XaiJu
sterlingvermin
sterlingvermin

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Patreon Backer Exclusive: the Knights Stygian v0.2

Hi backers!

I have updated the Knights Stygian preview with a new 14th level feature. It is quite potent but also, possibly, balanced by the fact that on a miss it does nothing. I feel like it could provide some really awesome moments in game but check it out for yourself and let me know what you think!

Thanks for your support,
Benjamin

Patreon Backer Exclusive: the Knights Stygian v0.2 Patreon Backer Exclusive: the Knights Stygian v0.2

Comments

Okay, I have some questions about Vampyric Resurgence. Is there a limited range to the melee weapon attack you make as part of the reaction? Many similar effects in the PHB include the wording "within range" or "within 5 feet" to prevent abuse cases (because every DM has had THAT player). Does the attack only deal the necrotic damage, or does it deal that necrotic damage in addition to the weapon's normal damage? Whichever it is, I feel that it needs to be specified in some way. I also feel as though immediately healing back to half hit points AND dealing that same amount of damage (though actually hitting with the attack is required) is a little too powerful; I think that dealing a quarter of maximum hit points damage and healing that much would be a bit more balanced (especially since this is as a reaction to receiving lethal damage, which means preventing going down as well). With all of that said, I find the flavor of Necromantic Surge to be better for the option. I understand that the only theme you've presented is that of a necromantic Magus, and that's a relatively vague base concept that can be pivoted to any specific necromantic direction. I feel, however, that pivoting this far toward vampirism undersells the idea in the lore you wrote of "wielding necromantic magic that simultaneously terrifies their living foes and turns their defeated foes into foot soldiers in the magi’s service." Necromantic Surge, I feel, better communicates this fantasy, especially since the only reason Animate Dead is an annoying spell is that it must be recast every single day (so having a free use of it each day is really convenient). I feel like the bonuses to created undead that Necromantic Surge grants could be a bit different from the Necromancy Wizard to best benefit a half-caster, but the idea of the feature I think best serves the fantasy of the Knight Stygian as written. If you want to go for something entirely different for this 14th-level feature, though, another idea I had would be to separate oneself into a shade and a necromantically animated body, fighting in two places at once. Perhaps this benefit could also include not aging, and/or not needing to eat, sleep, or breathe. These aspects would make the character feel almost like a living undead, or like a playable lich. It definitely sells the "necromancy Magus" concept, it hasn't been done before in this form (though the Ghostslayer Blood Hunter does something similar), and it allows the idea of the most powerful Knights Stygian being around to enforce their justice forever, which is something I feel the order would want to accomplish. Just food for thought. On another note, I really like the new Investigation caveat you added to Corpse Mask. It definitely brings the feature into line with Disguise Self, and makes it feel more like a 1st-level spell.


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