Talk:Alchemist (5e Subclass)

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Revision as of 18:35, 16 April 2019 by Rlyehable (talk | contribs) (Ratings)
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Ratings

RatedDislike.png Rlyehable dislikes this article and rated it 1 of 4.
This class as stated seems way too powerful. Same spell slots and more cantrips than wizard. No limitation on spells known, but without risk of loosing spellbook. Super powerful abilities (transmute). Almost all of the transmute abilities need to be simplified, perhaps using current spells and conditions. Interesting idea, but needs to be scaled back significantly.


Thoughts, as requested

Transmuter Notes

Convert energy damage. There is no "immediate action", probably should be a reaction. Unsure about the duration. This is kind of wonky. Seems like it should be either an area effect (i.e. 20 foot radius), or affect 1 target.

Transmute. I would suggest moving this to start at 3rd level. 1st sentence needs to reworded so that players do not think that they can transform a rock into gold; something like "transmute material or energy as described below". Duration -- Duration is not stated. I would suggest 1 round or at most concentration up to 1 minute. Uses -- Number of times would be easier to say "number of times equal to your proficiency bonus, but not more than your transmuter level". Considering the power of the ability, I would suggest removing the restoration of uses at a short rest. Area -- Is cube centered on caster? If not what is the range? Area seems to grow at an enormous rate. 1000 cu feet at 2nd level, 3,375 cu. feet at 3rd., 8000 cu. ft. at 6th ... 64,000 cu. feet at 18th. Maybe 10 foot cube at 3rd, 20 foot cube at 12th, 30 foot cube at 18th or 20th. Earth -- Permenant is super powerful for 2nd level ability. Suggest 1 minute per caster level, slowly returning to normal state.

Harden Ground -- I don't understand the reason for the damage; being restrained I could understand, but damage? Also, saves are normally ability based (Str, Dex, et.) not skill-based. 
Soften Ground -- Permancy (see above). Penalties to speed, attack rolls and AC is a bit much. Again, I would suggest  restrained for those falling in. Survival check (see above). 

Water. Again range needs to be stated.

Boil -- Suggest changing name to Mist or Evaporate to avoid the impression of fire (heat) damage.
Freeze -- Maybe change the wording to something like "Creatures in the water affected by this feature must succeed on a DC 10 Athletics check to avoid being caught under the ice. Those under the ice must swim around the ice if possible, if not possible see Holding Breath.

Gravity. Duration not stated, 1 round? Perhaps a Wisdom save to negate the effects to attack rolls an ability checks? I would consider making this affect only the target creature(s). Otherwise it is much too powerful (think of the effect on buildings).

Heavy Gravity -- Maybe simplify by having it inflict the Heavily Encumbered state (see. SRD5:Encumbrance)
Light Gravity -- penalty to attack rolls should only apply to ranged weapon attacks.
Object Directional Gravity -- should also affect ranged weapon attacks.

Magnetics. In general in 5th edition, objects that are worn or carried are immune to targeting.

Magnet Dancing Object -- 

Magic. I assume this applies only to creatures in the area of effect.

Spell Dampening -- too complicated. Suggest giving resistance to spell damage and give advantage on saves vs. spells. Perhaps also reducing range by half.
Spell Enhancement -- 3 dice seem too powerful (especially for cantrips); perhaps 1 die and impose disadvantage on saves vs. spells.
Wild Magic -- unsure how I feel about this. Seems to steal the whole schtick from another class.

Alignment.

I would just replace this with the Protection from Good and Evil. Perhaps add a variant for Lawful/Chaotic

Time. I would suggest simplifying as follows:

Quicken -- As Haste spell
Slow -- As Slow spell
Eratic Time -- Unsure how this would be implemented.

Overview: This class as stated seems way too powerful. Same spell slots and more cantrips than wizard. No limitation on spells known, but without risk of loosing spellbook. Super powerful abilities (transmute). Almost all of the transmute abilities need to be simplified, perhaps using current spells and conditions. Interesting idea, but needs to be scaled back significantly.