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What would you actually want from an arcane half-caster in 1D&D PHB?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8926191" data-attributes="member: 6704184"><p>Okay I wanna follow up on this before bed so I don’t forget. </p><p></p><p>But first, [USER=18]@Ruin Explorer[/USER] I want to apologize for my attitude previously. You queries came across as setting up an argument against the gish and any other arcane half-caster, and obviously that wasn’t the case. </p><p></p><p>That out of the way, the Anathemir. </p><p></p><p>Level 1: Implements of Goetic Invocation (choose one of three that becomes your primary ritual tool and Spellcasting focus, granting various benefits as you level. You master the other two later, but you’ll generally be focused on your primary for most of your carreer. Each gives one spell always prepared at each spell level up to 5th, that help sell the concept) </p><p></p><p><strong><em>tbh the actual archetypes might end up Paladin oath sized rather than warlock patron sized, because the tools and vestiges are just extremely juicy thematically and mechanically</em></strong></p><p></p><p>Also at 1, you get Warding Sigil (Unarmored defense Int) and pact magic (prepared spells with ritual casting, and unseen servant and find familiar as automatic freebies you can cast component free as an action once per long rest. Spellbook is called your Goetic Key. Could change to Hermetic Key. Think Greater Key of Solomon)</p><p></p><p>I cleaned up the wording of the Blade Implement. It allows you to make your attacks with your implement weapon as melee spell attacks, and doing so allows you to change the damage type to the damage type of a class cantrip you know. It’s made clear that this means that you are taking the attack actions, can benefit from dual wielding, threaten your space with your weapon, can take opportunity attacks, etc, and Once per round you can replace such an attack’s <em>damage</em> with the on-hit effects of one of your attack cantrips. </p><p></p><p>A good spell selection and a good set of attack cantrip options should make that really sing without being OP. </p><p></p><p>The Bell Implement makes you Abjuration and conjuration spells stronger by adding Int to concentration on them, and to ability checks made as part of resolving them, such as dispel magic, and you gain till the dead as a bonus cantrip. </p><p></p><p>The Bowl gives you a bonus spell slot 1/LR. That should be plenty at level one lol. </p><p></p><p>Level 2: Vestiges of Power. You get 1 free and one based on your level one implement choice. </p><p></p><p>Blade- level 2 you tie your implement to your warding Sigil, and while wielding it and no shield, you can manifest a shield of magical force that requires no free hand and lasts for 1 hour, PB/LR. I genuinely don’t know if that will be good enough to make a low level Anathemir survive combat, but we will see. </p><p>Level 5 you get extra attack</p><p>Other vestiges for blade include being able to do the cantrip-as-damage trick 1/turn, and ability to drain energy when attacking to either get THP, or something like that. </p><p></p><p>Bell: you forge or are given nine “gate keys” that are symbolically connected to the nine gates of The River (of death). Each key has a name, and can be “rung” like a bell, but has the appearance of a very finely crafted key. You master the first key, Tsemmael, which basically gives you 1 use of turn “anathema” ie undead, fiends, and aberrations. </p><p>Level 5 TBD</p><p></p><p>Bowl - probably an absorb elements type effect, maybe a spell eater effect? Maybe a divination thing!?</p><p>Level 5 TBD</p><p></p><p>LEVEL 3: Binding Seal (subclass) choice. </p><p></p><p>Spell selection is stuff like summoning spells, banishment, hard control like hold person, etc. very little blasting in leveled spells</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8926191, member: 6704184"] Okay I wanna follow up on this before bed so I don’t forget. But first, [USER=18]@Ruin Explorer[/USER] I want to apologize for my attitude previously. You queries came across as setting up an argument against the gish and any other arcane half-caster, and obviously that wasn’t the case. That out of the way, the Anathemir. Level 1: Implements of Goetic Invocation (choose one of three that becomes your primary ritual tool and Spellcasting focus, granting various benefits as you level. You master the other two later, but you’ll generally be focused on your primary for most of your carreer. Each gives one spell always prepared at each spell level up to 5th, that help sell the concept) [B][I]tbh the actual archetypes might end up Paladin oath sized rather than warlock patron sized, because the tools and vestiges are just extremely juicy thematically and mechanically[/I][/B] Also at 1, you get Warding Sigil (Unarmored defense Int) and pact magic (prepared spells with ritual casting, and unseen servant and find familiar as automatic freebies you can cast component free as an action once per long rest. Spellbook is called your Goetic Key. Could change to Hermetic Key. Think Greater Key of Solomon) I cleaned up the wording of the Blade Implement. It allows you to make your attacks with your implement weapon as melee spell attacks, and doing so allows you to change the damage type to the damage type of a class cantrip you know. It’s made clear that this means that you are taking the attack actions, can benefit from dual wielding, threaten your space with your weapon, can take opportunity attacks, etc, and Once per round you can replace such an attack’s [I]damage[/I] with the on-hit effects of one of your attack cantrips. A good spell selection and a good set of attack cantrip options should make that really sing without being OP. The Bell Implement makes you Abjuration and conjuration spells stronger by adding Int to concentration on them, and to ability checks made as part of resolving them, such as dispel magic, and you gain till the dead as a bonus cantrip. The Bowl gives you a bonus spell slot 1/LR. That should be plenty at level one lol. Level 2: Vestiges of Power. You get 1 free and one based on your level one implement choice. Blade- level 2 you tie your implement to your warding Sigil, and while wielding it and no shield, you can manifest a shield of magical force that requires no free hand and lasts for 1 hour, PB/LR. I genuinely don’t know if that will be good enough to make a low level Anathemir survive combat, but we will see. Level 5 you get extra attack Other vestiges for blade include being able to do the cantrip-as-damage trick 1/turn, and ability to drain energy when attacking to either get THP, or something like that. Bell: you forge or are given nine “gate keys” that are symbolically connected to the nine gates of The River (of death). Each key has a name, and can be “rung” like a bell, but has the appearance of a very finely crafted key. You master the first key, Tsemmael, which basically gives you 1 use of turn “anathema” ie undead, fiends, and aberrations. Level 5 TBD Bowl - probably an absorb elements type effect, maybe a spell eater effect? Maybe a divination thing!? Level 5 TBD LEVEL 3: Binding Seal (subclass) choice. Spell selection is stuff like summoning spells, banishment, hard control like hold person, etc. very little blasting in leveled spells [/QUOTE]
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What would you actually want from an arcane half-caster in 1D&D PHB?
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