[5e Homebrew] Muscle Wizard - Rune Alchemist
homebrewery.naturalcrit.com/share/b6WEtdEJnPosted Jul 12, 2020, 1:56 PM UTC
Posted Jul 12, 2020, 1:56 PM UTC
Hey there! A friend of mine (DM of an upcoming campaign) made This muscle mage homebrew class for me.
As this is his first homebrew we would like your feedback on the balance.
For a bit of context:
It is roughly based on an existing Muscle Mage homebrew but as he found it lacking he started a bit tinkering with it.
As I told him I was basically intending to play a muscle mage based on Mayor Armstrong from Fullmetal Alchemist, he tried to come as close as possible to the inspiration. Because of this, some of the class abilities are a reference to this character.
Many of the features are tied to not wearing armor or carrying weapons (except gauntlets).
So if any of you have some tipps for balancing this class, we would highly appreciate your help!
I love this idea, and may use it myself for a campaign. My one question/critic is that it mentions choosing an archetype, but there’s only one archetype listed in here. Which is still awesome, but still just straight forward. Is there a plan for another archetype to possibly be added later to this?
Right now it is not planned to add another archetype. My dm only homebrewed this, because he found the other muscle wizard class we found lacking. The issue with choosing your archetype, but there is only one to choose, comes from the fact that there was no need to create additional archetypes, because we both knew how I intend to play the character and what inspiration (Mayor Armstrong from FMA) I had in mind.
But if you or anyone else has any suggestions for other archetypes I can try to get him to add them.
Do you have any feedback on balance? We just started the campaign, so I am basically playtesting right now. But getting feedback from someone else would be really helpful.