D&D 5E Z Rates the Gemini (EN5ider CLass)

Zardnaar

Legend
EN5ider has recently released 2 more classes the Gemini and Tinkerer. First up I thought I would review the Gemini and I will briefly discuss the criteria I use to review a class. Generally I look at its role I think the class is trying to be. This is generally.

Warrior
Skirmisher
Support
Artillery (control)

And I tend to compare it to classes that are similar. For example is it a 1/3rd, 1/2 or full caster is it designed to be on the front lines etc. For me the 1st 10 levels are the most important of which I look at the 1st 5 levels the most in regards to the classes power.

Roleplaying and how interesting a class is takes a back seat as its more subjective and there is someone out there who would enjoy the "Toast" class where you get to RP as bread. Mechanics are a lot more quantifiable. This doesn't mean a class needs to be designed as a combat wombat to score high marks but it needs to hold up against things like the Rogue, knowledge cleric,, bards etc if it is a skill based type class. FOr this review I will rate the class out of 5, 1 is something like the beastmaster Ranger or Elemental Monk, 5 is something like a Lore Bard, Paladin, or Diviner Wizard.

The Gemini (Reluctant Hero archetype).

Well what is a Gemini. My 1st impression on the name was WTF and I thought of twins and the star system. Turns out I was not to far wrong. A quick scan of the starting package of the class reveals things like a d10 hit dice, simple+finesse weapons, light armor+ shields. Basically I think we're looking at a warrior/skirmisher type and in this case it kind of screams fighter/rogue. It gets 3 skills vs a fighters 2 and a Rogues 4. Obvious thing to do is dex based and use a shield or dual wield.

No sneak attack dice and no second attack at level 5 raises some alarm bells at a quick glance, so I have to pay a bit of close attention to the class features. Level 1 and 2 features require some reading but at level 2 it gets a fighting style like the Ranger and Paladins.

At level 1 it gets the copycat ability, its basically an extra skill, tool or weapon proficiency that requires a minutes observation. Functionally this means you can pick up another skill matching the Rogues (no expertise though), or the longbow is another obvious pick up. Nifty ability I like it a lot. You pick up Gemini Balance which is a random effect after a long rest you get advantage on saves vs charmed or fear effects, and at level 2 Doublestones which is more or less magical short range cellphones. Copycat and the fighting style are the main abilities the other 2 more for fun I suppose. At level 3 you get an action surge, and first impression which is a random advantage on persuasion or insight checks vs a creature. Not a big fan of random abilities with perhaps the exception of the wildmage but once again action surge by itself is still great. Level 4 is an ASI.

So far we are really a variant skill based fighter with a few random abilities and slower access to action surge and a nifty copycat ability. And then you hit level 5. Level 5 is a major level for the Gemini and this is where the class sinks or swims. Basically instead of extra attacks you can create duplicates of yourself, who can then make attacks. You get a duplicate at level 2,11, and 20 mimicking the fighters extra attacks. The duplicates can also soak an attack for you but are then destroyed, that ability is also random. A major problem with this ability is its 1 minute duration and it takes a standard action to use. Combats in 5E tend to be short (2 and 3 rounds are more common than 4+ IMHO), and in effect you give up your attacks round one to enable multiple attacks on following rounds (compare with spiritual weapon as a bonus action). And your multiple attacks can be destroyed, its kind of like a mirror image effect that can attack. This seems awkward to use compared with both sneak attacks and the actual multiple attacks. You can use this ability a number of times equal to your charisma modifier and it recharges on a short or long rest.

Gemini balance also kicks in again at 5. Allies within 15 of you benefit form your 1st level Gemini Balance thing.

Level 6 and 7 you get upgrades to lower level abilities and at 7 an improved reaction ability where you can attack 2 different creatures using your reaction. Sentinel feat for a Gemini seems decent and it could help make up for the lack of multiple attacks reliable at 5th. level 8 is another ASI, you get a treat rolls lower than a 9 as a 9 (similar to Rogue ability), and at level 10 your Gemini balance thing kicks in again and you get a 2nd combat style.

At level 11 you can now start making opportunity attacks when opponents miss you. I think this is where the Gemini switches on and you get an extra ASI at level 12 as well so even a non human Gemini could have 20 dex+ feat. I said I would focus on the 1st ten levels or so, but you get to look forward to an AoE type attack, a clone ability, evasion, a mass (minor) clone ability and your capstone is you can take 2 reactions every round.
 
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The Gemini has 2 other subclasses the Atavist and Equalist. They get the generic Gemini abilities with different subclass abilities.

Atavist


The Atavist is my favourite subclass of the Gemini due to a lack of random abilities and because of the synergy with the base class IMHO.

Level 1 . Past Embodied. You gain proficiency with the history skill + can recall stuff in the last week. This means you can be proficient with 6 skills level 1 if you want.

Level 5. Double Dodge. use your reaction to halve damage.

Level 10. Temporalis. A short term time stop effect.

Level 15. Regressing Strike. You age a creature with hit more or less inflicting a -2 or -4 debuff. Its also a charisma save and refreshes on a long or short rest.

Level 20. Mortal Strike. You can age a creature to death. Otherwise similar to regressing strike in terms of how often you can use it. 20 charisma and you can use both abilities 5 times per short/long rest that is not to shabby.

Conclusion.

Overall an interesting class though the basic Gemini is only one archetype. Its basically a fighter/rogue without sneak built around multiple attacks that are limited in number and require activation. The class is a little bit MAD (dex, con and charisma) and my gut is you have a weak fighter here or a tough rogue. Would I play one? Probably not being honest but if I rolled some decent stats (2 16s a 14 after racial's) I think I could make it work with sentinel and/or green flame blade being very useful to bring your damage up a bit when your "twins" are not available. Level 1-4 its great, 5 and 6 a bit meh with potential of picking up around level 7 (opportunist)or 11 (counterattack). Its a viable Rogue replacement and has a bit more out of combat utility over a pure fighter while having several fighter abilities and can break 5E action economy system at reasonably low levels with multiple attacks of opportunity potentially at level 7. Between that and the AoO thing its damage should be competitive with a Rogue especially of the Gemini dual wields as you can get dex to damage with your off hand.

Overall this is an interesting class, its not quite my cup of tea but its one of the better designed EN5ider classes and looks like fun. I think I will be generous and give it a 3.5/5 rating and if you like charismatic, dexterous skill based characters this is the class for you (or my wife). The Gemini looks playable without being broken and has a few interesting tricks. It could probably be a fighter archetype however. I think I like it and will cover the other 2 archetypes below probably tomorrow. The good news is I like the other 2 archetypes more.

The two subclasses in the advanced Gemini article make the class a lot more interesting IMHO and I may roll one up this weekend in the event we need a Rogue type. My gut tells me the Gemini is a weak fighter replacement but can slot into the skirmisher role very well. If you like skills and a dexterity and charisma based class I recommend you check out the Gemini.
 
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Yea, it definitely feels like a fighter/rogue with some neat little tricks, which isn't a bad niche for newer classes to fill. Not as hard hitting as either, but still pretty strong and versatile.

I like the two balances (subclasses) in #213 better than the Reluctant Hero. The time based one is probably my favorite, since time based magic fits the duplicate theme so well and the mini time stop at 10th is a great trick.
 




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