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giles92
2014-10-11, 12:50 PM
5th Edition is really nice, but it's seriously suffering from lack of content. So let's save the usual boring introduction and just get on to the reason you're here.

First up is the Arcane Archer


Ranged specialists who blend magic and arrows into a devastating barrage.


http://i821.photobucket.com/albums/zz136/max1800_photo/ScaryDrowArcaneArcher2.jpg

Evocation Expert- Arcane archers specialize in spells that go boom, preferably in the faces of as many orcs as possible. Starting at 3rd level, every time the Arcane Archer learns a new spell, he can instead learn one Evocation spell from the Wizard's spell list. That spell must be of equal or lesser level.

Imbue Arrow- Every bolt fired by an arcane archer can be carrying something far deadlier than a steel tip. At 3rd level the Arcane Archer can cast one spell with a touch range he knows into an arrow as an action, though the arrow must be fired within a minute or the spell is lost.

Enchanted Arrows- Arrows fired by the elite archers can have unique magical properties. At 7th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level x2. Enchanted arrows cannot also be imbued with a spell, used by someone besides who enchanted them, be recovered, and lose the enchantment the next time the Ranger prepares his spells.
Elemental Arrow- When enchanting arrows, choose acid, cold, fire, or lightning. The enchanted arrows damage type changes to the one chosen, shine like pure energy, and also deal the Ranger's wisdom modifier in bonus damage.
Seeker Arrow- When these arrows are fired, the Ranger is allowed to mark two spaces where the arrow can change direction with no penalty.

Improved Enchanted Arrows- As the archer's knowledge of the arcane expands into reality shaping magic, so to does his arrows. At 11th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level.
Phase Arrow- When this arrow is fired, the Ranger can choose to have it either target one character within range regardless of any physical barriers or target one character as normal and ignore their non-magical armor bonus to AC with that attack.
Hail of Arrows- The Ranger fires this enchanted arrow straight upwards, where it splits into dozens of separate arrows before falling to the ground. Choose a single space within bow range. Make three separate ranged attacks against every target within that space, two range attacks against every target in and adjacent to that space, or one ranged attack against every character in and within 10 ft of that space.

Arrow of Death- This is the penultimate arrow, one that is almost universally used to assassinate kings, acts of great vengeance, or to impress the ladies when killing a dragon with a single shot. At 15th level the Arcane Archer can spend 5000 gold and eight hours of to create an Arrow of Death. This arrow lasts for a month or until it is used and the Arcane Archer cannot create more than one arrow per week. When he fires the arrow, the Arcane Archer must also expend either two 4th level spell slots or one 5th level spell slot.
An Arrow of Death has a critical range of 18-20 and increases that range by 1 when each of the following conditions are met; the target is the Ranger's Favored Enemy, the target is in the Ranger's Favored Terrain, and when the target is considered a suitable target for revenge (DM's decision). Regardless of the dice roll, Arrow of Death is always a critical hit, but if the roll is a critical then the target must make a constitution save or immediately die. The save is Prof. Bonus+8+Wisdom modifier.


Next up is the fighter archetype Kensai. He was always a bit of an odd duck and only really shined in Gestalt, but it's time for this underdog to rise again.


If he's posing with his sword, everyone behind him has been turned into sashimi.


http://th01.deviantart.net/fs71/PRE/i/2013/289/0/f/horizon_jin_swordmaster_by_moshyong-d6qoyb0.jpg

Signature Weapon- One weapon becomes bonded to the Kensai, an extension of his self. At 3rd level choose a single martial slashing weapon to become the Signature Weapon. Signature Weapons grow in power along with the Kensai. At 3rd level it is considered magic for the purposes of overcoming damage reduction. At 6th level it gains a +1 magical enhancement bonus that increases to +2 at 12th level and +3 at 18th level. Attuning a new signature weapon requires 1 week of effort and it takes an additional week before the weapon gets the attack and damage bonus. Weapons that are already magical cannot be attuned.

Ki Pool- Also at 3rd level the Kensai gains a ki pool that he can use to perform Executions, with a total amount equal to his constitution modifier + 1/2 class level. He can only perform Executions with his Signature Weapon. Each Execution can only be used once before requiring a short or long rest while his ki points only come back after a long rest. No Execution can be used with Extra Attack.
Iajutsu Strike, 1 Ki Point- Draws and attacks in a single fast lunge. Before combat starts, this Execution can be used to give the Kensai advantage on his Initiative roll. If he successfully goes first, the attack can be made up to 10 feet away, has advantage, and deals an extra 4 damage. If he does not go first, the attack can only be made up to 5 feet away, has advantage, and deals an extra 2 damage. If he does not go first and his target for the attack goes before him in the initiative order, the attack can be made up to 5 feet away and deals an extra 2 damage.
Cut Through the Boulder, 2 Ki Points- The Kensai imbues his weapon with pure ki, granting it extreme sharpness. This is a bonus action and is active for 1 round only. While active, the Kensai succeeds on all Sunder checks against non-magical objects, but has disadvantage on Sunder attempts against magical objects.
Cut Through the Leaf, 3 Ki Points- A single small strike is all it takes to divert a charging rhino. This Execution is used as a reaction against opportunity attacks. Make a contested attack roll and if successful, the Kensai's attack goes through while the target's does not.

Ki Sight- Like his blade, the Kensai's perception can cut through anything. At 7th level by spending 2 ki points, he gains 60 ft of life sight for 1 minute. Life sight identifies living characters through any sort of obstruction, can tell their size, whether they have a ki pool, are invisible, or if they come from another plane of existence. Undead and golems do not appear to life sight, though particularly powerful undead (such as liches or vampire lords) appear as literal drains of life around them.

Advanced Executions- These secret techniques are the great treasures of the schools that created them. At 10th level the Kensai gets access to more powerful Executions, detailed below.
Autumn Razor, 3 Ki Points- The Kensai uses his Signature weapon to create a literal waves of pure ki energy. As a bonus action the Fighter enchants his weapon, granting it a range of 40 ft for 4 total attacks or until 1 minute has passed. Though these are considered ranged attacks, they still use whichever modifiers the Kensai normally uses with his weapon.
Path Through Oblivion, 3* Ki Points- One single flash and three men are dead behind him. The Kensai can move up to his speed, ignoring other characters and hindering terrain, and make a single melee attack with his signature weapon, dealing 1d8 bonus damage with the attack. He can make additional attacks against different targets by spending 1 ki point per attack, to a maximum of 4 attacks. Enemies cannot make opportunity attacks against the Kensai while this ability is active.
Cut Through the Waterfall, 4 Ki Points- This Execution can only be used as a reaction to an area attack that deals Fire, Cold, Acid, or Lightning damage. Rather than the standard save, the Kensai contests the roll with an attack roll by his signature weapon. If successful, the attack deals no damage to the Kensai.

Surge- He is the blade and the blade is him. At 15th level the Kensai can augment himself in a similar way to that of his weapon. Ki Points now regenerate up to 1/2 their total amount after a short rest and by spending 1 ki point as a bonus action every turn, the Kensai can give himself +4 Strength or Dexterity that is not limited by the 20 cap. If he chooses Strength the Fighter also gets regenerates 4 health every turn and if he chooses Dexterity the Fighter increases his movement speed by 10 ft.

Secret Technique- Years of training have led up this moment, the creation of a powerful move only the Kensai can perform. At 18th level choose a single Execution from the list below, using that improved form. Each Secret Execution costs 5 ki points, though the less powerful version can still be used. The standard and secret form do not count as the same when it comes to the short rest limit.
Secret Iajutsu Strike- Iajutsu Strike now gives Disadvantage to all other Initiative rolls (including allies), doubles all damage bonuses, and whomever is hit by it must make a constitution save or be paralyzed for 1 round.
Secret Cut Through the Boulder-Cut Through the Boulder now has advantage on all Sunder attempts and after successfully sundering a held or worn object, can make a single melee attack against the objects wearer/wielder, ignoring any armor bonus to AC they have.
Secret Autumn Razor- Autumn Razor attacks now deal +1d6 damage and are used as either 30 ft line or 15 ft cone area attacks.
Secret Path Through Oblivion- Spending an additional 2 ki points during each attack causes them to become automatic critical hits. This is in addition to the extra ki point cost for making additional attacks.


Third up to bat is a personal favorite of mine, the Rogue Archetype Duelist.

A different kind of warrior who uses speed and precision, rather than brute strength.


http://th08.deviantart.net/fs70/PRE/i/2012/095/2/9/chevalier_au_lion_by_l3monjuic3-d4v26jd.jpg

Unarmored Defense- At 3rd level the Duelist can, while not wearing armor, add her intelligence modifier to AC in addition to dexterity. This bonus increases by an additional +1 at 9th, 13th, and 17th levels.

Precision Strike- A good Duelist doesn't need to stab people in the back to take them down. At 3rd level, rather than deal sneak attack damage, the Duelist adds her class level to damage rolls when using a finesse weapon in one hand and nothing in the other hand. This eliminates sneak attack damage entirely, though Precision Strike is still considered to be sneak attack damage when targeting enemies who are resistant or immune to sneak attacks. Precision Strike can only apply to a single target once per round.

High Flying Stunts- Swinging from ropes through windows is simply the best way to go anywhere. At 9th level the Duelist adds her intelligence modifier to Athletics and Acrobatics rolls, in addition to the standard ability score.

Dizzingly Fast Swordplay- The Duelist can make a dozen cuts in the time it takes for a barbarian to swing their axe once. At 13th level the Duelist can make four separate attacks using both her action and bonus action. These attacks can only be made while wielding a finesse weapon in one hand and nothing in the other hand, and do not deal bonus damage from any ability score. In addition, each attack has a chance to leave a bleeding wound. For each successful attack, the afflicted takes +1d6 damage on their following turn and has disadvantage on all rolls for one turn if two or more attacks were successful.

Reclaimed the Blade- Whether it's in a King's court, godforsaken battlefield, or back alley, none can defeat the Duelist in single combat. At 17th level for a number of rounds at the start of combat equal to 1/2 her intelligence modifier, the Duelist is considered to have Haste cast on her. This can only apply at the start of a fight, so if the Rogue enters a battle in progress Reclaimed the Blade does not activate.


Made some necessary fixes. Going to add a few more tomorrow.

These are just the first and there are plenty more to come. Please come, critique, maybe even use it in a campaign.

Ninjadeadbeard
2014-10-11, 01:39 PM
Oooh! This seems like a cool idea. I've been hankering to see a proper 5E Gunmage. Maybe I'll try my hand at it?

Shadow
2014-10-11, 05:40 PM
I posted this somewhere else, so I may as well post it here as well:

In 3e I absolutely loved the flavor of the Daggerspell Mage. But with the combination of rogue BaB, wizard BaB, and two weapon fighting.... he couldn't hit the broad side of a barn, so the PrC was useless.
Under 5e, BaB doesn't exist. So I homebrewed a Daggerspell Mage subclass for rogue, and it turned out to be awesome.

1d6 sneak attack at every level divisible by four (1st, 4th, 8th, 12th, 16th, to max 6d6 at 20th)
half caster spell progression (instead of one third like the arcane trickster)
wizard's spellbook, prepared spells half level + Int mod
two cantrips at 2nd level, a third at 8th level, and a fourth at 14th level
2nd level: four 1st level spells in spellbook, add one spell each level gained afterward

A daggerspell mage can use his action to cast and deliver any spell he has prepared as a melee dagger attack instead of a spell attack, adding the spell effect to the dagger's damage. The daggerspell mage can also cast spells with material and somatic components while holding a dagger in each hand. If a daggerspell mage holds anything other than a dagger, then one hand must be free to cast a spell with material or somatic components.

Note: The potential damage of this is slightly higher than a straight rogue's sneak attack, but the opportunity cost of using this ability is potentially high, and rises with levels, because you are using your action to cast a spell rather than to attack, so you risk losing all of your sneak attack damage and a spell slot if you miss as you cannot use your bonus action to try again with the second dagger.

Daggerspell mages develop a strong mystical connection between thier arcane spellcasting and the daggers they wield. Whenever a daggerspell mage uses daggercast to cast an arcane spell that deals energy damage, he can turn half of the damage into magic slashing damage rather than energy damage.

A daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. As a bonus action, the daggerspell mage can choose to give up a spell slot, and chooses an energy type (acid, fire, cold, lightning). The daggerspell mage's daggers each then deal an extra 2 points of damage of the chosen energy type for each level of the spell slot expended. This ability has a duration of Concentration, up to one minute.

Note: While Arcane Infusion is in effect, the daggerspell mage's damage is approximately equivalent to a regular rogue's. But in order to do so, he needs to spend his highest level spell slot, maintain concentration, and hit with both attacks. Combined with Daggercast, this allows better damage output and nova, but doing so burns through his limited (half caster) spell slots very quickly.
Going without Arcane Infusion (because concentration on a different spell is in effect, for example) leaves the daggerspell mage's damage output significantly lower than a regular rogue's unless he wants to burn through his slots via Daggercast (and risk the possible opportuniy costs associated, as described above).
Also note that a daggerspell mage is punished more than a regular two weapon fighting rogue if his main hand misses, because the damage from Arcane Infusion (which makes his overall damage equivalent) is split between both daggers.

A daggerspell mage can imbue arcane spell power into his thrown daggers. The daggerspell mage can use his action to cast and deliver any spell he has prepared with a thrown dagger. If the dagger misses its intended target, the dagger returns to the mage at the start of his next turn (as if it had the returning quality), and retains the spell if the daggerspell mage chooses to maintain concentration on it (even if the spell otherwise has no concentration requirement) in order to throw it again on the following round.

Note: This ability removes the possible opportunity cost of losing the spell slot the way that Daggercast could (but only if you can concentrate on it), while the possibility of missing (and therebye doing zero damage that round) remains.

A daggerspell mage can blend spellcasting with a flurry of dagger attacks. When a daggerspell mage uses his action to attack, he can use a bonus action to make a secondary attack with his other dagger and cast any spell he has prepared with a normal casting time of one action or less. A daggerspell mage can use this feature a number of times equal to his intelligence modifier, and all uses are regained after a long rest.

And that's for your nova a few times per day.

I think it's balanced fairly well, all in all. What do you guys think?




Subclasses don't change the Character's Base Progression so i find the input of Sneak attack progression odd.
The rogue was the perfect chassis for this, but only if the SA was adjusted. With full sneak attack progression it would be too powerful.
This was the easiest way to fix that (but more on this in a moment). Homebrew specifically means that it isn't Core.


3rd, if you plan on making it a half caster, go with the same progression as the paladin and ranger and drop the cantrips in order to keep it more in line with the rest of 5e.
The other two arcane-less-than-full-casters (AT and EK) have cantrips, so I don't see the issue.
With full sneak attack and/or one third caster I couldn't find a way to balance the damage potential properly.
With a combination of slightly altered sneak attack and half caster, the damage potential became balanced.
He has full wizard spellbook and access to all schools rather than only a few schools to choose from because the opportunity cost and potential gimped damage associated with his mechanics left him strictly inferior to arcane trickster. The answer was to open up more spell choices and offer more utility. But that extra utility also adds into the opportunity cost of the class by using resources needed to keep damage up, or concentration needed to keep damage up, or both.


4th, Arcane infusion seems somewhat worse than Magic weapon, or Elemental Weapon, dunno about that
Magic weapon and elemental weapon both only apply to a single weapon, while arcane infusion applies to both of the daggerspell mage's daggers. So arcane infusion doesn't get the attack bonus that they offer (but by 9th level you probably have a magic dagger or two to begin with), and gets slightly higher damage potential to compensate, but only if you hit with both daggers.

giles92
2014-10-11, 10:43 PM
I think it's very well balanced, but Invocation of the Knife seems clunky and doesn't translate well into fluff. One of the big things about 5th edition is simplicity, to play the game faster and allow inexperienced players to have fun. Turning it into magic slashing damage might allow the spell to get over damage resistance or immunity, but enemy A takes half damage from 1/2 of your spell and full damage from the other half, for 3/4 damage. I would change it to look like this.

Invocation of the Knife- When casting spells with a knife in each hand, the Daggerspell can shape them to pierce through his enemies. Spells that do damage take the form of energy daggers, counting as magic slashing and magic piercing for the purposes of overcoming damage resistance or immunity.

I would also add a caveat allowing the class features to work with any light piercing or slashing weapon. This opens the way for a cool ninja kunai wielding magic craziness.

Shadow
2014-10-11, 11:29 PM
I think it's very well balanced, but Invocation of the Knife seems clunky and doesn't translate well into fluff. One of the big things about 5th edition is simplicity, to play the game faster and allow inexperienced players to have fun. Turning it into magic slashing damage might allow the spell to get over damage resistance or immunity, but enemy A takes half damage from 1/2 of your spell and full damage from the other half, for 3/4 damage. I would change it to look like this.

Invocation of the Knife- When casting spells with a knife in each hand, the Daggerspell can shape them to pierce through his enemies. Spells that do damage take the form of energy daggers, counting as magic slashing and magic piercing for the purposes of overcoming damage resistance or immunity.

I would also add a caveat allowing the class features to work with any light piercing or slashing weapon. This opens the way for a cool ninja kunai wielding magic craziness.

I think the ability to bypass pretty much any resistance in melee at will after level three is a bit much, so I think I'll keep it as is, but it was a good thought.

As for the weapons, any dagger-like weapon would be fine (kukri, kunai, sai, etc) but limiting it to these weapons is a thematic choice in line with the original PrC, and I'd prefer to keep it that way as a base. Any other DM that chooses to allow this subclass (if anyone else ever does) would be welcome to change that decision at their discression, obviously.

giles92
2014-10-12, 12:27 AM
I think the ability to bypass pretty much any resistance in melee at will after level three is a bit much, so I think I'll keep it as is, but it was a good thought.

As for the weapons, any dagger-like weapon would be fine (kukri, kunai, sai, etc) but limiting it to these weapons is a thematic choice in line with the original PrC, and I'd prefer to keep it that way as a base. Any other DM that chooses to allow this subclass (if anyone else ever does) would be welcome to change that decision at their discression, obviously.

What do you mean any resistance in melee? The idea was to alter the damage type of spells, right? Basically if the enemy resisted radiant, necrotic, fire, whatever, the spell would also do basic slashing or piercing. Hmm. It's kind of an odd class feature, really.

That's actually what I was referring to, making sure people who've never seen the original class know it's okay to use dagger-like weapons and not just daggers.

giles92
2014-10-12, 12:29 AM
Just updated with the Kensai. Tell me what ya think.

Shadow
2014-10-12, 01:02 AM
What do you mean any resistance in melee? The idea was to alter the damage type of spells, right? Basically if the enemy resisted radiant, necrotic, fire, whatever, the spell would also do basic slashing or piercing. Hmm. It's kind of an odd class feature, really.

That's actually what I was referring to, making sure people who've never seen the original class know it's okay to use dagger-like weapons and not just daggers.

As a daggerspell mage, you're usually fighting in melee. That comes with the possibility for resistance to s/p/b damage which is bypassed by magic. You have magic, so you can bypass this resistance. But what if a mob has resistance to a certain type of energy? You're still in melee, which means (since you're usually going to have damaging spells with attack rolls prepared, as damaging spells with saves are more likely to be AoE) that you'll be taking disadvantage on the attack rolls if you cast the spell normally. If I allow invocation of the knife to change the damage to any spell cast via daggerspell to magic slashing and magic piercing (as well as magic energy if you don't use the feature), it would completely bypass any and all resistances that any monster I can think of has, with absolutely zero drawbacks at all (except for bludgeoning of course, but using a sai invaildates that as well).
A spell deals energy damage by default. Magic slashing and piercing via the feature. All that's left is bludgeoning, and a cheap weapon bypasses it easily.
Any daggerspell mage worth his slot in the party will have a pair each of daggers, kukris and sai on him.
You would never need to worry about bypassing resistances again, ever.
That's too much at level 3, in my opinion. Way too much, in fact.

Making the change you suggest basically completely invalidates almost any resistance any mob might have. As a class feature. At level three.
No way I would allow that at my table.

This way, if a mob has resistance to s/p/b, if he has the wrong weapons in hand or if they need to be magical, that resist still applies to the dagger damage and the sneak attack damage, but not the spell damage.
This way, if a mob has resistance to a certain energy, it still applies to half of the spell damage, but not the dagger/sneak damage or the other half of the spell damage.
This way, a daggerspell mage has a reason to stay in melee (as he should, thematically, want to be), and still use his features as they are intended to be used. He is rewarded for staying in there and using his features with a little help against energy resist (without breaking that resist completely and making it irrelevant).


Just updated with the Kensai. Tell me what ya think.

Cut Through the Waterfall is way way WAY too powerful.

Pramxnim
2014-10-12, 01:37 AM
5th Edition is really nice, but it's seriously suffering from lack of content. So let's save the usual boring introduction and just get on to the reason you're here.

First up is the Arcane Archer


Ranged specialists who blend magic and arrows into a devastating barrage.


http://i821.photobucket.com/albums/zz136/max1800_photo/ScaryDrowArcaneArcher2.jpg

Evocation Expert- Arcane archers specialize in spells that go boom, preferably in the faces of as many orcs as possible. Starting at 3rd level, every level the Arcane Archer learns more Ranger spells, he may replace two of those spells known with Evocation spells from the Wizard's spell list.

You only learn one new spell at a time as a Ranger, so I don't really understand your intent from the wording. I would suggest the following wording that should be more clear (albeit wordy):

"Starting at and including at 3rd level, whenever you learn a new Ranger spell, you can learn a new spell from the wizard spell list. That new spell must be of a level for which you have spell slots.
Additionally, whenever you could replace a Ranger spell that you know, you can replace it with a new spell from the wizard spell list, which also must be of a level for which you have spell slots"

Imbue Arrow- Every bolt fired by an arcane archer can be carrying something far deadlier than a steel tip. At 3rd level the Arcane Archer can cast one spell he knows into an arrow as a bonus action. When placing it on, he has one of two choices. One is Explosive Tipped. That's where the spell detonates on contact. If the spell targets a character rather than an area, it only goes off if the attack hits a target. The other is Focus Tipped. Regardless of the spells actual area of effect, it only targets the hit object. However, a spell delivered that way automatically succeeds if the attack is successful.

Quite frankly speaking, this ability is too powerful. The Eldritch Knight gets a similar ability at level 18, and even then it is much more limited. With the Eldritch Knight, you may cast a spell, then make one attack as a bonus action. This preserves action economy and doesn't allow for a super nova turn. Imbue Arrow, however, does. With this ability, you could spend all your spell slots precombat imbuing your spells into various arrows, then let loose with a Swift Quiver enhanced nova round for 4 attacks + 4 spells of any level you could cast. There is no time limit for the spells to stay imbued in the arrows, and as such this ability breaks action economy wide open.

I would suggest an ability that is similar to the Paladin's Smite. Upon hitting an enemy with a ranged attack, it would allow you to expend a spell slot to do an appropriate amount of damage (2d8 for a 1st-level spell slot, going up to 5d8 for a 4th-level spell slot). The damage type could be Force, for example.

If you still want to keep the "Cast a spell into the arrow" flavour, maybe make it so that you can cast spells at the range of your weapon if you're wielding it instead of using the spell's range. This keeps the flavour and still has interesting uses.

Enchanted Arrows- Arrows fired by the elite archers can have unique magical properties. At 7th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level x2. Enchanted arrows cannot also be imbued with a spell, used by someone besides who enchanted them, be recovered, and lose the enchantment the next time the Ranger prepares his spells.
Elemental Arrow- When enchanting arrows, choose acid, cold, fire, or lightning. The enchanted arrows damage type changes to the one chosen, shine like pure energy, and also deal the Ranger's intelligence modifier in bonus damage.
Seeker Arrow- When these arrows are fired, the Ranger is allowed to mark two spaces where the arrow can change direction with no penalty.

This ability actually has a time limit on how long the arrows remain enchanted, something that was missing from your 3rd level ability. I don't see why the arrows would add the Ranger's Intelligence instead of Wisdom modifier to damage though. It just makes the Ranger unnecessarily more MAD. Seeker Arrow is interesting, but you still require vision to attack enemies behind corners, so it's hard to see where it might be useful.

Improved Enchanted Arrows- As the archer's knowledge of the arcane expands into reality shaping magic, so to does his arrows. At 11th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level.
Phase Arrow- When this arrow is fired, the Ranger can choose to have it either target one character within range regardless of any physical barriers or target one character as normal and ignore their non-magical armor bonus to AC with that attack.
Hail of Arrows- Make a single standard ranged attack, targeting every character within a 20 ft cone as an area attack.

Phase Arrow is interesting, but the Hunter Archetype already has a stronger version of Hail of Arrows without burning spell slots, which makes it unexciting for an 11th level ability.

Alternatively, if you went with the suggestion to make Imbue Arrow similar to Smite, you could now give it the improved version instead.

Arrow of Death- This is the penultimate arrow, one that is almost universally used to assassinate kings, acts of great vengeance, or to impress the ladies when killing a dragon with a single shot. At 15th level the Arcane Archer can expend all of his spell slots to create a single Arrow of Death. This arrow lasts for a month or until it is used, it must remain within 10 ft of the Ranger, and he cannot make more than one per week. While the arrow is in his quiver no other arrows can be enchanted.
An Arrow of Death has a critical range of 18-20 and increases that range by 1 when each of the following conditions are met; the target is the Ranger's Favored Enemy, the target is in the Ranger's Favored Terrain, and when the target is mentioned by name in the Ranger's background. Regardless of the dice roll, Arrow of Death is always a critical hit, but if the roll is a critical then the target must make a constitution save or immediately die. The save is Prof. Bonus+8+Wisdom modifier.

What do you mean by "All of his spell slots"? If a Ranger with only one spell slot remaining decides to create an Arrow of Death, can he do so? I also don't like the fact that you've incorporated backgrounds into this ability, and it creates strange situations where the Arrow of Death is more effective when used against the Ranger's allies that the player has named in the background description.


This is just the first and there are plenty more to come. Please come, critique, maybe even use it in a campaign.

My responses and critique are in blue inside the quote.

giles92
2014-10-12, 06:36 AM
As a daggerspell mage, you're usually fighting in melee. That comes with the possibility for resistance to s/p/b damage which is bypassed by magic. You have magic, so you can bypass this resistance. But what if a mob has resistance to a certain type of energy? You're still in melee, which means (since you're usually going to have damaging spells with attack rolls prepared, as damaging spells with saves are more likely to be AoE) that you'll be taking disadvantage on the attack rolls if you cast the spell normally. If I allow invocation of the knife to change the damage to any spell cast via daggerspell to magic slashing and magic piercing (as well as magic energy if you don't use the feature), it would completely bypass any and all resistances that any monster I can think of has, with absolutely zero drawbacks at all (except for bludgeoning of course, but using a sai invaildates that as well).
A spell deals energy damage by default. Magic slashing and piercing via the feature. All that's left is bludgeoning, and a cheap weapon bypasses it easily.
Any daggerspell mage worth his slot in the party will have a pair each of daggers, kukris and sai on him.
You would never need to worry about bypassing resistances again, ever.
That's too much at level 3, in my opinion. Way too much, in fact.

Making the change you suggest basically completely invalidates almost any resistance any mob might have. As a class feature. At level three.
No way I would allow that at my table.

This way, if a mob has resistance to s/p/b, if he has the wrong weapons in hand or if they need to be magical, that resist still applies to the dagger damage and the sneak attack damage, but not the spell damage.
This way, if a mob has resistance to a certain energy, it still applies to half of the spell damage, but not the dagger/sneak damage or the other half of the spell damage.
This way, a daggerspell mage has a reason to stay in melee (as he should, thematically, want to be), and still use his features as they are intended to be used. He is rewarded for staying in there and using his features with a little help against energy resist (without breaking that resist completely and making it irrelevant).



Cut Through the Waterfall is way way WAY too powerful.

I understand where you're coming from, but my primary concern with the feature isn't about it's balance, but how it seems to go against 5th edition. How does a spell deal 1/2 magic slashing damage? My fix wasn't especially well thought out, but it was just a suggestion on how to make it simpler and actually be something that makes sense within the context of a fantasy character (damage spells forming into energy daggers).
4th edition (and to a lesser extent 3.5) was numbers at the expense of illusion. That's why 5th is so appealing, because when someone is sliding on grease they don't have "-4 to AC and reflex saves" they're just at a disadvantage. It makes it a lot easier and fun to really roleplay without worrying so much about numbers or optimization. When you have to stop and do division, that illusion starts to crack.
There should be some middle ground here, a way to balance without getting too much math involved. How about if the dagger was used to cast a damaging spell, than until the end of the Rogue's next turn her daggers deal that spells damage type? Like they retained some of the spells energy.

Can you explain why you think Cut the Waterfall is too good? A chance to stop an area attack once per encounter is good, but I don't think it's broken. Actually kind of a big gamble. If people arrange themselves behind the Kensai and he fails the attack roll, the entire party is getting hit by that attack.


My responses and critique are in blue inside the quote.

You're definitely right about wording how he learns spells better. I'll fix that.

I pretty much took Imbue Arrow from the original class, but I can see how that might be a problem. Still, it's a big part of the class and I'd hate to lose it completely. Definitely need to limit the number of arrows to 1 and I intended to do that, but I guess I just didn't put that in. Let me think here. Let's make it so the archer can only do it a number of times per day (long rest) equal to his wisdom modifier, placing the spell requires a standard action, and it takes up a higher spell slot.

The intelligence wisdom thing was something else I intended to change, but my brain shut down before I could.

Seeker arrows are meant to bypass trees and bodyguards, not necessarily around corners. Still, I should add in that the Ranger needs to see his arrow to move it.

I'll think it over and improve Hail of Arrows in some way.

I'll reword Arrow of Death, but as for the background aspect... The Arrow (with a well deserved capital A) is made with someone in mind, a target and I want someone to properly convey that, but doesn't entirely rely on DM permission. There are a few ideas already forming, but feel free to add your own.

Shadow
2014-10-12, 07:07 AM
Can you explain why you think Cut the Waterfall is too good? A chance to stop an area attack once per encounter is good, but I don't think it's broken. Actually kind of a big gamble. If people arrange themselves behind the Kensai and he fails the attack roll, the entire party is getting hit by that attack.

But that's the thing, he isn't going to fail the roll.
An area attack is going to have a DC. Instead of rolling the save (which he is not proficient it and might not have a decent Dex for, leaving a very low chance of success), instead of that he rolls an attack roll.
Which he is proficient in.
Which uses his best Stat mod.
Which has a magical bonus higher than it should be by almost double (+3, not +5).

Look at the Dex save. What's he got, like a +2.... maybe?
Vs his attack roll, which is +6 prof +5 stat +5 (when it should be +3) magic = +16
Against 8 +6 prof +5 stat = 19 DC
On the save he needs to roll a 17.
On the attack he needs to roll a 3.

And when he damn near auto-succeeds he gets evasion, not only for him, but for anyone behind him as well.
I hate to tell you brother, but it's broken beyond repair.

BRKNdevil
2014-10-12, 07:27 AM
I'm amazed nobody is commenting on the fact he wants to make a +5 Magic Weapon as a class feature, when at the MOST it should be is +3 at 15

Amnoriath
2014-10-12, 11:28 AM
5th Edition is really nice, but it's seriously suffering from lack of content. So let's save the usual boring introduction and just get on to the reason you're here.

First up is the Arcane Archer


Ranged specialists who blend magic and arrows into a devastating barrage.


http://i821.photobucket.com/albums/zz136/max1800_photo/ScaryDrowArcaneArcher2.jpg

Evocation Expert- Arcane archers specialize in spells that go boom, preferably in the faces of as many orcs as possible. Starting at 3rd level, every level the Arcane Archer learns more Ranger spells, he may replace two of those spells known with Evocation spells from the Wizard's spell list.

Imbue Arrow- Every bolt fired by an arcane archer can be carrying something far deadlier than a steel tip. At 3rd level the Arcane Archer can cast one spell he knows into an arrow as a bonus action. When placing it on, he has one of two choices. One is Explosive Tipped. That's where the spell detonates on contact. If the spell targets a character rather than an area, it only goes off if the attack hits a target. The other is Focus Tipped. Regardless of the spells actual area of effect, it only targets the hit object. However, a spell delivered that way automatically succeeds if the attack is successful.

Enchanted Arrows- Arrows fired by the elite archers can have unique magical properties. At 7th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level x2. Enchanted arrows cannot also be imbued with a spell, used by someone besides who enchanted them, be recovered, and lose the enchantment the next time the Ranger prepares his spells.
Elemental Arrow- When enchanting arrows, choose acid, cold, fire, or lightning. The enchanted arrows damage type changes to the one chosen, shine like pure energy, and also deal the Ranger's intelligence modifier in bonus damage.
Seeker Arrow- When these arrows are fired, the Ranger is allowed to mark two spaces where the arrow can change direction with no penalty.

Improved Enchanted Arrows- As the archer's knowledge of the arcane expands into reality shaping magic, so to does his arrows. At 11th level as a standard action, expend a spell slot to enchant arrows with one of the following abilities. The number of arrows enchanted is equal to the spell level.
Phase Arrow- When this arrow is fired, the Ranger can choose to have it either target one character within range regardless of any physical barriers or target one character as normal and ignore their non-magical armor bonus to AC with that attack.
Hail of Arrows- Make a single standard ranged attack, targeting every character within a 20 ft cone as an area attack.


Arrow of Death- This is the penultimate arrow, one that is almost universally used to assassinate kings, acts of great vengeance, or to impress the ladies when killing a dragon with a single shot. At 15th level the Arcane Archer can expend all of his spell slots to create a single Arrow of Death. This arrow lasts for a month or until it is used, it must remain within 10 ft of the Ranger, and he cannot make more than one per week. While the arrow is in his quiver no other arrows can be enchanted.
An Arrow of Death has a critical range of 18-20 and increases that range by 1 when each of the following conditions are met; the target is the Ranger's Favored Enemy, the target is in the Ranger's Favored Terrain, and when the target is mentioned by name in the Ranger's background. Regardless of the dice roll, Arrow of Death is always a critical hit, but if the roll is a critical then the target must make a constitution save or immediately die. The save is Prof. Bonus+8+Wisdom modifier.


Next up is the Kensai. He was always a bit of an odd duck and only really shined in Gestalt, but it's time for this underdog to rise again.


If he's posing with his sword, everyone behind him has been turned into sashimi.


http://th01.deviantart.net/fs71/PRE/i/2013/289/0/f/horizon_jin_swordmaster_by_moshyong-d6qoyb0.jpg

Signature Weapon- One weapon becomes bonded to the Kensai, an extension of his self. At 3rd level choose a single martial slashing weapon to become the Signature Weapon. Signature Weapons grow in power along with the Kensai. It starts with a +1 bonus when he first attunes it, gaining an additional +1 bonus at 6th, 9th, 12th, and 15th level for a maximum of +5. Attuning a new signature weapon requires 1 week of effort and it takes an additional week before the weapon gets the attack and damage bonus. Weapons that are already magical cannot be attuned.

Ki Pool- Also at 3rd level the Kensai gains a ki pool that he can use to perform Executions, with a total amount equal to his constitution modifier + 1/2 class level. He can only perform Executions with his Signature Weapon. Each Execution can only be used once before requiring a short or long rest while his ki points only come back after a long rest. No Execution can be used with Extra Attack.
Iajutsu Strike, 1 Ki Point- Draws and attacks in a single fast lunge. Before combat starts, this Execution can be used to give the Kensai advantage on his Initiative roll. If he successfully goes first, the attack can be made up to 10 feet away, has advantage, and deals an extra 4 damage. If he does not go first, the attack can only be made up to 5 feet away, has advantage, and deals an extra 2 damage. If he does not go first and his target for the attack goes before him in the initiative order, the attack can be made up to 5 feet away and deals an extra 2 damage.
Cut Through the Waterfall, 2 Ki Points- This Execution can only be used as a reaction to an area attack. Rather than the standard save, the Kensai contests the roll with an attack roll by his signature weapon. If successful, the attack deals no damage and the Kensai actually acts as a solid barrier, protecting those behind him.
Cut Through the Boulder, 2 Ki Points- The Kensai imbues his weapon with pure ki, granting it extreme sharpness. This is a bonus action and is active for 1 round only. While active, the Kensai succeeds on all Sunder checks against non-magical objects, but has disadvantage on Sunder attempts against magical objects.

Ki Sight- Like his blade, the Kensai's perception can cut through anything. At 7th level by spending 2 ki points, he gains 60 ft of life sight for 1 minute. Life sight identifies living characters through any sort of obstruction, can tell their size, whether they have a ki pool, are invisible, or if they come from another plane of existence. Undead and golems do not appear to life sight, though particularly powerful undead (such as liches or vampire lords) appear as literal drains of life around them.

Advanced Executions- These secret techniques are the great treasures of the schools that created them. At 10th level the Kensai gets access to more powerful Executions, detailed below.
Autumn Razor, 3 Ki Points- The Kensai uses his Signature weapon to create a literal waves of pure ki energy. As a bonus action the Fighter enchants his weapon, granting it a range of 40 ft for 4 total attacks or until 1 minute has passed. Though these are considered ranged attacks, they still use whichever modifiers the Kensai normally uses with his weapon.
Path Through Oblivion, 3* Ki Points- One single flash and three men are dead behind him. The Kensai can move up to his speed, ignoring other characters and hindering terrain, and make a single melee attack with his signature weapon, dealing 1d8 bonus damage with the attack. He can make additional attacks against different targets by spending 1 ki point per attack, to a maximum of 4 attacks. Enemies cannot make opportunity attacks against the Kensai while this ability is active.
Cut Through the Leaf, 4 Ki Points- A single small strike is all it takes to divert a charging rhino. This Execution is used as a reaction against opportunity attacks. Make a contested attack roll and if successful, the Kensai's attack goes through while the target's does not.

Surge- He is the blade and the blade is him. At 15th level the Kensai can augment himself in a similar way to that of his weapon. Ki Points now regenerate up to 1/2 their total amount after a short rest and by spending 1 ki point as a bonus action every turn, the Kensai can give himself +4 Strength or Dexterity that is not limited by the 20 cap. If he chooses Strength the Fighter also gets regenerates 4 health every turn and if he chooses Dexterity the Fighter increases his movement speed by 10 ft.

Secret Technique- Years of training have led up this moment, the creation of a powerful move only the Kensai can perform. At 18th level choose a single Execution from the list below, using that improved form. Each Secret Execution costs 5 ki points, though the less powerful version can still be used. The standard and secret form do not count as the same when it comes to the short rest limit.
Secret Iajutsu Strike- Iajutsu Strike now gives Disadvantage to all other Initiative rolls (including allies), doubles all damage bonuses, and whomever is hit by it must make a constitution save or be paralyzed for 1 round.
Secret Cut Through the Boulder-Cut Through the Boulder now has advantage on all Sunder attempts and after successfully sundering a held or worn object, can make a single melee attack against the objects wearer/wielder, ignoring any armor bonus to AC they have.
Secret Autumn Razor- Autumn Razor attacks now deal +1d6 damage and are used as either 30 ft line or 15 ft cone area attacks.
Secret Path Through Oblivion- Spending an additional 2 ki points during each attack causes them to become automatic critical hits. This is in addition to the extra ki point cost for making additional attacks.


This is just the first and there are plenty more to come. Please come, critique, maybe even use it in a campaign.
1. The Arcane Archer is fantastic, but there are a couple of things. The Ranger's casting is wisdom based and since this evocation focused it makes that stat even more important so you may either want to change the casting to intelligence based or the extra damage from elemental arrow wisdom based. I also believe that expending all your remaining spell slots is a little much for use on the go and therefore speak use at the end of the day making any paltry amount of spells sufficient until the end of day. The fact is you don't want to be carrying an arrow all the time that cancels out the use of all other enchanted arrows.
2. Your Kensai is way too much and many of the abilities don't really make much sense at all. Cut through the Waterfall is an automatic win for defense and Cut through the Boulder is just weird having disadvantage on magical items. The +5 bonus doesn't exist and for free is just spamming numbers. I also don't find it very succinct with its flavor.

Zaristus
2014-10-12, 03:49 PM
Is the Kensai supposed to be a fighter archetype, or monk? I didn't see it say anywhere.

giles92
2014-10-12, 06:58 PM
But that's the thing, he isn't going to fail the roll.
An area attack is going to have a DC. Instead of rolling the save (which he is not proficient it and might not have a decent Dex for, leaving a very low chance of success), instead of that he rolls an attack roll.
Which he is proficient in.
Which uses his best Stat mod.
Which has a magical bonus higher than it should be by almost double (+3, not +5).

Look at the Dex save. What's he got, like a +2.... maybe?
Vs his attack roll, which is +6 prof +5 stat +5 (when it should be +3) magic = +16
Against 8 +6 prof +5 stat = 19 DC
On the save he needs to roll a 17.
On the attack he needs to roll a 3.

And when he damn near auto-succeeds he gets evasion, not only for him, but for anyone behind him as well.
I hate to tell you brother, but it's broken beyond repair.

I do need to fix the enchantment bonus as I assumed it was the same as in 3.5 (not sure where in the book it states the +3 limit), though your math makes a few too many assumptions. There are Fighters who use Dex instead of Strength. But I see your point. Alright, I'll keep it, but remove the protection for those behind him, switch it around with Cut Through the Leaf (increasing the ki cost to 4), and limit it to fire, cold, or lightning attacks. So with the +5 changed to a +3, that'll reduce it to 15 at tier 4.


1. The Arcane Archer is fantastic, but there are a couple of things. The Ranger's casting is wisdom based and since this evocation focused it makes that stat even more important so you may either want to change the casting to intelligence based or the extra damage from elemental arrow wisdom based. I also believe that expending all your remaining spell slots is a little much for use on the go and therefore speak use at the end of the day making any paltry amount of spells sufficient until the end of day. The fact is you don't want to be carrying an arrow all the time that cancels out the use of all other enchanted arrows.
2. Your Kensai is way too much and many of the abilities don't really make much sense at all. Cut through the Waterfall is an automatic win for defense and Cut through the Boulder is just weird having disadvantage on magical items. The +5 bonus doesn't exist and for free is just spamming numbers. I also don't find it very succinct with its flavor.

Arrow of Death definitely needs some major changes and I'm working on some right now.

I put the limit on Cut Through the Boulder to both balance it and show a clear difference between ki and arcane energies with them not working together well.


Is the Kensai supposed to be a fighter archetype, or monk? I didn't see it say anywhere.

It's a Fighter archetype and I do need to clarify that.

AgentPaper
2014-10-13, 02:54 PM
I like the idea of these classes, but the mechanics seem to complex and clunky to really make them shine. I decided to take my own crack at the Kensai in particular to try and make a simpler but hopefully still flavorful and fun take on it:

Monastic Tradition - Kensai
The Kensai focuses his training on the mastery of a single weapon over all others, until it becomes a natural extension of himself and the line between warrior and weapon becomes blurred.
Weapon Mastery
When you choose this tradition at 3rd level, pick a non-heavy martial weapon. You become proficient with that weapon, and treat it as a monk weapon.
Iaijutsu
Starting at level 6, whenever you roll for initiative, you gain advantage on your first weapon attack with your chosen weapon that round. You also gain the benefits of the Alert feat. If you already have the Alert feat, you may choose another feat that you meet the prerequisites for instead.
Extension of Self
At level 11, you have become so attuned to your chosen weapon that it acts like an extension of your body. Whenever you could make an unarmed strike, such as through the Martial Arts feature or Flurry of Blows, you can instead use your chosen weapon for that attack instead.
Decisive Strike
At level 17, you gain the ability to make a single, decisive attack. As an action, spend 5 ki points and make a attack with your chosen weapon. Your attack roll for this attack is treated as a natural 20. The target of your attack can use its reaction to make a melee attack against you in response. After resolving both attacks, if you have more hit points left than the target, it is reduced to 0 hit points.

Edit: Made a few changes.

giles92
2014-10-13, 03:33 PM
Updated with the Duelist archetype for rogues.

Shadow
2014-10-13, 03:47 PM
Updated with the Duelist archetype for rogues.

Heh, while Arcane Archer and Kensai were arguably OP, Duelist is underpowered.

Unarmored Defense, as a whole, and with the 20 max of stats, isn't a great feature. With a max Int, it offers the same AC at high levels that +3 studded does. Nothing to scoff at, but for a class proficient in light armor, not very cool either. It's mostly for fluff.
Precision Strike deals an average of almost half of what sneak attack damage would (+2 every two levels vs. +3.5 every two levels).
High Flying Stunts is extremely situational and basically just fluff.
Dizzyingly Fast Swordplay is redundant, and it's a 13th level ability which is strictly worse than their 3rd level ability (which is already considerably worse than sneak attack) in every single way. Great fluff, terrible mechanics.
Unless you can use both PS and DFS together, in which case a magic weapon (and therebye the damage bonus associated) makes this better than sneak attack, but not by much and at the cost of your bonus action every round. Perhaps full stat mod damage bonus on each hit, but a limited number of uses per long rest.

Reclaimed the Blade is cool, and appropriately leveled.

I love the flavor, but I find most of the mechanics very disappointing.

DiBastet
2014-10-13, 05:38 PM
Daggerspell mage should allow you to x times per day (int?) change the damage of an evocation spell to magic whatever the damage of your weapon instead of the weird for 5e half-slashing thing.

Shadow
2014-10-13, 05:49 PM
Daggerspell mage should allow you to x times per day (int?) change the damage of an evocation spell to magic whatever the damage of your weapon instead of the weird for 5e half-slashing thing.

That mechanic makes much more sense in 5e than it ever did in 3.x.

In 3.x mobs has a resist number. Resist 5, resist 10, whatever. Changing half of the damage to something else didn't stop the resist at all, which made the ability useless.
If your fireball did 48 damage to a mob with resist 10, that mob would take 38 damage (plus the dagger for about 45 or so).
If you changed half of it to something else, that 48 becomes 24 and 24, resist 10 still applies and they take 24 and 14, which equals 38 (plus the dagger for about 45 or so).
No change at all. It didn't matter if you used the ability or not, there was zero difference.
The ability is utterly useless unless you do less energy damage than twice their resistance, and even then it only makes a difference of a few points at most.

In 5e, resist is half damage, so this mechanic actually works a bit in 5e when it didn't work at all in 3.x.
Now, that same fireball with 48, along with 1d4+ (let's say) 4 from the dagger.
With fire resist = 6 or 7 from the dagger + 24 from the fireball = 30 or so.
With IotK against that fire resist, that becomes 6 or 7 from the dagger, 24 magic slashing, and 12 fire = 42 or so.
Now if you use the ability it actually makes a difference.

It works now when it didn't before.

giles92
2014-10-14, 02:21 AM
Heh, while Arcane Archer and Kensai were arguably OP, Duelist is underpowered.

Unarmored Defense, as a whole, and with the 20 max of stats, isn't a great feature. With a max Int, it offers the same AC at high levels that +3 studded does. Nothing to scoff at, but for a class proficient in light armor, not very cool either. It's mostly for fluff.
Precision Strike deals an average of almost half of what sneak attack damage would (+2 every two levels vs. +3.5 every two levels).
High Flying Stunts is extremely situational and basically just fluff.
Dizzyingly Fast Swordplay is redundant, and it's a 13th level ability which is strictly worse than their 3rd level ability (which is already considerably worse than sneak attack) in every single way. Great fluff, terrible mechanics.
Unless you can use both PS and DFS together, in which case a magic weapon (and therebye the damage bonus associated) makes this better than sneak attack, but not by much and at the cost of your bonus action every round. Perhaps full stat mod damage bonus on each hit, but a limited number of uses per long rest.

Reclaimed the Blade is cool, and appropriately leveled.

I love the flavor, but I find most of the mechanics very disappointing.

I wanted to make sure Precision Strike didn't deal as much raw damage as Sneak Attack, as it removes the advantage requirement or assistance requirement, keeping with the theme of 1v1.

As for the rest, I generally improved Dizzingly Fast Swordplay and High Flying Stunts.

giles92
2014-10-14, 02:33 AM
I like the idea of these classes, but the mechanics seem to complex and clunky to really make them shine. I decided to take my own crack at the Kensai in particular to try and make a simpler but hopefully still flavorful and fun take on it:

Monastic Tradition - Kensai
The Kensai focuses his training on the mastery of a single weapon over all others, until it becomes a natural extension of himself and the line between warrior and weapon becomes blurred.
Weapon Mastery
When you choose this tradition at 3rd level, pick a one-handed martial weapon. You become proficient with that weapon, and treat it as a monk weapon. As long as you are wielding your chosen weapon in one hand and nothing in the other, you may make a melee weapon attack with your chosen weapon in place of an unarmed strike when you use the Martial Arts or Flurry of Blows actions.
Iaijutsu
Starting at level 6, whenever you roll for initiative, you gain advantage on your first weapon attack with your chosen weapon that round. You also gain the benefits of the Alert feat. If you already have the Alert feat, you may choose another feat that you meet the prerequisites for instead.
Extension of Self
At level 11, your mastery of your chosen weapon grants you a +1 bonus to attack rolls with that weapon and a +1 AC bonus as long as you are wielding your chosen weapon in one hand and nothing in the other.
Decisive Strike
At level 17, you gain the ability to make a single, decisive attack. As an action, spend 5 ki points and make a melee weapon attack against a creature within reach. Your attack roll for this attack is treated as a natural 20. That creature can use its reaction to make a melee attack against you in response. After resolving both attacks, if you have more hit points left than the target, it is reduced to 0 hit points.

I like it, but the one-handed restriction doesn't make much sense to me, as either flavor or mechanics. Especially considering the class is based on samurai who wielded katanas.

BRKNdevil
2014-10-14, 10:23 AM
Updated with the Duelist archetype for rogues.

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My take on the swashbuckler, duelist, and other Dex based mundanes
http://www.giantitp.com/forums/showthread.php?377196-Swashbuckler-Base-Class-%28WIP%29-WOULD-LOVE-YOUR-HELP

AgentPaper
2014-10-14, 10:56 AM
I like it, but the one-handed restriction doesn't make much sense to me, as either flavor or mechanics. Especially considering the class is based on samurai who wielded katanas.

Maybe not great on flavor, but if you were able to FoB with a greatsword, it'd get crazy pretty quick.

giles92
2014-10-14, 12:32 PM
Maybe not great on flavor, but if you were able to FoB with a greatsword, it'd get crazy pretty quick.

Maybe just exclude two-handed and heavy. That would limit max weapon damage to 1d10.

AgentPaper
2014-10-14, 01:16 PM
Maybe just exclude two-handed and heavy. That would limit max weapon damage to 1d10.

That's still pretty high. A normal monk would be using a quarterstaff two-handed at this point, letting them deal 1d8 on their main attack and 1d4 on their unarmed. A kensai can use a longsword for both attacks, so 1d8 for both the main attack and the bonus action, plus both FoB hits as well.

Grey Watcher
2014-10-14, 01:20 PM
... the Arcane Archer

Imbue Arrow- Every bolt fired by an arcane archer can be carrying something far deadlier than a steel tip. At 3rd level the Arcane Archer can cast one spell with a touch range he knows into an arrow as an action, though the arrow must be fired within a minute or the spell is lost.

I am now picturing shooting a guy to give him Mage Armor. :smalltongue:

giles92
2014-10-14, 08:52 PM
That's still pretty high. A normal monk would be using a quarterstaff two-handed at this point, letting them deal 1d8 on their main attack and 1d4 on their unarmed. A kensai can use a longsword for both attacks, so 1d8 for both the main attack and the bonus action, plus both FoB hits as well.

That's a very good point, but I think I found a neat alteration that sticks with both mechanics and flavor.

Only one attack per round can be made with the Kensai's signature weapon and the rest are unarmed. This keeps with flavor, lets unarmed damage mean something, works well with decisive strike, and gives a neat combo feel.

Oh, and I would specify Decisive Strike as some kind of precision effect or something, that means it doesn't work with golems or even undead.

AgentPaper
2014-10-14, 10:30 PM
Only one attack per round can be made with the Kensai's signature weapon and the rest are unarmed. This keeps with flavor, lets unarmed damage mean something, works well with decisive strike, and gives a neat combo feel.

That's certainly another way to go about it, I just liked the flavor of using your signature weapon for all of your attacks. I guess it just comes down to which flavor point is more important to you, using your weapon for all attacks, or wielding your weapon with both hands.


Oh, and I would specify Decisive Strike as some kind of precision effect or something, that means it doesn't work with golems or even undead.

Why shouldn't it work against them?

Composer99
2014-10-15, 08:58 AM
Comments on Arcane Archer:

1- The Seeker Arrow and Hail of Arrows choices for the Enchanted Arrows line both refer to "spaces", which I assume are 5-foot-by-5-foot squares. You may want to revise the text slightly as the default for 5e is, to my knowledge, no grid in combat. As such, having grid references as "mainline" rules text is incongruent.

2- Apart from magical armour, do ability score bonuses still help targets against the Phase Arrow?

3- Minor nitpick, but the Arrow of Death is, for the victim at least, the ultimate (as in final) arrow.



Comments on (OP's) Kensai:

1- Some ghosts of 3.X rules past dwell in the Signature Weapon ability (specifically, the text about damage reduction). As long as the weapon has the magical keyword it ignores resistance to non-magical weapon (B/P/S) damage so you don't need to spell it out.

2- As a matter of formatting, I would consider breaking the rules for the Ki pool out of the description of Executions.

3- Maybe also tie the ki pool into Signature Weapon, such that you require some ki left the pool to get the SW benefit?

4- Cut Through the Boulder strikes me as under-powered for its ki point cost. IMO it should cost 1 ki.

5- Cut Through the Leaf is a bit unclear. Is the kensai using a reaction against being the target of an opportunity attack? Or is he getting to use this ability when he would be eligible to make an opportunity attack?

6- I would change Path Through Oblivion to unambiguously note whether the kensai's maximum number of attacks total is 4 (i.e. "He can make up to three additional attacks ...") or not.

7- Cut Through the Waterfall is IMO underpowered for something that costs one-quarter of a 20th level kensai's maximum ki pool (or 40% of a max-Con 10th level kensai's ki pool). Souping it up is probably not reasonable given it comes online at 10th level, so maybe reduce the ki point cost.

Run out of time for further comments, but will re-visit if I get a chance.


Comments on Duelist:

1- The Dueling fighting style might be a good add-on to this archetype at 3rd level.

2- A 17th-level Duelist who has capped out her Dex & Int scores can have an AC of 23, which is pretty tanky. Is that your intent?

giles92
2014-10-16, 09:14 PM
That's certainly another way to go about it, I just liked the flavor of using your signature weapon for all of your attacks. I guess it just comes down to which flavor point is more important to you, using your weapon for all attacks, or wielding your weapon with both hands.



Why shouldn't it work against them?

Well, two reasons. Reduce it's effectiveness as an auto-kill attack and because it's an auto-kill attack (I'm assuming the Kensai strikes a vital part of the body such as neck or heart). They traditionally don't work against constructs and undead, as neither has a vital area to strike.

Shadow
2014-10-16, 09:35 PM
Comments on Duelist:

]1- The Dueling fighting style might be a good add-on to this archetype at 3rd level.

2- A 17th-level Duelist who has capped out her Dex & Int scores can have an AC of 23, which is pretty tanky. Is that your intent?

The +1 at three different levels was added later. It was just Int mod before.
I think he might have changed it because I said it wasn't very interesting for a class proficient in light armor.
I wasn't suggesting a change, I was simply stating that I thought it ws boring.

As for the other changes made, HFS is cooler now.
DFS is still no good, in my opinion.
Namely, this: For each successful attack, the afflicted takes +1d6 damage on their following turn and has disadvantage on all rolls for one turn if two or more attacks were successful.

As long as he hits 50% of his attacks, the enemy gets disadvantage on ALL rolls for one round?
That's sick, bro. If that were a number of times per day, I'd say it would be approximately Capstone power. It's way too much.