Talk:Spell Weaver (5e Class)

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Some Issues[edit]

I'll get straight to the point. I have a few issues with this class as it is currently. There's just a few things that seem really weird to me that I'd like to call out.

First, there are no subclasses. I feel as if this is still in development even if it doesn't have the WIP tag or incomplete tag, so this may get fixed soon. This leads me to my second issue, which is, if it is incomplete, it needs a stub or a WIP tag.

My third issue is with the balancing of this. I feel as if it is both very weak and very powerful at the same time. The whole concept seems to be "sacrificing yourself to make others better," which would work fine if the features weren't underpowered. With a d6 hit die, Judgement of the Weave is not going to be very helpful to your allies and effectively cripples one party member- you, a full caster. Death's Door basically guarantees you will die, and all it will do is add a very moderate bonus to one of your allies. Both of these features feel very weak and very situational, at best.

So, how is it powerful? Well, Overchannel and Overflow are both really, really good. Overflow allows you to cast a cantrip 3 times to regain a spell slot. That's really good. In addition, the level of the spell slot can be up to 3rd level, depending on your character level. It sounds situational but in practice, especially if you combine this with Warlock, it's really good.

Well, what about Overchannel? How is it unbalanced? Well, let's use fireball as an example. THe average damage of Fireball is 28 fire damage, or 14 if the creatures make the save. This maximizes that and turns the damage up to 48 points, or 24 if the creatures make the save. And the key word is creatures- Fireball affects a huge area of effect, so it deals a bunch of extra damage to a lot of creatures. And that's using a 3rd-level spell- we haven't even talked about any 4th or 5th level spell, like Destructive Wave, where it ramps it up from 35 points of damage on average to 60 and affects a bigger area. Sure, you can only do it once before you start taking damage, but that's enough. The damage is a whole other issue, though- generally, you're going to deal more damage to yourself than you will deal by boosting the spell. In theory, that balances this, but it essentially just turns it into a long rest ability.

My fourth issue is with Weave Walking. It just feels weird and pretty much useless. Being able to see and move 30 feet into the Ethereal Plane during a long rest seems very, very situational and even when it comes up, it really isn't that good.

My final issue is just how it has no spell list. Currently, it's written as if it can use every single spell in the game, which would be quite overpowered, to say the least. To have no restrictions on what spells you can cast (besides the number of spells in your spellbook, which you can add to pretty much at will considering there is no GP cost, which is another issue) is very good. A spell list, any spell list, would mostly mitigate this issue.

And that's about it! I think this could be a great class, but it needs some serious fixing first. Hopefully the main contributor to this page can tackle this issues soon. Thanks! --MarshDASavage (talk) 16:25, 4 January 2022 (MST)

        Thank you for the contribution, this class is designed to be able to cast all spells, the way this is balanced out is the user MUST becareful with how they build it, this is suppose to be a hyper strategic and difficult to manage. the sacrifice to keep this was to have no subclasses for this class. Weave walking is mainly for scouting and protecting the party during a long rest. all of the power of this character depeneds on how you roll your character and the way you build it, i have been trying my very best to keep it somewhat balanced by making the cons and pros basically out weigh each other --RitaMordio (talk) 20:43, 21 February 2022 (GMT)
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