The last revamp I planned which was for Aetheric Strider is released with 7.5.0. Details below:
Recreated all Bow spell VFX from Mind Weaver and Arcane Archer without the animations. The Bow Cast, Prepare and Impact VFX turned out amazing
Changed all Bow Spell and Cantrip Icons to reflect the same theme
Added Necroveil Arrow Spells and Cantrips
Necroveil Arrow: Wither - Fire a necrotic arrow that deals Necrotic damage and inflicts Weak Grip. For the next 3 turns, the target's body will wither every turn, taking Psychic damage unless they pass a Constitution saving throw.
Necroveil Arrow: Spellseal - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target attempts to cast a spell, you may React and fire a bow attack against them. On hit, the spell is Blocked.
Necroveil Arrow: Sunder - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target makes a weapon attack, you may React, forcing them to miss and fire a bow attack against them. On hit, they are Disarmed.
Necroveil Arrow: Veilbind - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target moves, you may React and fire a bow attack against them. On hit, the target becomes Restrained until they succeed a Strength Saving Throw.
Necroveil Arrow: Repulse - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target deals weapon damage to an ally, you may React and fire a bow attack against them. On hit, the target is pushed back 5 meters and knocked Prone.
Necroveil Arrow: Chainshot - Loose a potent arrow charged with Necroveil energy, striking an enemy target and rebounding within a distance of 10m to up to 4 nearby foes with alternating damage of Necrotic damage or Psychic damage plus your Spellcasting Ability Modifier. Each impact resonates with Necroveil force, leaving enemies reeling from the chain of assaults.
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
You can either start with DEX or STR but absolutely need INT. I would start 16 INT + either DEX or STR at 15/16 depending on what weapons you plan on using
Every weapon proficiency is available and the subclass supports Single or Dual Wield with both Ranged and Melee Weapons. You start with a Longsword and can grab a Longbow from tutorial chest
You can play this subclass fully Ranged or Melee, or do both Ranged/Melee at the same time which is what is always preferred.
Always have both bow/melee weapon around as not being able to use Soul Lash and deal damage to generate soul essence hurts.
Soul Lash mechanic is your main spellcasting builder, you want to always use weapon attacks and never miss. Accuracy > damage
You are NOT a martial class and do NOT deal your main damage from weapon attacks. You are a spellcaster that needs to melee in order to cast spells/skills.
You play this class as a controller, you can mind control, inflict curses/statuses, buff allies and yourself, debuff enemies and deal good damage with spells but are not intended to replace sorcerer/wizard levels of damage.
Scion gains nothing new past level 12 as it's hard to balance Soul Essence and it will be added in the future and once more testing is done with level 12
3 more Scion Invocations will be added in a week or 2
Hey Dude, just download new update, but the changes of strider works at half, or idk. Because aether infusion still calls arcane might in my game and not let me choose between might and precision, but give might to melee weap and precision to ranged one. And cantrips don't seems changed from melee\ranged spell to weapon\ranged roll, they have same description about dmg, i expected something like necroveil arrow, with weapon dmg and modifiers for rolls, and then dmg totally converted to necro\psychic. If i change weap, dmg do not change at all. Requiem instead seems work good with dmg scale. Maybe i don't understand the log?
Last thing, i see now an option for necroveil arrow i never seen in game: Chainshot, is it implemented? It unlock only at later level?
EDIT. Nevermind, now all is good with strider, probably something went wrong with order or importing mod. Only thing is Chainshot if u can answer about it :P Sorry for misunderstanding. This class is always the best
Been a user of this mod since the beginning. Cannot stop loving it. I just wanted to ask if you are going to address the problem of unique gear spawning every long rest in their dedicated shops. It really hits the role playing element for me.
Using Astral Seer subclass, I'm having a problem with the spell given in later levels - the only level 5 spell I believe. Glacial Starstrike. When I cast it, the saving throw to not get frozen myself happens before the 2nd strike even casts, so I get frozen the vast majority of the time. It is showing a DC16 save for me and the enemy both, but the problem is, the DC is incredibly high considering it's not taking any saving throw modifiers into account (or any stat in particular). Where my Astral Seer should have a +6 minimum to any one stat, it only counts the roll, so it effectively makes a DC 16 really difficult, as you must roll 16 or up just to not freeze yourself. I've cast both beams twice now, out of dozens of casts. It's utilizing my INT modifier when hitting an enemy, but always DC 16 for myself against the freezing condition.
So basically, I'm wondering if this is intentional behavior and I'm missing something - or if it should be utilizing some sort of modifiers/proficiencies. I basically don't see anything that would imply it's a WIS saving throw. Having TONS of fun with astral seer and a psychic hammer/steeped in bliss Psionic Warden. Oh, that reminds me, Astral Assault has a range of 18m, but it appears to force me to move within about 6m of the enemy before I can cast it. Not sure what that's about. It shows my range at 18m, and everything looks right, until I target an enemy and it shows my character needing to be 6m away before I can activate. Mindwarp Onslaught doesn't suffer from this though, so it kinda threw me for a loop. EDIT: I forgot to mention that while the thing with Astral Seer's Glacial Starstrike happens every time - there's a moment of clarity every now and then where I can cast Astral Assault as it's written (TP'ing up to the full spell range). I've tried it when there are obstacles, when their aren't, and can't seem to find a common denominator for when it does or doesn't work as written.
PS. I don't have many mods, but I spun up a new game, tried it out with subclass and SE to max level my Tav and gear loadout to best mimic the scenario as it is in my run. It behaved the same - but I honestly have no idea if having mods sitting around (even turned off) has an impact on a run that didn't utilize them from the start. I've had that be an issue in other games, so thought it could be in play here maybe.
Hello! I wanted to know if there was something I could do after unpacking the mod to give myself more spell slots per level? having only 2 lvl 4 spell slots at level 12 feels kinda weak, and I was gonna add another mod but playing on multiplayer I don't wanna brick the save and this mod has been working fine so far.
Scion gains nothing new past level 12 as it's hard to balance Soul Essence and it will be added in the future and once more testing is done with level 12
Dimensional Shift sounds great, but every time I see the buff - I see no means of actually shifting places. I check the temporary skills bar, opened all the way to blank spaces, I check the tabs for Mind Surge and all resources associated with the class.. But I'm at a loss. Could you please fill me in on how this ability is supposed to work? Much appreciated!
Oh, and yes I'm meeting the conditions as they appear in the tooltip, I'm not checking for the skill before having cast a spell.
I'm having fun with the Void Reaver. But somehow I'm not triggering the second stage corruptions. I attack with my weapon to get the first stage corruption, and then I use a corresponding cantrip to damage the enemy. Am I doing something wrong?
I started playing the "Scion Scion" class, but I’ve noticed that when I use the spell called "Soul Annihilation (Melee)", there’s no animation at all — the character just freezes for a few seconds and then the damage shows up. I have both the Base MOD and the effects MOD installed. Is this normal?
929 comments
https://homebrewery.naturalcrit.com/share/x8WLix8g7Sth
https://www.reddit.com/r/DnDHomebrew/comments/1kbxwfo/mind_weaver_10_play_a_customizable_psionic/
Soul Scion
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them.
Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and class, Pillars of Eternity, Cipher class. They will not have spell slots but use the Soul Essence resource from damaging enemies which fuels their power for spell casting. Soul scion will deal most damage types including Force, Fire, Lightning, Thunder, Necrotic and Psychic.
Soul Scion quick tips:
Added 3 last spells in 7.1.0 version
Progression so far is here: Soul Scion progression
Last thing, i see now an option for necroveil arrow i never seen in game: Chainshot, is it implemented? It unlock only at later level?
Thanks for all the great work
So basically, I'm wondering if this is intentional behavior and I'm missing something - or if it should be utilizing some sort of modifiers/proficiencies. I basically don't see anything that would imply it's a WIS saving throw. Having TONS of fun with astral seer and a psychic hammer/steeped in bliss Psionic Warden. Oh, that reminds me, Astral Assault has a range of 18m, but it appears to force me to move within about 6m of the enemy before I can cast it. Not sure what that's about. It shows my range at 18m, and everything looks right, until I target an enemy and it shows my character needing to be 6m away before I can activate. Mindwarp Onslaught doesn't suffer from this though, so it kinda threw me for a loop. EDIT: I forgot to mention that while the thing with Astral Seer's Glacial Starstrike happens every time - there's a moment of clarity every now and then where I can cast Astral Assault as it's written (TP'ing up to the full spell range). I've tried it when there are obstacles, when their aren't, and can't seem to find a common denominator for when it does or doesn't work as written.
PS. I don't have many mods, but I spun up a new game, tried it out with subclass and SE to max level my Tav and gear loadout to best mimic the scenario as it is in my run. It behaved the same - but I honestly have no idea if having mods sitting around (even turned off) has an impact on a run that didn't utilize them from the start. I've had that be an issue in other games, so thought it could be in play here maybe.
Oh, and yes I'm meeting the conditions as they appear in the tooltip, I'm not checking for the skill before having cast a spell.
Thanks !