Drackolus
2015-07-19, 04:49 PM
By request of a friend of mine, I tried to make a blood-magic using fighter specialization, somewhat modeled after the Dark Knight jobs of the Final Fantasy series. My goal was to have a somewhat battlemaster-esque tactical style, with a sort of high-risk-high-reward flavor. This is a fairly rough draft with no playtesting, and reflects about two hours of work, so I suspect it's not very balanced. Please give me some feedback/concerns/ideas about anything you see, whether it's wording, balance, flavor, or to tell me that it's stupid and I should go cuddle an Otyugh! Be brutal, I can take it :smallbiggrin:
I'm especially concerned about the health costs of these abilities being too high/low.
Dark Knight______________
The Dark Knight is a warrior who manipulates the power of blood to corrupt and debilitate their foes. Willing to use any tactic to attain victory, they've turned to dark magics to amplify their already impressive martial abilities. To them, their lifeforce is simply another weapon in their arsenal.
Blood Magic
When you become a Dark Knight at level 3, you begin to learn magical attacks fueled by your own health called Blood Strikes.
Blood Strikes. You may learn two Blood Strikes. You learn one more at 7th, 10th, and 15th level. Each time you learn a new Blood Strike, you may replace one you already know with a new one.
Blood Price. Most of these abilities have a health cost that you must pay in order to use it. You may use these abilities (and pay the cost) before you make a weapon attack roll against a creature. If the attack hits, the ability goes into effect. You can only use one of these abilities per attack, though you may use different ones for each attack if you use extra attacks.
Saving Throws. Many of these attacks require a saving throw to resist it's effects. The DC for these strikes is calculated as follows:
Blood Strike save DC = 8 + your proficiency bonus + your constitution modifier
Bloody Retribution
At 7th level, you can cause your attackers to share your pain. When you are struck by a melee attack, you may use your reaction to cause the attacker to also take the total damage back, which is unaffected by resistances or immunities.
Dark Recovery
At 10th level, your second wind becomes more powerful. When you use it, it now heals you for an additional 1d10, and you can use it twice between rests.
Thick Blood
Starting at 15th level, you gain advantage on constitution saves.
Unrelenting Strikes
At 18th level, creatures have disadvantage on their saving throws to resist your Blood Strikes.
Blood strikes
These are the abilities available for the Dark Knight to learn. They are presented in alphabetical order, with their HP cost in parenthesis.
Absorbing Strike (0). You may prevent half the final damage you deal (rounded down) with the effected attack. If you do, you instead regain as much health as you prevented.
Corrupting Strike (8). The creature must make a constitution save or begin rotting from the inside. At the beginning of each of it's turns, it takes 1d6 necrotic damage. It may then repeat the saving throw. This effect continues until the target reaches 0 hit points or succeeds the saving throw.
Crippling Strike (4). The creature must make a dexterity saving throw. If they fail, their speed is reduced to 0 until the end of your next turn.
Dark Strike (7). The creature must make a constitution saving throw. If they fail, they take 2d6 extra necrotic damage. If they succeed, they take half as much.
Dazing Strike (4). The creature must make a wisdom save. If they fail, attack rolls against the target before the beginning of your next turn have advantage.
Disrupting Strike (8). The creature must make an intelligence save. If it fails, it loses concentration on any abilities it had.
Draining Strike (6). The creature must make a constitution save or have their strength or dexterity (your choice) reduced by 8 for 1d6 rounds. If this ability is used on a target already under it's effect, the attribute may be changed, and the duration becomes the higher of the new roll or the remaining duration of the last ability.
Spreading Strike (7). Creatures of your choice within 5 feet of the creature you hit make a dexterity saving throw. They take 1d6 necrotic damage on a success, or half that on a failure.
Venomous Strike (5). The creature must make a constitution saving throw or become poisoned for 2 rounds.
I'm especially concerned about the health costs of these abilities being too high/low.
Dark Knight______________
The Dark Knight is a warrior who manipulates the power of blood to corrupt and debilitate their foes. Willing to use any tactic to attain victory, they've turned to dark magics to amplify their already impressive martial abilities. To them, their lifeforce is simply another weapon in their arsenal.
Blood Magic
When you become a Dark Knight at level 3, you begin to learn magical attacks fueled by your own health called Blood Strikes.
Blood Strikes. You may learn two Blood Strikes. You learn one more at 7th, 10th, and 15th level. Each time you learn a new Blood Strike, you may replace one you already know with a new one.
Blood Price. Most of these abilities have a health cost that you must pay in order to use it. You may use these abilities (and pay the cost) before you make a weapon attack roll against a creature. If the attack hits, the ability goes into effect. You can only use one of these abilities per attack, though you may use different ones for each attack if you use extra attacks.
Saving Throws. Many of these attacks require a saving throw to resist it's effects. The DC for these strikes is calculated as follows:
Blood Strike save DC = 8 + your proficiency bonus + your constitution modifier
Bloody Retribution
At 7th level, you can cause your attackers to share your pain. When you are struck by a melee attack, you may use your reaction to cause the attacker to also take the total damage back, which is unaffected by resistances or immunities.
Dark Recovery
At 10th level, your second wind becomes more powerful. When you use it, it now heals you for an additional 1d10, and you can use it twice between rests.
Thick Blood
Starting at 15th level, you gain advantage on constitution saves.
Unrelenting Strikes
At 18th level, creatures have disadvantage on their saving throws to resist your Blood Strikes.
Blood strikes
These are the abilities available for the Dark Knight to learn. They are presented in alphabetical order, with their HP cost in parenthesis.
Absorbing Strike (0). You may prevent half the final damage you deal (rounded down) with the effected attack. If you do, you instead regain as much health as you prevented.
Corrupting Strike (8). The creature must make a constitution save or begin rotting from the inside. At the beginning of each of it's turns, it takes 1d6 necrotic damage. It may then repeat the saving throw. This effect continues until the target reaches 0 hit points or succeeds the saving throw.
Crippling Strike (4). The creature must make a dexterity saving throw. If they fail, their speed is reduced to 0 until the end of your next turn.
Dark Strike (7). The creature must make a constitution saving throw. If they fail, they take 2d6 extra necrotic damage. If they succeed, they take half as much.
Dazing Strike (4). The creature must make a wisdom save. If they fail, attack rolls against the target before the beginning of your next turn have advantage.
Disrupting Strike (8). The creature must make an intelligence save. If it fails, it loses concentration on any abilities it had.
Draining Strike (6). The creature must make a constitution save or have their strength or dexterity (your choice) reduced by 8 for 1d6 rounds. If this ability is used on a target already under it's effect, the attribute may be changed, and the duration becomes the higher of the new roll or the remaining duration of the last ability.
Spreading Strike (7). Creatures of your choice within 5 feet of the creature you hit make a dexterity saving throw. They take 1d6 necrotic damage on a success, or half that on a failure.
Venomous Strike (5). The creature must make a constitution saving throw or become poisoned for 2 rounds.