#Telos Zois Compendium
1 messages · Page 2 of 1
Yeah Izzy gave the idea to have them be essentially spell slots but just in name
Its also so its easier to scale arcane construct damage and dispelled construct spell effects
But it is still technically Arcana
I have no idea how ill make that work mechanically
@rustic solar any inputs as you suggested the mechanic?
I’m just gonna step over here and GIVE ME THAT MIC!
Just wanted to tell you that I don’t really like that Anti magic gifts are feats, and that you have to take a different feat for each gift
I would make it so you have to take 1 feat and that feat gives you access to a gift and as you level up it slowly increases the number, like say at lvl 5th it becomes 2 gifts, at 11th 3, at 17th 4
or smth like that
well as Phoenix has it, its a feat that each martial can pick and pick a gift. I just personally dont like it obstructing on feat territory that much
Granting an entire subclass to a category of classes in a feat slot seems worse though
I see what you mean, but I'm personally ok with that bit of overpowereness for the sake of not obstructing on feat territory, unless you have a better plan for it? they're like Eldritch Invocations kinda
Granting scaling EIs also seems like too much for a feat
They should be alternate in separate altogether if they can't fit Within the expectations for a feat in the first place
wdym?
Yes
Weapons and the weapon constructs
Or do u think i should make them just do the weapon constructs?
They arent
Each individual one isnt a feat
The feat gives you two of them
well that IS nicer, I still want at least 3 or 4
I was worried thatd be too many
depending on which you take, it may be
Exactly
Maybe ill just say 3 as a good mid ground
Then u can get a pair and one spicy one (ie the magic tracking pair and say mage hunters mark if youre a ranger, those three go good together)
magic tracking is useless
/j
asshole, you stole my first level feature with the advantage bit /j
only the advantage, you also roll a dice to lower the DC of the saving throw 
THATS ALOT
wait
WHAT DO I KEEP THINKING OF THE OLD VERSION OF MY FEATURES
no no advantage, just roll the dice
that was in Spellbreaker 0.1
its number of times = prof bonus
yes yes back there
Yes the plan is for Battlemages to wield both weapons and weapon constructs
(In response to Izzy’s question)
@rustic solar sorry for getting off topic lol
However they can make attacks with their weapons instead of with their wielded weapon for the attack action
wielded weapon meaning the construct or weapon meaning the construct?
Weapons as in the construct
Sorry xD
I need to figure out a better name for these things
ok but i need to make smth called a SpellForge now
Maybe thats what ill call the weapons—
Or ill make a subclass called that
Spellforge should be a magic item imo
True
Its gonna be— “fun” to come up with the Battlemage “cantip” abilities
How many do yall think i should come up with?
Basically theyd just be easy construct summons or small magic enhancements
But i also want a couple of them to work for rp or exploration
roll 1d100, ensure you roll over 50, divide by 3 and if it is over 20 take half of it away
Wot
That seems—
Needlessly complicated
Ok so i did it and got abt 12 xD
Yea you can only get 9-15
Lmfao
So what kinda abilities should these “cantrips” be? And what should i call them cause they arent cantrips

Ooo wait
Ok
So
Should there be a set number of “cantrips” that they get all of
Orrrr
Should i make a big list and they can choose from it?
typically it's a list of choices
for custom you're going to want to be able to select halfish total
So should i have it be like 12 options or you can choose 12 of them?
Either way i gotta come up with 12 Battlemage cantrips xD
Alr so 12 options then
What kinda things should you be able to do w/ em?
I need a few ideas
depends on what they do/their power level
they would be relatively stronger maneuver-like abilities
Just adding an optional feature for Paladins and Rangers to get Cantrips
@rustic solar sorry for pinging u so much but now that the battlemage doesnt have “spells” how could i still do the thing where while attacking that gets stronger then when they would have switched to spells smth cool happens?
For every attack you hit your next attack gains a +1 to its attack and damage rolls, to a maximum of +3; these are reverted to +0 when you miss an attack by more than 5 or when you do not attack for 2 turns. When you next activate a Battlemagic Tactic or an attack with an Spellforged Weapon while your attacks have +3, you release a pulse of unstable magic forcing all creatures within 10 feet of you to make a Constitution saving throw or against your Battlemagic save DC. If they fail you roll on the Unstable Magic table to see how they are effected, if they succeed they are unaffected
That was my idea for it
Hmmmm
Im now wondering if i should make the battlemage itself into a subclass
With each subclass having received their magic a different way and thus their magic would opperate in a different way
Ie one would be the curse one couldve been through study
Because as is this feels like its becoming more of a paladin where the spellcasting is just augmenting their martial abilities when i wanted it to be closer to a gish that can use both equally
First set of Battlemagic Tactics
Just reposting the Battlemage class
Now theres the currnet finished version and if u scroll down theres the new wip version
That leans more into arcane augmentation of martial combat
Rather than fully mixing combat with magic
Ok so what if
They still kinda know magic
Like
They have one slot per level of spell
Not one slot
They know one spell per spell slot level
And they can cast it once normally
But if they try again thats when theyd have to do the Unstable Magic thing
Cause that still allows fr spellstrikes n stuff
While still thematically sound
So I think that we need to refocus a bit.
Yeah xD
At 1st level, I'd look at something like
You can conjure magic constructions. As a bonus action on your turn, you can summon one of the following:
An Arcane Weapon: deals X damage, hovers in your space, has massive reach. I don't think these have to be attackable if we simply balance them properly.
An Arcane Wall: Has X HP, Y AC, and is roughly 5x5x1. Used for cover or obstruction. Can hold up a max of Z weight. Must be connected to surface.
An Arcane Item: Summon a mundane item worth less than X gp, and can fit within a Y shaped space.You can have a max of N constructs at the same time. Any additional constructs conjured beyond the first causes the oldest construct to disappear.
This chassis gives us a lot of different ways to use your powers, it gives us the sensation that you can crystalize your powers in many different ways, and it offers tactical depth
Thats a bit of where i went w/ a couple of these
Instead of making them all base class features
I made the Object and Architecture things tactics
The more things you make optional, the less focused your class feels
I'm not saying you can't make optional features, but I am saying that they should be a supplement to a well defined core
not the core onto themselves
What do u think abt this idea btw?
Id personally like to do it so it allows me to put a little more gish-y stuff into it which was the og idea
I think there is a conflict here
your goal is "gish with arcane floating weapons" then?
Honestly idk
My initial idea was partial gish with focus in arcane floating weapons
Tho the arcane weapons would be the majority of their magic stuff, but i still wanted there to be a little
I would stick to low level spells if possible. Then do the sacrifice thing i mentioned before to cast them
Got hit? Break apart two constructus you have out to cast shield
Oh!!!
Wait
So
You would basically use the constructs as spell slots
And youd still have a spell list
I misunderstood what u meant entirely
This would mean that you can only have up to 3rd level spells, most likely. It also means the selection for them have to eb VERY VERY limited
No fireballs, realistically
But since it isn't "spellcasting" we don't have to worry about slot progression and multiclassing
Ok i really like that idea xD
Yeah i thought u meant when u break a construct itd be like a random table magic effect
Not that you could break them to like cast a certain spell
Nah, I mean break them to cast a spell
Okok
I like that
Alot more
Than whatever the fuck I was trying to make 
I may then because they can still “cast” spells have one subclass be able to cast higher stuff and that basically be their whole thing 😅
Higher level slots are pretty much all the budget
Yeah xD thats why itd be the whole subclass xD
I also might change the name
Cause
There has to be smth cooler than Battlemage
the battlemage is officially a subclass? of what?
Nonono
There would be a battlemage subclass that has extra spellcasting
aah
@frank tangle btw we can move here if u wanna keep giving critiques on the subclass because it’s easier for me to keep track of due to the ongoing convo in brewtwo 😅
Reposting this here incase u do
Did i miss a message in here or was smth deleted? 😅
I saw an unread notif but nothings here
I said i was gonna review it but then got bored and didnt so i deleted the message

Ok so the idea for the “spellcasting thing” is basically
You can summon 2 spellforge weapons for free each LR, any more you have to expend 1 spell slot for each. Higher level slot increases their damage by 1d6 (obv to max of 6)
You can, after summoning these weapons, break them as a free action to cast a spell with the resulting well of magic, whose level is equal to the sum of the expended weapons’ spell level (ie sac one that you expended a 1st level to summon you can cast a 1st level spell).
You can also cast a spell normally by expending the spell slots as if you had the spellcasting feature (however you can only do so with spells up to 3rd Level, and can only do so once for each level spell slot, so you can do it a max of 3 times one for 1st level one for 2nd and one for 3rd). After which if you attempt to do so you have to roll on the unstable magic table, the majority of which is just general magic chaos (similar to the wildmagic table but slightly different)
I really like the idea of breaking a weapon to cast a spell
i would lean on to that
Yeah thats why its so limited on the casting that isnt that thing
I may just make it so u can only do it 3 times period and just remove the unstable mechanic
Should i make it so they can break the weapons as a free action and then basically just cast the spell as normal?
Or should breaking the weapons cost like a BA?
I think it should be free action cause the spells themselves already take a ba or action
I would say breaking the weapon AND casting the spell would be the same action/ba whatever you choose for that
but no need to make it a free action, just say that it happens as part of the same action
True true
I just wasnt sure how to phrase that
are you going to just make it "The weapon break and you cast x spell" Or smth different?
I think?
Is there anyway else u think it should go?
I was thinking of smth somewhat different
one idea that just came to mind was that the first you decide what the spell would be and then you make the weapon, so the weapon works as a sort of spell storing
You could even take this to completely get rid of spell slots, idk how bad this would be but maybe instead of using spell slots to cast spells you are obligated to cast them in weapon forms and can only cast spells = the number of weapons you can have active but everytime a weapon breaks, and casts the spell, you recover that slot
or smth like that
this would mean you would theoretically have infinite spell slots, so thats why idk if this is a specially good feature
The spell storing is interesting however that’d just add more things for players to track and can be very situational? Like what if u did one with shield but u never get attacked? Whereas with it just being spontaneous u can choose on the spot and adapt
Oh I was thinking you would still be able to destroy the weapons yourself to cast the spell, just not in the same turn
Nono i know
that's a really good point
Like its entirely pro-active casting but like what if smth changes or doesnt go your way?
Then you just cant use that weapon as a spell
And wasted the slot
you didnt tho?
you can destroy the weapon and then cast a different spell with a new weapon
Whats the limit on weapons you can summon?
Wait wait wait
No i was saying that in reference to your spell storing idea
Because youd have to cast the spell you stored in it
Assuming i understood you correctly
right, with my idea you have infinite slots to cast spells lol
but no, when you destroy the weapon you can choose not to cast the spell i guess
Im very confused xD
Imma just go with the base like you expend them like they were spell slots themselves to cast spells
is a completely different system that wouldnt rely on spellcasting lol, so yea its a new thing you dont have to do it lol
Its just a bit hard to track and stuff 😅
It could be interesting if implemented properly but its hard to implement properly
idea for my subclass, plz no steal
Bish please u steal my stuff all the time xD
Lmfao
Hard to review dis boi
FUCK I KEEP FORGETTING
Mine doesnt look like that 😭😭😭
Regardless @serene robin this is what it looks like
Im now realizing i just pinged u 3 times so sorry 😅
@serene robin have u gotten to finish reading thru the class?
Ima be real, I saw the broken text and completely forgot about it
Depends on browsers, happens if you put a break very close to the end of the page
Weird
I try to give a little extra room with my docs to avoid that
Done
Or at least done for that page
Lovely
But I'm also asleep rn so, can't review atm
But hopefully tomorrow, given time
share link
After the subclasses is my WIP for the second version of the Battlemage
everything looks fine for me
why do you give armor proficiency if you are going to be using Arcane Armor anyways?
Thats a good point
no its not i just checked the barb still gets armor proficiencies so, why do you give armor proficiency if you are going to be using Unarmored Defense anyways wotc??
The current itteration has the full 2/3 caster spell progression and normal spellcasting, the updated will implement the break-casting
im still reading it, i meant the formatting lol
wouldnt it have been easier to make a statblock for the weapons?
also when do they move?
is it an action, a bonus action, is it free?
"you must roll on the Unstable Magic Table below."
Is that not made yet?
💀 also thats practically 4 features at 1st level alone, and subclass right at 2nd
Another idea for the breaking weapons to cast spell:
Breaking a weapon lets you cast the spell with the weapon as the source point of the spell
probably want to add a limit to the distance the weapons can be from you
Thats what i said

I explicitly said the V2 was wip
I used to have that in there but it was one of the casualties of the big Battlemage condensation
It says they move on your turn n such
So assume free action when it says on your turn unless it states an action trigger
oh lol
"These weapons have a movement speed of 20 feet "
This is all I see abt movement am I missing smth??
Are u talking V2 text or V1?
just for an organization tip, make 2 separate documents lol
v2
Nah its easier for me when theyre on the same
Tbf
They have separate headers too
v2 doesnt have a class table tho? I assume you havent made it
btw
Still working out how ill format it as id have to add Maneuvers n shit
FUCK IGNORE THAT
That was ripped straight from the construct artificer
Which was originally a battlemage subclass
did you scrapped that boy out?
okok more ideas for the weapon breaking
The weapon summoned freely can only cast cantrips
the weapons summoned with spell slots can only cast spells of the slot they used
this should probably be a higher level feature, like 4th
also funny thing, my spellbreaker rework has "Spellbreaker techniques" which sound very similar to your battlemagic tactics, i swear i just ripped you off yesterday without knowing
It doesnt get cantrips
The tactics replace them
Im still working out the logistics but they can be expended to cast 1st leveled spells
only?
Ok well
Basically
Each weapon summoned has an amount of spell levels imbued in it equal to the level expended to cast it
So on their own the free ones can cast a 1st level spell

But u can break multiple at a time and cast levels equal to the total combined level
ohh that sounds nice
does casting a spell from the weapons consumes a spell slot or does it uses the same slot that was used for casting the weapon?
Ye so u also have to think tactically abt how u cast spells and which u break to cast them
this would be A LOT of bookeeping
idea: Make all weapons cast at the same spell slot level, and increase that as you level up
you can still combine levels
itll save bookeeping
When you have 2nd level spells
Youd have to wxpend a 2nd level weapon to cast a 1st level spell
Which wastes your spell slots
i dont mean that the weapons always spawn as your higher level slot
the progression could be different
a bit delayed maybe
so when you have 2nd level spells you still need to destroy 2 weapons
It feels like youre suggesting a Warlock style spell slot prog
cuz you can still cast 1st level spells when you have 2nd level spell slots
ok another idea to solvent that
make different weapons depending on the spell level
it'll be easier to identify that swords are 1st level spell slots, axes are 2nd level spell slots, hammers are 3rd level spell slots etc, this are examples
this ties back to my suggestion to have stat blocks
Yeah but that inhibits on the ability to choose what they appear as
The idea is that its the weapon you trained most in
flavour is free
Yeah but what u suggested was exact mechanical things that should be flavoring
what i mean is
a first level spell slot weapon should be weaker than a 3rd level spell slot
Yea ik
Thats why im adding a thing where every spell slot above 1st expended to summon a weapon damage increases by 1d6
that's not in the current version is it?
I added it in text like 20 mins ago 😅
f5 ah, i see
Lols
this is really a lot of bookeeping tho, and for theatre of the mind games feel almost impossible not to forget what spell slot each weapon is
Yeahhhh and im a theatre of the mind dm 😅
good luck playtesting this lol
Its gonna be an adventure
Did u see any real problems with the v1 tho?
Beyond the subclasses being too focused
i thought v1 was the OLD battlemage
Nonono
V1 is revised Battlemage
With shortened class features and more versatile momentum dice
Ok, finally looking this over, I'll start with a skim
first... why don't they have simple weapon prof? Only martial?
Theyre a martial class in lore
So, their 1st level is... kinda stacked?
At-Will they can summon two weapons to each deal 1d6+CHA force damage on top of their normal attack (due to at will, they can spam BA every turn to resummon them to ensure they are always at max HP and positioned correctly)
They get unarmored defense with no DEX requirement (nobody has this)
They get casting (4 cantrips? Or 3? Table and feature disagree)
Theyre basically a martial who got cursed with magic
literally every class that gets martial prof also gets simple weapon prof. They also can't use the light crossbow they get in their starting equip without it (light crossbow is simple, not martial)
Yeah in the V2 im planning on changing it to Dex and Cha instead of Con and Cha,
Secondly the table is the correct thing, i gotta fix the text XD
Really???
Oops
Lmfao
Ill fix that asap
the Arcane Weaponry is a bit too stacked imo, considering they could totally just abandon any martial ability scores and go SAD on charisma to rely on the weapon damage and still be beyond paladin damage on average, and have spell slots ready to use on other things
maybe if the damage didn't add CHA it would be a bit less of a shoe in? I'm not sure
Yeah im trying to revise the weaponry a bit more to remove the SAD ness of it
“You can summon Arcane Weaponry for free as a bonus action once per short rest, after this you must expend a spell slot of 1st Level or higher to summon them again; each spell slot expended summons one Arcane Weapon.”
Hows that in regards to fixing its spammability
hmm, lemme think. So the closest thing to this imo would be... sneak attack
assuming a +3 CHA and the standard 65% hit chance, each summoned weapon would be doing a little less than a d8's worth of damage
so the feature gives you 8.5 damage per turn
dear god
SA adds 2d6 damage at level 1, which when adjusted for hit chance (WITH advantage on the attack assumed), that's a little over 6 damage per turn
given, SA also has requirements one must fulfill to get it
however, this feature has
- more consistent damage (adds mods)
- does force damage
- can split damage across targets if you want
- has reach
- no special requirements
oh man I didn't realize, you gave them the most powerful cantrip in the game, the truest of strikes. Balance is out the window now ||/j||

THE TRUEST OF STRIKES
Also technically u still have to BA summon them which is a semi requirement? /lh /hj
Ok so actual suggestion, I'd personally say if you made it one summon and BA only, it could still be at will
at that point you compare yourself to monk, who gets a free BA attack every turn too as long as they attack
AKA: It doesn't attack when you attack. It attacks as a BA, but you have to attack as your action to trigger it
since this guy is a caster, maybe it can be expanded to "if you attack or cast a spell" etc
That feels wrong tho?
Ik i gotta make compromises but i just prefer the idea that they attack at once. Or at least that it has to be 2 minimum
I could see that.. hmm
Yeah
so if this class doesn't use it's BA for much, you could prob get away with auto-attack still
as the action economy would be the same
but I'd still recommend one weapon
Tbf
as making the weapons have more requirements doesn't feel great
They cant attack with them on turns they summon the weapons
Think like Summoning Sickness in MTG
why not? It's a BA to summon them
nothing in the class says it can't be immediately used
It was to compensate for the free attack/attacks with u
I think that was another casualty of the great Battlemage cut
I'd personally avoid that, not because it wouldn't be a good nerf, but just because it would feel kinda bad
like, imagine if rogue had to wait a turn to SA
you wanna be a battlemage, not wait to be one
Yeahhhh that was also my worry
summon weapons, then they just get hit with a fireball and bam, wasted turn
I had to experience that firsthand when i was playtesting the og Sorcerer Battlemage
though honestly, I'd remove the HP from these weapons, just make them like Spiritual Weapons from the cleric
It was physically painful
giving them HP makes a lotta questions that you really don't wanna answer
They have HP for other class features n such
Interposing/damage reduction, arcane burst, etc
I could see interposition working fine with weapons having no hp
instead of the weapon "tanking" the hit, you could flavor it as the weapon "parrying" the attack
no HP required
looking for arcane burst....
ah
What if you could blow up your weapons at will?
which is a question I never thought I'd ever type
Lmfao
Too spammable was the problem
make it 1/sr?
or remove the weapon from play?
aka can't be resummoned for a while
Well yeah but
The problem
Is that
Firstly subclasss weaponry has various HP related mechanics (the Shield absorbs damage from those who its around)
And secondly, you only get two of them for free
The rest u expend spell slots on
though what's to stop the shield from just absorbing damage and being a chad like that?
Its not gonna be fun if u summon it only for an ally to immediately get attacked and it get destroyed
Because thats too good xD
is it?
Thats just flat damage reduction
Which is ALOT better than youd think from experience and from what others here have said for other things
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😔
Pff
but uh, yah Aura of Warding comes to talk
Warding is resistance to mag damage
resistance to all spell damage for you and allies within 10 feet. Forever
depends on the radius
Not really
Say u take 20 damage from fireball
Warding would halve that to 10
While the shield could absorb 3d6 of it
hmm, what if the shield had charges?
Maxing at reducing it to 2 and avg of about 9 or 10
Thats just making it even more complicated
like, 5 charges, you can expend any number to absorb like, 1d6 per charge
HP is the easiest way for it to not be broken
I just fear that making them super easy to break
and if they are not easy to break, it could be broken
They have hp equal to 2 times battlemage level lol
also, having to track HP for two more "creatures" per battle can be... not fun
Thats rather easy
sword 1 took 5 damage, sword 2 took 8 damage, I took 12 damage....
Yeah bookkeeping and the battlemage is hell
hence my recommendation for removing HP 
you'd prob have to rebalance a few things like shield or such, but it would reduce complexity overall imo
Yeah but id have to rework way more stuff which makes it even more dirficult
Debatable
and let the player be a bit more free to do stuff
only on the shield thus far, though idk what the other subs do
If the target already has Temporary Hit Points this replaces it, and if they would gain Temporary Hit Points from another source it is replaced.
temp hp always replaces other temp hp, you don't need to include this
depends how you nerf the summoning
arcane protection
Lols
OH WAIT U MEAN UR GOING THRU EACH class and SUBCLASS LEVEL BY LEVEL
I misunderstood xD
where's this feature btw? I'm looking through the guardian sub who gets the shield and I don't see this? Maybe I'm blind?
lol
So much has changed
hey, if it's gone then removing HP from the weapons just got so much easier 😉
Stfu 😭
With the V2 you’ll already have loads more to track in addition to HP tbf
Dont even read V2 yet tho
Its heavy wip
I C
Lols
V2 is introducing a whole new hard to track casting mechanic xD
So im ignoring it as long as i can
... why?
Because their casting is fucked
And Izzy suggested it and i thought it was cool
Its a new mechanic created for thematic/lore reasons
Not for ease of use
Unfortunately
I will note, my preferred method of brewing is "simple and flavorful"
Im still hoping i can salvage the V1 tho so i dont have to make the whole new mechanic
so I have... opinions that probably contradict that
Basically the reason for it was
Due to battlemage’s magic being a result of a curse
They couldnt really control it good/it was extremely unstable
And could only control it in the form of construct like weaponry
However
I am mostly concerned because the first word you chose to explain the new system is "hard to track"
They could “break” these weapons and release their arcane energy to cast spells
not like, "novel", "interesting", or "useful"
but difficult, annoying, cumbersome...?
Yeah the problem is youd have to track which weapon was cast at which level so u know which u can break to cast certain spells from where
As me and Arco were worried abt earlier in a previous discussion in here
do you think that is worth it?
homebrew classes already start a leg down because people will be unwilling to try/read it the longer/more complex they are
they are big
Not really xD, but it is a really interesting mechanic i wanna try to use in some way
Tho
Tbf
U also have to do that with the current class progression
Because u gotta expend spell slots to cast weaponry even in V1
But you wouldnt need to worry abt that unless i did wanna implement a thing that lets them break to cast
Or maybe i could just go by number of weaponry
Omg wait i could just do instead of increased damage for each level cast, that it increases the number summoned
Tho that doesnt fix the V2 casting debacle
Which is in general, that youd have to BA to summon the weapons then main action to cast a spell if u wanted to do it on the same turn
So it takes your full turn to do what would normally cost just an action
Tho i was thinking maybe i could add in like a DM note for if u expend weapons you summoned on the same turn to cast a spell u can cast that spell as a part of the same action as summoning the weapons
before I go and start doing irl work, I'll leave one last note of advice that I like to follow (though you don't have to);
Restrictions are not as fun as they sound 95% of the time. Let players ball as long as they don't break everything
Yeah nah i feel the same
Just hard to balance shit and fit wirh both mechanics and theme
Lmfao
wooooow phoenix doesnt need to make appointment? 
I didn't specify when
also, to be fair, I didn't specify which 27th either

@fallen vault im making the last Pact of the Vial invocation
Calling it Shattered Vial
And i want it to be like a
Break in case of emergency thing
But im not sure how to so it
Anytime the word Shattering is said I appear
if break, cast wish, you cant use for another year
TWELFTH LEVEL ARCO
aha
Phoenix, how would you feel if i told you I am thinking of somewhat copying your strange passion feature to "recover spell levels of a slot" or however you word it 
Shattered Vial
Prerequisite: Pact of the Vial, 12th Level
As a reaction to taking damage, you can throw your pact vial towards the ground and break it, or simply crush it in your own hand. When you do so you regain a number of Hit Points equal to your Warlock level and as a part of the reaction can cast a spell without expending a spell slot targeting the creature that dealt you the triggering damage.
When you use this ability you must perform the same ceremony that you would perform had you lost the vial, until you do you cannot activate any of your Pact of the Vial abilities or invocations.
Lmfao go for it
Take it a level higher, make a spell that recovers spell slots
Wait
Im stealing that
😉
no its broken, go to my forum and read
Arcane Reduction
4th-Level Transmutation
Casting Time: :: 1 Bonus Action
Components: :: V,S
Duration: :: Instantaneous
Range: :: Self
Classes: :: Artificer, Wizard
You bend the very rules of magic to your will, when you cast this spell you can choose to regain levels of spell slots that have a sum equal to one less than the level this spell was cast at. I.E. if you cast this spell at 4th Level you can regain three 1st Level spell slots, one 1st and one 2nd level spell slot, or 3rd Level spell slot.
At Higher Levels: For every spell slot above 4th Level expended to cast this spell, the proposed sum of the reduced spell slots increases by one.
I forgot what else i need for spells xDp
range
@serene robin what do u think?
Too perfectly efficient
One level lower imo
Lmfao smart smart
That's how I did mine at least
Though it could be equal, maybe there was something wrong with it when sorc or lock was involved? Can't remember
Fixed it and added upcasting
I wasnt sure how to phrase the upcasting portion
Ah right, I think with the one I had I actually made it an attack
Oh hit you get partial refund
Cause its like— for every spell slot above 4th level expended to cast this spell, its spell level increases by one.
Yeah
U sure?
I worry thatd be yknow— too efficient
A 3rd level slot is prob worth more than a 2nd and 1st 9/10 times
Though the higher level ones...
8th vs two 4ths... might take the 4ths tbh
7th/8th slots can sometimes be duds for some builds/classes
The lack of perfect efficiency is probably just smarter
Up to u
this basically makes spell slots spell points of sort
next make a spell that combines spell slots
How would that even work
hmmm
cast spell at 3rd level
Choose your spells lots and combine, ex 2 4th level spell slots make 1 8th level spell slot
i would make this a 1st level spell tho
174 votes and 14 comments so far on Reddit
saves this
Ooo interesting
I don't really like Kibbles TBH
Tho if im reading it right the Aegis is the only construct-like thing there?
Why?
i recall his Warden is insanely broken
Idk who kibbles is tbf
Sidenote— I may move an Aegis option to base class as well (that was originally one of their features for arcane armor but it got moved into subclass at some point)
there are 3 really big homebrewers (that i know of):
- KibblesTasty: does a lot of new classes, but also did a ton of spells and such. I don't really like him, but he is popular, and his stuff is cool.
- LaserLlama: the biggest one. He redesigns base classes, but he also does a few other things. Feels very vanilla and down to earth, in a good way.
- Dragonshard: my personal favorite. He is less known, but he only does custom classes, and they are all really good.
Interesting
I linked it because it’s a well done (imo) gish type
maybe you could draw inspiration or balance choices from it
I think he does good work personally
What are some interesting features yall think a construct maker should have?
I already have the weaponry, walls n shit, but idk what other cool stuff I could do with it
Fortnite style building
and this isnt joking
^^^
As i said they can already make structures
can they make a column under themselves and propelled themselves to jump higher?
Instead of Fortnite I should’ve said
Tears of Kingdom kinda stuff
Never played TOTK
How would that even work?
me either, but it looks dope as hell
oh idk i’m just giving ideas not disigning features
Lols
Ok so
I certainly need to revamp the final two abilities for the Battlemage
They’re a bit unwieldy and don’t make too much sense for a primarily arcane construct wielding martial
However im not quite sure what kinda stuff i could make it do xD
share class document link so far plz?
what typo of spellcasting progression is this?
2/3
Hit Points equal to 2 times your Battlemage Level.
only 2 HP at level 1?
Yeah
They are meant to be easily destroyed
Because
They take an attack off yourself or an ally
Thats really good
I remember someone mentioning once that AC shouldnt take Con into consideration, and instead it should rely on Dex as per standard. Idk if youve gone over that already
FRICK i coulda sworn i fizex that
Oh ye i have i forgot i hadnt changed it on the initial
I'm assuming the battlemage works like the Sorcerer with known spells instead of prepared spells right?
Ye known
so
If lore wise the Battlemage gets magic from studying, why is it a Charisma caster?
That lore is old af
XD
I used to mull over having it be an Int caster but i changed it and such
So i gotta fix that lore
you dont get anything else at 3rd level
Basically:
Battlemages are martials who have been cursed with unstable magic, which they can better control and manipulate through making it take form of their most used weapon as an arcane force construct
Tyty
that makes sense
why'd you make the momentum dice d8s those are the worst dice ever
Why are they the worst? XD
idk i just dont like em
Lmfao
wouldnt it have been easier to just roll 1 die and use the result for the table?
I was worried ignoring resistances for 1 momentum dice was too good
idk if this is just poor wording, but this feels like two many requirements to use an ability
i think is fine
hmmm
feels like it could be said simple
"When a creature within 30 feet of you moves you may attack it with a newly summoned Arcane Weapon that disappears after the attack"
Newly summoned doesnt make sense
That sounds like itd require you to have summoned it already
Whereas you are summoning it as the ability
"When a creature within 30 feet of you moves you may attack it with an Arcane Weapon that disappears after the attack" ? idk how would you word a weapon that appears and then disappears
Newly summoned to me means that it is summoned as part of the ability
since it is New compared to other summoned weapons
still thats not the point
like this whole thing isnt necesary
you are already saying it will attack, for it to attack it has to be summoned in range to attack
Yeah i removed that rq
yea but this, makes it sound like is for any weapon
Im now realizing that one: that last ability is meant to be a separate thing; and two: Thats way too cheap to do for one minute
so considering that the class gets to only 6th level, and it only gets like 2 spell slots, I say let it be
I just realized that ive been reading the V1 Battlemage'
XD
Nono thats alr lols
I mostly want feedback on it
See what stuff i could carry over
Im also not even sure if ill go with the V2 style
well
This whole thing is too videogamey
if there is a shockwave of shrapnels I think everyone, allies or not, should have to roll the same way and take the same damage
otherwise this is infringing on careful metamagic
also, it cleans up the feature
Quick explanation
They can already telepathically control and manipulate their weapons
That extends to the shrapnel
Basically telepathically moving it out of the way of allies
Also careful metamagic itself is infringing on an evocation wiz’s abilities
I feel like telepathically controlling so many shrapnels is too demanding
and then, why dont just push them entirely out of the ways of allies? dont make them roll at all
metamagics is based class, evocation wizard is a subclass
so, the other way around in any case
Regardless, it also just gives them advantage
Oh wait xD
It also gives evasion for it
Nvm im removing the evasion part
your shield still gives you AC boosts right?
Ye
if so
This feature breaks bounded accuracy, giving you an AC of 27, 25 already being the limit
this im assuming has to change to spell slots
Ye
There was an og thing where u expended momentum dice instead to summon stronger
Now its spell slots to summon more
i remember yea
so it says dice in plural, that means you can expend more than 2d8?
also I can't really gauche the power of this feature bc the whole idea of recovering levels of spell slots is too abstract for me lol
V2 seems fine, I would like to see the Unstable Magics table
well, thats a lot, i would force 1d8 so its always lower than the free use of the feature
Tru
@dire warren
Yes i have a separate channel for reworks vs my own compendium
@shadow eagle https://homebrewery.naturalcrit.com/share/TioHztr3YlCZ
The first few pages are the races ive made
Rhen it transitions to subclasses
Also Faye here is the battlemage link if u did wanna check it
The battlemage on the World doc is hella outdated
These r the two races ik are grecian if u dont wanna scroll thru, theres also the Phoenix on the doc
Sixk
Have these been ran through detect balance? Just curious because I'm not the best at giving racial balance feedback.
I do like the subraces stuff though
Not yet lols
The Naga subraces have two unique abilities each which is nice, a more impactful difference between subraces compared to official races. Again, I dunno if these subraces are balanced against each other or if these are balanced against other official races, but these do seem like they can play differently than other races. Wording can probably be improved but Aquatic does have the fun constricting thing.
The Siren having Cha AC feels ripe for making SAD builds. Now even Hexblades can forgo medium armor! Then again, Siren Call doesn't seem too powerful so I dunno, really
Just pure estimation i think at least with Celestial naga itd be around 23-29 on db
Yeahhhh, basically the lore reason for Cha AC is the fact that sirens have like a naturally charismatic aura which makes others desire them aka not want to hurt them
Im horrified at how much ur typing
I think the 1 Hour wings per short rest is already really good. I'd probably give it halfway between Gem Flight (1 min flight 1/lr) and unrestricted 30 ft flight. By itself that's around 16-20 points. Resistance is 3, Shape-Changing would prolly be around a 2, 13+Con armor is 4, and standard ASI is 12. This is actually a lot
Nah I was cross referencing a bunch of things
It was a lot but most of the time I wasn't actually typing, ahahah
How is standard asi 12???
Isnt standard asi like 3
HOT DAMN IT IS 12
Oh god in that case naga is so overtuned
Id estimate it to be abt like— maybe 30?
I'm sorry to break it to you /lh
Well shietttt
Honestly my solution is usually just putting things too strong into racial feats
Diwata (another race I'm making) is sometimes depicted with wings, but I don't deem it important enough to the fantasy that I simply made a limited flight feat for them
Just for reference: Gem Flight (Gem Dragonborn feature rated a 12) is 1/lr 1 min duration flight.
Honestly if you could make Celestial Naga into that, it'd be just slightly strong
Then you could make a feat improve upon it
You can also make the armor into 12+Con, which is the standard for Loxodon (I think the only race with Con unarmored def?)
Those two changes make Celestial Naga about balanced
Sick sick
Imma check with Sky Siren too
Armor restricted flight - 16
2/1 ASI - 12
13+Cha AC - 4
Spellcasting - 5
Well I forgot that too, so... Oof
Apx 37
You can reduce it to 35 if you make it 12+Cha and only one free Charm Person. Arguably the spells are so niche that I can rate it a 3 if only one free casting.
So 34, which is stronger than the usual goal of 31 but isn't too bad. Imo it feels like it's not as flexible as Owlin, Aarakockra, or Fairy that it's fine to score as much as those flight races.
Well, Fairy is 38 and everyone knows it's kinda too strong so we don't wanna reach that level
Sea Siren:
2/1 ASI - 12
13+Cha AC - 4
Spellcasting - 5
Swim speed - 2
Amphibious - 2
Darkvision - 2
Weapon penalties - -2
Maybe we're using different detect balances, ahahah. I have a 2022 one.
Must be why you were surprised, I forgot there's like a bunch of competing standards. That one was my b (but the one I'm using should still be reliable enough).
Idk when mine is from
Oh? Thats only 25?
That feels— wrong
Even without the penalty to weapons, swimming speed isn't that valuable
Compared to flight anyway
Armor restricted flight is worth 16
Hawt dayumn
DV, Swim, and Amph are 2-3 each I think
I feel like flying has too much weight to it DB wise
Well, yeah. Flight allows basically ignoring a lot of terrain, immunity to most melee attacks, and you have out of combat utility.
I think 16 is actually appropriately rated
Maybe its just cause none of my dm’s have ever really presented any situations that flying would be needed
Or maybe its just me being dumb xD
There are so many more times where the ceiling is at least 15 feet high vs how many times water is large enough for swimming to matter
Flight is more of a munchkinning issue. If you don't exploit it, it's not that strong. If you can exploit it? It forces the DM to make most encounters in rooms less than 15 feet tall.
Or throw flying/spellcasters at u
Ironically my dude with a fly speed is a martial sorcerer (Battlemage Sorc, yes the full class used to be a Sorc subclass) so it doesnt do him too much good
Grounded races are equally vulnerable to flying enemies and spellcasters unless they specifically target flying PCs too... which means that the DM still has to design encounters around it
I mean technically he doesnt have to be in melee but hes also a hexblade
Flying melee is actually fine, imo
Flying archers and spellcasters is where munchkinning can occur
Yep
However Caim, my character, could in a pinch due so
Although, I will say, aerial dogfights between flying archers and casters are fucking cool
As hes a Sor/Lock and the Battlemage subclass stuff can be used at range
But it requires combat to have flight on both sides
FUCKING REAL I WANNA HAVE ONE SO BAD
I made the mistake of givint one of my players a Broom of Flying
And they were a wizard
Evocation specifically
Simulation of WWI era bombing runs
Anyway getting a bit too off topic, flight is strong. It heavily limits races with flight as that means they can't have too strong other features
As much as I like Tengus, I dunno if I'd wanna play one in DnD because either they can't fly or they won't have any actual cool features aside from flight.
shouldnt it be song themed?
You could add cold resistance and possibly profs in Persuasion or Deception? That's a +3 and a +2 respectively. Removing the weapon penalty and you have a race worth around 32.
Note that I did suggest you nerf the natural armor and make it one free casting of Charm per lr, so it goes back down to ~29
I feel like those profs would be base race
Ye thats what i doin 😅
The issue is the Sky Siren taking up too much budget in the subrace
Still, cold resistance should balance out the -3 the base race gets
Yeahhhh
I may removethe weapon thing
Bc i mean it makes sense visually but idk
Due to the webs connecting their fingers making it hard to manipulate them wekk
I wouldn't sacrifice too much mechanics for flavor unless you can compensate in some other way
Flight with non-Medium or Heavy Armor = 16
+2/+1 ASI = 12
Resistance = 2-4 (fire and poison are more common so they're worth 4)
Skill Prof = 2 (3 if you have choices)
Cantrip = 2
L1 spell 1/lr @ 3rd level = 2
L2 spell 1/lr @ 5th level = 2
Swim or Climb speed = 2
Just some of the common racial features and how much the DB I'm using rates them. 24-27 was the standard before but I think with newer races 30-32 is probably fine.
I thought restricted was No heavy?
Restricted also restricts medium
Reading it rn
I have a question about an odd design choice @gray dove
What design choice?
Why do subclasses come before the momentum die?
Oh, so these are more like
Oh u mean like order wize
options within the class?
Yeah
Those are the subclass options
And because u get it at 2nd level
Momentum dice u get 3rd
How is that a weird design choice?
Imo, momentum die seems to be a core feature and I find it weird for it to come after subclasses order-wise
Not really a bad thing, I just found it odd
Usually the idea (i think) is for the core aspects of the class to come before subclasses
ie, artificer infusions before subclass
Ye
Ohhhh
Well sorcs get metamagic after they get subclasses
Warlocks get pact boons after they get subclasses
👍
Btw the image moving scared tf outta me
That reminds me i need to rework the subclasses bonusspells to fit the new progression
(It used to be full caster
now its 2/3)
For arcane inertia, you're increasing the movement speed by 5 + 1d8 feet?
and odd
which would just be 10 feet
you meant 5 x 1d8?
yea thats what i meant
#weshouldstartusing*fortimesinsteadofx
REAL
but * is formatting in html
That too
html should learn to do better
We should take this to hb issues
also i think 5 * 1d8 wouldnt mess up anything on html?
idk I use gmbinder, its easier
Lmfao
It does
it starts a cursive
I also agree its a weird choice, bc if momentum dice came first you could have the subclass have some extra uses of momentum dice on its first level
so, the next time you use * it becomes italicized
i believe that because there is a space after the * it wouldnt do it, but im not sure
They get momentum dice integration for the 6th level
I think is neater that the core class mechanic, momentum dice, is also part of the core of the subclasses
so every subclass could have some interaction with momentum dice in their very first level ie 3rd
Fair fair
Yeah thats also what i was thinking
reduces the stress of remembering every feature and increases replayability
Akin to Maneuvers and Metamagic
ye
Hot take
some features should be spells like in one dnd
it makes everything way easier
And makes balancing quicker imo
Spellforge weapons for the v2 battlemage is an example of how trying to make spell-like features can get a bit too wordy
And you can cast it with spell slots
I have suggested making a statblock for the weapons
Fair fair
@gray dove read the base class and the v2 class
the class looks fine to my non-expert eyes, if I had to guess it would probably fall towards being a bit strong
But I can say that I'm not a fan of dead levels
I know that the idea is that you get stronger spells and you can't really budget adding more abilities
but IMO, it doesn't feel too good in actual play¿
unless the spells they get are like, really good
Levels where you get no features
And only a higher spell slot
I get in on a design standpoint
I thought so
usually, technically unlocking the new spell level and the spells learned with it are the features
Theres only 4 blank, and they get new spell levels at each of those
Or well besides 17th level
And 9th
lemme get the sign
(Iunno how flat helpful it is, but I like this set of tables, theyre fun xD)
I'm just saying, dead levels can be a problem because they kill the hype of leveling up
unless they get good spells
we know you love ur tables
and the spell list isn't finished yet
That's not 2/3
I told you it was weird casting progression
Why does mine look diff—
Oh
no - that's what 2/3 looks like
Urs goes to 7th
xD
1/X casting is level / amount rounded up
Brother what poor Warlock 
@rose cairn mine would look like yours but i dont give them 7th, i feel like giving them 7th level spells is too much
It would also be a third time they get new level spells when they get asi’s
Which just being at twice is a problem
you've also given 2 6th, 3 5th and 3 4th.
I'm not sure what the progression you've made would be called, but it's certainly not 2/3...
It's more like...
partially offset fullcasting capped at 6th?
Yeah thats basically it xD
Its an altered sorc table tbf
So i kinda just altered it a bit to suit that
Tho im now realizing i missed smth in that regard
I mean, sorc is still just fullcaster table ultimately.
I think... so you want it capped at 6th
Well i altered it as i said
wheres my bullshit caster go calculator
XD
I capped it at 6th cause its mathematically 2/3 of 9
2/3 is like, 1/1.5
So 1.7 is kinda halfway between the two
but mostly I just put in numbers till it started adding 7th level slots
at 1.65 it does 7th level at 20
can you share this tool?
not atm, it's too integrated into my notes file.
Maybe at some point tho
cos it's just, in the middle of this with it all
I could do it seperate, but I cba right now
gosh i need an ibuprofen after trying to read this tables
but yeah, if you use this, it achieves your goal, and it doesn't overlap with ASI's either
its like a 60% caster
Every time Ovion appears I have to make a sanity check