Quick question to those helping with the Witch. Should it be Charisma or Intelligence based? I'm leaning towards Charisma.
I think wis actually.......
Any specific reason why?
I just think it makes more sense for a witch to be generally knowledgeable than book smart or.......good looking, but that is just me. Also, they should have a potion brewing mechanic, cause that would be just awesome.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
The basic problem with gish setups is that spellcasting and fighting are competing for action economy and add multi-attribute dependency to your build, so whichever you decide to focus on is probably going to be the superior option in any situation where both ability types are usable. The reason paladins work is because smites don't have an action cost and don't depend on any attribute (and a hexblade dip gets rid of your multi-attribute dependency).
I expect that what Yurei (and others) want is to have an Eldritch Knight that's more on par with Paladins and Rangers than with Fighter or Wizards.
Umm... on par with rangers? So overall weaker then? Rangers and Paladins get one spells a whopping 1 level sooner, and have one more 1st at 3rd level, but no cantrips. They do eventually get 5ths whereas EK's only get up to 4ths but both Rangers and Paladins are a long way from Druid or Cleric spell progressions. And Paladins are no slouches in combat.
Perhaps that could be rephrased better. I included Ranger because, overall weakness of the class aside (which is a separate discussion) it is also a half-caster, just like the Paladin, which as you say is no slouch in combat, but it also isn't on par with the Fighter in that regard either.
Now personally, I was thinking of something in line with the Paladin and Ranger's spell progression, but Yurei's idea for a gishy class is something I can get behind as well.
Quick question to those helping with the Witch. Should it be Charisma or Intelligence based? I'm leaning towards Charisma.
I think wis actually.......
Any specific reason why?
I just think it makes more sense for a witch to be generally knowledgeable than book smart or.......good looking, but that is just me. Also, they should have a potion brewing mechanic, cause that would be just awesome.
Potion brewing will be a subclass.
Also, Intelligence isn't just book smart, and Charisma isn't just good looks. Hags have pretty good Charimsa, while still delighting in ugliness.
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Please check out my homebrew, I would appreciate feedback:
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
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@Third_Sundering: I would put my money on INT. CHA is overrepresented, and thematically I think intelligence works better (WIS could also work, but I still have a preference for INT)
@Third_Sundering: I would put my money on INT. CHA is overrepresented, and thematically I think intelligence works better (WIS could also work, but I still have a preference for INT)
Okay. I just didn't want it to be too similar to the wizard. It has a grimoire, and a few similar parts, but overall should be different enough, even with the Intelligence.
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Please check out my homebrew, I would appreciate feedback:
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
Hm. Automatically failing a save for spell strike is likely to be problematic as certain types of boss are designed to be very good at saves. Could change it so the save DC is equal to your attack roll (which will almost always be a lot higher than a normal save DC).
Alternately, I wonder if it would be possible to fix the eldritch knight by means of new spells and feats.
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
Hm. Automatically failing a save for spell strike is likely to be problematic as certain types of boss are designed to be very good at saves. Could change it so the save DC is equal to your attack roll (which will almost always be a lot higher than a normal save DC).
Alternately, I wonder if it would be possible to fix the eldritch knight by means of new spells and feats.
Generally, spells are either to-hit OR save. Smites are a partial exception as they always do their damage on a hit, but targets get a save against their additional effects.
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
Hm. Automatically failing a save for spell strike is likely to be problematic as certain types of boss are designed to be very good at saves. Could change it so the save DC is equal to your attack roll (which will almost always be a lot higher than a normal save DC).
Alternately, I wonder if it would be possible to fix the eldritch knight by means of new spells and feats.
No, it's not a problem. It's just turning the saving throw spell into an attack roll one that has to be made with a melee weapon. You still have to roll for them to be affected by the spell, but this just shifts the roll from save to attack.
Also, I don't want this to be a fix or replacement for the Eldritch Knight. This is just a better arcane gish than an Eldritch Knight. That's its purpose.
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Please check out my homebrew, I would appreciate feedback:
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
Hm. Automatically failing a save for spell strike is likely to be problematic as certain types of boss are designed to be very good at saves. Could change it so the save DC is equal to your attack roll (which will almost always be a lot higher than a normal save DC).
Alternately, I wonder if it would be possible to fix the eldritch knight by means of new spells and feats.
Generally, spells are either to-hit OR save. Smites are a partial exception as they always do their damage on a hit, but targets get a save against their additional effects.
Yep. This just transforms the spell into an attack spell. If you want to hold person someone who has a great Wisdom saving throw bonus, just cast it as a Spell Strike, and it's up to you to hit, instead of the DM to fail the roll.
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Please check out my homebrew, I would appreciate feedback:
Quick question to those helping with the Witch. Should it be Charisma or Intelligence based? I'm leaning towards Charisma.
Witches aren't traditionally charismatic. They are either loners or part of a coven. Neither sounds like charisma.
What if they are Constitution based?
Well, The Witch is the archetype of the stranger with candy that started out in fairy tales, able to charm children with gumdrop houses and all....
I think Charisma as an ability in D&D 5E is a bit of a misnomer. Break down the Charisma skills: Deception, Intimdation, Performance, and Persuasion. Some of those skills are as easily sociopathic as they can be sociable, and in some cases more aligned with sociopathy than ability to relate positively to other folk.
I don't think Sorcerer's magic comes from the capacity to be a fast a friend or anything of the sort. Rather, Sorcerous magic, rather than studied wizardly magic, is tapped into by force of will, and a lot of mental will in 5e seems to land in CHA.
So, I'd advocate a CHA (will based magic) or a WIS (ability to look into a darker nature) as the magic base more. Conventional health and vitality aren't really part of the popular lore of Witches.
Personally, since I'm a bit agnostic in the desire for an explosion of more character classes, I think witches make more sense as a "flavor" multiple character classes can adopt. Much like fighters, rangers and paladins can adopt the role of "knight". A witch could be a druid, a sorcerer, a warlock, maybe even a wizard or cleric. Maybe I'd home-brew up or look for someone who's done a "coven craft/ritual" feat that can be taken, and of course ritual (cauldron based?) magic.
Generally, spells are either to-hit OR save. Smites are a partial exception as they always do their damage on a hit, but targets get a save against their additional effects.
While this is true, to-hit spells do not generally apply strong status effects. Being able to bypass traits such as legendary resistance is a problem.
If it was automatic failure to save vs damage, sure. Or if the magus didn't have any strong status effects. But, well, Hold Person, Banishment, Hold Monster...
Generally, spells are either to-hit OR save. Smites are a partial exception as they always do their damage on a hit, but targets get a save against their additional effects.
While this is true, to-hit spells do not generally apply strong status effects. Being able to bypass traits such as legendary resistance is a problem.
If it was automatic failure to save vs damage, sure. Or if the magus didn't have any strong status effects. But, well, Hold Person, Banishment, Hold Monster...
Hold person and hold monster still require saving throws on subsequent turns. Banishment isn't super OP, as you still have to concentrate, and Banishing Smite exists.
And most creatures that have legendary resistance will have fairly high AC. There's no guarantee that you're going to hit.
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I think it’s fine, as long as you have to concentrate while the spell is active. Also, it needs to be the casting time of the spell (spellstrike misty step, has a ba ifusung time while fireball has an action.) also, allow the effect to come before or after the attack (roll to hit first). Teleport strike incoming
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
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Any specific reason why?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just think it makes more sense for a witch to be generally knowledgeable than book smart or.......good looking, but that is just me. Also, they should have a potion brewing mechanic, cause that would be just awesome.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
The basic problem with gish setups is that spellcasting and fighting are competing for action economy and add multi-attribute dependency to your build, so whichever you decide to focus on is probably going to be the superior option in any situation where both ability types are usable. The reason paladins work is because smites don't have an action cost and don't depend on any attribute (and a hexblade dip gets rid of your multi-attribute dependency).
I don't have a horse in this race, but I am personally sick of all the Charisma based casters/classes
She/Her Player and Dungeon Master
Perhaps that could be rephrased better. I included Ranger because, overall weakness of the class aside (which is a separate discussion) it is also a half-caster, just like the Paladin, which as you say is no slouch in combat, but it also isn't on par with the Fighter in that regard either.
Now personally, I was thinking of something in line with the Paladin and Ranger's spell progression, but Yurei's idea for a gishy class is something I can get behind as well.
I agree with that sentiment, but I'm not sure if anything would work better than Charisma.
Potion brewing will be a subclass.
Also, Intelligence isn't just book smart, and Charisma isn't just good looks. Hags have pretty good Charimsa, while still delighting in ugliness.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
To those discussing the Magus, I already do have a draft here (I have more written down, but haven't gotten it typed up yet. I'll post more if others want more info, as I have all class features and 3 subclasses done so far).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
@Third_Sundering: I would put my money on INT. CHA is overrepresented, and thematically I think intelligence works better (WIS could also work, but I still have a preference for INT)
Okay. I just didn't want it to be too similar to the wizard. It has a grimoire, and a few similar parts, but overall should be different enough, even with the Intelligence.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Witches aren't traditionally charismatic. They are either loners or part of a coven. Neither sounds like charisma.
What if they are Constitution based?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Hm. Automatically failing a save for spell strike is likely to be problematic as certain types of boss are designed to be very good at saves. Could change it so the save DC is equal to your attack roll (which will almost always be a lot higher than a normal save DC).
Alternately, I wonder if it would be possible to fix the eldritch knight by means of new spells and feats.
I am currently going with Intelligence.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Generally, spells are either to-hit OR save. Smites are a partial exception as they always do their damage on a hit, but targets get a save against their additional effects.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
No, it's not a problem. It's just turning the saving throw spell into an attack roll one that has to be made with a melee weapon. You still have to roll for them to be affected by the spell, but this just shifts the roll from save to attack.
Also, I don't want this to be a fix or replacement for the Eldritch Knight. This is just a better arcane gish than an Eldritch Knight. That's its purpose.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yep. This just transforms the spell into an attack spell. If you want to hold person someone who has a great Wisdom saving throw bonus, just cast it as a Spell Strike, and it's up to you to hit, instead of the DM to fail the roll.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well, The Witch is the archetype of the stranger with candy that started out in fairy tales, able to charm children with gumdrop houses and all....
I think Charisma as an ability in D&D 5E is a bit of a misnomer. Break down the Charisma skills: Deception, Intimdation, Performance, and Persuasion. Some of those skills are as easily sociopathic as they can be sociable, and in some cases more aligned with sociopathy than ability to relate positively to other folk.
I don't think Sorcerer's magic comes from the capacity to be a fast a friend or anything of the sort. Rather, Sorcerous magic, rather than studied wizardly magic, is tapped into by force of will, and a lot of mental will in 5e seems to land in CHA.
So, I'd advocate a CHA (will based magic) or a WIS (ability to look into a darker nature) as the magic base more. Conventional health and vitality aren't really part of the popular lore of Witches.
Personally, since I'm a bit agnostic in the desire for an explosion of more character classes, I think witches make more sense as a "flavor" multiple character classes can adopt. Much like fighters, rangers and paladins can adopt the role of "knight". A witch could be a druid, a sorcerer, a warlock, maybe even a wizard or cleric. Maybe I'd home-brew up or look for someone who's done a "coven craft/ritual" feat that can be taken, and of course ritual (cauldron based?) magic.
Jander Sunstar is the thinking person's Drizzt, fight me.
While this is true, to-hit spells do not generally apply strong status effects. Being able to bypass traits such as legendary resistance is a problem.
If it was automatic failure to save vs damage, sure. Or if the magus didn't have any strong status effects. But, well, Hold Person, Banishment, Hold Monster...
Sure but that is just deception. That doesn't mean her spells have to be bound to her personal interaction with others.
Why couldn't her powers be tied to her life force?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Hold person and hold monster still require saving throws on subsequent turns. Banishment isn't super OP, as you still have to concentrate, and Banishing Smite exists.
And most creatures that have legendary resistance will have fairly high AC. There's no guarantee that you're going to hit.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think it’s fine, as long as you have to concentrate while the spell is active. Also, it needs to be the casting time of the spell (spellstrike misty step, has a ba ifusung time while fireball has an action.) also, allow the effect to come before or after the attack (roll to hit first). Teleport strike incoming
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.