I would like balancing feedback / suggestions to this 5E version of the 4E Swordmage. It is made by a friend, and I post with his permission.
A few notes:
This is a stand-alone class, that has no subclasses.
It is inspired from the 4E Swordmage.
It is not 100% finished; lacking potentially a few high-level abiliites.
The "Arcane Focus" subsystem has a few unmentioned additions: 1/ Focus can only be obtained during combat /2 Focus decays between short or long rests.
We want to learn what other people think of the power level of this class. It should compare to a paladin. Feel free to leave comments on the balancing, the ideas themselves, improvement suggestions and so forth!
Formating issues prevent reading the 3rd page. (2nd column moves off side of the page complete for me - win10 chrome) you may have to reduce content prior to the page tag to fix that. Spelling and grammar issues
Things like this make it appear that it's not completed
Arcane Blitz
ide: Multi target attack feature, der kræver 5 points
teleport-bok-teleport-bok-teleport
Its helpful if you've completed, spell checked and grammar checked before requesting editorial oversight. (I've corrected spelling errors in the quoted sections below)
But, In general, this class is out of balance.
3 skills for a martial spell wielding class that gains martial, medium armor is perhaps a bit much.
2+ Class Features a level while gaining spell levels is overly generous.
Some of your class features are 2 features in one ie. Swordmage warding. Which also scale.
Uses lexicon which is confusing in consideration with the prior existing usage of the same term.
Action economy (reaction, action, bonus action) isn't specified at times
EXAMPLES: (Scaling double powered class feature)
Defense: The warding provides a +2 bonus to AC, provided you have your offhand free (not carrying a shield, a weapon, wielding a two-handed weapon, or anything else). In addition, at the beginning of each round, a silvery sheen gathers around you, warding against incoming attacks, granting you Temporary Hit Points, equal to your proficiency modifier.
That's two powers right there; 1) DR2 / 2hp bump at first level and occurs each round. - which can go up to 8 (even 16!) later on. So that the first 2-8 (16!) hp of damage each round s effectively mitigated. Might want to specify its at the start or end of your turn that the Temp HP is regenerated just for consistency with the game dynamics. 2) That's a no weight shield with a free hand, +2 AC. (Essentially a defensive Fighting style at first level) I get it, but have you considered how that would interact with additional items - magical armor or Unarmored Defense? ( I have a monk, a sorcerer, a wizard, and a barbarian that all want to level dip for this power alone.)
Then the 3rd feature for such
Offense: Furthermore the warding sheathes your blade in arcane energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your weapon deals 1d4 damage of the chosen element on a hit. The chosen element can be changed at the end of a short or long rest.
This does not count for the purpose of overcoming magical resistance.
So they deal an additional dagger damage with a single strike, cannot have an off hand weapon, but get the benefit of such with their main weapon. I'd have a rogue that'd love to do a level dip just for the extra damage, not to mention the AC and HP bumps...)
So, at 1st level, you get 3 class features like powers from one feature, the other feature Weapon bond (a 3rd level class feature for fighter (Eldritch Knight)), and Spell Casting with 3 cantrips (yes you list spell casting as level 2, but ... you've given 3 cantrips at level 1.. they have spellcasting, and DCs at times.
(ie 5 abilities - and Cantrip level access of a full caster? Spread them out, reduce the cantrip access to 1 single starting out)
Comment about Class Features:
Each time you level and gain a new spell tier/spell level - that is effectively a Class Feature. So 2nd, 5th, 9th, 13th, and 17th all already have a class feature spell caster classes you'll see tend to have lighter progression / fewer granted class features because of this. You also need to specify the spell list they can chose from.
Mercurial Assult
When a creature you can see within 30ft of you, attacks a target other than you, you can use your reaction to teleport up to your speed, and make a melee attack against the target. This feature requires two focus points to activate.
At 7th level, you gain the ability to cast a cantrip in place of a melee attack when using this feature. This cantrip does not refund a point of focus!
which is it: When a creature you can see within 30ft of you, attacks a target other than you, you can use your reaction to teleport up to your speed and make a melee attack against the target.
Why the additional caveat? Is it limited by your unused/remaining move? Is the max distance your speed? Because monks, wood elves, aaracokra, halflings will have differing speeds based off their buildouts.
-- you've given a feat ability as a scaled part of a Class feature as a scaled ability upon hiting 7th level.
Dimensional Vortex
By 10th level, you can directly manipulate the threads in the weave belonging to your adversaries. By using your reaction, and spending 4 focus, you can try to shift the threads in your favor.
When a creature you can see within 30 ft of you, attacks an ally, with a melee attack or spell (requiring a reflex save or attack roll), which does not include you as a target, you can expend focus, to teleport the enemy to a open space within 30ft of you, and resolve the attack against a creature of your choice. You must declare to use this power, before the DM declares if the attack hit or not.
DEX save replaced the Reflex save
THIS is a case in which you might want to caveat that they cannot be teleported into an open space (in the air) ie 30ft above the ground or similar caveats from making the power overly useful beyond RAI.
Personal comment; as Focus is a game term, using it as a counter base is a bit problematic. Mystics have focus, which they expend (lose) to generate effects or maintain initiate other effects.
I'd find a different name for the 'mana vault' they are tapping for their powers.
Hello!
I would like balancing feedback / suggestions to this 5E version of the 4E Swordmage. It is made by a friend, and I post with his permission.
A few notes:
We want to learn what other people think of the power level of this class. It should compare to a paladin. Feel free to leave comments on the balancing, the ideas themselves, improvement suggestions and so forth!
Without any further ado:
http://homebrewery.naturalcrit.com/share/Hy-fMTlmFW
Formating issues prevent reading the 3rd page. (2nd column moves off side of the page complete for me - win10 chrome) you may have to reduce content prior to the page tag to fix that.
Spelling and grammar issues
Things like this make it appear that it's not completed
Arcane Blitz
ide: Multi target attack feature, der kræver 5 points
teleport-bok-teleport-bok-teleport
Its helpful if you've completed, spell checked and grammar checked before requesting editorial oversight.
(I've corrected spelling errors in the quoted sections below)
But, In general, this class is out of balance.
EXAMPLES: (Scaling double powered class feature)
Defense:
The warding provides a +2 bonus to AC, provided you have your offhand free (not carrying a shield, a weapon, wielding a two-handed weapon, or anything else). In addition, at the beginning of each round, a silvery sheen gathers around you, warding against incoming attacks, granting you Temporary Hit Points, equal to your proficiency modifier.
That's two powers right there;
1) DR2 / 2hp bump at first level and occurs each round. - which can go up to 8 (even 16!) later on. So that the first 2-8 (16!) hp of damage each round s effectively mitigated. Might want to specify its at the start or end of your turn that the Temp HP is regenerated just for consistency with the game dynamics.
2) That's a no weight shield with a free hand, +2 AC. (Essentially a defensive Fighting style at first level) I get it, but have you considered how that would interact with additional items - magical armor or Unarmored Defense?
( I have a monk, a sorcerer, a wizard, and a barbarian that all want to level dip for this power alone.)
Then the 3rd feature for such
Offense: Furthermore the warding sheathes your blade in arcane energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your weapon deals 1d4 damage of the chosen element on a hit. The chosen element can be changed at the end of a short or long rest.
This does not count for the purpose of overcoming magical resistance.
So they deal an additional dagger damage with a single strike, cannot have an off hand weapon, but get the benefit of such with their main weapon. I'd have a rogue that'd love to do a level dip just for the extra damage, not to mention the AC and HP bumps...)
So, at 1st level, you get 3 class features like powers from one feature, the other feature Weapon bond (a 3rd level class feature for fighter (Eldritch Knight)), and Spell Casting with 3 cantrips (yes you list spell casting as level 2, but ... you've given 3 cantrips at level 1.. they have spellcasting, and DCs at times.
(ie 5 abilities - and Cantrip level access of a full caster? Spread them out, reduce the cantrip access to 1 single starting out)
Comment about Class Features:
Each time you level and gain a new spell tier/spell level - that is effectively a Class Feature.
So 2nd, 5th, 9th, 13th, and 17th all already have a class feature spell caster classes you'll see tend to have lighter progression / fewer granted class features because of this. You also need to specify the spell list they can chose from.
Mercurial Assult
When a creature you can see within 30ft of you, attacks a target other than you, you can use your reaction to teleport up to your speed, and make a melee attack against the target.
This feature requires two focus points to activate.
At 7th level, you gain the ability to cast a cantrip in place of a melee attack when using this feature. This cantrip does not refund a point of focus!
which is it:
When a creature you can see within 30ft of you, attacks a target other than you, you can use your reaction to teleport up to your speed and make a melee attack against the target.
Why the additional caveat? Is it limited by your unused/remaining move? Is the max distance your speed?
Because monks, wood elves, aaracokra, halflings will have differing speeds based off their buildouts.
-- you've given a feat ability as a scaled part of a Class feature as a scaled ability upon hiting 7th level.
Dimensional Vortex
By 10th level, you can directly manipulate the threads in the weave belonging to your adversaries. By using your reaction, and spending 4 focus, you can try to shift the threads in your favor.
When a creature you can see within 30 ft of you, attacks an ally, with a melee attack or spell (requiring a reflex save or attack roll), which does not include you as a target, you can expend focus, to teleport the enemy to a open space within 30ft of you, and resolve the attack against a creature of your choice. You must declare to use this power, before the DM declares if the attack hit or not.
DEX save replaced the Reflex save
THIS is a case in which you might want to caveat that they cannot be teleported into an open space (in the air) ie 30ft above the ground or similar caveats from making the power overly useful beyond RAI.
Personal comment; as Focus is a game term, using it as a counter base is a bit problematic. Mystics have focus, which they expend (lose) to generate effects or maintain initiate other effects.
I'd find a different name for the 'mana vault' they are tapping for their powers.
"Aut viam inveniam aut faciam."
GM
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