XaiJu
Mage Hand Press
Mage Hand Press

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Martyr Playtest

This one was a bit unexpected. Ever since we worked out a (very) rough draft on Discord, this class has been gnawing at the back of my mind, begging to get finished. Ostensibly, it's an HP caster, but cloaks itself in a divine theme, rather than the cliched blood-caster archetype. I'm extremely happy with the interplay between the theme and the mechanics, but it most certainly needs playtesting. In a perfect world, this class would be balanced, but we have yet to see whether or not it'll feel flimsy in actual play.

Comments

There's a line in the description about how a martyr grows more powerful when closer to death, not less, but none of their mechanics back that up. They're harder to kill with dropping to 1 and 5 death saves, but that doesn't make them more powerful...

Medicshy

Sacrosanct spell has an OR clause in it. if a) the cast time is 1 minute or longer b) the spell's sole effect is healing It doesnt cost hp. I would agree that maybe Respite does allow a rather huge amount of burst healing, but its also likely something that you would do over the course of a day, slowly burning through the hp in the middle of a fight as you use up your resources. Letting a player go into a boss fight with the ability to burn that many hit dice is like letting the wizard go in with most of their spell slots in my opinion. I do think I agree with the other points though. Sainted Reprisal does require you to be hit, so you are losing your spell slots in a way. But I agree maybe there should be just a bit more of a cost.

Pioneer1111

Overall I like this class, like, FAR too much, but here are some concerns I had going over this with a fellow DM: Sacrossanct spell confuses me, mostly because the only healing spell with a cast time of 1 minute isn't on their spell list, so it seems to do nothing at the moment, unless you can elongate cast times. Respite feels like it should have a limit on how many hit dice you can roll each time you do it. Mostly because if you blow your load in 1 fight at later levels, that's, like, 10d12 as an action... That can really break some boss fights. Sainted Reprisal doesn't really need the extra con to damage. It feels like it might push it over the edge, as the class doesn't get much else from reactions except hitting back if they move. if this lost you, like, counterspell or shield options, it'd be a bit more worth the con mod. Undying Conviction feels slightly odd, but it's not bad... It just might step on the toes of an orc or something. Still, I don't hate it.

Medicshy


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