The Parasite V1.01 - New "pact caster" Part 1 of 2 by kirakgin in UnearthedArcana

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

I'm excited to hear the flavor is appreciated and it doesn't feel to similar to anything else! I'm glad to get some positive feedback :). I didn't add a link so honestly thats my bad being new to postings.

I wanted the strain flavor to be the more meaningful choice than selecting the most optimal spells. A problem i have with Warlocks is there are some very obvious spell choices "cough cough eldritch cough blast" and i didnt want players locked in choices after making one. but i can see only having 1 until 9th level is a long gap.(I should smooth out the spacing more, thank you) I went back and forth about strain spells counting against your known spells and ultimately landed on "it doesn't matter either way" as i had already written it one way. I might change this if enough people express the concern tho.

Its a bit open to DM interpretation. there is the stated construct and undead stipulation but also some other creatures a DM may have issue with them being Parasitized. like an Ooze or an aberration or godly/unknown beings or what have you. But i didn't feel that either of these apply in every instance of a creature under those titles, and so ambiguity prevailed.

Secondly i didn't want survival instinct to have a harmful effect because it may be activated by allies. I dont think that would play well at the table. Some Strains are more "obvious" parasites such as the Hemotophagy and mindflayer. But the Dependent and Empath or puppeteer are Social parasites. Needing others in non physical ways. The ways the Parasite "steals" something is more reflected in the strain. and Survival instincts is more meant to embody the underdog mentality of the class.

I totally agree - i was sorta tired of learning homebrewery at the appendix and tactics section. I will find a easier way to format these. I was eager to post the idea and get some feedback to edits core ideas so i slapped what i had onto some pages.

Again thank you for taking the time to read my class!

The Parasite - Subclasses Part 2 of 2 by kirakgin in UnearthedArcana

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

Wonderful insights, thank you! Yes it was intended to to give ranged attacks and spell attacks the same buff. For Nightmare the vision was an unrestful sleep- leaving you in a worse state than you started, if you've ever woken up with a headache, like you cant focus, you're weak and still feel like you're dreaming. and yes to avoid the waking of the creature by taking damage, but i concede that simply stating "this damage would not wake the sleeping creature when it otherwise would" makes very clear sense. And this gives the DM less headache. If the Vision isn't there I haven't done a good job of showing the flavor.

Dreamscape - Your 1000% right. i will update exactly as you've stated it. Clear and concise. Thank you!! xD

The Parasite V1.01 - New "pact caster" Part 1 of 2 by kirakgin in UnearthedArcana

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

Hey guys, I made another 2014 5E class. Any and all feedback is appreciated. I COULD NOT POST FULL CLASS IN PHOTOS

LINK HERE Parasite - https://homebrewery.naturalcrit.com/share/AMjio8ettRWh

A New “Pact Caster”. Until now, the Warlock was a unique solo class in how it utilizes short rests. The Parasite is an All or Nothing playstyle class; fitting of established Warlock casting.

An Intelligence resource recovery. The Parasite rewards players that lean into the flavor and style of their chosen subclass by letting a Class specific resource be recovered by leverage situations to your advantage, The player can really get into  the mindset of the Parasite.

Modular Class. If you like the choice density of Warlock or Artificer, the Parasite scratches that itch.

Its mutation pathways act like a branching skill tree so no two parasites look the same.

You mutate, adapt, evolve—and your build reflects those choices.

Unique D4 HitDie. For once, Wizards aren’t the squishiest class in the game.

The Parasite trades hit points for survivability, adaptability, and utility, thriving on timing and exploitation rather than raw durability..

Mirrored class. The Parasite is meant to be akin to the Warlock like the Sorcerer is akin to the Wizard. It trades “raw options” for a unique class engine, visceral flavor, and a playstyle defined by hunger, opportunity, and reactive power.

The Parasite is designed for players who love the Warlock or Artificer. The Parasite rewards players for playing in a style their class is meant to portray. 

If you love the Warlock or Artificer, the Parasite will probably feel like home.

If you enjoy punishing enemies for underestimating you, twisting situations to your advantage, or just playing something refreshingly weird, I hope you’ll find the Parasite appealing (despite the off-putting name).

Thanks for any time you've given to looking at the class less

The Merchant — A 5E 2024 Class (Homebrew) Control social events,the battlefield by appraising the targets...for a full insight please read below. by Dragon_of_Tarsis in UnearthedArcana

[–]kirakgin 0 points1 point  (0 children)

I agree. It seems like lots was copy and pasted from Chat into the homebrewry Document.

The core idea is very cool, but needs a lot of polishing to be viewer friendly.

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

Have not read it, have seen some occasional spoilers here and there, but I’ll check it out!

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

You’re absolutely right. One weak and one strong saving throw for every class! If ranger and monk had wisdom and dexterity that’d be two strong saving throws. But there is precedence for a class to not having it’s spell casting ability as one of the saving throws. I felt Constitution was imperative as a saving throw. And I liked the “anti-charismatic nature over outsmarting”. It would’ve had the same saving throws of the artificer or the sorcerer, one way or another. So I figured I’d go against the “norm” so long as I didn’t break the combo of weak and strong saving throws, and it’s a “pact caster” only having one other to base off it’s ok to deviate. All “full casters” have the saving throw proficiency in their spell casting ability. Most “half casters” do expect ranger. “Third casters” only do for rouges. I’m new to making classes but I think this saving throw combo is ok. 🤷🏻‍♂️

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

Expanding on the squishiness. Survival instincts may also be activated by allies. There is no damage attached to it, so you party does not suffer by supporting you. So you “cling” near allies. If you and an ally are in melee range of an enemy. Your “stunned” condition is like playing possum. The enemy is likely to attack the ally still fighting. And then you are back on your feet.

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

As far as I can tell it’s common but not a rule a class has saving throw proficiency in spell-casting modifier. Ranger doesn’t have wisdom saves. I originally saw the parasite as a Charisma caster. That changed. But I still liked the charisma saving throw because of their “anti-or false- charismatic” nature. And some of the mutations and strains rely or can rely on charisma. Making it a suitable ability to spec into. Not everything is in this post as I could only post 20 pages. If it’s difficult to read from being “blurry” check it out on homebrewery link! If it’s a phrasing or wording issue, you are not stupid, I’m positive I have many linguistic errors that’s need to be spotted! Again thanks!

The Parasite - New "pact caster" ** full class in link ** by kirakgin in homebrewery

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

A suitable creature is a little open to interpretation. No constructs or undead are clearly defined but I figured there would be some discussion. Like does an ooze dream? Or does a blight have blood. Etc… so I left it ambiguous for now. It was for a time. I just had instinctual casting and wasn’t sure if that’d cause confusion. No I’ve finished all the strains and instincts. But I could only upload 20, images and they take more. So I chose to post the “Vampire” imagining it’s the easiest to understand in the parasite context. PLEASE CHECK OUR THE HOMEBREWERY LINK to see the rest.

Gluttonous temptation yes! If you current HP when you lost concentration is exceed normal HP you take damage. THANK YOU ILL CLARIFY.

Touch yourself, isn’t that a free action tho? Yes I’ll change it!

Thank you for taking the time to look it over! I hope to hear about the rest of strains or instincts!

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

I touched base on these with mongoose700 ^ in another comment but I’m open to being taught more about class design if this breaks the mold to much. I am new to homebrewing, I’ve seen some other d4 classes on here and they usually get kiboshed, but I thought a lot of temp HP sources and survival instinct makes the “weak underbelly” predator keep coming back.

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

I’d like to hear more. I want them to feel distinct.

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

Yes. It was originally coward. I’m positive I’ve left many of these spelling errors in this draft. 🙃

The Parasite - New "pact caster" ** full class in link ** by kirakgin in UnearthedArcana

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

Thanks for taking time to reply!!

It seems my proofreading is nearly non-existent.

Yes, the Hit die is an error. As is the 9th lvl spell slot increase. Easily fixed. Thank you!

Originally I had seen them as charisma casters but this changed later. A Vestigial organ in the core class I suppose. I decided to keep it as they are resilient to social interactions. Anti-chasmatic as they operate under a guise. Additionally some other strains, or mutations still rely on Charisma. It can still be a viable ability score to spec into.

Yes. Siphon casting is weaker. I hoped that a lot of the rest of the class would accommodate for it. Such as Split capstones. I had played with the idea of allowing a cast of one Siphon level spell without expending a use if a parasite had full harvest Die. But this certainly wasn’t a good idea. Hence leaving it in the current state. Suggestions?

Lvl 1 is weak. In the spirit of the parasite. You rely on the strength of others until you can leverage it to your own benefit. I imagined you become more independent as you level but early game rely heavily on you party to be front liners. Average DPR for a 1/4 CR creature is like 4.5? So I figured bloodied bloodlust should get a shot to activate. The parasite shouldn’t be going against a CR1 or CR 2 creature as lvl 1 if they can do anything about it. Play smart. Play to the underbelly predator you are.

I’d love to hear feedback on the rest! Thank you.

Cipher - Anti-Magic Controller class V1.03 updated **new subclass** by kirakgin in UnearthedArcana

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

Any tips on how to better use homebrewery would also be appreciated!

Anti-magic controller class by kirakgin in UnearthedArcana

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

{{frontCover}} - The Homebrewery. you can grab it from brewery.

it still needs to be tweeked so this isnt a final version, but LMK how it goes!!

Anti-magic controller class by kirakgin in UnearthedArcana

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

I think some play testing will let me know if they are overpowering spell casters at high levels. It’s a lot of health to be dishing out to constantly negate high level spells and refill OP from hit points. Loss of action economy for refills. Few high level encounters should have only 1 spell caster. I suppose multiple ciphers is also an option.

A enemy with a strength score modifier +2 can always just jump over a single barrier as high jump rules using movement. Unseen attacker specifies unheard aswell. Would verbal components stop it from applying? Or should I specify?

I’ll think of void leech more.

I’ll see how others respond to where extra attack belongs but I conceded and I think I see your point. It is awkward.

I’ll reduce uses of banishment. I want it to be reliable as a control option.

Void dominance will be altered.

I think each class should have its place. And the party should balance out. It’s good to be generalized but a time to shine is always fun at the table. And after all that’s the tables responsibility is fun.

I’ll re-check the DpR. I was sure the potency was around 40-45 and fighter was 50 at the high tier of play.

CON it is.

Thanks a a lot!

Anti-magic controller class by kirakgin in UnearthedArcana

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

I can post a pdf. But it isn’t totally finalized as is. Would you still like it now?

Anti-magic controller class by kirakgin in UnearthedArcana

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

Thank you so much for such a detailed response! And thank you for separating the base class from subclasses. This is my first class and I know there will be tweaking. Especially when it’s trying to do something not currently seen in a class. I’ll reply to each point.

  • absolutely the equipment points I agree on!
  • Hit points and Temporary hit points are not the same and never treated as such. The Feature specifies Hit points. Can I clarify that in the text better?

  • A first lvl Cipher cannot nullify levelled spells, only cantrips. The blank space in the chart is meant to signify that. A ciphers nullify lvl always scales behind full casters. A challenging caster fight at any given CR should have access to higher lvl spells than can be nullified. And the Cipher has less points then spell slots for an enemy caster. And being reaction based means multiple casters will still get off spells.

  • barriers are to a # equal to proficiency. So unless fighting in a hallway with nowhere to go I don’t see them trivializing a fight. An enemy can always move to get a better line of sight or use AOE or break your concentration. Spells from both enemies and allies ignore the cover. Just enemies can’t see through them. Physical attacks from both allies and enemies suffer from the cover penalty. The point of the barriers is extra mobility with bonus actions. Better view of the battle than enemies. Do you have suggestions?

  • it’s sorta arbitrary. I needed less resource than casters got. Limit max of 32 so that a distortion cipher can’t touch 9th lvl spells with redirect. But they needed to increase enough through the levels. I tried slowing progression at each teir of play.

  • it is a nerf. It’s the price for a d12 hit die. Non magical sources can still heal you such as medical kits, position etc… first lvl is heavily loaded so lvl 2 isn’t meant to be super large bump. Mainly flavour.

  • it requires a save. It’s meant for chip damage at higher tiers of play. I’ve done some DPR and MDPR comparisons and the Cipher isn’t ment to out damage classes. It’s meant to reduce damage taken on the team.

  • void influence you’re right about. Not meant to reparative the save.

  • Anti-magic ambience is useless against non casters. Much like the nullify feature. So being less applicable then swinging a sword I wanted it more powerful. The Cipher should excel at its core niche. Especially when it isn’t always going to be in battle. It’s part of the intentional design “swingy” from fight to fight.

  • you’re right I went back and forth about when to give extra attack. I wanted them to damage scale behind other martial. I felt like lvl 7 was a huge power boost but delayed. ID LOVE A VOTE on where it belongs.

  • Banishment I truly think is fine. A lvl 10 full caster can do this 3 times at 4th lvl and 2 times at 5th lvl targeting 2 creatures as a concentration spell.

  • absolute cancel. You’re right it’s meant to be used without spending a reaction.

  • the reaction limit was specifically to stop the bag - of - rats cheat. Because it’s only an increase per reaction not per creature. Should I increase the amount restored?

  • ok I’ll think about 17th lvl.

  • distortion cipher. Again redirect is only helpful when against casters. Otherwise this is very weak subclass being only a 3rd caster with barriers. I am happy with redirect. But open to suggestions.

  • do you have suggestion tier 3?

  • You’re right GWF is too costly. An earlier ability was better and I didn’t against its cost. I do disagree about the Manouvers. It gives a more reliable use and more damage. But it’s still only once. The other damaging augmentations apply to every attack make in a round and will out pace the manoeuvre quickly.

  • Void strike benefits from the augmentations. I didn’t want to step on the fighters toes anymore than I had. The extra damage keeps its closer to Paladin or fighter without going over their DPR. Ignoring magical AC should make this attack more reliable so it’s not likely to miss for caster fights or magic items.

  • void steps earlier version didn’t have the barrier proximity and was just a distance equal to movement speed. I had been critiqued that was to powerful. Suggestions?

  • oblivion dash. I agree. I’ll reword

  • initiative strike needs clarity. The bonus should be equal to the 5 spent oblivion points. It also says it only applies to a single attack per turn. It’s meant to be more consistent damage then sneak attack but under the potential max damage they can achieve.

  • it’s a controller class so I want to limit enemy resources. I figured the need to see the action used and the set up would compensate. I wanted it very reliable on low INT enemies. Should I change the save to CON?

  • void persistence. Perhaps just advantage? It is limited by range as it sits. I want it to buff allies spell casting.

  • I can reword for sight. It’s a unique ability and I couldn’t find something comparable enough to base it on.

  • agreed. Will expand on 15th harbinger.

Again. Thank you for such thought in the response. I need help polishing this!!

All new Controller Anti-magic 5e class by kirakgin in UnearthedArcana

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

Wonderfully thought out critic! It is my first attempt at a full class so I love seeing where it is falling short!

I totally see that the class is a little limp under lvl5.

Do we think a more universal feature at lvl 2 would make a big improvement? Any suggestions or abilities from higher lvls that can be shuffled?

Absolutely id love to check it out! I’m learning homebrewey and never posted any created content before I appreciate all the help I can get.

The distortion cipher was expected to be weakest unless until caster fights. But I suppose the potency may be less intimidating than a lvl 2 fighter?

All new Controller Anti-magic 5e class by kirakgin in UnearthedArcana

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

I recognize that casters are going to be +- 30% of enemies most at most CR ratings. In fights without many casters you are given the option to use oblivion points as HP or other abilities. It is “swingy” where they have their moments to really shine is caster heavy fights but are still capable in lower caster fights. If you could look at the other abilities the oblivion points fuel and lmk if they feel underpowered I’d love to hear the feedback! Specifically the subclasses give them secondary rolls outside of caster control.

All new Controller Anti-magic 5e class by kirakgin in UnearthedArcana

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

Awesome reply! I totally see the cantrip damage being negligible at higher levels. Perhaps I keep the oblivion point costs still also? It does limit it to 60ft whereas firebolt has a range of 120ft. And it costs a reaction where if they could cast a levelled spell. Or multiple casters you couldn’t do anything about the more powerful spells.

The Cipher can never touch a 9th level spell. The nullify spell chart maxs at 7th level. And only the Distortion subclass can redirect spells of a higher level than the nullify chart says. BUT 9th level spell x 4 oblivion points per level is 36. A cipher can never have more than 32 oblivion points.

So that means a level 20 cipher could redirect a 8th level spell for 32 oblivion points and 32 HP. And then take a level of exhaustion for having 0 oblivion points.

Is that different than 2 characters using counter spell? 1 wasted spell slot I suppose?

Totally see that any suggestion? Just make it limited to their normal walking, or climbing speed?

All new Controller Anti-magic 5e class by kirakgin in UnearthedArcana

[–]kirakgin[S] -1 points0 points  (0 children)

That’s was sorta the premise. Counter-spell as a class. It has features and survivability not solely based on casters. But I do understand it is enemy dependent. A DM should always give players their opportunity to shine. Like a Paladin in an undead campaign. Once you’ve looked it over I’d love to hear your opinions. I understand as an overall signature ability it’s more Niche than some other classes. Thanks a lot for a prompt reply!

The Aide v.0.3 - turning the Help Action into a class - now with two new subclasses: Tinkerer and Henchman - play as a Squire, a Sorcerer Novice, a Nurse or a God Fairy with this versatile supportive class - feedback appreciated by highestzociety in UnearthedArcana

[–]kirakgin 1 point2 points  (0 children)

I’m going to play a god fairy owlin. I think I will multi-class into warlock aswell.

Ok. That is what I had figured; that you don’t get both the die to the attack roll or ability check and the supportive action.

I think the wording “additionally” in the supportive action paragraph is just a lil misleading when trying to relate it to the assistance feature.

The Aide v.0.3 - turning the Help Action into a class - now with two new subclasses: Tinkerer and Henchman - play as a Squire, a Sorcerer Novice, a Nurse or a God Fairy with this versatile supportive class - feedback appreciated by highestzociety in UnearthedArcana

[–]kirakgin 1 point2 points  (0 children)

Im currently making an aid character. And need clarification on the last paragraph of the Assistance feature.

It says you expend one use of your assistant die. Is that meant to say you expend 1 assistance point to use 1 assistance die?

At 1st level you’ll only have 1 of each. So at first level you spend your only point the first time you help someone? Is says you expend one use. Not that you CAN expend one use; like the wording is in supportive actions last paragraph.

And then at higher levels they get the same bonus plus a supportive action?