Homebrew Class Arcane Engineer

Post/Author/DateTimePost
#1

Frrankenstien

Mar 27, 2015 8:29:48

Arcane Engineer

Ok 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 

 

  • the concept is something like a battle mage that can unleash magical power threw his weapon attacks to destroy his foes and has an 'arcane beast' for assistance in battle that the character will biuld themself that will be bound to the player

(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-

  • level 1- Spellcasting, Weapon Bond
  • level 2- Arcane in Hand
  • level 3- ArcheType Choice
  • level 4- Ability Score Improvements
  • level 5- Extra attack improvement, 2nd level spell slots
  • level 6- ArcheType feature
  • level 7- War Magic
  • level 8- Ability Score Improvement
  • level 9- 3rd level spell slots
  • level 10- ArcheType Feature
  • level 11- Arcane in hand improvement
  • level 12- Ability Score Improvement
  • level 13- 4th level spell slots
  • level 14- Construct Insight
  • level 15- ArcheType Feature
  • level 16- Ability Score Improvement
  • level 17- 5th level spell slots
  • level 18- Improved War Magic
  • level 19- Ability Score Improvement
  • level 20- ArcheType Feature

Spell casting- (details not set in stone)

  • use intelligence for a spellcasting modifier and the wizard spell list for spells up to 5th level spells
  • using a modified version of the table the Ranger class uses for spell slots and number of spells known
  • using number of cantrips known from the warlock table
#2

Frrankenstien

Apr 07, 2015 8:28:59

Ability Run Down-

 

  • Arcane in hand- similar in function to the paladins divine smite releasing arcane (force) damage on weapon hits costing spell slots

(Add 1d8 to all listed bellow after Arcane in Hand Improvment at level 11)

  1. 2d8 force damage
  2. 2d8 + 1d8 force damage
  3. 2d8 + 2d8 force damage
  4. 2d8 + 3d8 force damage
  5. 2d8 + 4d8 force damage
  • War Magic- when you use your action to caste a cantrip you can make one weapon attack as a bonus action 

 

  •  Improved War Magic- when you use your action to caste a spell, you can make one weapon attack as a bonus action

 

  • weapon bond- use a ritual that creates a magical bond between yourself and one weapon. you perform the ritual over the course of 1 hour, which can be done during a short rest, the weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond

-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

 

  • Construct Insight-   

 

 

#3

Frrankenstien

Apr 07, 2015 8:30:25

Arcane Beast Master Archetype

 

  • +1 AC to natural armor
  • Has actions for beast counter part but not the natural biotic traits
  • does not breath or eat
  • level   6: Arcane Breath Attack - 3d6 arcane (force) damage in a 15 foot cone -drains lvl 1 spells slot from master
  • level 10: Spell Sharing Ability
  • level 15: Arcane Overdrive Ability - 2 times movement gains second action - drains lvl 3 spell slot from master
  • level 20: Arcane Pack Ability - split into 2 for one minute take actions as normal until the end indivdually
#4

Frrankenstien

Apr 07, 2015 8:15:26

Self Engineered Arcanist Archetype

  • Level 3: Implants- Spellcasting focuses that are fused into the flesh to enhance the body in battle by allowing magic to seep out into the implants and allow you to go into an arcane rage

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

 

 

  •  Level 6: Arcane Specailties- using excess energy fro your rages to create magical attacks 

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

 

 

  •  Level 10: Implanted Presense- while raging you can use your action to frighten someone with your presense

- 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.

 

  •  Level 15: Battle's Focus- when raging, enemies within 5 ft. of you attacking another target do so with disadvantage

               - 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

 

  • Level 20: Arcane Rage Master- 

- 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

 

 

 

 

#5

transcendantviewer

Mar 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.

#6

Frrankenstien

Mar 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

#7

transcendantviewer

Mar 27, 2015 9:47:57

I'll be looking forward to seeing what you come up with.

#8

Tempest_Stormwind

Mar 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:

transcendantviewer wrote:
(Reply to #8)

transcendantviewer

Tempest_Stormwind wrote:
#10

EmpactWB

Mar 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

EmpactWB wrote: