I am working on a custom class that is a sort of half-caster with the choice in subclass allowing you to go more spellcasting focussed or martial focussed. Because it is a class that leans in its base form a little more towards the martial side of things I had an idea.
I want to give this class fighting styles. But the fighting styles given to Paladins, fighters and alike are all martial based and flavored.
My question is, what would be some cool fighting styles that would go well if you chose to play a half-caster more as a spellcaster than a martial class. (I'm not looking for just reflavoring existing fighting styles, im looking for complete homebrew ones.)
Maybe think of more abilities similar to the evocation wizard's spell sculpting.
Focused Caster: You can cast any AOE spell with half the dimensions, but double the dice.
Mage Knight: You can cast any AOE spell with double the dimensions, but half the dice.
Melee Mage: You can cast any spell with a range of Touch. If the spell is allowed to target multiple targets, you can target 1 or 2 targets within 5' reach.
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
Arcane Defense: As a reaction, you can add your Int modifier to the saving throws of any creatures within 10' for the rest of the current turn. A slightly weaker version of Paladin's aura for Wizards. Weaker because it's only one turn per round.
Maybe think of more abilities similar to the evocation wizard's spell sculpting.
Focused Caster: You can cast any AOE spell with half the dimensions, but double the dice.
Insanely OP. A semi-balanced version of this would be something like this: "When you cast a spell of 1st level or higher with an area of effect, you can halve the area's dimensions to roll one additional damage die if the spell is 1st to 4th level, two additional dice if the spell is 5th to 7th level, or three additional dice if the spell is 8th or 9th level." Even that is quite strong.
Mage Knight: You can cast any AOE spell with double the dimensions, but half the dice.
Too much of a reduction in power, since damage dice are much more significant than the size of the affected area. Honestly, there's not really a way to balance this one at all that I can think of.
Melee Mage: You can cast any spell with a range of Touch. If the spell is allowed to target multiple targets, you can target 1 or 2 targets within 5' reach.
This isn't overpowered or anything, but it would be pretty situational. I guess if your whole team is in melee you could use this to not hit them and yourself with an AoE spell.
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
This... just doesn't function within the rules of D&D. There isn't really a way this could be executed clearly; it'd have to be up to the DM to work it out every single time. Plus, how're you gonna hit someone you can't see, even if your spell can bounce? Can disintegrate spells bounce? It's a cool idea that just doesn't line up with the way D&D works.
Arcane Defense: As a reaction, you can add your Int modifier to the saving throws of any creatures within 10' for the rest of the current turn. A slightly weaker version of Paladin's aura for Wizards. Weaker because it's only one turn per round.
This one's a pretty good one, though fairly overpowered, since it's basically giving you a limited-range, unlimited-use version of the artificer's Flash of Genius. Maybe you can, as a bonus action, give a creature you touch a bonus to saves against magic until the start of your next turn. Or just give an ally within 10 feet advantage on a save against magic as a reaction.
Generally, fighting styles should be fairly simple and add a small but nonetheless meaningful boost to your abilities. I'd look to the sorcerer's Metamagic options for inspiration, though you would, of course, have to tone 'em down for unlimited-use scenarios.
Also, having styles that enhance certain damage types (similar to the Crusher, Piercer, and Slasher feats) would be cool. Stuff like these:
"When you deal fire damage to a creature with a spell, the creature must succeed on a Dexterity saving throw against your spell save DC or ignite; if it ignites, it takes additional fire damage at the start of its next turn equal to 1d4 + your spellcasting ability modifier."
"When you deal force or thunder damage to a creature or object with a spell, you can knock it 10 feet directly away from you."
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Maybe think of more abilities similar to the evocation wizard's spell sculpting.
Focused Caster: You can cast any AOE spell with half the dimensions, but double the dice.
Insanely OP. A semi-balanced version of this would be something like this: "When you cast a spell of 1st level or higher with an area of effect, you can halve the area's dimensions to roll one additional damage die if the spell is 1st to 4th level, two additional dice if the spell is 5th to 7th level, or three additional dice if the spell is 8th or 9th level." Even that is quite strong.
Okay, maybe the balance could use some work. Maybe also give advantage on the save.
Mage Knight: You can cast any AOE spell with double the dimensions, but half the dice.
Too much of a reduction in power, since damage dice are much more significant than the size of the affected area. Honestly, there's not really a way to balance this one at all that I can think of.
Doubling the dimensions means quadrupling the area. If you can hit four times the targets, you can do more overall damage. And against weak minions who have much less hp than the average dice total for the spell, halving the dice might not matter at all. It's very situational, but aren't most fighting styles?
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
This... just doesn't function within the rules of D&D. There isn't really a way this could be executed clearly; it'd have to be up to the DM to work it out every single time. Plus, how're you gonna hit someone you can't see, even if your spell can bounce?
Many spells already allow you to hit targets you can't see, just not behind total cover. Spells with a save are unaffected. Spells with a ranged attack roll will give you disadvantage if you can't see.
Can disintegrate spells bounce? It's a cool idea that just doesn't line up with the way D&D works.
Arcane Defense: As a reaction, you can add your Int modifier to the saving throws of any creatures within 10' for the rest of the current turn. A slightly weaker version of Paladin's aura for Wizards. Weaker because it's only one turn per round.
This one's a pretty good one, though fairly overpowered, since it's basically giving you a limited-range, unlimited-use version of the artificer's Flash of Genius.
How is it overpowered if it's a more limited version of a Paladin ability?
Maybe think of more abilities similar to the evocation wizard's spell sculpting.
Focused Caster: You can cast any AOE spell with half the dimensions, but double the dice.
Insanely OP. A semi-balanced version of this would be something like this: "When you cast a spell of 1st level or higher with an area of effect, you can halve the area's dimensions to roll one additional damage die if the spell is 1st to 4th level, two additional dice if the spell is 5th to 7th level, or three additional dice if the spell is 8th or 9th level." Even that is quite strong.
Okay, maybe the balance could use some work. Maybe also give advantage on the save.
Mage Knight: You can cast any AOE spell with double the dimensions, but half the dice.
Too much of a reduction in power, since damage dice are much more significant than the size of the affected area. Honestly, there's not really a way to balance this one at all that I can think of.
Doubling the dimensions means quadrupling the area. If you can hit four times the targets, you can do more overall damage. And against weak minions who have much less hp than the average dice total for the spell, halving the dice might not matter at all. It's very situational, but aren't most fighting styles?
While your point about damage is mostly true, it seems to me that fighting styles are specifically designed to be generally useful. +2 to damage with one-handed weapons or to attacks with ranged weapons is far from situational. And halving the dice on low-level stuff like burning hands would just be too much of a reduction for increasing it to a 30-foot cone.
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
This... just doesn't function within the rules of D&D. There isn't really a way this could be executed clearly; it'd have to be up to the DM to work it out every single time. Plus, how're you gonna hit someone you can't see, even if your spell can bounce?
Many spells already allow you to hit targets you can't see, just not behind total cover. Spells with a save are unaffected. Spells with a ranged attack roll will give you disadvantage if you can't see.
Can disintegrate spells bounce? It's a cool idea that just doesn't line up with the way D&D works.
Sure, why not?
Total cover doesn't mean you can't see someone, it means they're obstructed by a barrier and thus you can't target them. A way around total cover is way too powerful for something as small as a fighting style.
The obvious argument against "Sure, why not?" is that the spell disintegrates what it touches, but your point is fair. It is magic, after all.
Arcane Defense: As a reaction, you can add your Int modifier to the saving throws of any creatures within 10' for the rest of the current turn. A slightly weaker version of Paladin's aura for Wizards. Weaker because it's only one turn per round.
This one's a pretty good one, though fairly overpowered, since it's basically giving you a limited-range, unlimited-use version of the artificer's Flash of Genius.
How is it overpowered if it's a more limited version of a Paladin ability?
Two reasons: One, the paladin ability in question is a level 6 feature and a fairly major part of the class's power, while this homebrew is for a fighting style-like feature, which usually comes at around level 1 or 2 and mostly just affects playstyle. (Also, your idea is more comparable to Flash of Genius than Aura of Protection). Second, it's not limited enough; just compare its power level to that of any existing fighting style. It's way more powerful than any of them.
In general, when balancing homebrew, it's best to first figure out what it's most like (in this case fighting styles) and then compare them in terms of power and usefulness. Also, when the goal is something of a particular power level or range, you have to remember to keep that level, and official things around that level, in mind during the whole process. Balance is hard, and making things comparable to official material is often the best way. Even then, though, it's hard to tell if something is balanced - even many official things are somewhat unbalanced.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
To post a comment, please login or register a new account.
Dear Dungeon Masters,
I am working on a custom class that is a sort of half-caster with the choice in subclass allowing you to go more spellcasting focussed or martial focussed. Because it is a class that leans in its base form a little more towards the martial side of things I had an idea.
I want to give this class fighting styles. But the fighting styles given to Paladins, fighters and alike are all martial based and flavored.
My question is, what would be some cool fighting styles that would go well if you chose to play a half-caster more as a spellcaster than a martial class. (I'm not looking for just reflavoring existing fighting styles, im looking for complete homebrew ones.)
Thanks in advance!
Maybe think of more abilities similar to the evocation wizard's spell sculpting.
Focused Caster: You can cast any AOE spell with half the dimensions, but double the dice.
Mage Knight: You can cast any AOE spell with double the dimensions, but half the dice.
Melee Mage: You can cast any spell with a range of Touch. If the spell is allowed to target multiple targets, you can target 1 or 2 targets within 5' reach.
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
Arcane Defense: As a reaction, you can add your Int modifier to the saving throws of any creatures within 10' for the rest of the current turn. A slightly weaker version of Paladin's aura for Wizards. Weaker because it's only one turn per round.
Insanely OP. A semi-balanced version of this would be something like this: "When you cast a spell of 1st level or higher with an area of effect, you can halve the area's dimensions to roll one additional damage die if the spell is 1st to 4th level, two additional dice if the spell is 5th to 7th level, or three additional dice if the spell is 8th or 9th level." Even that is quite strong.
Too much of a reduction in power, since damage dice are much more significant than the size of the affected area. Honestly, there's not really a way to balance this one at all that I can think of.
This isn't overpowered or anything, but it would be pretty situational. I guess if your whole team is in melee you could use this to not hit them and yourself with an AoE spell.
This... just doesn't function within the rules of D&D. There isn't really a way this could be executed clearly; it'd have to be up to the DM to work it out every single time. Plus, how're you gonna hit someone you can't see, even if your spell can bounce? Can disintegrate spells bounce? It's a cool idea that just doesn't line up with the way D&D works.
This one's a pretty good one, though fairly overpowered, since it's basically giving you a limited-range, unlimited-use version of the artificer's Flash of Genius. Maybe you can, as a bonus action, give a creature you touch a bonus to saves against magic until the start of your next turn. Or just give an ally within 10 feet advantage on a save against magic as a reaction.
Generally, fighting styles should be fairly simple and add a small but nonetheless meaningful boost to your abilities. I'd look to the sorcerer's Metamagic options for inspiration, though you would, of course, have to tone 'em down for unlimited-use scenarios.
Also, having styles that enhance certain damage types (similar to the Crusher, Piercer, and Slasher feats) would be cool. Stuff like these:
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Okay, maybe the balance could use some work. Maybe also give advantage on the save.
Doubling the dimensions means quadrupling the area. If you can hit four times the targets, you can do more overall damage. And against weak minions who have much less hp than the average dice total for the spell, halving the dice might not matter at all. It's very situational, but aren't most fighting styles?
Quote from pavilionaire>>
Mirror Mage: Your spells can target targets behind total cover by bouncing off walls along an unobstructed path. Spells with an AOE of line can take a path that reflects off walls.
This... just doesn't function within the rules of D&D. There isn't really a way this could be executed clearly; it'd have to be up to the DM to work it out every single time. Plus, how're you gonna hit someone you can't see, even if your spell can bounce?
Many spells already allow you to hit targets you can't see, just not behind total cover. Spells with a save are unaffected. Spells with a ranged attack roll will give you disadvantage if you can't see.
Sure, why not?
How is it overpowered if it's a more limited version of a Paladin ability?
While your point about damage is mostly true, it seems to me that fighting styles are specifically designed to be generally useful. +2 to damage with one-handed weapons or to attacks with ranged weapons is far from situational. And halving the dice on low-level stuff like burning hands would just be too much of a reduction for increasing it to a 30-foot cone.
Total cover doesn't mean you can't see someone, it means they're obstructed by a barrier and thus you can't target them. A way around total cover is way too powerful for something as small as a fighting style.
The obvious argument against "Sure, why not?" is that the spell disintegrates what it touches, but your point is fair. It is magic, after all.
Two reasons: One, the paladin ability in question is a level 6 feature and a fairly major part of the class's power, while this homebrew is for a fighting style-like feature, which usually comes at around level 1 or 2 and mostly just affects playstyle. (Also, your idea is more comparable to Flash of Genius than Aura of Protection). Second, it's not limited enough; just compare its power level to that of any existing fighting style. It's way more powerful than any of them.
In general, when balancing homebrew, it's best to first figure out what it's most like (in this case fighting styles) and then compare them in terms of power and usefulness. Also, when the goal is something of a particular power level or range, you have to remember to keep that level, and official things around that level, in mind during the whole process. Balance is hard, and making things comparable to official material is often the best way. Even then, though, it's hard to tell if something is balanced - even many official things are somewhat unbalanced.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.