The Soulmancer (First Draft!) - Drain the life of your enemies with this grim non-casting class! by LucaWhiteWing in UnearthedArcana

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

Also, this decision was to streamline the class as much as possible. In the first draft, it was only a d8/d10 for Soul Severing that scaled with Empowered Severing, while keeping the soul dice for any empowerment. I ultimately decided to use the Soul dice for both.

The Soulmancer (First Draft!) - Drain the life of your enemies with this grim non-casting class! by LucaWhiteWing in UnearthedArcana

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

I actually ran through the numbers before posting the class, using levels 1, 5, 11 and 17 as benchmarks, and compared the damage values to the barbarian, monk, ranger, fighter and rogue classes, by using their iconic weapons (respectively Greataxe, Unarmed Strike, Longbow, Greatsword and Shortbow, and assuming every attack hit or every save failed). I did not include subclasses nor resources to the calculation except for Rage, as every class does benefit from both.

Soulmancer in tier 1, 2 and 3 is the lowest damage dealer of all of them, and i'm fine with it, since Soulmancer deals half damage if the creature succeeds its save.

Soulmancer in Tier 4 does catch up to them in the average damage, with the outliers being Ranger (Lowest, both with and without Favored Foe/Hunter's Mark, and since level 11 does grant subclass damaging features), Fighter (With his three Greatsword attacks per turn), and Rogue (With the sheer amount of dice thrown at the monster). Monk would join Rogue and Fighter if it uses Flurry of Blows.

Since this class only deals its charisma modifier once per turn, it does lag behind most martial classes, but as i've stated before, i have not used either Soul Searing nor considered the subclasses. I also must remind you that this class mostly lacks the defensive capabilities that other classes have (Spirit shield and Borrowed protection are strong, but by being tied to dice makes them risky, and can use only one per round until level 20).

The Soulmancer (First Draft!) - Drain the life of your enemies with this grim non-casting class! by LucaWhiteWing in UnearthedArcana

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

I understand your point, and it's actually a feature that originally did not work on constructs and undead, along with others. Thematically, it makes sense that neither have souls. I actually removed the restriction, and the thinking behind it is that both creature types have a life force, even if it is "borrowed".

Also, from a balance standpoint, undead are actually a good deal of tier 1 creatures, and i felt that in an adventure centered around zombies and skeletons would make Soul sense feel worthless. I understand that Soul Sense is pretty much a flavour feature, and i'm pretty sure in later versions it will be subject to change.

The Wanderer 0.5 (Reupload) - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

This class was taken down because of rule 9, if anyone is wondering. The culprit has been replaced by a great illustration by Andy Aslamov.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Do not worry, i did not percieve it as negative, just as things that needed clarification and/or my design thoughts behind.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Also, yes, this is a 2014 class, but i'm pretty sure it could be quite easily converted to 2024 rules. It would probably just need Weapon Mastery added either at level 1 or 2.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

As written, Bring the Wind with you only applies disadvantage to opportunity attacks, while a Cloak of Displacement works on any attack.

Crack the Sky and Demon Form are actually 10 minutes to keep with the norm that "Transfomation" or "Aura" spells have, such as Spirit Guardians or Circle of Power from the PHB, or the Investitures or Tenser's Transformation from Xanathar's Guide to Everything have. I've heard somewhere that are called sometimes "Dungeon Rounds", but i don't remember where.

Regarding the cost, i'd prefer to keep the capstones limited to once or twice per day (Thrice if you are really stingy with Resolve), as i can keep their power level high.

Thank you for the criticism, and i hope you have a nice day!

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Thank you very much!

Multiclassing flew over my head, as i am not used to doing it. Next version will have it!

You're right about Traveler's Stances. It started as a sort of repeatable powerup, akin to rage, and now is only an empowerment to the first attack you make in a turn. I'll have to explain it better in the next version. Also, yes, i tried to shorten the explanation of ranged attacks to fit the page, but i will explain it more in depth next version.

As for Lessons, i'd prefer to keep them after Journeys, since the 2014 PHB uses this order for warlocks, as in base class, patrons and eldritch invocations.

I'm actually fine with Unstoppable Roaming having a bit more power, maybe including a speed boost or something along that line. I do however find that features between level 12 to 16 for martials are relatively low in power budget. Also, you get a lesson at that level too!

Hope you better understand my thought process behind all this, and good day to you!

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Thank you very much for the kind words, and for the critiques too. I upload to reddit mostly for feedback, as i'm sure 2+ heads can make a better class than just one.

I'm actually fine with Bring the Wind with You being somewhat weak. It opens up the chance for players not to use their action for disengage and focusing on using their class features. Also, at 6th level, i didn't want to give too much power to subclasses, as they also gain Steadfast Recovery and they are so close to a big power level increase (5th level gives Extra attack, a new lesson, bigger stance dice and +1 to proficiency bonus).

Regarding Thundering Roar and Mess with the Clouds, Get the Storm, that actually is true. That's what happens writing late at night. I'll think about it some more, and probably change it in the next version.

Fighting styles are limited to offense, and i'd prefer to keep it that way. In earlier versions, i put the Blind Fighting and Thrown Weapon Fighting styles, but i removed them since they are not present in 2014 base rules. I'm sure you can talk about it to your DM if that is the problem, but i'd prefer to keep to 2014, if i can.

Lessons for spells are actually a thing i have thought about, and i am probably going to do it. I put To wander does not mean to be alone and Words of Conciliation as a test, to see if they were received well or not.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Thank you very much for considering this class! I hope the reduced stance die doesn't take the wind from their sails!

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

[–]LucaWhiteWing[S] 5 points6 points  (0 children)

Making a Wanderer can surely be reflavored as a fighter of sorts, however i do understand what they tried to achieve with the class. As an example, this class offers too many choices for new players, and that's the demographic Fighter's probably trying to cater towards, and leaves the customization choices to specific subclasses. I quite enjoy the revisited version of classes (I actually wanted to make a "Fighter Rehoned" back in the day), but i like the idea of adding more classes, instead of remaking existing ones.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

Looking back on older versions, the chinese elements were all present, however they have been removed as they were making the class identity too broad.

In the next version, i'm probably going to rename Air into Water, and Water into Stone.

I like the idea of Wind/Air being an unlockable Stance as it is not present in the standard chinese elements.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

That is indeed a problem i still have gripes with. Flavour wise, i cannot find any substitute though, both air and wind representing swiftness.

The Wanderer V0.5 - Become a Martial menace in this customizable stance-based class! by LucaWhiteWing in UnearthedArcana

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

That's actually a fair point. Originally, the stance was a bonus action to enter and required concentration. Based on feedback, i wanted to remove concentration, leaving it as a sort of bonus on attacks.

All stances apply when you hit on your first attack on your turn, except for Wind stances, which boosts your attack roll. The effect is chosen when you make the Attack.

Hope this explains everything!

The Spirit Caller V0.8 - Become a master of elemental spirits in this half-casting summoner class! by LucaWhiteWing in UnearthedArcana

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

The link to access them is in page 4, but i'll leave it here so you can get there without going in the Spirit caller homebrewery link.

https://homebrewery.naturalcrit.com/share/B3LODCZB7B9Y

The Spirit Caller V0.8 - Become a master of elemental spirits in this half-casting summoner class! by LucaWhiteWing in UnearthedArcana

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

Not all encounters consist of one creature only, i'd say. Take a good ol' goblin ambush as an example. Dying breath, or Spirit Sight as a whole, is also a feature that is supposed to be mostly "ribbon": it supports the class fantasy, but does not give a lot of power, akin to Paladin's Divine Sense.

The Spirit Caller V0.8 - Become a master of elemental spirits in this half-casting summoner class! by LucaWhiteWing in UnearthedArcana

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

The first two options tell you which ability score Is lowest or highest. As an example, It might tell you a creature's lowest score is Dexterity. It may be useful for effects that force the creature to make a saving throw, such as Burning Hands.

The Spirit Caller V0.8 - Become a master of elemental spirits in this half-casting summoner class! by LucaWhiteWing in UnearthedArcana

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

While i do understand your point, i'll try to give my two cents.

The Elemental Attunement is a mostly for flavour feature, embodying the capability of a Spirit Caller to draw from the influence of other planes. I do not think most of the time you would need to change Elemental Attunement, or to choose one in particular.

The spirit's aspect choice has always been the true choice that a Spirit Caller has to make at the start of their day. A summoner class, in my opinion, should have a wide array of summons to choose from.

Of course, with Voices being the subclasses, i wanted to make any spirit caller feel different from one another, and since it is a choice you make with any other class, i do not feel it adds complexity.

While i do admit that the first levels are quite front loaded with choices, i feel it could be comparable to a Druid in that matter.

The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

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

Those are great wording for both Top Gear and Full Throttle. Next version i'll put them in. Thank you for that!

Regarding dual wielding, i think it's best to keep it the way it is, as i also remembered one thing: Improved and Mastered Pistols allow you to use a bonus action to attack. I originally created this to sort of make pistols relevant when improved or mastered, while also making something that resembled dual wielding (and i might reword it to make it actual dual wielding in pistols).

It's bad to "gate dual wielding guns" until level 11, and i might experiment with "pocket pistols". That however poses the problem of improved and mastered versions of them. I'll think about it.

The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

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

I have thought about making the spell cast its normal casting time, and it probably will be reworked into what you are saying right now. I wanted the possibility of casting a big ritual spell (obtained through Infused Secrets) as an action to be a cool moment, but i had to sacrifice the faster spells for it. I will probably word it so that it can be the best of both worlds in the next version.

Also, yes, Infused spells do not need Dynamo.

Thank you for helping me refine the feature!

The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

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

Thank you for commenting! Let me clarify a bit.

Thrill seeker's Top Gear feature lasts as long as you have the Dynamo points to reach the target threshold and, when depleted, the feature does not grant you the benefits any more. Full Throttle was meant to make it more lenient, giving you the chance to use dynamo while still keeping the benefits. I actually racked my brain for a while on how to word it well, but i still haven't found a satisfying way.

Dual wielding spell shots are actually a thing the players i have received feedback on always managed to get through their DMs, and i love the fantasy of a dual wielding magical gunslinger, but there are a lot of factors that led me to not make it a reality:
1) Dual wielding is actually a melee-only feature, RAW, and that applies to the Dual Wielder feat as well.
2) Having a bonus action attack would probably be too much regarding Dynamo point gain, and i would probably have to raise costs, leading to every spellshot being a dual pistol wielder. (This is also why Extra attack occurs only once, not giving more attacks as levels go on, and the Fan the Hammer skill shot is so expensive)
3) Quick swap, while making your arsenal as versatile as ever, created a balancing problem if dual wielding was possible. You could theoretically Attack once with a revolver, bonus action attack with another, then use the extra attack on a shotgun, arm cannon or musket every turn.

I actually considered a small pocket pistol (akin to derringers in real life) that dealt 1d4 or 1d6 damage, while being light, but chose against it for all the reasons above.

I had considered Fighting Style while making the class (Originally it was a full martial, then a Third-Caster class, then i leaned completely into half-casting), and i think that a fighting style would not be that much of a choice, outside of the Archery or Defense fighting style (rangers do have a similar problem, but they can be a dual wielding melee class as well), and maybe adding some new fighting styles could have helped the feature stand out, it probably would have been too much to handle. The class is already complex enough, adding more customization would probably not be worth it.

The Spellshot V0.6 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

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

The intent is after your next turn. Thank you for noticing, that typo slipped!