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New Class: The Magician, a low magic caster class
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<blockquote data-quote="Capn Charlie" data-source="post: 7013487" data-attributes="member: 16046"><p>Well, it makes more sense in the context of the setting. The magician is supposed to be kind of sinister thematically, but not inherently evil. If there had been stats for something like a lantern archon or some low end quasit level celestial I would have had that as an available familiar option, but opted for the quasit as a strict familiar upgrade (using the variant quasit familar rules in the MM) that make dealing with the vile little creatures troublesome and frustrating. </p><p></p><p>The necromancer, from 6th onward, can pass out piles of temp hp if they are killing people, and has a few healer type spells and abilities. One of my biggest concerns with running a gritty low magic game comes back to healing, so I don't want a lot of it running around, and there is a fair amount on some other classes. </p><p></p><p>[ATTACH]80711[/ATTACH]</p><p>[ATTACH]80712[/ATTACH]</p><p>[ATTACH]80713[/ATTACH]</p><p>[ATTACH]80714[/ATTACH]</p><p></p><p>The choice not to give the magician any divination relied mostly on the fact that it is the core focus of my godsman class, and I didn't want to step on toes. The conjuror still gets guidance and true strike, eventually getting the ability to cast either as a bonus action, I view this thematically as them having spirits whispering in their ears. </p><p></p><p>I am glad you like it, though, I feel like it is a furtherance of what the sorcerer class started with their sorcery points, just taken to an extreme with a full SP system. Honestly, most of my low magic classes I don't think could go toe to toe with traditional classes, but this one might be able to do it.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 7013487, member: 16046"] Well, it makes more sense in the context of the setting. The magician is supposed to be kind of sinister thematically, but not inherently evil. If there had been stats for something like a lantern archon or some low end quasit level celestial I would have had that as an available familiar option, but opted for the quasit as a strict familiar upgrade (using the variant quasit familar rules in the MM) that make dealing with the vile little creatures troublesome and frustrating. The necromancer, from 6th onward, can pass out piles of temp hp if they are killing people, and has a few healer type spells and abilities. One of my biggest concerns with running a gritty low magic game comes back to healing, so I don't want a lot of it running around, and there is a fair amount on some other classes. [ATTACH]80711._xfImport[/ATTACH] [ATTACH]80712._xfImport[/ATTACH] [ATTACH]80713._xfImport[/ATTACH] [ATTACH]80714._xfImport[/ATTACH] The choice not to give the magician any divination relied mostly on the fact that it is the core focus of my godsman class, and I didn't want to step on toes. The conjuror still gets guidance and true strike, eventually getting the ability to cast either as a bonus action, I view this thematically as them having spirits whispering in their ears. I am glad you like it, though, I feel like it is a furtherance of what the sorcerer class started with their sorcery points, just taken to an extreme with a full SP system. Honestly, most of my low magic classes I don't think could go toe to toe with traditional classes, but this one might be able to do it. [/QUOTE]
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New Class: The Magician, a low magic caster class
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