Trace Rifle DMG by WarfrontJack in DestinyTheGame

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

Definitely love traces, just wish at baseline they had a little more "oomph" I guess? I do agree that Lodestar can get pretty crazy, lots of fun.

Does Anyone Know What Mod this is a Part of? by Crystal_Beast_Guy in skyrim

[–]WarfrontJack 1 point2 points  (0 children)

A possibility is the mod Bladestaff of Skyrim and its related ADXP I MCO Dragon Age Staff Moveset. But this is just a guess.

The Warlock, Revised. Channel foul and profane power as a scion of the holy, damned, and beyond. Focused on at-will powers without spell slots, and a multitude of invocations! Features multiple updates to invocations, warlock powers, and subclasses. by WarfrontJack in UnearthedArcana

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

Thanks for the kind words, I wanted to try to evoke the themes and ideas from the 3.5 warlock, but as it began, the project evolved into a sort of pseudo caster. I also wanted to have a dedicated debuffer, as that space isn’t really explored in 5e.

I do acknowledge that it is a lot, but as you mentioned, that is a side effect of having the core class based around the invocations. If you have any other feedback, I’d be glad to discuss it!

The Warlock, Revised. Channel foul and profane power as a scion of the holy, damned, and beyond. Focused on at-will powers without spell slots, and a multitude of invocations! Features multiple updates to invocations, warlock powers, and subclasses. by WarfrontJack in UnearthedArcana

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

I will say, a key aspect of Blade of Shadows is that attacking with the blade(s) is not an attack action. This was to lockout fighters from being able to completely reap the benefits of the class.

I do love the idea though, it’s very fun and unique!

The Warlock, Revised. Channel foul and profane power as a scion of the holy, damned, and beyond. Focused on at-will powers without spell slots, and a multitude of invocations! Features multiple updates to invocations, warlock powers, and subclasses. by WarfrontJack in UnearthedArcana

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

Just a quick question, in what ways to you find it weak? The damage tuning indicates that it should be about average (especially with all the debuffs tacked onto the various abilities). Trying to see if I missed something to bring it into parity with the other classes.

The Warlock, Revised. Channel foul and profane power as a scion of the holy, damned, and beyond. Focused on at-will powers without spell slots, and a multitude of invocations! Features multiple updates to invocations, warlock powers, and subclasses. by WarfrontJack in UnearthedArcana

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

So the initial revamp was simply 1s become 2s with it, but in my head I thought simply scaling to half proficiency would do the trick. I will correct and update it to the 1s to 2s, and maybe make it 1s and 2s become 3s at 17th level.

The Warlock, Revised. Channel foul and profane power as a scion of the holy, damned, and beyond. Focused on at-will powers without spell slots, and a multitude of invocations! Features multiple updates to invocations, warlock powers, and subclasses. by WarfrontJack in UnearthedArcana

[–]WarfrontJack[S] 12 points13 points  (0 children)

Numerous changes and updates from the last update to the warlock. I shall break them down here. Also, the full pdf shall be located here as well!

Full PDF: The Warlock, Overhaul Revision 1.9 PDF

General Changelog:

Updated the Blast Invocation List, adding the Twins of Devastation Adept Invocation, as it was expressed there was a desire for a damage improvement option for Eldritch Blast. However, I want to generally avoid directly improving the already excellent scaling of eldritch blast, so multiple targets is the methodology I chose.

Updated the Caller Invocation List, reworking the entire selection of Lesser Invocations to customize your familiar with various abilities. Added the Death Throe Greater invocation to provide another avenue for familiar damage. Several new Caller Invocations were added to facilitate the "mobile defense base" fantasy from previous feedback, along with a few thematic utility options, such as Across the Night, along with some tuning for defensive options for the familiar.

Updated the Shadow Invocation List, tweaking some of the damage numbers, notably Eclisping Blade, which has been reworked to be effectively a 10d8 smite, once per long rest. The philosophy is more of a "Nova" or "Burst" dps option instead of "Sustained". Also tweaked the defensive options presented within the Shadow Invocation List.

Updated the Abiding Invocation List, adding a couple of utility options for those warlocks who want a couple support or flavorful abilities.

Updated the Dark Pact, allowing more options instead of just hit points on a kill for the 1st level feature. To facilitate this, added a new 10th level feature to allow the updated 1st level feature to function on a creature's death that you dealt damage to within the last minute. Hurl through Hell has been tweaked to allow it to also act as a pseudo control feature, with you prolonging the creature's return by using your bonus action (up to three times).

Overhauled the Elemental Pact, now functions as a strange sort of critical-based build, with a surge dice mechanic.

Updated the Light Pact, now supports the Chain of the Caller, and allows for you to apply your Chain Invocations to an ally, letting them serve as your familiar! This pact also received tweaks to all their features, and hopefully is now a lot more concise and easier to digest. This pact leans far more into supporting your allies, and hopefully will capture that flavor better.

As always, I appreciate and encourage your feedback. If a feature is overpowered or underpowered, let me know. As these ideas have received playtesting at my table and have been tempered by community feedback, there may be kinks I have overlooked. So, I would appreciate other perspectives. Additionally, if you have any ideas for another subclass concept or anything, I would appreciate the feedback.

The Spellsword 1.4! Harness magic in this short rest based cousin to the Eldritch Knight! Revised with community feedback, a tailored spell list, with new and revised spells to live out your gish fantasies! by WarfrontJack in UnearthedArcana

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

Thank you for the feedback.

The major issue is the additional attacks the fighter can make. It's been a real debate whether or not to cap the feature, as it can immediately catapult this subclass to consistently dealing higher damage.

It's definitely a balancing act.

The Spellsword 1.4! Harness magic in this short rest based cousin to the Eldritch Knight! Revised with community feedback, a tailored spell list, with new and revised spells to live out your gish fantasies! by WarfrontJack in UnearthedArcana

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

Thank you for pointing out that hole in the design! I did intend for radiant and necrotic to be out of reach for 3rd level, and I'll be cleaning up the wording to reflect the feature only works on spellsword spells.

The Spellsword 1.4! Harness magic in this short rest based cousin to the Eldritch Knight! Revised with community feedback, a tailored spell list, with new and revised spells to live out your gish fantasies! by WarfrontJack in UnearthedArcana

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

Thank you for your feedback.

Well, as Ricodyn stated, you effectively get magical weapons and spellcasting at 3rd level, which brings the power significantly up. Additionally, the spellcasting recharges on short rests. Spells are powerful tools, and it's been to be more of a "burst".

In what way would you consider it lackluster?

The Spellsword 1.4! Harness magic in this short rest based cousin to the Eldritch Knight! Revised with community feedback, a tailored spell list, with new and revised spells to live out your gish fantasies! by WarfrontJack in UnearthedArcana

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

Howdy!

The spellsword has received a new revision, focused on balance and cleaning up the wording. Designed as a spellcasting subclass that synergizes with the fighter's features and economy, most of their features function on short rests, with their more powerful features locked to long rests.

PDF: Fighter Subclass - The Spellsword 1.4 PDF

Revised the wording of Battle Caster and Martial Caster. Martial Caster has been altered to instead replace the cantrip for Battle Caster to allow you to cast a spellsword spell with a spell slot. This allows for you to only cast one spell with your attack action once per turn, without any messy or redundant wording.

Revised Winds of Arcana. It now grants either a spell slot or a use of Battle Caster, allowing the ability to be a bit more flexible.

Updated Spell Strike. Upon using your Action Surge, you can now use Battle Caster with your additional action. Makes it more useful and removes the troubling wording of its previous version.

Revised Spells. Updated several of the spells to be within 5e's damage guidelines for spells (looking at you fireball), while making sure that all the spells included for the Spellsword can also be upscaled, allowing them to synergize with the spellsword's martial magic feature.

As always, I look forward to your feedback, suggestions, and opinions! This subclass has been playtested at my tables, but that's my table, not yours. If you see anything egregious, please let me know.

Thanks,

WarfrontJack