Talk:Sacrae (5e Class)

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Balance Issues[edit]

Unarmored Defense

Unarmored defense shouldn't use your proficiency bonus. Using two of the most versatile stats in the game (dex and wis), one of which is your casting ability, is already good enough.

Spells Known

This class has far too spells. I know this is probably trying to make up for the lack of offensive capabilities, but this shouldn't be done by increasing that much the versatility of the class, but instead through some kind of specific feature/spell that can work as the main offensive feature, in the place of damage dealing. Maybe some kind of "reflect damage" mechanic or debuff.

Veni

"Beginning at 10th level, any spell requiring material components of 1,000 gp or less no longer requires those components. This includes material components without a cost." Spells like heroe's feast and resurrection have a material component for a reason. Removing the need for that component. throw balance out of the window. With heroes feast for example, you basically can give several immunities and advantage to wisdom saving throws at the beginning of each adventure.

Caeci

"Beginning at 7th level, all ranged attack damage you take is halved." This is far to powerful. This is resistance to ALL TYPES OF DAMAGE, to early, conditioned to the form of attack. And to earlier for that kind of power.

Terra

Terra should be limited and specified. "Freely manipulate all nonmagical environment" could be interpreted in a lot of ways, and design the feature effect is not the job of the dm, but of the designer. Anastacio (talk) 14:09, 17 June 2020 (MDT)

I don't think the class has too many spells (it has the same number as a Sorcerer) as much like a Sorcerer, they have to choose from a pool of spells, meaning they can never have more than a few spells at a time. Additionally, much like a Sorcerer, they can't change their spells until they level up, meaning they have to be choosy about their spells. Unarmored Defense has been removed to make the 1st level of the class more straightforward. I renamed Veni to Flagellate, which I think is more appropriate and flavorful to the class, and clarified Terra. Caeci's been modified to a more Rogue-like defensive ability. The primary ability of this class however is now Flagellate, which is related to manipulating damage, and is a unique "offensive" feature. I've also made a few adjustments to some of the healing abilities. ---Esserius
Glad you have taken my opinions into consideration! Anastacio (talk) 00:58, 12 September 2020 (MDT)

2018[edit]

The class still has mentions of free actions, has a few features that need their wording fixed, and a few features are too powerful. I heavily recommend creating a custom spell list for the class that focuses on controlling, healing, and utility spells as dealing no damage at all leaves you in situations where you can do nothing several turns through combat(also at lower levels you are next to useless). Also, the part about you not being able to deal damage pretty much means with just a single level in this class, you can never deal damage with your spells which ruins multi-classing into/out of this class so it should be removed in favor of the above suggestion.--Blobby383b (talk) 15:18, 18 February 2018 (MST)

Huh, while this isn't exactly how I imagined the class would turn out it is looking good. The spells mentioned in the class features do need to be italicized though like this ''{{5e|Greater Restoration}}'', classes should have one common (Dexterity, Constitution or Wisdom) saving throw and one uncommon (Strength, Charisma or Intelligence) saving throw, and regaining spell slots with the Vita feature may be too powerful as classes with healing spells should never be allowed to infinitely regain spell slots as PC's normally have a the limited amount of healing. The feature in its current state is very likely to be abused. Also, while I still don't necessarily like you not being able to damage creatures, the class was changed to the point where it is allowed to cast utility and controlling spells and you gain the Veni feature which helps. I would also like to say I like the current version of the class much better.--Blobby383b (talk) 01:36, 19 February 2018 (MST)
Thanks - I apologize for the formatting, not exactly sure how the wiki works yet. I'm going to continue making a few more changes and then I think it will be good to go. Thanks for the advice regarding the spells and trying to make it more viable in the early game. ---Esserius
Think I'm mostly done with editing the class, am concerned about Vita and whether or not it should grant a 4th level spell slot or not. If it shouldn't, would probably get rid of the 4th level spell slot, and only have spells which have free components of 4th level or lower, as before (mostly for the 1,2,3,4 flavor, versus the current 1,2,3,4,5 flavor). Anyway, lemme know what y'all think. ---Esserius
Decided to make some more drastic changes, making the Veni ability level up and getting rid of the Vita ability. ---Esserius
I like the leveled up Veni feature much better as previously you could take 10 levels in this class and 10 levels in any other full spellcasting class and you would have an extra 1, 2, 3, and 4 spell slots and no reduction in your spellcasting ability. The improved to Veni feature meanwhile fits the class better and helps boost your survivability, I like it.
Besides that, I will go through the spells available in the PHB and XGtE and see if there are any that we missed that could potentially be added to this class's spell list. After that, the class should be good.--Blobby383b (talk) 06:47, 20 February 2018 (MST)
Cool, thanks! And again, thanks for the advice. It really helped me form the class. ---Esserius
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