![]() ![]() That’s right, this elven wizard who could render a strong tower to rubble with a few choice spells and summon mighty outsiders bound to his will somehow couldn’t figure out how to heal. Suddenly, he needed the one thing that Wizards evidently couldn’t do: healing spells. Of course, he wound up rolling a 9 for his Con score and having less than 30 hp at level 10. He was to be omnipotent as he became one with the fabric of magic itself, able to topple corrupt nations and remove petty kings who subjugated their people. Perhaps I am biased because my very first D&D character was a 3rd Edition elven wizard whom I imagined to be an archmage in the making someone who could bend the power of the elements to his will, teleport himself vast distances instantaneously, and kill - as well as heal - in a moment. Something has always bothered me on a fundamental level regarding the distribution of healing spells in Dungeons & Dragons. I am merely sharing this with you should you seek similar measures to rectify issues within the vanilla D&D system. As with all homebrewed content, your mileage may vary based on your experiences and your DM style. This blog series will be dedicated to addressing the shortfalls I perceive in the newest edition of Dungeons & Dragons, and how I resolve them for my campaigns. So I am unsure if this is too OP once we get above that level.Since I cannot sleep, I am going to commence my long-delayed series on Dungeons & Dragons 5th Edition (D&D Next). One last note: I have never had a D&D party with characters beyond 10th level, as my PCs all seem to either die, or want to create and try new classes, or we wind up moving. I am always looking for feedback, so if there is anything you can think that needs to be amended, changed, or updated, please let me know! I’m sure this will be amended and updated after the release of FF14 5.0 (Shadowbringers) in a few months. Also, they seem to have been written before the release of FF14 4.0 (Stormblood) so are missing many of the new skills and spells that that brings. However, they felt like the card draw was added in as a secondary idea, instead of it being the focus I was shooting for. I think, as a PC, you’d have fun with it without ruining the party balance.Īfter I had started this creation, I decided to see if anyone else had had the same idea, and found a few different homebrews. It really helped my players focus on the fight and learning about their characters, and they were surprisingly cautious for new PCs, as they realized I could only heal one person at a time.Īll in all, it seemed to be very successful, and not too incredibly OP. I was able to draw a card (bonus action), heal someone with Aspected Benefic – albeit for 4hp or so, but when they only have 8, that’s a huge bonus! – (action) and then play the card depending on the circumstances (reaction). However, in doing a quick “Session 0” gameplay to introduce combat to new and returning players, I found this to actually be a really useful class to have around. I have not had much of a chance to play test this class myself, as my game has just started (March 2019) and my small group is a level 1 band of confused misfits. I have tried to stay true to the abilities of the job, without going (too?) overboard. When designing this class, I built it around being a full-time healer, with only occasional damaging spells. It seemed like the challenge of integrating card effects and that additional bit of randomness into my game would be… interesting. Starting with astro might have been a bit more than I had anticipated, but it is still one of the most unique and interesting classes to play. You can view each page here, or get it all as a PDF on the Homebrewery page. I may re-write it to work with the changes in Shadowbringers, but as of now, it is what it is. ![]() This is also completely different from the Shadowbringers changes to the class, so it’s going to be hard if you don’t know how Astro worked before Shadowbringers and their more simplified card system (I’m not a huge fan of it, which is why I’m keeping it this way). Also, Aspected Benefic should be moved from a cantrip to a 1+Wis mod use per short/long rest ability to stop it from being able to heal up an entire party between encounters. ![]() Update: There are some things I need to tweak with this, such as when they get ability point increases and the potency of some of the abilities. ![]()
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