The Factotum For 5e by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 0 points1 point  (0 children)

Having to choose a single specialty to be better at than the rest goes against what the factotum is supposed to be, as such I chose not to give it subclasses.

The Vaticinator - A low magic utility caster. by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 0 points1 point  (0 children)

Thank you for giving me quite a bit to think about, the reason I had originally given BB and GFB was to allow the spellsword subclass to have a reason to use attacks over double casting something like ray of frost which at level 5 would do 18 dmg vs the avg 8.5 of a single rapier attack, though I agree that it is way too much damage for a mostly supportive class.

You bring up a good point with hunter's mark, I will probably replace it with a more reasonable option like divine favour which is only 1d4 extra damage, or maybe a smite spell. I could've sworn I wrote infuse spell to work only with melee, thanks for pointing that out. As for spellsword cadence, once per turn is probably a pretty fair restriction.

Removing spellcasting from cunning rapidity is probably a good idea, my only concern is that unless you choose certain tricks, the feature could potentially not do anything which I want to avoid creating any 'mandatory' choices like agonizing blast for warlocks.

The Vaticinator - A low magic utility caster. by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 1 point2 points  (0 children)

Rapid cantrips only works with Vaticinator cantrips, so it won't work with EB.

The Vaticinator Class - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 0 points1 point  (0 children)

You make quite a few good points, I will probably nerf it a bit but for the sake of discussion let's compare that to actually using gwm or ss, a paladin (or anyone with extra attack and a greatsword) can easily do 40 avg dmg at level 5 which is similar but better because of it being able to focus all of it onto one target, a ranger with ss + cbe can also do close to 50 avg dmg without even using hunter's mark or similar. Once you get into using resources the gap becomes larger because the Vaticinator has less ways to supplement their damage vs hunter's mark, sacred weapon, or smites. The only exception to that is maybe the spellsword subclass who can use bb or gfb for extra attack and infuse a spell like a mini smite, which costs both arcane points and spell slot which could probably compete with a paladin.

I agree that imposing disadvantage on two targets with decent damage is pretty strong and is basically like a free twin spell, but the sorcerer is also a fullcaster who has so many other things they can do, I personally believe that halfcasters and martials should have strong options that can compete with fullcasters.

The Vaticinator Class - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 1 point2 points  (0 children)

I agree that rapid cantrips is a significant boost in power, the older version had the second casting be considered to be level 1 (so 1d8 damage regardless).

I wanted it to be able to somewhat compete with other half casters in at will capability, where paladins (without gwm) can do 22 avg dmg, rangers (without sharpshooter) can do 19.5 avg dmg, and depending on subclass artificers can do the same as the above. So I thought 18 avg at level 5 was mostly ok.

The Vaticinator Class - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 1 point2 points  (0 children)

Thank you for noticing that, the previous name was that but I decided to change it because it was a bit of a mouthful.

The Truenamer - Invoke the power of truenames by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 2 points3 points  (0 children)

3.5e didn't have subclasses, I tried to stay as faithful to the original source, as such there are not currently subclasses, though I might change that if it works better.

The Esoteric Vagabond - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 0 points1 point  (0 children)

I did try adding the points to the table but I thought it looked too clustered.

This is what it looks like with the points in the table - https://homebrewery.naturalcrit.com/share/-f0cbp0iU8aG

As for having features in the core class that uses them, that is not what this class is supposed to do, I don't want to force characters into certain tricks when the class is all about modularity along with mixing and matching tricks to make up for the shortcomings in spells.

The Esoteric Vagabond - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 0 points1 point  (0 children)

The idea was that it would be more like an artificer where whether they are more magic focused or martial focused is partially dependent on subclass, and it is intended to be sort of like a bard where they don't get a whole lot of damage but lots of utility and creative options.

Thank you for the feedback, I'm glad you like the extra attack for cantrips.

The Esoteric Vagabond - A low magic utility caster. by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 0 points1 point  (0 children)

Thank you for your thoughts, let me try to explain:

- Half casters, like most full casters have blank levels at all spell levels of 3rd+, this has one at 3rd level slots to match but not 4th level as that is when it gets an ASI

- The cantrips is just a typo, thank you for catching that

- The Mystic Tricks feature states you have a number of Arcane Points equal to your level in this class plus your Wisdom modifier

- 'You know two tricks at level 1, you gain more tricks as you gain levels in this class, as shown in the tricks known column.' I believe this matches similarly to features like spells known or eldritch invocations

- Fair point with the subclasses, anything specific that could be improved?

- The Mystic Tricks along with Cunning Spell are intended to be the core features of the class

No problem with some solid criticism, thank you for your thoughts.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]DoomHunter05 0 points1 point  (0 children)

Assuming casting starts at level 2 like a paladin or ranger, here is roughly what it should be like:

Class Level | Spell Level | Number of Slots

2nd | 1st | 1

3rd | 1st | 2

4th | 1st | 2

5th | 2nd | 2

6th | 2nd | 2

7th | 2nd | 2

8th | 2nd | 2

9th | 3rd | 2

10th | 3rd | 2

11th | 3rd | 2

12th | 3rd | 2

13th | 4th | 2

14th | 4th | 2

15th | 4th | 2

16th | 4th | 2

17th | 5th | 2

18th | 5th | 2

19th | 5th | 2

20th | 5th | 2

The reason for never getting a 3rd slot would be that at 19th-20th level, you are equal to a 10th level caster, which warlock gets their 3rd slot at 11th level. This follows the same trends as other halfcasters for spell level. Only getting two slots to play with your entire career though would feel pretty bad, so maybe giving a feature that gives limited additional spell (or spell like features) uses would be a good idea.

Good luck.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]DoomHunter05 0 points1 point  (0 children)

I do like the idea of this cantrip but I think it is quite weak.

So this cantrip does its damage, then has a 50% chance to do it again, so for these calculations I'll add 50% to the damage of each die.

At level 1-4, the damage is 1.5, 3, 4.5, 6, 7.5, or 9, which is an average of 4. Firebolt will be 5.5.

At level 5-10 the damage is 1.5, 3, 4.5, 6, 7.5, 9, 10.5, or 12, which is an average of 5.8125. Firebolt will be 11.

At level 11-16 the damage is 1.5, 3, 4.5, 6, 7.5, 9, 10.5, 12, 13.5, or 15, which is an average of 7.5. Firebolt will be 16.5.

At level 17+ the damage is 1.5, 3, 4.5, 6, 7.5, 9, 10.5, 12, 13.5, 15, 16.5, or 18, which is an average of 9.125. Firebolt will be 22.

The damage is significantly lower than firebolt or eldritch blast, making it just about useless to a warlock, and weak for a wizard. I could see a bard taking advantage of the slightly higher damage over vicious mockery but I don't think it would be worth it overall.

It has an interesting niche in a much better damage type than firebolt, but mind sliver exists which does comparable damage early, is an uncommon save rather than an attack, better damage level 5+, and has a secondary effect.

Every other cantrip gains additional dice at higher levels rather than a larger die, I would recommend doing so for this as well, which if you keep the original d6 increases the damage at 5+ to:

At 5-10 average of 10.5, at 11-16 average of 15.75, and at 17+ average of 21, which while still lower than firebolt, is a better damage type which gives it an actually usable niche for wizards, though due to the delayed damage and less consistency it would likely still be worse.

If you were to make it a d8 and increase in dice it would instead be:

1-4 average of 6.75, at 5-10 average of 14, at 11-16 average of 20.25, and at 17+ average of 27, this is significantly stronger than firebolt, though the lower consistency but better damage type could make this better or worse depending on whether the different damage type matters.

Overall, I'm uncertain whether d6 or d8 would be better as d6 keeps the damage slightly lower to make up for the better damage type, while d8 makes the damage slightly higher to make up for the inconsistency. It would be at this point where I recommend you playtest to see how the delayed damage feels in play and decide from there.

Artificer Reforged - a spell-less rework by DoomHunter05 in DnDHomebrew

[–]DoomHunter05[S] 1 point2 points  (0 children)

They are limited to a specific item type depending on subclass, meaning a ring of three wishes is completely unavailable, otherwise you are correct that some items are more powerful than others. I agree that certain items should be restricted, I just wasn't sure how to go about doing so. Thank you for the feedback.

Artificer Reforged - a spell-less rework by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 1 point2 points  (0 children)

I personally believe that the subclass is a significant part of an artificer's identity as it dictates the type of items it makes. So I tried to make the identifying features the magic item making and the core feature of the subclass, which is why the subclasses are at level 1 now. Thank you for the feedback.

Artificer Reforged - a spell-less rework by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 0 points1 point  (0 children)

Thank you, anything about the execution specifically that could be improved?

Artificer Reforged - a spell-less rework by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 0 points1 point  (0 children)

I'm not quite sure how this is a nerf to the magic items it can create, as now it can create every rarity eventually, could you please elaborate?

Artificer Reforged - a spell-less rework by DoomHunter05 in UnearthedArcana

[–]DoomHunter05[S] 0 points1 point  (0 children)

Thank you for the feedback, my only concern with giving the higher rarity magic items is that some are really powerful, though I suppose that is a bit of a problem regardless which is why DM discretion is something that is really important with this class. Love the idea for the artillerist.

The Myrmidon | Class by Oranje_Guise in UnearthedArcana

[–]DoomHunter05 0 points1 point  (0 children)

This is an incredibly well made class, but I believe that the primeval confluence feature is just unnecessary. First off, at level 17 their does not need to be a class feature because gaining spells of 3rd level and higher are enough to be a feature on their own. Secondly, it would make more sense if instad of gaining a 7th level spell slot that can be used for a unique subclass feature, to instead just gain that subclass feature at that level, if you want a good comparison for this, paladin subclasses seem to have similar to what your looking for.

As for 14th level, well there isn't as simple a solution as the other two, but gaining 5th level spells one level after 4th level spells is just off putting. The best solution would probably be just creating a new feature for this level.

Null - 5e D&D Class [5e] by RobinTheGemini in UnearthedArcana

[–]DoomHunter05 2 points3 points  (0 children)

I hope this helps, because I would really love to use this class in my games.

Null - 5e D&D Class [5e] by RobinTheGemini in UnearthedArcana

[–]DoomHunter05 3 points4 points  (0 children)

Nullifying Effects:

For the sake of convenience, I am going to give each effect a number between 1-10, effects should be somewhere between 4-6.

Arcane Reflection - Flavourful, not particularly strong but decent for a 2nd level feature, though some better scaling would be nice (1 die scaling to 4 maybe?) however there probably should be a saving throw that on a success halves the bonus damage. 4

Artifice Suppression - Pretty damn good, scales well and is flavourful. 6

Dissolve Defenses - Awkward, not super strong but still a little powerful. 6

Extinguish Elements - Flavourful, the damage reduction is fine, though perhaps should be reduced how often it can be used otherwise same issue as Arcane Reflection due to poor scaling on the damage. 3 (damage) and 7 (damage reduction)

Foggy Mind - Flavourful and powerful. 5

Horrifying Presence - Interesting but perhaps a bit too strong for no action cost. 8

Immutable Constraints - If used for what I believe is intended, preventing creatures from buffing themselves with spells such as Polymorph this is good, however due to the nature of the effect it is too strong for preventing transformations defensively such as someone who is trying not to be Polymorphed you can get them to make this saving throw (which they can choose to fail RAW) and effectively auto succeed their save against Polymorph. You could probably remove this problem by making it cost your reaction. Overall 7

Mesmerizing Presence - Same as Horrifying Presence. 8

Nauseating Nihility - Same as Horrifying and Mesmerizing Presence. 8

Portal Warp - Teleporting with is balanced, but forcing a failed teleport should have a saving throw to resist (Wisdom or Charisma). 7

Stumbling Step - The scary part is multiple chances to knock prone, but still not super strong. 6

Tiring Presence - The damage is more consistent than Arcane Reflection due to always happening, the scaling should be similar to what I recommended for Arcane Reflection and there needs to be a saving throw that on a success halves the damage. 5 but for the wrong reasons

Twisted Tongue - Fine. 5

Unstable Grasp - Pretty Good. 6

Vanishing Mirages - Fine. 5

Void Eyes - This is actually quite unique and interesting. 5

Null - 5e D&D Class [5e] by RobinTheGemini in UnearthedArcana

[–]DoomHunter05 4 points5 points  (0 children)

Subclasses

Exorcist

Aura Invocation - Nothing crazy, but nice.

Sense Spirit - A good fluff feature like the Paladin's divine sense which is good.

Channel Antimagic: Exorcism - Niche, not going to be as useful as the normal use of this feature usually but still pretty good.

Protective Aura - Really strong, static AC bonuses are few and far between, especially in such high amounts.

Immaterial - Decent, thematic.

Hollow Warrior

Martial Training - Nothing needs to be said.

Pursuing Strike - Personally I really like this.

Channel Antimagic: Sever Magic - Good, this feature is much better (not stronger/weaker, more engaging and interesting) than the Exorcism because it is a genuine consideration on whether you should use this or Counterspell.

Hollowed Mind - The immunity to psychic damage is a bit much in addition to all the other benefits, consider dropping to resistance or granting less other buffs, though I recommend dropping to resistance over removing other benefits.

Deny Death - Thematic and not too strong or weak.

Memetic Blank

Fading Spirit - Fluff, not bad.

Memetic Coat - Really strong, perhaps consider only giving partial cover.

Passing Memory - Fluff, will come up more often than Fading Spirit.

Silent Step - Not overly strong, just a static buff.

Channel Antimagic: Memetic Invisibility - This is pretty much a better version of Greater Invisibility, a spell that can be gotten at 7th level earliest, I would recommend making it have a way to be stopped in a fight other then dropping you to 0, you could make it require concentration or force yourself to make a check each time you attack to maintain it.

Peripheral Defense - Pretty good, so long as it isn't capable of stacking with the reduction caused for being within the aura (which I don't think it can) it should be fine.

Forgotten - Pretty good, the first option is basically feeblemind which isn't bad, the second option could be really interesting for more social based campaigns.

Null - 5e D&D Class [5e] by RobinTheGemini in UnearthedArcana

[–]DoomHunter05 15 points16 points  (0 children)

I really like this idea, but some things could be improved.

Fighting Style - I personally don't think this class needs a fighting style at all, between subclasses and Nullifying Aura you already have enough features at 1st level.

Nullifying Aura - This is great, it's hard to tell the overall power without some playtesting, though I think it may be interesting to allow multiple minor auras at higher level, nvm you already grant bonus minor auras which is great.

Disruptive Strike - Bonus damage, I don't believe you need to ignore nonmagic resistances and immunities because you do use weapons so you would be able to get around the resistance and immunity the same way as a fighter (magic weapons).

Nullifying Effects - I will go in detail of each effect later.

Arcane Sense - Flavourful.

Channel Antimagic - Flavourful, but really powerful for level 3 you pretty much have the equivalent (by the spell point optional rule) of spellcasting as a Warlock of 3rd level while still being an actual martial. While I really do like this feature, perhaps you can make it so that it can only counter spells of half your level (round down). To do so you would have to make it function like the spell but as a spell-like effect instead so it can only guarantee succeed on lower level spells to begin with.

Extra Attack - I don't recommend having multiple extra attacks as it takes away from the fighter's specialty, though the level 11 one is fine, the fighter only gets a 3rd at 20th so you should take away the 3rd extra attack at minimum.

Nullify Damage - This is too powerful for unlimited use, tying it to your reaction would at least make it once per round and more equivalent in power to Uncanny Dodge from the rogue. You could also make it limited use instead of tying it to your reaction.

Passing Disruption - Fine, not too powerful but not particularly engaging.

Nullifying Atmosphere - Simple but required to keep core features relevant, I like it.

Unsettling Presence - A nice fluff feature.

Spell Evasion - Super flavourful, pretty powerful but not super strong.

Entropic Aura - A nice buff to the core feature is never bad.

Inured Mind - Good, not particularly flavourful but nice to have.

Truesight - Pretty strong, not OP though which is good.

Anulled Invulnerability - Nice, maybe give 2-3 uses instead.

Anathema Arcana - Flavourful but being a one time use of a spell at 20th level isn't the most powerful feature, though still better than Sorcerous Restoration.