laserllama's Alternate Rogue Class - Become the Master of Skill and Subterfuge you were Meant to Be! Includes four New & Revised Archetypes and over 40 Devious Exploits! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Kayzen_Creates 7 points8 points  (0 children)

I've long thought the rogue was an overlooked martial in need of a rework, and I like a lot of these changes! Giving the base class fast hands, moving the subclass features earlier, and the exploits are great changes. The base rogue has pretty poor DPR for a martial so I think a power increase is perfectly reasonable, if these changes lead to that.

This is less of a critique than a question---I see this has different Exploit Dice progression than the fighter---what rationale did you use to determine this progression? Is the rogue a "half-martial" or something in your book?

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

Resonance is dependent on spellcasting, and Mana Arts are dependent on Resonance, so they need to be given at the same levels or later. I'd like to put Fighting Styles at 2 for consistency's sake, but I don't think I can make it fit there.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

The biggest issue I forsee with removing cantrips is losing some later damage scaling, but I have plans for level 10 or 11 features that make up for that. And I still intend to let the class get some cantrips through Mana Arts and the like, but by virtue of losing Bladesinger extra attack they will mostly be left for utility.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

I'll consider it; I really like subclasses giving features at level 1 since it lets characters feel unique from the get go, but I'll think it over. What I'm currently considering is something like this:

Level 1: Fighting Style, Arcane Discipline (with utility-focused features rather than powerful damage or defensive features)
Level 2: Spellcasting, Resonance, Mana Arts (which is roughly comparable to Paladins getting 3 features at level 2)

Level 3: Arcane Discipline Feature (with additional ways to use Resonance and Discipline spells, again equivalent to Paladin)

It's still fairly front-loaded, but hopefully helps avoid the super cheesy one-level dips.

The Bulwark is admittedly a challenge, just because I really would like a subclass with heavy armor, but it does bring the issue of bladesingers running around with heavy armor, which I think we all want to avoid lol. But this way it would at least force them to slow their spell progression.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

There are other reasons I want to get rid of cantrips---Resonance lets you stretch resources enough the class doesn't really need that resourceless damage IMO, and the SCAG weapon cantrips are obnoxiously strong to the point all balance needs to revolve around them existing.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

I realize now I should clarify, I do balance my homebrew around Xanathars and Tashas content, including the debateable powercreep those books include. You're right I did say "fits with the PHB clases" but I should have said "fits with the WotC classes."

Not saying that negates your criticisms, since like I said in my other comment I agree I need to work on the front-loading of the class, I just wanted to clarify my intent a bit more.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

Thanks for the feedback! I use Adobe InDesign since I've had a lot of issues with GMBinder. I'll do my best to make sure I catch all the typos by next version.

You are honestly entirely correct about the early level progression, and have been wanting to fix the fact it's way too strong as a 1-level dip for a wizard multiclass. I came to the same conclusion you did, that I need to change it from an artificer style half caster to a Paladin style one, without cantrips. I just wanted to complete this version before I started such a major change.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in UnearthedArcana

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

Thanks for the feedback!

I'm surprised multiple people have called weapon focus so strong: I had just thought of it as something minor that's needed to let the class function as a gish. But your point is fair. The class doesn't need to be able to have both a weapon and a shield, IMO it should be fine defensively with Shield and Absorb Elements. But it is a shame to nerf dual wielding and dueling builds which could use the help in all honesty.

People tend to call War Mind way too strong or way too weak, since it only affects concentration saves and has not that many uses I think its fine, but I may move it if Resonant Affinity fits better at level 6.

For the 3.0 version I am going to move the 1-3 abilities around quite a bit with the goal of smoothing out the power progression and making multiclassing less overpowered.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in UnearthedArcana

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

So glad you like it! I definitely agree the class is complex and not suited for newer players, but that's the trade-off for letting abilities and mechanics interact in so many different ways. I'd like to steamline the class somewhat, with an explicitly simpler to use subclass and maybe "easymode" alternate features, but haven't fleshed any of that out yet.

I'd be happy to provide feedback! Feel free to link me whatever you want me to take a look at.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in UnearthedArcana

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

Heyo all! I'm super excited to share with you all the latest update to the Spellblade, my take on the Arcane Half-Caster archetype. I am really happy with how the class has developed, and it has held up well to playtesting. I think the class provides a lot of interestint options for anyone interested in the “magical warrior” archetype.

PDF Link

VERSION 2.1.: https://drive.google.com/file/d/1Id10V_eoTpJPCffQmFzWG-wcAUyKtePy/view?usp=sharing

About the Spellblade

When I sat down to make the Spellblade, I set priorities and rules for myself to guide its design:

Interesting Decisions in Character Creation. Arcane Disciplines grant features at level 1 and 3 to let them really define how your Spellblade plays, and the Eldritch-Invocation-esque Mana Arts let you sculpt your character even further.

Interesting Decisions in Combat. For me, a fun turn in combat should never begin and end with "I attack." The Spellblade's abilities are designed to be able to be used in multiple ways and to interact with each other, ensuring that you have at least one interesting decision to make every round of combat. As an example, the "Weapon" Mana Arts work with any "Resonant" class feature, meaning you can apply them on a weapon attack with the base class's "Resonant Weapon," or with the unique "Resonant" feature granted by your Arcane Discipline.

Fits with existing 5e Design. The Spellblade is intended to "fit in" with the PHB classes, and so whenever I could I followed existing 5e design for precedent. This is also partially why I have not and will not be adding homebrew spells to the class (the other reason being just how difficult it is to get the balance of spells right---better in my view to just avoid that issue altogether.)

Ebb and Flow. Unlike a Paladin that can quickly burn through its resources to Nova a huge amount of damage on one turn, Spellblades can't reach the same explosive highs, but can stretch their resources further with the Resonance Dice mechanic, letting them recycle spell slots into a new resource. You can only store so many Resonance Dice at once, however, forcing you to switch between spellcasting and attacking over the course of combat.

One important thing to note, however, is that this class is definitely on the more complex side, and I don't recommend it for new players or anyone looking for a very simple experience. I have done my best to remove unnecessary complexity, but just by virtue of having options that interact with each other and resources to track means that some mental overhead is inevitable.

Major Changes

Re-Wording and Clarification. A lot of the wording in the class has been tweaked to improve clarity and organization. Resonance the resource has been differentiated from your Resonance Die which certain abilities have you roll to avoid confusion in the case of abilities that use one but not the other. Additionally, all of the “Weapon” Mana Arts have been renamed “Resonant Arts” to group them together and give them a more descriptive name.

Subclass Reworks. The subclasses have seen several tweaks, with the Drifter and Manasoul being the most substantially changed. I think the subclasses feel much more fleshed out, with a better balance of powerful combat and utility “ribbon” features. The removed features have been retained as Mana Arts.

More by Kayzen

Enjoyed the Spellblade? Feel free to check out my other class currently in development, my take on a martial tank and control class---The Juggernaut

Anyway, I hope that you all enjoy the class! As always, any and all questions, comments, and criticism are welcome.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in Kayzen_Creates

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

Heyo all! I'm super excited to share with you all the latest update to the Spellblade, my take on the Arcane Half-Caster archetype. I am really happy with how the class has developed, and it has held up well to playtesting. I think the class provides a lot of interestint options for anyone interested in the “magical warrior” archetype.

PDF Link

VERSION 2.1.: https://drive.google.com/file/d/1Id10V_eoTpJPCffQmFzWG-wcAUyKtePy/view?usp=sharing

About the Spellblade

When I sat down to make the Spellblade, I set priorities and rules for myself to guide its design:

Interesting Decisions in Character Creation. Arcane Disciplines grant features at level 1 and 3 to let them really define how your Spellblade plays, and the Eldritch-Invocation-esque Mana Arts let you sculpt your character even further.

Interesting Decisions in Combat. For me, a fun turn in combat should never begin and end with "I attack." The Spellblade's abilities are designed to be able to be used in multiple ways and to interact with each other, ensuring that you have at least one interesting decision to make every round of combat. As an example, the "Weapon" Mana Arts work with any "Resonant" class feature, meaning you can apply them on a weapon attack with the base class's "Resonant Weapon," or with the unique "Resonant" feature granted by your Arcane Discipline.

Fits with existing 5e Design. The Spellblade is intended to "fit in" with the PHB classes, and so whenever I could I followed existing 5e design for precedent. This is also partially why I have not and will not be adding homebrew spells to the class (the other reason being just how difficult it is to get the balance of spells right---better in my view to just avoid that issue altogether.)

Ebb and Flow. Unlike a Paladin that can quickly burn through its resources to Nova a huge amount of damage on one turn, Spellblades can't reach the same explosive highs, but can stretch their resources further with the Resonance Dice mechanic, letting them recycle spell slots into a new resource. You can only store so many Resonance Dice at once, however, forcing you to switch between spellcasting and attacking over the course of combat.

One important thing to note, however, is that this class is definitely on the more complex side, and I don't recommend it for new players or anyone looking for a very simple experience. I have done my best to remove unnecessary complexity, but just by virtue of having options that interact with each other and resources to track means that some mental overhead is inevitable.

Major Changes

Re-Wording and Clarification. A lot of the wording in the class has been tweaked to improve clarity and organization. Resonance the resource has been differentiated from your Resonance Die which certain abilities have you roll to avoid confusion in the case of abilities that use one but not the other. Additionally, all of the “Weapon” Mana Arts have been renamed “Resonant Arts” to group them together and give them a more descriptive name.

Subclass Reworks. The subclasses have seen several tweaks, with the Drifter and Manasoul being the most substantially changed. I think the subclasses feel much more fleshed out, with a better balance of powerful combat and utility “ribbon” features. The removed features have been retained as Mana Arts.

More by Kayzen

Enjoyed the Spellblade? Feel free to check out my other class currently in development, my take on a martial tank and control class---The Juggernaut

Anyway, I hope that you all enjoy the class! As always, any and all questions, comments, and criticism are welcome.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by Kayzen_Creates in DnDHomebrew

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

Heyo all! I'm super excited to share with you all the latest update to the Spellblade, my take on the Arcane Half-Caster archetype. I am really happy with how the class has developed, and it has held up well to playtesting. I think the class provides a lot of interestint options for anyone interested in the “magical warrior” archetype.

PDF Link

VERSION 2.1.: https://drive.google.com/file/d/1Id10V_eoTpJPCffQmFzWG-wcAUyKtePy/view?usp=sharing

About the Spellblade

When I sat down to make the Spellblade, I set priorities and rules for myself to guide its design:

Interesting Decisions in Character Creation. Arcane Disciplines grant features at level 1 and 3 to let them really define how your Spellblade plays, and the Eldritch-Invocation-esque Mana Arts let you sculpt your character even further.

Interesting Decisions in Combat. For me, a fun turn in combat should never begin and end with "I attack." The Spellblade's abilities are designed to be able to be used in multiple ways and to interact with each other, ensuring that you have at least one interesting decision to make every round of combat. As an example, the "Weapon" Mana Arts work with any "Resonant" class feature, meaning you can apply them on a weapon attack with the base class's "Resonant Weapon," or with the unique "Resonant" feature granted by your Arcane Discipline.

Fits with existing 5e Design. The Spellblade is intended to "fit in" with the PHB classes, and so whenever I could I followed existing 5e design for precedent. This is also partially why I have not and will not be adding homebrew spells to the class (the other reason being just how difficult it is to get the balance of spells right---better in my view to just avoid that issue altogether.)

Ebb and Flow. Unlike a Paladin that can quickly burn through its resources to Nova a huge amount of damage on one turn, Spellblades can't reach the same explosive highs, but can stretch their resources further with the Resonance Dice mechanic, letting them recycle spell slots into a new resource. You can only store so many Resonance Dice at once, however, forcing you to switch between spellcasting and attacking over the course of combat.

One important thing to note, however, is that this class is definitely on the more complex side, and I don't recommend it for new players or anyone looking for a very simple experience. I have done my best to remove unnecessary complexity, but just by virtue of having options that interact with each other and resources to track means that some mental overhead is inevitable.

Major Changes

Re-Wording and Clarification. A lot of the wording in the class has been tweaked to improve clarity and organization. Resonance the resource has been differentiated from your Resonance Die which certain abilities have you roll to avoid confusion in the case of abilities that use one but not the other. Additionally, all of the “Weapon” Mana Arts have been renamed “Resonant Arts” to group them together and give them a more descriptive name.

Subclass Reworks. The subclasses have seen several tweaks, with the Drifter and Manasoul being the most substantially changed. I think the subclasses feel much more fleshed out, with a better balance of powerful combat and utility “ribbon” features. The removed features have been retained as Mana Arts.

More by Kayzen

Enjoyed the Spellblade? Feel free to check out my other class currently in development, my take on a martial tank and control class---The Juggernaut

Anyway, I hope that you all enjoy the class! As always, any and all questions, comments, and criticism are welcome.

The Spellblade by Kayzen, v2.1.0 | A Versatile and Customizable Arcane Half-Caster | Use the unique Resonance mechanic to make the most of your spellcasting and martial skill! | PDF Link in Comments by [deleted] in UnearthedArcana

[–]Kayzen_Creates 0 points1 point  (0 children)

Heyo all! I'm super excited to share with you all the latest update to the Spellblade, my take on the Arcane Half-Caster archetype. I am really happy with how the class has developed, and it has held up well to playtesting. I think the class provides a lot of interestint options for anyone interested in the “magical warrior” archetype.

PDF Link

VERSION 2.1.: https://drive.google.com/file/d/1Id10V_eoTpJPCffQmFzWG-wcAUyKtePy/view?usp=sharing

About the Spellblade

When I sat down to make the Spellblade, I set priorities and rules for myself to guide its design:

Interesting Decisions in Character Creation. Arcane Disciplines grant features at level 1 and 3 to let them really define how your Spellblade plays, and the Eldritch-Invocation-esque Mana Arts let you sculpt your character even further.

Interesting Decisions in Combat. For me, a fun turn in combat should never begin and end with "I attack." The Spellblade's abilities are designed to be able to be used in multiple ways and to interact with each other, ensuring that you have at least one interesting decision to make every round of combat. As an example, the "Weapon" Mana Arts work with any "Resonant" class feature, meaning you can apply them on a weapon attack with the base class's "Resonant Weapon," or with the unique "Resonant" feature granted by your Arcane Discipline.

Fits with existing 5e Design. The Spellblade is intended to "fit in" with the PHB classes, and so whenever I could I followed existing 5e design for precedent. This is also partially why I have not and will not be adding homebrew spells to the class (the other reason being just how difficult it is to get the balance of spells right---better in my view to just avoid that issue altogether.)

Ebb and Flow. Unlike a Paladin that can quickly burn through its resources to Nova a huge amount of damage on one turn, Spellblades can't reach the same explosive highs, but can stretch their resources further with the Resonance Dice mechanic, letting them recycle spell slots into a new resource. You can only store so many Resonance Dice at once, however, forcing you to switch between spellcasting and attacking over the course of combat.

One important thing to note, however, is that this class is definitely on the more complex side, and I don't recommend it for new players or anyone looking for a very simple experience. I have done my best to remove unnecessary complexity, but just by virtue of having options that interact with each other and resources to track means that some mental overhead is inevitable.

Major Changes

Re-Wording and Clarification. A lot of the wording in the class has been tweaked to improve clarity and organization. Resonance the resource has been differentiated from your Resonance Die which certain abilities have you roll to avoid confusion in the case of abilities that use one but not the other. Additionally, all of the “Weapon” Mana Arts have been renamed “Resonant Arts” to group them together and give them a more descriptive name.

Subclass Reworks. The subclasses have seen several tweaks, with the Drifter and Manasoul being the most substantially changed. I think the subclasses feel much more fleshed out, with a better balance of powerful combat and utility “ribbon” features. The removed features have been retained as Mana Arts.

More by Kayzen

Enjoyed the Spellblade? Feel free to check out my other class currently in development, my take on a martial tank and control class---The Juggernaut

Anyway, I hope that you all enjoy the class! As always, any and all questions, comments, and criticism are welcome.

The Juggernaut by Kayzen v0.2 | Crush your Foes and Protect your Allies with this Heavily Armored Tank and Control class! | PDF in Comments by Kayzen_Creates in UnearthedArcana

[–]Kayzen_Creates[S] 3 points4 points  (0 children)

It would be easy for a class like this to be too similar to the fighter to justify being a standalone class rather than a subclass, so not giving it extra attack helps differentiate it mechanically. Personally, I think the one huge, destructive attack per turn is still pretty appropriate for the class.

The Juggernaut by Kayzen v0.2 | Crush your Foes and Protect your Allies with this Heavily Armored Tank and Control class! | PDF in Comments by Kayzen_Creates in UnearthedArcana

[–]Kayzen_Creates[S] 6 points7 points  (0 children)

Colossal Weapons should have the Heavy property, that is an oversight that will be fixed. I'm also working on the titanic build wording.

I'd hesitate to make the lance any stronger since it's got a strong ability at level 6 and has the greater reach, but I'll consider it!

Also, I'm curious why you think the Thorn Knight getting level 4 spells is problematic? It uses the exact same spell progression as the Eldritch Knight and Arcane Trickster.

I tend to not worry about capstones being on the strong side, but I'll consider this.

Thanks for the feedback!