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General Tabletop Discussion
D&D Older Editions
Homebrew Simple Spell-less Spellcaster: the Elementalist (4e)
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<blockquote data-quote="NotAYakk" data-source="post: 7868260" data-attributes="member: 72555"><p>The damage seems abysmal? Am I missing something?</p><p></p><p>It looks like you have a single 1d12+stat damage attack, with some small amount of per-encounter modest damage boosts.</p><p></p><p>At 20, an escalated attack deals 1d12+2d10+int+con+4, which is meh for a at-will attack routine, let alone one that uses rest resources.</p><p></p><p>I guess you do get 2 targets?</p><p></p><p>---</p><p></p><p>1) I'd be tempted to grant them warlock-like "spell slots", which can by default <strong>only</strong> be expended for "smites" (escalations). This also makes it easy to balance, as smites have already done it for you.</p><p></p><p>2) The ability to manipulate their element like a "bender", for utility and flavour. Earth can tunnel and shape stone/earth, even if not at combat speeds.</p><p></p><p>3) Protecting you and your allies against damage of your elemental type.</p><p></p><p>4) <strong>Two</strong> subclass tracks -- one for your element (which you pick at level 1), and one for your "school". This is because I think an elementalist should be able to summon/control elementals, <strong>but</strong> that is a bit more complex than the default goal of this class: so having 2 subclasses, one which can summon the other cannot, solves that nicely.</p><p></p><p>5) Base damage should approach a Warlock with the +Cha damage feature. Before smites. And depending on how many toys they get compared to Warlocks.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7868260, member: 72555"] The damage seems abysmal? Am I missing something? It looks like you have a single 1d12+stat damage attack, with some small amount of per-encounter modest damage boosts. At 20, an escalated attack deals 1d12+2d10+int+con+4, which is meh for a at-will attack routine, let alone one that uses rest resources. I guess you do get 2 targets? --- 1) I'd be tempted to grant them warlock-like "spell slots", which can by default [B]only[/B] be expended for "smites" (escalations). This also makes it easy to balance, as smites have already done it for you. 2) The ability to manipulate their element like a "bender", for utility and flavour. Earth can tunnel and shape stone/earth, even if not at combat speeds. 3) Protecting you and your allies against damage of your elemental type. 4) [B]Two[/B] subclass tracks -- one for your element (which you pick at level 1), and one for your "school". This is because I think an elementalist should be able to summon/control elementals, [B]but[/B] that is a bit more complex than the default goal of this class: so having 2 subclasses, one which can summon the other cannot, solves that nicely. 5) Base damage should approach a Warlock with the +Cha damage feature. Before smites. And depending on how many toys they get compared to Warlocks. [/QUOTE]
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Homebrew Simple Spell-less Spellcaster: the Elementalist (4e)
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