightened [enough to be willing to follow your orders] by you if branded out of combat, etc) 11) Disadvantage on saves against brands(?) 15) ??? You know, activating multiple brands at once is actually one of the higher level powers of the one archetype I tried to write (although now I realize it should probably be a class feature): the Stalker. He basically specializes in fighting in the dark. His powers are 3) You gain darkvision up to 30ft. If you already have darkvision, its range increases by 30ft. You have advantage on intimidation checks as long as you are in dim light or darkness. You add 1d4 damage to your attacks as long as you are in dim light or darkness. 7) When you are in dim light or darkness, you can use an action to teleport up to 60ft to an unoccupied space you can see that is also in dim night and darkness and make a melee attack. Any attacks made in this way have advantage. 11) When you utter a Brand Word, you can choose to have it affect all branded creatures within 30ft of you that are in dim light or darkness, along with your original target. All creatures suffer the same effect. 15) 1+Cha mod times per long rest, when you are hit by an attack and are standing in an area of dim light or darkness, you may choose to the attack hit another creature within 60 ft of you that is also in dim light or darkness. Also, a 1st Level Ability I forgot to post was Divine Intuition: 1+Cha mod (min 1) times per long rest, you may use this ability to gain advantage on an Investigation, Perception or Insight check. That should be it, I think I touched all the issues you brought up. [/QUOTE]
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