Rogem
2015-09-08, 05:53 PM
I got a class I wrote here, and I'd really like some criticism.
Level
Features
Maximum Momentum
1
Fighting Style, Fluid Combat
-
2
Momentum
2
3
Order
2
4
Ability Score Improvement
2
5
Extra Attack
2
6
Dance of Death
3
7
Order Feature
3
8
Ability Score Improvement
3
9
Unhindered Movement
3
10
Order Feature
4
11
Improved Footwork
4
12
Ability Score Improvement
4
13
Evasion
4
14
Order Feature
5
15
Improved Fighting Style
5
16
Ability Score Improvement
5
17
Unhindered Movement (2)
5
18
Order Feature
6
19
Ability Score Improvement
6
20
Untiring Dancer
6
Hit Points
Hit Dice: 1d8 per blade dancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blade dancer level after 1st.
Proficiencies
Armor: Light armor
Weapons: Dagger, sickle, longsword, rapier, scimitar, shortsword
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Intimidation, Perception, Performance and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any one blade dancer melee weapon
(a) two daggers, (b) one shortsword or (c) any one light weapon that you are proficient with
Leather armor, and an explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fluid Combat
You have understood that raw power isn't enough when it comes to defeating an opponent stronger than oneself. As such, you may choose whether you want to use your Strength or Dexterity ability modifier for attack and damage rolls made with a blade dancer weapon.
Momentum
Beginning at 2nd level, you can gain momentum points when you land a melee hit on your opponent.
Momentum points are gained by taking the Attack action on your turn. If at least one of your attacks connects, you gain one momentum point and an additional one for each critical hit you scored. You lose all of your momentum points at the end of the combat or when you become blinded, grappled, restrained or incapacitated. You may not have more momentum points than the amount shown for your blade dancer level in the corresponding column in the table above.
You may expend momentum points in the following ways:
Counter. At any time that you are being attacked, you may, as a reaction, expend one momentum point to make one weapon attack against the attacker.
Double Step. At any time you take an action or a bonus action, you may expend one momentum point to gain an additional 10 feet of movement until the start of your next turn.
Sidestep. At any time that you are being attacked, you may, as a reaction, expend one momentum point to impose Disadvantage on that Attack roll. You can only do so if you aren't wearing heavy armor.
I don't think I need to explain what Order, Ability Score Improvement and Extra Attack are, so let's skip those...
Dance of Death
After 6th level, you have become able to dance with everything on the line, dealing swiftly with any opponents but also closing in on your own death at the same time. On your turn, you may take an action to spend one momentum point to start dancing. During the dance, you lose one momentum point at the beginning of each of your turns and are unable to gain any momentum points. The dance ends if you have no more momentum points remaining at the start of your turn. Dancing requires concentration.
While dancing, you are able to take an additional reaction and use one momentum action without expending a momentum point on each of your turns. You can use this feature only once between long rests.
Unhindered Movement
When you reach the 9th level, you are no longer hindered by difficult terrain of any kind, including magical, as long as you are not wearing heavy armor. At 17th level, you can also climb surfaces at normal speed.
Improved Footwork
Beginning at 11th level, whenever you use your momentum to make a sidestep, your movement does not provoke opportunity attacks from enemies until the end of your turn
Improved Fighting Style
At 13th level, you gain an additional feature based on the Fighting Style you chose, as listed below.
Improved Defense
While wearing a light or medium armor, you now gain one momentum point when an attack that was affected by sidestep misses you.
Improved Dueling
If you're wielding a melee weapon in one hand and no other weapons, your next attack after countering will be considered a critical hit on a roll of 19 or 20.
Improved Two-Weapon Fighting
After double stepping, your next off-hand weapon attack will be made with an Advantage.
Evasion
After 15th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Untiring Dancer
When you reach the 20th level, you can use the Dance of Death feature twice between long rests.
Orders
Different blade dancers choose to favor different approaches to combat. Some choose honest martial combat while others prefer enhancing their skills by imbuing their weapon with magic – some even prefer sneaky tricks.
Order of Steel
Face off against your enemies in an honest combat, dealing with them one at a time.
Shifting Stance
At 3rd level, when you choose this order, you become versed in the advantages of shifting your stance as the battle progresses. At the start of each of your turns, you may choose one of the stances listed below. All stances last until the start of your next turn.
Force. Your strike with more power; main-hand attacks will deal one point of additional damage.
Precision. Your attacks are more accurate; you gain a +1 bonus to Attack rolls.
Defense. You focus on defending; you gain +1 AC.
Exposure
Upon attaining the 7th level, you learn the finer parts of countering enemy attacks, forcing them to leave openings for you. When you counter an attack, your following attacks will deal your Wisdom ability modifier as additional damage against that enemy until the end of your next turn.
Eyes and Ears
Upon reaching the 10th level, you can instinctively tell how your opponents are moving. You have blindsight (10 feet) and no longer lose your momentum when blinded.
Stance Master.
From 14th level onward, you refine your stances, gaining the following benefits in addition to the previous effects:
Force. Your critical hits impair enemy movement, halving their speed until the end of their turn.
Precision. After scoring a critical hit, you can re-roll one Attack Roll before the end of combat.
Defense. When you counter, you can spend an additional momentum point to activate sidestep as well.
Unstoppable Momentum
Beginning on the 18th level, if you would lose momentum due to being grappled, restrained or incapacitated, you can make a DC 15 Dexterity check. If successful, you will retain all your momentum.
Order of the Shadows
You haven't ever fought an honest duel, and are quick to result to various dishonest means to get what you want.
Dirty Tricks
When you choose this Order at the 3rd level, you become able to distract an enemy. Whenever you use the Attack action against an enemy, you may expend one momentum point and forfeit one weapon attack. If you do, the enemy must succeed in a Dexterity save, or be blinded until the end of your next turn. You may not use this feature more than once per turn. The Save DC is determined as:
Save DC = 8 + Your Intelligence modifier + Your Proficiency Bonus
Blindside
Beginning on the 7th level, whenever you land a melee hit on an enemy that can't see you, you deal your Intelligence ability modifier as additional damage.
Shadow Walker
Upon reaching the 10th level, you become able to stride faster and further in the shadows. While standing in dim light or darkness, your speed increases by 10 feet.
Go for the Throat
When you reach the 14th level, you become able to silence an opponent instead of blinding them whenever you use the Dirty Tricks feature. Furthermore, you can now use Dirty Tricks twice per turn, instead of once.
Cloak of Shadows
After reaching the 18th level, you can wrap your body in shadows. When in dim light or darkness, any critical hits scored against you are no longer considered critical.
Order of the Elements
Calling the powers of nature to your aid, you burn, electrocute and freeze your enemies all the while striking at them.
Elemental Blade
Beginning on the 3rd level when you choose this order, you may choose to make your physical weapon attack have an elemental property. When you roll for damage, you may choose to have half of the damage of the roll be converted to either cold, fire or lightning damage.
Elemental Affinity
After reaching the 7th level, you deal additional damage equal to your Charisma modifier whenever you deal cold, fire or lightning damage.
Attuned to the Elements
When you reach the 10th level, the elements seem to ignore your presence – you do not suffer from hot or cold weather, and non-magical lightning will never strike you. You will also receive 2 points of damage less when you take cold, fire or lightning damage.
Extending Elements
Beginning on the 14th level, your attacks reach the enemy even if your blade normally wouldn't. Your reach increases by 5 feet.
Armor of the Elements
Upon reaching the 18th level, you become able to counter attacks with elemental surges. Whenever an enemy within 5 feet hits you, the elements lash out and deal damage equal to your Charisma modifier as either cold, fire or lightning damage.
I expect that this fellow needs some nerfing lovehammer. Or loving nerfhammer, if that's your thing. Couldn't bear to do anything myself, because I've always been of the opinion that better a little bit OP than a little bit UP... Oh yeah, and them names sound a little... well, could use some ideas for better names. Looking forward to your replies!
Level
Features
Maximum Momentum
1
Fighting Style, Fluid Combat
-
2
Momentum
2
3
Order
2
4
Ability Score Improvement
2
5
Extra Attack
2
6
Dance of Death
3
7
Order Feature
3
8
Ability Score Improvement
3
9
Unhindered Movement
3
10
Order Feature
4
11
Improved Footwork
4
12
Ability Score Improvement
4
13
Evasion
4
14
Order Feature
5
15
Improved Fighting Style
5
16
Ability Score Improvement
5
17
Unhindered Movement (2)
5
18
Order Feature
6
19
Ability Score Improvement
6
20
Untiring Dancer
6
Hit Points
Hit Dice: 1d8 per blade dancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blade dancer level after 1st.
Proficiencies
Armor: Light armor
Weapons: Dagger, sickle, longsword, rapier, scimitar, shortsword
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Intimidation, Perception, Performance and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any one blade dancer melee weapon
(a) two daggers, (b) one shortsword or (c) any one light weapon that you are proficient with
Leather armor, and an explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fluid Combat
You have understood that raw power isn't enough when it comes to defeating an opponent stronger than oneself. As such, you may choose whether you want to use your Strength or Dexterity ability modifier for attack and damage rolls made with a blade dancer weapon.
Momentum
Beginning at 2nd level, you can gain momentum points when you land a melee hit on your opponent.
Momentum points are gained by taking the Attack action on your turn. If at least one of your attacks connects, you gain one momentum point and an additional one for each critical hit you scored. You lose all of your momentum points at the end of the combat or when you become blinded, grappled, restrained or incapacitated. You may not have more momentum points than the amount shown for your blade dancer level in the corresponding column in the table above.
You may expend momentum points in the following ways:
Counter. At any time that you are being attacked, you may, as a reaction, expend one momentum point to make one weapon attack against the attacker.
Double Step. At any time you take an action or a bonus action, you may expend one momentum point to gain an additional 10 feet of movement until the start of your next turn.
Sidestep. At any time that you are being attacked, you may, as a reaction, expend one momentum point to impose Disadvantage on that Attack roll. You can only do so if you aren't wearing heavy armor.
I don't think I need to explain what Order, Ability Score Improvement and Extra Attack are, so let's skip those...
Dance of Death
After 6th level, you have become able to dance with everything on the line, dealing swiftly with any opponents but also closing in on your own death at the same time. On your turn, you may take an action to spend one momentum point to start dancing. During the dance, you lose one momentum point at the beginning of each of your turns and are unable to gain any momentum points. The dance ends if you have no more momentum points remaining at the start of your turn. Dancing requires concentration.
While dancing, you are able to take an additional reaction and use one momentum action without expending a momentum point on each of your turns. You can use this feature only once between long rests.
Unhindered Movement
When you reach the 9th level, you are no longer hindered by difficult terrain of any kind, including magical, as long as you are not wearing heavy armor. At 17th level, you can also climb surfaces at normal speed.
Improved Footwork
Beginning at 11th level, whenever you use your momentum to make a sidestep, your movement does not provoke opportunity attacks from enemies until the end of your turn
Improved Fighting Style
At 13th level, you gain an additional feature based on the Fighting Style you chose, as listed below.
Improved Defense
While wearing a light or medium armor, you now gain one momentum point when an attack that was affected by sidestep misses you.
Improved Dueling
If you're wielding a melee weapon in one hand and no other weapons, your next attack after countering will be considered a critical hit on a roll of 19 or 20.
Improved Two-Weapon Fighting
After double stepping, your next off-hand weapon attack will be made with an Advantage.
Evasion
After 15th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Untiring Dancer
When you reach the 20th level, you can use the Dance of Death feature twice between long rests.
Orders
Different blade dancers choose to favor different approaches to combat. Some choose honest martial combat while others prefer enhancing their skills by imbuing their weapon with magic – some even prefer sneaky tricks.
Order of Steel
Face off against your enemies in an honest combat, dealing with them one at a time.
Shifting Stance
At 3rd level, when you choose this order, you become versed in the advantages of shifting your stance as the battle progresses. At the start of each of your turns, you may choose one of the stances listed below. All stances last until the start of your next turn.
Force. Your strike with more power; main-hand attacks will deal one point of additional damage.
Precision. Your attacks are more accurate; you gain a +1 bonus to Attack rolls.
Defense. You focus on defending; you gain +1 AC.
Exposure
Upon attaining the 7th level, you learn the finer parts of countering enemy attacks, forcing them to leave openings for you. When you counter an attack, your following attacks will deal your Wisdom ability modifier as additional damage against that enemy until the end of your next turn.
Eyes and Ears
Upon reaching the 10th level, you can instinctively tell how your opponents are moving. You have blindsight (10 feet) and no longer lose your momentum when blinded.
Stance Master.
From 14th level onward, you refine your stances, gaining the following benefits in addition to the previous effects:
Force. Your critical hits impair enemy movement, halving their speed until the end of their turn.
Precision. After scoring a critical hit, you can re-roll one Attack Roll before the end of combat.
Defense. When you counter, you can spend an additional momentum point to activate sidestep as well.
Unstoppable Momentum
Beginning on the 18th level, if you would lose momentum due to being grappled, restrained or incapacitated, you can make a DC 15 Dexterity check. If successful, you will retain all your momentum.
Order of the Shadows
You haven't ever fought an honest duel, and are quick to result to various dishonest means to get what you want.
Dirty Tricks
When you choose this Order at the 3rd level, you become able to distract an enemy. Whenever you use the Attack action against an enemy, you may expend one momentum point and forfeit one weapon attack. If you do, the enemy must succeed in a Dexterity save, or be blinded until the end of your next turn. You may not use this feature more than once per turn. The Save DC is determined as:
Save DC = 8 + Your Intelligence modifier + Your Proficiency Bonus
Blindside
Beginning on the 7th level, whenever you land a melee hit on an enemy that can't see you, you deal your Intelligence ability modifier as additional damage.
Shadow Walker
Upon reaching the 10th level, you become able to stride faster and further in the shadows. While standing in dim light or darkness, your speed increases by 10 feet.
Go for the Throat
When you reach the 14th level, you become able to silence an opponent instead of blinding them whenever you use the Dirty Tricks feature. Furthermore, you can now use Dirty Tricks twice per turn, instead of once.
Cloak of Shadows
After reaching the 18th level, you can wrap your body in shadows. When in dim light or darkness, any critical hits scored against you are no longer considered critical.
Order of the Elements
Calling the powers of nature to your aid, you burn, electrocute and freeze your enemies all the while striking at them.
Elemental Blade
Beginning on the 3rd level when you choose this order, you may choose to make your physical weapon attack have an elemental property. When you roll for damage, you may choose to have half of the damage of the roll be converted to either cold, fire or lightning damage.
Elemental Affinity
After reaching the 7th level, you deal additional damage equal to your Charisma modifier whenever you deal cold, fire or lightning damage.
Attuned to the Elements
When you reach the 10th level, the elements seem to ignore your presence – you do not suffer from hot or cold weather, and non-magical lightning will never strike you. You will also receive 2 points of damage less when you take cold, fire or lightning damage.
Extending Elements
Beginning on the 14th level, your attacks reach the enemy even if your blade normally wouldn't. Your reach increases by 5 feet.
Armor of the Elements
Upon reaching the 18th level, you become able to counter attacks with elemental surges. Whenever an enemy within 5 feet hits you, the elements lash out and deal damage equal to your Charisma modifier as either cold, fire or lightning damage.
I expect that this fellow needs some nerfing lovehammer. Or loving nerfhammer, if that's your thing. Couldn't bear to do anything myself, because I've always been of the opinion that better a little bit OP than a little bit UP... Oh yeah, and them names sound a little... well, could use some ideas for better names. Looking forward to your replies!