Something to keep in mind as the discussion goes on:
Divine Champion, as the name implies, is a champion of a deity and is considered a bridge between a mundane class and a Divine one. It is the black sheep of the divine family as it has no access to Spellbook or Turn Undead (no Div Might/Shield/Saves) as opposed to Paladin, Blackguard, Liberator, Cleric, Favored Soul, and/or Hexblade (Harbinger). This meant that it has no inherent mechanic that scales with Charisma except for Lay on Hands.
The introduction of further charisma scaling since the last rework attempts to reconnect that aspect of divinity and the class. It may not be arguably the best execution, but it's a start. Charisma scaling for Divine Champion will remain and is not to be removed entirely; a redesign is more likely.
Moving on from Charisma scaling and Divine Champion, the next objective to be discussed is the role and thematic design space Divine Champion serves among the "Divine Classes" listed above. As pointed out by others and bullet point listed here for concision:
- Divine Champion has no alignment restriction (neither does Cleric or Favored Soul)
- Divine Champion is to be designed similarly to a mundane class but with a hint of divinity
- Divine Champion is a martial class that excels in martial prowess
To look at what Divine Champions should become, we should first look at what the other divine classes have:
- Paladin has turn undead, spellbook, and weapon buffs
- Blackguard has turn undead, weapon buffs, and a big summon
- Liberator has turn undead, roguish elements, and is on track to have an animal companion and some buffs
- Cleric has turn undead, spellbook, and summon
- Hexblade has dark blessing, spellbook, and weapon buffs
To build upon the existing Divine Champion design and further it, here's the design intent:
- Obtain higher feat density (already the case for pre-epic, may need adjustment post-epic) - the other divine classes are known to be notoriously feat-starved
- Be a capable smiter build (at least on par with the aforementioned divine classes)
- Their martial prowess should match or exceed that of the aforementioned divine classes, given the deficit in other regards (lack of summon, spellbook/wand QoL, or AC)
Divine Champions share with others in wind-up as one of the downsides the team believes should not be removed entirely. But alleviation of the wind-up can be considered.
Last but not least, Divine Wrath, in its current iteration, grants scaling Attack Bonus (AB), Damage (Dam), Damage Reduction (DR), Regeneration (Regen), and Saves:
Code: Select all
Level AB Dam DR Regen Saves
5 +1 +1 5/+3 +1 +1
10 +2 +2 5/+3 +2 +2
15 +3 +3 10/+4 +3 +3
20 +4 +4 15/+5 +4 +4
If Divine Wrath is to become a free action, the concern is that it becomes too similar to that of a Barbarian's Rage. The cost of action will likely remain as is, but synergy with Divine Might to reduce wind-up at higher CoT levels is possible.
The team and I have had some changes for CoT in mind for a while, and this may fit the agenda above:
- Every first critical hit of the round reduces the cooldown of Divine Wrath by 6 seconds (doesn't scale with APR)
- Lower Hard Charisma scaling requirement by 1
- Increase all Damage level by a flat +1 (instead of from +1 to +4, it becomes from +2 to +5)
- Remove regeneration and create a new passive feat (this new passive feat can be taken by other Divine Classes, as well)
- Provide a short-duration Physical DI (15%?) at the beginning of casting Divine Wrath (before activation, and lasts about 1 or 2 rounds after activation)
- Remove DR
New passive feat introduced to Divine Champion:
Divine Intervention
If the Divine Champion's HP is reduced below 20% max HP, this is automatically activated
- High Scaling Regen for 1 minute (+6/round to +18/round depending on CoT levels)
- Gains a damage shield (mechanical equivalent of Stoneskin/Premonition) of the following formula
i. 5% max HP points + 2% for every level of CoT (ex. 15% for 5 CoT and 35% for 20 CoT - A 20 CoT with 400hp would gain 140 damage shield)
ii. at +4 and +1 for every five levels of CoT (DR/+5 for 5 CoT and DR/+8 for 20 CoT)
iii. cooldown of 1 hour
iv. doesn't stack with Div Wrath DR
Note:
CoT is the abbreviation for Divine Champion so as not to confuse DC with spellcasting Difficulty Class. Also, CoT just looks badass.