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| #1FrrankenstienMar 27, 2015 8:29:48 | Arcane EngineerOk so i have been working on this additional class that i plan to use at the end of the summer. obviously i want this class not to take away from the game but enrich the experience of play so let me know what you think about what im putting together
i will post the details of how the class works 'as of right now' consider it STILL IN DEVELOPMENT
(working list that is really just visually here for myself there are issues with when the class will get things when i'll work on it) Abilities List by Level-
Spell casting- (details not set in stone)
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| #2FrrankenstienApr 07, 2015 8:28:59 | Ability Run Down-
(Add 1d8 to all listed bellow after Arcane in Hand Improvment at level 11)
-once bonded to a weapon you cant be disarmed of that weapon unless you are incapacitated, if on the same plane of existance you can summon that weapon as a bonus action to your hand by teleportation of the weapon
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| #3FrrankenstienApr 07, 2015 8:30:25 | Arcane Beast Master Archetype
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| #4FrrankenstienApr 07, 2015 8:15:26 | Self Engineered Arcanist Archetype
Arcane Rage--Bonus action activation -One minute duration -Requires concentration to maintain effect - advantage to str. checks, +2 to melee damage, gain an unarmored defense bonus of adding Int. modifier to AC - gain a level of exhaustion after depleting number of uses -level 3- 2 times, level 6- 3 times, level 10- 4 times, level 15- 5 times, level 20- unlimited times
Arcane Charger- Using yourself as a force you charge at the enemy within 30 ft. that you can see, target makes a dex save on a fail taking 1d6 force damage and is knocked 5 ft. back prone you taking thier previous position
Arcane Shockwave- cause a shockwave next to the enemy within 30 ft. that you can see, dealing 1d6 force damage knocking them prone and 5ft in the direction of the blast on a failed dex save (think of the blast coming from one side of a 3d cube around the enemy if it helps picture it) enemies in the same 5 by 5 foot area as target is also effected
- one creature within 30 ft. that you can see, if the creature can see or hear you it must make a wis saving throw (8+prof. bonus+cha. mod.) or be frightened of you until the end of your next turn, can use actions on subsequent turns to extend the duration of the rage.
- creatures that cant see you or cant be frightened dont recieve disadvantage on attacks - creatures attacking another target with this same effect make them an exception to this effect as well
- unlimited arcane rages - arcane rages no longer ends early unless done so on purpose or knocked unconscious - arcane specailties can now be used once per turn while raging as a bonus action and will no cause the arcane rage to end - arcane rages can no longer cause you to gain levels of exhaustion - arcane rage no longer needs concentration to maintain
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| #5transcendantviewerMar 27, 2015 9:18:37 | You're going to need to break down exactly what these abilities are doing. What are the stats of this beast? Why is it getting multiattack while the owner of it is also getting an Extra Attack? What's with all the dead levels? If this class has dead levels, it means that the levels that are getting something are getting things that are leaps in strength instead of a gradual staircase. Reduce the power of these abilities, add more descriptive text for the features, and don't give too much or too little. Bottom line: compare them at every level with other classes. And when I say other classes, I mean all of them, every class specialization. Then account for races, feats and how they interact. This is exactly the reason why the DMG says that creating your own class from scratch is a bad idea. There's too much to account for and the balance is easily broken. |
| #6FrrankenstienMar 27, 2015 9:30:34 | well i came here for the Hard truth like that so thank you ill keep all of that in mind |
| #7transcendantviewerMar 27, 2015 9:47:57 | I'll be looking forward to seeing what you come up with. |
| #8Tempest_StormwindMar 27, 2015 10:34:46 | It takes a hell of a lot of work to design a new class, and designing the names of the abilities is the last step, most of the time. I'm seconding transcendantviewer - you're starting at the finish line and claiming what you've just run is a marathon.
I created something similar to what you describe (less overblown, mind you) with my take on the artificer (specifically, the Golemists' Guild subclass), and that's been under constant revision since it was first posted, with an almost obscene amount of math and statistical analysis going on behind the scenes.
One point in your defense:
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| (Reply to #8)transcendantviewer |
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| #10EmpactWBMar 27, 2015 16:52:16 | Wizards always get two new spells at every level, so I wouldn't say they don't get a little something at least. |
| (Reply to #10)transcendantviewer |
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