shaman23
2016-10-09, 03:44 PM
Hy.
So Iam working on homemade classes for 5e for different reason mostly related to campain setting.
L5r inspired samurai, arcane sharpshooter, alchemist with construct companion...
And the codename "magic boomrang guy".
For different reason Im not shure of the balanced power of this one...
I can't say if it's OP or just average. So I would like the feed back of the community very much... Thanks in advance :) and sorry for my english (the written is not my thing, it's not my natural language).
This class is all about fighting with a boomrang or a shakram using both skill and innate arcana power.
The concept is, one throw, several hits while the weapon is bouncing on targets (with a roll for each target and on a miss the streak ends).
With that is a couple of special attack, arcane infusion, special shots and other feature related to the use of one weapon, a boomrang or a shakram.
So a lot of splashing damage but with a big risk, if a shot misses, then it's done. Because all attacks are part of the same action, if you miss youre initial target, it's over.
Hit die : D10.
Proeff :
- Dex and wis save
- Light armor
- Simple weapon
- 3 skill from perception, stealh, acrobatic, investigation and athletic
- Artisan tool (wood or metal) to craft/repair shakram or boomrang
Gear :
A simple melee weapon, two daggers and 10 dart.
A leather armor.
An explorer or dungeoneer pack.
Artisan tool (wood or metal). That allow you to re craft a lost or destroyed shakram/boomrang. But you can only have one at a time.
A boomrang or shakram.
Boomrang/Shakram are 1d6 bludgening/slashing throwing weapon with a range of 90/180 (using dex).
The core feature of the class is the streak.
A streak is a series of attacks made as part of the same action but on different creature.
When an attack misses a streak end.
The number of creature that can be hit as part of a streak is determined by the streak cap.
The range max between the target of an attack and any potential folowing target is determined by the streak range.
When you hit a creature with a boomrang/shakram, if there is another target inside youre streak range and you have not exeded youre streak cap, then you can make another attack as part of the same action (you roll again both to hit and dmg). So a free attack, if a target is nearby but you have to hit the first time, that's important.
When you take this class, you gain proeff with shakram and boomrang. You are also able to use thoses weapon as melee weapon with dex or str (and you have proeff).
You also gain proeff with any type of weapon with the thrown feature if used throwned.
Youre starting streak cap is 2 (that does include the initial target). Youre starting streak range is 30 (max distance between initial target and potential second one).
So again, you make a range attack, on a hit you can make another attack against another creature, on a miss you are done.
You gain the following feature at those lvl :
1 :
Boomrang master 1 : +1 to hit /+1 dmg with all thrown weapon
Eldtrich luck : You can change a miss on a attack roll made with youre boomrang into a hit. One use per Long Rest (LR).
( It's an important feature because the class is link to the streak concept so when you miss once, you're done, no extra attack, no bonus attack. That's why bending the luck is core)
Improvised shot : When a creature you can see (within 30 feet of you) attack an allie, you can use youre reaction to make a simple ranged attack with youre boomrang/shakram (b/s) against that creature (no streak or special shot possible). On a hit, you impose disadvantage to the attack roll against youre allie (and deal normal damage). When you have use this feature you can't use it again before a long rest.
2 :
Double shot (special attack) : The first special attack and a way to focus fire one ennemy. Special attack are attack made with the boomrang/shakram (BS) at range.
After a successful hit on an initial target, instead of creating a streak you can grab back youre weapon then use youre bonus action to make another attack against the same target with advantage.
(yes it is a free advantage but if the initial attack is a miss, you don't have a second attack at all. That kinda balance things up imao)
Minor infusion : Using a bonus action you can infuse your class weapon with youre arcane energy. Until the beginning of youre next turn, youre boomrang or shakram deal an extra 1d4 spychic damage. You can use this feature twice and regain all expended use after a short rest.
3 :
Streak range : 35
Arcane infusion : You can use the arcane infusion feature twice between long rest.
You gain the arcane infusion : elemental infusion. You can use an arcane infusion to, as part of an action, imbue youre B/S with elemental power for one minute.
Choose cold, fire or lightning. Youre B/S deals an extra 1d6 dmg of the chosen type..
4 : stats upgrade
5 :
Arcane shot : You can use the arcane shot feature 1 + wis mod per long rest (min 1)
You gain the arcane shot : force blast.
When you hit a creature with youre B/S you can use the force blast feature to deal +1d10 force dmg to the target.
6 :
Streak range 40 / streak cap 3
Bouncing shot (Special attack) : Choose two creature within 15 feet of each other. Make a range attack roll on one. On a hit, make an attack on the second. Youre weapon bounce back violently at the initial target. Make a second and last attack roll against the initial target, on a hit the target take an extra 1d8 dmg.
7 :
Eldritch luck 2 : Gain a second use per long rest of the ability to turn a miss into a hit while using youre class weapon.
Runic weapon : Youre class weapon (boomrang or shakram) become magical for resistance purposes.
8 : stats upgrade
9 :
You gain a new arcane shot the illusory shot. You can use the arcane shot feature to gain advantage on any attack roll made at range with youre B/S.
(again this a way to control youre luck / you are creating duplicate illusion of youre weapon so the target does'nt know wich one to evade)
10 :
Powered shot (special attack) : Youre initial target take an extra 1d12 dmg of force dmg, you then gain disadvantage on each attack for the rest of the streak but also deal an extra 1d4 force dmg to each target after the initial target of the streak.
( I ve try to make so all special attack are a viable option against a regular streak. Depending on how you wanna spread the dmg, or focus fire, take risk. I've also try to build a synergy with the arcane infusion a arcane shot)
11 :
Arcane infusion : Eldritch infusion. You can use youre arcane infusion feature to, using an action, give to youre B/S +2 to hit and +2 dmg for one minute.
You gain proeff with arcana ( if you allready have it, choose another skill)
Boomrang master 2 : You gain +2 to hit /+2dmg with thrown weapon (instead of the +1/+1 you had, not on top of it)
12 : stats
13 :
streak range 45 / streak cap 4
Accelerating shot (special shot). The second target of a streak take an extra 2 dmg. The third an extra 4 dmg. The forth an extra 6 dmg.
( so now you have four option for special shot and no reason to use a standard shot. The acc shot become youre go to. The double is still the best against one creature for focus fire. The bouncing is a nice option in certain condition to do a litlle of splashing while focusing one one target. The powered is worth the risk if you wanna use ressource to bend youre luck)
14 :
Psychic link. Youre class weapon, boomrang or shakram now deal an extra +1d4 psychic dmg on each hit (including melee)
15 :
You now gain 1 arcane infusion back after a short rest.
Momentum : If the last hit of a streak is a succes, the target take 1d6 extra dmg/streak length (streak 2 : 2d6. streak 3 : 3d6. streak 4 : 4d6 )
If a streak ends on a miss, you don't gain the momentum bonus dmg. The streak has to end because you choose to, no creature was in range or youre streak cap was hit.
The feature works with regular streak and special shot, including bouncing shot (3d6)
(So now choosing when/if ending a streak become strategic)
16 : stats
17 :
Streak range 50
Eldtrich luck 3 : Gain a third use per long rest of the ability to turn a miss into a hit while using youre class weapon.
Lasting crit : When you score a critical hit as part of a streak (including the initial shot) you gain advantage on attack roll for the rest of the streak
18 :
Psychic call back : After a succesful streak (that ended on a hit) each creature damaged by the streak must make a dex save DC 8+proeff+dex mod.
Roll damage like in a regular attack damage dice + mod + arcane infusion if any. On a failed save, a creature take that amount of damage.
You can use this feature once every long rest.
19 :
Arcana streak : As an action. Choose up to 4 creature in a 60 feet radius around you. They make a dex save DC 8 + poeff+wis. They take 7d10+10 force dmg on fail and half as much on a pass.
You can use this feature once every long rest.
20 :
Boomrang master 3 : You now have +3 to hit /+3 dmg with all thrown weapon.
Once per Short Rest, after you took an attack action using youre B/S, gain a free attack action.
So Iam working on homemade classes for 5e for different reason mostly related to campain setting.
L5r inspired samurai, arcane sharpshooter, alchemist with construct companion...
And the codename "magic boomrang guy".
For different reason Im not shure of the balanced power of this one...
I can't say if it's OP or just average. So I would like the feed back of the community very much... Thanks in advance :) and sorry for my english (the written is not my thing, it's not my natural language).
This class is all about fighting with a boomrang or a shakram using both skill and innate arcana power.
The concept is, one throw, several hits while the weapon is bouncing on targets (with a roll for each target and on a miss the streak ends).
With that is a couple of special attack, arcane infusion, special shots and other feature related to the use of one weapon, a boomrang or a shakram.
So a lot of splashing damage but with a big risk, if a shot misses, then it's done. Because all attacks are part of the same action, if you miss youre initial target, it's over.
Hit die : D10.
Proeff :
- Dex and wis save
- Light armor
- Simple weapon
- 3 skill from perception, stealh, acrobatic, investigation and athletic
- Artisan tool (wood or metal) to craft/repair shakram or boomrang
Gear :
A simple melee weapon, two daggers and 10 dart.
A leather armor.
An explorer or dungeoneer pack.
Artisan tool (wood or metal). That allow you to re craft a lost or destroyed shakram/boomrang. But you can only have one at a time.
A boomrang or shakram.
Boomrang/Shakram are 1d6 bludgening/slashing throwing weapon with a range of 90/180 (using dex).
The core feature of the class is the streak.
A streak is a series of attacks made as part of the same action but on different creature.
When an attack misses a streak end.
The number of creature that can be hit as part of a streak is determined by the streak cap.
The range max between the target of an attack and any potential folowing target is determined by the streak range.
When you hit a creature with a boomrang/shakram, if there is another target inside youre streak range and you have not exeded youre streak cap, then you can make another attack as part of the same action (you roll again both to hit and dmg). So a free attack, if a target is nearby but you have to hit the first time, that's important.
When you take this class, you gain proeff with shakram and boomrang. You are also able to use thoses weapon as melee weapon with dex or str (and you have proeff).
You also gain proeff with any type of weapon with the thrown feature if used throwned.
Youre starting streak cap is 2 (that does include the initial target). Youre starting streak range is 30 (max distance between initial target and potential second one).
So again, you make a range attack, on a hit you can make another attack against another creature, on a miss you are done.
You gain the following feature at those lvl :
1 :
Boomrang master 1 : +1 to hit /+1 dmg with all thrown weapon
Eldtrich luck : You can change a miss on a attack roll made with youre boomrang into a hit. One use per Long Rest (LR).
( It's an important feature because the class is link to the streak concept so when you miss once, you're done, no extra attack, no bonus attack. That's why bending the luck is core)
Improvised shot : When a creature you can see (within 30 feet of you) attack an allie, you can use youre reaction to make a simple ranged attack with youre boomrang/shakram (b/s) against that creature (no streak or special shot possible). On a hit, you impose disadvantage to the attack roll against youre allie (and deal normal damage). When you have use this feature you can't use it again before a long rest.
2 :
Double shot (special attack) : The first special attack and a way to focus fire one ennemy. Special attack are attack made with the boomrang/shakram (BS) at range.
After a successful hit on an initial target, instead of creating a streak you can grab back youre weapon then use youre bonus action to make another attack against the same target with advantage.
(yes it is a free advantage but if the initial attack is a miss, you don't have a second attack at all. That kinda balance things up imao)
Minor infusion : Using a bonus action you can infuse your class weapon with youre arcane energy. Until the beginning of youre next turn, youre boomrang or shakram deal an extra 1d4 spychic damage. You can use this feature twice and regain all expended use after a short rest.
3 :
Streak range : 35
Arcane infusion : You can use the arcane infusion feature twice between long rest.
You gain the arcane infusion : elemental infusion. You can use an arcane infusion to, as part of an action, imbue youre B/S with elemental power for one minute.
Choose cold, fire or lightning. Youre B/S deals an extra 1d6 dmg of the chosen type..
4 : stats upgrade
5 :
Arcane shot : You can use the arcane shot feature 1 + wis mod per long rest (min 1)
You gain the arcane shot : force blast.
When you hit a creature with youre B/S you can use the force blast feature to deal +1d10 force dmg to the target.
6 :
Streak range 40 / streak cap 3
Bouncing shot (Special attack) : Choose two creature within 15 feet of each other. Make a range attack roll on one. On a hit, make an attack on the second. Youre weapon bounce back violently at the initial target. Make a second and last attack roll against the initial target, on a hit the target take an extra 1d8 dmg.
7 :
Eldritch luck 2 : Gain a second use per long rest of the ability to turn a miss into a hit while using youre class weapon.
Runic weapon : Youre class weapon (boomrang or shakram) become magical for resistance purposes.
8 : stats upgrade
9 :
You gain a new arcane shot the illusory shot. You can use the arcane shot feature to gain advantage on any attack roll made at range with youre B/S.
(again this a way to control youre luck / you are creating duplicate illusion of youre weapon so the target does'nt know wich one to evade)
10 :
Powered shot (special attack) : Youre initial target take an extra 1d12 dmg of force dmg, you then gain disadvantage on each attack for the rest of the streak but also deal an extra 1d4 force dmg to each target after the initial target of the streak.
( I ve try to make so all special attack are a viable option against a regular streak. Depending on how you wanna spread the dmg, or focus fire, take risk. I've also try to build a synergy with the arcane infusion a arcane shot)
11 :
Arcane infusion : Eldritch infusion. You can use youre arcane infusion feature to, using an action, give to youre B/S +2 to hit and +2 dmg for one minute.
You gain proeff with arcana ( if you allready have it, choose another skill)
Boomrang master 2 : You gain +2 to hit /+2dmg with thrown weapon (instead of the +1/+1 you had, not on top of it)
12 : stats
13 :
streak range 45 / streak cap 4
Accelerating shot (special shot). The second target of a streak take an extra 2 dmg. The third an extra 4 dmg. The forth an extra 6 dmg.
( so now you have four option for special shot and no reason to use a standard shot. The acc shot become youre go to. The double is still the best against one creature for focus fire. The bouncing is a nice option in certain condition to do a litlle of splashing while focusing one one target. The powered is worth the risk if you wanna use ressource to bend youre luck)
14 :
Psychic link. Youre class weapon, boomrang or shakram now deal an extra +1d4 psychic dmg on each hit (including melee)
15 :
You now gain 1 arcane infusion back after a short rest.
Momentum : If the last hit of a streak is a succes, the target take 1d6 extra dmg/streak length (streak 2 : 2d6. streak 3 : 3d6. streak 4 : 4d6 )
If a streak ends on a miss, you don't gain the momentum bonus dmg. The streak has to end because you choose to, no creature was in range or youre streak cap was hit.
The feature works with regular streak and special shot, including bouncing shot (3d6)
(So now choosing when/if ending a streak become strategic)
16 : stats
17 :
Streak range 50
Eldtrich luck 3 : Gain a third use per long rest of the ability to turn a miss into a hit while using youre class weapon.
Lasting crit : When you score a critical hit as part of a streak (including the initial shot) you gain advantage on attack roll for the rest of the streak
18 :
Psychic call back : After a succesful streak (that ended on a hit) each creature damaged by the streak must make a dex save DC 8+proeff+dex mod.
Roll damage like in a regular attack damage dice + mod + arcane infusion if any. On a failed save, a creature take that amount of damage.
You can use this feature once every long rest.
19 :
Arcana streak : As an action. Choose up to 4 creature in a 60 feet radius around you. They make a dex save DC 8 + poeff+wis. They take 7d10+10 force dmg on fail and half as much on a pass.
You can use this feature once every long rest.
20 :
Boomrang master 3 : You now have +3 to hit /+3 dmg with all thrown weapon.
Once per Short Rest, after you took an attack action using youre B/S, gain a free attack action.