I think there is still a problem with Improved spell strike, Honestly. You are basically getting a free spell as a BA every turn.
Also, could I get a clarification on Spell strike? Does the spell come into effect before or after the attack? say you cast hold person....
Sure, its an extra spell, but you first have to hit with your weapon. It's powerful, but I don't know if it's overpowered at that point.
It comes into effect as part of the attack. An added effect to your attack is the effects of hold person. They become paralyzed after the attack, so your initial attack is not a critical hit.
I think there is still a problem with Improved spell strike, Honestly. You are basically getting a free spell as a BA every turn.
Also, could I get a clarification on Spell strike? Does the spell come into effect before or after the attack? say you cast hold person....
Sure, its an extra spell, but you first have to hit with your weapon. It's powerful, but I don't know if it's overpowered at that point.
It comes into effect as part of the attack. An added effect to your attack is the effects of hold person. They become paralyzed after the attack, so your initial attack is not a critical hit.
thanks! It allows you to make an extra action each turn.....it's not just powerful, it is overpowered. It gives you a better quickened spell, without a multiclass.
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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.
I think there is still a problem with Improved spell strike, Honestly. You are basically getting a free spell as a BA every turn.
Also, could I get a clarification on Spell strike? Does the spell come into effect before or after the attack? say you cast hold person....
Sure, its an extra spell, but you first have to hit with your weapon. It's powerful, but I don't know if it's overpowered at that point.
It comes into effect as part of the attack. An added effect to your attack is the effects of hold person. They become paralyzed after the attack, so your initial attack is not a critical hit.
thanks! It allows you to make an extra action each turn.....it's not just powerful, it is overpowered. It gives you a better quickened spell, without a multiclass.
Not really quickened spell. It's more like using an attack and a bonus action to cast an action spell. Since you only have 2 attacks in a turn, it's taking 2/3rds of your turn, assuming you hit. It still takes a spell slot, and increases the damage of your turn, as well as taking away from some of your action economy. I don't think it's OP at level 11.
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Please check out my homebrew, I would appreciate feedback:
I think there is still a problem with Improved spell strike, Honestly. You are basically getting a free spell as a BA every turn.
Also, could I get a clarification on Spell strike? Does the spell come into effect before or after the attack? say you cast hold person....
Sure, its an extra spell, but you first have to hit with your weapon. It's powerful, but I don't know if it's overpowered at that point.
It comes into effect as part of the attack. An added effect to your attack is the effects of hold person. They become paralyzed after the attack, so your initial attack is not a critical hit.
thanks! It allows you to make an extra action each turn.....it's not just powerful, it is overpowered. It gives you a better quickened spell, without a multiclass.
Not really quickened spell. It's more like using an attack and a bonus action to cast an action spell. Since you only have 2 attacks in a turn, it's taking 2/3rds of your turn, assuming you hit. It still takes a spell slot, and increases the damage of your turn, as well as taking away from some of your action economy. I don't think it's OP at level 11.
OH! I misread it. I thought you could also take the attack action, getting a spell AND two attacks in the same round. Seems pretty fair, in that case.
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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.
OH! I misread it. I thought you could also take the attack action, getting a spell AND two attacks in the same round. Seems pretty fair, in that case.
They kind of can do that, at level 11. But, a paladin can do basically the same thing. If a paladin Divine Smites with a 1st level spell slot and this class uses Chromatic Orb to Spell Strike with a 1st level spell slot, they both deal an extra 3d8 damage to a weapon attack this turn, but the Magus has to use a bonus action to do so. Some of the Gish's spells will be more effective than divine smiting, but should be about the same in power as the Paladin using a Smite spell.
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Please check out my homebrew, I would appreciate feedback:
(I'm going to continue with this draft until I get a bit more feedback overall. Some things are definitely going to change, but this is just laying out the first ideas.)
Okay, here are a couple more subclasses:
Eldritch Nullifier
Eldritch Nullifier
The study of the Eldritch Nullifier uses their magic and martial strikes to cancel the spells of other casters.
Study Spells
You gain the following prepared spells, which become gish spells for you and do not count against the amount of spells you can prepare.
At 3rd level, your arcane powered strikes can end spells cast by others. When you hit a creature with an attack using your Spell Strikes, you may force the creature to make a Constitution saving throw against your spell save DC, ending the spell on them on a failed save.
Spell Stopper
Starting at level 7, when a creature makes a Constitution saving throw for concentration that you forced them to make, they have disadvantage on the saving throw.
Block Magic
When you gain this feature at 11th level, you can stop a creature from casting spells. When you hit a creature with your Spell Strike, it cannot cast a spell until the start of your next turn. You may use this an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
Antimage
At level 15, you gain the following benefits:
When you use Spell Siphon, the level of spell slot you steal can be of any level, and you gain a spell slot of the level you choose to steal or lower until you finish a long rest.
When you hit a creature with an attack that has the ability to cast a spell, you deal extra damage equal to your Intelligence modifier (minimum of one extra damage).
As a reaction, when a creature within reach of a magical melee weapon you're holding casts an offensive spell, you may make an attack with that weapon against them. If you hit, their spell does not come into effect and is wasted, and you imbue that spell into your weapon as with your Spell Strike ability.
Spell Bastion
Spell Bastion
The study of the Spell Bastion focuses on protecting themselves and others with their arcane power, as well as blocking out their enemies. Often wardens, city guards, and bouncers, these gish are trusted companions and fearsome to their enemies.
Study Spells
You gain the following prepared spells, which become gish spells for you and do not count against the amount of spells you can prepare.
When you gain this feature at level 3, you can protect yourself when you strike others with your magic weapons. When you hit a creature with your Spell Strike, you gain an amount of temporary hit points equal to your proficiency bonus.
Defensive Aura
At 7th level, an aura of protecting energy emanates from you. When you, or any creature of your choice within 5 feet of you, is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
At level 15, this aura's range increases to 10 feet.
Shielding Strikes
Starting at level 11, when you hit a creature with Spell Strike, until the end of their next turn, they cannot take reactions, and has disadvantage on attack rolls against creatures other than you.
Bulwark
Beginning when you get this feature at 15th level, you gain the following features:
When you succeed on a saving throw against a spell targeting only you, you are not effected by the spell at all, and can force the creature who targeted you to make the saving throw against the spell, or become effected by it as if they cast it on themselves. Once you use this feature, you may not do so again until you finish a long rest.
You may add your Intelligence modifier to your Armor Class when you are holding a magic shield or weapon.
While you have temporary hit points, you have resistance to all damage.
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Please check out my homebrew, I would appreciate feedback:
So, thoughts on the gish subclasses? Theme or mechanics? Anything?
I think all we have been talking about is names so far lol.....I will get back to you when I have given them more thought. Those enworldians........toxic aren't they? we are so much nicer here.
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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.
I like this take on the gish archetype.My biggest concern with this whole class is the ability to use Intelligence for attacks with weapons. The class is already powerful, and I thought a little MADness would balance it out. DO you have a particular reason you chose to allow Intelligence for weapon attacks?
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I think my main problem is this: All the abilities are powerful- some even really powerful, but not overpowered. But they are ALL powerful. Which makes the class OP. You have hexblades SADness without the trash of specter and Mystic arcanum, a smite like ability without the (Near) useless divine health, or divine sense. Half casting with the best spells in the game, and an ability that gives you more slots, a temp-hp ability which is EXACTLY the same as a really good feat (Albeit limited to one person), a use of legendary resistance, magic resistance (Oath of the ancients signature ability), ANOTHER ability that gives spell slots, but also takes them from your enemies, and an amazing capstone. This is all BEFORE you factor in subclasses.....It is missing the falvourful but terrible abilities that all classes have. It is just....too much. If it were me I would Choose my favourites, and maybe nerf, or get rid of the mechanics but keep the flavour.
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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.
I like this take on the gish archetype.My biggest concern with this whole class is the ability to use Intelligence for attacks with weapons. The class is already powerful, and I thought a little MADness would balance it out. DO you have a particular reason you chose to allow Intelligence for weapon attacks?
I was already planning on changing that. My next draft will change Imbued Weapon a lot, and that will be taken out.
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Please check out my homebrew, I would appreciate feedback:
I think my main problem is this: All the abilities are powerful- some even really powerful, but not overpowered. But they are ALL powerful. Which makes the class OP. You have hexblades SADness without the trash of specter and Mystic arcanum, a smite like ability without the (Near) useless divine health, or divine sense. Half casting with the best spells in the game, and an ability that gives you more slots, a temp-hp ability which is EXACTLY the same as a really good feat (Albeit limited to one person), a use of legendary resistance, magic resistance (Oath of the ancients signature ability), ANOTHER ability that gives spell slots, but also takes them from your enemies, and an amazing capstone. This is all BEFORE you factor in subclasses.....It is missing the falvourful but terrible abilities that all classes have. It is just....too much. If it were me I would Choose my favourites, and maybe nerf, or get rid of the mechanics but keep the flavour.
Okay, please help me brainstorm, then, all of you. All the abilities are useful, as I never intended to make an ability that was useless. I did make a few abilities that were less useful, like Magic Sense and Eldritch Ward. Both of which are useful, but not OP, IMO. So, let's go through the abilities.
Eldritch Ward: I had not realized that this was basically Inspiring Leader. Maybe I can change the amount of temporary hit points, or the trigger? Maybe you use it as a reaction when someone hits you, and the temporary hit points go away after the attack? Would that be better?
Imbued Weapon: Let's take out the Intelligence modifier for attacks and damage, that was a bad idea on my part. I still like the "impossible to disarm" thing, and think making it a magic weapon is a good idea, but I don't know if it's balanced for level 1. I can move that to a later level, possibly level 6 or 7 where monks and arcane archers get free magic attacks, if it's a problem. I do want this feature to do 3 things, mostly minor ones. The first can be "impossible to disarm," the second and third bonuses I need help with. I am also going to remove the bonus action, probably, change it to a constant "any weapons you're wielding gain this bonus" thing.
Spellcasting: They're staying half-casters, and most of their list is done. I might add some later, or tweak it overall, but I don't think their list is OP.
Spell Strike: I really like this feature, and might tweak with it a bit, but overall I think it's good. This is their version of Divine Smite, but actually using spells and action economy to fuel their main feature.
Magic Sense: This is their arcane version of Divine Sense, which I gave to them at level 3 to avoid bloating level one. I don't know what could/should be changed with this, any thoughts?
Recall Magic: I based this off of an ability the Pathfinder Magus got, so I don't know what should be changed with this. Maybe it's too powerful. I could limit it to the lowest level spell slot they have expended, maybe move this to a later feature. Any thoughts?
Arcane Protection: Basically Legendary Resistance that only works on spells. It's a big deal, maybe I should move it to a subclass (Spell Bastion?), any thoughts?
Magic Resistance: I could get rid of this, if it's not needed. Maybe move it to the Spell Bastion if it shouldn't be given to the whole class.
Improved Spell Strike: Powerful, very powerful, ability. I want them to be able to use a bonus action to Spell Strike at this level. I don't know if it's too powerful, but I don't know if I'm changing it. If I do, it would be to remove the extra 1d8 force damage, to make them a little less OP.
Spell Siphon: I like this feature, and will keep it in some way, shape, or form. Specific aspects may change, it may need to be less available, but I'm keeping this in some way.
War Mage: I'm fine if this goes. Honestly, it doesn't help them a ton. Any thoughts about this ability, and what might replace it if you want it gone?
Master of Gish: The first bullet point is going away. The second might, if you have suggestions. The third is probably staying in some way, maybe not in this ability. Any thoughts?
I would appreciate if you had any thoughts on the different subclasses, themes or mechanics. I'm trying to make this distinct and feel like its own thing. It shouldn't be replaceable by a paladin variant or fighter subclass, in my vision.
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Please check out my homebrew, I would appreciate feedback:
I had idea for adapting Eldritch Ward. You could make it more unique by adding a line similar to this: "While you posses these temporary hitpoints, damage that does not exceed them does not cause you to lose concentration." I would remove Recall magic. It just gives you a ton more spell slots, and doesn't have any very interesting mechanical interaction with the rest of the class. I would also move Arcane Protection to a subclass and replace it with a ribbon ability.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I dont think EVERYTHING needs changing, and of course they should stay half casters.....I just feel like too much of their kit is good. I love the eldritch ward ability. Maybe you can use it up to your int modifier, and at level.... 10? You can use it on someone within 30 feet. I like it, because it is an alternative to shield. and yes, Arcane resistance would fit spell bastion nicely. Magic res is fine, and fits the theme, so I would keep it. Spell siphon, again is fine. I would re-word it so you can only regain a 'gish' spell slot, but it is level 15, so there wont be any multiclass shenanigans.
Honestly? I cant find anything I dont like about the subclasses. They all fit the theme. The eldritch Nullifier might feel a bit weak when not fighting a spellcaster tho...
waaaat.....what if you get a 2 level pally dip.......ALL THE SMITES
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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.
Arcknight sounds like eldritch knight. Here is my suggestion....... Spellmartial, or Arcane Vanguard.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Spell Striker
Chaneller
Warseer
Spell Weaver
War Chanter
Spellbinder
Battlemancer
Too bad Warcaster is trademarked to Privateer Press =(
"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
I love crownbreaker for absolutely no reason other than it sounds awesome
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Okay, I'll think over the names a bit. Thanks.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think there is still a problem with Improved spell strike, Honestly. You are basically getting a free spell as a BA every turn.
Also, could I get a clarification on Spell strike? Does the spell come into effect before or after the attack? say you cast hold person....
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Sure, its an extra spell, but you first have to hit with your weapon. It's powerful, but I don't know if it's overpowered at that point.
It comes into effect as part of the attack. An added effect to your attack is the effects of hold person. They become paralyzed after the attack, so your initial attack is not a critical hit.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
thanks! It allows you to make an extra action each turn.....it's not just powerful, it is overpowered. It gives you a better quickened spell, without a multiclass.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Not really quickened spell. It's more like using an attack and a bonus action to cast an action spell. Since you only have 2 attacks in a turn, it's taking 2/3rds of your turn, assuming you hit. It still takes a spell slot, and increases the damage of your turn, as well as taking away from some of your action economy. I don't think it's OP at level 11.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
OH! I misread it. I thought you could also take the attack action, getting a spell AND two attacks in the same round. Seems pretty fair, in that case.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
They kind of can do that, at level 11. But, a paladin can do basically the same thing. If a paladin Divine Smites with a 1st level spell slot and this class uses Chromatic Orb to Spell Strike with a 1st level spell slot, they both deal an extra 3d8 damage to a weapon attack this turn, but the Magus has to use a bonus action to do so. Some of the Gish's spells will be more effective than divine smiting, but should be about the same in power as the Paladin using a Smite spell.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
(I'm going to continue with this draft until I get a bit more feedback overall. Some things are definitely going to change, but this is just laying out the first ideas.)
Okay, here are a couple more subclasses:
Eldritch Nullifier
Eldritch Nullifier
The study of the Eldritch Nullifier uses their magic and martial strikes to cancel the spells of other casters.
Study Spells
You gain the following prepared spells, which become gish spells for you and do not count against the amount of spells you can prepare.
Eldritch Nullifier Spells
1st
detect magic, inflict wounds
3rd
darkness, silence
5th
counterspell, dispel magic
7th
banishment, blight
9th
negative energy flood, synaptic static
Nullifying Strikes
At 3rd level, your arcane powered strikes can end spells cast by others. When you hit a creature with an attack using your Spell Strikes, you may force the creature to make a Constitution saving throw against your spell save DC, ending the spell on them on a failed save.
Spell Stopper
Starting at level 7, when a creature makes a Constitution saving throw for concentration that you forced them to make, they have disadvantage on the saving throw.
Block Magic
When you gain this feature at 11th level, you can stop a creature from casting spells. When you hit a creature with your Spell Strike, it cannot cast a spell until the start of your next turn. You may use this an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
Antimage
At level 15, you gain the following benefits:
Spell Bastion
Spell Bastion
The study of the Spell Bastion focuses on protecting themselves and others with their arcane power, as well as blocking out their enemies. Often wardens, city guards, and bouncers, these gish are trusted companions and fearsome to their enemies.
Study Spells
You gain the following prepared spells, which become gish spells for you and do not count against the amount of spells you can prepare.
Spell Bastion Spells
1st
armor of agathys, shield
3rd
arcane lock, hold person
5th
glyph of warding, protection from energy
7th
faithful hound, resilient sphere
9th
hold monster, wall of force
Strikes of Warding
When you gain this feature at level 3, you can protect yourself when you strike others with your magic weapons. When you hit a creature with your Spell Strike, you gain an amount of temporary hit points equal to your proficiency bonus.
Defensive Aura
At 7th level, an aura of protecting energy emanates from you. When you, or any creature of your choice within 5 feet of you, is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
At level 15, this aura's range increases to 10 feet.
Shielding Strikes
Starting at level 11, when you hit a creature with Spell Strike, until the end of their next turn, they cannot take reactions, and has disadvantage on attack rolls against creatures other than you.
Bulwark
Beginning when you get this feature at 15th level, you gain the following features:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, thoughts on the gish subclasses? Theme or mechanics? Anything?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think all we have been talking about is names so far lol.....I will get back to you when I have given them more thought. Those enworldians........toxic aren't they? we are so much nicer here.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I like this take on the gish archetype.My biggest concern with this whole class is the ability to use Intelligence for attacks with weapons. The class is already powerful, and I thought a little MADness would balance it out. DO you have a particular reason you chose to allow Intelligence for weapon attacks?
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I think my main problem is this: All the abilities are powerful- some even really powerful, but not overpowered. But they are ALL powerful. Which makes the class OP. You have hexblades SADness without the trash of specter and Mystic arcanum, a smite like ability without the (Near) useless divine health, or divine sense. Half casting with the best spells in the game, and an ability that gives you more slots, a temp-hp ability which is EXACTLY the same as a really good feat (Albeit limited to one person), a use of legendary resistance, magic resistance (Oath of the ancients signature ability), ANOTHER ability that gives spell slots, but also takes them from your enemies, and an amazing capstone. This is all BEFORE you factor in subclasses.....It is missing the falvourful but terrible abilities that all classes have. It is just....too much. If it were me I would Choose my favourites, and maybe nerf, or get rid of the mechanics but keep the flavour.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I was already planning on changing that. My next draft will change Imbued Weapon a lot, and that will be taken out.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, please help me brainstorm, then, all of you. All the abilities are useful, as I never intended to make an ability that was useless. I did make a few abilities that were less useful, like Magic Sense and Eldritch Ward. Both of which are useful, but not OP, IMO. So, let's go through the abilities.
Eldritch Ward: I had not realized that this was basically Inspiring Leader. Maybe I can change the amount of temporary hit points, or the trigger? Maybe you use it as a reaction when someone hits you, and the temporary hit points go away after the attack? Would that be better?
Imbued Weapon: Let's take out the Intelligence modifier for attacks and damage, that was a bad idea on my part. I still like the "impossible to disarm" thing, and think making it a magic weapon is a good idea, but I don't know if it's balanced for level 1. I can move that to a later level, possibly level 6 or 7 where monks and arcane archers get free magic attacks, if it's a problem. I do want this feature to do 3 things, mostly minor ones. The first can be "impossible to disarm," the second and third bonuses I need help with. I am also going to remove the bonus action, probably, change it to a constant "any weapons you're wielding gain this bonus" thing.
Spellcasting: They're staying half-casters, and most of their list is done. I might add some later, or tweak it overall, but I don't think their list is OP.
Spell Strike: I really like this feature, and might tweak with it a bit, but overall I think it's good. This is their version of Divine Smite, but actually using spells and action economy to fuel their main feature.
Magic Sense: This is their arcane version of Divine Sense, which I gave to them at level 3 to avoid bloating level one. I don't know what could/should be changed with this, any thoughts?
Recall Magic: I based this off of an ability the Pathfinder Magus got, so I don't know what should be changed with this. Maybe it's too powerful. I could limit it to the lowest level spell slot they have expended, maybe move this to a later feature. Any thoughts?
Arcane Protection: Basically Legendary Resistance that only works on spells. It's a big deal, maybe I should move it to a subclass (Spell Bastion?), any thoughts?
Magic Resistance: I could get rid of this, if it's not needed. Maybe move it to the Spell Bastion if it shouldn't be given to the whole class.
Improved Spell Strike: Powerful, very powerful, ability. I want them to be able to use a bonus action to Spell Strike at this level. I don't know if it's too powerful, but I don't know if I'm changing it. If I do, it would be to remove the extra 1d8 force damage, to make them a little less OP.
Spell Siphon: I like this feature, and will keep it in some way, shape, or form. Specific aspects may change, it may need to be less available, but I'm keeping this in some way.
War Mage: I'm fine if this goes. Honestly, it doesn't help them a ton. Any thoughts about this ability, and what might replace it if you want it gone?
Master of Gish: The first bullet point is going away. The second might, if you have suggestions. The third is probably staying in some way, maybe not in this ability. Any thoughts?
I would appreciate if you had any thoughts on the different subclasses, themes or mechanics. I'm trying to make this distinct and feel like its own thing. It shouldn't be replaceable by a paladin variant or fighter subclass, in my vision.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I had idea for adapting Eldritch Ward. You could make it more unique by adding a line similar to this: "While you posses these temporary hitpoints, damage that does not exceed them does not cause you to lose concentration." I would remove Recall magic. It just gives you a ton more spell slots, and doesn't have any very interesting mechanical interaction with the rest of the class. I would also move Arcane Protection to a subclass and replace it with a ribbon ability.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I dont think EVERYTHING needs changing, and of course they should stay half casters.....I just feel like too much of their kit is good. I love the eldritch ward ability. Maybe you can use it up to your int modifier, and at level.... 10? You can use it on someone within 30 feet. I like it, because it is an alternative to shield. and yes, Arcane resistance would fit spell bastion nicely. Magic res is fine, and fits the theme, so I would keep it. Spell siphon, again is fine. I would re-word it so you can only regain a 'gish' spell slot, but it is level 15, so there wont be any multiclass shenanigans.
Honestly? I cant find anything I dont like about the subclasses. They all fit the theme. The eldritch Nullifier might feel a bit weak when not fighting a spellcaster tho...
waaaat.....what if you get a 2 level pally dip.......ALL THE SMITES
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Gish+Paladin=
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System