Olgar Shiverstone
Legend
Fix high level wizards: Kill them with fire? Nuke them from orbit? Play B/X?
Yes... unfortunately, they're split over multiple classes and not all of equal utility. Water's first damaging spell is at 3rd level (Tidal Wave), and then it has Summon Elemental, Watery Sphere, Maelstrom, Horrid Wilting, and Tsunami. Very end-loaded, and the top damage spell (Horrid Wilting, which sucks moisture from the body) is Arcane, while Tidal Wave and Tsunami are Druid. To make a water+cold caster you really have to cross the lists.neat! that's more than i'd suspect for some of them.
yeah, you can mitigate this somewhat with a decent subclass expanded spell list but that's not a perfect solution.Yes... unfortunately, they're split over multiple classes and not all of equal utility. Water's first damaging spell is at 3rd level (Tidal Wave), and then it has Summon Elemental, Watery Sphere, Maelstrom, Horrid Wilting, and Tsunami. Very end-loaded, and the top damage spell (Horrid Wilting, which sucks moisture from the body) is Arcane, while Tidal Wave and Tsunami are Druid. To make a water+cold caster you really have to cross the lists.
You could easily cobble together water spells.Yes... unfortunately, they're split over multiple classes and not all of equal utility. Water's first damaging spell is at 3rd level (Tidal Wave), and then it has Summon Elemental, Watery Sphere, Maelstrom, Horrid Wilting, and Tsunami. Very end-loaded, and the top damage spell (Horrid Wilting, which sucks moisture from the body) is Arcane, while Tidal Wave and Tsunami are Druid. To make a water+cold caster you really have to cross the lists.
Great entire post, snipped for what I think is a key point....
"Make EVERYTHING simpler" is a bad approach. "Make EVERYTHING complex" is a bad approach. "Demand complexity only for a purpose, and simplicity only when productive" is a good approach.
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yeah I liked that one too.Great entire post, snipped for what I think is a key point.
This is the kinda thought I like talking about at ENworld. I mean you are 100% correct. If you look at it that way.Strictly following the 5E paradigm of what subclasses are.
I don't have an Elementalist for my Arcana Evolved 4E Hack system (because it's not an original Arcana Evolved class), but I have other "subclasses". For example, Arcana Evolved Witches, who are quite different, there is a huge difference between an Iron Witch, a Mind Witch or a Sea Witch. In that system, class specialization can contain a much larger chunk of your class abilities. But only if it seems necessary for the theme of the class. The Warmain specializations mostly define role abilities (the class specialization cover the Defender, Leader and Striker roles), with most other abilities shared, but Witchery Manifestations between the Witch types are separated.
But 5E gives a class only a very few ribbons to switch out on specialization usually, and I think it's not enough for the differences Elementalists should have.
Kibblestasty has some great elemental spells.you have a point, but as far as themed casters go (subclass or otherwise), i would prefer if there was at least a decent baseline selection of thematic spells to exist before they create a subclass around that theme, because then the class features can actually build off and interact with those spells.
not to mention, more often than not, i don't think thematic features can support a themed subclass by themselves if the rest of the class can't provide the juice to back up the theme, how many of us have tried to create a (non-fire) draconic sorcerer and found there's not even enough proper spells of your element in your list to count on one hand? perhaps a slight exaggeration, but it doesn't feel good when my black dragon acid sorcerer is relying on fire and cold damage to fill out the holes in their offence, (sure i could be eating sorcerer points on transmute spell but i shouldn't have to be doing that and other classes don't get that luxury).