AngryJesusMan
2017-05-26, 07:00 PM
I've really been on a homebrew kick lately. Can you tell? :smallwink:
This is born out of my love of both Final Fantasy and Dragon Age. It's a class that uses the "damage to myself to deal damage to someone else" style of both the Dark Knight of FF and the Reaver of DA. Obviously, the first feature uses Divine Smite as a template. I'm terrible with system-related math, but this looks sort of balanced to me, even if it does go a little out-of-the-box at the top tier to enhance the damage that a character can deal. I could be wrong, but that's why I post this stuff here. :smallsmile: Let me know what you think, if I've done anything crazy wrong, or whatever. Thanks in advance.
Ravager
In your training and travels, you have suffered no small amount of pain and suffering in the pursuit of your goals. This pain has helped you forge a connection to the Shadowfell, a plane that focuses on the negative aspects of the material plane. Through that connection, you can channel the foul energies of that plane through your own body to enhance the suffering of your opponents.
Walking the Razor’s Edge. Beginning when you choose this archetype at 3rd level, you are no stranger to the darkness that seeks to take you, but you know how to turn it away. You have advantage on the first death saving throw you make after reaching 0 hit points.
Ravage. Also at 3rd level, you learn to channel the power of the Shadowfell into your attacks. Once per turn when you hit with a melee attack, you roll 1d4 and take damage equal to the result. This damage cannot be reduced and bypasses temporary hit points. You add twice the amount of cold or necrotic damage (your choice) to the attack. As you gain levels, you can choose to increase the damage you take to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level.
Intimidating Presence. Beginning at 7th level, grim energies have marked you with an indelible sense of menace. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Additionally, when you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. You must complete a short rest before you can use this again.
Fell Discharge. Starting at 10th level, you have learned to spill foul energy all around you. You choose to spew energy in either a radius of 10 feet or a cone of 15 feet. You roll a number of d4 up to your proficiency modifier, taking damage equal to the result. This damage cannot be reduced and bypasses temporary hit points. Each creature in the range you chose must make a Dexterity saving throw. On a successful save, a creature takes the same amount of cold or necrotic damage (your choice) that you took, or twice as much on a failed save.
Dark Attunement. At 15th level, your connection to the Shadowfell protects you from some of its energies. You gain resistance to cold or necrotic damage (your choice). When you take damage of the type that you did not choose, you can use your reaction to spend a hit die. When you do, you lose the resistance that you originally chose and gain the other resistance for 1 hour.
Life Reaver. At 18th level, you can add your own life energy to an attack when you channel the energy of the negative plane, burning it away in order to heap more misery onto your foes. You can spend a number of hit dice up to your half of your fighter level (round down) when you use Ravage or Fell Discharge. You add 1d10 extra damage to the attack for every hit die expended.
Edit 1: Added Walking the Razor's Edge and Dark Attunement, added the action type to Fell Discharge, and changed Life Reaver as suggested.
This is born out of my love of both Final Fantasy and Dragon Age. It's a class that uses the "damage to myself to deal damage to someone else" style of both the Dark Knight of FF and the Reaver of DA. Obviously, the first feature uses Divine Smite as a template. I'm terrible with system-related math, but this looks sort of balanced to me, even if it does go a little out-of-the-box at the top tier to enhance the damage that a character can deal. I could be wrong, but that's why I post this stuff here. :smallsmile: Let me know what you think, if I've done anything crazy wrong, or whatever. Thanks in advance.
Ravager
In your training and travels, you have suffered no small amount of pain and suffering in the pursuit of your goals. This pain has helped you forge a connection to the Shadowfell, a plane that focuses on the negative aspects of the material plane. Through that connection, you can channel the foul energies of that plane through your own body to enhance the suffering of your opponents.
Walking the Razor’s Edge. Beginning when you choose this archetype at 3rd level, you are no stranger to the darkness that seeks to take you, but you know how to turn it away. You have advantage on the first death saving throw you make after reaching 0 hit points.
Ravage. Also at 3rd level, you learn to channel the power of the Shadowfell into your attacks. Once per turn when you hit with a melee attack, you roll 1d4 and take damage equal to the result. This damage cannot be reduced and bypasses temporary hit points. You add twice the amount of cold or necrotic damage (your choice) to the attack. As you gain levels, you can choose to increase the damage you take to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level.
Intimidating Presence. Beginning at 7th level, grim energies have marked you with an indelible sense of menace. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Additionally, when you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. You must complete a short rest before you can use this again.
Fell Discharge. Starting at 10th level, you have learned to spill foul energy all around you. You choose to spew energy in either a radius of 10 feet or a cone of 15 feet. You roll a number of d4 up to your proficiency modifier, taking damage equal to the result. This damage cannot be reduced and bypasses temporary hit points. Each creature in the range you chose must make a Dexterity saving throw. On a successful save, a creature takes the same amount of cold or necrotic damage (your choice) that you took, or twice as much on a failed save.
Dark Attunement. At 15th level, your connection to the Shadowfell protects you from some of its energies. You gain resistance to cold or necrotic damage (your choice). When you take damage of the type that you did not choose, you can use your reaction to spend a hit die. When you do, you lose the resistance that you originally chose and gain the other resistance for 1 hour.
Life Reaver. At 18th level, you can add your own life energy to an attack when you channel the energy of the negative plane, burning it away in order to heap more misery onto your foes. You can spend a number of hit dice up to your half of your fighter level (round down) when you use Ravage or Fell Discharge. You add 1d10 extra damage to the attack for every hit die expended.
Edit 1: Added Walking the Razor's Edge and Dark Attunement, added the action type to Fell Discharge, and changed Life Reaver as suggested.