So, I'm making a homebrew class. An "Arcane Duelist". My inspiration is.... Harry Potter. Because a player in my group didn't look very connected with the game, and not ready to be the bard and face of the party. So I asked my player if he/she had any favorite fantasy world. Like LOTR or harry potter. And my player loves Harry Potter. So I'm making a kind of sorcerer who uses a wand to fight of foes. There are 2 kinds of Arcane Duelists. Evocers and Transmutators. I'm hoping and guessing you know what they are intended to do each.
And I wanted to hear if anyone could help me balance out this little problem. Evokers are intended to do damage. And so I though of saying that they cannot cast enchantment spells or necromancy. And transmutators can't cast evocation spells. But that's kinda a problem. But I think I want something in that style. But I was hoping that some people here had some ideas as to balancing out the different paths of magic types.
Btw, I'm planning to make their own spells per day and spells know... etc. Mostly because I went for the sorcerer first, but that was way to ******* powerful very quickly. But my intent is that transmutators don't have spells per day. They can reshape and reform things. Make a staircase out of the dungeon floor n' stuff. While evocers can throw damage spells left and ******* right. Kinda allowing for a more, john wick style of spells. They even get at I think around level 9 or 10 I can't remember, they get an ability that let's em cast a certain spell as a move equivalent action instead of an action. Allowing them to cast 2 spells per round n' stuff. It sounds powerful but it's hard to explain.
I don't see that big of a difference from a sorcerer or a wizard, save for a couple features that could just be its own subclass. I can help with balancing, but I'll need more to understand what makes this different from the two classic spellcaster classes already available.
Ah shit! Thanks man but I think my notifications are turned of and therefore I haven't seen your post! I finished it yesterday but yeah I thought about just a few features to wizard and then that's it. It's just wizard but instead of a book they use and wand, and there are a few other features to it. It's not so different from a wizard but the player, she hasn't played D&D before and I'm really just trying to make her more interested in the game. So if this doesn't work. D&D probably just isn't for her. But thanks for the help anyways man! ^^
Alright, so I tested it and well.. to my surprise it worked better than I thought. Though there are a few features I have to remove because they were just utterly useless or stupid. I created a basic ranged attack. So you like fire a blast of arcane energy that gets more powerful as you level up. It starts at like 1d6, and then goes up and ends with a 1d10 I think. I might remove then add then remove a few times before it works but for my first ever class, I would say it worked really good. Though I need something to change it from being to a beefed up version of a wizard! xD
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So, I'm making a homebrew class. An "Arcane Duelist". My inspiration is.... Harry Potter. Because a player in my group didn't look very connected with the game, and not ready to be the bard and face of the party. So I asked my player if he/she had any favorite fantasy world. Like LOTR or harry potter. And my player loves Harry Potter. So I'm making a kind of sorcerer who uses a wand to fight of foes. There are 2 kinds of Arcane Duelists. Evocers and Transmutators. I'm hoping and guessing you know what they are intended to do each.
And I wanted to hear if anyone could help me balance out this little problem. Evokers are intended to do damage. And so I though of saying that they cannot cast enchantment spells or necromancy. And transmutators can't cast evocation spells. But that's kinda a problem. But I think I want something in that style. But I was hoping that some people here had some ideas as to balancing out the different paths of magic types.
Btw, I'm planning to make their own spells per day and spells know... etc. Mostly because I went for the sorcerer first, but that was way to ******* powerful very quickly. But my intent is that transmutators don't have spells per day. They can reshape and reform things. Make a staircase out of the dungeon floor n' stuff. While evocers can throw damage spells left and ******* right. Kinda allowing for a more, john wick style of spells. They even get at I think around level 9 or 10 I can't remember, they get an ability that let's em cast a certain spell as a move equivalent action instead of an action. Allowing them to cast 2 spells per round n' stuff. It sounds powerful but it's hard to explain.
Anyway, thanks in advance! ^^
Best the loot and luck to you all! ^^
I don't see that big of a difference from a sorcerer or a wizard, save for a couple features that could just be its own subclass. I can help with balancing, but I'll need more to understand what makes this different from the two classic spellcaster classes already available.
Ah shit! Thanks man but I think my notifications are turned of and therefore I haven't seen your post! I finished it yesterday but yeah I thought about just a few features to wizard and then that's it. It's just wizard but instead of a book they use and wand, and there are a few other features to it. It's not so different from a wizard but the player, she hasn't played D&D before and I'm really just trying to make her more interested in the game. So if this doesn't work. D&D probably just isn't for her. But thanks for the help anyways man! ^^
Ahhh that makes a lot of sense. I wish you and her luck with it! Let me know how it goes.
Alright, so I tested it and well.. to my surprise it worked better than I thought. Though there are a few features I have to remove because they were just utterly useless or stupid. I created a basic ranged attack. So you like fire a blast of arcane energy that gets more powerful as you level up. It starts at like 1d6, and then goes up and ends with a 1d10 I think. I might remove then add then remove a few times before it works but for my first ever class, I would say it worked really good. Though I need something to change it from being to a beefed up version of a wizard! xD