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Homebrew Class: Shaman
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<blockquote data-quote="Crioni" data-source="post: 7463578" data-attributes="member: 6822318"><p>Okay! Went through and reviewed pretty much everything you suggested. I'll try to highlight my changes here so that you know what to look for if you go back in to examine it.</p><p></p><p></p><p></p><p>Changed it to Wis/Cha saves, as you both suggested. I'd been under the impression that Cha was one of the stronger ones. Int is an outlier with Stringspeakers, so the other two make more sense. I added halved movement speed to Many Minds, and no movement speed on Myriad Minds. Dropped the number of cantrips by one, as I do want them to have access to a decent spread of those. Not super opposed to dropping that by one more, though. Also added Acid Splash and Frostbite to the general cantrip list, just for a little variety.</p><p></p><p></p><p></p><p>As I said in my first response, I'm set on keeping subclass spells through 9th level spells. Just a flavor and gameplay aspect that I really want in the class. I changed Boneshield to THP, and swapped History for Intimidation on Whispers of the Damned. Changed Eternal Communion along the lines you suggested . . . Adopting the Zealot feature is a good middle ground on that.</p><p></p><p></p><p></p><p>Clarified Mob Mentality, and went with dice rerolls on Voice of the Masses. My original goal with Risen Metropolis was for it to be a bit more random, as if the city was comign to your aid unbidden. But I think you're right that it's just going to be wonky and unreliable, so it's a once-per-long-rest action now.</p><p></p><p></p><p></p><p>Spring to Life was my bad . . . I'd forgotten exactly how death saving throws worked. Changed it so it gives healing on a success instead of advantage, and the movement keys off their reaction. Does that seem workable/balanced at this point? Changed Dance Till You Drop as you suggested. And I nerfed Beacon of Life down to half their hit dice, once per long rest. That one I would have no problem tuning up or down as needed . . . the exact number of hit dice used is fairly arbitrary.</p><p></p><p></p><p></p><p>Okay, this was the tough one. I tried to shift the wording on Voodoo, so I'd love to know if it's clearer now. Changed Bad Juju as you suggested. Voodoo doll will definitely be simpler as a straight up one-turn Dominate, so I figure we can try that for now and see how it works (if I ever get a chance to playtest that!). Made Mojo only target a single ally, and made it advantage on their next attack. Shifted String Theory considerably. Instead of trying to hold onto hit point switching, which is definitely going to be way too open to abuse, I made it so that the Voodoo feautre can be essentially unlimited for one round. Thoughts on that?</p><p></p><p></p><p></p><p>Fixed the wording on the "Base AC" bit. Clarified wording on Cycle of Life . . . I want it to be fairly reliable, so I made it damage dealt, not damage taken.</p><p></p><p>If you find the time to revisit this, I'd love to hear what you think of the changes! Thanks again for the feedback!</p></blockquote><p></p>
[QUOTE="Crioni, post: 7463578, member: 6822318"] Okay! Went through and reviewed pretty much everything you suggested. I'll try to highlight my changes here so that you know what to look for if you go back in to examine it. Changed it to Wis/Cha saves, as you both suggested. I'd been under the impression that Cha was one of the stronger ones. Int is an outlier with Stringspeakers, so the other two make more sense. I added halved movement speed to Many Minds, and no movement speed on Myriad Minds. Dropped the number of cantrips by one, as I do want them to have access to a decent spread of those. Not super opposed to dropping that by one more, though. Also added Acid Splash and Frostbite to the general cantrip list, just for a little variety. As I said in my first response, I'm set on keeping subclass spells through 9th level spells. Just a flavor and gameplay aspect that I really want in the class. I changed Boneshield to THP, and swapped History for Intimidation on Whispers of the Damned. Changed Eternal Communion along the lines you suggested . . . Adopting the Zealot feature is a good middle ground on that. Clarified Mob Mentality, and went with dice rerolls on Voice of the Masses. My original goal with Risen Metropolis was for it to be a bit more random, as if the city was comign to your aid unbidden. But I think you're right that it's just going to be wonky and unreliable, so it's a once-per-long-rest action now. Spring to Life was my bad . . . I'd forgotten exactly how death saving throws worked. Changed it so it gives healing on a success instead of advantage, and the movement keys off their reaction. Does that seem workable/balanced at this point? Changed Dance Till You Drop as you suggested. And I nerfed Beacon of Life down to half their hit dice, once per long rest. That one I would have no problem tuning up or down as needed . . . the exact number of hit dice used is fairly arbitrary. Okay, this was the tough one. I tried to shift the wording on Voodoo, so I'd love to know if it's clearer now. Changed Bad Juju as you suggested. Voodoo doll will definitely be simpler as a straight up one-turn Dominate, so I figure we can try that for now and see how it works (if I ever get a chance to playtest that!). Made Mojo only target a single ally, and made it advantage on their next attack. Shifted String Theory considerably. Instead of trying to hold onto hit point switching, which is definitely going to be way too open to abuse, I made it so that the Voodoo feautre can be essentially unlimited for one round. Thoughts on that? Fixed the wording on the "Base AC" bit. Clarified wording on Cycle of Life . . . I want it to be fairly reliable, so I made it damage dealt, not damage taken. If you find the time to revisit this, I'd love to hear what you think of the changes! Thanks again for the feedback! [/QUOTE]
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