The only ability in this UA that I believe needs work is the "unlimited" ability to switch damage types on the fly. Psychic or Force damage "Fireballs" at the drop of a hat may be a bit much.
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
The only ability in this UA that I believe needs work is the "unlimited" ability to switch damage types on the fly. Psychic or Force damage "Fireballs" at the drop of a hat may be a bit much.
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Yeah I agree fully with this. INT mod per day seems reasonable. I can deal with 5 forceballs a day.
I was just reading on the new version of the Genie Patron, and noticed that you can go inside of the vessel, and leave stuff inside. When the vessel is broken, it will leave the items outside...
There will 100% be a player who fills the vessel with nearly 20x20 feet of dynamite and throws it at a fire.
Five force damage Fireballs a day is still a lot, since that'll be most of your higher level spell slots until you get into higher tier play. I'd have it be once per day, and you have to expend the spell slot and spell at the start of the day when you prepare your spells. Maybe twice a day. It would fit with the general "scribing" theme of the subclass, casting and modifying a spell as part of your spell preparation, but storing it to use later.
First, the Phantom..... Whispers of the Dead: Super useful ability..... Wails from the Grace: Very strange wording. ....
Name’s fine. (Generally not an issue for me in general unless they’re stupid.) WotD: Cool. I agree with you. WftG: We talked about this already. That mechanic is only balanced because it is based on a class feature that makes it tame enough for a dip. But now I’m thinking what if they dip out of this subclass instead of into it? Will that still be balanced? Will someone crunch the perfect levels to dip out and find some new way to abuse multiclassing?
Tokens of the Departed: I love this ability....
I agree it is cool. But that mechanic again. This is what mede me first consider the dip out. I agree it would be cool if you could give them to party members for use. That was the first thing that popped into my head when I skimmed it for my first impression. And maybe DDB’ll finally have a good reason put in the trinkets!
Ghost Walk: Very cool ability....
Yes it is better. And I also like the relationship to the trinkets. That ability felt a little light until I read this one. But then I wondered, would this be that sugar level for the yeet?
Death Knell: Very nice ability. ...
I agree with your assessment in general. And at this point, the dip won’t make any difference, so it won’t matter. When minmaxers do their builds you know they always look at the 20-level spread. How many multiclasses have you seen with the 17/3 split? If that’s still the case with this then nothing’s changed and there’s little cause for concern. I guess we’ll see. (As a side note, the instant my mind formed the phrase “17/3 split” I got a mental image of the worst spare ever for bowling in the Nine Hells. That’s headcanon now btw.)
Overall, I like the changes....
Yeah I agree in general about all of that. And I’ve belabored the point about class agnostic subclass features enough on this one.
Okay, I want to preface this one by saying that the old version was so bad from head to toe that I actively ignored it. It left such a bad taste in my mouth that my willful ignorance automatically spilled over into this one, so my “first impression” was to pass right over this one. These are my opinions after actually reading it thoroughly:
Second, the Genie patron. I am glad they changed the name....
Yes. I agree. Remember what I said about only caring if the name was stupid. It was stupid.
Expanded Spell List: I love these
Yes. All of that actually makes this interesting enough to use. I’m actually glad this style of elemental thing got included. It made more sense for a Genie Patron than for Sorcerers like people expected. And Wish should have been a no-brained the first time.
Genie's Vessel: Another much needed change...
I will agree this is better. We have already discussed my concerns about the mechanic. Remember though, that also means that at 9th level they could also take 8 Short Rests as well. Do you smell coffee? (PS-All you need are a few alchemy jugs and this and you could open your own pseudomedieval IKEA.)
Elemental Gift: Amazingly useful....
Agreed in general, but more concerned about the multiclass consequenceses.
Sanctuary Vessel: When I first read....
Same here. But I would like to point out that in some ways this is almost as good as Eldritch Master.
Limited Wish: Also a great ability! I love this....
This is a good one. If the campaign actually goes long enough to get this then this would be fun.
Overall, I love this subclass!
The old one was so bad that anything had to be better. But I will agree this one is actually pretty good.
Third, the Archivist, couch, hem . . . I mean the Scribe....
Wow, this one hit you so hard you hacked up a sofa! I will agree, I thought the Archivist was cool except for the AI pet. (Actually, the only Artificer Pet that I thought deserved to be there was the Alchemical Homunculus.) But I will admit that I think this subclass is a way better fit for D&D IMHO.
Wizardly Quill: Very cool theme, very useful. The limit is your imagination, and 5 feet of range.
Yes, very cool indeed.
Awakened Spellbook: I can use my spellbook as a spellcasting focus! I always wondered why I couldn't do that. Most pop-culture wizards have scenes where they cast a spell with a spellbook in hand. Up until now, there was no reason at all to do this before. ....
For me, that what’s what I always envisioned Ritual Casting to be. In those movie scenes, whenever they have to whip out the big book, the Wiz always needs the rest of the party to “Hold them off as long as you can! I need 10-11 minutes to prepare this spell.” I will say that being able to have a 1st-level spell for every damage type and then just go for straight numbers after that instead of needing to diversify seems pretty gamey to me. And now the Wiz’s biggest liability is a nonissue. I have to wonder why anyone would want to play another Tradition instead of this one.
Master Scrivener: (Is that a word? I just looked it up. Yep, it's a word.) Okay, so you are....
Yep, always loved that word. And frankly I thought something like this feature should have been a base Wiz class ability.
Manifest Mind: So, it's like....
I’m honestly not sure it is as balanced as it looks on paper. I expect that it is more abusable than it first seems. I’m just not sure how yet.
One with the Word: (Weird name) Wow. ....
Half of me wishes my character never has to use this. Half of me is realizing how broken it actually is.
To summarize, I am very sad to see the archivist go....
Yeah that was cool, this makes more sense to me. Artificers are all about Magic Items (including potions) but I always half felt that Scrolls were the Wizards business.
Whither the Archivist? I am very disappointed the archivist is gone. I feel like these 2 subclasses can live together in peace, but I don't see that being possible. I'm also very sad to see Onomancy go, and mildly disappointed in the abandonment of the Psionic Wizard, but I understand the changes they made.
Meh. The Archivist was cool, but I cannot say I’ll miss it. Honestly I thought Onomancer was better in concept than execution. It didn’t really fit. And I am glad that Psionic Wizard hit the dumpster. Psionics=/=Spellcasting.
Summary of the whole UA: I like this UA. They did a very good job at building subclasses. [Sic] I like this UA, in my opinion, it's the best they've came out with in a long time.
All in all I agree, but I still really think that PsiDie is such a cool mechanic that I honestly cannot agree that this UA is “the best they've came out with in a long time.” But it is a good one (just as long as my concerns are proven to be a nonissue.)
I'm a bit bummed. I loved the idea of the ghoulish grave thief who knows he is only at home when he is near those he is most akin too.
Even spent the last few months building a character up to 3rd level to be the very best ghoul haunted by a swirl of needy spirits clinging to him as their way of tasting a bit of life now lost to them.
I'm not much for assassins, otherwise I'd choose assassin. Not much a soul collector or I'd go necromancer.
Shadow thief, well there are tons of options to play with dark Fey out there.
It was unique and I'm sorry to see the revived see its final days.
The overall response to the Revived was that it had absolutely no business being a rogue, and would've worked better as a race rather than a subclass as originally presented. That stands true to this day. The Phantom, at least, feels like it may belong somewhere in the vicinity of the Rogue class and isn't forcing people to shoehorn the bizarre narrative of "I died once, but then I came back, except I forgot about it for a long time and learned to be a thief in the interim" into their character's story.
I like the new Scribe. I feel it has a very good and balanced level 2 and 6. "But force damage fireball" people say, vastly overrating damage types (seriously the thing that made lore wizard broken was the fact that they could change the SAVING THROW type, not the damage type). I am not a fan of it's level 10, and it feels like a vestigial aspect of the archivist that does not fit in with the idea of it being a wizard who knows much of the written word.
The level 14 feature is a horrible capstone. I actively do not want to use this.
I would suggest replacing the level 10 feature with something like: During a short rest you can change a number of wizard spells you have prepared equal to your INT modifier. It adds more utility to the wizard (fitting in with a generalist style that the previous features seem to be going for) and makes you more likely to have a response to something, giving more to the fantasy of you knowing what you need to know.
For level 14, I would suggest something like: You know all wizard cantrips This does not break the wizard at all at this level. Cantrips at this point are fairly useless damage wise, and is more for utility. However, it does superbly lend to the idea of "Just a second" *flips through book* "Ok, I got it!" While also being fairly big, splashy, and fun.
I don't want to have a familiar suddenly forced on me, and I dislike this path of design with "Just give them a pet/object" that some of the UA subclasses seem to have been following lately (looking at you, original genie lock)
My only problem with the Scribes is I don't like the idea that you semi-permanently lose the spells if you take advantage of their 14th feature.
Realistically, if you lose Wish and it takes a Wish to relearn it... What other spellcaster in the world would take that risk? The helpful Wizard will have a 33% chance of never being able to cast Wish again.
Granted, any DM worth their salt will just have the NPC risk it because otherwise the Player might as well retire the character.
I still feel that it shouldn't be "wish only". You could lose up to 18 spells. 18 casts of wish. Thats an immense cost. Yes, it saves your life but there's plenty else that does that for much less of a cost, and as a 14th level feature you should be getting something very powerful anyway. Just have them roll 3d10 or something, and thats how many days before they can do it again. I don't know what exactly would be a good punishment, but the potential of losing half your spells just for a get-out-of-jail free card doesn't seem right. Especially when lots of other classes get it for basically free as their feature.
I actually think i have a gripe with how 'Genies Wrath' works now that i think more on it. The additional damage applies only when you make an attack roll, which is targeted towards A) those who take pact of the blade and B) eldritch blast. I like the idea that it can be applied to both weapons and spells depending on how you plat but i really dislike that its only spells that involve attack rolls can i personally never use eldritch blast, my warlock doesnt even have it learned. I would appreciate if it could be added to like, all weapon attacks and cantrps that deal damage maybe? Something for those who dont play as super strong fighters
Maybe Wizards figured eldritch blast needed more buffs. This can get it a really strong damage bonus.
But warlocks are a full caster given proficiency with simple weapons, coupled with their low amount of spell slots. I think this ability is well balanced, not considering eldritch blast, because having a weapon on hand is a good idea as a warlock.
My bigger gripe with the Noble Genie would be limited wish and wish both being possibilities. I think it should be one or the other personally, with them being able to use 2 spells from any other spell list.
First, the Phantom..... Whispers of the Dead: Super useful ability..... Wails from the Grace: Very strange wording. ....
Name’s fine. (Generally not an issue for me in general unless they’re stupid.) WotD: Cool. I agree with you. WftG: We talked about this already. That mechanic is only balanced because it is based on a class feature that makes it tame enough for a dip. But now I’m thinking what if they dip out of this subclass instead of into it? Will that still be balanced? Will someone crunch the perfect levels to dip out and find some new way to abuse multiclassing?
Name's freaking cool. I've wanted Phantoms as a creature for awhile, but never got around to making one.
WotD: Yep, I agree.
WftG: Yes, we talked about this. It isn't crazy that it scales with overall character level, it's just a nice boost. This scaling is more unbalanced in the Genie warlock, and is mostly fine here. I don't think it's very abusive to take 3 levels of rogue in order to eventually do an extra 1d6 damage 6 times a long rest at level 17. It's not broken, just kind of strange. More problems will certainly come with this if they continue making more abilities like this, but it isn't a problem for this ability, IMHO.
Tokens of the Departed: I love this ability....
I agree it is cool. But that mechanic again. This is what mede me first consider the dip out. I agree it would be cool if you could give them to party members for use. That was the first thing that popped into my head when I skimmed it for my first impression. And maybe DDB’ll finally have a good reason put in the trinkets!
Yes, the mechanic is strange, and probably exploitable. I think they should have reasons to actually store soul trinkets at this level, instead of waiting until you get Ghost Walk, because at this level it's kind of useless to have multiple.
Ghost Walk: Very cool ability....
Yes it is better. And I also like the relationship to the trinkets. That ability felt a little light until I read this one. But then I wondered, would this be that sugar level for the yeet?
The disadvantage on attack rolls is probably broken, now that I think about it. I don't know what you're trying to say with that last statement of yours.
Death Knell: Very nice ability. ...
I agree with your assessment in general. And at this point, the dip won’t make any difference, so it won’t matter. When minmaxers do their builds you know they always look at the 20-level spread. How many multiclasses have you seen with the 17/3 split? If that’s still the case with this then nothing’s changed and there’s little cause for concern. I guess we’ll see.
Basically no one multiclasses 17/3 in order to exploit something. This ability is fine, just gives a nice damage boost yet again. (As a side note, the instant my mind formed the phrase “17/3 split” I got a mental image of the worst spare ever for bowling in the Nine Hells. That’s headcanon now btw.)
Overall, I like the changes....
Yeah I agree in general about all of that. And I’ve belabored the point about class agnostic subclass features enough on this one.
I agree. I think most of the community tends to agree on these new subclasses. They give a good first impression, but the more you think of it, the more problems you see. I mean, this one isn't a huge problem, this subclass just needs some minor fixes, IMHO, but then it will be good.
Okay, I want to preface this one by saying that the old version was so bad from head to toe that I actively ignored it. It left such a bad taste in my mouth that my willful ignorance automatically spilled over into this one, so my “first impression” was to pass right over this one. These are my opinions after actually reading it thoroughly:
I was dreading reading the new version of this subclass, because the last one was a flaming toilet. I am overall much more appreciative of this subclass and WotC because of the changes they made.
Second, the Genie patron. I am glad they changed the name....
Yes. I agree. Remember what I said about only caring if the name was stupid. It was stupid.
I like making names better, it's an active thing I try to do when looking at Homebrew and UA material. It's normally minor changes, but I like naming things.
Expanded Spell List: I love these
Yes. All of that actually makes this interesting enough to use. I’m actually glad this style of elemental thing got included. It made more sense for a Genie Patron than for Sorcerers like people expected. And Wish should have been a no-brained the first time.
They need to add something like this to Draconic Ancestry Sorcerers. I love that they did this. It's too bad they can't include Xanathar's spells to this. Some of them would work really well, especially the cantrips.
Genie's Vessel: Another much needed change...
I will agree this is better. We have already discussed my concerns about the mechanic. Remember though, that also means that at 9th level they could also take 8 Short Rests as well. Do you smell coffee? (PS-All you need are a few alchemy jugs and this and you could open your own pseudomedieval IKEA.)
I love the flavor of this ability, but over time I've realized the problems that come with this ability. They should have it scale by Warlock level, to avoid super coffee-locking.
Elemental Gift: Amazingly useful....
Agreed in general, but more concerned about the multiclass consequenceses.
I don't think this is much of a problem. It probably should scale differently.
Sanctuary Vessel: When I first read....
Same here. But I would like to point out that in some ways this is almost as good as Eldritch Master.
Eldritch Master? Whose ability is that?
Limited Wish: Also a great ability! I love this....
This is a good one. If the campaign actually goes long enough to get this then this would be fun.
Yes, if the campaign goes that far. They probably should remove the 1d4 long rests recharge, it just adds a more to keep track of.
Overall, I love this subclass!
The old one was so bad that anything had to be better. But I will agree this one is actually pretty good.
Yes, the last one was so bad, practically anything could be an improvement.
Third, the Archivist, couch, hem . . . I mean the Scribe....
Wow, this one hit you so hard you hacked up a sofa! I will agree, I thought the Archivist was cool except for the AI pet. (Actually, the only Artificer Pet that I thought deserved to be there was the Alchemical Homunculus.) But I will admit that I think this subclass is a way better fit for D&D IMHO.
The AI pet was the coolest part, but executed poorly. This subclass makes more sense, but I still want an Archivist-ish Artificer.
Wizardly Quill: Very cool theme, very useful. The limit is your imagination, and 5 feet of range.
Yes, very cool indeed.
No comments needed.
Awakened Spellbook: I can use my spellbook as a spellcasting focus! I always wondered why I couldn't do that. Most pop-culture wizards have scenes where they cast a spell with a spellbook in hand. Up until now, there was no reason at all to do this before. ....
For me, that what’s what I always envisioned Ritual Casting to be. In those movie scenes, whenever they have to whip out the big book, the Wiz always needs the rest of the party to “Hold them off as long as you can! I need 10-11 minutes to prepare this spell.” I will say that being able to have a 1st-level spell for every damage type and then just go for straight numbers after that instead of needing to diversify seems pretty gamey to me. And now the Wiz’s biggest liability is a nonissue. I have to wonder why anyone would want to play another Tradition instead of this one.
I know. This tradition is kind of overpowered, the more I think about it. It definitely needs some fixes, though I do still really like it.
Master Scrivener: (Is that a word? I just looked it up. Yep, it's a word.) Okay, so you are....
Yep, always loved that word. And frankly I thought something like this feature should have been a base Wiz class ability.
It probably should be just that. That'd be good for a future Class Feature Variants UA, or something like it.
Manifest Mind: So, it's like....
I’m honestly not sure it is as balanced as it looks on paper. I expect that it is more abusable than it first seems. I’m just not sure how yet.
This is probably going to become a problem ability if it makes it into print this way. This definitely needs a fix.
One with the Word: (Weird name) Wow. ....
Half of me wishes my character never has to use this. Half of me is realizing how broken it actually is.
It's the kind of ability that you hope you will never have to use, and probably won't have to, but can be a real life saver (duh dum, crash) if you don't have any other way of coming back. At least you get to choose the spells that you sacrifice. Hope you roll low, and sacrifice some garbage spells.
To summarize, I am very sad to see the archivist go....
Yeah that was cool, this makes more sense to me. Artificers are all about Magic Items (including potions) but I always half felt that Scrolls were the Wizards business.
It definitely should exist in this form, but it does need a few fixes. It is the biggest problem with this UA, IMHO.
Whither the Archivist? I am very disappointed the archivist is gone. I feel like these 2 subclasses can live together in peace, but I don't see that being possible. I'm also very sad to see Onomancy go, and mildly disappointed in the abandonment of the Psionic Wizard, but I understand the changes they made.
Meh. The Archivist was cool, but I cannot say I’ll miss it. Honestly I thought Onomancer was better in concept than execution. It didn’t really fit. And I am glad that Psionic Wizard hit the dumpster. Psionics=/=Spellcasting.
I want both the Psionic Wizard and a Psion class to exist. I want to have my cake and eat it, too, I guess.
Summary of the whole UA: I like this UA. They did a very good job at building subclasses. [Sic] I like this UA, in my opinion, it's the best they've came out with in a long time.
All in all I agree, but I still really think that PsiDie is such a cool mechanic that I honestly cannot agree that this UA is “the best they've came out with in a long time.” But it is a good one (just as long as my concerns are proven to be a nonissue.)
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Yes it is better. And I also like the relationship to the trinkets. That ability felt a little light until I read this one. But then I wondered, would this be that sugar level for the yeet?
The disadvantage on attack rolls is probably broken, now that I think about it. I don't know what you're trying to say with that last statement of yours.
I was saying that I wondered if the minmaxers would determine this to be the optimal level to shoot for in this subclass before abandoning it to focus elsewhere to best abuse it for multiclassing because of that mechanic.
Death Knell: Very nice ability. ...
I agree with your assessment in general. And at this point, the dip won’t make any difference, so it won’t matter. When minmaxers do their builds you know they always look at the 20-level spread. How many multiclasses have you seen with the 17/3 split? If that’s still the case with this then nothing’s changed and there’s little cause for concern. I guess we’ll see.
Basically no one multiclasses 17/3 in order to exploit something. This ability is fine, just gives a nice damage boost yet again.
That was my point. People MC 17/3 because they want a splash of something. If that is still the popular opinion for this then there is no reason for my concerns. But when minmaxing, you get all kinds of hodgepodge. If this subclass becomes exclusively a hodgepodge component with few people just looking for a splash of something else for funsies, then you know there’s a problem.
(As a side note, the instant my mind formed the phrase “17/3 split” I got a mental image of the worst spare ever for bowling in the Nine Hells. That’s headcanon now btw.)
Okay, I want to preface this one by saying that the old version was so bad from head to toe that I actively ignored it. It left such a bad taste in my mouth that my willful ignorance automatically spilled over into this one, so my “first impression” was to pass right over this one. These are my opinions after actually reading it thoroughly:
I was dreading reading the new version of this subclass, because the last one was a flaming toilet. I am overall much more appreciative of this subclass and WotC because of the changes they made.
Yup.
Second, the Genie patron. I am glad they changed the name....
Yes. I agree. Remember what I said about only caring if the name was stupid. It was stupid.
I like making names better, it's an active thing I try to do when looking at Homebrew and UA material. It's normally minor changes, but I like naming things.
I have no issues with whatever name they go with because if I don’t like it I can change it for my home games. As a DM I can say “In this setting they are called (whatever’s). Usually I feel that “Class/Subclass” identification is metagamey in character unless you say your from “The Order of [subclass X]” or something as in in-game thing. So I am generally not worried about it so that people like you who care get a louder voice. But “Noble Genie” was just stupid. (Not as bad as that cleric was though. *shudders*)
Expanded Spell List: I love these
It's too bad they can't include Xanathar's spells to this. Some of them would work really well, especially the cantrips.
I agree with that statement in general.
Genie's Vessel: Another much needed change...
I will agree this is better. We have already discussed my concerns about the mechanic. Remember though, that also means that at 9th level they could also take 8 Short Rests as well. Do you smell coffee? (PS-All you need are a few alchemy jugs and this and you could open your own pseudomedieval IKEA.)
I love the flavor of this ability, but over time I've realized the problems that come with this ability. They should have it scale by Warlock level, to avoid super coffee-locking.
That is exactly the kind of think I had been getting at.
Sanctuary Vessel: When I first read....
Same here. But I would like to point out that in some ways this is almost as good as Eldritch Master.
Eldritch Master? Whose ability is that?
Dude, it’s the Warlock 20th level base class feature. So, I probably shouldn’t be be that surprised this surprised that you forgot. Eldritch Master
Limited Wish: Also a great ability! I love this....
This is a good one. If the campaign actually goes long enough to get this then this would be fun.
Yes, if the campaign goes that far. They probably should remove the 1d4 long rests recharge, it just adds a more to keep track of.
I agree. But it reminds me a little of 2e so it kinda made me smile when I saw it.
Third, the Archivist, couch, hem . . . I mean the Scribe....
I still want an Archivist-ish Artificer.
I remember seeing somewhere on YouTube an interview where they said that the Archivist actually had better feedback than the Alchemist ever did, but most of it also said it should be a Wiz. They also said felt they had to do Alchemist
Awakened Spellbook: I can use my....
I will say that being able to have a 1st-level spell for every damage type and then just go for straight numbers after that instead of needing to diversify seems pretty gamey to me. And now the Wiz’s biggest liability is a nonissue. I have to wonder why anyone would want to play another Tradition instead of this one.
I know. This tradition is kind of overpowered, the more I think about it. It definitely needs some fixes, though I do still really like it.
That’s probably the popular opinion, which is probably going to be the issue
Master Scrivener: (Is that a word? I just looked it up. Yep, it's a word.) Okay, so you are....
Yep, always loved that word. And frankly I thought something like this feature should have been a base Wiz class ability.
It probably should be just that. That'd be good for a future Class Feature Variants UA, or something like it.
But if it’s a subclass feature for the scribe, that’ll never happen.
Manifest Mind: So, it's like a mix of a familiar and an Abjurer's Ward. You can cast spells with a 300 feet extended range. Very useful. It's a neat ability, and limited enough to not be broken. Well done Wizards!
I’m honestly not sure it is as balanced as it looks on paper. I expect that it is more abusable than it first seems. I’m just not sure how yet.
This is probably going to become a problem ability if it makes it into print this way. This definitely needs a fix.
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Yeah I agree fully with this. INT mod per day seems reasonable. I can deal with 5 forceballs a day.
I was just reading on the new version of the Genie Patron, and noticed that you can go inside of the vessel, and leave stuff inside. When the vessel is broken, it will leave the items outside...
There will 100% be a player who fills the vessel with nearly 20x20 feet of dynamite and throws it at a fire.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
My bro in our next campaign 😂😂
'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!
Five force damage Fireballs a day is still a lot, since that'll be most of your higher level spell slots until you get into higher tier play. I'd have it be once per day, and you have to expend the spell slot and spell at the start of the day when you prepare your spells. Maybe twice a day. It would fit with the general "scribing" theme of the subclass, casting and modifying a spell as part of your spell preparation, but storing it to use later.
Alright Levi, here’re my overall thoughts for some of this:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
So if i wanted to try the phantom would I have to build the class myself or will this show up on here in a few days? Thanks!
For subclasses it usually takes about a week for the DDBeyond team to add it to their site.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
thank you for the really fast answer!
I'm a bit bummed. I loved the idea of the ghoulish grave thief who knows he is only at home when he is near those he is most akin too.
Even spent the last few months building a character up to 3rd level to be the very best ghoul haunted by a swirl of needy spirits clinging to him as their way of tasting a bit of life now lost to them.
I'm not much for assassins, otherwise I'd choose assassin. Not much a soul collector or I'd go necromancer.
Shadow thief, well there are tons of options to play with dark Fey out there.
It was unique and I'm sorry to see the revived see its final days.
It's not Magic its Science
The overall response to the Revived was that it had absolutely no business being a rogue, and would've worked better as a race rather than a subclass as originally presented. That stands true to this day. The Phantom, at least, feels like it may belong somewhere in the vicinity of the Rogue class and isn't forcing people to shoehorn the bizarre narrative of "I died once, but then I came back, except I forgot about it for a long time and learned to be a thief in the interim" into their character's story.
Please do not contact or message me.
I like the new Scribe. I feel it has a very good and balanced level 2 and 6. "But force damage fireball" people say, vastly overrating damage types (seriously the thing that made lore wizard broken was the fact that they could change the SAVING THROW type, not the damage type). I am not a fan of it's level 10, and it feels like a vestigial aspect of the archivist that does not fit in with the idea of it being a wizard who knows much of the written word.
The level 14 feature is a horrible capstone. I actively do not want to use this.
I would suggest replacing the level 10 feature with something like:
During a short rest you can change a number of wizard spells you have prepared equal to your INT modifier.
It adds more utility to the wizard (fitting in with a generalist style that the previous features seem to be going for) and makes you more likely to have a response to something, giving more to the fantasy of you knowing what you need to know.
For level 14, I would suggest something like:
You know all wizard cantrips
This does not break the wizard at all at this level. Cantrips at this point are fairly useless damage wise, and is more for utility. However, it does superbly lend to the idea of "Just a second" *flips through book* "Ok, I got it!"
While also being fairly big, splashy, and fun.
I don't want to have a familiar suddenly forced on me, and I dislike this path of design with "Just give them a pet/object" that some of the UA subclasses seem to have been following lately (looking at you, original genie lock)
My only problem with the Scribes is I don't like the idea that you semi-permanently lose the spells if you take advantage of their 14th feature.
Realistically, if you lose Wish and it takes a Wish to relearn it... What other spellcaster in the world would take that risk? The helpful Wizard will have a 33% chance of never being able to cast Wish again.
Granted, any DM worth their salt will just have the NPC risk it because otherwise the Player might as well retire the character.
I still feel that it shouldn't be "wish only". You could lose up to 18 spells. 18 casts of wish. Thats an immense cost. Yes, it saves your life but there's plenty else that does that for much less of a cost, and as a 14th level feature you should be getting something very powerful anyway. Just have them roll 3d10 or something, and thats how many days before they can do it again. I don't know what exactly would be a good punishment, but the potential of losing half your spells just for a get-out-of-jail free card doesn't seem right. Especially when lots of other classes get it for basically free as their feature.
I actually think i have a gripe with how 'Genies Wrath' works now that i think more on it. The additional damage applies only when you make an attack roll, which is targeted towards A) those who take pact of the blade and B) eldritch blast. I like the idea that it can be applied to both weapons and spells depending on how you plat but i really dislike that its only spells that involve attack rolls can i personally never use eldritch blast, my warlock doesnt even have it learned. I would appreciate if it could be added to like, all weapon attacks and cantrps that deal damage maybe? Something for those who dont play as super strong fighters
Now comes the inevitable question of which Genie patron to choose...
Traditionally, I like the appeal of a somewhat-good djinn patron, and the fierce power of an efreeti patron...
...but the marid might actually be my favorite pick (somewhat neutral good, and the "Blur" and "Cone of Cold" spells).
I wonder if an "ice" themed marid is a thing...I must do research...
Maybe Wizards figured eldritch blast needed more buffs. This can get it a really strong damage bonus.
But warlocks are a full caster given proficiency with simple weapons, coupled with their low amount of spell slots. I think this ability is well balanced, not considering eldritch blast, because having a weapon on hand is a good idea as a warlock.
My bigger gripe with the Noble Genie would be limited wish and wish both being possibilities. I think it should be one or the other personally, with them being able to use 2 spells from any other spell list.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How many of us are actually playtesting any of these?
I personally am playing a level 10 Genielock in a One-Shot tomorrow.
She/Her Player and Dungeon Master
I have ever only playtested 1 UA subclass before, but not in time for the survey.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting