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LoneStarNorth
2017-04-10, 10:13 PM
Here's something I knocked out on the weekend while I was waiting for my gaming group to congregate on Skype (they never did). I make stuff like this for fun all the time, but when I realized I'd made an entire class plus three subclass options, I thought I'd share it and see what people think. I think it'd be fun as heck to play, but I'm not sure if that's because it's overpowered or just because I'm a Metroid fanboy.

I'm still fairly new to 5th edition, so I'd like to hear opinions on how this stacks up against other classes, and how the subclasses stack against each other. Maybe some features should be earned at different levels, or cut entirely, or just reworded. After homebrewing my way through three editions of D&D I get my wires crossed all the time, but I tried to make sure everything works properly, even if it's not perfectly balanced.

Also, I considered a capstone ability where you could cause whatever plane you're on to self-destruct, giving yourself only two minutes to find a way to escape. Thoughts?

The Hunter

Hit Points
Hit Dice: 1d10 per hunter level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hunter level after 1st.

Proficiencies
Armour: Light armour
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a scimitar or (b) a whip
(a) a hand crossbow and 20 bolts or (b) four javelins
(a) a dungeoneer's pack or (b) an explorer's pack



Table: The Hunter


Level
Proficiency Bonus
Features
Missiles


1st
+2
Power Suit, Power Beam, Scan



2nd
+2
Morph Ball



3rd
+2
Warrior Tradition, Missiles
2


4th
+2
Ability Score Improvement, Bombs
2


5th
+3
Extra Attack, Charge Beam
3


6th
+3
Warrior Tradition Feature, High Jump Boots
3


7th
+3
Varia Suit, Visor
4


8th
+3
Ability Score Improvement, Grapple Beam
4


9th
+4
Morph Ball Feature
5


10th
+4
Warrior Tradition Feature
5


11th
+4
Reserve Tank
6


12th
+4
Ability Score Improvement, Speed Booster
6


13th
+5
Morph Ball Feature, Visor
7


14th
+5
Warrior Tradition Feature, Space Jump
7


15th
+5
Gravity Suit, Super Missiles
8


16th
+5
Ability Score Improvement
8


17th
+6
Power Bombs
9


18th
+6
Warrior Tradition Feature, Visor
9


19th
+6
Ability Score Improvement
10


20th
+6
Screw Attack
10




Class Features
As a hunter, you gain the following class features.

Power Suit
A hunter's defining feature is the enchanted armour which they wear into battle. At 1st level you have such a suit of armour, known as a power suit. It is light armour weighing 20 pounds which has an Armour Class of 13 + your Dexterity modifier. The armour covers your entire body and includes a helmet with a transparent visor and a special weapon called an arm cannon which covers one of your arms, preventing you from using that hand for any other purpose than operating the arm cannon. While wearing your power suit you are immune to suffocating, as the armour provides breathable air for you.
You can summon or dismiss your power suit as an action. When dismissed, it is in an extradimensional space that only you can access. You cannot summon your power suit if you are wearing medium or heavy armour. Any items you are wearing besides clothing or light armour, such as weapons or a pack, are moved to the outside of your armour when you summon it so you can still access them. Your armour automatically dismisses itself if you fall unconscious. If you are reduced to 0 hit points while wearing your power armour, the armour is destroyed. Your armour repairs itself automatically after you complete a long rest.
The arm cannon incorporated into your power suit allows you to use a ranged attack called the power beam (see below). As you gain more levels in the hunter class, the arm cannon will gain a variety of additional attack types. They all use your Dexterity modifier and you are proficient in all of them. If an arm cannon attack requires a target to make a saving throw, the DC is calculated as follows:
Arm cannon DC = 8 + your proficiency bonus + your Dexterity modifier

Power Beam
The power beam is the most basic projectile your arm cannon can fire. It deals force damage equal to 1d6 + your Dexterity modifier on a hit and has a range of 30/120. Additionally, when you use an action to make a power beam attack and don't move on your turn, you can use your bonus action to make one extra power beam attack.

Scan
While wearing your power suit you can use your action to scan a creature or an object within 30 ft. If you scan a creature, you identify its type (such as aberration, celestial, undead, etc) and any damage immunities, resistances, or vulnerabilities it may have. If you scan an object, you identify what material it's primarily made of and whether or not it is magical. Additionally, you can cast the identify spell as a ritual at will withou requiring any material components.

Morph Ball
Beginning at 2nd level, you gain the ability to transform into a compact ball while wearing your power suit. Activating the morph ball or returning to normal is a bonus action. While in morph ball form, your size becomes Tiny and you cannot attack or use any weapons or equipment. You also cannot climb or perform any other action that would require hands or limbs. Items you hold or wear when you transform are melded into your body until you return to normal.
While in morph ball form you speed increases by 10 feet and you can fit through openings and tunnels as small as 2 feet in diameter without needing to crawl or reduce your speed. You are immune to the paralyzed and prone conditions in this form and have advantage on Dexterity (Stealth) checks. If you fall unconscious while in morph ball form, you transform back to normal immediately.

Warrior Tradition
At 3rd level you begin to follow a particular warrior tradition, which will further modify the functions of your power suit and grant you new abilities. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Missiles
Starting at 3rd level, you have a limited supply of explosive missiles which you can fire from your arm cannon as an attack. Make a ranged attack against a target within 120 feet. If the attack hits, the target takes bludgenoning damage equal to 1d10 + your Dexterity modifier. Hit or miss, the missile detonates in a 10-foot radius around the target, and any creature within the radius (including the target of the initial attack) must succeed on a Dexterity saving throw or take 2d10 thunder damage, taking half damage on a success. You are immune to this damage if you happen to be within the radius.
You have a limited supply of missiles, which increases as you increase in level (see the Missile column of a hunter table). You regain 1 missile when you complete a short rest and all of your missiles when you take a long rest.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Bombs
Beginning at 4th level you can lay a bomb as an attack while in morph ball form. The bomb remains in your space (even if you move away) until the start of your next turn, at which point it detonates. Creatures within 10 feet of the bomb must make a Dexterity saving throw or take 2d6 force damage. You are immune to your own bomb damage.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Charge Beam
Starting at 5th level, You can use your action to charge your power beam. Once charged, your next power beam attack deals 3d6 damage + your dexterity modifier. If you are stunned or your power suit is dismissed, your power beam loses its charge.

High Jump Boots
Beginning at 6th level your high jump height becomes equal to your long jump distance while wearing your power suit.

Varia Suit
At 7th level your power suit becomes stronger. The Armour Class bonus it confers increases to 14 + your Dexterity modifier. Additionally, you become resistant to cold and fire damage and immune to the effects of extreme heat or cold.

Visor
At 7th level you gain a new type of visor for your power suit. You can change between your normal visor, which allows you to use your ordinary vision and your scan feature, and any other visor as a bonus action. Choose one of the visors below. You gain additional new visors at 13th and 18th level.
Echo Visor
While using the echo visor, you can see sounds as visible waves. You can automatically detect hidden or invisible creatures as they move and can easily pinpoint the direction sounds are coming from. You can detect living creatures within 15 feet even if they are standing still by their breathing and heartbeats.
However, while using this visor you cannot detect creatures or objects that are not moving or making noise beyond a 15 foot radius. You cannot detect a creature that is flying or hovering by magic, such as with a fly spell. You also cannot see colour or fine detail with this visor.
Thermal Visor
While using the thermal visor, you can see creatures and objects as heat sources, allowing you to automatically detect invisible creatures within your line of sight and see through illusions.
However, while using this visor you are blind beyond 60 feet. You cannot see creatures whose body temperature matches the surrounding environment, such as most undead, constructs, or plants. Also, an extreme source of heat within 15 feet of you (such as a fire, fire elemental, or fireball spell) overwhelms the visor and blinds you until the start of your next turn or until you switch to another visor.
X-Ray Visor
While using the x-ray visor you can see through walls or creatures within 60 feet, automatically detecting hidden creatures and objects, including most traps or secret doors.
However, while using this visor you are blind beyond 60 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block your vision. If there is a strong light source within 15 feet of you, such as a daylight spell or a bullseye lantern aimed at your face, you are blinded until you move away or switch to another visor. You also cannot see colour with this visor.

Grapple Beam
Beginning at 8th level you can use your arm cannon to fire a beam of energy that can grab on to objects and creatures. The range of the beam is 30 feet. As an action you can do any of the following:

Grab an object within range weighing no more than 20 pounds and pull it to you. You can either grab it or let it fall at your feet. If a creature is holding the object, you initiate a Strength contest with the creature. If you win, you can pull the object away from the creature.
Grab a rough surface, such as a wall or ceiling, and either pull yourself to it or swing from it as if with a rope. Swinging from a ceiling can double your long jump range.
Initiate a grapple from a distance. If you succeed, the target is pulled adjacent to you if it is your size or smaller, or you pull yourself adjacent to it if it is larger than you. You cannot impose the grappled condition on a creature more than one size larger than you, but can still pull yourself towards them.



Morph Ball Feature
At 9th level you gain an upgrade for your morph ball form. Choose one feature from the following list. You gain a second feature at 13th level.
Boost Ball
While in morph ball form, your speed increases by an additional 10 feet (for a total speed bonus of 20 feet) and opportunity attacks made against you have disadvantage.
Spider Ball
While in morph ball form you gain a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Reserve Tank
Beginning at 11th level, your power suit contains a special emergency reserve of energy. If you are reduced to 0 hit points while wearing it, you can immediately spend a hit die. Once you use this feature, you cannot use it again until you complete a short or long rest.

Speed Booster
Beginning at 12th level, when you are wearing your power suit and not in morph ball form, whenyou use the dash action you can choose to double your speed until the end of your turn, but if you do so you can only move in a straight line.

Space Jump
Beginning at 14th level you gain a fly speed equal to your land speed while wearing your power suit and not in morph ball form. You cannot make attacks while flying.

Gravity Suit
At 15th level your power suit becomes stronger again. Your Armour Class while wearing it increases to 15 + your Dexterity modifier. Additionally, you are not slowed or impeded by water or other natural liquids, and no longer make arm cannon or melee attacks with disadvantage while submerged. You gain a swim speed of 20 feet. Also, you gain resistance to acid damage.

Super Missiles
Beginning at 15th level, your missiles become more powerful. The initial bludgeoning damage increases to 2d10 + your Dexterity modifier, and the secondary damage increases to 5d10 thunder damage.

Power Bombs
Starting at 17th level, you gain the use of power bombs while in morph ball form. Power bombs function as your normal bombs do, but their damage radius is 40 feet and they deal 8d12 force damage. You are immune to your own power bomb damage. Once you've used a power bomb, you cannot use one again until you complete a long rest.

Screw Attack
At 20th level, while flying with your space jump feature, you are surrounded by an energy shield. Any creature that you move adjacent to or that makes a melee attack against you must make a Dexterity saving throw or take 3d10 force damage. You can use your action while flying to attempt to ram a creature, giving it disadvantage on its saving throw.

Beam Tradition
The beam tradition grants a hunter a variety of new arm cannon weapons and new uses for missiles, making them far more versatile and reinforcing their role as a ranged combatant.

Variable Beam
At 3rd level when you choose this tradition, and again at 6th and 10th level, you gain a new beam weapon of your choice from the following list. You can switch between any of your beams as a bonus action on your turn. Each beam has a special effect if you use it with your charge beam.
Ice Beam
The ice beam deals cold damage equal to 1d8 + your Dexterity modifier and has a range of 20/60. A charged ice beam deals cold damage equal to 2d8 + your Dexterity modifier and forces to target to make a Constitution saving throw to avoid being restrained until the start of your next turn. If the target takes fire damage, the effect ends immediately.
Plasma Beam
The plasma beam deals fire damage equal to 1d12 + your Dexterity modifier and has a range of 15 feet. A charged plasma beam deals fire damage equal to 2d12 + your Dexterity modifier and forces the target to make a Dexterity saving throw to avoid being set on fire, taking 1d12 fire damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, putting out the fire on a success. The fire also goes out if the creature is doused or submerged in water.
Wave Beam
The wave beam deals lightning damage equal to 1d6 + your Dexterity modifier and has a range of 30/120. A charged wave beam deals lightning damage equal to 3d6 + your Dexterity modifier and forces the target to make a Constitution saving throw to avoid being stunned until the start of your next turn.

Charge Combo
Beginning at 6th level, you gain a charge combo of your choice, which must correspond to a beam weapon you have already chosen. You gain additional charge combos at 10th, 14th, and 18th level.
If your beam is charged you can expend a missile to make a special attack as an action. Doing so removes the charged state of your beam. The exact effect depends on which beam you are using.
Flamethrower (Plasma Beam)
You create a cone of fire 15 feet long. All creatures within the cone must make a Dexterity saving throw ot take 3d12 fire damage and catch fire, as with the plasma beam's normal charged attack. Additionally, you can use this effect on consecutive turns without needing to charge the beam again. You must expend another missile each turn, and you must charge the beam again if you don't use an action on your turn to sustain it.
Ice Spreader (Ice Beam)
You create an explosion of ice in a 15-foot radius within 60 feet. All creatures within the radius take 6d8 cold damage and are restrained until the start of your next turn. A successful Constitution saving throw halves the damage and negates the restraint.
Power Missile (Power Beam)
You make a missile attack, adding 3d6 force damage to both the initial attack and the secondary area effect.
Wavebuster (Wave Beam)
You use the wave beam's normal charged effect, but you have advantage on the attack roll and deal maximum damage, while the target has disadvantage on the Constitution saving throw to avoid being stunned. Additionally, you can use this effect on consecutive turns without needing to charge the beam again. You must expend another missile each turn, and you must charge the beam again if you don't use an action on your turn to sustain it.

Hypermode
At 18th level, you can activate hidden reserves of energy within your power suit as a bonus action when you are below half your maximum hit points, or as a reaction when one of your allies falls to 0 hit points. This energized state lasts for 1 minute or until you fall unconscious. While the state lasts, your beam is always considered charged and you regain hit points equal to 1d10 + your Constitution modifier at the start of each of your turns. Once you have used this ability, you must complete a long rest before you can use it again.

Combat Tradition
Hunters of the combat tradition focus more on physical combat, adding melee attacks to their repetertoire of weapons and increasing the strength of both their power suit and power beam.

Close Combat
At 3rd level when you first follow this tradition, you gain the following benefits:

Your unarmed strikes deal damage equal to 1d4 + your Strength or Dexterity modifier, whichever is higher. You also use the higher modifier for the attack roll.
When you succeed on a grapple attempt or when you start your turn with an enemy grappled, you can deal your unarmed strike damage to that enemy.
You can make a grapple attempt in place of an opportunity attack.
A creature you are grappling has disadvantage on attacks against you, and does not impose disadvantage on your ranged attacks.



Nova Beam
At 6th level, your power beam damage die increases from a d6 to a d8. Similarly, your charged power beam damage becomes 3d8. Your power beam damage die increases again to a d10 at level 14 and to a d12 at level 18.

Beam Finisher
Starting at 10th level, you can make power beam attacks with advantage against a grappled opponent. These attacks score a critical hit on an attack roll of 18-20.

Accel Charge
Starting at 14th level, you can use your charge beam ability as a bonus action on your turn. Additionally, if an attack misses you or you succeed on a Dexterity saving throw to avoid damage, you can use your reaction to instantly charge your beam.

Omega Suit
At 18th level, your power suit gains a final upgrade. Your Armour Class while wearing it equals 16 + your Dexterity modifier and it grants you resistance to bludgeoning, slashing, and piercing damage from weapon attacks not made with a magical or adamantine weapon. Additionally, you can use an action on your turn to focus and restore lost energy; if you have half your total hit points or fewer you recover hit points equal to 3d10 plus your Constitution modifier, and if you have no missiles remaining you regain 2 missiles.

Tactical Tradition
The tactical tradition empowers a hunter's scan feature at early levels, as well as granting use of a powerful flying vehicle later on.

Lock-On
Starting at 3rd level when you first follow this tradition, when you scan a target you have advantage on the first attack you make against it before the end of your next turn.

Advanced Scan
Also at 3rd level, you can gain more information about a creature by scanning it a second time. When you scan a creature you have already scanned once within the past minute, you learn its AC, any special senses it may have (such as darkvision, tremorsense, or keen smell), and whether its current hit points are above, below, or equal to any number you specify. If you scan the same creature a third time, you learn of any special actions it may have besides weapon attacks, such as a breath weapon, gaze attack, or spellcasting.

Quick Scan
Beginning at 6th level, you can scan a target as a bonus action on your turn. Additionally, you can cast the Identify spell at-will using its normal casting time rather than as a ritual.

Gunship
At 10th level you gain the use of a semi-autonomous flying vehicle, the hunter's gunship (see below for vehicle statistics). The gunship acts on your initiative count. While wearing your power suit and on the same plane as your gunship, you can use an action on your turn to direct the gunship to do any of the following:

Fly from wherever it currently is to your location. The gunship will fly at its top speed, using the dash action, until it is within 20 feet of you, landing if possible. The ship can only do so while you are outdoors.
Fly from whever it currently is to a location you can see or a location the ship has landed at previously. The gunship will fly at its top speed, using the dash action, until it reaches the location you have specified, then land or hover in the air until you give it different instructions. The ship can only fly to outdoor areas.
Take evasive action. The ship will take the Dodge or Disengage action to avoid hostile creatures and try to fly away from them while remaining within a 100-foot radius that you specify.
Grapple an object or creature that you can see. The gunship uses its own grapple beam, which is similar to yours except that it has a range of 60 rather than 30 feet. The gunship uses your attack bonus. Its Strength (Athletics) bonus is equal to 7 + your proficiency bonus. The ship can lift and carry creatures or objects weighting up to 1440 pounds and can move a grappled creature at its full flying speed.
Additionally, you can instruct the ship to turn its headlights on or off and to open or close its entry hatch without needing to use an action.


While riding inside your ship, you can control it directly and have it move anywhere you choose, including inside buildings, caverns, or tunnels (so long as the ship can fit inside). Another creature inside the gunship can also pilot it, but only if you allow it. You and your allies can rest inside the ship even if you are piloting it, so long as the ship is not engaged in combat. Your gunship can see anything you can see, even if you are using one of your special visors.

Seeker Missiles
Starting at 14th level, your missiles become more powerful. You can fire two missiles with a single attack. Additionally, your missiles can fly in a nondirect route, moving up to 120 feet to go around obstacles. By doing so, the missiles can attack targets from other directions and potentially deny a target the benefits of cover. You can even hit a target behind full cover so long as you can see and target them.

Airstrike
Beginning at 18th level, your ship gains an arsenal of missiles similar to your own. Using an action on your turn, you can direct the gunship to attack a creature or object you can see, or any hostile creature it can find within a 100-foot radius that you specify. You can specify what types of creatures the gunship should target, such as only targeting goblins, targeting every creature that isn't human or dwarven, or targeting any creature with a drawn weapon. If the ship runs out of missiles, it will take evasive action until you give it different instructions.
The gunship makes one missile attack on each of your turns, using your attack bonus and save DC and benefitting from your super missile and seeker missile features. The ship has 10 missiles and regains 1 spent missile every hour. If you are inside the gunship, you can transfer any number of missiles to or from the ship as an action, but neither you nor the ship can exceed your maximum number of missiles by doing so.
You are immune to the area damage from your gunship's missiles.

Hunter's Gunship
Huge construct, unaligned
Armor class 16 (natural armour)
Hit points 105 (10d12+40)
Speed 0 ft., fly 60 ft. (hover)


STR
DEX
CON
INT
WIS
CHA


24(+7)
15(+2)
18(+4)
5(-3)
12(+1)
1(-5)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Headlights. As a bonus action, the hunter's gunship can turn on its front lights, which shed bright light in a 120 foot cone, and dim light for another 120 feet beyond that.
Vehicle. Up to six medium or smaller creatures can fit inside the hunter's gunship. A creature that is adjacent to the gunship can use a bonus action to enter it, and another bonus action to leave it, so long as its hatch it open. Creatures inside the gunship have full cover, but can see through its front windows. A large or smaller creature can also ride on top of the gunship so long as it is capable of holding on.
Restoration. Any creature that takes a short rest inside the hunter's gunship recovers the maximum possible hit points for each hit die spent. Any creature that takes a long rest inside the hunter's airship recovers all of its hit dice instead of half.
Self-Repair. For every hour spent on the ground, the hunter's gunship recovers 3d8 hit points.

zeek0
2017-04-10, 11:35 PM
Hey! Welcome. I'd be glad to take a look at your class and give some feedback. I fear that i can't comment extensively on the Metroid theme, as my knowledge of it comes from Smash Brothers and watching my friend play a FPS 12 years ago.

- Dex and Con are both strong saving throws, which is homebrew taboo.
- I would phrase the power beam the same as a ranged weapon, so it can interact with features like Extra Attack
- Missiles do about as much as a second level spell, which is cool. But being able to cast a second level spell many times at higher levels doesn't make it relevant.
- The same problem presents itself with the morph bombs. The damage is acceptable at first, but loses relevace as you level. The power boost you be later doeesnt help when you are level 12. See the DMG for spell damage by level.
- Charge beam is cool. But just add damage to the weapon don't change the damage dealt. Also, can you hold the charge indefinitely?
- Surely the thermal visor wouldnt see though all illusions. What if I have an illusion disguising my identity? Also, major image can produce temperature.
- I'll confess that I skimmed the traditions, but they looked good thematically. The damage seems consistently high, unlike the fighter or paladin that might do less than this but spike with user of smite or otherwise.
- I really the gunship is thematic, but features are usually about the things you do, not the things to have. The gunship can be a item you can buy.

Overall, This seems a bit less powerful than other classes. I'm uncertain here, since the class functions mostly like a ranged attacker but contains unseen departures from traditional fantasy homebrew.

Your writing was clear and varied. You need to phrase a few things in the vernacular of 5e, but it was mostly good.

With a few wording changes, you could make this compatible with fantasy. Leave out mentions of a visor in favor of magical sight, flavor the suit as magical armor, and missiles as magic-propelled bombs.

I'd never let this homebrew in my campaign for thematic reasons, but overall this was well done.

Knaight
2017-04-11, 04:19 AM
I'm really not feeling the Power Suit as light armor thing. It's effectively full plate in terms of coverage, and that's before getting into thematic issues. The power beam mechanics favoring staying still is also iffy - it goes against 5e design in a lot of ways, and brings back some of the old issues with 3.x style full attack. The gunship is also pretty impressive, with unlimited flight for the whole party at level 10 - it might be excessive. Other than that this comes across as a high durability archer with some special shots, and is probably fairly functional - it would take some actual number crunching to unveil those issues.

LoneStarNorth
2017-04-11, 04:39 PM
- Dex and Con are both strong saving throws, which is homebrew taboo.
- I would phrase the power beam the same as a ranged weapon, so it can interact with features like Extra Attack
- Missiles do about as much as a second level spell, which is cool. But being able to cast a second level spell many times at higher levels doesn't make it relevant.
- The same problem presents itself with the morph bombs. The damage is acceptable at first, but loses relevace as you level. The power boost you be later doeesnt help when you are level 12. See the DMG for spell damage by level.
- Charge beam is cool. But just add damage to the weapon don't change the damage dealt. Also, can you hold the charge indefinitely?
- Surely the thermal visor wouldnt see though all illusions. What if I have an illusion disguising my identity? Also, major image can produce temperature.
- I'll confess that I skimmed the traditions, but they looked good thematically. The damage seems consistently high, unlike the fighter or paladin that might do less than this but spike with user of smite or otherwise.
- I really the gunship is thematic, but features are usually about the things you do, not the things to have. The gunship can be a item you can buy.
- Fair point, I didn't consider that.
- The power beam, missiles, and variable beam options are all meant to be treated as ranged weapons. I guess it should say something like "Your arm cannon can fire a projectile known as a power beam as a ranged weapon attack"?
- Does the fact that you can fire two per round with extra attack help? Should the Super Missiles upgrade their damage further?
- Yeah, bombs are pretty weak as written right now. I intended the morph ball to be the hunter's stealthy option, where you could theoretically sneak/roll up to someone, drop a bomb (or two with extra attack), then roll away undetected. Looking at the spell damage table, power bombs should definitely be stronger for when you get access to them.
- So instead of "your damage becomes 3d6" it should say "deals an extra 2d6 damage"? You could theoretically hold a charge for as long as you want. I considered adding a line that doing so makes stealth near-impossible due to noise and lighting effects, but didn't get around to it before posting. Maybe it takes a bonus action to hold a charge?
- Good points, I'll change the wording on thermal visor. I didn't realize major image could change temperatures.
- Thanks!
- I would argue that the gunship isn't much different than a ranger's beast companion or the UA artificer's construct, except that it shows up at a higher level and therefore has higher stats. I suppose you could have the occasional gunship up for sale though, but wouldn't be able to command it remotely if you weren't a tactical hunter.


With a few wording changes, you could make this compatible with fantasy. Leave out mentions of a visor in favor of magical sight, flavor the suit as magical armor, and missiles as magic-propelled bombs.

I'd never let this homebrew in my campaign for thematic reasons, but overall this was well done.
Fair enough, everyone has their own taste. But with stuff like Spelljammer and Expedition to the Barrier Peaks already existing, I think D&D has enough space fantasy in it to get away with this. Otherwise, as you say, changing a couple of words around turns it into high fantasy just fine.


I'm really not feeling the Power Suit as light armor thing. It's effectively full plate in terms of coverage, and that's before getting into thematic issues. The power beam mechanics favoring staying still is also iffy - it goes against 5e design in a lot of ways, and brings back some of the old issues with 3.x style full attack. The gunship is also pretty impressive, with unlimited flight for the whole party at level 10 - it might be excessive.
- I considered making the power suit medium armour. My thinking was that a primarily Dex-based class would benefit most from light armour, which would be fair since almost every single ability they can get relies on wearing the power suit and not whatever magic armour they happen to find. Heavy armour would be right out though. How would you backflip twenty feet into the air in heavy armour???
- The reason I added the caveat of staying still was that I worried a ranged bonus action attack was a little too strong, especially at level 1. If that doesn't seem to be an issue, that line can be removed.
- The whole point of the tactical subclass is to tilt the hunter towards a support role. Bear in mind that someone riding inside the ship can't use projectile weapons or spells against anyone outside it, and that it can't be used at all in caves, dungeon crawls, etc. I might add a Strength check/save to hold on to the outside of the ship while it's moving, though.

Thanks for the input so far! I'm hoping for a few more responses before I commit to any changes, though.