Talk:Storm Mage (5e Class)
From D&D Wiki
- Thanks for catching that, I missed that when I reverted the page back.--Blobby383b (talk) 11:06, 15 July 2017 (MDT)
Igneel utterly nerfed all the spell slots for the class. They were changed back to how they were when spells known were the same number as sorcerers. At level 6? Should not have 9 known spells. --Stormsworder (talk) 07:28, 22 July 2017 (MDT)
- Changing the spell slots back to the amount sorcerers know is a good idea.--Blobby383b (talk) 07:39, 17 July 2017 (MDT)
Hi, not sure if this is the right place for commenting on balance issues, sorry if I've chosen the wrong field. First, I love the idea of this build, thanks for putting time into it. It needs some fairly major tuning though- we tried running it and had to stop. The "weapon magic" is insanely overpowered. The ability to charge a weapon as a bonus action every single turn with no cost is completely unbalanced. Scoring a melee attack with a free firebolt cantrip every turn adds D10 to every hit. We nerfed it by making the ability consume spell slots the way Paladin's Divine Smite does, and it's still powerful. Also, we had to move Storm strike up half a dozen levels. Right now it's basically Improved Divine Strike, except it's given at level 3, not 11. With current build and not even trying for fancy optimization, a starting lvl 3 will hit with a regular weapon (let's say D8+3)+D10+D6 and the penetration of a magic weapon EVERY turn. Appreciate the build though! Sept 9/17
I Changed the lvl 20 Feat instread of it giving you basically another lvl 9 spell slot I gave it the lvl 20 ability form the Storm knight as it seemed appropriate 940, 10/15/18. --Odimear
Balance Issues 2: Electric Bugaloo
This class has some problems.
- From the looks of things it seems like it's trying to be a gish class, and it is exceedingly powerful at both spellcasting and martial combat. This class gets full spellcasting progression, medium armor and shields, and martial weapon proficiency.
- The class also feels like it gets too many cantrips; if you compare it to the sorcerer, who caps out at 6 cantrips at level 10, the storm mage has 7 cantrips at level 10 and continues to gain more as it levels.
- Related to the above is Tempest Tendency: I'm not sure what exactly the cantrips it grants are classified as: do the cantrips count against the number of cantrips you know, meaning that you only get to choose 2 cantrips, or do you get them for free, exacerbating the above issue?
- Wrath of the Storm has weird scaling, but I don't think it's too powerful.
- Weapon Bond is too strong; it should require a spell of 1st level or higher and take the casting time of that spell.
- Echoing the poster above, Storm Strike is too strong. It's basically the paladin's IDS except at a much lower level.
- Storm Protection breaks bounded accuracy somewhat, giving a natural AC bonus that stacks with the defensive fighting style if you multiclass.
- Lightning Storm and Storm of Vengeance are weird but not necessarily unbalanced.
It looks like this class's main issues stem from the fact that it's trying to be both a ranger and a sorcerer. I'd probably make the following changes:
- Take away their medium armor and shield proficiencies to match the warlock.
- Get rid of Tempest Tendency and move Wrath of the Storm to 2nd level.
- Remove the class features at levels 3, 7, 9, 11, 13, and 15, because the sorcerer doesn't get any class features at those levels; their higher-level spells fill that role.
- Move Extra Attack to level 6 to match the valor bard and bladesinger.
- Reduce the number of cantrips known to match the sorcerer.
- Make a custom spell list that's more "storm-y" rather than just giving them the wizard list.
Weapon Magic and a few other things
I am trying to understand the mechanics of the Weapon Magic. The way I read it is that you can charge any evocation spell (Non-concentration) and when you attack you do weapon damage plus the spell goes off (and presumably does damage). Then you have a note that at 9th level any attack does spell damage. Does the spell damage replace the weapon damage. You are making it so you can cast any spell as a bonus action instead of a standard action, effectively doubling the number of attacks you can make in a round.
The weapon bond is OP. If you were required to charge your weapons as a ritual and then you switched them out as a bonus action (Like Erza Scarlet from Fairy Tail) that would provide balancing for the DM because you may come against creatures that are immune to the spells that you have prepared.
Wrath of the Storm rebuke is to drive back. If you used the thunder wave mechanic as a reaction that would work with rebuke. Seeing as you can only use one reaction a round. I would change it to 1st, 5th, 10th, 15th, & 20th level.
The class isn't that bad but would be completely broken when multi-classing.
I like the name Storm Mage but this class feels more like an Eldritch Knight than a mage class. I would drop the shields and medium armor. That makes you squishy enough that it is more of a casting class and not a fighter class.
This class is great! If I make a Stormborn with a hammer, and with the return function of weapon bonding, I can be Thor! PS: on a completely unrelated note, I changed the spellcasting focus to be a bonded weapon, because otherwise it just doesn’t make sense for Storm Wizards to have a weapon summoning ability. PickleJarPete (Talk) 10:13 Tuesday February 12 2019 (CST)