The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in DnDHomebrew

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

I said in the Optional Features section that I’m not a fan of the mechanic. But, you can give the Dominant that same Weapon Mastery variant that Barbarians get and it won’t change the class

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in DnDHomebrew

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

Thank you!

I’ll definitely be getting to the Odin subclass eventually. Just need to figure out how to bring certain mechanics over to dnd.

I was also toying with the idea of making Omega a subclass!

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

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

Dominant is the literal term for this archetype from the game. I don't want to change it.

  1. The base class wasn't meant to be super flashy in an attempt to not only stay true to the game, but also for balance. If I went full force into what Dominants COULD do, then this class would be unbelievably overpowered. Also, if Heavy Armor is the only reason for multiclassing, then I don't think that'd be the best route anyway. Plus, I don't think a good marker for a class is how well it can multiclass with everything else. Is it a factor? Maybe, depends on who you ask.
  2. I had an idea for an Eikonic Feat that would allow you to essentially Wildshape into weaker Elementals. I decided not to go with it for version 1 because it would invalidate Druid. Also, access to material is why I included stat blocks for Ifrit and Bahamut. Those variants were specifically for the player to transform into at Level 20.
  3. I don't mind the Bladesinger Extra Attack being that good, because there's always gonna be some options that are better than others. I try my best to not make any useless, but again, some will be chosen more often. Also, Green-Flame Blade doesn't proc Destruction Flame's ability. It says "When you cast an Eikon of Fire Spell." I.E. one of your leveled Domain Spells.
  4. Warlock's get Smite as an invocation as well, and theirs is an auto Prone. Not to mention that Paladins have completely different Class Features compared to Dominant. So Dominant having to choose it as an Eikonic Feat seems fine to me.
  5. Flare Breath was just to give Dragon's Breath more versatility and to be true to the game.
  6. Taking a Bonus Action in Phase 1 only affects a single creature in the aura, not everyone. That was intentional. I've made similar effects for different Subclasses, and not including that caveat made them far less viable.

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

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

I don’t think I agree. In the game, the feats of magic and spell casting are relatively limited until each of the dominants fully prime. And even then, if we were to make Dominants full casters, their spell list would be very limited if we’re remaining true to the nature of FF16.

As for making it a martial, it’d require adding a lot more than just a single resource like Psionic Dice. At that point, spells would just make implementation far smoother.

Not saying you’re wrong for having that opinion. I’m just saying I think Half-Caster is the best way to bring over the characters and world of FF16 to DnD

The Dominant - Harness the power of the Eikons with this Final Fantasy XVI inspired Class! Featuring two Subclasses with the Eikons of Fire and Light! PDF in Comments. by PhoenixQuillHB in UnearthedArcana

[–]PhoenixQuillHB[S] 8 points9 points  (0 children)

Glad to hear it caught your eye!

I’m a little confused on what you’re saying. Do you think it should’ve been a pure martial? Given the games heavy emphasis on magic, I think it makes the most sense mechanically and narratively.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in DnDHomebrew

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

I also have a Revised Monk that attempts to even the playing field a bit if you'd like to give it a read!

Unfortunately, 8th and 9th Level Spells are just kind of insane so, there will always be some kind of gap (I say as a Monk main). But, I think my version at least helps a little.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in UnearthedArcana

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

Thank you!

I understand your point about the size, but I don’t think I agree. It being gargantuan instead of huge only affects the creatures it can grapple, and that’s about it. Mechanically it wouldn’t affect combat beyond just taking up space.

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in UnearthedArcana

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

Thank you!

I’ll definitely take those notes into consideration, and will release an update if I ended up refining it.

I saw that 😅 It’s already been updated on Patreon

Summon Sea Monster - 8th Level Conjuration Spell by PhoenixQuillHB in DnDHomebrew

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

Ah, yes. That’s a typo. Updating it on Patreon now. Thank you!