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View Full Version : D&D 5e/Next Dark Slayer Homebrew.



Strikerjolt460
2016-02-05, 11:35 AM
Hello everyone! I've been working on a homebrew that's modeled after Vergil from Devil May Cry 4 Special Edition. I think I've got it in a good position and I really, really want some opinions on it and to help balance it more. It's for Rogues only.

For opinions I am looking for balance obviously, what level I should put the abilities on, how to structure it better. Etc.



Dark Slayer Style:

When you choose this archetype at 3rd level, you learn the Dark Slayer's maneuvers that are fueled by special dice called Dark Slayer dice.
Maneuvers. You gain access to the Dark Slayer's maneuvers, which are detailed below. Many maneuvers enhance your attack in some way. You may only use one maneuver per attack.

Dark Slayer Training:
You gain proficient in long sword and can treat it as finesse.

Concentration: On each succesful attack you gain an accumulating bonus + 1 to attack and damage up to a maximum of +5. This effect lasts until you miss.

Air Trick:
You can use your bonus action granted by your Cunning Action to teleport 20 feet into the air and fall safely to the ground. This action can also be used after you jump.

Grim Trick:
You can use your bonus action granted by your Cunning Action to teleport 10 feet. If you use your action to cast Spectral Sword you can teleport to that target as a free action.

Dark Slayer Dice:You have four Dark Slayer dice. A Dark Slayer dice is expended when you use it. You regain all of your expended Dark Slayer dice when you finish a short or long rest. You gain another Dark Slayer die at 7th level and one more at 15th level. You use your Dark Slayer dice to use your maneuvers.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: 8 + your proficiency modifier + your Charisma modifier.

Rapid Slash: You move 60 feet through enemies and past them. The movement does not provoke opportunity attacks, during this movement you make an attack on each enemy must make a dexterity check on a failed save they take normal weapon damage. On a successful save they only take half.

Stinger: You move your speed and attack at the end of it, the creature must make a dexterity throw. A target takes your weapon damage and 2d6 extra damage, pushed back 10 feet and knocked prone on a failed save. On a successful save the target takes half damage only. This damage is piercing.

Round Trip: You charge your sword with magic and you throw it within 20 feet and it stays in place for 3 rounds. Each creature within 60 feet of it must make a strength save. On a failed they pulled towards the weapon by 10 feet. On a successful save they are only drawn by 5 feet. If the creature fails it's save adjacent to the weapon it takes normal weapon damage.

Rapid Slash: You rapidly attack with your weapon up to 5 times on each successful attack the creature is pushed back 5 feet which you move into the space, on the 5th strike if it's successful you can knock the target prone.

Drive: You charge your sword with magic and swing your sword creating 3 magical slashes from it towards your enemy. The creature must make a 3 dexterity save for each slash. A target takes 2d6 of untyped damage on a unsuccessful save. On a successful the target only takes half damage. This damage cannot be reduced by any means. You can target three separate creatures.

Helm Breaker: When you use Air Trick to teleport 20 feet into the air you strike your enemy for extra damage. The creature must make a dexterity saving throw. On a failed save the creature takes an extra 2d6 damage on top of your normal weapon damage and is stun/knocked prone. On a successful the creature only takes half damage.

Dark Slayer Magic:
Beginging at 3rd level you gain access to the Dark Slayer magic:


Spectral Sword:
Level: Cantrip
Conjuration:
Casting Time: 1 action
Range: 20 feet.
Components: None
Duration: Instantaneous
Effect:You can summon a spectral sword to strike your enemy within 20 feet. The target must make a saving dexterity throw. On a failed save the spectral sword deals 1d6 of magical piercing damage and pushes the target 5 feet. On a successful save the damage is halved. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Dancing Spectral Swords:
Level 2:
Conjuration:
Casting Time: 1 action
Range: 20 feet.
Components: None
Duration: Concentration, up to 10 minutes.
Spiral Swords: When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 2d6magical slashing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spectral Sword Barrage:
Level: 3
Conjuration:
Casting Time: 1 action
Range: 20 feet.
Components: None
Duration: Instantaneous
Storm Barrage: You summon 4 spectral swords to attack your enemy, The creatures targeted must make dexterity throw against each sword. On a failed save the creature takes 1d6 magical piercing damage and is pushed back 5 feet for each sword. If all four swords hit the target the target is knocked prone. In addition you can choose to attack 4 multiple targets instead of one. On a successful save the damage is only halved. When you cast this spell using a spell slot of 4th or higher, you add one extra spectral sword for each level.


Heavy Rain Barrage:
Level: 4
Conjuration:
Casting Time: 1 action
Range: 300 feet.
Components: None
Duration: Instantaneous
A hail of spectral swords come crushing to the ground in a 20-foot-radius, 20 foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d8 magical piercing damage and falls prone on a failed save. Half damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d8 for each slot level above 4th.


Level 6th feature:

Judgment Cut:
You cut through dimensional planes the creature targeted must make a dexterity saving throw or take 8d8 points of untyped damage. This damage cannot be reduced by any means. On a successful save the target only takes half damage. Once you used this ability, you must take a short or long rest before using it again.

17th Level:
Final Judgement Cut:
You cut through dimensional planes all creatures within 60 feet of you must make a dexterity saving throw. Creatures take 20d8 points of untyped damage on a failed save. This damage cannot be reduced by any means. On a successful save the damage is halved. Once you used this ability, you must take a short or long rest before using it again.

Strikerjolt460
2016-02-07, 08:45 PM
Anyone? please?
Bump.

RakiReborn
2016-02-09, 05:57 PM
Sorry, but i will only give some points that jump out for me right now:

1. Rogue gets archetype features at 3rd, 9th, 13th and 17th level. You should follow those levels for the abilities.
2. It seems a lot to give to a rogue at 3rd - proficiency that makes you do more damage with your weapon than any rogue can do (versatile longsword), manouvres (refluffed), two tricks as a bonus action, and spellcasting.
3. Spellcasting is not defined anywhere. What about casting ability, schools to learn from, spellslots to cast with?
4. The list is very disorientating. Please clear your format/layout/whateveritscalled (dont remember the correct english word for it)

Once you fixed these points, i think more people will want to answer, as it is easier to review when all the info is there and it is easily readable.