SupremeKingGais
2016-09-26, 07:30 PM
Hello. This is my first time making a homebrew race and class. If possible could people please help me with looking over the class and race and making sure that they are balanced.
Here is the class. I have yet to name it so if possible could someone give me a name for it
Hit dice 1d10
First level 10 plus con
Hit dice after first level 1d10 or 6
Armors light medium
Weapon proficiency simple martial
Saving throws. Strength Wisdom
At level one you gain the ability to cast misty steps without somatic or component equal times the wisdom modifier. You regain the uses after a long rest
At level two you gain a fighting bonus
Two hand-When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting-When you roll 1 or 2 on a damage die for an attack you make a with a melee attack that are you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or 2
Defense-While wearing Armor you gain a +1 to AC
At level three you can choice an archetype. Either way of the knight or way of the berserker
At level 5 you can attack twice per turn instead of once. This is increases to three at level 12
At level 9 your training as allowed you to misty step double the times of your wisdom modifier. You can expend a use to allow one of your allies to misty step.
At level 11 you can cast teleport once per long rest and at level 14 you can cast gate once per long rest.
At level 17 you can cast misty step an unlimited amount of times. You can cast teleport five times a day and cast Gate 2 times a day.
Way of the knight.
Upon selecting this at level 3 you gain 4d8 superiority die. You can select 3 maneuvers from the phb
At level three you can bond one weapon to your body after an hour ritual.
At level 7 you gain the ability to teleport to an ally that is getting attacked. Your opponent will then target you instead of your ally
At level 10 you gain the ability to teleport 30 feet and make a melee attack after the teleport is made. You can not throw the weapon and use this ability. It may be used once per turn.
At level 15 you gain the ability to teleport you and your allies out of harms way of a fire ball or aoe attack.
At level 17 you gain the ability to banish or send creatures or ships of your choice to an area or plane of existence. If it is an unwilling the creature must make a wisdom save against your maneuver dc.
Path of the Berserker
Starting at level three you enter a berserkers state. This causes you to become resistant to one type of damage being piercing bludgeoning or slashing. You can change this after three rounds of combat
At level three you gain the ability to heal yourself in combat. You heal 1d10x your level
At level 7 you gain the ability to further your berserker state. You can use a reaction to caught an enemy missile and you now gain resistance to either slashing piercing or bludgeoning.
At level ten you gain the ability to deal an extra damage based on your wisdom modifier when you attack.
At level 15 you gain the ability to chain several attacks of enemies that are less then 30 feet away. Each attack takes a negative 2 to each attack. This attack will use your actions this turn and you can only use this once per long rest.
At level 17 you gain the ability to become immune to one damage type and also gain resistance to two other damage you can also negate one of the negative two attacks.
And Here is my home brew race
The Kami
Height: The shortest of the race stands at 6 ft and the tallest at 8 ft 5
Size:Your size is considered Medium
Ability Score:Increases Strength by 2
Age:This race matures as the same time as humans but will slow down their aging when reached physical maturity. There are some record of these creatures living to 600 years old.
Language: This race can speak both Common and Abyssal. As a member of this race you can speak telepathic for 30 feet.
Dark vision: this race has 60 feet of dark vision
SubRaces. There are two sub races for this race. The Warriors and the Darkened ones
The Warriors
Increase your constitution score by one.
When you are dropped to zero hit points you can choose to have one hit point instead.
The Darkened One
Increase your wisdom ability score by one
Inanate Magic. You can faerie fire at level one and at level 5 you can cast hold person
Here is the class. I have yet to name it so if possible could someone give me a name for it
Hit dice 1d10
First level 10 plus con
Hit dice after first level 1d10 or 6
Armors light medium
Weapon proficiency simple martial
Saving throws. Strength Wisdom
At level one you gain the ability to cast misty steps without somatic or component equal times the wisdom modifier. You regain the uses after a long rest
At level two you gain a fighting bonus
Two hand-When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting-When you roll 1 or 2 on a damage die for an attack you make a with a melee attack that are you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or 2
Defense-While wearing Armor you gain a +1 to AC
At level three you can choice an archetype. Either way of the knight or way of the berserker
At level 5 you can attack twice per turn instead of once. This is increases to three at level 12
At level 9 your training as allowed you to misty step double the times of your wisdom modifier. You can expend a use to allow one of your allies to misty step.
At level 11 you can cast teleport once per long rest and at level 14 you can cast gate once per long rest.
At level 17 you can cast misty step an unlimited amount of times. You can cast teleport five times a day and cast Gate 2 times a day.
Way of the knight.
Upon selecting this at level 3 you gain 4d8 superiority die. You can select 3 maneuvers from the phb
At level three you can bond one weapon to your body after an hour ritual.
At level 7 you gain the ability to teleport to an ally that is getting attacked. Your opponent will then target you instead of your ally
At level 10 you gain the ability to teleport 30 feet and make a melee attack after the teleport is made. You can not throw the weapon and use this ability. It may be used once per turn.
At level 15 you gain the ability to teleport you and your allies out of harms way of a fire ball or aoe attack.
At level 17 you gain the ability to banish or send creatures or ships of your choice to an area or plane of existence. If it is an unwilling the creature must make a wisdom save against your maneuver dc.
Path of the Berserker
Starting at level three you enter a berserkers state. This causes you to become resistant to one type of damage being piercing bludgeoning or slashing. You can change this after three rounds of combat
At level three you gain the ability to heal yourself in combat. You heal 1d10x your level
At level 7 you gain the ability to further your berserker state. You can use a reaction to caught an enemy missile and you now gain resistance to either slashing piercing or bludgeoning.
At level ten you gain the ability to deal an extra damage based on your wisdom modifier when you attack.
At level 15 you gain the ability to chain several attacks of enemies that are less then 30 feet away. Each attack takes a negative 2 to each attack. This attack will use your actions this turn and you can only use this once per long rest.
At level 17 you gain the ability to become immune to one damage type and also gain resistance to two other damage you can also negate one of the negative two attacks.
And Here is my home brew race
The Kami
Height: The shortest of the race stands at 6 ft and the tallest at 8 ft 5
Size:Your size is considered Medium
Ability Score:Increases Strength by 2
Age:This race matures as the same time as humans but will slow down their aging when reached physical maturity. There are some record of these creatures living to 600 years old.
Language: This race can speak both Common and Abyssal. As a member of this race you can speak telepathic for 30 feet.
Dark vision: this race has 60 feet of dark vision
SubRaces. There are two sub races for this race. The Warriors and the Darkened ones
The Warriors
Increase your constitution score by one.
When you are dropped to zero hit points you can choose to have one hit point instead.
The Darkened One
Increase your wisdom ability score by one
Inanate Magic. You can faerie fire at level one and at level 5 you can cast hold person