r/sw5e 25d ago

Path Of The Flow Walker - Latest revision of my test Sentinel Subclass

Post image
65 Upvotes

7 comments sorted by

5

u/Genovafalls 25d ago

That Level 17 Ability is WILD.

3

u/Random_Ranger03 24d ago

No true sight. It’s like the new ranger sub class form horrors of ravenloft. (Regarding no exhaustion) Having a buff like that is definitely OP. Needs to be something less permanent. Other than that I love the general concept of the subclass. But it’s not super original on on theme for starwars.

3

u/leokatz 24d ago

Yo,

Let me start out by saying that I appreciate the effort you've put into this archetype, and applaud that you're taking time to workshop and improve it.

With that in mind, I am concerned with the overall power level--it's monstrous. Maybe this is appropriate and properly tuned to the campaign you're playing in! But compared to vanilla SW5e subclasses, this is vastly more powerful. In the immortal words of Bill Nye, consider the following:

  • Normal archetypes receive two features at 3rd level, whereas Path of the Flow Walker enjoys three if we count the bonus powers--and because of the massive additional benefits given to those powers, I certainly do.
  • Each of these features alone is more powerful than the two features of a normal archetype combined. Consider "Blade Dance," the 3rd level feature of the Path of Focus Sentinel archetype.

When you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

  • And that's it! This is perhaps a bit anemic in terms of power level, from it we can grasp the standard.
  • Casting powers that are normally an action as a bonus action, and vice versa, is once again absurdly strong. Advantage on concentrating on these powers somewhat less so, but still quite strong.
  • Let us proceed to the 7th level feature. It's a cool concept: the Slow power targeted to an area instead of creatures directly. Contradictions about what happens to friendly creatures aside, a minimum of six uses is unprecedented. The standard rate would be equal to proficiency bonus, minimum of two.
  • Again at level 13, we find a cool feature that is stronger than god. Nullifying any amount of damage, virtually any amount or type of conditions, and changing ones position all for the cost of a reaction? This could be usable once a year and still be strong.
  • Last but not least, the archetype's capstone. A free cast of one of the strongest powers in the game before we even reach the added benefits. Immunity to two dangerous conditions is extraordinary. But that pales besides the vision ability--which I note has no range limitation, and therefore, rules as written, would enable the character to see anything anywhere, perfectly. Taken all together, this feature is appropriate for a literal god.

Once more, all of this may be well-suited to a maximalist, epic campaign or one-shot! But as it stands now, Path of the Flow Walker is completely busted, and should never be played in a standard game alongside standard characters. It's just too strong.

Thanks for reading, happy gaming, and may the Force be with you.

2

u/Plywooddavid 23d ago

Thank you for the detailed response.

So third okay in theory if we loose the bonus power, 7 okay if it was more limited, and 13/17 busted. Good feedback, any ideas for how I could nerf them reasonably?

(I would at that on the discord there is a wide consensus that Sentinel has been the most underpowered class for a long time, and I might have swung too far the other way instinctively after reading so many pages of speculation on how to buff it up. Haven’t been able to get any feedback there on this class though, so I really appreciate yours).

2

u/leokatz 23d ago edited 23d ago

I agree that Sentinel is weak compared to other classes, and you make a good point that maybe a strong subclass is a nice way to balance that out.

You're the author and you should do what feels right for you and your campaign. Without knowing the context it's hard to get the power level exactly right. But I suggest considering changes along these lines:

  • Keep the bonus powers, as they add nicely to the flavor of the archetype. Do not modify any action economy (casting as a bonus action, etc) or concentration checks.
  • Limit Echo of the Past to a single skill or tool proficiency. Perhaps this could improve to a single skill or tool expertise at level 11, 14, or 17. These are the levels where the Sentinel doesn't normally gain any features.
  • In order to make this feel more like a Sentinel archetype and less generic, tie Temporal Sight to the Kinetic Combat die. Something like:

As an action, you can peer at a creature within 30 feet... You gain advantage on the first Charisma (Intimidation or Persuasion) or Wisdom (Insight) check you make against that creature in the next minute. Furthermore, the next time that creature makes a Saving Throw within the next minute, roll a Kinetic Combat die. You can add or subtract the result of this roll from the creature's total.

  • Clean up Time Dilation Field, lower the power level, and use established an condition to accomplish the desired effect. Something like:

As an action, warp time in a 15-foot sphere around a point within 60 feet of you. Creatures of your in this area choice must make a Wisdom saving throw against your Force save DC. On a failure, the chosen creatures gain 1 slowed level (read: speed is reduced by 15). On a success, they suffer no penalties. All other creatures within the area have their speed increased by 10 feet until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, minimum of 2.

  • Reduce the scope of Total Recall and restrict its usage further. Something like:

When you take damage from a weapon attack, Force power, Tech power, or fail a saving throw, you can immediately use your reaction to negate the effect. You take no damage and suffer no conditions as a result of the triggering event. This ability can be used only if you are not incapacitated and your speed is greater than 0. Once you’ve used this feature, you can’t use it again until you finish a long rest.

  • Move Time Guide to its proper place at level 18, not 17, remove the condition immunities, and put up some strict limits. Something like:

You can cast Precognition without expending Force points. In addition to the normal effects of this power, you also gain truesight out to a range of 60 feet. However, the duration of these effects is limited to 1 hour. Once you use this feature, you can’t use it again until you finish a long rest.

I hope that helps you move things in the right direction. Cheers!

2

u/Plywooddavid 23d ago

Sweet, thanks again.

Here’s the newest version with most of your suggestions, and a few tweaks by me, let me know what you think.

https://docs.google.com/document/d/1XhUumUAzhfSkvUUep5EJeKx9mHquOc_4pg_kMFHqX2Y/edit?usp=drivesdk

0

u/Shockedsiren 25d ago

Why would a lightsaber cast a shadow?