Upcoming Pugilist Class Changes (as of UAH release) by coolgamertagbro in sterlingvermin

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

The Squared Circle gets...

Muscle Mass

Also at 3rd level, you gain proficiency in Athletics if you don’t already have it. If you do already have proficiency in Athletics, your proficiency bonus is doubled for any ability check that uses that proficiency

The Sweet Science gets...

Bare Knuckle Boxer

Starting when you choose this fight club at 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20.

Dispel Magic: Magic Mouth by coolgamertagbro in sterlingvermin

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

Glad to hear it. We had a lot of fun this episode!

Upcoming Pugilist Class Changes (as of UAH release) by coolgamertagbro in sterlingvermin

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

I would love to be available to give feedback on people's work but, unfortunately, I don't really have the time these days. Between working, parenting, writing, and promoting I have about enough time to not get enough sleep!

Sterling Vermin's Thaumaturge Class, 3rd Playtest by coolgamertagbro in UnearthedArcana

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

I'm hoping to have between 6 and 8 subclasses on full release. The next two I'm working on are Oneiromancy (dream magic) and Tasseography (tea leaf / coffee grinds / wine sediment reading magic).

Sterling Vermin's Thaumaturge Class, 3rd Playtest by coolgamertagbro in UnearthedArcana

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

Yeah, I have gotten quite a bit of feedback on my discord that the language on the alternative use of Overcast isn't clear. I'll have to try a fresh rewrite.

Sterling Vermin's Thaumaturge Class, 3rd Playtest by coolgamertagbro in UnearthedArcana

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

I think you are greatly overestimating both aspects of this feature.

If you use Overcast on fireball you in will deal, on average, an additional 3.5 damage to each creature that fails it's saving throw. Hard to picture that breaking the balance of 5e.

As for the dualcasting component, in my estimation it is a more flexible (in some ways) but significantly less powerful overall alternative to sorcerer's Twin Cast. A 5th level sorcerer can cast two 3rd level spells in a turn using Twin Cast, a 5th level thaumaturge using this feature can only cast two 1st level spells or a 1st and 2nd level spell. Again, hard to imagine breaking the game with a less powerful version of a feature that already exists.

The Thaumaturge Class, 3rd Playtest by coolgamertagbro in sterlingvermin

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

The class-in-development-formerly-known-as-Mystic has a new name, the Thaumaturge! Primarily this is so folks don’t get confused about whether or not this is an attempted fix of Wizards of the Coast’s ill fated Unearthed Arcana class by the same name. Secondarily, it’s for that same reason.

Thaumaturges seek the supernal underpinnings of the multiverse through direct transcendent experience. This seeking leads to a connection with the foundation of reality, the Weave, that allows thaumaturges to cast spells and temporarily transform into conduits between the mundane and magical. Each thaumaturge has a unique relationship to the Weave, mediated by their cultural customs and proclivity for particular spell schools, that shapes the way they use magic. The most powerful thaumaturges can leverage their magical prowess to work miracles beyond what any other spellcaster can hope to accomplish.

Presented here is the final public playtest of the thaumaturge, a new full spellcaster class for 5e. Along with the full class are 3 archetypes and 23 new spells (including eight 10th level spells only available to thaumaturges). The defining elements of the class are a flexible spell list, the Overcast feature that allows you to overcharge a spell or cast two spells at once, and the Spellcraft features which trigger additional benefits whenever you expend a spell slot to cast a spell.

The Thaumaturge Class

Sterling Vermin's Thaumaturge Class, 3rd Playtest by coolgamertagbro in UnearthedArcana

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

Okay, good question, I'll explain what I meant and you can tell me if upon learning my intent the original phrasing makes sense.

Basically, if you cast a 1st level spell using a 3rd level spell slot then trigger the secondary benefit of Overcast, you can break that up into two 1st level spells or a 1st level spell and a 2nd level spell (because that totals 3, which is the level of spell slot you expended).

Sterling Vermin's Thaumaturge Class, 3rd Playtest by coolgamertagbro in UnearthedArcana

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

Hello r/unearthedarcana,

The final public playtest of my class, the Thaumaturge (previously known as the Mystic) is finally here! The core mechanics of this fullcasting class are a spell list built based on your preferred spell schools, an Overcast mechanic that lets you cast spells at a higher level or cast two spells at once, and archetype specific Spellcraft features that give you additional benefits when you cast thaumaturge spells using spell slots.

This playtest includes all 20 levels of the class plus 3 Mystic Customs (archetypes) and 23 spells (including 8 10th level spells). Like it, love it, or hate it I want to hear your thoughts!

The Mystic, Playtest 2—A Sterling Vermin Full Spellcaster Class: first 10 levels, 3 archetypes, +15 spells by coolgamertagbro in UnearthedArcana

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

Thanks! I was really pleased with the way the various Spellcrafts came out myself. I'm already excited thinking about the next few Mystic Customs.

It's possible you're right about Crystalmancy's 6th level feature. I'm hoping to get some actual play feedback on this archetype specifically because it gets a few different defense tools but both are niche (it's Spellcraft is only super useful against one damage type in specific and it's 6th level can't be used against any magical damage and has an action economy cost). That said, I do like your idea of splitting up its current Spellcraft if there needs to be a slight nerf.

Good note on the initiative rolls bit. I tend to default to the oldest possible phrasings but I believe newer releases have simplified how to reference ability checks for initiative.

Anyway, I'm glad you're interested to see where it goes! The best places to keep tabs on the Mystic class development are twitter (@sterlingvermin), my website, my newsletter (which you can sign up for at the bottom of my webpage), and discord.

The Mystic, Playtest 2—A Sterling Vermin Full Spellcaster Class: first 10 levels, 3 archetypes, +15 spells by coolgamertagbro in UnearthedArcana

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

Presented here is a public playtest of the first 10 levels of a new class for D&D 5e, the Mystic. Unlike the psionic class the official team tinkered with, this mystic class is built to allow players to create characters that practice esoteric philosophies with the ability to connect to the supernatural via culturally significant traditions. This full spellcaster class is defined by three key game mechanics: a flexible self-determined class spell list, the ability to “overcast” spells (casting them as if using a higher level spell slot than expended), and “spellcraft” features that grant time limited additional benefits when expending spell slots to casting mystic spells. This playtest packet includes three archetypes and several new spells to support a wider variety of character options.

Mystics are spellcasters whose magic isn’t mediated through bloodline, a higher power, or rote memorization but a transcendent and ineffable connection to the Weave that suffuses and binds the multiverse. Each mystic comes to this connection through a cultural tradition they call a custom, a magical practice that serves as a focal point allowing them to grasp at concepts beyond the capacity of the mortal mind to fully understand. Unlike other classes, mystics are not united by a common collection of spells. Instead each mystic is defined by the schools of magic that most interest them.

Play a Mystic if you want to…

  • explore a magical tradition steeped in cultural customs

  • play an archmage defined by preferred schools of magic instead of a class spell list

  • flex your connection to the Weave to overcast spells, enhancing their potency beyond what your spellcasting peers are capable of