I've been working on a Homebrew class during the current world events: Mesmer. It is inspired by the class of the same name in both Guild Wars 1 & 2. There are three sub-classes total, the Mesmer Spell List, and a few custom spells (2 cantrips, and 8 spells). You are welcome to take any parts to make your own sub-classes if you did not want a full class.
The working class description was, " An adept spellsword harnessing a chaotic energy who subverts challenges by a dazzling flourish of steel or magic."
Looking for feedback on anything inside, as it probably needs some trimming or more story/exploration elements. Overtime I'll try to replace ArenaNet's images. Edit: Introduction, Goals and Intentions page.
Alternatively, you can help me with the spell list or customs spells towards the end as those can be safely looked at in a vacuum.
This is very good and well thought out. I would say that you can't see one of the subclasses, as it is too far to the right of the page. Maybe allowing for two weapon fighting as a fighting style as well, or defense.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
This is very good and well thought out. I would say that you can't see one of the subclasses, as it is too far to the right of the page. Maybe allowing for two weapon fighting as a fighting style as well, or defense.
Do you know where the one subclass gets cut off? For Brave Browser I see all three. Sometimes Homebrewery can be janky like that. I'll try to go ahead and do a public google drive of the pdf too.
Edit: Tested more browsers, Chrome needed adblock plugins off to work, Mozilla was buggy and rendered text outside of the page, the new Microsoft Edge worked, and for me Brave worked. The new google drive link worked for Mozilla however.
Most half casters get spells at level 2 and don't get cantrips.
Yes. Darn that artificer throwing a wrench into half casters. But more to the point, I did cover the reasoning and compensation on page 1.
However I don't mind knocking the class down to 1/3 caster or upping it to be classified as "full caster" (probably keep it restrictive like warlock's system or not let spells go beyond 5th level). Either method would require adjusting/adding features (1/3 caster) or reducing features due to increase in spell versatility (full caster).
If you feel the compensations I took weren't enough in the current iteration then I'm all ears on how it would impact balance (in any of the three pillars). Alternatively, if you have a preference to what caster category it should be in that is also valuable feedback. Thank you.
Based on feedback so far from this forum, and elsewhere. Here were a few ideas I have been mulling over.
If Half-caster is maintained then cantrips could be removed from the mesmer table (the spell styles will still grant a cantrip if their features state it). This would require adjustment to compensations for cantrips existing in the first place, such as spell offerings from each Style or feature adjustment. For example:
Fighting Style
Spell Slinging: You learn one cantrip from a spell list you know, or the Wizard Spell List. Your spellcasting ability for the spell is your choice of charisma, wisdom, or intelligence.
Instead of adding Defensive, and in response to potentially reducing cantrips this style may help subclasses that won’t be making as many weapon attacks or for utility. This may also give another benefit to multiclassing into Mesmer for the unique Fighting Style option. I would probably add Defensive if the unique Fighting Style wasn't an option instead.
However if cantrips are kept then adjusting martial aspects of the class may be needed, such as Blurred Frenzy (Extra Attack).
Mind Lash (Blurred Frenzy replacer possibly)
Beginning at 7th level, when you hit a creature with an attack you impose disadvantage on their next saving throw against a spell affected by Quickened Spell Metamagic. (Disadvantage could have a short duration like until next turn).
This felt more thematic, and has a conditional resource cost which could still synergize with all Mesmer subclasses. Its level may need to be higher or the same as Eldritch Knight’s “Eldritch Strike” (Page 75, PHB). But maybe the conditional is enough to keep it level 7.
While Blurred Frenzy’s Extra attack is a dps boost it might not need to be on mesmer baseline as not all its subclasses will be able to make use of it. It may be introduced to one of the subclasses to replace a feature (probably illusionary weaponry after shifting level acquisition lower). This is similar to College of Valor Bard gaining extra attack instead of for all bards to gain extra attack (knowing that Bard is a "full caster" of course).
In either scenario I still consider the class needs trimming on features even for a half caster, but I could be wrong on this too without having different opinions outside my small dnd group.
I think, as it is, the spellcasting of this class is fine! With the Artificer out and about the idea of how Half Casters work is nixed completely.
The custom spells are pretty amazing! They fit the idea of a Mesmer, especially with the bonus effect that messes with conditions. I really like the class!
Thanks. Although I'll still be leaning towards putting the extra attack behind a subclass (even Artificer does this to my knowledge). I'll give it a few more days or roll the dice to decide for the next version. At the very least I'm certain on having 3 fighting styles (Ranger and Paladin have 4 each).
While I don't expect people to read the last page of the change log I'll cover the highlights.
Reduced cantrips by 1 across the board (1 bonus cantrip is still received by subclasses if mentioned), and added one 1st level spell slot to level 1
Made a third fighting style, Spell Slinging, similar to what is mentioned in this thread
Moved the extra attack behind a subclass, and replaced Mesmer 7th level feature with Mind Lash. Mind lash is not the same as what is in the thread as it only grants advantage (some condiitons do this already), and provides a damage conversion to retain subclass synergy.
Moved up mantras to 3rd level similar to channel divinity of paladin and sorcerers normal ability to use Quickened Spell Metamagic at that level. This reduced front loaded features.
Reaction Surge moved to 2nd level after the above changes once the front load was reduced
Buffed Mesmer's craft in theme of going from general to specific in training
More changes than this!
Next I'll be focusing more on spells, and occasionally re-balancing any of the described features in the change log. For spells my goals are the following:
Double check spell damage guide on DMG page 284 (or here), while matching spells on same level and/or same same casting time. Conditional spells may have reduced damage if their conditions aren't met (example: 2/3 the average damage) while if their conditions are met they may do more (example: 1 and 1/3 average damage).
Reduce roll checks if necessary, e.g. a spell can fail when it is first applied, and at the end of the turn making it less viable (the effect better be amazing to compensate).
Any "Rule Hints" in the class will be maintained in the d&d beyond link as "Rule Hints:" similar to UA formatting. They may not be included in the supplement.
If reaction spells do damage they should not exceed a bonus action spell of the same level (or be scaled for the conditional statements as mentioned on 1. )
Finished v1.0 pass on spells, and some features. I won't be providing anymore updates in this thread after this, as to not continuously bump the topic. This doesn't include responding to a comment, and edits to topic may include version link updates. v1.0 is considered 75% balanced and playable, and after a few weeks I will remove the introduction page in v1.1. Here are the highlights from the last page change log:
Moved extra rule tip information on spells into a different format for D&D beyond links, and removed them from the supplement to reduce clutter
Restricted Mesmer level 7 feature, Mind Lash, to weapon attacks so it can't convert spell attack damage
Domination Style level 11 feature, Migraine, reduced to a 1 minute duration per long rest effect requiring an action to use instead of always being on
It's bee a while, but if I recall then I added 'Harmful' as a sort of future proofing qualifier just in case Wizards of the Coast has/adds Conditions that might be beneficial. Currently, for example, invisible shouldn't be interpreted as 'harmful.'
Debatable Conditions: prone if the condition was forced, such as by being "knocked prone" or a spell such as command could be considered harmful. If the creature kneels/goes prone voluntarily then you could interpret that as not harmful.
I've been working on a Homebrew class during the current world events: Mesmer. It is inspired by the class of the same name in both Guild Wars 1 & 2. There are three sub-classes total, the Mesmer Spell List, and a few custom spells (2 cantrips, and 8 spells). You are welcome to take any parts to make your own sub-classes if you did not want a full class.
The working class description was, " An adept spellsword harnessing a chaotic energy who subverts challenges by a dazzling flourish of steel or magic."
Looking for feedback on anything inside, as it probably needs some trimming or more story/exploration elements. Overtime I'll try to replace ArenaNet's images. Edit: Introduction, Goals and Intentions page.
Alternatively, you can help me with the spell list or customs spells towards the end as those can be safely looked at in a vacuum.
Thank you!
Edit: Public google drive link for v1.6 here!
Edit: Public google drive link for v1.5 here!
Edit: Public google drive link for v1.4 here!
Edit: Public google drive link for v1.3 here!
Edit: Public google drive link for v1.2 here!
Edit: Public google drive link for v1.1 here!
Edit: Public google drive link for v1.0 here!
Edit: Public google drive link for v0.9 here!
Edit: Public google drive link for v0.8 here!
Edit: Removed homebrewery link as it doesn't always behave correctly in browsers that aren't Chrome based.
This is very good and well thought out. I would say that you can't see one of the subclasses, as it is too far to the right of the page. Maybe allowing for two weapon fighting as a fighting style as well, or defense.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Ayy another mesmer fan! It's good to see. I like this one! Very different from how I took my own, but looks pretty solid.
I'll give it a thorough read through in a bit.
Do you know where the one subclass gets cut off? For Brave Browser I see all three. Sometimes Homebrewery can be janky like that. I'll try to go ahead and do a public google drive of the pdf too.
Edit: Tested more browsers, Chrome needed adblock plugins off to work, Mozilla was buggy and rendered text outside of the page, the new Microsoft Edge worked, and for me Brave worked. The new google drive link worked for Mozilla however.
Most half casters get spells at level 2 and don't get cantrips.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Yes. Darn that artificer throwing a wrench into half casters. But more to the point, I did cover the reasoning and compensation on page 1.
However I don't mind knocking the class down to 1/3 caster or upping it to be classified as "full caster" (probably keep it restrictive like warlock's system or not let spells go beyond 5th level). Either method would require adjusting/adding features (1/3 caster) or reducing features due to increase in spell versatility (full caster).
If you feel the compensations I took weren't enough in the current iteration then I'm all ears on how it would impact balance (in any of the three pillars). Alternatively, if you have a preference to what caster category it should be in that is also valuable feedback. Thank you.
Based on feedback so far from this forum, and elsewhere. Here were a few ideas I have been mulling over.
If Half-caster is maintained then cantrips could be removed from the mesmer table (the spell styles will still grant a cantrip if their features state it). This would require adjustment to compensations for cantrips existing in the first place, such as spell offerings from each Style or feature adjustment. For example:
Fighting Style
However if cantrips are kept then adjusting martial aspects of the class may be needed, such as Blurred Frenzy (Extra Attack).
Mind Lash (Blurred Frenzy replacer possibly)
In either scenario I still consider the class needs trimming on features even for a half caster, but I could be wrong on this too without having different opinions outside my small dnd group.
I think, as it is, the spellcasting of this class is fine! With the Artificer out and about the idea of how Half Casters work is nixed completely.
The custom spells are pretty amazing! They fit the idea of a Mesmer, especially with the bonus effect that messes with conditions. I really like the class!
Thanks. Although I'll still be leaning towards putting the extra attack behind a subclass (even Artificer does this to my knowledge). I'll give it a few more days or roll the dice to decide for the next version. At the very least I'm certain on having 3 fighting styles (Ranger and Paladin have 4 each).
While I don't expect people to read the last page of the change log I'll cover the highlights.
Next I'll be focusing more on spells, and occasionally re-balancing any of the described features in the change log. For spells my goals are the following:
Finished v1.0 pass on spells, and some features. I won't be providing anymore updates in this thread after this, as to not continuously bump the topic. This doesn't include responding to a comment, and edits to topic may include version link updates. v1.0 is considered 75% balanced and playable, and after a few weeks I will remove the introduction page in v1.1. Here are the highlights from the last page change log:
Thanks for the help!
Hey, quick question.
The 7th level feature Mind gash mentions 'harmful condition'.
Which conditions is this referring to?
It's bee a while, but if I recall then I added 'Harmful' as a sort of future proofing qualifier just in case Wizards of the Coast has/adds Conditions that might be beneficial. Currently, for example, invisible shouldn't be interpreted as 'harmful.'
For a full list of what was intended see below:
"Harmful" Conditions: blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned, unconscious
If you are playing with the new UA condition Slow then that is also included.
Not- "Harmful" Conditions: invisible
Debatable Conditions: prone if the condition was forced, such as by being "knocked prone" or a spell such as command could be considered harmful. If the creature kneels/goes prone voluntarily then you could interpret that as not harmful.