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Hey all! You might have seen my homebrew before, including both of these classes, but if not, I’ve created two classes inspired off of older D&D 4E classes: the Warlord] and the Avenger. The Warlord is a non-magical support class focused on being a commander in battle. The Avenger is a holy assassin, the offensive alternative to the more tanky Champion. Both classes fulfill niches not currently covered in Pathfinder 2E, and I think could make great additions in your campaigns.

Both classes have through plenty of revisions. In terms of this newest update, the Avenger had a small update, while the Warlord had a much larger one. After looking through the Warlord, it lacked the same number of options as the Avenger. So I went ahead and added over a dozen new feats, and updated some older feats to not be dependent on prior feat choices to help open up the class. The Warlord also gets a new “subclass”: Esoteric Leadership, which focuses on buffing casters. If you are interested in the change logs for each class, see the last page of each PDF.

Class PDFs

  • Avenger: Hunt down the foes of your deity with divine wrath!
  • Warlord: Lead your allies to victory!

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Do you like rolling dice? Do you like introducing a bit of chaos into your game? Why am I asking, of course you do (exacerbated sighs of GMs everywhere)! Well, the Wild Magic Sorcerer Bloodline is right for you!

Inspired by the D&D 5E sorcerer subclass of the same name, this bloodline emphasizes chaotic magic. From a design perspective, I wanted to emulate the 5E subclass’s random magical effects, but do so in a more consistent and mechanically satisfying way. When you activate Blood Magic, you roll on a table to get a small mechanical benefit or downside similar in power level to other bloodline’s Blood Magic effects. If you want more chaos, you can also roll on another table that features wacky but mechanically harmless effects.

Here's the PDF link if you're interested

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Hey all, I posted a couple weeks ago about my experience trying the Magus out. My DM is running a conversion of the Ruins of Azlant adventure, and my party is level 3. He let me convert my dark elf wizard to a dark elf magus (slide). My character's load out is breastplate, magic longsword, Combat Assessment feat, 35ft speed, and Witch dedication (free archetype). For those that missed my last post, in the first session, my dark elven Magus did well, scoring a crit and hitting all my Striking Spell Attempts. Here's the rundown on how the last two sessions went since then:

2nd Session
There wasn't much combat that day with the party mostly RPing and exploring the island we are on. My character's high Int and knowledge of Azlanti lore/language became useful. Detect Magic is a wonderful cantrip. There were two combat encounters. The first ended before my turn. In the second encounter, my party fought the smoke monster from Lost, and my magus successfully Striking Spelled twice. No crits though.

3rd Session
This session opened with us in an old tower being ambushed by scrum. My magus did well again, with two successful Striking Spells (no misses so far!), including one of them being a crit! Produce Flame's persistent fire damage on a crit is really nice. Burn scum, burn!

Again, my Magus's magical and Azlanti knowledge came in use as we explored the lower level of the tower. We ran into some clockwork robots, and had a quick combat encounter. I only went once, but I flanked to crit on my Striking Spell with Produce Flame.

The last encounter of the night had us fighting a few more scum again. For the first time in 3 sessions, I hit with my sword but missed by cantrip for Striking Spell. Next turn though, I was able to get off my Produce Flame with another Strike, which killed the last scum.

I'm still enjoying my magus after 3 sessions. He does solid damage, with possible elemental damage being nice when monsters have weapon resistances. At this level, 3 spell slots is plenty, as I almost never use all my spells. I mostly rely on cantrips for Striking Spell. Being able to "cheat" the action economy by striding, striking, and casting a 2 action spell in 1 turn is really nice. No other gish can do that for 3 actions.

However, without Slide, the class wouldn't really work at low levels as a melee character IMO. Almost all my Striking Spells came from me using Slide to get into reach, often flanking too! If I went Sustaining Steel, I would have had way less Striking Spell attempts, which is sad considering its the class's unique feature. Once you get haste, Sustaining Steel makes more sense as you have an extra action to Stride.

Personally, I would give Striking Spell the ability to Step or Stride (half speed) as part of the base ability. The inclusion of new 1 action cantrips would also help.

Also, Magus Potency is frustrating. It was nice before I got a magic weapon, but now is useless. I would have preferred a more fun and useful focus spell. I haven't used Magus Potency in two sessions, so it feels like a waste of a core ability.

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Hey everyone. Monday night I played the Magus for the first time in my friend's newish campaign (2e conversion of Ruins of Azlant). Previously my character was a drow wizard, but with my DM's permission, I converted him to a Magus. I'm going to play him for the next month or so until I take a break when my baby is born, so this is the first post of several to come over the coming weeks. Also, full disclaimer, I never played 1E as I'm coming from 3e/4e/5e D&, so my perspective on the Magus is probably different from 1e players.

The session had two combats, with us leveling up halfway through the session (between each encounter). The rest of the party are a kobold flame oracle, human paladin, human investigator, and tiefling investigator (yes two investigators). My new drow magus used a longsword, breastplate, and the slide synthesis. I had a magic item that once per day let me become quickened (only to stride) for a turn as a free action. As an elf, I had high movement speed (35ft with the elven speed feat), and also took the Witch dedication (free archetype rule). With the Witch cantrips and my Magus cantrips, I had 7 cantrips so I took 5 combat ones (produce flame, ray of frost, chill touch, electric arc, shield) and 2 non combat ones. My prepared spells were shocking grasp and shockwave.

The first encounter was against 3 chokers, who if you haven't faced them before, are a pain in the ass. They can strangle you and use a grabbed victim to block attacks. Anyway, my friend's tiefling investigator ended up dying in that encounter as he got grabbed early on, choked to unconsciousness, and then eventually failed his Fort save. A lot of the encounter was various party members (failing) to stop him from dying. Despite the unfortunate loss, my Magus did really well. My high strength and athletics helped me break free of the Choker's grabs. I also used Magus Potency to boost my weapon. I landed a produce flame spell strike against one choker, while it was in the aura of the flame oracle, so my buddy's oracle added persistent fire on top of my damage. It was a huge hit against that choker. Later, I was able to spell strike again, and this time, I got a crit on my longsword attack, which then turned my produce flame into a crit too for 32 total damage. I didn't roll for the persistent fire damage, because I did enough to kill the already damage choker outright. I did try using Shockwave at one point, but both my targets saved and were only flat-footed, not knocked down. After my friend's tiefling died, we were able to sweep up the rest of the chokers thanks to my Magus putting down some serious damage.

Since my friend's tiefling died unexpectedly, we carried his body back to town and RPed the effects of his death (sad words and figuring out whether to bury him or cremate him). Since it was an emotional day, we ended up resting for the night. We all leveled up to 3, and I took the toughness feat and sudden bolt and mirror image for my 2nd level spells. Toughness helped me compensate for my squishy HP (10 Con plus lower HP from being an elf). I also got an Azlanti Longsword (+1 longsword basically), so no need to waste an action on Magus Potency for now.

Early on in the day, we saved one of the townsfolk from three sea creatures that came out of the water (think they are Scum?). This was a much easier fight. Thanks to my item's quickened ability, I was able to double stride (item plus slide synthesis) and one shot one of the Scums with a spell strike using my new Sudden Bolt. I hit with my Longsword attack and the Scum failed their Reflex save, so 43 total, combined damage, which was enough to kill the Scum in one hit!

At the end, we found a map to a tower that we are going to probably investigate, so next session will likely have more encounters, but I still have two spell slots left (Fear and Shockwave) plus my cantrips.

Here are my initial thoughts on the Magus so far:
- It felt much better than the standard Martial/Caster or Caster/Martial multiclass. I already had weapon training, medium armor, Magus Potency to help boost my attack, and more HP than the caster/martial combination. If I went Wizard dedicated into Fighter, then my HP would had been lower and my attack bonus smaller (no Magus Potency or 18 Strength). Compared to Fighter/Wizard, I had actual spells already plus way more cantrips.

- Slide Synthesis is amazing, and the other synthesis need to match up to it. Normally, a Fighter/Wizard would have to spend 3 actions to cast a spell plus make an attack, with no actions to move. However, my Magus could do all of that plus Stride, which was great, especially with my 35ft movement speed. Slide let me get into flanking positions, which helped my land my Spell Strike. In short, Slide Synthesis is great and made me feel like I was cheating the action economy. Hopefully down the line, I'll get to play my Magus at 10th level for that sweet teleportation. If I chose Sustaining Steel, I would had been more tanky in the Choker fight, but I'm not sure if I would had ever got the chance to Spell Strike without the extra movement from Slide Synthesis. Enemies are constantly moving, and no one was really standing still, plus Chokers had reach, which meant I needed to get closer to them.

- I landed all 3 of my Spell Strike attempts, including one of them being a crit. That's pretty lucky, and I know won't always be the case. However, I did try to always make the numbers in my favor with Magus Potency for a +1 and using Slide to get into flanking position. I'm sure in the next few sessions, I'll have some misses. I do plan on mostly using cantrips for Spell Strike so as to not feel like I'm "wasting" a spell slot. Fear and Sudden Bolt are both save spells, so at least they do something when the target succeeds on their save.

- It was sad not to get a 1st level feat. I ended up taking Combat Assessment for my 2nd level feat. In general, the Magus early feats feel bad with my only other option being Spirit Sheath or maybe Cantrip Expansion (if I didn't take Witch free dedication). I know some people like Raise a Tome, but it feels really goofy to me (a book blocking an attack?). Why would I want to risk my spellbook being damaged?

- Magus Potency is a nice early boost, but it feels clunky. As soon as I got a +1 weapon, it becomes irrelevant for the most part.

Good morning everyone! After seeing the playtest Summoner and Magus, I was inspired to make some more homebrew: the Avenger class, which is an adaptation of the old D&D 4E class of the same name.

The 4E Avenger was an unarmored, divine class with the striker role, which meant it excelled at DPS. The class was the damage focused, stealthy, assassin version of the more tanky Paladin. With Pathfinder 2e's Champion also fulfilling the tanky divine role, I felt there is design space for a more mobile, bursty divine martial. It’s something you can attempt to do currently with multiclassing, but the Champion's defensive options don't mesh well with offense.

Unique Features
Instead, this version of the Avenger retains most of the identity of its 4E's predecessor as an unarmored, mobile, divine warrior that deals consistent damage. The unique feature of the class is Oath of Enmity, which makes the Avenger excellent at singling out a threat and vanquishing it. Like its predecessor, my Avenger class has three subclasses. Censure of Pursuit focuses on staying mobile and never letting your target out of sight. Censure of Retribution focuses on keeping your target isolated, while being a terrifying presence on the battlefield. Lastly, Censure of Unity emphasizes teamwork.

Oath of Enmity Balance
Oath of Enmity is a strong core class feature as this 4E/5E advantage effect is rare in Pathfinder 2e. However, its limited by requiring three things: the target remain isolated (same as in 4E), only melee weapons benefit from the advantage, and you must be unarmored. There is a 1st level feat (Ranged Oath) that allows you to use Oath of Enmity with a ranged weapon but it requires specific deities and adds another conditional. I'm hoping these conditionals keep this powerful feature from being too powerful.

The Avenger can deliver high damage thanks to Oath of Enmity, but its also a relatively frail class, with low AC until Armor of Faith at 3rd level. If you want to play the classic 2-handed weapon Avenger utilizing Strength, then you pay for that extra damage with even less AC.

Core Class Chassis
Overall, I based the class's chassis off of a mix between the Champion and the Swashbuckler. Like the Champion, the Avenger gets subclass specific abilities that improve over time. Like the Swashbuckler, the Avenger gets conditional speed boosts, high Reflex saves, a few extra skill feats, and extra precision.

Unlike those classes, the Avenger is only ever trained in unarmored defenses, but I intentionally kept their defenses slightly lower than the Monk's (legendary in unarmored defense) as Monks should be the legends of fighting without armor. Armor and Shield of Faith help keep the Avenger's AC from being too low.

Feat Design
There are a number of feats similar or the same as Champion, Rogue, and Swashbuckler feats, as some felt very appropriate to the Avenger. I opted for feats that emphasized the Avenger's strengths: mobility, divine nature, and damage. Like the Champion, the Avenger gets a fair amount of focus spells.

Focus Spells
Focus spells or Oath Spells help represent some of the more magical 4E powers. There are too many 4E powers to make focus spells, so I tried focusing on ones that again emphasized the Avenger's themes of mobility and divine punishment.

TLDR: This my first version of the Avenger class, inspired by the old D&D 4E Avenger class. If you have any balance feedback, I would love to hear it.