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<Homebrew> Archivist Class (Soliciting Feedback)
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<blockquote data-quote="niklinna" data-source="post: 8403275" data-attributes="member: 71235"><p>I don't really play 5e; I tried it early on, and the combat model and spells just irk me (it didn't help that in my play group a single combat could drag on for hours of play time).</p><p></p><p>But, you have designed a class I find really intriguing and would be keen to play! It really conveys the feel of a generalist who dabbles in magic of various kinds and makes it work through cleverness and luck. I can particularly imagine this class shining in a darker or horror-themed campaign.</p><p></p><p>I agree with lots of things folks have already said above. I spotted a few typos (references to ranger spells and such).</p><p></p><p>I'd recommend downplaying the emphasis on divine magic in the flavor text; it initially made me think this was an INT-based cleric type class, which it really isn't. You might even find that non-divine spells fit this class well, and add them to the spell list (or subclasses). I expect you'll be tuning the spell lists, so I won't comment on those other than to say what's there fits well.</p><p></p><p>The three subclasses are nicely thematic. Seeker looks to be the most martial, and has decent support for it. I haven't played enough to know if Fast Hands is really as good as Countersummon or Obsequist, but it comes over a bit plain by comparison in feel/tone.</p><p></p><p>Cryptocosmologist has a very clear, very particular focus, more arcanist, not so martial or divine. It might be too particular, limiting the class's usefulness against enemies that aren't extraplanar. Forbidden Metallurgy's usefulness will depend on the DM and prevalence of magic items—it will either be <strong>very</strong> handy, or superfluous. It might be good to have two specialty spells known at each level—Planar Binding is pretty tough to pull off! But the ones you have are nice and thematic. Lacking martial weapons or rituals as the other subclasses do, I feel this class could benefit from gaining just a few cantrips, even starting with only 1. Or an ability that lets you use Dark Knowledge to cast any cantrip from a list for this subclass (just once, or maybe for a minute or so)—meaning you don't get unlimited uses, but you have a lot of flexibility. That might be too much, but it would certainly be unique.</p><p></p><p>Theologiser seems to lean more to exploration & support with rituals and the more healing-oriented/divine bonus spells. This makes the three subclasses very complementary—nicely done. (It also highlights Crypto's lack of an early tentpole feature; Cryptocosmology & Forbidden Metallurgy pale in comparison, and the additional spells are too few.) I'm tempted to urge you drop Holy Weapon from this subclass, but, it shows up late enough that I don't think it's a real issue.</p><p></p><p>My initial thought was to separate the martial/spell-cantrip/ritual support out from the thematic subclasses, kind of the way Warlocks do with the pact boons vs. their patrons, but after writing all the above, I like the way you've done it.</p><p></p><p>One last shot: the level 20 capstone is singularly unimpressive. Give it something with a little more oomph!</p><p></p><p>All that said, again, I love this class. It's very flavorful and seems like it will be effective in many party compositions.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8403275, member: 71235"] I don't really play 5e; I tried it early on, and the combat model and spells just irk me (it didn't help that in my play group a single combat could drag on for hours of play time). But, you have designed a class I find really intriguing and would be keen to play! It really conveys the feel of a generalist who dabbles in magic of various kinds and makes it work through cleverness and luck. I can particularly imagine this class shining in a darker or horror-themed campaign. I agree with lots of things folks have already said above. I spotted a few typos (references to ranger spells and such). I'd recommend downplaying the emphasis on divine magic in the flavor text; it initially made me think this was an INT-based cleric type class, which it really isn't. You might even find that non-divine spells fit this class well, and add them to the spell list (or subclasses). I expect you'll be tuning the spell lists, so I won't comment on those other than to say what's there fits well. The three subclasses are nicely thematic. Seeker looks to be the most martial, and has decent support for it. I haven't played enough to know if Fast Hands is really as good as Countersummon or Obsequist, but it comes over a bit plain by comparison in feel/tone. Cryptocosmologist has a very clear, very particular focus, more arcanist, not so martial or divine. It might be too particular, limiting the class's usefulness against enemies that aren't extraplanar. Forbidden Metallurgy's usefulness will depend on the DM and prevalence of magic items—it will either be [B]very[/B] handy, or superfluous. It might be good to have two specialty spells known at each level—Planar Binding is pretty tough to pull off! But the ones you have are nice and thematic. Lacking martial weapons or rituals as the other subclasses do, I feel this class could benefit from gaining just a few cantrips, even starting with only 1. Or an ability that lets you use Dark Knowledge to cast any cantrip from a list for this subclass (just once, or maybe for a minute or so)—meaning you don't get unlimited uses, but you have a lot of flexibility. That might be too much, but it would certainly be unique. Theologiser seems to lean more to exploration & support with rituals and the more healing-oriented/divine bonus spells. This makes the three subclasses very complementary—nicely done. (It also highlights Crypto's lack of an early tentpole feature; Cryptocosmology & Forbidden Metallurgy pale in comparison, and the additional spells are too few.) I'm tempted to urge you drop Holy Weapon from this subclass, but, it shows up late enough that I don't think it's a real issue. My initial thought was to separate the martial/spell-cantrip/ritual support out from the thematic subclasses, kind of the way Warlocks do with the pact boons vs. their patrons, but after writing all the above, I like the way you've done it. One last shot: the level 20 capstone is singularly unimpressive. Give it something with a little more oomph! All that said, again, I love this class. It's very flavorful and seems like it will be effective in many party compositions. [/QUOTE]
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<Homebrew> Archivist Class (Soliciting Feedback)
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