Signature Spell |
I'm working on a revised magic system for use with my Templar class. I want it to be roughly equal in power to the Warlock, but I don't want the schtick of Eldritch Blast being an effective class requirement. In developing my own 'Cantrips', I realised one thing: some of the cantrips are actually really powerful.
I play an Eldritch Knight in my Wednesday night game. While I have a crossbow, I hardly ever use it, because Fire Bolt is 2d10 (my character is 9th level) fire damage over 120 feet and I can use it as an AOO (War Caster), and I can do a bonus weapon attack right after using it as my action, so potentially 4d10 + weapon damage in a single round of combat. Right there and then is my go to ranged weapon.
Fist of the Templar
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
Some of the other features simply come with the note "This feature functions identically to the <name> cantrip." That's easy enough. I know these features come with built in balance.
The only way to know how this will work out in the long term is to monitor. If players testing my Templar class default to these options every time, then perhaps the feature is too powerful. Either that, or I'm not putting together adventures/encounters that provide for use of the other features.
Next time, I'll go into some detail about the magic system. As the characters are at quite low levels, this hasn't been tested robustly yet, so this will be very much a basic introduction.
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