Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Theory of Class Design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8457948" data-attributes="member: 6790260"><p>Hmm. Let's use this with my Summoner class concept (which is still VERY much a work-in-progress).</p><p></p><p>What is my character concept? Well, it's in the name: Summoner. One who calls the aid of otherworldly beings.</p><p>What do you do? Battlefield control; subclass determines secondary role (tank-or-damage, support, skill expert)</p><p>How do you do it? Use other creatures (Cha), use arcane magic (Cha).</p><p>What stat do you use? Charisma primary. Subclasses set secondary stat (Con, Wis, or Dex).</p><p></p><p>I've been building it using the Warlock chassis. The pact-vs-patron split manifests as "astral sign" vs "planar bond."</p><p></p><p>The Summoner has formed a bond with an extraplanar being called a Visitant; when that being manifests in the world for the first time, begins to manifest traits reflecting its origin: currently Elemental, Celestial, or Umbral. These Planar Bonds do not make them actually the same as celestial or elemental beings of the material plane. Visitants are always eldritch creatures from Beyond, they just may demonstrate that they come from planes with certain affinities. Elemental entities can resemble actual elementals, or other creatures with strong elemental affiliations, like dragons or genies. Celestial ones may resemble a variety of overall "friendly" outsiders, but they have very alien views about existence and thus can sometimes be antagonistic due to misunderstandings. Umbral beings are the darkest parts, the stuff usually associated with undeath or the Far Realm.</p><p></p><p>Further, each Summoner chooses a particular arcane geometry of stars--an Astral Sign--that shapes the way they interact with their Visitant. Those who use the Sign of the Chimaera bring the Visitant's power into themselves, bonding with it and becoming greater than the sum of the parts. Those who follow the Sign of the Muses learn how to use their magic to enhance both their Visitant and their other allies. And those who follow the Sign of the Protean learn how to adapt to almost any situation, preserving the fluidity and adaptability of their Visitant.</p><p></p><p>The Summoner gets Evolutions instead of Invocations, but they function similarly. Some Evolutions have level requirements, or require a particular Astral Sign or Planar Bond. Frex, nes that improve weapon damage or survivability would require the Sign of the Chimaera, while an evolution that permits a "dragon breath" attack might require the Elemental Planar Bond.</p><p></p><p>As noted, being Warlock-based, it would have short-rest spell slots, and Esoteric Asterisms for casting one spell each of levels 6th-9th each day. The core focus of the class would be on intelligently leveraging the abilities of the Visitant; the Summoner alone is relatively weak, and the Visitant alone is fragile and relatively inflexible. Only together can they truly achieve greatness.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8457948, member: 6790260"] Hmm. Let's use this with my Summoner class concept (which is still VERY much a work-in-progress). What is my character concept? Well, it's in the name: Summoner. One who calls the aid of otherworldly beings. What do you do? Battlefield control; subclass determines secondary role (tank-or-damage, support, skill expert) How do you do it? Use other creatures (Cha), use arcane magic (Cha). What stat do you use? Charisma primary. Subclasses set secondary stat (Con, Wis, or Dex). I've been building it using the Warlock chassis. The pact-vs-patron split manifests as "astral sign" vs "planar bond." The Summoner has formed a bond with an extraplanar being called a Visitant; when that being manifests in the world for the first time, begins to manifest traits reflecting its origin: currently Elemental, Celestial, or Umbral. These Planar Bonds do not make them actually the same as celestial or elemental beings of the material plane. Visitants are always eldritch creatures from Beyond, they just may demonstrate that they come from planes with certain affinities. Elemental entities can resemble actual elementals, or other creatures with strong elemental affiliations, like dragons or genies. Celestial ones may resemble a variety of overall "friendly" outsiders, but they have very alien views about existence and thus can sometimes be antagonistic due to misunderstandings. Umbral beings are the darkest parts, the stuff usually associated with undeath or the Far Realm. Further, each Summoner chooses a particular arcane geometry of stars--an Astral Sign--that shapes the way they interact with their Visitant. Those who use the Sign of the Chimaera bring the Visitant's power into themselves, bonding with it and becoming greater than the sum of the parts. Those who follow the Sign of the Muses learn how to use their magic to enhance both their Visitant and their other allies. And those who follow the Sign of the Protean learn how to adapt to almost any situation, preserving the fluidity and adaptability of their Visitant. The Summoner gets Evolutions instead of Invocations, but they function similarly. Some Evolutions have level requirements, or require a particular Astral Sign or Planar Bond. Frex, nes that improve weapon damage or survivability would require the Sign of the Chimaera, while an evolution that permits a "dragon breath" attack might require the Elemental Planar Bond. As noted, being Warlock-based, it would have short-rest spell slots, and Esoteric Asterisms for casting one spell each of levels 6th-9th each day. The core focus of the class would be on intelligently leveraging the abilities of the Visitant; the Summoner alone is relatively weak, and the Visitant alone is fragile and relatively inflexible. Only together can they truly achieve greatness. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Theory of Class Design
Top