The Spirit Master 2.0 - Unlike any Class you've played before!
reddit.com/gallery/w4hremPosted Jul 21, 2022, 2:14 PM UTC
Posted Jul 21, 2022, 2:14 PM UTC
It's time for a wholly new Adventure!
Faster, Better, Stronger!
Based on the amazing feedback to the initial release, these key changes have been made to make the Spirit Master even smoother to play:
The pictures at the top of this post are only a preview
>> Click here for the full PDF! <<
You'll also find a custom and fully form-fillable character sheet supplement there - lovingly crafted by yours truly. : )
I'm eager for your feedback and greatly appreciate your engagement!!
I took a look at the full PDF - it looks dope! This class seems to be (with a somewhat cursory glance) to be flavorful, balanced, and exploring a space that isn't currently populated in the standard ruleset. My only note, really, is that I am somewhat surprised that you've elected to not have an Undead spirit. It just seems like that would be one of the first ones I'd cook up, since, you know - spirits. Something to think about.
Your point is very well taken.
If there is demand for it, I'd be happy to add an undead spirit option. However, I'm very cautious not to add too many spirit types, perks and custom spells. The sheer number of options could become overwhelming and reading an even longer document may become daunting for most players. Likewise, DMs would have to read (and process the ramifications of) even more pages before allowing this class at their table. I've seen other projects end in feature-bloat that only gets worse with each new version - something I really want to avoid.
I see the time and engagement of the reader as a heavily limited resource. As a result, I want to make sure that every bit of text is as concise as possible and scrap everything that's not adequately unique and evocative. An undead spirit may have too much overlap in theme, mechanics and spell selection with the fiendish spirit, so the "costs" mentioned above may outweigh the gains.
Similarly, I had a pretty neat spell planned to emulate fey bargains. It was quite unique and cool, but I had to scrap it in the end because it took up half a page.
If you want to add more options but you don't want to overload the reader, consider doing what u/LaserLlama did with their alternate classes and split things into two documents; a main document with the core class and subclasses, and an "Expanded" document that includes additional options.
I never considered that at all - thanks for the input!
It would have its own drawbacks for sure - just imagine the hassle leveling up and then checking multiple documents for perks and spells. On the other hand, there are quite a few upsides too. I'll definitely keep your suggestion in mind!
This looks really good! I just wish that I could get the PDF to work!
Do you have any trouble downloading the pdf from Google drive?
If you have any issues opening the pdf with Acrobat Reader then you can simply right-click the file and open it with your browser as well.
I kept the file size low to make sure the reading experience is good.
Interesting class. Thanks for sharing!
While in general I like this class, I have a rather large problem with one of your spells: mute. I will allow you the benefit of the doubt and assume that you're unaware that there are only nine spells in the entire PHB that do not have a verbal component. Therefore, what this spell does is effectively create a 1st-level, targeted antimagic field. I see many people come up with ideas like this not realizing just how ridiculous it works out to be in practice. For reference, dispel magic is not one of the spells that lacks a verbal component.
You can keep it as-is if you want, but I would never allow it at my table and I assume that most people would see it work in practice once and realize what a mistake it was to allow it. My recommendation would be to change it to forcing a spellcasting ability check to cast spells with verbal components (DC 5 + twice the spell's level).
This is super-interesting feedback!
I'm absolutely ready to make changes as needed. If mute is too good, I'd rather take your suggestion to heart and fix it.
Allow me to make a case for it though:
So you've picked this spell that is useless in most situations, and carry it into every encounter hoping the stars will align - and when they do, 1 out of 3 times, you'll still waste your action and a big spell slot for nothing - and you get no second try. Onca a SM spell is cast, that spell can't be cast again until you long rest.
There's more though:
I can see how one might worry that mute would severely limit an epic BBEG caster the DM created, but other spells like polymorph would be even more fight-ending and costs the same resources. Basically, that BBEG may have to burn a legendary resistance against mute - just like they would against polymorph.
Considering your suggestion, I feel like it would be too harsh a measure. Going back to the ideal target - an oni (who both doesn't have a great save, rather low spellcasting ability and tries to cast an exceptionally strong spell - cone of cold). It would have 50% chance of successfuly casting despite being muted. That means the SM needs both the oni's save and the ability check to fail - or nothing happens. Taking both chances into account - even in this rare, ideal scenario - mute would only have a chance of 32,5% to have any effect at all - and even if it does, it only limits the targets options where other spells incapacitate completely.
I agree that mute might be too difficult to shake after you fail your save, but I feel like the SM player should be rewarded with at least 1 turn of impaired casting on an enemy if they are lucky enought that mute gets through.
How does this compare to other caster classes or those with summon x spirit spells?
This seems really cool on a first read, but has quite a few built in restrictions that you don't need to worry about with say a wizard or druid, such as the distance between the master and spirit, line of sight, the AC demerit etc. I'm assuming that's a necessary balance thing you've had to do, just a little worried it would feel more constrained than the other party member just using summon spells.
Overall though I love the idea behind the class, always a fan of people trying full pet classes since all we have from wotc are subclasses
Only other small thing would be the 15th level 11 day restriction for fey spirits. 11 days for a character isn't too bad, but for the player it could be months of game time without that ability depending on their game
How does this compare to other caster classes or those with summon x spirit spells?
In terms of damage output, the melee damage of a manifestation (that's built for it) is similar to that of a pact of the blade warlock. The numbers work out beautifully to where the DPR of your spirit will be relevant from level 1 to 20, but actual martial characters will clearly be more effective.
In terms of casting, the Spirit Master is more limited in spell selection and flexibility - having to switch spirits mid-combat and pick spells carefully to get the most out of them. A wizard, sorcerer or warlock will have access to more reliably useful spells in all situations, but the Spirit Master also has powerful limited features to accentuate their kit.
I wouldn't compare them directly against a caster that uses a summoning spell. A caster's concentration is the most valuable thing they have, so giving that up (alongside a high-level spell slot) would not compare fairly to a Spirit Master who expended neither.
This seems really cool on a first read, but has quite a few built in restrictions that you don't need to worry about with say a wizard or druid, such as the distance between the master and spirit, line of sight, the AC demerit etc. I'm assuming that's a necessary balance thing you've had to do, just a little worried it would feel more constrained than the other party member just using summon spells.
I think you'll find the restrictions needed and reasonable once you play a SM for yourself. Requiring vision and being within 30 feet means that the SM will never be in a completely save spot (which would remove a lot of crucial decision making).
I hope these examples illustrate that some simple restrictions can be very helpful in curbing the need for weird gameplay decisions. In actual play, the SM feels very flexible. For example, you can move in two different directions at once, then switch places (via the Shifter perk) - only an echo knight has that level of freedom.
Only other small thing would be the 15th level 11 day restriction for fey spirits. 11 days for a character isn't too bad, but for the player it could be months of game time without that ability depending on their game
If you want to benefit from the ways of the fey, then you have to do as they do as well. : )
Not breaking a promise or bargain and not lying (directly) shouldn't be too much to ask, so I'm not really worried about this feature causing problems. It's a unique drawback and frankly, lacking another +2 WIS for a while is not the end of the world. Seeing a player scramble to remain technically truthful while withholding crucial information from a NPC should make for a fun scene at the table though. ;)
11 days is already generous, as that's basically over after one downtime between adventures. "A year and a day" would be far crueler...
If the spirit leash didn't exist or didn't require sight, you could summon a spirit and run away and hide behind a corner or in another room while your relatively robust manifestation does all the fighting.
If I understand right, wouldn't any damage taken by the spirit still reflect onto the player's hit points? wouldn't it end up playing like a regular martial character vs an enemy if the summoner was hiding in the corner and not helping? A summoner focused caster could just part with as low as a 2nd or 3rd level spell slot for a summon x spirit without risking their health at all. (I know you don't feel they are comparable it's just me trying to understand)
I get what you mean about preventing shenanigans by introducing the spirit leash and sight restriction, but 30 feet seems very minimal imho. If the summoner and spirit walked just 3 spaces in opposite directions they've already reached the max tether point.
If you could stop concentrating on a manifestation at any time (as you would for a spell), you could manifest a spirit, have it take an action and then dismiss it again, circumventing the AC penalty and intended Guardian Spirit mechanic. Likewise, you could stop concentrating the moment the manifestation would be targeted by a devastating spell to avoid it.
I understand the need for this kind of balance decision, it just feels like there could be an alternative as they are restrictions to balance the mechanics you yourself are making if that makes sense? For example, why make the spirit use concentration or act like a spell to begin with? Of course, if it's there as an intended part of the fantasy of your class then that's understandable and this can just be ignored probably.
If it's purely for balance reasons, if it required the master and spirit to be touching or within 5ft + an action to be released so that distance became a double edged sword, you'd circumvent being able to just drop it for free like a concentration spell.
If the summon got in a bad situation and the player was too far away, they'd be in for a stressful situation as they can't just drop concentration anymore, but you'd be able to send it away to do errands or chase someone trying to get away that the summoner or party couldn't follow for whatever reason. Or maybe like the find familiar spell's 100ft restrictions, you could introduce something like that as an alternative to the tether, where maybe you are then unable to drop concentration at all and then whatever happens to the summon has to happen. Edit or maybe that it could no longer cast spells when out of the master's sight or that kind of thing so that it's closer to what you've got while also allowing more flexibility for using the spirit
You're right though, I haven't actually played this class so my concerns could absolutely be unneeded, it's the first time I've come across this class and it does seem pretty fun, it's just from what I've read it feels a bit like some of the restrictions you're using to keep the class balanced are also stopping it from breathing in other places that from my perspective could really let it shine.
One other small thing that isn't really a bad thing due to it being homebrew and needing dm approval, but is this class intended to multiclass? You'd get quite a lot of features for a one level dip on this class due to the nature of the spirit's stats it seems
Hoping I haven't come across badly as I do really love how different this class is to the other pet based homebrew classes I've seen here
On limitations:
I'll certainly consider your points though. It's possible that my own personal bias is preventing the class from being more fun, so I'll have to ponder this some more.
On multiclassing:
Multiclassing is decidedly sub-optimal for a SM. You can't manifest spirits when wearing medium armor, heavy armor or a shield. Your manifestation's stats will be rather weak if you only get just one level of SM and whenever it is out, your AC will be lower than that of any other class.
Making the SM basically suck for multiclassing is really great in my eyes, because it lets me focus on balancing the class very well without having to worry about multi-class exploits and optimization.
Okay dokes, totally understand those reasons for the restrictions as it is your own class, thanks for taking the time to answer my questions :)
I really do love what you've got going for this class so I wish you good luck on your future homebrew ideas
If I get any players looking to play a character focused on pets instead of the subclasses we've currently got, I'll defo let them know about this one!
Ok, so please correct me if I am wrong because I would like to me wrong… but these guys are basically normal people without their manifestation, as well as having a limited number of uses before level 20 (even if it is a fair number), as well as their manifestation isn’t even able to tank because they take all damage and effect their manifestation would take and anything that is sentient will target them instead of the manifestation… they have no spellcasting without their manifestation and they have no martial ability without it, each of their spirit manifestations must be upgraded separately, and you can’t rely on one entirely because you are forced to upgrade the other at least once… you have to be able to see the manifestations, they must be close to you… you go blind if you look at spirits (an ability others can have something similar to without going blind)…. AND they have not one ability that has any use outside of combat.
So please tell me I am understanding this wrong, I am begging, because I think otherwise this is one of the coolest classes I’ve ever seen. Flavor wise, it is the coolest summoner/Stand user/Pokémon trainer out there, it is the most mechanically interesting idea out there of having your summons have subclasses rather than yourself, and it is one of the most unique soellcasters with your summons having their own spellslots and spells.
So I have to say this one last time. Please tell me I am misunderstanding this class, because right now, they are nearly useless in my eyes. They can’t spellsling, they can’t buff or support, they can’t tank or heal, they can’t deal damage, they can’t party face or socialize. It needs work, it’s a very good idea, it has very bad mechanics right now. There is a long way to go.
EDIT: I forgot to mention concentration.. what the Hell? Why take away all capacity to concentrate on a spell just to use your main feature? Or if you’re saying your manifestations concentrate, well you have to concentrate on them, or you lose all spellcasting abilities and become useless all over again
There's a lot to tackle here - and I'm happy to do so! : )
these guys are basically normal people without their manifestation, ... you have to be able to see the manifestations, they must be close to you… you go blind if you look at spirits ... AND they have not one ability that has any use outside of combat.
..They can’t spellsling, they can’t buff or support, they can’t tank or heal, they can’t deal damage, they can’t party face or socialize.
Your summary really cracked me up - and you described the mechanics correctly for the most part. Looking only at their limitations might give you the feeling that the Spirit Master's are really unimpressive...
... so let me advertise their strengths a bit to compensate:
I sincerely hope these point have raised your appetite to play a SM! :)
Regarding concentration:
You can concentrate on a manifestation and don't have to make CON saves to maintain it unless you are hit directly. If your manifestation then casts a concentration spell, you get to also concentrate on that. Hitting the manifestation will not end the spell - and attacking you directly is more difficult than it is with other casters - due to Guardian Spirit, Mystic Protector, Redirect Hatred, Dependable, Guardian Angel, etc..
Still, picking up feats like Lucky, Resilient CON or Warcaster would all be good choices on a SM.
You make a lot of good points that do help balance this out somewhat, and I have to apologize for not going into the subclasses (I was a tad worn out after the main class..).
I was going for humor, I never actually wanna push anyone down, especially as this idea is wildly good for a lot of different things. Seeing the points you’ve brought in and the situations you’ve made have made me think more on it, but there are a few weaknesses that make it really hard to justify, specifically in small parties where having the extra hands helps the most. The fact that anything sentient will automatically see you as the big threat, and that you take damage even if your manifestation is hit, both make this hard to wanna try out. If feels like the boss monster is staring at the barbarian, hits the guy, and somehow hurts the wizard, before running up and hitting the wizard too.
Maybe if you only took half damage from any attacks that hit your manifestation, that would make me feel a bit better, or if you worked with a d12 instead of a d8, I’d actually say this would make a better tank than a paladin or barbarian in that case. I had actually talked to a few of my players about this class because it did interest me, and that was the big conclusion we come up with, that the hit dice are too low for something that gets hit so often. And an argument could be made that they have spellcasting that is relatively powerful, and you have reintroduced getting a manifestation back at the start of combat, which does make it better, but maybe having an extra boost like +1 HP on level up like the draconic sorcerer does would help lessen that worry, it is hard to say.
But to finalize, I can say that I was misunderstanding, and I think I am getting more of what these guys are. They are not spellslingers, martials, utilities, or supports. They are the dudes that manipulate the weirder parts of the fight, they have ability that let them dip their toes into every aspect of the game, and in ways that those dedicated to that aspect usually do not touch upon. It is… weird, to try and not think of them as being a specific role like traditional classes are, but I am starting to see where these things shine. I may even try it out myself, but I don’t know that it’ll work for me, if only because I play with a small group. But with a larger group, maybe five or six players… this may be one of the weirdest and most useful little pompadour children out there… and yes, that was a Jojo reference.
they have ability that let them dip their toes into every aspect of the game, and in ways that those dedicated to that aspect usually do not touch upon.
I'm glad you gave the Spirit Master the time it needs to "click"! : )
Manifestations taking half damage damage was a consideration at an earlier stage - and it's not a bad idea at all, as it drives home very clearly that using manifestations to protect yourself is crucial to this class. Unfortunately, it's very difficult to justify why rogues, monks and pact of the blade warlocks have to manage with a d8 hit die in melee while the SM has so many things going for them and only takes half damage most of the time. In the stage where manifestations reduced all damage by half, the SM's hit die was a d6, but even then, they were unreasonably tanky. In terms of ability scores, a SM really only needs WIS and CON to function and they have no immediate need for feats either. With custom lineage, you could theoretically start out with a 16 CON and the tough feat. With HP like that, halving damage would make the SM more durable than most PCs - which they simply shouldn't be.
The "solution" I went with is making the manifestation's AC good at all levels, which hopefully conveys the manifestation's intended role adequately.
Sounds fun to play, but about the class description, but I just can't imagine in any d&d setting a person that talks to and manifests spirits being persecuted when the rest of "normal" magic is so common and, well, normalized.
Absolutely lovely feedback!
In my mind the themes of a class are just as important as its mechanics, so it's really refreshing to get constructive feedback on that aspect. : )
The flavor text around this is meant to be a mere suggestion (see hihlights). It states:
"While some groups have aknowledged the existance of spirits and encourage young adults to become spirit masters, most people view them with fear and suspicion."
The text was actually more concrete before and I've identified exactly the issue you mentioned, which is why I've dialed it back considerably. I tried to give some inspiration to the reader while also not limiting how Spirit Masters could fit into their setting. It's very possible that my attempts to help DMs fit this class into their worlds still ends up feeling overbearing though.
Is there anything specific in the flavor text that you'd like to see changed?
It's very possible that my bias towards low-magic worlds shines through here, but I think that Spirit Masters being potentially more unsettling than wizards to commoners makes sense. A wizard studies for years in an academy. They can often be discerned as wizards from the way the dress and speak and the way the carry spell books, staves and component pouches on their person. A farmhand or city guard would be somewhat aware that a wizard might cast a spell. With the Spirit Master, it's quite different. Imagine someone you know suddenly changing. The way they act and talk - the way they view the world. Something may suddenly be off about their shadow or cats may hiss at them when they get close. When that person then summons a decidedly otherworldly creature that moves in parallel with them, it would be well within your rights to be freaked out by it.
Warlocks are quite similar in this regard and WotC makes no attempt at highlighting how unsettling they must seem to common folk - instead the Warlock text dictates that warlocks lust for power and knowledge - which may be a much more egregious overreach than what i did. In the end, I think WotC and myself are trying to do the same thing - convey cool ideas to spark the imagination. if there is any way I can do that without appearing as restrictive, I'd love to explore that.
Wow. This is very impressive. This is indeed incredibly unique, both within 5e, and really even within homebrew. I think I might say that I've never seen a homebrew that is a major departure from the standard formula that was this high quality.
In terms of my take, I think my prevailing thought after reading this is that it is fairly intensely out of place in 5e in both its depth and its complexity.
If you follow the adage that "complexity is the currency with which we purchase depth" in game design, I'd say this class is both more expensive, and has better value than any existing 5e class, and by a healthy margin. I'd personally prefer this depth level, even at the cost of this much complexity and up to me, I'd hand you the reigns to 5.5 in an instant.
Side note: I've never seen Jojo and my only association with it is the apparent rabid animals that are its fanbase showing up on homebrew/worldbuilding subreddits and erroneously pointing to it as the inspiration for absolutely fucking everything. I have no way of knowing how much Jojo actually influenced you, but I really feel for you reading these comments. To me this looks like fabulously creative work that is being backhandedly belittled by the only fanbase more insufferable than Rick and Morty's.
I'm flattered!
In revising this class to 2.0, I've made great strides in service of making it less expensive than it was before. While my main goal is to present players with interesting choices, I also try hard to keep things as quick and fluid as possible - especially in combat. Once a player has wrapped their head around this class, they should (hopefully) be able to make decisions quickly - keeping turns short and snappy.
But you are right - the Spirit Master is probably best suited for players who are already very speedy turn-takers... : )
I’ve been searching for something like this! It looks amazing! Really well done
Thank you so much! :)
If you get a chance to play it, please make sure to let me know how if goes!
So far, I've heard that people playing the Spirit Master find the 2.0 version of the class far simpler to play and more fun.
I'm also curious to learn which perks people find most attractive - and if there are any that they wouldn't consider viable at all - so that I can make further tweaks.
Of course! Im playing a one shot this weekend, I’ll make sure to update you on how it goes
That's awesome!! :D
This has some elements of the warlock class, and that’s awesome! The elements I’m talking about are the amount of choices that can be made, which can make 1 character of the class completely different from another.
Absolutely!!
Two Spirit Masters will not only differ quite a bit in terms of mechanics and what they can do, but crucially, they will 100% be wildly different in terms of character concept and flavor as well.
Yeah! There could be this one guy who commands shadows, and another guy who is being protected by a guardian angel! And thanks for the award!
It's kinda like the spirit master 1.0
The changes were quite drastic actually. I'll add a link to a full changelog to my first post soon!
Yeah, but the number is a 2 now though.
You're ruining my dumb comment :( Good job btw 👍
Fixed it! :P
Lol, cheers dude 🥂
Is there a changelog from the last version you posted?
I've mentioned the most major changes in the post above. I'd be happy to provide a full change log for those who are interested - just didn't want to bore anyone completely new to the brew with dozens of lines of minute changes. ; )
I'll do a write-up and add a link to it to my initial post!
Thanks! I read through the whole thing last version, hence my asking. Still rumminating on it overall, its very unique so I dont wanna speak out of turn.
I am curious, regarding the slightly controversial feature that makes you choose a perk for you spirit with the least perks, why not state something like 'Each spirit can have no more than 1 perk more than the other spirit', so that you have to distribute perks evenly?
why not state something like 'Each spirit can have no more than 1 perk more than the other spirit', so that you have to distribute perks evenly?
That was the initial design, but it lead to some odd/undesireable situations in actual play.
Picture the following: You reach 5th level. This is huge, as new, powerful perks become available for both of your spirits! Will you go for Ferocity for your fey spirit or Fiery Aura / Elemental Rush on your fire spirit? If you were only allowed to give the perk to the spirit with less perks at thsi point, then your choice would be a lot less thrilling.
I see what you mean. In that case, have you considered just delaying perk gains to specific levels and increasing the amount by 2 each time, specifying that each spirit must recieve a perk? so like, 4 perks at level 3 to make it even, then 6 at 5th, and so on. You can only have one summoned at a time so the impact on the battlefield of having the spirits have the same amount of perks shouldnt be any different than just having your primary spirit out in the first place.
Jujustus and Kaisens
I haven't even seen that show yet.. but now I want to check it out! ;)
No cantrips?
Yes!
Spirit Masters rely on the melee attacks of their manifestations for round-to-round damage dealing. This is both a limitation that underlines their mechanical character and also presents a nice counterpart to the warlock who is particularly effective at range via eldritch blast. Much like figthers and barbarians being two sides of the same coin (one disciplined and well-trained, the other relying on near-feral brutality), the Spirit Master and warlock are opposites as well. One serves as apprentice to a mighty being while the other is themselves a master of a being too faint to even take shape on its own.
Mechanically speaking, a Spirit Master needs to get somewhat up-close and personal with their foes, meaning that the player will always have to make meaningful decisions around their positioning. They want to be close enough to let their manifestation reach into melee - or stand next to it to guard them from attacks - all while staying away from enemy groups, as being targeted by too many attacks in the same round is one of the Spirit Master's defining weaknesses.
Hmm I suppose doing that if you were reckless you could use it impose advantage on your attacks by flanking with your summon, a bit like echo knight fighters?
That's a really cool idea, but I'm afraid it would be terrible advice to actually do so... xD
If you are flanking with your manifestation, then you are:
A) within melee range of one or many enemies
B) not within 5 feet of your manifestation
For a Spirit Master, having these two conditions apply at the same time means you are in big trouble. ; )
In most situations, you want to be either 30 feet away (so enemies would need to take opportunity attacks to get to you) or you want to be next to your manifestation (so it can protect you with Guardian Spirit). Flanking is awesome, but it may be prudent to use other PCs as flanking partners instead.
Still, while it may not be a "smart" move, the more I think about it, the more I want to try it... :D
Sick
Thank you!! :)
I absolutely love this. I'm envisioning a scenario where the spirit master is facing down someone who thinks they're all that. The Spirit Master calmly throws a small stone at his feet. The thug's face slowly changes from arrogance, to confusion, to sudden horror as a terror of shadow and flame emerges from the stone, and proceeds to obliterate the haughty bandit, then returns to the stone as the Spirit Master picks it up.
Epic story moments aside, this class has the one thing that makes Warlocks so appealing to me: options. There is so much potential here for just about any conceivable play style, and you can even bounce between niches as needed by switching out your Spirits. The spellcasting is very unique. Honestly, I was expecting it to look like Pact Casting, just looking at the class table at the start. I was pleasantly surprised with what it actually entails. The idea of getting 2 subclasses in one character is a plus for me, I just think that part is cool. This is one of those concepts that gets me started adding characters to my concept list.
I can't really comment on balance, but Energy Infusion is the spell that stuck out to me, particularly because of the recharge - it's a sort of Pseudo-Cantrip. Assuming that most combats are over within 10 rounds, that means you'll only ever really use it once per fight, but you're also giving an ally a (somewhat limited) bonus turn. That can make or break a fight. One extra Eldritch Blast from the party Warlock, for instance, translates to quite a chunk of damage. Not saying that's a good or bad thing, per se, just something I noticed.
Absolutely love your enthusiasm! :D
You can trust that I've spent considerable time crunching numbers and interviewing play-testers to make sure any DM can allow this class at their table without worry. If you end up playing a Spirit Master later down the line - please let me know about it!
Energy infusion is a great way of getting a rogue to sneak attack out of turn and reposition - or to allow your sorcerer to "dual cast" empowered fireballs when the situation is just right!
Basically, you'll be in charge of handing out extra spotlight-time to your friends! : )
Oh I'll for sure let you know if I ever get a chance to play this, though it might be a long time before that happens the way my table plays. And the more I think about Energy Infusion, the more I like the idea. When you've got the right opportunity, you can let them unleash their powerful abilities and not give the enemy a chance to avoid it. Spreading it around throughout the party over several combats can help give everyone a turn to shine.
Also, thx for the awards, didn't expect that!
AN ENEMY STAND USER
I suppose a Spirit Master can be quite menacing... ; )
This seems great just noticed thag the part about perception of the spirit seems weird. If it shares your mental skills and abilities then it would always use your perception anyway right? Couldn’t it just say “you perceive through your manifestations senses at all times as well as your own” or something similar?
Hmmm... You may be right.
I wanted to make it clear that the Spirit Master under no circumstances gets to make 2 perception checks to notice something, but might have ended up with a needlessly complicated wording. It feels like a bit of a balancing act between keeping the text short and easy to read vs. presenting it in a lengthier manner that prevents any chance of misunderstanding...
If it helps, the text on the arcane eye spell reads
“You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.”
Also quick question about me just being an idiot and not being able to read:
When you gain perks do they apply to both spirits or just one of them and how do you know which gets which perks.
If a player has a damage resistance and the manifestation doesn’t and the manifestation takes the damage does it get halved
I'm pondering if "You mentally receive audio-vidual information from your manifestation" is even more complicated than my current wording. Thanks for bringing this to my attention anyways!
"When you reach certain Spirit Master levels, you gain additional perks of your choice as shown in the Perks column of the Spirit Master Table. When you do, choose one of your spririts to receive the perk."
So each time you get a new perk, it means you get to choose one of your spirits to receive it - and then you choose a perk that your spirit qualifies for.
E.g. a level 5 fey spirit can select any perk that doesn't require a different spirit type or a higher level.
On resistance:
As a general rule of thumb, multiple sources of resistance don't stack. If both you and your manifestation enjoy fire resistance for example, it still only gets reduced once if your manifestation is hit with fire damage.
Let's say your manifestation takes 10 necrotic damage. It has no resistance, so 10 necrotic damage is transfered to you. if you do have resistance against that damage, it is halved. I'd rather not spell this out in detail in the document, as it's an extremely rare occurance that should be easy to adjudicate on the fly.
This looks great!
This is a super cool idea, really love it, but I have two questions, first, why did you decide to make it so that a manifestation could only cast a specific spell once per day? Second, why did you make it a feature that you gain a second, different spirit? This seems like it would really clash with a lot of role play potential
The second spirit is there to provide tactical depth and diversity to the class. It really opens up a tremendous amount of customizability and unique decision making, so I'm quite happy with it.
In terms of roleplaying, it's up to the player how much they want to lean into either spirit. If you find the relationship to a fiendish spirit especially interesting for example, you can downplay the influence of your celestial one - or you can make the diminishing influence of your celestial spirit an integral part of your thematic character progression! : )
That's fair enough, and again super cool
I'm loving your class and I think I'll use it for an NPC for a one shot I'm preparing. I have a few question to ask you:
Btw I think this is a super cool concept and with the tests I've done about DPR it feels very balanced. Keep it up!
Damage reduction is always applied before resistance. The Heavy Armor Master feat has the same mechanic, so that particular question has been clarified many, many times by now. : )
Adding new perks, manifestations and such is very tempting, but I try my best to prevent feature-bloat. This is important to keep things simple, keep the required reading to a minimum and lower the workload of any DM who scans each page for balance before they allow the class at their table.
Someone suggested producing a supplement with additional options seperately. That way, those who are already familiar with the SM and want more get exactly that, while those who are completely new to the class don't have to worry about even more stuff. I'd still only go for this though, if I feel like I can add new ideas and themes that are meaningfully different and worthwhile.
Edit: Spirit Masters make excellent NPCs and foes in combat! However, make sure that your players understand how Guardian Spirit works. If they live in a world with Spirit Masters, then it should be common knowledge to the PCs that manifestations can easily be overwhelmed by multiple attackers going for their master.
If your players are not aware of this mechanic, they may find fighting a SM confusing or frustrating. On the other hand, if they do know how it works, focusing down Spirit Masters and watching their manifestations fizzle and fail can be really fun and rewarding. ; )
Thank you very much for the advices!
I’m getting a lot of JoJo Stand influences here especially with the manifestation’s shared health
Jojo's was definitely one source of inspiration! :)
Depending on what flavor you go for, a Spirit Master could also work a lot like a Pokémon trainer or a mage from the Fate series.
I made it a priority to make the class fit into standard medieval D&D settings first and foremost though. Themes of possession, communing with spirits and elemental summoning fit into them very naturally.
If you're interested in playing a stand-user though, you'd be hard pressed to find a more perfect class for it than this one! ;)
Another flavor idea could be a witch/warlock that forces souls to do their bidding, or control shadows, or something else edgy.
It's a bit of a departure from the lore in the class description, but I love your idea!!
When I'd reach level 3, I'd totally turn the last big monster I killed into my second spirit! :D
Oh i get ya! I really enjoy it