Talk:Chloromaster (5e Class)
Might I suggest that druid list got some "issue", since you have stuff like Control Flame on there? Those would clash with the plant idea a bit, imo. So maybe a custom list, at the end of the class? Something like:
- Cantrips: Acid Splash, Dancing Light, Druidcraft, Eldrich Blast, Light, Mending, Mold Earth, Poison Spray, Shillelagh, Thorn Whip
- 1st-Level: Cure Wounds, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Purify Food and Drink
- 2nd-Level: Acid Arrow, Barkskin, Blindness/Deafness, Enlarge/Reduce, Find Traps, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Moonbeam, Spike Growth, Protection from Poison
- 3rd-Level: Aura of Vitality, Counterspell, Create Food and Water, Daylight, Dispel Magic, Mass Healing Word, Meld into Stone, Plant Growth, Revivify, Remove Curse, Speak with Plants, Spirit Guardians
- 4th-Level: Aura of Life, Aura of Purity, Conjure Minor Elementals, Conjure Woodland Beings, Private Sanctum, Stone Shape, Stoneskin
- 5th-Level: Awaken, Commune with Nature, Conjure Elemental, Greater Restoration, Hold Monster, Mass Cure Wounds, Reincarnate, Tree Stride, Wall of Stone
- 6th-Level: Conjure Fey, Find the Path, Heal, Heroes' Feast, Move Earth, Sunbeam, Transport via Plants, Wall of Thorns
- 7th-Level: Regenerate, Resurrection
- 8th-Level: Clone, Control Weather, Earthquake, Feeblemind, Sunburst
- 9th-Level: Mass Heal, Power Word Heal, Storm of Vengeance, True Resurrection
Now, I understand that that list is much different from the druid one, and I will say that I simply grabbed most life, light, healing, purity, earth, and plant related spells from the 5e SRD spell list. The italic things are the if-y stuff, which might not directly fit the plant theme, but where an argument can be made for it. However, this would be bigger balance change, with all the healing etc. so I would like some input on this, before I edit anything. At least give a full list of the spells that are usable but not on the druid list. For example, what about Chromatic Orb? That spell can deal poison damage, can you thus use it? --Celepito (talk) 07:03, 27 February 2019 (MST)
- The only reason that i'm hesitant to use a defined spell list is that it excludes any homebrew spells that would function, but with the inclusion of the section where it states that you can use any plant based spells I believe it should be fine. Adding it now!(As for the defining a full list of usable non-Druid spells, I don't want to do that as it cuts off homebrew spells that aren't listed) Itenen (talk) 13:31, 27 February 2019 (MST)
- Sure, whenever I make a suggestion like this, I am simply thowing out ideas. I dont consider myself a good judge when it comes to balance, let others decide. The list you made is a good one, the stuff all fits. The only thing I would complain about is that there is no attack roll ranged cantrip there, which is the reason I had "Eldrich Blast" in mine (since all the other attack rolls are combined with elements), but your class, your call. As I said, I am a bad judge. ^^ --Celepito (talk) 09:47, 28 February 2019 (MST)
- Also, what about the chromatic spells, where one damage type they can do is poison? If you dont want them on the list, maybe change that bit to "that deals only poison damage or handles plants." --Celepito (talk) 13:13, 28 February 2019 (MST)
Due to a recent string of anonymous IP edits with no discussion here, I have thought it prudent to protect the page. Itenen (talk) 10:15, 27 March 2019 (MDT)
- So, admittedly I'm uncertain about engorge plant, and what it means about the increased hit die and AC. I tried checking with my DM, but they were also confused. It may be worth detailing what exactly that does. Another thing I noted that Uplifting greenery is only available once per long rest. I may just not be thinking of enough uses for it, but this feels like an ability that could have more uses per day. I believe that it may be worth trying to work in a feature that lets them talk with plants easier, or just be able to use speak with plants a certain number of times per day/at will. My last note is that some of the abilities listed mention doing rituals, and yet the class isn't able to cast ritual spells. This seems like somethign they should be able to do, as druids also have this. ~UmbralJester, not a logged in user, sorry 7/2/2019 11:10 PM EST
- In regards to Engorge Plant, the increased hit die and AC simply mean that when increasing the size of a plant from (for example) Medium to Large, the plant would now have appropriate hit dice and AC for a Large plant as opposed to a Medium one. I also agree with you in regards to Uplifting Greenery, and am shifting that over to once per short rest instead. Finally, I have no idea how Speak With Plants managed to somehow evade the spell list, and am also going to include ritual casting. In addition, Speak With Plants will be specially annotated as being allowed to be cast a ritual spell. Itenen (talk) 08:26, 8 July 2019 (MDT)
- what exactly is the duration of Pillar of Wood? It says that the target is encased for the duration, but doesnt state what that is. Is it just meant to be until they break out? - UmbralJester again
- What would you think of just letting the class cast Speak with Plants at will, maybe as part of the capstone? I think it's a small enough ability that it wouldn't really add too uch power, but would be great for flavor.
- I really like that idea, and am changing it now. However, in order to compensate for the ability to cast a third level spell at-will, the bonus to Wisdom and the Wisdom cap will be decreased.
So I'm new to editing but have been using the homebrew wiki and playing the game with my party for a few weeks now, and think I have a decent grasp of the game at this moment. So I rebalanced "Toxic Flora" with a heavy rework, and I rebalanced "Infuse Sentience" by removing the wisdom proficiency and making it take longer regain it.