#Gorou's Martyr
1 messages · Page 2 of 1
what in the description of how this class is formed alludes to that becoming an ability
Name is questionable but for now is a name for sake of having one
that is not really a taunt. for you to scream and have them take damage that seems pretty potent. you could have them roll a dice and then if they get over like your level they don't attack you but if they do get under your level they have to attack you
like this
Taunt
During titanium stance you as a free action you can call out to all hostile creatures within 30ft. Each of them need to roll a flat d20, if the value is less than your level on their next turn they must move towards you and its first attack must target you.
You can use this feature as a bonus action 3 times per long restat level 10 the range increases to 60, and at level 18 the range increases to 120
There's a save in there
you seem to be trying really hard to reason your way into keeping the save and not adding it to all of the subclasses individually
I see no problem with adding it to the individually
look at fighter
They each have their own things which need saves
almost all fighters subclasses have a DC, but it is not a main class teacher
and then you look at a class that has spellcasting and then it's right there
every official subclass in DND 5E that requires a save dc, they describe it in the class
do you plan for all of your subclasses ever to use a save dc, what if i made a subclass that didn't use save DC for your class
that person would be having a completely useless feature
Yes I do
it's not that hard coppy past to the subclasses
I feel really out of the loop here but why is that a problem is they're making a sub
If they make one without saves you don't really lose much feature wise
how would you like a class feature at level one that does actually nothing
Something with the same impact as that? I'd feel nothing
exactly. it is boring
currently you're just adding things to add things. trying to connect dots
My grasps to connect dots is in the subs
I have a solid but simple idea for the class itself
forget about the subclasses you have right now build like you have no idea what you will make for them
stop trying to connect the class to the subclasses
Is Wisdom save appropriate for searing prayer?
how can the class do that, I thought it didn't have holy powers
It's giving you a way to taunt without a sub and keep you connected to the gods
When you asked holy or martial I said holy
The ability names on the sub which are your main source of extra stuff previously making constant references or out right mentions of a holy power or influence
I need to work on these names here
you need to connect the base class to be holy, look at paly
I think you need to take a day off from this and think how are you going to develop this class
And what's a suitable way to do that
I would lower the HP dice
I designed it where the blatant stuff is in subs but you told me to give the class itself a stronger identity
Which lead to me getting a bit lost a few times while you've been helping me
and use nameing like Divine xyz, holy xyz
look at the lower for a monk and then look at the lore for the subclasses. it can be pretty wildly different but with the same base soul
It should share the same base soul as is
but be different
I do need to rewrite the subs blurb though
I'll share those in this chat after renaming some stuff
forget that you have written subclasses I keep saying it
with all of my classes the moment I forget that I have sub classes or don't actually have them the Base class becomes a lot better
I can't put too much in the base class itself, it's already a bit overloaded. But I'll try and to flesh it out with forgetting the subs exsist
Back to this, is wisdom appropriate?
It gets that response?
pain bearer is also very strong or useless
forcing creatures to have disadvantage and take damage with a duration until the start of your next turn that is incredibly powerful
too powerful for level 5
Unless they attack you
imagine if your ally took 15 damage and you are at 14 hit points
That means you're doing your job and you can choose not to take the damage
It's an optional feature
how? nowhere it says it's an optional feature
Does what I just highlighted not mean you have a choice in the matter?
you are level 1 and a attack would deal 15 damage on a crit
You get it at 3
If you don't want to save an ally because you don't have hp you can just not
but it feels like a required thing to use and do
Do I need to move the you can expend your reaction before the if?
And why is that? This is important for me to understand
you could have them drop to one hip point instead and the damage be nullified. but a creature cannot benefit from this more than once per long rest
you just get this at level 3 and you want to try it out
look at a similar feature
A number of times equal to your proficiency mod you can use your reaction to force damage on to you, you pick up to prof mod Friendly creatures within 20ft of you and guard them from incoming damage, you take the damage instead. If it is a melee attack you guard from all attacks from the attacking creature. If it is a spell or aoe, you only take one instance of the damage
I will use that somewhere else
that is the perfect feature for level 3
Should I just use this one elsewhere instead?
yeah, higher level
After I add this you think it's fine?
are you inproving resistance?
No that's too much durability in my point
ok
what are you useing for the subclass leveling?
I'm pretty sure I just went by closest class/subclass to give features of roughly same relative strength at same time
Chrono is a slightly lower shifted cleric iirc
1 5 7 9 13
It's not actually done and neither is my 3rd sub
i would do a 3rd level start
You willing to help me redistribute the subclass feature unlocks?
sure, the abilitys might be stronk but you need to finish the base class
id add a 18, and 20th
I was going to oppose but I don't actually have a reason too
lets hear it
What you're thinking is fitting of 20th level, I'm completely blank on this
Well not completely
well you have subclass feature on 20th
Divine endurance usage upgrade
Features (3,7,15,20
is this accurate?
For the class?
sub classes
Oh that was a loose guide for the class features
ok add the class features tothe table
Already there
id adjust stable body
Isn't it almost ribbon level? Or is being moved actually a big thing?
what do you mean
To put it differently is it actually of significance it adds a check to move you?
not entirely no
it just need to be reworded a bit
Any better like this
It must pass your DC and a natural disaster should do that with ease
you do need to clarify, if i cast tsunami on you what happens?
I use my spell save DC before rolling strength if it goes pass the DC
can you re explain that?
that is odd
If mine is higher I don't even make the strength saving throw
you need yo have it explained in the feature
Is this description better?
Anything attempting to push, pull, or lift you has to pass your save dcin order to move you
Any spell saves you make to resist being pushed, pulled, or lifted. if the casters dc is lower than yours you pass
for some attacks will auto succeedvs your save dc
What attacks?
any creature that has a save dc higher than 19
witch is why i made it a advantage and disadvantage
dragon tail attacks that knock you prone
@pallid scrollclass is almost done
an 18th and 20th

No but I don't have features
come up with features
haveing an ally drop to 1 hp instead of dieing
male it the 18th levle feature
@pallid scrollcome on you can be creative 1 more class feature
I'm thinking about it
you got it
Made Heavenly Bulwark which just upgrades your divine endurance
I like it
@last fog am I good to put the subs back
at the bottom
yup place them at the bottom, we will look at one at a time
2nd trying to get one subclass per page
Close enough to one per page as is?
7,14,7
one of those things is not like the other one of those things just doesn't belong
The sentinel and chronomancer aren't exactly finished
dear god
And which one is that to you?
Oh I don't know the one that has twice the amount of subclass features as both of them combined as well as twice any individual vanilla subclass
Including ones that do spell casting
Oh yeah that's the finished one
Most of it is basically copying barb and then diverging on some of the features
Sweetie 14 features is way too many
At absolute most I've ever done is 8
with most being simple features'
I would like you to look at a bunch of homebrew classes especially subclasses just right now
Most are pretty simple and some are upgrades
That's how I got these to this point
Ok barb with subs is 18 features
I'm just going to see if I can combine some stuff on the inquistor, can you look over the sentinel while I do so?
what?
Hesperium sentinel is the subclass at the top
i see 5 with totem barbarian
Class and sub?
All of the barbarian subclasses I see either four or five
sub
Your main class is OK
To use another person's words "your subclasses are practically classes in their own right"
Do you count upgrades to an ability as another feature?
lets look at radiant guardian new name
what is the idea for the subclass
Which sub is that?
Hesperium Sentinel, the ???
Passive punishing aoe
Neutronic shielding and contact asympote make the core of the sub
ok, the first feature should be the shields what are they, barriers of energy around you?
why are there 3 ?
Primary secondary and backup shielding
The primary one is magical
I should probably write that down actually
Why aren't they all magical?
Having physically based and reinforced shielding just helps you do your job better as a warden than a magical barrier
i would have them be barriers of force
I could make that a feature of your primary layer as right now it doesn't do much
that keep your rarationb in
id have 1 to start
Simple knock back?
hmm, you can form a barrier of force around you keeping in your radiation while this is up anything that attacks you goes to the shield instead. And when the shielding drops you start emitting radiation
The higher level you get the more radiation you produce the more barriers you need
And certain levels you can expand them to do interesting things but then you need to rebuild build them
Right now you can open them to do abilities but you can also hunker down and close them to heal
It does eat your action
You can heal a little more if you also eat your bonus action
self healing with a d12 hit dice is strong
Should I bump it down to d4's?
How much HP will you have at Level 3 with average constitution?
I think for level one you gained the barrier and you gaind radiation
as one feature, describe where the barrier comes from.
It's just that self heals that you can do indefinitely are super powerful
Should I add that description to the same feature that mentions you have them?
there is a limet, but that is quite a bit of HP more than anything a fighter can do at level 1
Here's my recommendation level 1 feature that shows that you produce a passive amount of radiant damage and you produce these barriers to keep you from injuring others
at level 1 the radiant damage only needs one barrier to be prevented from escaping
I tried to build in a trade off of how you can't attack if you want to heal
That's not the point it is terrible for a class like this to not be attacking
Exactly
Yeah you're not becoming any ones favorite by doing that constantly
You shouldn't have to do that constantly
I think it's a long run how you have it is pretty bad
i see it being used out of combat
You can literally heal yourself to full after a fight without expending any resources
The overpowered feature is the fact you can do it unlimitedly
Should I add a requirement for a hostile enemy to be nearby?
no , add cap on usages or change it to a different feature
at level 1 a fighter can heal once per long rest 1d10+1
you can do max health at level 20
fighter 1d10+20= 30hp
my bad 60
You could have level 1 start dealing radiant damage passively, signifying that this subclass should be in the front just dealing damage to everything around it
That's what contact asympote is or do you want me to add something else?
A single level one feature, letting you deal with damage to everything within an area and barriers that prevent you from killing your allies
1d4 if a creature starts or moves into your bright light?
So have them make a constitution saving throw versus your dc, pass no damage, fail 1d4
This is to replace both of the first two features
Hmm
Would you like me to give you a description for what I'm trying to get across
Yes I would
at level one you begin to produce radiant damage from your body passively. Any creature that starts its turn within 10 feet of you must make a constitution saving throw or take one D4 radiant damage. You can create a barrier of force around you to prevent your allies from taking the damage this also turns off the passive \ damage
and that is 1 feature
if it is writen how i have it you can use less words
My true issue with this is your suggestion to replace asympote
it is tha same thing just PASIVE
Less damage and smaller area fine
and better balenced'
But you no longer can restrict movement
at higher levels mor of both
Think about it if you were getting bombarded with radiation are you slowed down or do you feel like your guts are getting turned inside out?
You are absolutely going to feel the force exerted by this much radiation
I just asked an expert it's more likely that you'd be taking one point of damage every turn and not taking any amount of knockback or resistance to movement
Moving to a billion rads would feel the same as zero
If you want to have the pushback effect add that at a higher level
that is a lot for level 1
9 for now?
Reading barrier upgrade
Slows down creatures 5 feet or so, deals 1d6 damage, needs 2 barriers. increses range by 5 ft
Actually is 1 solar luminosity a lot to be standing 5ft from?
anyway
I try have some base for why beyond lore and this is a part of why https://www.omnicalculator.com/physics/radiation-pressure
what units are you useing?
Solar luminosity feet and psi
What values did you put in
1 luminosity and went in 5ft increments starting at 5
With that pressure your character would be flying.....
So what you're saying is fly speed? /s
no you are trying to use math where it should not be done. With the numbers I got you would be an atomic pancake that's gonna start a black hole
Hence why I didn't really take anything more than the concept of emitting pressure else I don't see it being much fun
This was just me wondering how much pressure you'd be emitting
okay I would say at level one not to have the slow down
I have no argument there
level one have the radiant damage short range, and then the barriers to protect your friends
at like level 9 for example the damage increases you start producing more energy and creatures start to slow down when entering near you
higher levels you actually start to push them away from you
Should it upgrade into that or be additional
Relating to that upgrade should core overclocking increase the radius to or is that too much speed control
Hey actually why not a slow pulling in at higher level?
so at 20 ft that is quite a lot of control
At the fringes it should be quite slight
20ft radius is 15ft foot speed reduction 20ft diameter is 5ft
This is assuming the closest they can get is 5ft am I correct on that?
no all of it would be radius
I just wrote those out for myself to just see the reduction
What's the closest two creatures can be without being in each other 5ft right?
yeah, 5 ft
-5 10 and 20 ft each right?
yeah so at Max it'd be minus 10 ft of movement
and when you end your turn you get pushed back 5 ft
I don't think this wording makes the reduction apply on the edge of each band
Can I make it pull you innards instead
Each 5ft sector
why would it pull inwards if you're pushing out a lot of energy
for simplicity I would make it just a flat on the entire area
Just level up to increase damage and slow then?
exactly keeping it simple
Because what you said about the pancake and pushing away is a bit counter to doing damage/ your immense density drags people into your exposed core
so if you're using the actual amount you would turn yourself and everything around you into an atomic pancake and potentially generating a black hole on yourself instantly killing you
And everything around you but that's even more anti climatic than a power word kill
yeah.... lets not do that
So at a more enjoyable level slow drag with a check?
yes now you're thinking like a DM
Yeah that's what I was thinking with the drag in
Imploding doesn't sound very pleasant
suddenly going from slowing to pulling feels really weird
I would just go with the pushing
The slow was always supposed to be when leaving from you but I never implemented that mechanically
I would have it the opposite as you approach it becomes harder to move towards you
Are you planning to remove references to healing?
Is there a clean way to make it hard to leave? As I do desire that more. Alternatively, even though this sounds jank beyond x it's a slow approaching and closer than x it's a slow leaving?
it would be interesting but we would want it to be one way the first time. like it's fine to move in but moving out you have slow and high levels did actually pulls you in. but I think with how it has it having it push is much more interesting
there is a third option just moving around your presence slows creatures
Maybe attach pulling in to core overclock?
you could have pulling as a specific feature where you invert the energy and start pulling energy into yourself
Yeah the more I talk and spit ball the more just slowing sounds better
so at 9th level every creature within 20 ft of you has their movement speed reduced by 10 ft
I would say we could move the range increase to level 5 or we could move the 9 level to something closer to like 7
What level should I move the healing to?
i would remove it
I'd honestly prefer if I didn't
Remember currently it is set up to have infinite self heal that is actually overpowered
and the class has a self heal
Should I restrict it to usage per initiative?
per initiative?
dear got that is toooooo much healing
I'm trying to give the subs trickle in combat healing
I don't want it to be too significant but I do want it present
as an action your energy begins flowing in to your self for con mod rounds you gain hp ath the start of your turn
you can use this profincy times per long rest
if you want healing ther you go
That works for me
Thanks
replace 5th
Should this be restricted to some open shielding or is it fine
Should I or should I not tie this to the amount of layers you have active?
yes, but that is a lot of healing, more than a cleric is cabable of for the samae amout of duration
if oyu have 5 con
max healing is 60 over 30 rounds
30 rounds?
5*profincy 6
Oh
5 rounds 6 times
vs 35 average after 5 rounds
or 209 after 30 rounds
do you see why flat healing is better?
well more balanced
I actually use a very similar feature
Con mod con mod duration prof bonus times is 150 if you use it all and that's ~half hp
5*5 25 hp
You want this to keep you alive if you are down not out heal the cleric
This is actually the only sub where I'm a bit concerned about dying and I'm not sure how I feel about that
That's why I give next to no healing to allies
im talking about the claric healing you
If you can keep yourself alive more than the cleric why are they ever going to buff you
I was trying to make you able to work aside the cleric to keep people alive and not be another body for them to keep track of
this will do that, when you drop to 0HP instead of making a death save next round you are stabilized automatically
mmo habits leaking
yes
There's not built in way right now to get back up to half health or so right?
so lets rewright 9th level feature
not in raw, in the middle of combat
As you'll see later I did a better interpretation of trickle in healing
The aura slow?
Increasing damage increasing range adding the slow, and 2nd barrer
enhanced background
The range of your background radiation increases by 10 feet
It's getting changed to a flat slow now right?
Can we do 10 now 15 later?
type it out. the slow from Contact Asymptote increases by 5 ft
sure
Would making them unable to use the dash action be too much?
prob
Core overclocking with the pull in a better place?
hmmm
Are we putting this damage back in elsewhere?
yes look
Still a big drop and the damage didn't seem particularly high in the first place
rember it applays almost each round
13th level we can do some interesting things with the barriers
example use your bounus action to burst it dealing large amount of damage to everything within your area but it can only be used a small number of times
I want to shy away from giving this sub burst damage
ok what would be interesting to use with the second shield
or is there a reason to have more shields? aside from lore
Well I'm a bit concerned about this classes aoe damage now so perhaps something that does a cone attack
or keep it with 1 shield
Even ignoring lore there is no reason to have more than the 3 shields I described earlier
exatly
id have 1
If the shield doesn't really do anything being able to do it unlimited time seems OK
Reduces you mechanically which in this way I'm not against but the idea of you can do x with them open and y with them closed has been dropped
It's basically the same as turning your aura on and off as a bonus action
The significance dropped with the incentive to have them closed for anything anymore
I'm beginning to understand and like the subclass
3d8 at 5ft, 2d8 at 10 and 1d8 at 15-20 with a save for no damage taken got switched for 1d6 at 20ft and I'm conflicted on that
It is so much simpler from a dm's perspective to do the damage per turn
Imagine if you take 1d6 damage then move and suddenly you're taking 3D6
Right which is part of why I'm not outright against it especially with the relatively small range between more or less damage
Having damage change as you get closer is not really a featuring a DND mechanic or spell
going from 1d6 to 2d8 is.... not a lot due to the level
Reducing your speed to zero seems a bit excessive I was just gonna give the features as a passive
What part?
drop speed to 0
If you describe the subclass with doing no movement from level 1 it makes sense to gain movement speed later instead of losing it later
My idea behind losing speed is by planting yourself you can use the ground as a heatsink and turn up your reactor
Is 3 or 4d8 better?
I really want to add something where you can steadily burn hp to make that a 5d8 or something but it's best I don't
Did we discuss that 15th level would be another improvement or are we going to make 17th level the final improvement?
15th was going to be another improvement iirc
ok, do you remember how this was going to improve, your base aura damage becomes a d8
4d6 cone attack? I don't know what stipulations to attach though
with in 30 ft
bit weird to add now
Those both seems fine
If you're doing other effects with your aura earlier it would make sense
17th level is when you can add the cone
Something like gamma ray burst
Yeah meant for this as a new attack
Would it be fine to give the sentinel extra max hp or something? Just like 30 or something
You'd have 204 hp if you just took averages for your hit die
Should I attach a half damage save to this cone attack?
And does regenerative catalyst need to be 3x level compared to lay on hands at 5x?
Yes I think the sentinel can have it
i would keep it at 30
max
It's just enough that you can pat the cleric on the back say well done and give them some healing
Keep what at 30 max
Regenerative catalyst didn't we went back to be the last aura increase
Regenerative catalyst is lay on hands in a different body
We have not touched on this at all as far as I am aware
so 8 suclass feature, and not all of them are very powerful
Dear God I think this subclass might just need to be cleared and restarted
Wait a minute this class has more subclass levels then any base subclass
The yellow I'm thinking of scrapping and green might need to be renovated
3, 5, 9, 13, 15, 17
6 sub class features'
I would either remove a level or combine two of them
Well I'm considering out right dropping the level 5
Pat on the back for cleric or someone or becoming a blood bag for a barb or someone fighting next to you
Do you plan to remove regenerative healing
love it now
Could you try reducing the margins
Well it's partly the bullet points reducing it
there
Oh thanks
Now you see why my documents have a absolutely tiny border
I can't tell if I'm surprised by how much space all the stuff related to your dominator take up
Now you see what I mean by too many features, it has feature bloat
2 pages
lets skip to the time one
The slight issue of porting a whole class mechanic to a sub
Uh 
Make the inquisitor its own class
look at the time subclass
https://docs.google.com/document/d/1x_1f1uHWZqWGe6_icsZqNNbHF6ve27jbgNX34rnFTPA/edit?usp=sharing
Water Breathing you can hold your breath for twice your constitution mod +2 number of minutes, you gain a swim speed equal to your walking speed. Nichirin’s Blessing color: blue First Form: Water Surface Slash At 3nd level: for 1 breath point and your first attack you slice through time with a ...
I'll probably just cut out some features like indomitable might
Make stalwart avatar a class thing
@pallid scrolli have done time baseed sub classes. look at the doc
I take it you lack any approval for its current state?
Let me take a look over it and I'll tell you what features I like and which ones I don't
The wordings are still not the best
1 word salad, that goes for all of the feature so i wont bring that up again
Ok very different idea I'm getting
Fate’s Chorus: interesting i kina like it,
Imo chronomancer is most comparable to cleric
none have levels alined to them
Vs the inquistor being closest to barb
The amount of abilities is OK too much word salad
its a class....
Last bullet point of all abilities on it
That should be the first feature you see
I should probably stop with comparing my subs to classes
Definitely does not share the right idea
I would highly recommend clearing out what you have written for chronomancer and we can come up with new abilities as we go down it needs some fresh ideas and less word salad
I would much rather give you a tldr of abilities and re word them
I would like you to type at level 1 xyz
at level 3: xyz
.
.
.
Do you get the Grand Clock or is that word salad?
My man with how you have it worded and written it's pretty hard to recover it
and the abilities are turbo over powered
@pallid scroll That ability is the most broken I've ever seen
This subclass is a lot of word solid
.
.
.
.
.
but i want to make it 500% better
Would you believe me if I said it used to be worse?
yes
Fair enough
my class used to deal d20 of damage for the sub class
I mean that lasted all of 3 seconds
Did you ever see an earlier version of inquistors rapture? It was 25% chance to explode d20's and did so recursively if the dice blessed you
dear Vishnu
Inquistor in general was much stronger
I could have plenty of creative ideas for time manipulation please for all that is loving and holy clear it so we could do it better
If we clear it I can make this more balanced and a whole lot more fun
keep the names
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sub class leveling
I strongly recommend starting with just the names and redoing the abilities
I, at the least, want to trim safe guard and chronostring to just the mechanics
Then just let them cast sanctuary that one can stay then because it's literally already existing
Actually that's so much better than sanctuary but keep it as is
for precognitive counter
take insperation form
Third form: Time Rush
At 7th level as a reaction, when you are hit by an attack or targeted by a save effect you can use 3 breath points to phase out of time during that attack, and return to the space where you were before you phased out of time unaffected. for saves if you pass you take no damage, and on a fail you take half damage.
This should be your more heavily combat utility subclass
yeah
Rather than the passive effects of the previous this one gets up close in your business
@pallid scroll Can you explain what chrono string is trying to do?
You can either make a 1d8 5ft aoe attack every turn or hold to add 1d8 per turn you hold it, making it a concentration thing if you do so
aoe with concentration
I meant concentration to keep charging
Time based looping attack
Like if you get hit hard enough concentration check time
What about inability where you hit someone and you start concentration next round you attack them again for free with the attack from the previous and this goes on for a number of rounds
The save DC increasing overtime
Free damage if you keep making the save?
if they fail, if you do this you won't be able to make a normal attack
At most it would be 6 iterations scaling up to 6d6 or something
Could you add it in? I don't quite grasp what you are trying to communicate
You make a ranged attack against them it doesn't matter if you hit or not this starts up the chain. Let's say it does 1D8 + con
Next round they must pass your DC or take 2D8 plus con.
2nd round dc increses by 1, damage 3d8
the attacks keep going whil holding concentration for proficiency mod rounds
max dc inccrese +3 max
so 6d6+con dc +3 dex save
at max
So it gets harder for them to save right?
yup
I like it
And the total number of attacks for this effect cannot be more than your proficiency mod
range 60/130
Should I just say it hits if it's a religion check against your AC + religion bonus which you should have proficiency in
I think it should be a dexterity save
As you are trying to physically get out of the way of an arrow moving through time
so the first attack is a save on there part
I don't think you should be able to "simply" get out of the way of an arrow made of condensed divine energy shot by someone who knows everything that will happen to you in the next year
Yes but mechanically it should be dexterity
Let me finish on this then I'll write up the new bow
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sub class leveling
Do I need to add anything more to Angelic presence?

How would you like it if an entire group of adventurers stopped time and the rest of them started punching you in the face while one of them did nothing
Can I switch the clock to have angelic presence's effect? I like it more
I'm not going to like fighting any adventurers
105 temp health
That is stronger than a monk ability and time stop combined
Angelic presence is too powerful to be on a subclass like this
what do you mean like this
That is more temporary hit points than I have ever given out for any mechanical reason
The absolute most is twice your level
Oh I thought you meant like this refer to the state of the subclass not of the ability
Just the ability
I'll just put this away for tinkering elsewhere at a later time
I've actually given out more temporary hit points however it did not gain any massive damage increase just longevity
That is probably quite nice for a 20th level ability you get to use once a day
Is the damage buff fine?
post it here real quick
Angelic Presence -
At 17th level, once per long rest you can show your true state as an avatar of the heavens taking on an angelic form. This form grants the following benefits. You are healed to max health and gain an amount of temporary health equal to twice your [class] level,however you are unable to attack. You emit a 30-foot aura that restores 6d12 health per turn to an affected creature. This aura will also revive the deceased if they died within the last 30 minutes. Additionally, you emit a 20-foot aura that adds 1d10+ your CON modifier to the attacks of affected creatures for the duration
seeing as a 20th level feature
healing is extreme
I'll be upfront I designed it as a level 20 "capstone" for a large adventuring party
ie ~12-16
I should write in how it'll trigger automatically if you are killed
Yeah that's how I got the initial state of the chronomancer
It was 100% designed to try and sustain a party that large basically on its own
how long will it last?
Until temp hp runs out
where is the temp hp
Anyway remove it from the main document it should not belong on a subclass
In this it's right after saying you are healed to full and its twice class level
Yeah this goes somewhere else
I would probably add the ability for a grand clock of the face to let one other person persist in your time stop
You stopped high but then the barbarian continues attacking for like 4 rounds
It was just any number creatures of your choosing you can except from the clocks stop
needs a max amount
Right now it's two but I'm changing that back since it seems you didn't notice and I misunderstood
i see it
As long as you don't cast any features that deal damage your allies can rack up some nice damage
You can probably get in some decent damage yourself
no
The caster of timestop cannot damage other creatures
i would keep it that way
@pallid scroll Next we're going to chrono string which is going to be a 15th level ability
I don't think you're quite understanding how the attack works
You don't attack them again the attack automatically continues attacking them
both do the same thing but slightly different
i like both
Just looking at it I think the anchored shots are better for one mobs or just potshots basically
I much preferred when it wasn't capped how many d8 you could add since you could only get so many before being interrupted but I guess this is fine
Set up 3 anchorage shots on three separate targets
It will continually get stronger for completely free
2 anchored and a condensed
Exactly, set up consistent damage on the boss, and dealing some nice AOE damage
That was intentional due to someone would probably need health really soon
But that's me still thinking massive group
If you reduce the damage for condensing arrows and increase the area you can do it as more crowd control
I think a really early version was d4s per turn and at base but 30ft radius and they increased a bit with level
Potentially
I think like 3d4 at 20
I do think precognitive strike should be a reaction ability allowing you to take little damage
I was just going to make it haha pass warden dc first before AC
Think about spells as well as attacks
But you have 17 + dex mod AC
17?
Because of asi you can probably get 21 if you roll well enough
10 + con + dex is your naked ac calc
And you get the barb(?) +4 con and str at 20
this is not a barb sub class
Ah yes primal champion
I believe giving this class increase in str' and con is too much
Is it not fitting for the class?
Plus you can't even get any higher than that
Think about the subclass features and how much broken they would be if they had those
With very specific magic items you can get infinite stats but you should not think about those when making a class
You wear a shield and there goes all your class and sub class features
How do you lose your subclass features from using a shield?
You're a heretic if you need armor or a shield to feel safe
Just stat for the unarmored defense you can't use a shield
It does
How it is written you only lose your class features while wearing a shield not AC well technically
It probably got lost in one of the rewrites thanks
Are you really sure you want them to lose all of their class abilities if they pick up a shield
They can't even use their unarmed defense if they have a shield
The abilities are weaker and none no longer use AC so it's fine now
For context the main stuff was on the inquistor as a "why are you hitting yourself"
Night, I'll see what state the last sub is in when I get up
morn, im in a game then later ill be at the dentist so nothing really after that
1 3 9 15 17
sub class leveling
i would move 13-15
I'm up now
morning
Got to love waking up 10 minutes before 3pm
Ok I just highlighted 4 features what levels should they go to each?
first off a lot of The Inquisitor should probably just be moved to its own class. second you have about the same amount of class features as a class
but I'll take a look
Some of these can probably just be removed
the resistance
For example relentless domination
Do I need to make it where it ends early if you don't attack or get hit?
Because if I can drop that it also drops some other features
you also get a very similar feature with the Base class remember
if it is a class feature already remove it
Should I just cut out this part right here
prob, but we are also not done with the time subclass
@pallid scroll The inquisitor is doing far too much
Somehow this document is harder to read than anything else you've created
Why can't haemopoiesis stay?
I'm just trying to clear out the amount of features you have
Funny considering it's the one that uses the most official wording
You could copy and paste this onto a document and it would be a class all by itself
Changing the levels things are out won't do anything because you have like 15 features
6 now
Oh those count separately
That ability needs a restriction on usage but I never got to that
200 damage on max twice any other class feature and spells of the same level
I'm incorrect it's probably almost triple that
Remember how I was talking about the free attack up to 3 feature being beyond overpowered
Max damage on rapture is theoretically infinite but in practice it averages to 180 at level 20
the monk features deals 55 on average
over twice
And how much can monk use that
sub class deals at max 10d10
If I bring it down to 8d20 starting off the average drops to somewhere in the high 90's it looks like
Is 60's better? It does put it slightly higher than monks features
no d20 for class use, it is never used in any official content ever
is that just free every single punch
latest for?
I also put a limit on of twice per long rest
and no save?
There's a save that makes you eligible for the attack in the first place
p the whole features of that subclass are ridiculous and excessive I'm going to the dentist right now
it would fit better as a class by itself
the other two were salvageable this one not so much
If chronomancer was salvageable why not this one? It's unironically more sane ignoring rapture
@pallid scroll brake it down, what is the idea for the subclass
I can work with time based abilities
dear God you went hard, just give it monk unarmed strikes.
command obedience is not quite a feature intended for dnd
Read attack me or get hurt
you can be an Inquisitor paladin, and it be flavored
so barb
monk
fighter
all class except warlock
I would take this and make a class
rapture is an attack, that deals like 15-20 d20, slows them, and you heal
I was initially tempted to make it level 20 class features
you are referring to features that don't exist
I'm doing dentist stuff we'll talk later
Cya
@pallid scrollafter noon

What's a more sane idea to develop for fates chorus
so you want to do some healing?
or a little more?
I want you to be able to use it for healing or damage
i think when you hear the idea i have youll realy like it
you can touch a friendly and revert anything that happened to it back one round.
example if a creature usees there movment you can undo that. if a creature takes damage you can revert it to be for it took the damage. this dose not recover class resourses like spells and ki
Hmm
I'm a bit conflicted actually
oh?
While it is thematically appropriate and fits the class it's not quite what I'm looking for
However I do want to put in that reversion somewhere
1 3 9 13 15 17
sub class leveling
9th level?
I didn't even say anything ðŸ˜
I'm guilty myself of having too many subclass levels
Sometimes I think a better product could be made following a different leveling
yeah. but 6subclasses is a far bit
Not inherently especially if you make a rather flexible and pretty hollow class and take different interpretations of the same idea for subs
Is the 13th where you think it should go?
def
It is an incredibly strong ability I would actually limit it to maximum of three usages per day if you could
It's incredibly strong?
Depending on what you can revert
Imagine a cleric regaining a concentration cell
action surge
a boss being effected by a spell
Ah okay
Regaining a feature on initiative is incredibly powerful
Is there a better way you get to use something once per battle?
3 times per long rest
it is rare to have mor than 3 combat encounters per day, and if you do you have used your trump card early or right when it was needed
If you make it only allies you can't mess with the enemy
I would recommend giving it a maximum range of 30 feet
How much damage is resonable for it
damage?
That's exactly why I put and allies in there
ok
I would recommend one friendly creature other than yourself within 30 feet
Yes
Are you referring about this ability dealing damage?
Yes
I would not do that
This subclass is going to have a lot of abilities that deal damage and assist the party
Temporal Safeguard is a pure buff
i do think fate chorus should deal damage
As do I
so you have
damage
buff
damage
buff
damage
buff
True it should heal slightly instead
Imagine completely reverting a character at one hit point to practically Max health depending on what their HP was at the start of the previous turn
it heals are strong
I'm a bit hesitant to actually put in more damage to this sub besides whatever fates chorus is going to do
ok i understannd
If you get one shot or nearly so then absolutely
now you're starting to understand
Your ally was dead but now they are just as they were a round ago
Can you tell my intentions behind the division of capabilities among the subs
I intentionally left it as vague as possible to leave it up to how specific you can be with one aspect and your DM
People will try to recover entire class features I would give a list of things they can't do at least
like class resourses, spells, class features,
You should be able to recover one usage of a class feature at most
Even if you get to use multiple in a turn
action surge
One usage of your action surge should be restored if they used it on their last turn and caster chooses it
i would def like to see other people's reaction to the future
for now it is ok
Should I ping ovion to see what they have to say?
go for it
@dire schooner I want your opinion
What do I want to put together for your main supportive ability
at level 1?
level 1 or 13th?
Level 1 but either scaled directly with level in someway or just gets enhanced
This is for fates choru
i think it would deal a litle bit of damage
when you hit a creature it must make a con save, taking your profincy mod of damage, like fury of the small
I almost want to give you a small selection of effects
Or even do something like this one spell I don't remember where it's basically the same as what I just said but also write "you can do something of similar effect instead of any of these at your dms discretion"
rember K.I.S.S.
keep
it
simple
stupid
Not trying to be rude that's just the name of the acronym
Something like this is what I'm thinking
But I doubt these current effects should all be level one
yeah
Do you have any idea what spell I'm thinking of that out right state you can pick a different effect for the spell if dm allows
I could've sworn there was a much lower level one that said something to the same effect
im a ask
Can I add a level one option of reducing the next damage on an ally by con mod? Or should that be a bit higher level?
Being able to use your reaction to reduce damage of a friendly creature within 30 feet is a much better second ability
place it at 13
so 3 features, 1, 13, 17
Put your next credit to be at an 18 or 19 is really good if you are not a class that gets access to that feature
Potentially having it last a duration and once used it goes away
Like it will last until you roll a crit, with a max duration of 1 min
In that case I would leave it at 3 maximum
Should I instead change it so that the limit is per creature?
Once per creature once for long rest?
I was thinking of changing to twice per creature for a long rest
hmm remember if you only have three usages of it at Max...
It would probably fit better as a buff you apply at the beginning of combat
Hence my request to change it to be a limit of how much one creature can benefit
so you would have a max of 6 if normal. and if you have a party of 4 you would have 2 spare useages if you apply it to every one
Yeah I guess just increasing the limit to prof bonus does nearly the same thing
I would still limit it potentially to once for a long rest per person
@pallid scroll Did you remove where I said at level 1 select one of the following features?
Because if you don't have that it is implied you get access to all three of these simultaneously
Yes I did, I believe you should be able to freely pick which one you're going to use
I would give them all one resource pool then
@pallid scrollim a be sleeping
Post it here before adding it to the class
Well I'm awake again and realized my idea probably isn't the best idea if I want to stay balanced
you are developing
Are you familiar with mirror coat from Pokémon
It's a move that deals double the damage you take
nope, unless it is either a once a day or extreme resource cost
Wait how does it end up on that level of no
imagine something like power word kill, or meteor storm. or a boss that does like 30 base damage
if those get doubled and then return back.....
what was the original idea let's see how bad it was
which subclass is this for
Chronomancer counter
The "double it and pass it to the next person"
what level is this to be for
because something with time doubling it and returning it back doesn't quite feel timey enough
The mental concept behind it is more so "haha made you hit yourself" although I keep changing my mind on how exactly that happens in universe
What makes it too much?
I didn't think that far into it
the idea that you return damage to a creature is okay but it is the doubling aspect
Hmm
imagine if the pilot and got off an amazing strike dealing like a hundred damage and then that was instantly countered and sent back to the paladin
That would mean you're being attacked by the paladin
I'm not I'm looking outside of this class like imagine if the bbeg did that
how would you feel
Oh
Honestly fine
Still fine but now only mentally
that would one shot almost every creature in d&d regardless of what level you get this
if you could do the opposite however redirect half the damage to a hostile creature within like 30 ft
let me first look at the subclass to see if there is an opening for an ability like this in terms of power scanning
I see
so let's say something good like 50 damage to you and you dealt 25 to another creature on a limited amount of usages that would be kind of interesting not for levels under eight
Reaction prof bonus times?
@pallid scroll For the first level ability I would honestly have it used the same resource pool
at the 9th level sure
I was tempted but I honestly don't think all of those should have the same usage limit
I would then have it be select one of them at like the end of a short or long rest
because having access to all of them simultaneously is a bit powerful
I'll reconsider it after "finishing" the other abilities planned but as is the chronomancer is the hollow one to me
Any of you guys in here think I could combine a few of the divine inquistors features?
why do you feel that?
The answer I can type out best is I don't like the way that ability could be used if you only have one option for it even if you can change it out during a rest
you dont like to have limits on abilitys am i wrong
No you're just right to an extent
look at all the low level abilities in DND how many of them are at no cost
Only some of the cantrips right?
materials don't count in this case
Precongnitive counter may need a rename
Beginning at level 9, you can temporarily increase the AC of a number of creatures equal to your proficiency bonus but you cannot target yourself. This increase is equal to half your proficiency bonus and each creature gets this benefit for a number of turns equal to your Consistution modifier.
reactive shift
Why does the class have this feature?
Stone Cunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tldr is you kinda end up made of stone being a warden
I see that in the 20th feature, its just the only stone related features are the 1st level and 20th. Just feels weird, since the class background looks to be cleric-y/religion and based on Jizo Bosatsu, but looking at it just doesn't match as much. I can understand the stone possibly, bc stone buddah statues. But why history and not Religion? Can still relate to it but personally this still feels like a weird placement.
Stones Durability should also be Strength and Constitution not dex, since this fits more with the increase of strength and constitution at later levels. Given it goes from 22 to 24 at max but still fits more thematically and with the other features
Also 9 sets of features is ALOT for just the base class
It was originally a lot more stone based so I'll admit it makes less sense now especially if the main reasoning for it staying is just lore and nothing mechanical
I might change stones durability, 24 AC is probably fine
Given, do you want this for your own world or to be used in anyones? Cuz you can make it a more clericy protection based. Rewording things for most won’t be a big issue
I do want other people to be able to use this class
Don’t forget that’s also at Max con and dex for the 22 and con and str for 24 at level 20
Which is why I stopped referring to Jizo bosatsu by name in the features
Ah okay, yeah makes sense, I wanted to comment on these before subclass stuff since the base class does a lot already
The subclasses had a lot more power individually and were much more defining to your playstyle but I do guess it's better this way having consistent abilities between subs and just not similar methodology
Wait hold on a second, how'd you get Jizo Bosatsu out of this
Oh damn it
hehe
missed a spot lol
Also
Searing prayer is def a feature I can see being on radiant subclass
I don't think I'm doing the best in showing the idea that this is in fact a divine class
all of the damage is radiant
It can use some work, but I think getting features set before adding flavor is the best thing.
flavor is easier to add later
True
What I would change @pallid scroll :
Stone’s Durability to use 10 + Str mod + Con mod - no armor is good, maybe change shields or have a subclass based around shields later maybe
Protective Casting - Good 10 + Con mod at level 1 (realistically 11-15 DC) - and at level 20 is 21 DC (+7 con mod since score of 24 max so assuming max)
Stone Cunning - Make it a feature that gives Religion expertise or maybe just prof and adv on Religion checks
Painbearer - Good idea for feature - need to reword 100% to clarify things (can be done when the idea is decided upon) - Maybe word it that if one of the chosen targets gets hit by attacks or a spell, you take the damage. This can last till you can take another reaction (which happens at the start of your next turn). That way it lasts for a bit longer.
-Would also consider an upgrade that maybe you take half damage from these attacks at a higher level
-Also similar to Oath of Redemption - Rebuke the Violent channel divinity feature
Searing prayer - make this part of the Radiant subclass - fits more there
Divine Endurance - I am not sure how I feel about this since this is very similar to the Barb subclass feature: (RBD) Rage beyond Death - that you get at 14th level. - As a 7th level feature I am not sure about how strong this is as it feels stronger in some ways that RBD, since you dont need to make any saves. But also weaker since for 1 min, even if you fail death saves you cant die as a Zealot barb, so def a trade off. - Look into more
Stable body - (Name change could be Immovable Fortress) - This is decent - move to 5th level if wanted
Travertine Repair (Travertine is a type of calcareous that is lightly colored, so might want to change since not based on rocks anymore) - gaining anywhere from roughly ~23%(level 13) to 15%(level 20) - not bad for a SR/LR CD and a BA, gives you a use for it
I might go with expertise for religion checks
What subclass are you referring too?
The radiant one - Ignis Sanctus, the Radiant
Oh I misunderstood completely
Renaming to terminus refering to the god
Which feature? can you list which one you are talking about too sorry I sent it all in one msg
Travertine repair
ah okay
Sworn Oath: Gaining 7d4-10d4 (MAX THP: 28-40)temp hp is a lot, especially when its for 5-6 creatures and they gain back 2d4-3d4(MAX THP: 8-12) every time they are hit. Seems strong for team and going to nuke your hp very fast, even if you use the repair feature. Not sure would need play testing but would need to fidle with thoes numbers a lot
Fate’s Ward: for 18th level isnt bad at all, might be strong, but love the limit of once per creature per long rest, but might also make it be only useable x times also
Heavenly Bulwark: The stat increase is good, for STR I think this is a non issue for past 20, Con is a tad strong for most but nice for this class. Being able to use Divine Endurance 3/LR is weird as I feel this needs some testing and tweaks rn anyway to make it not feel strong
Thats what I have for all the features
I'm trying to put a bit more self healing in the subclasses
I am designing to have this whole class basically be solo defensive support for ~5 other players
Which tbh probably makes my life harder
Sworn oath shouldn't ever really pose an issue unless several people get hit with aoe damage for several rounds
Have you looked into the subclasses at all?
Honestly, I think that is the best way to go about this
I need to get the subs playtested in a group of like 5 or 6 at some point but I'll try to figure that out after I finish the new two subs
partially, was focusing more on the base class, will do looking and thinking now
Def not six, I would do 3-4 since it would be easier for playtesting, and depending on how you want to playtest
Maybe to 6 once, but prob not needed
True I'll just take in mind to account for less players
Mostly to make it easier to dm as 6 players is alot normally, and even more when you are trying to figure out combat with a new class and subclass
98 HP per creature per long rest on soothing tenebris
Umbra Dolus Subclass
Mendacium - would change distraction to shadow to fit more with subclass but good initial portion. Hp for it also isnt bad, ranges from 2-40 hp, would personally maybe make it a bit larger after X level, 1 turn blind also isnt bad either. Can also make it so you can use more than one at one time, since there is no CD for these. This helps feel stronger when not needing 10+ features, as then it becomes complicated. However I would change the cd for the sub ability to like 10 atleast, as a 25% chance to even try to hit would not be the best(Also need a statblock for the shadow you control, for easier use)
Caeli's Blindspot
Feature part 1: Not bad, half cover is nice +2 ac and dex saves is good. Would clarify if the shadows move with you or not, as if they do might be stronger, but a good later level feature.
Feature part 2: Not OP, adv on the Mendacium’s d20 roll is not bad but still need to change the DC as only a 25% chance of getting hit even before you confirm the hit with your attack role is very strong, for this level.
Soothing Tenebris
At level 9, you can cover 20 ft^2 per cube, with a max 180ft^2, this is way to strong I feel least for area coverage, Would def make it 5ft cubes at least, as that is the general standard, and make it only half your level. Even at level 9 this is still a 90ft^2(10ft^2 per cube) - the dmg is maybe a bit high to start, the healing is not partially bad as that is the amount of healing you get at max con modifier. If you have a +1, you only heal 2 hp, so while 49hp per use is a bit strong, It goes 2, 8, 18, 32, 50, 72, 98 each in terms of hp healed with both uses. Needs to be changed, maybe make a it a x size dice that increases with level
Let me parse this
Right now its a 70% to hit the shadow are you suggesting to change that?
a six or higher means that 1-5 make the enemy hit you and 6-20 make it miss, that is 75% to miss, and 25% to hit
Isn't it 10ft^2 per cube?
Yes, especially since it means that they still have to pass 2 rolls technically to make one attack
10-foot cubes
I take this as each side is 10 ft
What should be the chance of hitting you vs a shadow
50/50, since they still need to roll to hit you after bc ac
Yeah I get that, 10ft^3 is not correct either as that size is hard to use per scale
Can you specify what you are thinking with the die for Tenebris? Bump it down 2 sizes then give them back over the next two features?
I want to just refer to it as squares but the game is 3d
Make it 5ft sides, 25ft^3
I say use 5ft sides as everything is measured that way mostly
I stole the cube wording from fire storm
Is that not still written as 5ft^3
25ft^3 should be a very different measurement than a 5ft cube
