Elven accuracy only lets you add a extra roll when you have advantage, it doesn't add damage that calculation only uses the archery fighting style and sharpshooter. I was simply stating that if you did take elven accuracy you would help with the lowered accuracy that come with sharp shooter.
Ok so I have updated and published new versions for all the initial subclasses except for colossus since I didn't get any suggestion for changes also in regards to the magus blade-masters mark of the magus, it is combined with the description of magus bolt as to how it works and its effects, if I need to make it have its own paragraph in magus bolts description, or give it it's own feature I can in the next version.
I have some conceptual issues with Magus Blade-Master.
The first level feature - and the only thing you get until level 6 - doesn't involve a blade at all. In fact, it gives you a nice alternative to one. In a similar vein, you don't actually get a Magus Blade until level 18 - a level most games never reach. If I'm choosing a gish subclass, I want to be gishing right away.
I think it's really important to define your class concept right off the bat. The first feature should show the player what the subclass is all about and make them feel like they are that kind of specialist. That can be tough when you're trying to prevent something from being overpowered as a MC dip, but you can scale it or build on it with later features or whatever.
I just read through the Magus Blade Master. Several things stood out for me:
Subclass spells are missing. Since Tasha's, every Sorcerer should have access to subclass spells.
The 1st level Mark of the Magus feature is never mentioned again, maybe build a bit upon that one so that it remains useful even when cantrips and magic weapons start outscaling it? Also, with it requiring a free hand and not being a spell it makes it impossible to hold both a spellcasting focus and a weapon even with the Warcaster feat. Maybe you wanted to do that for balancing reasons, but this class already is MAD, not proficient with shields, does not gany any other ability to make up for a Sorcerer's low HP and lackluster defenses (unlike the Bladesinger Wizard or Stone Sorcerer for example with either Bladesong or natural armor and shield proficiency) and this ability restricts it from using shields even when gaining shield proficiency via multiclass or feat.
The class grants way too man different types of special attacks and on top of that, each type of special ability needs to be tracked separately in addition to the usual bookkeeping of sorcery points and spell slots, making that class a nightmare to use in actual play. Instead of giving each special ability a specific number of uses per rest, you should give them together one overarcing ressource pool instead. For example you can say "Blade Arts" has a number of uses equal to your proficiency modifier per long rest or you use Sorcery Points for your Blade Arts. Also, several of them need to be toned down quite a bit. You should also consider that making them as strong as spells completely circumvents what the restriction to not be able to cast two leveled spells in a turn wants to achieve - preventing such things as double-fireballs and other combos with quickened spell.
Be wary of Extra Attack on a Sorcerer, especially with the Bladesinger's improved version. Considering Sorcerers can quicken Blade cantrips as bonus actions that means they have 3 attacks per turn from level 6 onwards, with two of them essentially being ressource-free "mini-smites". While a sorcerer can already achieve that by twinning a Booming Blade (although it is quite ambiguous since Tasha's whether that actually is possible or not RAW/RAI), that is far more situational, spreads out damage between two targets and consumes even more Sorcery Points. I have not playtested it, but the Bladesinger's Extra Attack on a sorcerer might be too much.
For several special attacks it is unclear whether they actually benefit from any bonus damage the used weapon would deal (such as a Flame Tongue), from abilities that you can trigger on-hit such as Divine Smite or maneuvers and from spells that boost your weapon damage such as Spirit Shroud, Elemental Weapon or Holy Weapon.
I just read through the Magus Blade Master. Several things stood out for me:
Subclass spells are missing. Since Tasha's, every Sorcerer should have access to subclass spells.
The 1st level Mark of the Magus feature is never mentioned again, maybe build a bit upon that one so that it remains useful even when cantrips and magic weapons start outscaling it? Also, with it requiring a free hand and not being a spell it makes it impossible to hold both a spellcasting focus and a weapon even with the Warcaster feat. Maybe you wanted to do that for balancing reasons, but this class already is MAD, not proficient with shields, does not gany any other ability to make up for a Sorcerer's low HP and lackluster defenses (unlike the Bladesinger Wizard or Stone Sorcerer for example with either Bladesong or natural armor and shield proficiency) and this ability restricts it from using shields even when gaining shield proficiency via multiclass or feat.
The class grants way too man different types of special attacks and on top of that, each type of special ability needs to be tracked separately in addition to the usual bookkeeping of sorcery points and spell slots, making that class a nightmare to use in actual play. Instead of giving each special ability a specific number of uses per rest, you should give them together one overarcing ressource pool instead. For example you can say "Blade Arts" has a number of uses equal to your proficiency modifier per long rest or you use Sorcery Points for your Blade Arts. Also, several of them need to be toned down quite a bit. You should also consider that making them as strong as spells completely circumvents what the restriction to not be able to cast two leveled spells in a turn wants to achieve - preventing such things as double-fireballs and other combos with quickened spell.
Be wary of Extra Attack on a Sorcerer, especially with the Bladesinger's improved version. Considering Sorcerers can quicken Blade cantrips as bonus actions that means they have 3 attacks per turn from level 6 onwards, with two of them essentially being ressource-free "mini-smites". While a sorcerer can already achieve that by twinning a Booming Blade (although it is quite ambiguous since Tasha's whether that actually is possible or not RAW/RAI), that is far more situational, spreads out damage between two targets and consumes even more Sorcery Points. I have not playtested it, but the Bladesinger's Extra Attack on a sorcerer might be too much.
For several special attacks it is unclear whether they actually benefit from any bonus damage the used weapon would deal (such as a Flame Tongue), from abilities that you can trigger on-hit such as Divine Smite or maneuvers and from spells that boost your weapon damage such as Spirit Shroud, Elemental Weapon or Holy Weapon.
Ok ill try to address these one at a time
I see what you are saying I plan to add the blade themed spells either tonight or tomorrow.
The mark of the magus adds bonus damage to melee weapon attacks equal to your proficiency bonus similar to hexblades curse to boost damage of your melee attacks against that target. seeing as it scales with proficiency giving it more damage would be OP. I will alter the wording so this is made clearer. as for the arcane focus issue, I am thinking of changing it so that your sword is your focus, however, in my experience as a player and talking with other GM's I received mixed opinions on if it can be worn and you just have to touch it or if it must be wielded, since in both the items description and in the spellcasting section it doesn't say specifically that it has to be held. And nobody question the fact that a warlock can cast spells while wearing a shield and blade, even though there sword is never stated to be a focus for their spells in their features. As for the MAD aspect, all of this classes features use charisma or proficiency, and like warlock assumes you would be using a finesse weapon which is dexterity scaling for melee, dex is also used for medium armor which this gives you access to at 1st level so that solves AC. As for HP, using the standard array with variant human and tough I had over 110hp at lv12 using average instead of roll, with basic scale mail a 16 AC, and a +4 to melee attacks. weapon attack were dealing 1d8(rapier)+4(dex)+4(mark of magus), that's a potential 16 damage per attack without multiclassing without spell buffs.
This is a solid idea
valid point, however the same could be said of a bladesinger sorcerer multiclass which doesnt really help
I have some conceptual issues with Magus Blade-Master.
The first level feature - and the only thing you get until level 6 - doesn't involve a blade at all. In fact, it gives you a nice alternative to one. In a similar vein, you don't actually get a Magus Blade until level 18 - a level most games never reach. If I'm choosing a gish subclass, I want to be gishing right away.
I think it's really important to define your class concept right off the bat. The first feature should show the player what the subclass is all about and make them feel like they are that kind of specialist. That can be tough when you're trying to prevent something from being overpowered as a MC dip, but you can scale it or build on it with later features or whatever.
Mechanically, it looks pretty sound though!
when you hit with the magus bolt all your melee attacks against that target gain a bonus to their damage equal to your proficiency bonus which at level one is a +2, that in combination with with a finesse weapon like a rapier would make the melee attack out damage any cantrip since with a dex mod of 3 you would deal 1d8+3+2 an average of 8.5 versus a cantrip that deals 1d10 which is an average of 5.5 damage. Also at 1st level since magus blast itself deals 1d6(3.5)+charisma if you have a +3 charisma you would deal more damage than another cantrip. I did this deliberately to promote using magus blast followed by melee with the other features special attacks woven in, this was the vision I had for this class when I made it.
Final update for the day, I have added the subclass spell list for the Magus Blade-Master, but due to the way the sites homebrew is structured, I cannot publish it since some of the spells require a person to own specific books. I looked for a workaround but couldn't find one, without removing some of the spells it cannot be published now. I also specified what the blade are classified as(melee spell attack, ranged spell attack, or melee weapon attack) which should clear up what kind of bonus's the can work with. I updated the original post with this new version as well even though It cant be shared for others collections.
IamSposta ok that's what I thought you might mean but isn't that kind of the idea of posting your homebrew on this platform so I can have other players do just that and then adjust the homebrew with their feedback?
No. The point of “publishing” homebrew in this platform is to publish finished post-testing homebrew. That’s why published homebrew cannot be edited and must be overwritten with a new version, just like as if it were published in a book. The point of publishing homebrews here is to publish finished products to share. That’s why they have all the warnings saying “you do not need to publish your homebrew to use it,” those are warnings so that you can playtest before publishing.
Ok so figured out what the issue with the additional spells were and what was causing the unable to publish error so the new version of the magus is up and published with full character sheet integration. also before commenting on spells I chose, know that I looked through all the classes spell lists one level at a time, And these spells are the most appropriate blade themed spells I could find that follow most of the rules the aberrant mind and clockwork soul sorcerer established.
So I have added a new subclass for the monk to this thread for people to look at, it did take longer for me to playtest this subclass compared to the others. I am still working on the Benimaru race and subclass from the reincarnated slime anime since the character in the show is so strong and given the amount of skills he has. creating a defined style and balanced subclass features for him is proving to be rather challenging. Also given feedback on this thread I will not be publishing my subclasses until they have been reviewed here first for the community at large to use.
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Elven accuracy only lets you add a extra roll when you have advantage, it doesn't add damage that calculation only uses the archery fighting style and sharpshooter. I was simply stating that if you did take elven accuracy you would help with the lowered accuracy that come with sharp shooter.
Ok so I have updated and published new versions for all the initial subclasses except for colossus since I didn't get any suggestion for changes also in regards to the magus blade-masters mark of the magus, it is combined with the description of magus bolt as to how it works and its effects, if I need to make it have its own paragraph in magus bolts description, or give it it's own feature I can in the next version.
I have some conceptual issues with Magus Blade-Master.
The first level feature - and the only thing you get until level 6 - doesn't involve a blade at all. In fact, it gives you a nice alternative to one. In a similar vein, you don't actually get a Magus Blade until level 18 - a level most games never reach. If I'm choosing a gish subclass, I want to be gishing right away.
I think it's really important to define your class concept right off the bat. The first feature should show the player what the subclass is all about and make them feel like they are that kind of specialist. That can be tough when you're trying to prevent something from being overpowered as a MC dip, but you can scale it or build on it with later features or whatever.
Mechanically, it looks pretty sound though!
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I just read through the Magus Blade Master. Several things stood out for me:
Ok ill try to address these one at a time
when you hit with the magus bolt all your melee attacks against that target gain a bonus to their damage equal to your proficiency bonus which at level one is a +2, that in combination with with a finesse weapon like a rapier would make the melee attack out damage any cantrip since with a dex mod of 3 you would deal 1d8+3+2 an average of 8.5 versus a cantrip that deals 1d10 which is an average of 5.5 damage. Also at 1st level since magus blast itself deals 1d6(3.5)+charisma if you have a +3 charisma you would deal more damage than another cantrip. I did this deliberately to promote using magus blast followed by melee with the other features special attacks woven in, this was the vision I had for this class when I made it.
Final update for the day, I have added the subclass spell list for the Magus Blade-Master, but due to the way the sites homebrew is structured, I cannot publish it since some of the spells require a person to own specific books. I looked for a workaround but couldn't find one, without removing some of the spells it cannot be published now. I also specified what the blade are classified as(melee spell attack, ranged spell attack, or melee weapon attack) which should clear up what kind of bonus's the can work with. I updated the original post with this new version as well even though It cant be shared for others collections.
No. The point of “publishing” homebrew in this platform is to publish finished post-testing homebrew. That’s why published homebrew cannot be edited and must be overwritten with a new version, just like as if it were published in a book. The point of publishing homebrews here is to publish finished products to share. That’s why they have all the warnings saying “you do not need to publish your homebrew to use it,” those are warnings so that you can playtest before publishing.
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Ok so figured out what the issue with the additional spells were and what was causing the unable to publish error so the new version of the magus is up and published with full character sheet integration. also before commenting on spells I chose, know that I looked through all the classes spell lists one level at a time, And these spells are the most appropriate blade themed spells I could find that follow most of the rules the aberrant mind and clockwork soul sorcerer established.
So I have added a new subclass for the monk to this thread for people to look at, it did take longer for me to playtest this subclass compared to the others. I am still working on the Benimaru race and subclass from the reincarnated slime anime since the character in the show is so strong and given the amount of skills he has. creating a defined style and balanced subclass features for him is proving to be rather challenging. Also given feedback on this thread I will not be publishing my subclasses until they have been reviewed here first for the community at large to use.