Talk:Elemental Assassin (5e Class)
2020
Reasons for the changes
I've tried to keep all the features originally created, but, this class have to many features and half-casting, so i put some of them in a rushed subclass i created, just to don't dismiss them. This is why i've created the "Elemental Dagger". I'll brainstorm one more, so this would be a playable class with options. Anastacio (talk) 21:41, 17 June 2020 (MDT)
2015
This is my first attempt at trying to create a new class, what do I need to do to balance this? Not sure what it means by '2 good saves.' Is that saving throws (dexterity / wisdom)? --Mwaskett (talk) 02:07, 6 July 2015 (MDT)
- Saves: Each class gets one good save (Dex, Con, Wis) and one bad save (Str, Int, Chr), this rule is followed by every class, if you don't know about it then it is easy to miss.
--Tubal-Cain (talk) 01:40, 6 July 2015 (MDT)
I've changed them to Dex / Int. Is there anything else you think needs changing / adding to make it more complete / balanced? --Mwaskett (talk) 02:07, 6 July 2015 (MDT)
I can't really comment on balance until I see more of the class features, I would suggest getting rid of the tidbit at the weapon proficiency area about prefered weapons, either change the weapons to reflect a more finesse style character or get rid of it. --Tubal-Cain (talk) 02:10, 6 July 2015 (MDT)
I've updated the last 2 character abilities, so I think they are finished. Do all classes require cantrips? Sorry, I'm still quite new to this. --Mwaskett (talk) 02:42, 6 July 2015 (MDT)
No, usually just full spellcasters require casting. On another note, you may want to change the spellcasting to half, then reference the paladin and ranger class progression. --Tubal-Cain (talk) 02:48, 6 July 2015 (MDT)
Could you explain the class progression changes in a little more detail please? --Mwaskett (talk) 02:57, 6 July 2015 (MDT)
Sure, as far as spell half spellcasers go, they do not receive class features other then a spell known and a higher level spell at levels: 9, 13, and 17. This isn't a rule, but it seems to be heavily enforced. --Tubal-Cain (talk) 03:02, 6 July 2015 (MDT)
So should I remove some of the skills learned and make the abilities learned at other levels more like ability score improvement and higher proficiencies? I would like the class to use some sort of magical abilities, as I feel that if I took it away entirely, it's basically a rogue-like character. --Mwaskett (talk) 03:08, 6 July 2015 (MDT)
That would probably be best, also as far the continual +2 proficiency in daggers go, it seems a bit overpowered as any +1 in attack, AC, or save is very signinficant, maybe you should boost the damage of the daggers instead, by like a d4 each time, just a minor suggestion. --Tubal-Cain (talk) 03:12, 6 July 2015 (MDT)
I've removed 2 of the abilities, and changed the proficiencies increase to a damage increase. Do I just leave the levels without a bonus skill or increase blank? Does it need something there? --Mwaskett (talk) 03:34, 6 July 2015 (MDT)
I would also recommend changing the extra attack, not to get rid of it just get it later in level. In the PHB no class got the extra attack sooner then 5th level. With getting it right at the secound level it way over powers the class early game, especially when pairs with the d4 damage dice bounce.--Hexus535 (talk) 07:11, 2 August 2015 (CST)
Earth protection is a little OP, the ability to potentially negate all damage from every source that is (statistically) 3 or less from ANY damage type, have you considered making it either from a "preferred victim" - a single combatant, or a single damage source (bludgeoning would fit 'earth'), or just the first attack each turn - that might be too weak)
Spell casting ability - the spells are chosen from ANY spell list?
Air would be around what kind of damage/effect? How about Earth? Water?
Gust of Wind, would be air, but could unseen servant be that? Major Image, as its non substantive? Simulacrum requires snow - so would that be water? even though the effect isn't really "water" based logically?
Raging Current: At 5th Level, you learn to channel a raging current into your weapon strikes. You land a critical hit with an attack roll between 19-20, dealing an extra die of the damage roll. At 17th Level, this increases to 18-20 - this is scales damage up faster and even better than Fighter 9th level for the extra die alone, and 17th level for the expanded critical range respectively.--Modnar (talk) 04:08, 27 December 2015 (MST)