Talk:Chronomancer, Astral Form (Individual) (5e Class)
This is my first Homebrew class, i'm still learning the ropes so any feedback would be appreciated
- Hello, welcome to the D&D wiki, I look forward to seeing how your class develops!
- At first glance I can't see anything mechanically wrong, I can't see any of the usual pitfalls.
- You have arranged the features so that on levels where you gain a new spell slot level, there's either no class feature or a fairly minor power (that's not a criticism, it's as it should be).
- When you are happy with your spells, move them to their own pages via 5e Spells and link to them. This way other homebrew classes can use them, and its tidier to discuss balance issues on a spell-by-spell basis. Marasmusine (talk) 07:52, 19 May 2016 (MDT)
Feedback greatly appreciated thanks Maramusine! I'll start creating the spells and moving them to their own pages. Should I leave them as spells using the default schools or make a specific one for Chronomancers?
- Hi, I'm new here as well, and wanting to use this class for a homebrew with my friends. However, I'm not sure what the Chrono Weapons are. I saw the Astral Staff cantrip, but are there any other weapons, such as swords or axes, that also count as Astral Weapons? That, and the purpose of the Chrono Dice. Is there any other purpose apart from the specific ones mentioned? Apart from that, this is a wonderful class. It's well designed, and very enjoyable to those experienced and bored of normal Sorcerers/Wizards. I say keep up the excellent work!
Heya, Chrono Weapons are, in short, weapons created by Astral Energy the Astral Form Chronomancer isn't designed to do much physical damage hence the only chrono weapon being the Staff. However, the other Chronomancer i made, Guardian Form, is more designed to deal physical damage and can summon, Astral- Sword, battleaxe, greataxe, bow and a shield. Chrono dice are additional damage done whenever a Chrono weapon is used so is rolled in addition to the usual damage roll. The idea i had in mind is if you had an Astral Form and a Guardian Form working together the Astral form would do a lot of buffing making each hit by the Guardian Form more dangerous. That and in this case the Chrono die are used to roll damage for various chronomancer spells. Thanks for the feedback though! i'm currently working on more chronomancer specific spells and will have some new ones soon hopefully!
Excellent, thanks for the help! Just wondering if there will be any more then the Chrono-Staff for the Astral Form. I'm also wondering if at Chronomancer Level 4, you can get the Weapon Master Feat instead of increasing Ability Scores, and have the Chronomancer use weapons. Specifically the one in the Orizon Homebrew setting, the sword for the O'Kami.
Hmm... The Astral form is designed with a support role in mind, but if when you play you use the optional feat rules then every time you reach an Ability score increase you can increase stats or gain a feat and from the sound of it the Weapon Master Feat is what you need! :) in terms of the other weapons i'm not sure what else a spell caster would really use but please if you have a cool weapon in mind for the astral form let me know and i'll find a way to add it!
I was thinking something similar to Wizard/Sorcerer weapons. Such as daggers, crossbows, and the such only as Chrono Weapons. I personally don't enjoy the staff, but love spellcasters so I was wondering about that. But thank you for the help, loving this class!
Okay, i see what you means and that makes sense. I've fixed it giving the Astral form another ability at 1st level that allows them to summon one of a Quaterstaff, dagger or crossbow. When you play with this class please let me know if it is too op or under powered as i'll happily make edits to that. Currently working on creating a Chronomancer spell for each spell slot the Astral form has at level 20 this is gonna be fun aha.
Name suggestions and Planar Superposition is unclear[edit]
I really like this idea and like a lot of what you've done here, but I'd suggest altering some of the names and descriptions of class abilities to improve fluff and clarity.
EG. "Ethereal Flight" instead of "planar shift walking"
It's also unclear to me if Planar Superposition is a 9th level spell that uses a spell slot or if it's a oncer per day class feature. It's also unclear from the description is it aging enemies in the area of effect to dust or is it dealing 10d12 damage to them?
Lastly, the term "chrono dice" seems clunky to me. I feel like "Time Dice" or "Astral Dice" might be less awkward sounding.
Overall, I really like it, but will be tweaking a bunch of it for my own use.
Thanks criticism is welcomed, I'm actually in the process of doing a massive overhaul and update to both, Guardian Form and Astral Form, Chronomancers, just in need of thinking of one or two more abilitys for the Astral Form. I like what you said about changing Chrono dice, that does sound clunky, probably change it to Astral dice. I'll post the new one when I'm done but will probably expect to see a few name changes coming, and Planar Superposition is a once a day feature, luckily I did notice this when I was redoing the classes so have changed the description, but have not updated this. Thanks again, and any further suggestions will be happily taken into account.
Fix[edit]
What is an "amulet of time"? It is a spellcasting focus and you would know that if you read the spellcasting section.
If "chrono-dice" is just an unarmed strike, any reason why weapon proficiency can't just say "unarmed strike"? Because it isn't an unarmed strike, it is additional damage for the chrono-weapons.