Valda’s Spire of Secrets is a fan made book by Mage Hand Press released somewhat recently. Has anyone ever played any of the classes in it, and can give an idea of power level/fit? I’m specifically asking about the Alchemist, but I’d like to know about any of the new classes. They seem cool, but theorycrafting tons of builds for multiple of the 10 classes is taking a while, so I’d like some personal experience.
This reddit thread goes over all the classes in Valda's so you might want to read over it. As far as balancing goes, Mage Hand Press normally balances their homebrew quite well.
I have read over it, and it actually was what alerted me to the book. It doesn’t have much play experience in it though, so I hoped to get more. Thanks though!
I'm running a level 3 one-shot tomorrow evening and I've got a craftsman (mechanaut) and a necromancer (reaper) in the party. I'll be back to let you know how it goes with them.
I just joined a campaign that uses this book. I'm going to play a necromancer reaper, as a Spirithost race. I'm very much looking forward to it. First game's not for another 2 days though so I can't speak to how well thing do or don't work.
I'm running a level 3 one-shot tomorrow evening and I've got a craftsman (mechanaut) and a necromancer (reaper) in the party. I'll be back to let you know how it goes with them.
So the craftsman ended up cancelling, but the necromancer was enjoyable. He had two spirits as his thralls, which weren't all that exciting in combat but made for decent scouts. Unfortunately we were playing at a low level so we didn't get to see much of the necromancer kit, but charnel veil was nice for dodging opportunity attacks and the spells he used were cool.
I'm running a level 3 one-shot tomorrow evening and I've got a craftsman (mechanaut) and a necromancer (reaper) in the party. I'll be back to let you know how it goes with them.
So the craftsman ended up cancelling, but the necromancer was enjoyable. He had two spirits as his thralls, which weren't all that exciting in combat but made for decent scouts. Unfortunately we were playing at a low level so we didn't get to see much of the necromancer kit, but charnel veil was nice for dodging opportunity attacks and the spells he used were cool.
Not sure if this is the right place to ask but I have two questions about witches: 1.) How does Witch's hut teleportation work? It only says you can teleport it to an unnocupied space within 60 feet, but it also mentions in previous text you can only command it from within. So can you only teleport it while inside so it's like a group double distance misty step? Or can you leave it somewhere and then teleport it back to you no matter how far from you it is? 2.) How does 14th level Sanguine feature from Blood Magic craft interact with Scorching Ray and others spells that make multiple attacks? It reads: "Once per round, when you cast a spell which deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose you can add 2d8 necrotic damage to the damage roll, up to a maximum of 6d8 damage." Since it says to add demage to a damage roll, and scorching ray as a spell makes a bunc of em I am tempted to believe you add the damage to each roll for only 5 hp.
I am a bit confused about some of the craftsman damage.
Let's say I increase a weapons damage to 2d6+1 (seems simple enough), on a crit do I then deal 4d6+2 +modifier or 4d6+1 +modifier?
Additionally if I give a weapon the massive property, I can forego my extra attack and deal two dice of damage. With the same 2d6+1 weapon, would that then be 4d6+1, 6d6+1 or 6d6+3....?
Looking at craftsman and artificer multiclass but trying to figure out how masterwork properties and infusions might work together,, i get that some of craftsman say that the item is now magical (weapons +1 stacking properties) so cant be infused but what about others
I realy like the necromancer but I am a little worried about the thralls clogging the initive like the old conjure spells did (before 2024). Any suggestions or thoughts from actually seeing it in play?
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Valda’s Spire of Secrets is a fan made book by Mage Hand Press released somewhat recently. Has anyone ever played any of the classes in it, and can give an idea of power level/fit? I’m specifically asking about the Alchemist, but I’d like to know about any of the new classes. They seem cool, but theorycrafting tons of builds for multiple of the 10 classes is taking a while, so I’d like some personal experience.
This reddit thread goes over all the classes in Valda's so you might want to read over it. As far as balancing goes, Mage Hand Press normally balances their homebrew quite well.
https://www.reddit.com/r/dndnext/comments/s2g2c6/an_extensive_look_at_valdas_spire_of_secrets/
edit: also not to sure if this is the right subforum
7th Member of the High Roller Society
I have read over it, and it actually was what alerted me to the book. It doesn’t have much play experience in it though, so I hoped to get more. Thanks though!
I'm running a level 3 one-shot tomorrow evening and I've got a craftsman (mechanaut) and a necromancer (reaper) in the party. I'll be back to let you know how it goes with them.
I just joined a campaign that uses this book. I'm going to play a necromancer reaper, as a Spirithost race. I'm very much looking forward to it. First game's not for another 2 days though so I can't speak to how well thing do or don't work.
What Level are you guys starting at?
7th Member of the High Roller Society
Level 3.
So the craftsman ended up cancelling, but the necromancer was enjoyable. He had two spirits as his thralls, which weren't all that exciting in combat but made for decent scouts. Unfortunately we were playing at a low level so we didn't get to see much of the necromancer kit, but charnel veil was nice for dodging opportunity attacks and the spells he used were cool.
Cool, thanks! Too bad about the craftsman canceling, they seem neat.
Hiw did it go with them?
Allow me to refer you to my previous post lol.
Shouldn't this go in the homebrew subforum? Or is it "semi official" or something?
Not sure if this is the right place to ask but I have two questions about witches:
1.) How does Witch's hut teleportation work? It only says you can teleport it to an unnocupied space within 60 feet, but it also mentions in previous text you can only command it from within. So can you only teleport it while inside so it's like a group double distance misty step? Or can you leave it somewhere and then teleport it back to you no matter how far from you it is?
2.) How does 14th level Sanguine feature from Blood Magic craft interact with Scorching Ray and others spells that make multiple attacks? It reads: "Once per round, when you cast a spell
which deals damage to a creature that is under the
effect of your hex, you can choose to lose hit points
to increase the amount of damage dealt. For every 5
hit points you lose you can add 2d8 necrotic damage
to the damage roll, up to a maximum of 6d8 damage." Since it says to add demage to a damage roll, and scorching ray as a spell makes a bunc of em I am tempted to believe you add the damage to each roll for only 5 hp.
I am a bit confused about some of the craftsman damage.
Let's say I increase a weapons damage to 2d6+1 (seems simple enough), on a crit do I then deal 4d6+2 +modifier or 4d6+1 +modifier?
Additionally if I give a weapon the massive property, I can forego my extra attack and deal two dice of damage. With the same 2d6+1 weapon, would that then be 4d6+1, 6d6+1 or 6d6+3....?
Looking at craftsman and artificer multiclass but trying to figure out how masterwork properties and infusions might work together,, i get that some of craftsman say that the item is now magical (weapons +1 stacking properties) so cant be infused but what about others
I realy like the necromancer but I am a little worried about the thralls clogging the initive like the old conjure spells did (before 2024). Any suggestions or thoughts from actually seeing it in play?