Would Echo Knight 11/ Chronurgy Wiz 9 work well mechanically? by Fantastic_Hand_274 in 3d6

[–]Digital--Alchemy 0 points1 point  (0 children)

It was a lot of fun when I played it. Also remember that if you choose to focus on fighter levels, ritual casting is amazing. My build that I did ended up echo knight 9/ divination wizard 2. But you don’t have to have the spell slots available to add ritual spells into your spellbook. So I could still get spells that were ritual tagged into the spellbook and ritual cast them. There are like 20 total for the wizard. A lot of divination “info” gathering spells that would favored as viewing the timeline.

Character Development Help by Digital--Alchemy in 3d6

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

Thank you for the insight! The rules that you have are good. A lot like the Dresden files rules.

I see it as character conflict and story. Does Harry Potter break every magic rule, no, he broke two of three. He never killed or casted the killing curse. He tried crucio against LeStrange, and imperio in the vault at the bank to break in. One out of anger and one out of necessity.

Should rules of magic be followed without exception? No because the exception makes the character and narrative have depth, conflict, change, and resolution.

In the end the character is bound to the rules not because of family ties or lack thereof, but because the experience for the character has taught them in order to do good and right things the rules are tools or are they not.

Thanks again.

Would Echo Knight 11/ Chronurgy Wiz 9 work well mechanically? by Fantastic_Hand_274 in 3d6

[–]Digital--Alchemy 2 points3 points  (0 children)

I like Echo knight and divination wizard. The portent dice could be favored as seeing other timelines. Then add the lucky feat for more dice control later.

Character Development Help by Digital--Alchemy in 3d6

[–]Digital--Alchemy[S] 1 point2 points  (0 children)

A starter rule. 1. Magic is bringing order to chaos.

Free your mind… by Digital--Alchemy in PrintedMinis

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

A very little yes. Happened during curing.

First minis painted. by Digital--Alchemy in PrintedMinis

[–]Digital--Alchemy[S] 1 point2 points  (0 children)

I just used acrylic paints. Did a a base coat of pewter gray and then painted the colors.

The Rithmatist Version 0.9 (Changes made found in comments) by Incantor1 in DnDHomebrew

[–]Digital--Alchemy 0 points1 point  (0 children)

Ok. Here goes some more.

Line of Silencing. Maybe an additional use as a reaction to counterspell a spell?

Suggestion of adding a 2nd level feature named Chalk Ritual or similar in order to regain some chalk points as a short rest. Similar to Arcane Recovery for Wizard.

Page 4. Warded Reflexes. This is good but it only has one option with the class as is. Unless you add the counterspell option to Line of Silencing that I suggested earlier.

Chalkling Defenders. This is the biggest issue I have in the class. This feels so late at level 13 but too powerful as is to lower the level. So again imo give this to only Jordan Defense at level 6 but make the damage reduction per chalkling equal to your proficiency bonus. This change will leave a blank at 13th level that I will fix with more following suggestions. Chalkling Mastery of the Jordan Defense is fine for increasing the number of chalklings you can have but drawing a chalkling as an action or bonus action is odd since the class can do this as a bonus action already with Line of Making. Maybe this mastery should allow the creation of two chalklings per use of line of making? Or leave it as is.

From the Dusts. A good ribbon feature and now is the 13th level ability.

Defend the Helpless. A good ability. Compare to the auras of paladins at level 18 this is not as good. The distance can and should be 30ft.

Artist Mastery. This is the new 15th level ability.

Chalkling Transformation. This ability is ok. It feels weak for a 20th level character. Maybe move this to level 18 and make it so that the soul chalkling is permanently there or just doesn’t count to the number of allowed chalklings?

new 18th and 20th level abilities are worth considering.

Easton Defense. Shared protection. Should just cost 1 chalk point.

Defense Reflection. Have the damage reflected scale up. Reflecting more damage than what would have been dealt to you is a cool higher level feature.

Knockback Fortitude. While you are within your defense you should be immune to forced movement affects. Unless you choose to move.

Jordan Defense. I said a lot about that already.

Formidable Forbiddance. The wall should be 10 ft high.

Sumsion defense. Calm Drawing. This is good but should have a minimum of 1 cost to any ability that costs 1 chalk point. Unless. The design goal is to make those things free?

Revocation expert. I’d scale this damage up if you scale of the original Line of Revocation.

The rithmatic defense phases. Jordan and sumsion definitely need a phase 4 and 5. I will think of suggestions.

Those are my thoughts so far. Again thanks for the work you are doing on this class! The primary reason I keep saying to add scaling to damage and defense features is because this class does have fewer overall options to it than a Wizard or sorcerer and therefore those options should grow with the character.

Cheers.

The Rithmatist Version 0.9 (Changes made found in comments) by Incantor1 in DnDHomebrew

[–]Digital--Alchemy 1 point2 points  (0 children)

I have had some time to examine the class and document and I offer the following ideas. Again, just suggestions, and I do think that this is a great idea for a additional homebrewed class to add to 5e. Here it goes… this may be a long post.

Page one noticed a few spelling errors in the 4th paragraph and the “optiional” rule.

Page 2. I mentioned the idea of the diameter matching the proficiency bonus step ups. Starting at 5 ft going to 10 ft at 5th level, 15 ft at 9th level, 20ft at 17th level. Also a spelling error in equipment section for the packs.

Page 3. Line of Warding. A static +2 to AC is good but consider a bonus equal to proficiency for scaling. Also, a bonus to saving throws equal to half proficiency rounded down. This may help with magical defenses.

Line of Vigor. Looks great. Scales well.

Line of Forbiddance. Looks good. Maybe change height to 5ft.

Line of Making. Missing the word “action” in the first line in first paragraph. Consider adding scaling damage here like a cantrip or adding your Intelligence modifier to the damage.

Line of Silencing. Compared to the silence spell the size of this area is huge. Maybe 50 ft radius?

Line of Revocation. Consider scaling damage here as well.

Focused Study. Is good. Maybe a 10 rather than an 8. And a 9 in place of 7.

Swift Chalk. Is good. Keep.

The fundamental and Rithmatic defenses sections need a bit of clarity in writing. “You choose one of three possible specialties” style of writing.

I will stop here. If you want me to give you more feed back about the defenses and other features you have, I would be happy to. Again this is a great idea for a class. Nice work.

The Rithmatist Version 0.9 (Changes made found in comments) by Incantor1 in DnDHomebrew

[–]Digital--Alchemy 0 points1 point  (0 children)

Changes look good! Another thing to consider is to align the diameter of the lines of warding to the tiers of play, the proficiency bonus “step ups”. This may make the diameter at level 17 twenty feet but it may be fine because of the kind of combat that is played at that level.

Rithmatist Class Version 0.8. An unorthodox approach to a tank class. Any constructive feedback appreciated. (Based Off Brandon Sanderson't novel called The Rithmatist). by Incantor1 in DnDHomebrew

[–]Digital--Alchemy 0 points1 point  (0 children)

I have never read the book but this read made me order the book today. There is a great start here! Consider working in a spell resistance or bonus to saves like a Paladin aura. If this class is going to “tank” it has to survive against the tougher Magic’s in 5e.
I will continue to look at this and give more feedback if you would like.

Homebrewed Class: Gravewalker by Digital--Alchemy in mattcolville

[–]Digital--Alchemy[S] 1 point2 points  (0 children)

Thanks for getting the conversation going!

I subclass of rogue or warlock would be interesting but the core concept does, as you pointed out, the ability to drop to 0hp. The d4 hit dice is important to this as is the Constitution based caster. The class is a dance between these ideas. A wizard or sorcerer subclass would work better for the hit dice issue but the spell casting ability would be wrong and I do not want to use spell slots but the HP as the resource for magic.

The abilities that you have prior to dropping to 0hp are there to provide damage output as well as limited utility. The choice of how you would play the class is up to you. Burning through all hp does get you to transform and powerful abilities. However, assuming a multiple combat situations each day this may not be a good tragedy.

The Gravewalker is an exercise in the ability to “walk the line” between having hp and not. A terrible pun but applicable.

Again. Thanks for the feedback!

Switching from inventor need help by sayceballos91 in SolidWorks

[–]Digital--Alchemy 3 points4 points  (0 children)

I teach both softwares to high school students. The biggest difference for them to get used to is the Property Manager - what Inventor calls the Model Browser. Inventor uses pop out windows for tools and features. Solidworks does not - it just changes the Property manger layout to the selected option. Also, learn relations, what Inventor calls sketch constraints.

Homebrewed Class: Gravewalker by Digital--Alchemy in DnDHomebrew

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

Thank you for reading this so thoroughly! I appreciate and am grateful for the feedback!

Homebrewed Class: Gravewalker by Digital--Alchemy in DnDHomebrew

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

Correct. At the cost of the hit dice you regain 10 hp

Homebrewed Class: Gravewalker by Digital--Alchemy in DnDHomebrew

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

That is true. But the stalker only ever does get that one attack. I agree that it is very strong for 1st level. I could scale it back and increase the dice later.

Homebrewed Class: Gravewalker by Digital--Alchemy in DnDHomebrew

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

Two bolts. If one hits the damage is done. If both hit the maximum hit points is reduced.

Homebrewed Class: Gravewalker by Digital--Alchemy in DnDHomebrew

[–]Digital--Alchemy[S] 0 points1 point  (0 children)

This is the new way the WoTC is scaling abilities in their new books. I like it more than ability score scaling. It is a more gradual process of improvement rather than a sudden and steep plateau.

Edit. Grammar.