Talk:Aura Magister (5e Class)
Note
This is on the 1st level spell page. is this on purpose?
Hello everyone!
This is the 1st draft of the Aura Magister Class.
It's definitely a rough right now and I am open to suggestions and help with wording!
I would really appreciate some help or feedback or if you know a good way of wording something properly please do so!
Thank you in advance! Slinger124 (talk) 18:40, 22 September 2018 (MDT)
- First, a big question, is this meant to be a full spellcaster over life and death or do you want it to be kind of like the paladin in mechanics Babosa (talk) 01:21, 19 October 2018 (MDT)
- It is basically supposed to be a full caster like Hel from Smite. They control the flows of Life and Death yes. Slinger124 (talk) 09:41, 22 October 2018 (MDT)
- Just trying to go through and help with {{needsbalance}} articles.
- Aura Infusion, bumping weapon by 1d6 & 1d4 for 24 hours using a spell slot is strong. I recommend letting it last 1 minute. Creatures typically get saving throws against harmful effects also aka a chance that the smell doesn't cause disadvantage.
- Everlasting Aura. Not a fan, 9th level spell for 7th level character, even if it can be once a week (very weird cooldown in my opinion), is not in the interest of fair play. Revivify bonuses would be better. For example, when you cast this spell you don't need the material components, or they come back with extra hit points equal to "x", or you can cast this on targets that have been deceased for a month, etc.
- Deeper Understanding I would prefer a little higher level based on similar features (Barbarian capstone feature, it increases two ability scores so I wouldn't expect this to be level 20. Maybe 17ish)
- Scales of Life and Death seems to add extra rules to layers to the game creating difficulty. You got all these cool features through levels but then at level 18, when you are last dying breath you can't use some of them? I get the idea but if it were me I'd vote for simplification. Also, who is to say when all enemies are dead? The DM? They could do some DM shenanigans and just keeping adding minions to a fight to keep ya down? maybe?
- Head Aura Magister uses a different DC that is worse than what a normal one would be (8+prof bon+relevant ability mod). Also, a free 4d6 healing is quite strong. While it is capstone, I still don't think unlimited healing, or unlimited with such a high value, should be encouraged.
- These are my initial thoughts. Hope they help. ~ BigShotFancyMan (talk) 14:08, 24 October 2018 (MDT)
- Just trying to go through and help with {{needsbalance}} articles.
- And my thoughts, rather than having features for using weapons like fighting style and aura infusion, focus on giving more magical features like giving it a touch of death feature to fit the part mentioned in the lore, especially because they already have access to wizard and cleric spells which includes almost every good spell, making them very flexible and therefore powerful so you don't need to give them other powerful features rather just give them something interesting for each level they are not getting a new spell level or ASI. Babosa (talk) 20:12, 25 October 2018 (MDT)
Head Aura Magister
So I really like what you came up with. Just a few comments about it:
- I made the duration 1 minute to align with 5e durations. I don't think I am that rigid of a person so if you insist on a different duration, are you open to having a design disclaimer on the page?
- It says the mist can be seen by those who can... Who can and can't? Or how can they see it? Why is its visibility a mystery? Not saying it needs to be but if this flavor text remains, I think people would like to know more about it.
- I think the healing should take up action economy. I think an action is fair if there is a static effect where enemies take damage if they attack you. The wording says attack by the way, not hit. So it makes the effect better. Also, it includes ranged attacks. Not sure this is intentional or not. I also am not a fan of the temporary hit points. I think the potential 40d6 healing per ally is pretty awesome.
- The damage is un-typed. What type of damage does this do?
- I like the cool down.
Thanks for letting me help out with this. I enjoy auras a lot :) ~ BigShotFancyMan (talk) 10:03, 15 November 2018 (MST)
Healing cantrip
I just noticed that there is a cantrip that can heal, just letting you know that since cantrips are at will, it means that in 10 minutes you can heal on average 1200 hp at no cost.
Known Cantrips And Known Spells
So, I've noticed a problem with the number of known cantrips and known spells. In the description of the Spellcasting feature, it says that at 1st level an Aura Magister will know 4 cantrips and 3 1st level spells, but according to the class table it's 1 cantrip and 2 1st level spells. I really think this needs to be fixed. - Alice-chan (talk) 10:13, 14 December 2018 (MST)
- I edited it to match the table. My assumption is (and I could search the logs) is that an anonymous user wanted more but didn't want to update the table because that would require changing the numbers for every level beyond the first. ~ BigShotFancyMan (talk) 10:48, 14 December 2018 (MST)
Split Class-Specific Spells into their Own Pages Pls
The multiple spell summaries on this page were breaking the formatting on the Homebrew Spells By Level pages, so I deleted those summaries. Bit hamhanded, I admit, but this isn't my project and the visible content on this page is unchanged. If anybody's still working on this page, could they please make separate pages for each new spell introduced by this class? Contact a mod or wiki veteran on how to/whether you can create a whole new class spell list within the wiki, or just put a bit at the end of its page saying it's made for this class. Knowlessman (talk) 00:01, 6 September 2019 (MDT)