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| #1StereotypicalStriderJul 06, 2015 18:12:27 | So, I decided to make a homebrew class. I think it is decent, and would like an opinion on everyone here regarding the feel of it, as well as how balanced it seems. This is, I think, the 5th version of the class since I created it, so I'm hoping it's almost completely done.
Here is the link to the pdf, no need to download: http://docdro.id/15tk3 Thank you for your time! |
| #2ElfcrusherJul 07, 2015 7:41:12 |
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| (Reply to #2)jaappleton |
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| #4StereotypicalStriderJul 07, 2015 10:27:54 | So, I didn't make it a half-caster or buff up the guides, because much like Sorcerer and Warlock, the guides are meant to be an accessory mechanic to spells and gameplay rather than the core mechanic, which is the full spellcasting.
I did, however, add a 3rd Archetype to it: the Warden, along with new spiritual guides for that archetype. I tried my best to balance it out as best I could. It is based around using totems in battle, similar to your modern day Shaman.
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| #5ElfcrusherJul 09, 2015 6:57:15 | I like the totems, and think they would appeal to WoW players in general. Maybe totem damage could scale with level, starting off at 1d4, and be usable as a bonus action? So it would basically replace holding a weapon in the off-hand.
I think I personally would be most interested in playing the class if it were half-caster and instead emphasized both spirit guides and totems for all sub-classes. Just to make it even more distinct from existing casting classes. Maybe there would be a way to combine the two, so that totems are to spirits (sort of) what rituals are to spells. I.e., each spirit could have an effect when bound to a totem.
But that's just me.
Either way, nice work. And I'm impressed that you wrote the whole thing out like a chapter from the PHB, instead of just providing a summary. |
| #6HebitsuikazaJul 09, 2015 8:25:11 | Okay, just running through it I will note the first thing that caught my eye that I think you should rethink.
Don't put multiweek recharges on abilities. All abilities should recharge after long rests at the maximum. If you feel the ability is too powerful, then you need to reduce the power of the ability-- not put on a recharge timer on it that may never recharge duing the entire campaign or may well recharge before the group undertakes another adventure all depending on factors that are out of your controll as a designer and posibly as a DM if you are running premade adventures.
After having a glance through, there don't seem to be any other abilities that tie into this or have similar super-long recharges-- so just tweak that one.
Also, where did you get the names for these spirit guides? Some look like reasonable names while others just look like you were trying to make up something that sounded ridiculous and was as unpronunciable as possible.
While it may take a little away from the inherent flavor of the class, I am thinking it would be better to do these like Cleric's gods-- basically give them a bland mechanical name and then give 3-4 examples based on various ancient real-world mythologies. Because surely Witch Doctors and Oracles aren't calling on the same guides using the same names, right? I would think the exact names of the guides would even change culture to culture. |