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<Homebrew> Archivist Class (Soliciting Feedback)
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<blockquote data-quote="aco175" data-source="post: 8402987" data-attributes="member: 27385"><p>At first glance it seems a bit weaker than it should. This is better than the other classes that are way overpowered. I like the concept and flavor and can see fill a role in the party.</p><p></p><p>It needs to be able to have healing spells on their list. If I'm taking this over cleric, then I need to be able to heal. Maybe an ability to let other use their healing in combat, but I would just add the healing spell to their list. Being half-caster already means that they are weak healers. </p><p></p><p>Playing levels 1-5 I can only use me Dark Knowledge power to grant +1 to hit until my next turn- at the cost of my action. I would think about making it a bonus action and give me a choice at first level. Maybe +1 to hit or +1d4 damage- or let the other player choose for his PC. Also make it a bonus action. The foreknowledge power at 11th level could be at 2nd level and grant disadvantage after the initial attack has been made or to grant an ally advantage to hit. I also have had good use out of powers that grant +1 to a die roll and now you make the save or make a crit or hit. It becomes a fun trick to aid other PCs.</p><p></p><p>There are no cantrips. I would also think about adding some cantrips. There are not a lot of damage spells on the list so having even sacred flame that scales would help. Add a couple utility ones like prestidigitation and light.</p><p></p><p>Still mind at 7th level lets you have advantage on charm and frightened, but could be just advantage on all saves that are Wis and Int. I find that there are not that many and it would be fine. Not like advantage to Dex or Con saves. </p><p></p><p>Consider adding a feature that lets you choose a spell from other sources to add to your list like the bard has. One or two spells by 10th level help to flavor the class and lets you take a bit of specialization if needed.</p></blockquote><p></p>
[QUOTE="aco175, post: 8402987, member: 27385"] At first glance it seems a bit weaker than it should. This is better than the other classes that are way overpowered. I like the concept and flavor and can see fill a role in the party. It needs to be able to have healing spells on their list. If I'm taking this over cleric, then I need to be able to heal. Maybe an ability to let other use their healing in combat, but I would just add the healing spell to their list. Being half-caster already means that they are weak healers. Playing levels 1-5 I can only use me Dark Knowledge power to grant +1 to hit until my next turn- at the cost of my action. I would think about making it a bonus action and give me a choice at first level. Maybe +1 to hit or +1d4 damage- or let the other player choose for his PC. Also make it a bonus action. The foreknowledge power at 11th level could be at 2nd level and grant disadvantage after the initial attack has been made or to grant an ally advantage to hit. I also have had good use out of powers that grant +1 to a die roll and now you make the save or make a crit or hit. It becomes a fun trick to aid other PCs. There are no cantrips. I would also think about adding some cantrips. There are not a lot of damage spells on the list so having even sacred flame that scales would help. Add a couple utility ones like prestidigitation and light. Still mind at 7th level lets you have advantage on charm and frightened, but could be just advantage on all saves that are Wis and Int. I find that there are not that many and it would be fine. Not like advantage to Dex or Con saves. Consider adding a feature that lets you choose a spell from other sources to add to your list like the bard has. One or two spells by 10th level help to flavor the class and lets you take a bit of specialization if needed. [/QUOTE]
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