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D&D General I think I might have figured out an idea for a new class.

got bored started thinking and ended up with this idea for a half caster.

has that unarmoured thing like barbarians and monks but they can turn it off and on at will.
they gain magic from being boned in an equal partnership with a small entity.
it gives you a bunch of focused magic you supply the weapons and skill.

can be speced both for dex and str going from light and sneaky to big and tanky.
the player can play both characters or the symbiote can be dm played.
the power dynamic is supposed to be more equal than cleric or warlock.

would need something similar to smite I am thinking something more control focused.

does this seem dumb or is this worth thinking some more on?
 

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aco175

Legend
has that unarmoured thing like barbarians and monks but they can turn it off and on at will.
What would be the benefit to turning it off- unless is turns off as part of being a penalty due to the power of the class.

I think it may need some more ideas to help focus what you are talking about, but like the idea of having some sort of symbiote like Spider Man and Venom before Venom went all killer.
 

the Jester

Legend
I'm totally unclear on what the class is you're talking about, what makes it new, and what, if any, unfilled archetypes it enables. Your post reads to me like you're describing a warlock. You mention the power dynamic being more equal than a cleric or warlock, but I'm unclear what dynamic you're referring to- there is no inherent power dynamic built into the cleric or warlock, and only a few campaigns seem to impose one.
 


It sounds like a class that borrows elements from existing classes, but doesn't really have a unique mechanic of its own.

It might be a good idea to think about what role is currently left unfilled in an average D&D adventuring party, or what unique mechanic would really bring something new to the table.
 



Sounds like you should just multiclass.
why have paladin you can just multi-class?
What would be the benefit to turning it off- unless is turns off as part of being a penalty due to the power of the class.

I think it may need some more ideas to help focus what you are talking about, but like the idea of having some sort of symbiote like Spider Man and Venom before Venom went all killer.
I was going to add that it lets you blend in more as unlike other unarmoured class it does not use bear asking but it is more flashy, so yes think kind like venom in that you with the armour on is very obvious.
I'm totally unclear on what the class is you're talking about, what makes it new, and what, if any, unfilled archetypes it enables. Your post reads to me like you're describing a warlock. You mention the power dynamic being more equal than a cleric or warlock, but I'm unclear what dynamic you're referring to- there is no inherent power dynamic built into the cleric or warlock, and only a few campaigns seem to impose one.
warlock and clerics serve a higher power, here you need them and they need you as without them your a sub-par fighter and without you can't cast properly and can not be developed further.
as in you can disagree and not be vaporised, I no some campaigns do not care for the roleplaying bit of serving something else with a will but that also does not matter here.
as otherwise cleric and warlock should be the same class.

there is no gifted power both you and it work together but it can have an interesting interpersonal relationship as much as the player and dm both want it.

Maybe something like a totem shapeshifter fighters, in the middle between the shifter class by Pathfinder and the totemist (shaman) from 3.5 "Magic of Incarnum".
that was an idea for a subclass.
It sounds like a class that borrows elements from existing classes, but doesn't really have a unique mechanic of its own.

It might be a good idea to think about what role is currently left unfilled in an average D&D adventuring party, or what unique mechanic would really bring something new to the table.
I am trying to think of a more exact mechanic I was thinking something controlebased as no martial or half caster at present can really add that.

technically no role is empty nor has one been epty for a while but people like half casters and have longed for a third one and it is desirened to be more customizable and versitle than ranger who is mostly range damage or paladin which is all tank.
this is mostly a magic skirmishers but can fill he other roles depending how you build them so you could have three in a game and no one competes.
I'm not 100% clear on how they get their magic. They gain it from being boned by a small entity?
I am proberbly explaining to badly as typed text is not what I am good at, think less master servent and more three legged race, you and the thing grow and build together it is more or less literally fused to you and as you grow stronger it does as well. slightly high concept but made to at lest be refluffable to other settings as needed.
And they are half casters, but can be specced for str or dex, which are not caster attributes...?
but they are the need atrrubutes of paladin and ranger recitively for there weapon use.
no idea on casting stat yet but not cha as that has sufficient number of classes.
 

Hmm, well you could create something similar to the Hexblade or the Spellblade. A primary melee class, who can use simple spells to enhance his attacks.
 

Hmm, well you could create something similar to the Hexblade or the Spellblade. A primary melee class, who can use simple spells to enhance his attacks.
you not quite there, not simple spells full level 5 casting.

it lets you have more opportunities as a skirmisher or solve problems if you a tank or keep people at range if your speced for archery.
it both has interesting ways of fighting and at lest something of a story and stands apart from ranger and paladin for how it gets armour.
so it has at least sufficient basic differences that it could be the class people endless try to make but never succeed at a new half caster
 


Is this right?:

You have the ability to turn on and off sets of abilities, and each set allows for a slightly different playstyle. For example, you can chose a sneaky mode with good speed and some Stealth benefits, or a tanky mode with higher defenses but less mobility (while limiting the mobility of nearby enemies). Those would be two of several options.

On top of that (which is the main, defining mechanic) you have spell slots which can be used to cast or fuel other class features, such as a Smite mechanic or maybe some other short-but-powerful boosts.

The fluff of the class is a bonding with some sort of spirit creature.
 

So: Anime inspired?
Nah I was getting from other things, never seen an anima that works like this.
Is this right?:

You have the ability to turn on and off sets of abilities, and each set allows for a slightly different playstyle. For example, you can chose a sneaky mode with good speed and some Stealth benefits, or a tanky mode with higher defenses but less mobility (while limiting the mobility of nearby enemies). Those would be two of several options.

On top of that (which is the main, defining mechanic) you have spell slots which can be used to cast or fuel other class features, such as a Smite mechanic or maybe some other short-but-powerful boosts.

The fluff of the class is a bonding with some sort of spirit creature.
a bit more versatile than spirit creature but they are specific entities made for the subclass and tie into other things commonly things people might find cool.
 

Undrave

Hero
got bored started thinking and ended up with this idea for a half caster.

has that unarmoured thing like barbarians and monks but they can turn it off and on at will.
they gain magic from being boned in an equal partnership with a small entity.
it gives you a bunch of focused magic you supply the weapons and skill.

can be speced both for dex and str going from light and sneaky to big and tanky.
the player can play both characters or the symbiote can be dm played.
the power dynamic is supposed to be more equal than cleric or warlock.

would need something similar to smite I am thinking something more control focused.

does this seem dumb or is this worth thinking some more on?

Sounds a bit like when I suggested a class inspired by Golden Sun!


I think you will find this thread interesting!
 

Sounds a bit like when I suggested a class inspired by Golden Sun!


I think you will find this thread interesting!
interesting I was going for something less fiddly myself but then again I was also going to have an elemental themed subclass.
trying to come up with unique mechanics any ideas?
 

Undrave

Hero
interesting I was going for something less fiddly myself but then again I was also going to have an elemental themed subclass.
trying to come up with unique mechanics any ideas?
If the theme of the subclass is that strong then it should start at level 1.

I think a list of benefit based on how many 'spirits' you have bonded to you is probably the best bet (some could include flat bonus, other access to cantrips or even spells).

And there should obviously be more generic class features...And there should be a benefit to 'turning off' the power. I suggested the Golden Sun bit because you can make 'unequipping' a spirit the cost for a powerful move. Maybe it replaces your spell slot? Having a certain number of spirits gives you access to spell of X level, but every time you use one, you 'unequip' a spirit, which made make you drop below the threshold for subsequent turns.
 

If the theme of the subclass is that strong then it should start at level 1.

I think a list of benefit based on how many 'spirits' you have bonded to you is probably the best bet (some could include flat bonus, other access to cantrips or even spells).

And there should obviously be more generic class features...And there should be a benefit to 'turning off' the power. I suggested the Golden Sun bit because you can make 'unequipping' a spirit the cost for a powerful move. Maybe it replaces your spell slot? Having a certain number of spirits gives you access to spell of X level, but every time you use one, you 'unequip' a spirit, which made make you drop below the threshold for subsequent turns.
I was going for something more permanent bond wise and with one spirit that grows with you as you level up but I think I have one of the abilities down. a more or less unleashing of the spirit used like a buffed up barbarian rage but you rarely have a lot of charges plus you have spell casting but never more than five per long rest even at 20.
I need something more common to use to set it apart.
 

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