doctorbadwolf
Heretic of The Seventh Circle
So, this thread has two purposes.
1) to identify what can be added to a new class that isn’t in the game right now, to make a balanced and satisfying Planeswalker, a la Magic The Gathering.
2) To identify what existing options can be used with only minor changes, like adding spells to a class’s list, to make a satisfying and balanced Planeswalker.
Now, an important question here will be; how much teleportation, and moving through planes, can a class be given at what levels?
I imagine is the answer will be more, and lower, if it’s a full class that can have this as a primary class ability.
So, to start, what are the existing Planeswalker spells?
Obviously, the summoning spells, and the teleportation spells. In DnD, plane hopping and teleportation are closely related thematically. Dimension door is a must.
In a new class, spell lists can live more in subclass than core class, and things like Counterspell and Fireball can be unique to the proper subclasses. In a new subclass for wizard, the focus would be adding spells from other classes to shore up summoning and dimension hopping.
For base class abilities and structure I’m thinking:
a Mana system rather than spell slots, or in addition to them. Careful not to run afoul of too much sorcerer overlap. Mana would instead do different things for different types of spells? Conjured creature can be mana boosted to gain extra traits, for instance, and Mana can be used to heal the caster as part of casting?
At level 5, you can hop into a different plane, 1/rest, and come back with some kind of benefit? Maybe 1/day you can spend a HD as part of a ritual to hop to another plane, spending time equal to 1 hour per creature taken with?
The class would have to be able to Planeswalk by level 7, at the latest, to be called a Planeswalker. I’d say by level 3 it needs something dramatic that speaks directly to walking the planes.
So, thoughts? Has anyone built one already?
1) to identify what can be added to a new class that isn’t in the game right now, to make a balanced and satisfying Planeswalker, a la Magic The Gathering.
2) To identify what existing options can be used with only minor changes, like adding spells to a class’s list, to make a satisfying and balanced Planeswalker.
Now, an important question here will be; how much teleportation, and moving through planes, can a class be given at what levels?
I imagine is the answer will be more, and lower, if it’s a full class that can have this as a primary class ability.
So, to start, what are the existing Planeswalker spells?
Obviously, the summoning spells, and the teleportation spells. In DnD, plane hopping and teleportation are closely related thematically. Dimension door is a must.
In a new class, spell lists can live more in subclass than core class, and things like Counterspell and Fireball can be unique to the proper subclasses. In a new subclass for wizard, the focus would be adding spells from other classes to shore up summoning and dimension hopping.
For base class abilities and structure I’m thinking:
a Mana system rather than spell slots, or in addition to them. Careful not to run afoul of too much sorcerer overlap. Mana would instead do different things for different types of spells? Conjured creature can be mana boosted to gain extra traits, for instance, and Mana can be used to heal the caster as part of casting?
At level 5, you can hop into a different plane, 1/rest, and come back with some kind of benefit? Maybe 1/day you can spend a HD as part of a ritual to hop to another plane, spending time equal to 1 hour per creature taken with?
The class would have to be able to Planeswalk by level 7, at the latest, to be called a Planeswalker. I’d say by level 3 it needs something dramatic that speaks directly to walking the planes.
So, thoughts? Has anyone built one already?