I have created a new class to play and it comes along with some homebrew spells for the class.
I am interested in thoughts about it and feel free to test it.
The class is the Weaver. A magical fighter. They use the life and magical weave to their advantage. They can produce essence orbs to brighten any dark dungeon or use them to hurt. They are the masters of the reaction and at higher levels can track down magic uses.
I'm not sure where this class is supposed to fit in with the others. It casts 5th level Spells, but only every has 2 Spell Slots for any Spell Level, no growth, so it's a weird 1/2 Spellcaster like Paladin and Ranger? On the other hand it learns Cantrips, so it's a 1/3 Spellcaster like Arcane Trickster or Eldritch Knight? On the third hand it has Ritual Casting and Spellcasting Focus, so it's a Full Spellcaster like Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard? You should either make it's Spell Growth similar to Arcane Trickster/Eldritch Knight or Paladin/Ranger not this weird middle ground and it definitely should not have Ritual Casting. Your using Constitution as a Spell Ability? Things like that a specifically avoided because Constitution is already one of the most important Ability Scores. I'm pretty sure this Essence Orbs thing is supposed to be the primary gimmick of this class, but the entire idea needs a reworking. Some of its things are way too powerful, some are way too weak, but ultimately the problem for each one is usually the number of orbs. Maybe have a set amount for the entire class's growth, or just one and balance it around that specific number. The Life Weaver Subclass is especially Weak because of it. Attack as a Bonus Action? I'm not sure that's warranted, even without Extra Attack. Maybe just give it Extra Attack instead. Extra Reaction? Times two?!
Sorry, but no, you need to go back to the drawing board. The idea of the class can stay, but the mechanics and Features are all over the place. I think maybe you were thinking of the subclasses first along with the Essence Orbs, because that's were all the creativity seems to have went. However the class should have a primary identity and then the subclasses should all specifics and modifications to that identity. I have no idea what this Class is supposed to be.
However, I know that as a Player I wouldn't trust a Weaver in this state to contribute to the team, and as a DM I wouldn't trust one to not break my game.
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I have created a new class to play and it comes along with some homebrew spells for the class.
I am interested in thoughts about it and feel free to test it.
The class is the Weaver. A magical fighter. They use the life and magical weave to their advantage. They can produce essence orbs to brighten any dark dungeon or use them to hurt. They are the masters of the reaction and at higher levels can track down magic uses.
https://homebrewery.naturalcrit.com/share/Syx49ptGV
I'm not sure where this class is supposed to fit in with the others. It casts 5th level Spells, but only every has 2 Spell Slots for any Spell Level, no growth, so it's a weird 1/2 Spellcaster like Paladin and Ranger? On the other hand it learns Cantrips, so it's a 1/3 Spellcaster like Arcane Trickster or Eldritch Knight? On the third hand it has Ritual Casting and Spellcasting Focus, so it's a Full Spellcaster like Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard? You should either make it's Spell Growth similar to Arcane Trickster/Eldritch Knight or Paladin/Ranger not this weird middle ground and it definitely should not have Ritual Casting. Your using Constitution as a Spell Ability? Things like that a specifically avoided because Constitution is already one of the most important Ability Scores. I'm pretty sure this Essence Orbs thing is supposed to be the primary gimmick of this class, but the entire idea needs a reworking. Some of its things are way too powerful, some are way too weak, but ultimately the problem for each one is usually the number of orbs. Maybe have a set amount for the entire class's growth, or just one and balance it around that specific number. The Life Weaver Subclass is especially Weak because of it. Attack as a Bonus Action? I'm not sure that's warranted, even without Extra Attack. Maybe just give it Extra Attack instead. Extra Reaction? Times two?!
Sorry, but no, you need to go back to the drawing board. The idea of the class can stay, but the mechanics and Features are all over the place. I think maybe you were thinking of the subclasses first along with the Essence Orbs, because that's were all the creativity seems to have went. However the class should have a primary identity and then the subclasses should all specifics and modifications to that identity. I have no idea what this Class is supposed to be.
However, I know that as a Player I wouldn't trust a Weaver in this state to contribute to the team, and as a DM I wouldn't trust one to not break my game.