What are everyones thoughts on the Chronurgy Magic subclass? Good? Bad? Too weak? Too powerful? etc? To the DM's in here, would you allow it in your game?
Good. Similar to Divination Mage ( 2nd level AND 14th level is similar to portents) Nice init bonus which Mages REALLY need - you have to get off your Fireball BEFORE the melee types rush in and screw up your area effect. The time freeze is nice for battlefield control. The 10th level ability effectively turns your caster only spells into touch.
But most importantly it gives you access to some nice spells, such as Gift of Alacricty (key use of a 1st level slot for a high level wizard), Fortune's Favor, Wristpocket, etc.
I would allow it. I would not allow Chron or Grav spells unless you took the corresponding Wizard subclass. No Evokers casting Gift of Alacrity.
The subclass is cool. I really like it. It does function similar to the Divination wizard both in flavor and mechanics, but it's different enough for me. It has access to more spell options, a better level 10 ability IMO, and is focused more on Time Manipulation than just viewing/predicting things.
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Yeah, that's one exploit with this crazy ability. It's really good. You could do this to Find Familiar, capturing it, and giving it to an ally. You can give everyone in your party a familiar. In fact, can't you give a familiar a familiar with this ability?
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It's awesome, but also super broken. There should be no way to give a familiar a familiar. That gives you the possibility to give everyone in the party a chain of familiars, to grant permanent advantage on their attacks and other stuff like that. They need to fix this.
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Yeah they really need to restrict it to spells that take an action to cast only. It would still be really good because it frees up Concentration by letting the Fighter concentrate on their own Haste (alas poor Barbarian, no concentration while raging) and can let your fellow party members cast self only stuff but right now you can also stuff Galder's Tower in the more for instant battlefield structure, the appearance of which might really hurt someone. It's really screwy. Other than that I really like it. I especially like how the 14th level ability is balanced out with levels of Exhaustion so you can kill yourself to stop the BBEG. Also, if you do kill yourself, the way the ability is written you can't be resurrected because you can only lose the Exhaustion through a long rest, and won't lose it when you get brought back to life.
They probably should have made Unearthed Arcana for these things so that the community could have caught this stuff in the unofficial version, like how we caught the Centower.
They probably should have made Unearthed Arcana for these things so that the community could have caught this stuff in the unofficial version, like how we caught the Centower.
I made a thread based on a discussion of why they should've made an UA for these before putting them in the book.
Also, if you do kill yourself, the way the ability is written you can't be resurrected because you can only lose the Exhaustion through a long rest, and won't lose it when you get brought back to life.
Wouldn't you say that actually dying might be the mightiest of Mighty Reset Buttons for conditions? I would, personally. I mean, you're dead. I'd say that would wipe out little things like Exhaustion.
What are everyones thoughts on the Chronurgy Magic subclass? Good? Bad? Too weak? Too powerful? etc? To the DM's in here, would you allow it in your game?
Good. Similar to Divination Mage ( 2nd level AND 14th level is similar to portents) Nice init bonus which Mages REALLY need - you have to get off your Fireball BEFORE the melee types rush in and screw up your area effect. The time freeze is nice for battlefield control. The 10th level ability effectively turns your caster only spells into touch.
But most importantly it gives you access to some nice spells, such as Gift of Alacricty (key use of a 1st level slot for a high level wizard), Fortune's Favor, Wristpocket, etc.
I would allow it. I would not allow Chron or Grav spells unless you took the corresponding Wizard subclass. No Evokers casting Gift of Alacrity.
The subclass is cool. I really like it. It does function similar to the Divination wizard both in flavor and mechanics, but it's different enough for me. It has access to more spell options, a better level 10 ability IMO, and is focused more on Time Manipulation than just viewing/predicting things.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, that's one exploit with this crazy ability. It's really good. You could do this to Find Familiar, capturing it, and giving it to an ally. You can give everyone in your party a familiar. In fact, can't you give a familiar a familiar with this ability?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I never thought of the familiar bit. That is freaking awesome. Familiar with a familiar, that's real screw with the DM (or players....) stuff.
It's awesome, but also super broken. There should be no way to give a familiar a familiar. That gives you the possibility to give everyone in the party a chain of familiars, to grant permanent advantage on their attacks and other stuff like that. They need to fix this.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah they really need to restrict it to spells that take an action to cast only. It would still be really good because it frees up Concentration by letting the Fighter concentrate on their own Haste (alas poor Barbarian, no concentration while raging) and can let your fellow party members cast self only stuff but right now you can also stuff Galder's Tower in the more for instant battlefield structure, the appearance of which might really hurt someone. It's really screwy. Other than that I really like it. I especially like how the 14th level ability is balanced out with levels of Exhaustion so you can kill yourself to stop the BBEG. Also, if you do kill yourself, the way the ability is written you can't be resurrected because you can only lose the Exhaustion through a long rest, and won't lose it when you get brought back to life.
They probably should have made Unearthed Arcana for these things so that the community could have caught this stuff in the unofficial version, like how we caught the Centower.
I made a thread based on a discussion of why they should've made an UA for these before putting them in the book.
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/66453-this-is-why-you-put-subclasses-and-spells-in
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Wouldn't you say that actually dying might be the mightiest of Mighty Reset Buttons for conditions?
I would, personally.
I mean, you're dead. I'd say that would wipe out little things like Exhaustion.
I would definitely say that Death is a pretty long rest for most characters...