Talk:Muscle Magic (5e Subclass)

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As someone whos been looking for a class exaclty like this, while I can commend your work, it is a biiiiiiiiiiiiiiiiiiiiit busted. Paladin spells, unarmored defnece, Barbarina Str and Con stat increases, AND unarmed strikes that scale up with level, it seems a bit much. It seems a bit much compared to the other sorcerer classes. You have to keep in mind that you still have the entire sorcerer AND paladin spell list to cast from, so you need to balance accordingly.

Heres what I would fix:

Under Machismo, I would recomend a flat 1D6 + Str for unarmed strikes, especially because you have your choice in Smites from the Paladin spell list to boost that up. If that gets fixed, I won't really mind the Paladin spells or the Unarmored defence. And seeing as we already get Unarmored defense, it would be redundant to gain an additional HP per level.

Under Herculean Strength, it may be a better idea to treat the carrying capacity as a size larger than your current (I.E Large instead of Medium), as flat bonuses don't really work out. Still trying to learn more about myself but I know its a pretty big taboo.

In Gallant Magic, Paladin spells are a Paladin thing. As sorcerers don't really follow an oath of any kind, it would tip the balance pretty far out of wack. Not to mention there are plenty of spells in the sorcerer spell list that work for what you're going for.

Under Punch Magic, I would probably allow an unarmed strike on a Bonus action, rather than a seccond attack, as no other spell casters get extra actions, throwing the balance out again. Just imagine using Banishing Smite twice in a turn. Yikes.

Under Sculpted Bronze, I would change the Barbarian lvl 20 ability out for Undying Rage, "When you drop to 0 HP, you may drop to 1 instead. You may do this once per long rest". I don't remember the exact wording but its something like that.

response to suggestions[edit]

  • Divine Soul subclass gets cleric spells. there's no reason why a different subclass couldn't have paladin spells. I'm not limiting it to damaging spells, because the subclass is meant to be inspiring and knowledgeable with sports medicine. They're like magical bodybuilding coaches.
  • I'll think about the unarmed strike progression.
  • HP bonus is VERY necessary on top of unarmed defense, considering a sorcerer's hit die is a d6.
  • Giant Soul gets the same stat boost.
  • I don't understand your issue with punch magic from your and my wordings. Maybe my changes made it moot though.
  • Anchored carrying capacity to large size for those swole hobbitses.

response to response to suggestions[edit]

Damn you really know how to make a muscle class unique

I have no idea if its balanced, but the total removal of ranged spells under Gallant Magic is insanely interesting and I can't help but love it. The damage die going up is a bit worrysome but the fact you no longer have any form of range is something I can't help but love.

Using Wraps as a spell casting focus is also pretty neat. Never thoguht of that myself.

Punch caster actually looks pretty good. It somewhat mimicks a Fighters Second Wind feature, but in a really weird and "worse" (?) way. I like it.

The last thing I'll say is the wording definitely needs to be fixed up a bit. The intention of it is clear, it just seems a but cluttered in some areas.

Otherwise it looks good, and I am absolutely projecting Lieutenant Colonel Armstrong from the FMA series as being one.

Player Feedback[edit]

Hey! been playing this subclass in a campaign for the past year. This shit is Bussn'. I wish I multiclassed with Monk becuase those two would pair super well. Love the subclass, will play again in the future

Response to player feedback[edit]

I can't tell if you mean bessn' as in good or as in overpowered lol. I had to look up the word on urban dictionary, but it's still a bit ambiguous...

Response to Response to player feedback[edit]

Nah it's a compliment. I wouldn't call it broken, but it definitely on the upper quarter of sub classes I've played, power wise.. My one complaint is probably that Unarmored AC should be calculated with Dex and Cha, not Con and Cha.