Talk:Salve-Maker (5e Class)

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In the Contaminate feature, it lets you cast two Cantrips at will, but Cantrips can already be cast at will SirSprinkles (talk) 04:26, 2 January 2016 (MST)

Some feedback. Some of this is just terminology issues (from Class Do's and Don'ts.)

  • Equipment - I can't see a healer's kit in the PHB. Am I mistaken? If this is homebrew, please link to it.
  • Various occurrences: There isn't a D&D statistic called "health": it's "hit points"; what does "healing" a target mean? Is it any effect that allows another creature to regain hit points?
  • Corner Pharmacy - rate of crafting progression is measured in gold pieces per day, so you need to increase the gold pieces per day rather than the overall crafting time.
  • Regeneration - Terminology issues as above. The feature unfortunately uses round-counting, so I advise instead something like "The target gains regeneration points equal to twice the amount of hit points they would have regained. At the beginning of each of their turns they spend 2 regeneration points and regain an equal number of hit points."
    • Not the ambiguous "per long rest", it's "you regain the use of this feature when you finish a long rest." Same goes for other occurrences of this phrase.
  • On Deck. "Friendly creature", not "allied target". The "and DO NOT..." phrase is superfluous. The potion is either in your hand or not.
  • Experimental Treatment. I don't know if this is optional or not, but the % ranges from 17 (1st level, 16 Int) to 40 (20th level, 20 Int). I presume "healed completely" means "restore to maximum hit points" and none of the other effects associated with heal. The times when you want this to work the most are the times when it would be worst for the target not to regain hit points at all. Since the odds are always worse than 50%, I personally wouldn't take this feature.
  • Inoculate. D&D has conditions, not "status ailments", and you need to list which conditions this works with (Blinded or stunned sound likely, but not restrained or prone)
  • Overprepared. "Once you finish a long rest, the first time you perform an action that allows another creature to regain hit points, that creature regains an additional 1d6 hit points."
  • Potions.
    • D&D uses days for long durations rather than months, since calendars may vary.
    • Intelligence check (not test), with a DC of 10 to create a potion, and a DC of 15 to create a potion and identify it. Checks to not have a "critical success", you probably want to set a DC of 20 for free choice of potion.
    • I'll look at the actual potions another time. Marasmusine (talk) 13:33, 2 June 2016 (MDT)

5e doesn't have a bloodied condition. Consider changing to "a creature with under half of its maximum hit points." Perhaps also specify that you must be moving directly towards said creature. SirSprinkles (talk) 16:33, 8 June 2016 (MDT)

Alright, I think I've fixed a lot of what's wrong with this page. I think this class is really interesting, but it definitely needed some work. I just corrected the grammar, added some of Marasmusine's suggestions, buffed Corner Pharmacy and fixed its effect, buffed Experimental Treatment so that it's more worthwhile and it has a slightly higher chance of activating, and I fixed Experimental Potion's Dice Check wording. Is there anything else that needs to be fixed? What do you guys think? Sevenblazes (talk) 16:37, 13 August 2016 (EDT)

Hi, I shall read through this again and make notes. I am just looking at mechanical issues today rather than balance.
  • I have found healer's kit now :) Was expecting it in tools, with all the other "kits", but it's there in adventuring gear.
  • Man of Medicine
    • full action" -> "action"
    • "you may use items on both yourself or on allies" doesn't make sense. Is it "both" or "or"? What kind of items?
    • This feature has several benfits. Separate them out with bullet points or paragraphs.
  • First Aid Features. Please change instances of "target" to "creature", you're not attacking them.
  • Second Opinion. If you are making a check, it's your turn, so an ally can't use a bonus action (a reaction maybe...). I recommend making this feature work with the Help action.
  • Immunity & Resistance. "They" -> "The". "weakness" -> "vulnerability".
  • Preemptive Action. "You can heal a target that is at full health." -> "When you use a feature or item that allows a creature to regain hit points, those hit points that are in excess of the creature's maximum hit points become temporary hit points."
  • On Deck. "When you are within 5 feet of a friendly creature that drops to 0 hit points". "or to stabilize them" -> "or to try and stabilize them".
  • Experimental Treatment and others. Again, avoid the word "heal", say exactly what is happening: you are using a feature or item to let a creature regain hit points. "Heal" is a 6th level spell.
  • I'll do more later! Marasmusine (talk) 04:03, 14 August 2016 (MDT)

I've fixed up what Marasmusine's suggested, thanks for all your help so far, by the way! I've also noticed a few things about some features that might be problems, I'll list them here:

  • The class regularly buffs how many hit points the Healing Kit restores, but I've noticed that the Physician subclass' Pathogens and Practices feature allows it to deal damage, yet it keeps it at a static 2d4. It has a chance to boost to 2d6, and other parts of the feature can give it other bonuses, but it gives about as many bonuses to healing as it does to damage. Should the feature's damage scale with the Healing Kit's healing properties, or would that be too overpowered? If not, should it also receive the other bonuses the Salve-Maker gets when they use a Healer's Kit to restore hit points, or no? What do you guys think?
  • Turn Toxic allows Salve-Makers to throw potions, dealing 1d4 damage, causing the potion to shatter and cause the same effect that they confer when they've been drunk to affect the impact site. That's fine, but it deals 1d4 bludgeoning damage. This doesn't make much sense when the bottle shatters, right? Shouldn't it deal slashing or piercing damage? It's kinda minor, but I thought I'd mention it anyway.
  • Also in Pathogens and Practices, the Gangrene treatment causes a detrimental effect, but can only be applied to those you heal. Likewise, the Asymptomatic Carrier treatment applies a positive effect, but only to those you harm. Do you think this was intentionally done, to make using the feature more risky? Or was this a mistake, and their conditions need to be swapped?
  • More about Turn Toxic, the vast majority of the feature details how you can throw potions and poisons, letting you weaponize detrimental potions and easily apply helpful ones. I think this is a very cool feature, but the problem is that only the first two sentences have anything to do with turning things toxic. I think that we should separate the potion tossing portion into a separate feature that is gained at the same level as Turn Toxic, and flesh out Turn Toxic more. Maybe it could work like it does in Bravely Default, which judging by the class name, certain feature names, and the picture for this class, was the inspiration for this class. Anyway, in Bravely Default, Turn Toxic allows Salve-Makers to turn healing items into damaging items, that deal just as much damage as they would have healed, and they inflict poison. Here, that might be slightly overpowered, and the feature does currently allow you to turn potions into poisons. But it could still help us with thinking up a new effect. Oh, and while I'm at it, the potion tossing portion doesn't list what the DC is for the potion to hit or not. I assume it'd be the Salve-Maker's Dexterity vs the target's Dexterity, unless the target chooses to be hit. Then it's just a Dexterity check for the Salve-Maker. (If a Salve-Maker throws a healing potion, for example, I don't think the person they're throwing it at would want to dodge it.) We also need to decide how far they can throw it, since there's no distance listed. Sevenblazes (talk) 17:51, 14 August 2016 (EDT)

I just realized that we should probably assign values and weights to all of the potions. As they are now, a Salve-Maker could carry an infinite number of these things, and only be able to sell potions of gold. (They're the only ones with a value listed.) How about they all weigh as much as a potion of healing? (1/2 a pound.) As for the values, we could work those out later after they're all balanced. None of them should be worth more than a potion of gold, though, otherwise what's the point of making it? Other than the 2d6 fire damage it deals, it's defining feature is its value. Speaking of that, maybe we should raise its value a bit as well. I mean, you can't even make it until level 14, and only if you chose the Alchemist subclass. Sevenblazes (talk) 18:11, 14 August 2016 (EDT)