So first of all, welcome to the community! It’s been a bit since we’ve had a major 3rd party release, and I’m always happy to see more people getting into A5e. I’m excited to see everything you’re going to bring to the table!
Second, having looked over the Disciple briefly, I do think I have three major points of feedback, one of which has already been referenced:
1. Combat Maneuvers. I say this as someone who loves the savant class, which as you observed also doesn’t get maneuvers and was also ported over from O5e more directly than the other official classes. That being said, savants still get the option to have combat maneuvers, so if they miss out on that part of the game, it’s by player choice. Also, the savant’s appeal is as a skill monkey, whereas the Disciple is clearly combat oriented.
2. Social and Exploration play. To me, a hallmark of an A5e class is strong support for non-combat play built into the class. E.g. for the fighter, Steely Mein, Martial Lore, Reputation, and War’s Toll all ensure that the fighter has interesting social abilities, as well as getting five Soldiering Knacks over the course of their career, including one at 1st level. In contrast, the Disciple doesn’t seem to have any non-combat features aside from Mystic Senses, which are still pretty combat focused for the most part and are very few and far between. I just don’t see the Disciple getting to do much outside of a fight.
3. Maybe it’s just me, but I’m having a hard time conceptualizing what story this class is supposed to be telling, or coming up with an example of a fictional character who would be best represented this way. Maybe you can help me here; what tropes inspired this class, and what niche is it trying to fill?
Happy to give some feedback on questions!
In General, The Disciple is a class we've really enjoyed in O5E and we took as an opportunity to spread that to those who might find it interesting as well.
In general, the idea behind the Disciple is a wisdom-focused martial, similar in concept to what goes on in the Monk class, but with a harder focus on Wisdom, rather than Dexterity. Through the Sublime Disciplines system you slowly build up a bunch of interesting abilities that you're able to use quite often using Tempo, a resource you can get back quite easily by using a bonus action and dodging. Theres a ton of Sublime Disciplines to choose from, and as you level up, not only do you get access to new abilities from each one you have, you also get the opportunity to get even more, which leads to you crafting a character that can switch between these styles quite readily, especially as character development. Eventually getting access to up to 20 distinct abilities that can be used very readily. We're not quite sure what a theoretical version of this class would look like featuring Combat Maneuvers. Though we do know that it would take an extensive overhaul to do so. While that may be on the table for a future redesign, we believe that players will be more than satisfied in general with the expanse of abilities and options they get access too.
Our additions are admittedly not comprehensive, as this was
technically our first delve into content for A5E, having been delayed in approval. Our additions include the Mystic Senses, as well as some extra features around the 9/10th level from the original class, among others changes for balance purposes here and there.
Out of combat is definitely a weakness with The Disciple, which is something we'd like to consider changing in the future, though considering their kit in general, it can be hard to find where exactly to place such a thing without overloading the kit. We're very open to suggestions however.
In general in the terms of fictional characters, direct inspirations for the class include Irelia(League of Legends) and Byakuya Kuchiki(Bleach) with the Journey of the Collector Archetype, while other connections can be drawn to characters seen like the warriors from Ta Lo (Shang-Chi and the Legend of the 10 Rings), and Jedi/Sith(Star Wars) with the focus on superior perception and semi-magical abilities in conjunction with sacred fighting forms.
The story in general is of characters whose perception goes beyond that of the physical, utilizing magical energies non-traditionally to give them their edge in combat.