Or something like “you can suck the life force from them to cause them to gain one level of exhaustion”. Something thematically appropriate.
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Class Review Time! Yay. It's late where I am, so I probably won't be offering many solutions to problems that I see. I am tired.
I'm assuming that the version in the OP (the one that says Current Version, of course) is up too date? Yes? Good.
First Impressions: Seems like a Warlock Subclass type of thing, honestly. Making a pact with a Hag, getting some Coven/Witch-ish abilities and whatnot. It is cool, though. Some of the language is rough, but that's to be expected. We aren't professional game designers, after all.
HP: d6; it's clearly a casting class, no complaints
Profs: To quote what you said in PMs, "Every class in the game gets one good saving throw proficiency (Constitution, Wisdom, or Dexterity) and one bad saving throw proficiency (Strength, Intelligence, or Charisma)." This Class has two bad Save Profs, according to your list. Sooo...change Cha to Wis, and it should be good. Skills seem fine, Deception's there twice, though. Mostly "mental ability" skills, so that seems...wait, Sleight of Hand? Huh? What's that doing here? I can kind of understand it, but it does seem a bit out of place.
Equipment: Seems fine, though the Trinket seems a bit out of place, unless... *checks spellcasting feature* yeah, it doesn't say that you can cast with a Trinket. There are some other options, and I guess that they could be considered Trinkets, but it seems a bit odd.
Spellcasting: So, you know 4 Cantrips, and never learn more? Strange choice, but okay....Grimoire's language is a bit rough, but I think that it's an interesting feature. Seems like a Pact of the Tome with the Book of Ancient Secrets Invocation. And you can't prepare any rituals normally, which is a bit annoying. Int based Caster, makes sense, I'm fine with that. Spellcasting Focus options are neat. Maybe make them all one Item Subset, like how Wands/Orbs/Crystals/Staffs are all "Arcane Focuses," these could be all, I don't know, "Witch Focuses." Just a thought.
Spell List: Seems fine. Out of date, though. Needs RotF and TCoE in there (especially Caustic Brew, maybe Create Magen).
Magic Line: Subclasses, okay. Level 1? This seems like a level 2 thing at least, to me. And the name...needs work. Doesn't sound Witchy enough
Unearthly Path: Again, name could use some work. And the different abilities aren't clear with what Path they correspond to (well, it is kinda obvious, but still).
Black Path: Dark Malediction is OP. Remove the Exhaustion, for sure. Exhaustion can kill you. Fast. Spells: Dream seems off, here. Switch that with something else (Enervation? Antilife Shell?)
Grey Path: Seems pretty weak, honestly. Not sure how to fix it. Spells: Seem fine.
White Path: Seems...fine. Not amazing, not horrible. Maybe a bit OP, what with it being a BA, and that it recharges on a Short Rest, and that it gives a nice ward against attacks, and that they're better at attacking stuff, and that it gives Regen for a minute...oh s**t, wait, this is really good. Uhh...not sure how to fix it. Change it to Action and Long Rest only, I think. Spells: Seem fine.
Binding Charms: Seem good in thought. None to see, so far (I think), so...
Coven Rite: Language cleanup, please. It's sharing Spell Slots, right? I think I got that right...it's cool in thought, but...messy as of now.
Wait, is that it? What about Unearthly Powers, the 18th level Feature? Does that not exist? No? Alright...
(I know there are Subclasses, but it's late here, and I'm going to bed. 'Night all.)
Rollback Post to RevisionRollBack
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
I'm assuming that the version in the OP (the one that says Current Version, of course) is up too date? Yes? Good.
It should be.
First Impressions: Seems like a Warlock Subclass type of thing, honestly. Making a pact with a Hag, getting some Coven/Witch-ish abilities and whatnot. It is cool, though. Some of the language is rough, but that's to be expected. We aren't professional game designers, after all.
It's not really the Warlock, but is what the Warlocks flavor text describes, in a way. The warlock class is one that gets their power through making a pact with an otherworldly being, while this class studies more obscure and hidden lore. Basically, this is a Warlock-y Wizard cleric-ish class.
Profs: To quote what you said in PMs, "Every class in the game gets one good saving throw proficiency (Constitution, Wisdom, or Dexterity) and one bad saving throw proficiency (Strength, Intelligence, or Charisma)." This Class has two bad Save Profs, according to your list. Sooo...change Cha to Wis, and it should be good. Skills seem fine, Deception's there twice, though. Mostly "mental ability" skills, so that seems...wait, Sleight of Hand? Huh? What's that doing here? I can kind of understand it, but it does seem a bit out of place.
Yep. I learned that in this thread. This class will get Wisdom and probably Intelligence saving throws. I'll get rid of the double deception, and probably get rid of the Sleight of Hand skill.
Equipment: Seems fine, though the Trinket seems a bit out of place, unless... *checks spellcasting feature* yeah, it doesn't say that you can cast with a Trinket. There are some other options, and I guess that they could be considered Trinkets, but it seems a bit odd.
Eh, just fits the theme a bit. I could let them cast with trinkets. . .
Spellcasting: So, you know 4 Cantrips, and never learn more? Strange choice
Yeah, that's an issue I will fix in the next draft. Probably scale from 4 to 5, or 3 to 5.
but okay....Grimoire's language is a bit rough, but I think that it's an interesting feature. Seems like a Pact of the Tome with the Book of Ancient Secrets Invocation. And you can't prepare any rituals normally, which is a bit annoying.
It is like a strange mix of the Book of Ancient Secrets and a Spellbook.
Int based Caster, makes sense, I'm fine with that.
This will actually be changing to Wisdom in the next draft.
Spellcasting Focus options are neat. Maybe make them all one Item Subset, like how Wands/Orbs/Crystals/Staffs are all "Arcane Focuses," these could be all, I don't know, "Witch Focuses." Just a thought.
Yeah, that could work. Thanks for the suggestion!
Spell List: Seems fine. Out of date, though. Needs RotF and TCoE in there (especially Caustic Brew, maybe Create Magen).
Yes, I definitely need to update it with the new summoning spells and other spells (Tasha's Otherworldly Guise, Spirit Shroud, the ones you mentioned, and a few others).
Magic Line: Subclasses, okay. Level 1? This seems like a level 2 thing at least, to me. And the name...needs work. Doesn't sound Witchy enough
It could use a name revision. Any suggestions?
Unearthly Path: Again, name could use some work. And the different abilities aren't clear with what Path they correspond to (well, it is kinda obvious, but still).
Huh. I liked the name for this one. I can fix the language to make that more clear.
Black Path: Dark Malediction is OP. Remove the Exhaustion, for sure. Exhaustion can kill you. Fast. Spells: Dream seems off, here. Switch that with something else (Enervation? Antilife Shell?)
Yeah, I will do so. I'm not really sure about the other spell suggestions, but I will probably do something else.
Grey Path: Seems pretty weak, honestly. Not sure how to fix it. Spells: Seem fine.
Yeah, I'm going to fix this somehow in the next draft.
White Path: Seems...fine. Not amazing, not horrible. Maybe a bit OP, what with it being a BA, and that it recharges on a Short Rest, and that it gives a nice ward against attacks, and that they're better at attacking stuff, and that it gives Regen for a minute...oh s**t, wait, this is really good. Uhh...not sure how to fix it. Change it to Action and Long Rest only, I think. Spells: Seem fine.
It's really good, and I will probably change these to Proficiency bonus uses each long rest.
Binding Charms: Seem good in thought. None to see, so far (I think), so...
First Impressions: Seems like a Warlock Subclass type of thing, honestly. Making a pact with a Hag, getting some Coven/Witch-ish abilities and whatnot. It is cool, though. Some of the language is rough, but that's to be expected. We aren't professional game designers, after all.
It's not really the Warlock, but is what the Warlocks flavor text describes, in a way. The warlock class is one that gets their power through making a pact with an otherworldly being, while this class studies more obscure and hidden lore. Basically, this is a Warlock-y Wizard cleric-ish class.'
actiually a warlock does get their power from study of obscure and hidden lore, or at least that is where their eldrich invocations come from and where many of their spells come from, and it has generally been described as "a finder and keeper of secrets" and such by the PHB and xanatars, lore-wise the only real difference is that an warlock's lust for knowledge brought them so deep they made a pact with a otherworldly being that teaches them spells while granting them a handful of special powers (namely their subclass features). Now that may not be how most people like to play warlocks, especially since the class does not encurage you to have good intelegence, and the two classes generally have different niches and aestetics they are going for, but it it technically from an lore standpoint this is just an patronless warlock
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
We've had this conversation before, but you are correct to a degree. I personally reject the explanation of warlocks being "studiers of hidden lore" or whatever from the PHB, as they have no real features or mechanics that show that. In my games, this is what the Warlock, Wizard, and Occultist classes are and how they get their power.
Warlocks get their power through a pact with an otherworldly patron, whether they're aware of it or not. You could have studied hidden lore in order to make this pact, but it is not required or encouraged. You are permanently granted magic by your patron, as they warp your soul to allow you to siphon magic from your heart (Charisma).
Wizards get their power through studying general arcane lore and magic, weaving magic through the knowledge of their mind (Intelligence).
Occultists get their power through a different type of study, a study of obscure and hidden lore, not always dark but typically more taboo or unknown than wizardry. You draw your power from tradition and years of practice, the will of your spirit fuels your magic (Wisdom).
Warlocks may be described in similar ways to this class, but the mechanics don't support that.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Well hey! Might as well throw my hat in this ring for a moment. I'll actually be test-driving an Occultist in Third_Sundering's upcoming game in his homebrewed world, Toreal: Grumm Redeye, Half-orc Grey-Earth Occultist. As things get rolling, and new drafts of abilities start coming in, I hope to give an update on the player experience with this class. Due to the inherent difficulty of not being able to outright create this class in Beyond, I hope to keep track of some relevant stats and things on Beyond, but otherwise to use a PDF form-fillable character sheet, and to just go from there. Just thought it'd be a nice PSA for those of you who have reviewed and discussed and refined various elements of this awesome homebrew class!
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, you can curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one point of exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
This shouldn’t have both a Magic Line and Unearthly Path. Could you choose one or the other?
It's very similar to how Warlocks get a Pact Boon and Otherworldly Patron. I don't see any problem with giving extra customization to it.
You’re right. Maybe you should make one have fewer effects, though.
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
This shouldn’t have both a Magic Line and Unearthly Path. Could you choose one or the other?
It's very similar to how Warlocks get a Pact Boon and Otherworldly Patron. I don't see any problem with giving extra customization to it.
You’re right. Maybe you should make one have fewer effects, though.
You're right that it's probably too much for level 1, I can move some of those benefits to a later level and get rid of some of them. Thanks for the concerns.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Or something like “you can suck the life force from them to cause them to gain one level of exhaustion”. Something thematically appropriate.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Class Review Time! Yay. It's late where I am, so I probably won't be offering many solutions to problems that I see. I am tired.
I'm assuming that the version in the OP (the one that says Current Version, of course) is up too date? Yes? Good.
First Impressions: Seems like a Warlock Subclass type of thing, honestly. Making a pact with a Hag, getting some Coven/Witch-ish abilities and whatnot. It is cool, though. Some of the language is rough, but that's to be expected. We aren't professional game designers, after all.
HP: d6; it's clearly a casting class, no complaints
Profs: To quote what you said in PMs, "Every class in the game gets one good saving throw proficiency (Constitution, Wisdom, or Dexterity) and one bad saving throw proficiency (Strength, Intelligence, or Charisma)." This Class has two bad Save Profs, according to your list. Sooo...change Cha to Wis, and it should be good. Skills seem fine, Deception's there twice, though. Mostly "mental ability" skills, so that seems...wait, Sleight of Hand? Huh? What's that doing here? I can kind of understand it, but it does seem a bit out of place.
Equipment: Seems fine, though the Trinket seems a bit out of place, unless... *checks spellcasting feature* yeah, it doesn't say that you can cast with a Trinket. There are some other options, and I guess that they could be considered Trinkets, but it seems a bit odd.
Spellcasting: So, you know 4 Cantrips, and never learn more? Strange choice, but okay....Grimoire's language is a bit rough, but I think that it's an interesting feature. Seems like a Pact of the Tome with the Book of Ancient Secrets Invocation. And you can't prepare any rituals normally, which is a bit annoying. Int based Caster, makes sense, I'm fine with that. Spellcasting Focus options are neat. Maybe make them all one Item Subset, like how Wands/Orbs/Crystals/Staffs are all "Arcane Focuses," these could be all, I don't know, "Witch Focuses." Just a thought.
Spell List: Seems fine. Out of date, though. Needs RotF and TCoE in there (especially Caustic Brew, maybe Create Magen).
Magic Line: Subclasses, okay. Level 1? This seems like a level 2 thing at least, to me. And the name...needs work. Doesn't sound Witchy enough
Unearthly Path: Again, name could use some work. And the different abilities aren't clear with what Path they correspond to (well, it is kinda obvious, but still).
Black Path: Dark Malediction is OP. Remove the Exhaustion, for sure. Exhaustion can kill you. Fast. Spells: Dream seems off, here. Switch that with something else (Enervation? Antilife Shell?)
Grey Path: Seems pretty weak, honestly. Not sure how to fix it. Spells: Seem fine.
White Path: Seems...fine. Not amazing, not horrible. Maybe a bit OP, what with it being a BA, and that it recharges on a Short Rest, and that it gives a nice ward against attacks, and that they're better at attacking stuff, and that it gives Regen for a minute...oh s**t, wait, this is really good. Uhh...not sure how to fix it. Change it to Action and Long Rest only, I think. Spells: Seem fine.
Binding Charms: Seem good in thought. None to see, so far (I think), so...
Coven Rite: Language cleanup, please. It's sharing Spell Slots, right? I think I got that right...it's cool in thought, but...messy as of now.
Wait, is that it? What about Unearthly Powers, the 18th level Feature? Does that not exist? No? Alright...
(I know there are Subclasses, but it's late here, and I'm going to bed. 'Night all.)
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Okay, thanks for the review.
(I haven't forgotten about this class, everyone. I will get back to it soon, hopefully.)
It should be.
It's not really the Warlock, but is what the Warlocks flavor text describes, in a way. The warlock class is one that gets their power through making a pact with an otherworldly being, while this class studies more obscure and hidden lore. Basically, this is a Warlock-y Wizard cleric-ish class.
Yep. I learned that in this thread. This class will get Wisdom and probably Intelligence saving throws. I'll get rid of the double deception, and probably get rid of the Sleight of Hand skill.
Eh, just fits the theme a bit. I could let them cast with trinkets. . .
Yeah, that's an issue I will fix in the next draft. Probably scale from 4 to 5, or 3 to 5.
It is like a strange mix of the Book of Ancient Secrets and a Spellbook.
This will actually be changing to Wisdom in the next draft.
Yeah, that could work. Thanks for the suggestion!
Yes, I definitely need to update it with the new summoning spells and other spells (Tasha's Otherworldly Guise, Spirit Shroud, the ones you mentioned, and a few others).
It could use a name revision. Any suggestions?
Huh. I liked the name for this one. I can fix the language to make that more clear.
Yeah, I will do so. I'm not really sure about the other spell suggestions, but I will probably do something else.
Yeah, I'm going to fix this somehow in the next draft.
It's really good, and I will probably change these to Proficiency bonus uses each long rest.
I made a few in this post.
Yeah, I'll try to fix that. It is sharing spell slots, and eventually sharing spell slots.
Nope, haven't finished the later level features yet. Will do so in the next draft.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
actiually a warlock does get their power from study of obscure and hidden lore, or at least that is where their eldrich invocations come from and where many of their spells come from, and it has generally been described as "a finder and keeper of secrets" and such by the PHB and xanatars, lore-wise the only real difference is that an warlock's lust for knowledge brought them so deep they made a pact with a otherworldly being that teaches them spells while granting them a handful of special powers (namely their subclass features). Now that may not be how most people like to play warlocks, especially since the class does not encurage you to have good intelegence, and the two classes generally have different niches and aestetics they are going for, but it it technically from an lore standpoint this is just an patronless warlock
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
We've had this conversation before, but you are correct to a degree. I personally reject the explanation of warlocks being "studiers of hidden lore" or whatever from the PHB, as they have no real features or mechanics that show that. In my games, this is what the Warlock, Wizard, and Occultist classes are and how they get their power.
Warlocks may be described in similar ways to this class, but the mechanics don't support that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well hey! Might as well throw my hat in this ring for a moment. I'll actually be test-driving an Occultist in Third_Sundering's upcoming game in his homebrewed world, Toreal: Grumm Redeye, Half-orc Grey-Earth Occultist. As things get rolling, and new drafts of abilities start coming in, I hope to give an update on the player experience with this class. Due to the inherent difficulty of not being able to outright create this class in Beyond, I hope to keep track of some relevant stats and things on Beyond, but otherwise to use a PDF form-fillable character sheet, and to just go from there. Just thought it'd be a nice PSA for those of you who have reviewed and discussed and refined various elements of this awesome homebrew class!
The class is cool, but the formatting is really bad on my Mac.
This shouldn’t have both a Magic Line and Unearthly Path. Could you choose one or the other?
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
It's very similar to how Warlocks get a Pact Boon and Otherworldly Patron. I don't see any problem with giving extra customization to it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, you can curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
You’re right. Maybe you should make one have fewer effects, though.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
You're right that it's probably too much for level 1, I can move some of those benefits to a later level and get rid of some of them. Thanks for the concerns.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Pray to the gods
Haben Iuram, the player of Carnage, the aberrational tiefling necromancer.
Rip this class. Never was finished.
i could try to revamp it in my homebrew???
Haben Iuram, the player of Carnage, the aberrational tiefling necromancer.