Talk:Chronomancer (Overhaul) (5e Class)

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Updates / Changes[edit]

V3.1[edit]

- Better defined Chrono property

I have expanded on the Chrono property and tried to make it more obvious as to its effect

- Proficiencies

I have removed the Chrono-Weapon and Chrono-Armour from the proficiency list, instead simply stating you are proficient with any summoned weapon.

- Changed 20th level Feature

The 20th level feature no longer allows the changing of archetypes it now mimics the level 20 rogue ability as that seemed to fit the class

- Spelling corrections

Spelling has been corrected and grammar has also had a quick run over

- Ability edits

I have also attempted to improve abilities like the Ethereal Movement while making other effects more clarified

Again thanks for all the inputs!

V3[edit]

Large Overhaul

- Class Table.

I have removed a lot of abilities, to better balance the levels at which new spell slots are gained. Additionally, I have removed these abilities to make this class more similar to the archetype selections of the official classes

- Astral Infusion and Blessing of Time.

Astral Infusion now limits the level of the second spell cast to 2nd or lower. Blessing of time can only be used once a day

V2.2[edit]

- High Level Spell Balance.

All 9th level spells have been changed and hopefully more balanced.

Planar Superposition has now been reduced for 5 rounds to 1 and doesn't insta-kill unless the target is already very low and the total damage output has also been reduced.

Severed Rift now doesn't insta kill unless the target is already low and the total damage has been changed.

Pillars of Time has also had a couple of minor changes, the time effect has been changed and the stat changes with the young and old effects have also been changed.

Tbh I'm not good at spell balancing aha so I guess we'll see.

- Astral Weaponry and Spells Now Aren't Summoned / Used Freely

Most Spells and Summoned weapons now decrease your maximum hit points, temporarily, additional rules and information about the reduction to maximum hit points can be found in the Astral Entity Ability. A bit unsure about the teleport back to the Astral Plane, but I expect more changes to be made.

V2.1[edit]

-Path of Chronomancy is now Chronomancy Timeline.

As pointed out to me by Pawel on Facebook, this sounds more 'Chronomancer-y'

-Number Of Cantrips is limited.

Due to the power of the Chronomancy Cantrips, there is now a limit to how many can be cast a day this limit is 2 + Intelligence modifier. Thanks to Jay on Facebook for this pointer.

House Rules Used By Users Of The Class[edit]

~ The astral shield, in the chronomancer, guardian path.
Changed the +ac to hp of shield = chrono dice roll. Shield loses health if attack hits it, if shield health hits 0, leftover damage hits you as shield breaks.
~ Temporal Storage
The new ability begins maybe at lv. 5, you can choose. Either way, this ability allows you to store 50 pounds of items, or up to 10 items, in the astral plane, allowing you to summon them using a bonus action. The amount stored can and probably should be changed by the DM of the game.
Anyway! That's all I wanted to say in these 3 posts! I hope you enjoy posting, respect my love of this class, and maybe consider using these house rules! Enjoy!
--The gatekeeper of all of the heavens, The Akashain (talk)

Comments[edit]

The Akashain's Post
Hey everyone! It's the Akashain! I know AGaming hasn't posted here yet, but I want to open up this discussion page! For those who want to discuss their experiences with this class, suggest changes, or discuss anything involving this class or the creator, this is where it shall be done! I hope you all enjoy the class and help AGaming improve it in any way possible! --The gatekeeper of all of the heavens, The Akashain (talk)

The Akashain's Post
Hey there! I thought I would personally share some of my opinions on this class and my own recommendations! I actually helped give ideas in the creation of this version, and I can easily say that this is the very best of the chronomancer classes available as this moment in time. This class is easily good enough to become my main actually! But with this, I have a few recommendations. For both paths, in general, I added the ability to store up to 50 pounds of items, or 10 items, whichever comes first, in the astral plane. With this, I can summon them or put them back as needed, using a bonus action. I also changed the shield in the guardian form chronomancer, to have a set hp that wears down when blocking, and the hp of the shield = chrono dice roll when summoning! Besides those 2 house rules, this class is something I easily recommend for every single player of the game! I hope you enjoy!
--The gatekeeper of all of the heavens, The Akashain (talk)

Balance[edit]

You've got (often quite powerful) features on levels where you also gain a new spell slot level. Marasmusine (talk) 04:32, 8 February 2017 (MST)

And, I mean, what's going off with the Guardian timeline? At 2nd level I get two skill proficiencies and a feat (do you mean "dual wielder" feat? Feats are an optional mechanic, what happens if they are not being used?) and a way to top up to maximum hit points instead of using hit dice. Marasmusine (talk) 04:39, 8 February 2017 (MST)

Discussion[edit]

Unanswered questions.
Starting Equipment clarification?

Heys, thanks for this awesome homebrew. I just wanted to know about the two items that are being placed as a starting option (Gem of Time and Weave of Fate)

What are their item specs? How do they affect the Chronomancer?

Thanks again!

Hey, Thanks for the response! (and the edit of the page :P ) At the moment the Gem of Time and Weave of Fate have no real use aside from being a focus. In the previous version of the class they were also used as markers. The old version had a rule which had a different effect depending on the fraction of your max hit points you were on at less than 1/4 hit points your form (after a failed save) phased into the Astral Plane and would remain there until you had a long rest, however you'd leave the Gem or Weave behind you in the material (or whatever plane you were in) and once you had your long rest in the Astral plane you would teleport back to the Gem or Weave (meaning if they were moved you'd reappear where they are) but this feature was removed due to me thinking that it added a bit to much for the player to keep track of. After my exam period is over I do plan to do a new revamp of the class giving these items a use other than a focus --Agaming (talk) 08:03, 4 June 2017 (UTC)

Previous questions.

Thanks for the response!

Can I ask (First off tell me how to comment on things like this) I'm Aradom, and I don't exactly understand what chrono armour is; I get the chrono weapons because they're described but what benefits do chrono amrour get and what are they?

Features and Spells

I'll look into decreasing the features gained when new spell slots are gained.

Feat addition

Honestly hadn't occurred to me about people playing without feats I basically just want them to be able to happily be able to duel wield with no minus' to their rolls. Could I just say you can use too weapons as if you had the duel wield feat? Both Timelines gain additional proficiencies on choosing them.

returning to max hp not using hit dice

What ability allows you to top up to max hit points? you can restore your hitpoints maximum (so the total number of hit points you can get) not get you hit points back (other than rift heal but you gain A small amount with that) --Agaming (talk) 08:09, 8 February 2017 (MST)

Chrono Armour?

What is Chrono Armour and what benefits does it give to players? The Chrono Weapons are explained but not Chrono Armour, and there doesn't seem to be any explanation of gain from them. Looking to use this as an NPC and just wanted to know if I'm being silly and not noticing it! --Aradom (talk) 02:30, 20 May 2017

The armour itself ups the guardians AC as well as providing a tiny bit of spell casting, meaning for a maxed out Dec and Int, while wielding a shield these things become very hard to hit to emphasise their namesake

Feedback
  • Features are quite rough, key terms are introduced without explanation ("chrono" tag, "gem of time", "weave of fate").
  • The explanation of "chrono-armor" above doesn't help. What does it mean to have a proficiency in chrono-armor"?
  • "Chrono weapons" is not a proficiency. Just say in the "Astral Weaponry" and "Astral Fighting" features that you are proficient with the weapons you conjure. Or, since the weapons are basically shortsword, greatsword and longbow with the "chrono" tag added, just give them proficiency in those weapons and unarmed strike, and call the weapons what they are.
  • It should have a separate spell table for the archetype that uses it - also that spell progression begins at 1st level but the archetype starts at 3rd level.
  • I don't know what "This Damage is multiplied when you score a critical hit." means. Nothing is multiplied when you score a critical hit, you roll all the damage dice again (PHB p. 196)
  • "per long rest"
  • "Sylven" -> Sylvan
  • "rough terrain" -> "difficult terrain"
  • Checks made to climb are Athletics checks; you only make them when the climb is hazardous (PHB p. 175). So if the climb isn't hazardous, you don't treat the climb as difficult terrain, is that the intent?
  • "can walk up cliffs" - only cliffs?
  • "varient" -> variant. This variant also doesn't make sense: "You could become an old person to give you advantage on, say, a stealth roll" - what?
  • Chrono Shift - I hate this. Archetypes are there to help customize your character, for example two different players can play the same class and still be different. This feature removes that customization, does awful things to a character sheet, doesn't add anything new. Marasmusine (talk) 08:45, 4 June 2017 (UTC)

Much appreciated Marasmusine! I'll take all of those points into account when I next redo the class, which will probably be done next week Also Marasmusine I was trying to create a separate table for the archetype only but I could figure out how to do it --Agaming (talk) 18:20, 6 June 2017 (UTC)

No Timeline feature at 6th for Conjurer[edit]

The Chronomancer table says at 6th level you get a Timeline Feature. The Guardian Timeline, at 6th, receives Fighter of Time. But the Conjurer Timeline, there is nothing listed at 6th level. Perhaps Astral Infusion should change from 5th to 6th to put it in line with the other timeline?

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