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General Tabletop Discussion
*Dungeons & Dragons
Single-spell Caster & a Feat-based Class
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<blockquote data-quote="Phazonfish" data-source="post: 7114187" data-attributes="member: 6855766"><p>I read them over a couple more times, but don't have much more to add.</p><p>If it doesn't clash too much with the theme of the class, I would consider giving the Cynosure a couple of spells other than their specialized spell, to give them a little flexibility. Maybe just 2-3 cantrips & 2-3 1st level or above spells, not gaining more spells at higher levels, but able to retrain them when they level similar to sorcerers/bards/warlocks. A player who wants to play along with the theme could even choose spells that seem like extensions of their singular spell; for instance if your singular spell is wall of force, you could take Ottoluke's Resilient Sphere and Forcecage when you reach the appropriate levels, or if your singular spell is Mordenkainen's Private Sanctum, you could take Rope Trick, Leomund's Tiny Hut, and Mordenkainen's Magnificent Mansion as their non-singular spells (No, I'm not sure why you would take campsite spells as your specialty). I think the main reason to include such options is that if your singular spell is a utility spell, you don't want to feel useless in combat; maybe a picked a divination spell as my singular spell, so it would be nice to be able to still cast Firebolt in combat. I would consider making these side spells less efficient to use though, like giving them a higher spell charge cost. In the end, if you decide the class shouldn't have extra spells from the class, a character could still probably get by with spells from feats.</p><p></p><p>I do have a couple of questions though. What kind of builds did you anticipate players to make of the Protean?</p><p></p><p>Also, one option of Singular Power is "substitute spell concentration damage save DC to your Intelligence score or half the damage you take, whichever is higher." I'm afraid I don't understand what this means, could you explain it a different way?</p></blockquote><p></p>
[QUOTE="Phazonfish, post: 7114187, member: 6855766"] I read them over a couple more times, but don't have much more to add. If it doesn't clash too much with the theme of the class, I would consider giving the Cynosure a couple of spells other than their specialized spell, to give them a little flexibility. Maybe just 2-3 cantrips & 2-3 1st level or above spells, not gaining more spells at higher levels, but able to retrain them when they level similar to sorcerers/bards/warlocks. A player who wants to play along with the theme could even choose spells that seem like extensions of their singular spell; for instance if your singular spell is wall of force, you could take Ottoluke's Resilient Sphere and Forcecage when you reach the appropriate levels, or if your singular spell is Mordenkainen's Private Sanctum, you could take Rope Trick, Leomund's Tiny Hut, and Mordenkainen's Magnificent Mansion as their non-singular spells (No, I'm not sure why you would take campsite spells as your specialty). I think the main reason to include such options is that if your singular spell is a utility spell, you don't want to feel useless in combat; maybe a picked a divination spell as my singular spell, so it would be nice to be able to still cast Firebolt in combat. I would consider making these side spells less efficient to use though, like giving them a higher spell charge cost. In the end, if you decide the class shouldn't have extra spells from the class, a character could still probably get by with spells from feats. I do have a couple of questions though. What kind of builds did you anticipate players to make of the Protean? Also, one option of Singular Power is "substitute spell concentration damage save DC to your Intelligence score or half the damage you take, whichever is higher." I'm afraid I don't understand what this means, could you explain it a different way? [/QUOTE]
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