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*Dungeons & Dragons
Homebrew Base Class: The Arcanist
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<blockquote data-quote="pirate gonzalez" data-source="post: 7002435" data-attributes="member: 6862829"><p>I really like this! Cool idea, and you presented it well on Homebrewery.</p><p> </p><p>I do have a number of comments, but overall I like this. I will point out that I'm more of a big picture guy; I'm not great at doing the match and determining if something does too much damage or too little damage. I'll just point out my opinion on whether something seems to be too much or not.</p><p> </p><p>Arcanist notes:</p><p><strong>Arcane Mark. </strong>State mark as a free action. What is the intent with crits? For example, if you crit at level one would the arcane mark deal 3d4 damage? And if an opponent crits you with a greataxe, do they do 3d12?</p><p>Since this is modeled after the barbarian rage, it might just be easier to state that you deal that bonus damage on any attack rolls you make, no worries about actually applying a mark. Marking might be more useful if it was done outside of your channeling, or if allies instead deal the bonus damage (that would be a very powerful ability if you went that way).</p><p> </p><p><strong>Slipsteam. </strong>Interesting ability. 1 minute for a 20ft teleport seems like it wouldn’t get must use by itself. Perhaps the distance you can teleport increases as you gain levels?</p><p><strong></strong></p><p><strong>Triggering.</strong> Ok, now I see why marks work the way they do, instead of just being a flat damage increase. In the wording of this ability, you don’t indicate how to determine the first target. Does it automatically effect everyone with a mark, or only marked targets within 30ft of a designated marked target? The wording is unclear.</p><p>There’s no save associated with this, but it’s a relatively small amount of damage, so it may not matter.</p><p>I like the idea behind this ability though! It kind of reminds me of the 4e warlock curses.</p><p> </p><p><strong>Arcane Awareness: </strong>Cool ability. Maybe you can just say they can cast “Detect Magic” as a ritual?</p><p> </p><p><strong>Arclight:</strong> Good idea to have a ribbon ability here, but it actually seems a bit weak for a 6th level ability. You essentially get the light cantrip. There might be a way to spice this up a little more.</p><p> </p><p><strong>Energy Sink.</strong> Interesting ability. Ending your channel(rage) early for a defensive benefit is cool.</p><p> </p><p><strong>Apparition.</strong> The power of the +2 bonus to AC might depend on whether using a shield works with Arcane Mark. If not, this basically just gives them the benefit of a shield. But if not, it may allow AC to get pretty high. Just something to look out for.</p><p> </p><p><strong>Improved Slipstream.</strong> I’m not a fan of the random movement. Generally, you want an ability that provides empowerment to a PC. Giving them a teleport that they can’t control may not be fun, because they’ll be wishing they COULD control it. My opinion, anyway.</p><p>Also, there are no move actions in 5e. You might want to say ‘instead of moving’ or something like that.</p><p><strong>Life Force.</strong> Cool ability.</p><p><strong>Arcane Mastery. </strong>For a 20th level ability, I wouldn’t even give the restriction that you have to have a higher initiative. Just do it to any 2 enemies.</p><p> </p><p>Archetypes</p><p>Arcane Engineer</p><p><strong>Arcane Orbs</strong>. I like these. No idea how balanced they are, but the idea is neat.</p><p>Enchantment. What happens if the weapon is already magical? Can you not use this ability? Also specify if you round up or down for this.</p><p><strong>Repair.</strong> I like this. It’s subjective, but it reminds me of something I was designing for a artificer class.</p><p><strong>Orb Mastery.</strong> So if I’m reading this right, the higher your INT is, the harder it is to get a better benefit?</p><p> </p><p>Arcborn</p><p><strong>Empowered Marks. </strong>This seems like a big damage boost. Causing damage without a save each round, as long as you hit? At the very least I might suggest dropping the +INT part of the damage. That seems better to me.</p><p><strong>Advanced Triggering.</strong> Cool ability. Do they have to make the saving throw as an action, or automatically at the end of each of their turns?</p><p>Also, totally minor thing, but it’d change the name of this. Maybe “Binding Marks” or something.</p><p><strong>Transcendental visage.</strong> Does this only work in Channel form?</p><p><strong>Elemental Arcana.</strong> Does this cause you to enter channel form, or can it only be used in channel form? The wording is a bit unclear.</p><p>Can you only increase arcane mark damage one die per turn? Do you take normal arcane mark damage or the new boosted arcane mark damage?</p><p> </p><p>That's my first batch of notes! Keep me posted, I like this idea. I'm particularly fond of classes that use magic or are magical, without using spellslots.</p></blockquote><p></p>
[QUOTE="pirate gonzalez, post: 7002435, member: 6862829"] I really like this! Cool idea, and you presented it well on Homebrewery. I do have a number of comments, but overall I like this. I will point out that I'm more of a big picture guy; I'm not great at doing the match and determining if something does too much damage or too little damage. I'll just point out my opinion on whether something seems to be too much or not. Arcanist notes: [B]Arcane Mark. [/B]State mark as a free action. What is the intent with crits? For example, if you crit at level one would the arcane mark deal 3d4 damage? And if an opponent crits you with a greataxe, do they do 3d12? Since this is modeled after the barbarian rage, it might just be easier to state that you deal that bonus damage on any attack rolls you make, no worries about actually applying a mark. Marking might be more useful if it was done outside of your channeling, or if allies instead deal the bonus damage (that would be a very powerful ability if you went that way). [B]Slipsteam. [/B]Interesting ability. 1 minute for a 20ft teleport seems like it wouldn’t get must use by itself. Perhaps the distance you can teleport increases as you gain levels? [B] Triggering.[/B] Ok, now I see why marks work the way they do, instead of just being a flat damage increase. In the wording of this ability, you don’t indicate how to determine the first target. Does it automatically effect everyone with a mark, or only marked targets within 30ft of a designated marked target? The wording is unclear. There’s no save associated with this, but it’s a relatively small amount of damage, so it may not matter. I like the idea behind this ability though! It kind of reminds me of the 4e warlock curses. [B]Arcane Awareness: [/B]Cool ability. Maybe you can just say they can cast “Detect Magic” as a ritual? [B]Arclight:[/B] Good idea to have a ribbon ability here, but it actually seems a bit weak for a 6th level ability. You essentially get the light cantrip. There might be a way to spice this up a little more. [B]Energy Sink.[/B] Interesting ability. Ending your channel(rage) early for a defensive benefit is cool. [B]Apparition.[/B] The power of the +2 bonus to AC might depend on whether using a shield works with Arcane Mark. If not, this basically just gives them the benefit of a shield. But if not, it may allow AC to get pretty high. Just something to look out for. [B]Improved Slipstream.[/B] I’m not a fan of the random movement. Generally, you want an ability that provides empowerment to a PC. Giving them a teleport that they can’t control may not be fun, because they’ll be wishing they COULD control it. My opinion, anyway. Also, there are no move actions in 5e. You might want to say ‘instead of moving’ or something like that. [B]Life Force.[/B] Cool ability. [B]Arcane Mastery. [/B]For a 20th level ability, I wouldn’t even give the restriction that you have to have a higher initiative. Just do it to any 2 enemies. Archetypes Arcane Engineer [B]Arcane Orbs[/B]. I like these. No idea how balanced they are, but the idea is neat. Enchantment. What happens if the weapon is already magical? Can you not use this ability? Also specify if you round up or down for this. [B]Repair.[/B] I like this. It’s subjective, but it reminds me of something I was designing for a artificer class. [B]Orb Mastery.[/B] So if I’m reading this right, the higher your INT is, the harder it is to get a better benefit? Arcborn [B]Empowered Marks. [/B]This seems like a big damage boost. Causing damage without a save each round, as long as you hit? At the very least I might suggest dropping the +INT part of the damage. That seems better to me. [B]Advanced Triggering.[/B] Cool ability. Do they have to make the saving throw as an action, or automatically at the end of each of their turns? Also, totally minor thing, but it’d change the name of this. Maybe “Binding Marks” or something. [B]Transcendental visage.[/B] Does this only work in Channel form? [B]Elemental Arcana.[/B] Does this cause you to enter channel form, or can it only be used in channel form? The wording is a bit unclear. Can you only increase arcane mark damage one die per turn? Do you take normal arcane mark damage or the new boosted arcane mark damage? That's my first batch of notes! Keep me posted, I like this idea. I'm particularly fond of classes that use magic or are magical, without using spellslots. [/QUOTE]
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