Talk:Nephilim (5e Class)

Comments about Class

"Holy" is not a damage type. Did you mean radiant? SirSprinkles (talk) 22:07, 26 March 2017 (UTC)


So I am alittle confused at the wording of Angelic healing. You say that it heals by 1d6, but then say you spend dice? But I don't know how many dice I have to spend or anything. Does this ability mean to say that if my charisma has a +3 mod, then I can heal someone by 3d6 using my bonus action? - UmbralJester, I dont actually have an account 8/8/19

The explaination is clearly written out as 1+ class level. So, if you had a +3 charisma mod. At level 5, you have a number of 1 + lv5 = 6. In this pool. Then as a bonus action, you may use up to your charisma mod. So you may use a bonus action, to heal at most 3d6. -Joter

Ok, makes. Sense. I apologize for the additional questions, but I admit I was unsure of a couple things regarding the spirit weapons. The second level of spirit weapon states that you can add your modifier to the offhand strike damage. That refers to proficiency mod, correct? For any of the spirit weapons, do they essentially have the same rule as the first spirit weapon if they are not a stored magical weapon? Or is it the whole point that you can take weapons you already have and bond with them? And last question, does the second level of spirit weapon essentially guarantee that the weapon in the first spirit weapon slot will essentially deal 2 nephilic damage die, while the rest will deal only one? - UmbralJester

That's understandable, the 2nd level of the Spirit Weapon does not refer to proficiency modifier. Instead it is ability, as when you have an offhanded strike. Unless you are listed to add your ability modifier, you do not. This feature gives you that ability modifier, which has been clarified. The same weapon, and the others do not give you 2 Nephilic Damage Die. It is only referring to the point that the damage die increases due to this feature, as shown on the table that the line refers to. Each Spirit Weapon has the same features from the class. However, any features dependent on a weapon, remains with that weapon until bonded together. This aspect of the class is like a pool of weapons which you can pick out and use, each one has the same features as the rest. -Joter

Ok, gotcha. Thank's for clarifying! I think it would be helpfult to define it as a pool of weapons, as from the wording it made me thing that each one had something unique to them, when in actuality they all have the same qualities. Aside form that, I really like this class! - UmbralJester

Changes Made

  • Holy had been edited to radiant damage Joter (talk) 17:55, 9 June 2019 (GMT)

Due to the edits by MasterAngel, I will provide details as to why they have been removed;

At 3rd level, there has been the Bloodline options, by having this, it allows the player to pick a side, of which if they wish they can swap over into the other bloodline at their next level up. By adding in two features, of demonic or angelic adaptation, this removes the entire Bloodline archetype options, and these features are imbalanced for the following reasons. By providing immunity towards 5 conditions, at 2nd level. Is insanely overpowered, and by even exhaustion being on this list, it would allow a player to never rest, and any fight would be dealt or handled with ease. This is also at 2nd level, by example. Only the Paladin has an immunity, to one condition at 3rd level. By 4th level, truesight would have been provided. Which if not given from a race, or by a DM for being blind, would have to be given by a 6th level spell normally. At 6th level, paralysis is a rare condition, which should not be handed off with ease and even more so with no limit for it's usage, and the high 90ft range. For Summoned blades the damage is designed to scale, and be low at the start, as to not push against the other features. This feature has a max usage as it is limited by your Charisma, however by doubling the damage. Why should a player not only use this feature, it does not make sense to have it being that strong. This feature is meant to be one used for some situations, not for primary damage. Cantrips, by giving an extra cantrip at 2nd level, that means that the player already has a benefit in this field over most classes, as many caster classes gain a cantrip at 4th, and 10th. Spell list, now the class has had a very specific option set for it's spells, mostly due to what would fit around a part demon or celestial creature. Which is why acid splash and thunderwave were not given as these do not fit the theme of the class. Guidance, was not provided, as the class tends to have no guide to actually lead it, as it is developing from itself. Find familiar and unseen servant were not added due to balance reason, and there being far too many spell options already. Players already are aware of what can be done with find familiar, and for either. You do not have an ally to aid you, unless your backstory says differently.

Cause fear, was entirely considered in the past. However I have never gotten around to adding in many spells past PHB and EE. It would not have also been added, due to it not fitting the class, or limited space. In the future this spell may be reconsidered.

I can understand your reasoning for the additional attack role benefit. However the class is built around running from Celestials and fiends, and by adding this feature for 3 types permanently is unbalanced, along with the extra benefit towards attack rolls being unlimited.

Divine sense, although clearly being similar to the Paladin method, is not meant to be part of this class, and has been chosen not to be, as the class is designed around the player trying to hide from them, not finding out where all of these monsters are. This also has no limit towards how many times it can be done.

For the front page, with the texts from the bible, that has not been added in due to the fact that it has no relevance towards the class.

I hope this provides you with some insight MasterAngel, or for anybody else, why some changes have not been done. Thanks, Joter (talk) 16:15, 26 August 2019 (GMT)

Thats fine, I understand what you said. I just tried to help, improve some points in light of other similar classes you have on this site. I will just keep myself an observer then, hoping for more improvements! Thanks for listening! MasterAngel (talk)

Regarding new changes. - October 2019

There have been 2 changes recently. One is the addition of the spell Clone, which despite not fitting the theme. Seemed to fill in a gap within the class.

The damage meanwhile, the changes from an increase once every 5 levels, to 4, and then much higher is far too strong in what would be the state proposed by Anon User. As such it has been reversed. Originally the damage was designed to be higher and has been questioned a lot in time. However as the weapon that the user has, constantly deals this amount per hit, (Similar to some spells) this should not be starting at 1d6 at first level. Joter (talk) 05:56, 14 October 2019 (GMT)

gollark: Some definitions/definition-chains recurse.
gollark: But, see, you can't just substitute in long definitions for words whenever they come up, even ignoring issues like grammar.
gollark: It reads a line of input, then prints `[that input] world` and `[that input] void`.
gollark: Natural languages and humans in general... are not really "referentially transparent".
gollark: If we substitute `cactus` for `input()` it'll read in input twice, and be wrong.
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