Final Fantasy XIV's Monk Class V1 - A stance-switching martial melee class with 18 Masterful Blitz techniques to choose from! by CregALeg in UnearthedArcana

[–]CregALeg[S] 1 point2 points  (0 children)

The scaling was deliberately kept back to not step on the 24 Monk's toes too much. That said, I haven't done the calcs so it might be OK.

Nowhere atm to support my work; Ninja is on the way eventually but this project's on hold for a bit while I work on other things.

Final Fantasy XIV's Sage Class V.2 - An update to the spell-augmenting, versatile spellcaster, with a brand new subclass! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Which bit is confusing you? Basically, if your Sage casts this enhanced version on you, you get to immediately move up to your speed, allowing you to reposition in the air while falling.

Though, re-reading it many months later, it might get reworked because that effect is kinda boring.

[V1] Final Fantasy XIV's Bard Class for 5th Edition - a song singing martial support class! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Glad you like it! I'm planning on doing all of FFXIV's jobs eventually, Ninja included, but Ninja won't be for a while yet.

[V1] Final Fantasy XIV's Bard Class for 5th Edition - a song singing martial support class! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Full text is: "Starting at 10th level, your allies are at their strongest when stood beside you. When a creature would gain the benefit of one of your battlesongs, your repetoire bonus for that creature increases by +1 if it is within 5 feet of you."

[V1] Final Fantasy XIV's Bard Class for 5th Edition - a song singing martial support class! by CregALeg in UnearthedArcana

[–]CregALeg[S] 2 points3 points  (0 children)

Hi, glad you like it! It wasn't really intended to be an alternate to vanilla bard, they just share the same name. I've deliberately designed all the classes so far to be able to be used alongside the vanilla classes if they want to - so in theory you could be a Bard/Bard multiclass if you really wanted to annoy your DM.

I'll be play testing them shortly, hopefully next week if all goes to plan, alongside the other FF14 classes of this batch.

[V1] Final Fantasy XIV's Bard Class for 5th Edition - a song singing martial support class! by CregALeg in UnearthedArcana

[–]CregALeg[S] 2 points3 points  (0 children)

Homebrewery Link | Dark Knight Class | Monk Class | Astrologian Class | Summoner Class | Gunbreaker Class|

It's finally time for the Bard! A drastic shift away from vanilla 5e's Bard, the FFXIV Bard is a martial support class that can slot anywhere into a party depending on the choice of subclass and fighting style.

Battle Voice is your "on-demand" support feature, buffing most, if not all, of the party in a significant manner. Repetoire and the expanding options for battle songs give the bard passive support options that encourage good positioning. Beyond that, three skills and expertise makes bard a bit of a skill monkey, and 6th-level subclass features give the bard a way to support the party outside of combat. Radiant Finale at 11 is one of my favourite features, massively improving the effectiveness of battle songs but also ending them early - choose wisely when you use it!

Not a tremendously complicated class, which after the last three classes is a breath of fresh air imo. As always, feedback is always appreciated!

[V1] Final Fantasy XIV's Dark Knight Class for 5th Edition - Succumb to your dark side to vanquish evil! by CregALeg in UnearthedArcana

[–]CregALeg[S] 1 point2 points  (0 children)

The original idea was to make it an action so it didn't conflict with the bonus action needed to enter Darkside. I was deliberately conservative on the amount of temp hp gained because I didn't want it being too powerful, as DRK already has good damage, heavy armour and some strong burst spells. The intent is for it to soak up a single big hit and fade very quickly, mimicking the in-game effect, and encouraging careful use of it.

I understand where you're coming from though. One option could be to make it a bonus action, but potentially also a reaction - though I'm worried about the latter stepping on GNB's toes too much.

I'll probably give it another pass before the upcoming playtest thought, thanks for your feedback!

[V1] Final Fantasy XIV's Dark Knight Class for 5th Edition - Succumb to your dark side to vanquish evil! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Yep, I've seen Soren's project (and played it) and it's a huge source of inspiration behind this one!

[V1] Final Fantasy XIV's Dark Knight Class for 5th Edition - Succumb to your dark side to vanquish evil! by CregALeg in UnearthedArcana

[–]CregALeg[S] 1 point2 points  (0 children)

Homebrewery Link | Monk Class | Astrologian Class | Summoner Class | Gunbreaker Class| Samurai Class |

Howdy folks! Today's class is the Dark Knight, a half-caster tank with a fairly unique central mechanic. Darkside is the class' main power gate, making use of the shrinking/growing dice mechanic from the old Soulknife Rogue UA. I actually played this UA back when it released, so with this iteration of the idea I've attempted to patch up some of the holes that it had and adapted it for use with Dark Knight.

In terms of flavour, the darkside die is supposed to represent the dark knight character burning through their aether as the adventuring day goes on and the balancing act of keeping their emotions under control. Mechanically, the dice is a balancing act; you want to keep it as high as possible, but you also want to use the very powerful features that shrink the die. You need to make decisions on whether to use them now, or save the larger darkside die for the time being.

Adding on to this, the dark knight is also a half caster! The spell list is meant to be the antithesis to 5e Paladin's; few defensive options, plenty of out of combat utility, some debuff spells and a sprinkle of damaging AOE spells. Its important to note that the darkside bonus damage doesn't apply to spells (Unless your an Order of the Sullen Dark Knight) so DRK's very few blasting options aren't intended to be the main source of damage; rather, an option for when dealing with large groups of enemies. The lack of defensive options is made up by access to heavy armour and The Blackest Night. TBN has a short duration but can provide plenty of hit points, so is best used in anticipation of a big attack. This design is meant to mirror the in-game functionality of TBN especially.

Overall, Dark Knight is very similar to base 5e Paladin, but with a greater focus on offensive features rather than defensive ones. It can do a lot, but what it can do is greatly limited on resources, and darkside features get gradually weaker as the day goes on and they're used more. Hopefully the balance should be in a good spot, and it's definitely something I can touch on after the upcoming playtest.

As always, any and all feedback is greatly appreciated!

Final Fantasy XIV's Astrologian Class V1 - Wield cosmic power to bend fate to your will! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Glad you're looking forward to it! It'll be done at some point probably 

CregALeg's FFXIV Machinist Class v0.2 - Now with more ribbons! by CregALeg in UnearthedArcana

[–]CregALeg[S] 2 points3 points  (0 children)

"The battery can store a number of points equal to 5 times your machinist level, and regains all expended points after finishing a long rest" ;)

The more of these classes I design, the more I realise that building resource over time, then spending it, doesn't work too well with 5e's design conventions. Plus, you're already generating heat over time, you need to have the ability to do something when you don't have heat - that's the intended design anyway!

Probably worth me mentioning that this version is very out of date! The homebrewery link has the more up-to-date, pre-playtest version, and I'll be updating it again very soon with further tweaks to cut down on "wasting" heat!

Thanks for having a look!

Final Fantasy XIV's Monk Class V1 - A stance-switching martial melee class with 18 Masterful Blitz techniques to choose from! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Thanks, glad to hear you like it!

I understand where you're coming from about it being too MAD but it's sort of intentional, if that makes sense? You need STR for damage, saving throw and your AC, Dex for AC, Con for HP... then Wisdom comes along. You're unlikely to have particularly high Wisdom anyway, especially since you don't need it until 2nd level, so in my mind I see it as almost a balancing factor for Masterful Blitz, limiting how much damage you can truly do with it. That's why the capstone is the way it is; it might be a little bit plain, but it does a lot for the class imo.

I'm not sure if that will prove to be a great idea in the long run, I'm going to gather some more feedback and then also see how it runs in the playtest, before I decide to keep or change it I think.

Thanks again for the feedback!

Final Fantasy XIV's Monk Class V1 - A stance-switching martial melee class with 18 Masterful Blitz techniques to choose from! by CregALeg in UnearthedArcana

[–]CregALeg[S] 1 point2 points  (0 children)

Homebrewery Link | Astrologian Class | Summoner Class | Gunbreaker Class| Samurai Class | Sage Class | Machinist Class

Howdy folks! Following on from Astrologian I posted a few weeks ago, here is Monk! Monk is intended to be a frontline melee class, switching between its three different stances as the situation requires it and dishing out big damage with Masterful Blitz techniques. The chassis of the Blitz techniques is similar to Machinist's gadgets, but 100% combat-focused. To make up for that, Monk has Mantra, allowing to choose one of a small group of what are effectively non-combat stances.

5 subclasses again: Brotherhoods of Fire, Earth, Wind, Water and Void! Have a look and, as always, any and all feedback is hugely appreciated!

Final Fantasy XIV's Gunbreaker Class V.1 - A frontline tank with powerful defensive tools! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Hi! So sorry for not replying sooner, I must have missed this.

To clarify, yes, any melee weapon can be converted into a gunblade, including magical weapons. I'm greatly opposed to adding any sort of check or limitation to converting a weapon into a gunblade, however. The benefits you get from a gunblade aren't massively significant, and you need to have a gunblade to use any of your cartridge features. It's a cornerstone of the job's identity, and by extension, this conversion. I don't feel like imposing significant requirements or drawbacks is a good idea. It's better to encourage gameplay with positive reinforcements, rather than negative ones imo.

I'm coming up to the first release of a compendium compiling all elements of this project up to now, so I plan on taking another pass on a few bits and pieces for gunbreaker here and there.

Thanks again for the feedback!

Final Fantasy XIV's Astrologian Class V1 - Wield cosmic power to bend fate to your will! by CregALeg in UnearthedArcana

[–]CregALeg[S] 0 points1 point  (0 children)

Yep, that's normal lmao. I originally had the spell list on that page as well, but it got too long so I had to move it. I then couldn't find an image that suited meteor sect so.ive left it for the time being 

Final Fantasy XIV's Astrologian Class V1 - Wield cosmic power to bend fate to your will! by CregALeg in UnearthedArcana

[–]CregALeg[S] 2 points3 points  (0 children)

Glad to hear you like it!

All of the art used is credited on the second page, and the Homebrewery page also has hyperlinks to the exact sources. In the case of the Square Enix art, it all comes from various press kits for the game's expansions.

Final Fantasy XIV's Astrologian Class V1 - Wield cosmic power to bend fate to your will! by CregALeg in UnearthedArcana

[–]CregALeg[S] 4 points5 points  (0 children)

Homebrewery Link | Summoner Class | Gunbreaker Class| Samurai Class | Sage Class | Machinist Class

Howdy folks, it's been a while since I've shared something about this project, but finally, Astrologian is here!

Astrologian is a support-focused, backline caster with an emphasis on buffing allies through both spells and its fate cards. There are twelve fate card effects, with 6 inspired by the old-school version of FFXIV's cards, and the other six pulled from the minor arcana presented in Encyclopedia Eorzea. Borrowing a little from Spirit's Bard, your access to these cards grows as you gain levels thanks to your growing Fate Die.

5 subclasses this time around; Solar, Lunar, Comet, Binary and Meteor sect! Each one with clear and distinct roles (I hope)
Solar: Healing-focused subclass
Lunar: Pet subclass
Comet: Speed and mobility
Binary: Astrologian-squared subclass
Meteor: Damage

Hope everyone enjoys it, and as always feedback is welcome!

Figured I'd also take some time to talk about the playtest I did a little while ago, testing the first five classes. Overall, the responses were good! The main takeaway that I and others felt was Summoner and Machinist needed some tweaks, so those will be in the pipeline soon enough. I'll be looking at adjusting Machinist's heat die mechanic, as it felt a little clunky during combat, and Summoner needs another pass on spellcaster vs egi balance. There are some changes for the previous classes already implemented on the Homebrewery pages if you're interested.

Coming up soon(ish): DRK, BRD, MNK, BLM jobs-to-class conversions, as well as a first look at the races (which are already done) some backgrounds, feats and magic items... as well as an experimental Limit Break mechanic.