[Homebrew] Elemental Champion

Post/Author/DateTimePost
#1

HermanTheWize

May 06, 2015 11:08:43

Elemental Champion

Through being the "chosen one", either through birth or display of your skills, studying the way of elementals or complete accident; you have gained the powers of the elemental lords. As you continue to show your worthiness, you shall be rewarded by each plane in the form of power. You are a champion of the elements.

 

Hit Points

Hit Dice: 1d10 per elemental warrior level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: d10 (or 6) + your Constitution modifier per elemental warrior level after 1st

 

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor and Shields

Weapons: Simple weapons, Martial weapons

Tools: None

Saving Throws: Constitution, Intellect

Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Arcane, Perception, and Nature

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • two martial weapons or (b) a martial weapon and a shield
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) leather armor, longbow and 20 arrows or (b) Scalemail, or Chainmail, and 5 Javelins

 

Class Features:

Minor Elemental Magic – Level 1

You can now cast the following cantrips as a action:

  • Control Flame
  • Gust
  • Mold Earth
  • Shape Water

Elemental Knowledge - Level 1

You can speak, read and write Primordial and communicate with any form of elemental or a creature tied to the elemental planes. Additionally you may add double your proficiency bonus on all checks related to Elementals or Elemental Planes.

 

Fighting Style – Level 2

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 

Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.

 

Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 

Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Dueling - When you are wielding a melee weapon in one hand and no other w eapons, you gain a +2 bonus to damage rolls with that weapon.

 

 

Earth Elementals Fortitude – Level 3

The elemental plane of earth grants you its fortitude. You gain the following benefits:

  • Your push, pull, press and carrying capacity are increased by 50%.(Rounded up.)
  • For 10 minutes, activated as a bonus action, earth molds to your body to form armor that absorbs damage, except psychic damage, to a maximum of 5 x elemental warrior level. When the time runs out, or the damage maximum is is exceeded, the earth falls away and you take any damage past the maximum. You regain this after a short rest.

 

Ability Score Improvement – Level 4 (8, 10, 12, 14, 16, 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

Elemental Link - Level 5

You fuse your body with the essence of one of the elemental planes, gaining benefits listed below, as well as taking on a minor physical aspect of that element(Players Choice). The choices are Fire, Lightning and Air. You can choose another at levels 11, 18. 

 

Fire

  • You can now use your weapon(s) as a torch.
  • Your Weapon attacks deal an extra d8 fire damage.

Air

  • You now have the ability to jump 10 feet longer/higher than the distance you normally would by manipulating the air around you.
  • You can attack twice with your attack action.

Lightning

  • Your can summon your weapon(s) to your hand(s) at will.
  • Your weapon attacks deal an extra d8 lightining damage. 

 

Water Elementals Gift - Level 6

The water elementals have saw you fit to bless you with their essence. You gain the following abilties.

  • Your swim speed is equal to your walking movment rate.
  • You can now communicate with aquatic creatures.
  • You gain a bonus to all saving throws equal to your wisdom modifier.

 

Fire Elementals Rage – Level 7

You now can tap into your internal connection to the elemental plane of fire to suffuse your body with its power. You gain the following ability.

  • This fire elementals give you the ability to unleash your rage aginast the mortals of your world. As an action, you unleash a pillar of fire that orginates from a spot, within 50 feet of you, with a radius of 20 feet and a height of 40 feet. This pillar of flame deals 5d6 fire damage to all creatures in the radius, except you, or half if the creature make a dexterity saving throw equal to d8 + Wisdom Mod + Prof Mod. At level 10 the damage increases to 6d6, level 14 to 7d6 and level 18 to 8d6. You can use this ability once and regain it after a long rest. 
  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet, however this darkvision is unique in that you see in a spectrum of red.

 

Air Elementals Grace - Level 9

At level 9 you can use the air around you to improve your abilties by propelling your motions with gust of wind. You gain the following:

 

  • As a reaction you can reduce falling damage by half for you, or an allie if they are within 30 feet of you.
  • You can now cast the Haste spell once as an action on yourself for no component cost. You regain this ability once you take a short rest.

 

Lightning Elementals Speed - Level 13

You have learned to pull lightning into your body to minorly enchance your speed, and at a moments notices can greatly increase aspect by temporaily becoming lighting itself.

  • You are granted the ability to transform your body temporarily into lightning and teleport 30 feet (40 feet at level 17 and 50 feet at level 20)  as a bonus action. You can use this ability twice, regained after a short rest. 
  • Additionally your movement rate increases by 10 feet.
 
Elemental Shield - Level 15

If you, or a creature within 30' of you, is hit by fire, lighting, thunder or cold damage, you can use your reaction to give them resistance to that damage.

 

Conjure Elemental Guardian - Level 17

You have learned to bring forth elementals themselves to fight with you. As an action you can conjure one elemental of CR 5 or lower to fight with your for 1 hour. During that time the elemental recognizes you as a champion of the elements and will do exactly as you command and has its own turn. You regain this ability after a long rest.

 
Elemental Conduit - Level 20

At level 20 you can use a action to become a conduit of power for all of the elements for 1 hour, regained after a long rest. Your outward apperances greatly changes to reflect all of the elements that are surging through your body.  Each element gives you a diffrent set of benefits:

 

  • Earth Elemental -  As a bonus action, you can create a minor earthquake, centered on your location, with a 30 foot radius. Knocking all creatures prone if they fail a DC 8 + Wisdom Mod + Proficiency Bonus strength saving throw. That area is now considered dificult terrain.  This can be used once every five rounds.

 

  • Air Elemental -  You gain the ability to fly at 60 feet movement.

 

  • Fire Elemental -  If a creature is within 10 feet of you at the end of your turn, excluding allies, it takes d10 fire damage. This does not effect creatures with immunites to fire.

  • Water Elemental - You can now breath under water and swim at 60 feet movment.

Would like some feed back on the current state of this class.
  • Balance Issues
  • Typos
  • Help with class description.
#2

SterlingRat

May 06, 2015 11:38:36

You have front-loaded your extra damage and "weapons count as magical" functions. Making that available to anyone for a 2-level multiclass is OP... it's not even a spell, so it's basically a permanent "Divine Favor" that doesn't use concentration and a Level 6 Monk feature at level 1 & 2.

 

I would bring it to more of an Elemental Fighter... use a fighter base, but instead of battlemaster or champion features, give elemental features from the Monk's path of the elements. It's a lot more simple and less prone to errors

(Reply to #2)

HermanTheWize

SterlingRat wrote:
#4

durntaur

May 06, 2015 11:47:21

One of the things to consider when designing a homebrew class/subclass is to consider how it might be exploited through things like multiclass, that's all. Borrowing from other classes is a fun way to homebrew, but be careful not to poach all the good features. Compare to analogous classes/subclasses.

(Reply to #4)

HermanTheWize

durntaur wrote:
(Reply to #2)

HermanTheWize

SterlingRat wrote:
#7

SterlingRat

May 06, 2015 12:00:29

well... what about changing the function a bit. 

 

Replace

Elemental Weapon(s) – Level 1

At level 1 when you wield a weapon(s) you can grant that weapon(s) a enchantment of d4 damage of an element of your choosing, the element you choose can be changed once you take a long rest.  These elements include Fire, Thunder, Lighting, Cold and Acid. The damage increase to d6 at level 7, d8 at level 11 and d10 at level 17.

 

With

Elemental Touch – Level 1

As a bonus action, you can tap your internal connection to one of the elemental planes to suffuse your body with the chosen element (Fire, Thunder, Lighting, Cold and Acid). Until the start of your next turn, anyone coming into contact with you, hitting you with a melee attack or that gets hit by you with a melee attack, or casting a touch-ranged spell on you, takes d4 damage from the chosen element. The damage increase to d6 at level 7, d8 at level 11 and d10 at level 17.

 

in some ways, that's more powerful than a monk's bonus action attacks because it works when you get attacked, not just when you attack, and it can be inflicted multiple times without additional cost. It would also be inflicted when you take the Grapple or Shove action instead of attacking. In some ways it's not as powerful because it's elemental damage (more likely to be resisted) and doesn't include the stat bonus.

 
(Reply to #7)

HermanTheWize

SterlingRat wrote:
#9

HermanTheWize

May 06, 2015 12:16:42

Does anyone think I should take acid out of the equation? Feels less elementally to me, but if others think otherwise I'll leave it.

#10

MarineRaider

May 06, 2015 12:17:31

I want to play this class-nice job

(Reply to #10)

HermanTheWize

MarineRaider wrote:
(Reply to #9)

MarineRaider

HermanTheWize wrote:
(Reply to #8)

SterlingRat

HermanTheWize wrote:
#14

MarineRaider

May 06, 2015 12:22:19

Maybe for Fire ability it could be some kind of Elemental Rage.    Flavoring anyway- have to look into Fire elementals to find an appropriate effect

(Reply to #13)

HermanTheWize

SterlingRat wrote:
(Reply to #14)

HermanTheWize

MarineRaider wrote:
#17

MarineRaider

May 06, 2015 12:28:17

HermanTheWize wrote:
#18

MarineRaider

May 06, 2015 12:35:59

Just pulled this info

 

Elemental, Fire Large elemental, neutral Armor Class: 13 Hit Points: 102 (12d10 + 36) Speed: 50 ft Str Dex Con Int Wis Cha 10 (+0) 17 (+3) 16 (+3) 6 (­2) 10 (+0) 7 (­2) Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities: Fire, poison Condition Immunities: Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses: darkvision 60 ft, passive Perception 10 Languages: Ignan Challenge: 5 (1,800 XP)

 

Traits Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination: The elemental sheds bright light in a 30­foot radius and dim light in an additional 30 feet.

Water Susceptibility: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions Multiattack: The elemental makes two touch attacks.

Touch ­ Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

 

Can probably make the Rage out of the bolded areas  I kinda like the following:

 

Actions Multiattack: The elemental makes two touch attacks with the additional fire damage granted by the Fire Form

#19

HermanTheWize

May 06, 2015 12:32:25

Put in a tiny description, but going to make it more detailed soon. Want it to kind of be the players choice exactly how he got the powers, but give an idea of where they came from.

#20

HermanTheWize

May 06, 2015 12:45:20

@MarineRaider  Thanks for the description, using it  in my level 20 ability.

(Reply to #20)

MarineRaider

HermanTheWize wrote:
#22

HermanTheWize

May 06, 2015 13:20:01

@SterlingRat  Think I got it. Going to have it be similar to Barbarian Rage for duration and times you can do it a day.

 

If I use your idea for the level ability it may be one of the following two:

 

Fire Elementals Rage – Level 1

As a bonus action, you can tap into your internal connection to the elemental plane of fire to suffuse your body with its power. For 10 rounds, anyone coming into contact with you, hitting you with a melee attack or that gets hit by you with a melee attack, or casting a touch-ranged spell on you, takes d4 fire damage. The damage increase to d6 at level 7, d8 at level 11 and d10 at level 17. You can use this ability twice a day at level 1, 3 times a day at level 3, 4 times a day at level 6, 5 times a dat at level 12 and 6 times a day at level 17. At level 20 you can choose to turn this on indefinitely.

 

 

What is your thought on this? Think making it just fire balances it a little more.

 

 

Or may just keep it as this

 

 

Elemental Fury – Level 1

As a bonus action, you can tap into your internal connection to any of the elemental planes. For 10 rounds, anyone coming into contact with you, hitting you with a melee attack or that gets hit by you with a melee attack, or casting a touch-ranged spell on you, takes d4 elemental damage(Cold, Fire, Thunder, Lighting depending on what you choose.) The damage increase to d6 at level 7, d8 at level 11 and d10 at level 17. You can use this ability twice a day at level 1, 3 times a day at level 3, 4 times a day at level 6, 5 times a dat at level 12 and 6 times a day at level 17. At level 20 you can choose to turn this on indefinitely.

#23

HermanTheWize

May 06, 2015 13:19:22

@MarineRaider and @SterlingRat 

 

If I don't go with the level 1 ability being from the fire elemental. Do you have any ideas of what it could be and what level they get it?

 

Still need ideas for abilties at level 14, 17 and 18.

 

#24

HermanTheWize

May 06, 2015 13:31:07

What's left to Change / Add

 

  • Need abilties for level 14, 17 and 18.(Would like one of these the ability t osummon an elemental to temporaily fight with you.)
  • Need to figure out what water elemental form and lighting elemental form do from the level 20 ability.
#25

HermanTheWize

May 06, 2015 13:45:16

@SterlingRat Think I might use your level ability idea for the fire elemental ability instead of my level 1 ability.  I think with it only being d4, and the elemental burst being d8 weaker than the palladins smites, it is fine to leave it how it is. 

 

Instead I'm going to use it for this:

 

Fire Elementals Rage – Level X

As a bonus action, you can tap into your internal connection to the elemental plane of fire to suffuse your body with its power. For 5 rounds anyone within 10 feet of you at the end of your turn or hits you with a melee attack(Including touch-spells) takes Yd10 fire damage(Scales with higher levels).

 

Got levels 14, 17 and 18 to give this abilty to. Or could give it at a diffrent level and switch abilties somewhere else. Seems like a better ability to give to a lower level.

 

 

Edit: I'll be back on later tonight for edits, thanks for the help so far.

#26

HermanTheWize

May 06, 2015 13:50:55

One Last Post. Might move Elemental Knowledge to level 1 or 2. And input the fire elemental ability at level 7.

(Reply to #25)

MarineRaider

HermanTheWize wrote:
#28

HermanTheWize

May 07, 2015 6:00:08

Need a few flavor ability ideas to give to this class. 

 

Anyone got any ideas?

#29

HermanTheWize

May 07, 2015 6:28:55

Think I might allow Medium Armor and change Earth Elementals to put less favor in dextarity users hands.

 

Would balance a little more toward strength Elemental Warriors, so people don't feel forced to choose dex.

 

 

Would change:

 

Earth Elementals Armor

 

The elemental plane of earth grants you its defense at your will. Rock animates around you and covers your body, or armor if wearing any, and gives you the following benefits.

  • Your AC = 13 + Dex mod.

  • DR 3 to piercing, slashing and bludgeoning damage.

 

To:

 

Earth Elementals Armor

 

The elemental plane of earth grants you its defense at your will. Rock animates around you and covers your body, or armor if wearing any, and gives you the following benefits.

  • +1 AC
  • DR 3 to piercing, slashing and bludgeoning damage.

 

Anyone got any flavor ideas for what earth elemental could grant?(Might also take out the +1 AC, could be to strong, and replace with the new flavor idea)

 

 

 

#30

HermanTheWize

May 07, 2015 6:58:32

Everything I need help with, or opinions on, or want to add or cahnge are at the bottom of my orginal post. Please look through those sections before commenting on issues(I know there are many still >.<)

 

Thanks for all the help so far!!!! 

#31

mellored

May 07, 2015 7:25:05

I would use the paladin as a base.  1/2 caster.

 

 

1: Elemental cantrips (gust, control flame, shape water, mold earth).

2: Fighting style, spellcasting, elemental smite (on-hit, spend a level 1 slot for +2d6 elemental damage)

3: Sub-class: channel elements, 1/short rest you can channel an element (earth = DR, fire = damage, air = invisibility, water = HP)

4: asi

5: extra attack

6: aura of elemental resistance 10'

7:  sub-class feature.

8: asi

9: - (3rd level spell)

10: ???

11: improved elemental smite.  1d8 damage, you can switch types as an action.

12: asi

13: - (4th level spells)

14: elemental canceling.  (You can use your action to end 1 elemental effect)

15: sug-class

16: asi

17: - (5th level spell)

18: aura improvment.

19: asi

20: sub-class

 

Then fill up their spell list with appropriate spells, (helish rebuke, earth shock, searing smite,  thunderous smite), and your set.

(Reply to #31)

HermanTheWize

mellored wrote:
#33

mellored

May 07, 2015 7:41:03

I'd still replace the bonus damage at 1, with the 4 elemental cantrips.

#34

HermanTheWize

May 07, 2015 7:42:15

Just made a few big changes.

 

  • Nerfed Earth Elemental Armor by replacing the AC bonus with Flavor ability.
  • Changed Elemental Burst to Elemental Fusion to give a more using all the elements feel to the class.
(Reply to #33)

HermanTheWize

mellored wrote:
#36

MarineRaider

May 07, 2015 7:48:25

Fire Elementals Rage – Level X

 

As a bonus action, you can tap into your internal connection to the elemental plane of fire to suffuse your body with its power. For 5 rounds anyone within 10 feet of you at the end of your turn or hits you with a melee attack(Including touch-spells) takes Yd10 fire damage(Scales with higher levels). Abilty is regained after a long rest.

  • Could be changed to a 1 round AOE burst.
  • Need a flavor abilty with this, like being able to light/extinguish fires at will.

Being able to light fire and extinguish fires is useful....The AOE burst could play into that.  Something like you draw power from the plane and draw in all fires in the vicinity to produce the burst damage...would be great if you could target the burst (maybe at higher levels) but at first it is just a fiery explosion that engulfs something like close burst 5

#37

HermanTheWize

May 07, 2015 7:49:14

@Mellored Wasn't trying to downplay your first response, that would be a pretty simple and effective way of going about it. That was a very detailed so I want you to know I appreciate the help.

(Reply to #36)

HermanTheWize

MarineRaider wrote:
#39

MarineRaider

May 07, 2015 8:03:20

HermanTheWize wrote:
(Reply to #39)

HermanTheWize

MarineRaider wrote:
(Reply to #40)

MarineRaider

HermanTheWize wrote:
#42

HermanTheWize

May 07, 2015 8:11:59

@MarineRaider Thanks for the continual feedback though. It does help. 

#43

mellored

May 07, 2015 8:15:30

I kinda feel you should have something like...

 

fire: you deal extra damage equal to your Str mod

earth: You get DR equal to your Con mod.

air: You have fly speed equal to 5' * your Dex mod.

cold: you get str, con, and dex saves equal to your Int mod.

lighting: you gain a bonus to initive equal to your Wis mod.

water: gain a bonus to int, wis, and cha saves equal to your Cha mod.

(Reply to #43)

HermanTheWize

mellored wrote:
(Reply to #42)

MarineRaider

HermanTheWize wrote:
(Reply to #43)

HermanTheWize

 

 

At each of the levels you get the certain elemental ability, I also give 1 flavor ability.

 

Earth - Bonus 25% Push, Pull, Press and Carry capacity.

Fire - Ability to extinguish/light flames

Air - Jump double distance.

LightingStill need one

 

Need help on the lighting one.

(Reply to #46)

MarineRaider

HermanTheWize wrote:
(Reply to #47)

HermanTheWize

MarineRaider wrote:
(Reply to #48)

MarineRaider

HermanTheWize wrote:
#50

AaronOfBarbaria

May 07, 2015 10:27:08

Herman, you PMed me and asked me to come give this a read, so I have done so.

 

I must appologize, however, that I can't help you work out the balance - hopefully these other posters are able to - because I don't see a need for a new class in this theme that can already be handled numerous ways within the existing classes and mutli-class rules (eldtritch knight or multi-class fighter/sorcerer or even a druid being what I would use) so my commentary shouldn't be considered.

(Reply to #50)

HermanTheWize

AaronOfBarbaria wrote:
#52

HermanTheWize

May 07, 2015 11:03:28

@Mellored  I want your opinion on this idea/possible change.

 

 

Switch my level 1 ability, Elemental Weapon for the cantrips you recommended.

 

And at level 3 replace the elemental fusion with a better version of of the elemental weapon.

 

The Level 3 abilty is as follows.

 

Elemental Fusion - Level 3

Choose one of the the 4 following elements (Fire, Lighting, Thunder or Cold) and your weapon attacks deal an additonal d4 elemental damage of the element you chose. In addition to the damage your weapon gains the following property, depending on what element you chose. After a long rest you can change your choice(s).

 

Fire -  You can use your weapon as a torch.

Lighting - You can summon your weapon to your hand.

Thunder - Objects take an additional 5 damage on hit.

Cold -  

 

At level 6, 11, 17 you can imbue your weapon with an additional element, giving an additional d4 elemental damage and its property listed above.

 
#53

mellored

May 07, 2015 10:58:17

I assume you want utility?

 

Lighting - you can summon the weapon to your hand as a bonus action

Thunder - objects take 5 extra damage.

Cold - as an action, you can freeze a 5' block water, lava, or other liquids making it solid enough to support your weight, this last for 1 minute.

(Reply to #53)

HermanTheWize

mellored wrote:
(Reply to #53)

HermanTheWize

mellored wrote:
#56

mellored

May 07, 2015 11:13:36

Cold: You can touch food with your weapon to freeze it.  This prevents spoilage and let's it last indefinatly.

(Reply to #56)

HermanTheWize

mellored wrote:
#58

HermanTheWize

May 07, 2015 12:42:58

Placing some importants on intellegents. Hopeful will balance the class out a little, and give a little more flavor.

#59

HermanTheWize

May 07, 2015 13:35:16

Thinking Of Changing the Level 20 ability to give you aspects of all the elements.

 

 

#60

HermanTheWize

May 07, 2015 14:03:36
Elemental Conduit - Level 20

At level 20 you can use a action to become a conduit of power for two elements of your choice for 1 hour. When in this form you have complete control over these elements and can prevent your allies from being harmed from any of your abilties. Each element gives you a diffrent set of benefits. In addition to gaining +4 Strength or +4 Dexterity, you gain the following benefits from the two elements you chose:

 

  • Earth Elemental - You gain +4 to your consitution score and +2 to your AC. Additional you can earth glide(you can move through earth at your normal speed leaving no trail behind you.) and your push, pull, press and carrying capacity is doubled.

 

  • Air Elemental -   You also gain resistance to all non magical damage and gain the ability to fly at 60 feet movement. You can momentarily turn into air and move through a space as narrow as 1 inch wide without squeezing.

 

  • Fire Elemental -  If a creature that touches you,with a melee attack or touch attack within 10 feet of you it takes d10 fire damage. In addition, you can enter a hostile creature’s space and stop there. The first time you enter a creature’s space on a turn, that creature takes d10 fire damage and catches fire; until someone takes an action to put out the fire, the creature takes d10 fire damage at the start of each of its turns.  You also shed bright light in a 30­ foot radius and dim light in an additional 30 feet.

  • Water Elemental - You control water up to 60 feet around you. If there is sufficent water around you, as a bonus action you can fill up to 9 5x5x5 foot cubes with water. Alternatly you can remove water from 9, 5ft x 5 ft x 5 ft, cubes; leaving them empty normal creatures able to pass through. Each turn as a bonus action you can change these cubes.

  • Lighting Elemental - As a bonus action, you can erupt thunder from yourself in a 20 foot radius. Knocking all creatures prone if they fail a DC 8 + Int Mod. + Proficency Bonus strength saving throw.

​Any thoughts on this?

(Reply to #60)

MarineRaider

HermanTheWize wrote:
(Reply to #61)

HermanTheWize

MarineRaider wrote:
(Reply to #62)

MarineRaider

HermanTheWize wrote:
#64

WizardV

May 07, 2015 14:50:16

I don't like the design of different elementals kicking in at different levels. I would write this more the way of the barbarian. Instead of a totem you pick an element, match each level the totem with abilities for the element instead of animal. You can give the magic weapon at 6 (standard), a d4 damage of their element type each time the barbarian gets brutal critical. This gives the same 3d4 at the end but it's rear loaded to 9 13 17. If I want to be a water genasi and play this I don't want to wait until level 11 to feel thematic. As it is it just feels too misc to me. Every class establishes a theme in the first three levels and then expand it.

 

The basic idea is to focus the class around some replacement for rage and primal path.

Rage, becomes a modified form of elemental conduit. Provides options by type.

Primal Path, select an element and gain additional features of that element instead of animals.

 

#65

AndrewJO

May 07, 2015 17:05:24
It looks to me like you took a Nature Domain Cleric, made him a martial class, buffed his existing abilities, then threw in some monk abilities. This build seems extremely unbalanced. It grants resistance to elements (a 6th level nature cleric feat that requires the use of a reaction), all weapons count as magical (a monk feat, though only for unarmed strikes), free DR 1-5 (DR 3 while wearing heavy are is a feat you can gain by spending an ability score increase), 4d4 elemental damage on all attacks (level 14 cleric gives 2d8, your feat is just that with varied damage and other effects), +4 to 2 different abilities at lvl 20 (a very powerful feat taken from barbarians), a 5-25 ft increase in movement speed (monk speed is +30 unarmored). That's only some off the balance issues with this class. It's fine if you are playing a solo game and want that player to feel uber powerful, but if you have any other martial classes in the party they're going to feel week compared to this class.
(Reply to #64)

HermanTheWize

WizardV wrote:
(Reply to #65)

HermanTheWize

AndrewJO wrote:
#68

daspian

May 08, 2015 0:48:00

honestly without sounding completely harsh this is extremely unbalanced, i would suggest taking a look at other official PHB classes and tweaking existing ones in favor for your own, some of these are not just unbalanced but ridiculously so. it's late, but i can take a look at it tomorrow to try and help.... however like AaronofBarbaria said, what you have in mind can pretty much be accomplished by flavoring an existing class or through multi-classing... however i know you want something a bit fresh and new so i would suggest a compromise.... take an existing class and just add a new class archetype... like maybe take the fighter and add the following as an example:

 

 

 

"Elemental Soldier"

where as an eldritch knight draws on the weave, you draw your strength from one or more  of the elemental planes, either due to a strange connection to them, training from an elemental being or perhaps somehow being transported to these planes and discovering something there that empowered you, whatever th case, you have been imbued with the rage of fire, the resilience of the earth, the swiftness of the air, and the might of the ocean.

 

instead of making an ENTIRE new class, i'd be a lot more simplet to just make a new archetype, and would help with the balancing issues you are facing as it seems one of the main issues right off the bat is that you have so many ideas in your head that you're trying to cram it into this class, but the thing you need to do is find what is the most essential raw theme of this class, and scrap some of those ideas, and keep the ones tht embody the flavor of this archetype (or class if you insist on it).

for a bit of help i would point out the following themes for your abilities to adhere to, and scrap powers that don't embody these criteria.

 

 

1.) it seems you are attached to the idea of shifting elements and gaining different passive effects as well as other abilities so i would roll with the following idea for a feature:

2.) it also seems you are eager to have the ability to summon actual elemental beings, however you must be careful with this as they are quite strong

3.) the biggest problem i noticed is your issue with just giving to many bonuses/ damage increase/ resistance/ and suffice to say making no reason to play anything except this class =P , i'd repeat what i said and focus on a theme but let's hone in on specifically what "role" do you want.... do you want to the Elemental Soldier to be offensive, or Defensive? from what my view it seems you want it to shift based on the attunement which can easily work and sounds cool.... so we'll do the following.

Fire: Pure Offensive

Earth: Pure Defensive (of course)

Air: Half Offensive and mobility

Water: Half Defensive and Utility

 

3rd level: As an action, you can attune yourself to one of the elemental planes, gaining certain passive effects as well as gaining access to some different spells and cantrips based on said attunement, the connection to the elemenetal plane lasts for 1 hour or until you end it as a bonus action. you can only attune X number of days per day, where X is equal to your Int or Str, or Con mod, depending on how you want to build this archetype, either like a straight up eldritch knight copy, or perhaps a tanky caster, or a full-on brute. at level X, this increases to 1 + chosen mod, and at level X it increases to 2 + chosen mod. you regain your ability to attune after expending a long rest.

 

3rd level: Elemental Blessing

depending on your currently attuned state, you gain the following abilities and access to certain spells and cantrips. you may cast these spells without the need of material components or spell slots, however you may only cast them a number of times per day within that attuned state, unless you refresh the connection to your attunement by expending an attunement charge.

 

if you like my idea and want me to  continue helping, i will start a google doc and throw some of my ideas, however it's getting late, and this post is getting rather long... so i'll end it here.

#69

HermanTheWize

May 08, 2015 6:34:35

Jsut want to make this clear to everyone, I understand this class may be unblanced currently, but instead of just saying that me to just make it an archetype (which I do like that Idea of it being a fighter archetype, and may make a follow post about or include it in a seperate section below the class) or use another class in some way(which is a good idea as well, but I'm stubborn and want to make this work). I want you to know I'm trying to make it, its own class. I probably will not make seperate archetypes for it, well not right away atleast.

 

These are all good ideas and I do appreciate the input. (I'm being serious, there are tons of cool ideas you guys are giving.)

 

The point is, don't say it's unblanced and tell me to tear it down, help me balance it. Tell me something like, Ability X should probably be moved to level B Or ability Y is just straight unfixable due to T, so how about this ability instead. Or Ability C has J damage, how about J-1 damage.

 

This is still early on, so there's going to be issues. Help Me Please 

 

 

BTW still need help with more flavor options!  Need flavor abilities for level 10, 14 and 18.

#70

HermanTheWize

May 08, 2015 6:46:38

Possibly a fix for when I every put in the summon elemental, if I do is. I can just use the conjure elemental spell. And it give it to the appropriate level. Probably only once per long rest.

 

 

Edit: Thinking about reworking the fightings styles to give a little more falvor. Possibly something like what Mellored proposed earlier.

#71

HermanTheWize

May 08, 2015 7:00:57

Just did a bit of rebalancing. Hoepfully what I changed will satiate peoples thirst for the nerf bat >.<. 

 

 

 

 

The changes were needed though.

#72

AndrewJO

May 08, 2015 9:13:34
I still think the changes you made aren't enough. This class has too many passive bonuses to offense, defense, and mobility, with very little resource management. At level 20 you've got DR 3 to piercing,bludgeoning, and slashing damage, resistance to fire, cold, thunder, lightning, and nonmagical damage, 1d4 fire, cold, thunder, and lightning damage on weapon attacks, and an increase in movement speed by 20 ft. The little resource management you do have revolves around very powerful abilities like being able to blast everyone around you for 7d8 fire damage, or casting haste once per short rest. I know you said you don't want to hear that you should just do a custom archetype for an existing class, but that might be your best option. If you're determined to keep this as it's own separate class, I'd start by looking at the tempest cleric, nature cleric, and elemental monk, then modify the classes until they fit your vision. Don't let your class outshine any other class in what that class is good at. For example, cleric gets 2d8 divine strike, but only one attack, while your class gets 4d4 elemental attack and 2 attacks. A monk gets +30 ft of movement while unarmored, while your class gains +20 ft of movement wearing whatever armor it wants.
(Reply to #43)

HermanTheWize

mellored wrote:
(Reply to #72)

HermanTheWize

AndrewJO wrote:
#75

HermanTheWize

May 08, 2015 9:27:10

Also beating the class to death with the nerf bat now, well beating it to balanced, since I almost have all the abilties filled out.

#76

HermanTheWize

May 08, 2015 9:57:30

Props to Mellored for coming up with this idea, but still need help.

 

Changing the current elemental fusion with this.

 

Elemental Fusion - Level 3

You fuse your body with one element of your choice (Also at level 10, 14, 18)

 

Fire

  • Your Weapon attacks deal an extra d4 fire damage
  • You can now use your weapon(s) as a torch.

Earth

  •  

Air

  •  
  •  

Cold

  •  
  • You can now touch food to freeze it, having it last indefinatly.

Lighting

  • You gain a bonus to initive equal to your Wis mod
  • You can summon your weapon(s) to your hand at will.

Water           

  •  
  • You can produce a gallon of water a day.

 

Need Help with ideas. They don't all have to be offensive. Earth will definatly be defensive. May also not need 6 choices.

 

 

 

#77

HermanTheWize

May 08, 2015 9:54:49
Earth Elementals Armor – Level 3

The elemental plane of earth grants you its defense at your will. Rock animates around you and covers your body, or armor if wearing any, and gives you the following benefits.

 

  • DR 3 to piercing, slashing and bludgeoning damage.
  • Your Push, Pull, Press and Carrying Capacity are incread by 50%(Rounded Up) and advantage on checks using strength.

 

People are saying the DR 3 could be to strong.Would like some input on what to change this to.

 

(Reply to #77)

MarineRaider

HermanTheWize wrote:
(Reply to #78)

HermanTheWize

MarineRaider wrote:
(Reply to #76)

MarineRaider

HermanTheWize wrote:
#81

HermanTheWize

May 08, 2015 10:34:12

Using Part of yours MarineRaider, but working in some other stuff.

 

Elemental Fusion - Level 3(Work in Progress)

You fuse your body with one element of your choice. The choices are Fire, Earth, Air, Cold, Lighting and water. You can choose another at levels 6, 10, 14, 18.

 

Fire

  • Your Weapon attacks deal an extra d4 fire damage
  • You can now use your weapon(s) as a torch.

Earth

  • Gain DR equal to your 1/2 your con mod rounded up.(Minimum 1)
  •  

Cold

  • You gain bonus to Dexterity and Charisma saving throws equal to 1/2 your wisdom mod rounded up.(Minimum 1)
  • You can now touch food to freeze it, having it last indefinatly.

Lighting

  • You gain a bonus to initive equal to your wisdom mod.(Minimum 1)
  • You can summon your weapon(s) to your hand at will.

Water           

  • You gain bonus to Wisdom and Intelligence saving throws equal to 1/2 your wisdom mod rounded up.(Minimum 1)
  • You can now communicate with fish.

 

Need earth utility

#82

HermanTheWize

May 08, 2015 11:13:31

Major Change:

 

Took out the level 6 ability that gives you resistance to fire, thunder, lighting and cold damage.

 

Moved earth elementals armor to level 6.

 

Still reworking the level 3 Elemental fusion ability.

 

 

Mostly need help reworking Earth Elementals Armor and the Elemental Fusion Earth aspect.

#83

HermanTheWize

May 08, 2015 14:04:02
Elemental Fusion - Level 3

You fuse your body with one element of your choice. The choices are Fire, Earth, Air, Cold, Lighting and water. You can choose another at levels 8, 12, 14, 18.

 

Fire

  • Your Weapon attacks deal an extra d4 fire damage
  • You can now use your weapon(s) as a torch.

Earth

  • You gain a +1 bonus to your AC.
  • Your Push, Pull, Press and Carrying Capacity are incread by 25%(Rounded Up).

Cold

  • You gain +2 bonus to consitution, dexterity and charisma saving throws.
  • You can now touch food to freeze it, having it last indefinatly.

Lightining

  • Your Weapon attacks deal an extra d4 lightining damage.
  • You can summon your weapon(s) to your hand at will.

Water           

  • You gain +2 bonus to Strength, Wisdom and Intelegence saving throws.
  • You can now communicate with fish.

Need helping balacing each feature so that one doesn't feel much stronger than the others.

#84

Marandahir

May 08, 2015 21:16:31

I'm surprised you removed Defense and Duellist Fighting Styles.

While I was going to advocate cutting down on the fighting styles, those two are the "anything goes" styles. Defense at least. Duellist IS shared amongst Fighter, Ranger, and Paladin, but open-off-handed fighting may not be everyone's cup of tea.

It may be, however, that you're going for a character who NEVER has a hand free (Hence, Archery, Two-handed, or Two-Weapon). I would add Defense back in, but keep Duellist out in that case. Not sure about Mariner. Would thematically fit with your class, but not if you're going for a guy who never has a free hand.

#85

daspian

May 08, 2015 23:37:01

my first post i mean't no disrespect and was simply trying to offer a suggestion, as creating a Fighter Archetpye for this idea of yours would be the easier alternative, and also one that would make it easier to balance as well, and also fit more., if i didn't intend to help you with your plan i would by no means be posting here =P

if you insist on making it a seperate class... i know you are dead set in your own version, however i took your version and tweaked it a bit (alot), and created a google doc below, i took bits'n'pieces of your Elemental Warrior, the Eldritch Knight, and the Warlock.

 

one of the balancing issues i saw off the bat was you have to many abilities going on and to many options, however i knew you would probably want to keep this and are struggling to find some way to balance this... which is why i came up with the idea of entering an "elemental state" where you attune to one of the elemental planes for 1 hour, and gain certain abilities/effects during that time, at higher levels you gain more stuff, can cast certian spells while in that attunement state, and at 20th level eventually can enter that state at-will/unlimited times....

 

however this method provides an easier way to justify you having so many of these special abilities and features and not ... excuse my french here.... **** over and make every class obsolete lol, it's extremely reasonable as many other classes have similar abilities, or it's been done before in past editions.

 

anyways... take a look at it, see if you like it... if not... just take ideas from it... if not, well sorry i can't help ya dude =S

 

Elemental Soldier

 

i should note, that even some of this needs tweaking still, however, it is definitely a better launching point for you to work from and definitely playable/balanced for immediate play-testing, without immediate game-breaking things.

(Reply to #84)

HermanTheWize

Marandahir wrote:
(Reply to #85)

HermanTheWize

daspian wrote:
#88

HermanTheWize

May 09, 2015 18:45:35

@daspian Most likely will steal your cool ideas. Looks like you put a lot of work into your stuff. Thanks for the help!!!

 

I do like the rage like way your went about the level 3 ability

#89

daspian

May 09, 2015 19:21:10

also don't forget to make some archetypes for the class, maybe have one be a specialization where you hone on only one element, restricting yourself to that element only... but gaining a bunch of cool new abilities and other things.

 

and maybe another one could be you fuse two elements together to create the in between elements below:

 

Air + Fire = Smoke

Air + Earth = Dust/ Sand

Air + Water = Mist

 

Earth + Fire = Lava

Earth + Water = Mud

Earth + Air = Dust/Sand

 

Fire + Air = Smoke

Fire + Earth = Lava

Fire + Water = Steam

 

Water + Air = Mist

Water + Earth = Mud

Water + Fire = Steam

 

the reason i didn't make combinations like lightning or ice is because they are technically already in the elemental planes under water and air,  so that's why Lightning damage is associated with Air elementals, and Ice is associated with elemental plane of water/ice

#90

HermanTheWize

May 11, 2015 7:35:56

About to make a thread where I try to make two archetypes for existing classes.  I still need more help balancing this class, but I think I'm about at a stoping point for now. Will definatly keep working on this, but I kind of like it where it lies.

 

Will be using paladin for my melee elemental Champion, and either sorcerer, warlock or wizard for my casting elemental champion. Would like some insight on which caster class I should use.

#91

HermanTheWize

May 14, 2015 9:49:03

Made some big changes to this.

#92

HermanTheWize

May 20, 2015 7:43:45

Updated.

 

Think this makes 2-Handed wielders and 2 Weapon fighters pretty compariable for this class.

#93

HermanTheWize

May 21, 2015 6:46:03

Added level 3 ability and took away healing.

 

Does anyone think I should  give the +1 AC fighting style or add a similar AC ability like Barbarian / Monk or Dragon Scorcerer?

#94

HermanTheWize

May 21, 2015 6:53:18

I think a cool ability to give could be a teleport spell for a party. 

 

Something with a 10 minute "cast" time that teleports you and your wisdom modifier amount of allies up to like 100 miles. Transforms them all into lighting and jumps into the clouds. I'd liek to make this a thing. Maybe 1 use per week or month.

#95

transcendantviewer

May 21, 2015 16:24:43

I read through some of this and it seems very uniform, something 5e doesn't like. Give it multiple paths. A point where the player gets to make a meaningful choice to fundamentally change how their character feels compared to other Elemental Champions. We see this with Fighters and Barbarians. Go for something like that. Instead of small, incremental changes, give them entire paths, like "Discipline of the Stone, Discipline of the Wind, Etc."

(Reply to #95)

HermanTheWize

transcendantviewer wrote:
#97

transcendantviewer

May 22, 2015 13:12:56

You could find a way to turn this into a "Middle Ground" archetype for the class. Sort of like the one that dabbles in everything, but is never phenominal at anything. Then, have different archetypes for each element, for the ones that want to specialize.

#98

HermanTheWize

Jun 04, 2015 6:01:28

updated a little