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New Classes for 5e. Is anything missing?
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<blockquote data-quote="CreamCloud0" data-source="post: 8522072" data-attributes="member: 7034710"><p>Something I'd personally like to see is a proper Swordmage class, Not the Bladelock's 'Caster with a magical weapon' or the Eldrich Knight's 'Fighter with some magic on the side' but a class that actually focuses on them using their melee weapon as their mechanism for channeling spells and using weapon strikes in place of a spell's regular to-hit conditions.</p><p></p><p>They'd be capable of enchanting their weapon strikes to deal their chosen types of any of the 6 elemental damage types as standard (so their mace would be doing 1D6+STR damage that is both of the bludgeoning and say, acid type) or imbuing a spell for the rest of their turn/the round/start of next turn? (casting/imbuing Ray of Sickness and every attack made until it ran out would functionally be like casting RoS on the target every time they made a weapon attack instead of regular weapon damage) but in exchange would functionally remove all their ranged casting capacity (not that they couldn't learn ranged spells just that as they'd be inflicted through weapon strike the range factor would be a moot point), They'd also get to pick a handfull of techniques similar to the Sorcerer's Metamagic or the Fighter's Maneuvers but with more magical effects.</p><p></p><p>I'd probably put them around a D10 Half-caster with Medium Armour, Simple Weapons plus Rapiers, Scimitars and Shortswords, Then have double pronged subclasss options a-la the Warlock's Pacts and Patrons:</p><p>One subclass choice would determine their Mental Ability Score for their casting each with expanded subclass spell lists specialising in different areas, The INT subclass might focus on the more damaginge spells, WIS gets illusions and debuffs whereas CHA might get more charm spells perhaps, The variable casting stat might not be essential but I think it'd be good for keeping open the potential character concepts/builds.</p><p>The other subclass would decide the melee side of their capabilities, A Mageknight that gets Heavy Armour and full Martial Weapon proficiencies, An Arcane Archer that can imbue spells into thrown and ranged weapons getting the Martial Ranged Weapon proficiencies and a third subclass that instead focuses more on their version of Metamagic/Maneuvers or like the Hunter-Ranger's battle techniques to hit more foes with their spell-empowered blade.</p><p></p><p>Unrelated but this is my first time posting here, Hello to everyone!</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8522072, member: 7034710"] Something I'd personally like to see is a proper Swordmage class, Not the Bladelock's 'Caster with a magical weapon' or the Eldrich Knight's 'Fighter with some magic on the side' but a class that actually focuses on them using their melee weapon as their mechanism for channeling spells and using weapon strikes in place of a spell's regular to-hit conditions. They'd be capable of enchanting their weapon strikes to deal their chosen types of any of the 6 elemental damage types as standard (so their mace would be doing 1D6+STR damage that is both of the bludgeoning and say, acid type) or imbuing a spell for the rest of their turn/the round/start of next turn? (casting/imbuing Ray of Sickness and every attack made until it ran out would functionally be like casting RoS on the target every time they made a weapon attack instead of regular weapon damage) but in exchange would functionally remove all their ranged casting capacity (not that they couldn't learn ranged spells just that as they'd be inflicted through weapon strike the range factor would be a moot point), They'd also get to pick a handfull of techniques similar to the Sorcerer's Metamagic or the Fighter's Maneuvers but with more magical effects. I'd probably put them around a D10 Half-caster with Medium Armour, Simple Weapons plus Rapiers, Scimitars and Shortswords, Then have double pronged subclasss options a-la the Warlock's Pacts and Patrons: One subclass choice would determine their Mental Ability Score for their casting each with expanded subclass spell lists specialising in different areas, The INT subclass might focus on the more damaginge spells, WIS gets illusions and debuffs whereas CHA might get more charm spells perhaps, The variable casting stat might not be essential but I think it'd be good for keeping open the potential character concepts/builds. The other subclass would decide the melee side of their capabilities, A Mageknight that gets Heavy Armour and full Martial Weapon proficiencies, An Arcane Archer that can imbue spells into thrown and ranged weapons getting the Martial Ranged Weapon proficiencies and a third subclass that instead focuses more on their version of Metamagic/Maneuvers or like the Hunter-Ranger's battle techniques to hit more foes with their spell-empowered blade. Unrelated but this is my first time posting here, Hello to everyone! [/QUOTE]
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