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13 comments

  1. weiss0976
    weiss0976
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    This is hands down the most fun i've had with a class. Just jumping around the battlefield and slicing enemies with blade cantrips is so satisfying. thank you so much for this amazing mod!!
  2. FuriousApple
    FuriousApple
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    How do modded spells work with the melee casting? exactly the same as vanilla ones?
    1. Xhevo
      Xhevo
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      From my experience they should work just fine.
  3. DemonEyesZero
    DemonEyesZero
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    Do this have CF?
  4. JoBotGo
    JoBotGo
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    Thank you for this! I love the idea of a melee pure caster, and this is fun to pair with the mana flare mod too. I’m having an odd bug where after I cast arcane blitz & cast a spell, the button to teleport back vanishes and I’m stuck in melee range. Has anyone else run into this by any chance?
    1. Xhevo
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      That is actually how it's supposed to work, the cancel button is there in case you change your mind. You have Magical Grit to make sure you can take some hits while in melee. 
  5. firesparq
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    Any plans to implement up to level 20?
    1. Xhevo
      Xhevo
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      *Normally Wizard subclasses get a feature at level 14, but I elected to move it to level 12 for those that don't use mods to increase the level cap. 
    2. firesparq
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      Yeah, I get that. Is it possible to have a version of the mod which uses level 14, instead of 12? I could probably make that edit for you if you can't be bothered, but I figured some other players might be interested
    3. Xhevo
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      Yeah I can't really be bothered atm, so you can make the edit if you want. 
  6. awenner96
    awenner96
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    Love the concept behind this. Always enjoy playing gish classes or battlemages that are up in your face. Will definitely be giving this a run on the next playthrough.

    Do have a balance note or two just taking a quick scan at the features/abilities you have listed.
    Teleporting for free is a lot. Keep in mind that misty step is a level 2 spell. So you're permitting this subclass to just get that whenever since there's no action economy associated with activating the Blitz. So I could tele up to an enemy, cast a spell, then tele back out of range and end my turn. Rinse and repeat this process to great effect.

    When activating the Blitz you get some of juicy benefits, maybe too juicy lol. Imposing disadvantage on Dex saves is nice, not every spell benefits from it, but there is definitely some good stuff to work for with this. Getting Advantage on all spell attack rolls is incredibly powerful. If you got this feature as a level 20 Capstone feature at the end of any spell-casting class it would debatably be too much still. I'd need to read through again but I'm not sure any class feature hands this out. Only exception being Paladin: Oath of Vengeance's ability Vow of Emnity. Which is tied to one enemy for 1 minute and costs you your channel divinity. You're permitting us to have this at all times and against everyone.

    Magical Grit. The first part of this is solid event without the flat hp increases you get every level. Every time I Arcane Blitz, I'll refresh a small amount of temp hp. Which even 3 at 16 int at low levels will make a difference. Because again there's no action economy on Arcane Blitz, so you'll do it every turn. The second sentence is hard to gauge without seeing how much HP per level you are granting.

    Relentless Assault is fantastic on its own even if you tied it down to being once for 1 min per short rest. Giving multiattack with either two cantrips or a cantrip and spell on essentially every turn I imagine would trivialize combat. Rock someone with both Green-Flame Blade and Booming Blade? Cast double Firebolt for 6d10? DAMAGE!
    1. Xhevo
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      I made this specifically to not be a gish, I think there are wayyy too many spellblade mods out there already.

      Couple of things:
      - If you try to teleport with Arcane Blitz and do nothing, you will be teleported back to where you used it, so you can't just teleport everywhere for free
      - There has to be SOME sort of incentive to use Arcane Blitz, giving advantage to spells seemed like a pretty straightforward choice, but maybe a +/- bonus would be more appropriate. Then again you can get advantage pretty easily with things like Risky Ring so idk
      - Magical Grit is +1 HP per Wizard level. Wizard is notoriously squishy so this is kind of needed, it essentially makes their hit dice a d8. The temporary hit points may be necessary, I didn't include any AC buffs so you will probably be taking a lot of hits
      - I didn't really think of limiting Relentless Barrage because it is a capstone, but yeah it probably is too strong

      Thanks a lot for the feedback, hope you have as much fun playing it as I did!
  7. jasonnoguchi
    jasonnoguchi
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    VERY interesting new mechanic! Works even better with a bonus action melee / close range attack like a vampire bite, modded dragon breathe, witcher signs etc. Opens up some very interesting character builds! Thank you!