Talk:Eliksni (5e Class)

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This is quite well made in a short span of time. Like, wow. I'd like maybe some elaboration on ether sups, changing the saving throws (since they're both common), and maybe listing how many weapons you can have exactly at each level. Unless this is specifically a tank class, don't use d12 for the hit dice. And, uh, never use constitution/dexterity/strength as a spellcasting modifier. There's also just a bit more formatting issues I spot at the moment but for now it looks pretty good. Nice work--Yanied (talk) 23:47, 1 April 2019 (MDT)

I an easily add clarification on the number of constructions you have total. It IS supposed to be a tank class, and progression is largely based on Barbarian as a result. Constitution was made the spell modifier due to how the spell effects are imitated with ether, which is essentially like blood magic for such a race. Would changing the saves to constitution and intelligence be better? Then the spell modifier could be intelligence, and players would simply be highly encouraged to have high dexterity in order to make proper use of the class for the majority of its lifespan. Once into late game, the feature that increases the strength score could take over, mitigating the need to level four different scores until then. --Max7238 (talk) 15:38, 2 April 2019 (MDT)
Changing the saves is good, yep. Focusing on intelligence isn't a bad idea to shift it away from constitution based spellcasting (reason being that it makes OP ability scores even more OP). If it's a tank class, that's fine, so long as it specializes and doesn't get too much stuff or else it can be come a master of more than one trade.--Yanied (talk) 17:46, 2 April 2019 (MDT)
In keeping with a Barbarian, the idea is to have high HP and seem like a really big threat to draw attention. It lacks shield proficiency as well as something like Reckless Attack to force the player to more creatively mitigate damage to other party members. It has adaptability for attack range, but ultimately functions best up-close for the majority of its lifespan. If the player chooses to risk their Servitor in combat, they might have an extra ranged option, but its destruction could quickly lead an Archon or Kell to starve from lack of ether. Just some of my logic, I guess. Any further suggestions? --Max7238 (talk) 17:55, 2 April 2019 (MDT)
I notice you actually reference the barbarian rage on the original class. I'm not sure if you're supposed to be able to do that. Usually someone makes a feature based off the original and links it within its own class, since classes shouldn't reference one another.--Yanied (talk) 17:57, 2 April 2019 (MDT)
It was the easiest way to include a similar mechanic and keep it balanced. Helps with context, keeps the damage bonus flat, etc. If it would be better to simply add a different active ability, I can do that. --Max7238 (talk) 19:12, 2 April 2019 (MDT)
I personally find no fault in it. I'm not sure how admins might review it. Cheers anyway for making this though!--Yanied (talk) 19:55, 2 April 2019 (MDT)

For the new Rising Codes subclasses, how does the flavor of rebirth work, if mechanical at all? It seems pretty drastic to die and suddenly rise up as though from true resurrection or something. Is it just flavor?--Yanied (talk) 21:47, 3 April 2019 (MDT)

Just flavor. In the source material, you can't have powers with the Light without having first died. The Traveler raises those with potential. --Max7238 (talk) 22:01, 3 April 2019 (MDT)
Ok cool--Yanied (talk) 22:33, 3 April 2019 (MDT)

The Eliksni.[edit]

Hey, i just wanted to let you know there is a near complete remake of 5E for Destiny, where content is constantly being added and balanced. Just google DnDestiny. It’s absolutely amazing.

Cool!--Yanied (talk) 16:10, 15 April 2021 (MDT)