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Perasha
2018-09-15, 12:14 PM
Hello all! I've been struggling to find a place with good feedback and critique, so I figured I'd post my creation here!

Over the past couple of years, I have refined an idea into a class: the Therianthrope! The skin-changer, changeling, shape-shifter, etc. The idea is that you can change into a single form; think werewolves and were-creatures, only you can create your own creature! You can be a dragon, a cockatrice, a werebear, or anything that falls within the limits I've designated.

Warning! Please read thoroughly! If there's a problem with the class, re-read it a second time to make sure you understand the problem; I've compressed a lot of English within 6 pages, so there may be a solution already in place!
That being said, if you do have an issue that you can tell is there, please don't hesitate to tell me! I came here looking for as much critique as possible, as I would love this to be a balanced, playable class.




Original homebrewery creation:
homebrewery.naturalcrit.com/share/rkbafb0Jfl


The Therianthrope



Level
Proficiency Bonus
Features
Therian Strikes
Wild Strikes


1st
+2
Therian Origin, Wild Strikes
2d4
1d4


2nd
+2
Therian Adaptations
2d4
1d4


3rd
+2
Feral Tactics
2d4
1d4


4th
+2
Ability Score Improvement
2d4
1d4


5th
+3
Extra Attack, Rapid Shifting
2d6
1d6


6th
+3
Origin Feature, Feral Tactic
2d6
1d6


7th
+3
Therian Adaptation
2d6
1d6


8th
+3
Ability Score Improvement
2d6
1d6


9th
+4
Mystical Strikes
2d6
1d6


10th
+4
Origin Feature
2d6
1d6


11th
+4
Therian Adaptation
2d8
1d8


12th
+4
Ability Score Improvement
2d8
1d8


13th
+5
Feral Tactic
2d8
1d8


14th
+5
Origin Feature
2d8
1d8


15th
+5
Therian Adaptation
2d8
1d8


16th
+5
Ability Score Improvement
2d8
1d8


17th
+6
Feral Tactic
2d10
1d10


18th
+6
Therian Adaptation
2d10
1d10


19th
+6
Ability Score Improvement
2d10
1d10


20th
+6
Apex Predator
2d10
1d10



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

Hit Points

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

Proficiencies

- Armor: None
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Athletics, Acrobatics, Animal Handling, Insight, Perception, Intimidation, and Nature

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon or (b) a crossbow and 20 bolts
- (a) two handaxes or (b) any simple melee weapon
- Explorer's pack

Therian Origin
Starting at 1st level, you gain the ability to transform into your creature (therian) form. Choose either the Aberration, the Beast, the Dragon, or the Monster. Your choice grants you features at 1st level and again at 6th, 10th, and 14th levels.

Additionally, you gain a creature tag, (shapechanger). You can be affected by a game effect if it works on your tag, or creature type that you gain later from one of the origins. For example, if a creature were to look at you with truesight, they would see your therian form.

Therian Shape
As an action, you can transform into your therian form. You can remain in this form for a number of hours equal to half of your Therianthrope level, rounded up. You then revert to your normal form unless you expend another use. You can revert to your normal form earlier as a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You can use this feature twice. You regain expended uses when you finish a long rest.

While you are transformed, the following rules apply:

- Your game statistics are replaced by the statistics of your Therian form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies
- When you transform, you assume your Therian form's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your Therian form also has that sense
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- You can't cast spells, save for any spells you gain through Innate Magic, and your ability to speak or take any action that requires hands is limited to the capabilities of your Therian form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast
- You cannot use the Unarmored Defense feature in Therian form

Therian Form Statistics
When you transform, you assume the following statistics, which will be modified by Base Traits and Point-Buy Traits. Point-buy traits are detailed at the end of the class description.

- Strength, Dexterity, and Constitution scores of 10
- AC of 11 + Therian dexterity modifier
- Reach of 5 feet
- Movement speed 30 feet
- Size increased by 1 category
- Therian HP = 12 + Therian Constitution Modifier
- Therian HP at Higher Levels: 6 + Therian Constitution modifier

Basic Traits
At 1st level, before you choose specific traits related to your Therian Origin, you must choose several defining features that describe the basis on what your true form is. Choose three of the following traits from the table below, and note the ability score changes and abilities for your therian form. You can choose a trait more than once. Once you choose your traits, you cannot change them.


Basic Traits



Trait Name
Ability Score Increase
Traits


Amphibian
+2 Con, +2 Dex
Swim speed 20/+5 ft, hold breath +15 min


Arachnid
+3 Con, +1 Dex
Climb speed 30/+10 ft.


Arthropod
+3 Con, +1 Str
+1 AC, Blindsight +10 ft.


Avian
+2 Str, +2 Dex
Fly speed 30/+10 ft.


Fish
+1 Con, +3 Dex
Swim speed 30/+10 ft.


Mammal
+1 Str, +3 Dex
Land speed +5 ft.


Mollusk
+2 Con, +2 Str
Any one current speed +5 ft.


Reptile
+3 Str, +1 Dex
+1 AC, Darkvision +20 ft.


Synapsid
+1 Con, +3 Str
Burrow speed 20/+5 ft., Darkvision +15 ft.




When you gain a speed for the first time, you gain the value on the left; otherwise you gain the value on the right. For example, choosing Avian before gaining a flying speed would give your therian form a 30-foot flying speed, not a 10-foot flying speed.

Therian Strikes
While in therian form, your unarmed strikes, or therian strikes, deal 2d4 + your Strength modifier piercing, slashing, or bludgeoning damage. This damage increases at certain levels, as shown in the Therian Strikes column on the Therianthrope class table. These strikes can be, but are not limited to, bites, claws, tail slaps, goring with horns, etc.

Wild Strikes
Starting at 1st level, your attacks in your normal form are already more deadly than an average humanoid. You can roll a d4 in place of the normal damage of your unarmed strikes or proficient weapons while not in your therian form. This die changes as you gain Therianthrope levels, as shown in the Wild Strikes column of the Therianthrope table.

Additionally, in your normal form, when you make an attack with an unarmed strike or a weapon with which you have proficiency, you can make an additional attack as a bonus action.

Therian Adaptations
Also at 2nd level, you start to show features of your innate form, and gain one of the following benefits while not in your Therian form. You get to choose again at 7th, 11th, 15th and 18th levels.

You can choose an option more than once, unless otherwise stated. If your therian form doesn't have a speed, you can't choose a trait that gives it.

Aerial Build. You gain a flying speed of 25 feet, otherwise your current flying speed increases by 10 feet. To use this speed, you can't be wearing Medium or Heavy armor.

Aquatic Build. You gain a swimming speed of 25 feet, otherwise your current swimming speed increases by 10 feet.

Climbing Adept. You gain a climbing speed of 25 feet, otherwise your current climbing speed increases by 10 feet.

Swift Feet. Your land movement speed increases by 5 feet.

Blindsense. You gain blindsight with a radius 10 feet, otherwise your current blindsight radius increases by 10 feet.

Hold Breath. You can hold your breath for up to 15 minutes, otherwise you can hold your breath for an additional 5 minutes.

Natural Armor. While not wearing armor, you have a +1 bonus to AC. You cannot choose this option more than three times.

Night Eyes. You gain darkvision with a radius of 30 feet, otherwise your current darkvision radius increases by 30 feet.

Precise Strikes. You gain a +1 bonus to attack rolls with your unarmed strikes.

Powerful Strikes. You gain a +1 bonus to damage rolls with your unarmed strikes.

Feral Tactics
At 3rd level, you develop a specialized creature ability that you use in your Therian form. Choose from one of the options below. You can only choose an option once. You choose additional tactics at 6th, 13th, and 17th levels.

While in your normal form, you have access to up to half of your feral tactics, rounded down. You choose these immediately after you revert from your normal form.

If an ability requires a save, the DC equals 8 + your proficiency bonus + the noted *(Ability)* modifier.

Constrict/Grappling Attack. (Strength) Once per turn, on a successful unarmed strike, you can force your target to make a Strength saving throw. On a failed save, the target is grappled, and you can't use this feature on another target while grappling. The creature can repeat the saving throw at the beginning of each of its turns.

Pounce/Charge/Dive. (Strength or Dexterity) If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make an additional unarmed strike as a bonus action.

Pack Tactics. You have advantage on attack rolls against a creature if at least one ally is within 5 feet of it, and the ally isn't incapacitated.

Rampage. When you reduce a creature to 0 hit points with a melee attack on the same turn, you can use a bonus action to move up to half your speed and make an unarmed strike.

Frightening Roar. (Wisdom) As an action, you can cause all hostile creatures within 30 feet of you that can hear you to make a Wisdom saving throw. On a failed save, a creature is frightened by you for 1 minute. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success. You can use this feature twice before having to finish a short or long rest.

Distracting Roar. This tactic functions like Frightening Roar, except affected creatures have disadvantage on attack rolls instead of being frightened.

Deafening Roar. (Constitution) This tactic functions like Frightening Roar, except affected creatures are deafened and stunned instead of frightened, and requires a Constitution saving throw instead of a Wisdom saving throw.

Venomous Strike. (Constitution) As an action, you can make a special therian strike. On a hit, instead of adding your ability modifier to damage, the target must make a Constitution saving throw. On a failed save, the target is poisoned for 1 hour and takes an additional 1d6 poison damage, or half as much extra damage on a successful one. This poison damage die increases to 2d6 poison damage at 5th level, 3d6 poison damage at 11th level, and 4d6 poison damage at 17th level.

Venomous Spit. As an action, you can make a ranged attack roll against a creature within 30 feet of you, spitting or otherwise hurling acid. On a hit, the target takes 1d8 acid damage. This damage die increases to 2d8 acid damage at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of you 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.

In addition, whenever you increase your ability scores, you also increase one of your ability scores in your Therian form by 2, or increase two ability scores in your Therian form by 1. You cannot increase an ability score in your Therian form above 22 using this feature.

Lastly, every time you increase an ability score in your Therian form, you also gain 2 trait points to spend from the Point-Buy Traits table and apply the traits to your Therian form.

(Note: you must still abide by the Buy-Limit column for all future purchases. For example, if you use 2 of your 3 points in the beginning to purchase Precise Strikes twice, you have met the buy-limit, and can never buy more than the buy-limit as you level up.)

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This applies to your normal form and your Therian form.

Rapid Shifting
At 5th level, transforming only takes a bonus action to complete, instead of an action.

Mystical Strikes
Starting at 9th level, your attacks in both your Therian and normal forms count as magical for the purpose of overcoming resistances and immunities.

Apex Predator
At 20th level, you add your Wisdom modifier to the damage you deal with melee attacks in your therian form, and you can use your Therian Shape feature an unlimited number of times.


Therian Origins
The following pages contain each therian origin: the Abberation, the Beast, the Dragon, and the Monster.

Some features require a saving throw for various effects, and some features allow spellcasting. You calculate your spell save DC and spell attack bonus as follows.


Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

The Aberration
Your therian form is that of an otherworldly creature. Perhaps you came to the material plane as a visitor, maybe you've been warped by an alien entity from the Far Realm.

Otherworldly Origins
When you select this origin at 1st level, your Strength score and one other ability score of your choice in your therian form each increase by 2. This ability score improvement cannot put an ability score above 20.

Additionally, you can select traits to modify your therian form. To choose traits for your therian form, you must spend trait points. You have 3 trait points to spend. The number of times you are allowed to buy a trait is shown in the Buy Limit column of the Point-Buy Traits table.

Lastly, you have two creature types: Abberation and Humanoid.

Unusual Anatomy
Also at 1st level, your alien origin starts to make changes to your physical body. Your AC equals 12 + your Dexterity modifier in your normal form. You also have physical features that are unnatural to your race, such as a tail, a set of tentacles behind your head, another set of eyes, etc. As a result, you gain advantage in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Medicine, Nature, Perception, Sleight of Hand, or Stealth.

Alien Adaptation
At 6th level, your very biology changes drastically in both of your forms. You gain resistance to one of the following damage types: Acid, Cold, Fire, Lightning, or Poison damage. Additionally, you gain advantage on one of the following saving throws: Strength, Dexterity, Constitution, or Wisdom.

Void Menace
Starting at 10th level, as an action, you can force a creature within 60 feet of you to make an Intelligence saving throw. On a failed save, it suffers one of the following effects:

- The creature uses all of its movement to go towards or away from you .
- The creature takes 2d10 psychic damage.
- The creature takes no actions.

You have a number of uses of this feature equal to your Wisdom modifier (minimum of 1). You regain all expended uses at the end of a long rest.


Abberant Psyche
At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. Additionally, you can speak telepathically with any creature within 120 feet of you. The creature doesn't need to share a language with you, but it does need to understand at least one language.

The Beast
Your therian form is that of a natural creature, a beast of nature that is commonly found. You might be an ancient dinosaur, or a powerful lion or tiger-esc creature. If your therian form is that of a wolf or other common creature, you can consider yourself a Werewolf.

Wild Origins
When you select this origin at 1st level, your Dexterity score and one other ability score of your choice in your Therian form each increase by 2. This ability score improvement cannot put an ability score above 20.

In addition, you can select traits to modify your therian form. To choose traits for your therian form, you must spend trait points. You have 3 trait points to spend. The number of times you are allowed to buy a trait is shown in the Buy Limit column of the Point-Buy Traits table.

Lastly, you have two creature types: Humanoid and Beast.

Hybrid Form
Additionally, starting at 1st level, you can change into a hybrid form of your normal form and your true therian form. When you do so, apply all point-buy traits to your normal form.

You can remain in hybrid form for a number of hours equal to your level. When you gain your Feral Tactics features, they are not available in your hyrbid form until they are available in your normal form. Any features granted to specifically your normal form apply to you in your hybrid form as well. You revert back to your normal form when you drop to 0 hit points, or end it as a bonus action on your turn.

You have a number of uses equal to 2 + your Wisdom modifier. You regain all expended uses at the end of a long rest.


Wildspeaker
At 6th level, you can communicate simple ideas with Beasts and Monstrosities. You also double your proficiency bonus made with any Animal Handling, Insight, and Persuasion checks made against Beasts and Monstrosities, if it applies to the check.

Bloodthirsty
Starting at 10th level, you can regain health as a result of feeding off of your enemies. When you hit a creature with an unarmed strike on your turn, you may use your bonus action regain health equal to half of the damage dealt.

You can use this feature in your Therian form only. You have a number of uses equal to your Wisdom modifier *(minimum 1)*. You regain all expended uses at the end of a long rest. At 15th level, you can use this feature in your hybrid form and therian form.

Rip To Pieces
Starting at 14th level, as an action, you can force a creature within your reach to make a Dexterity or Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes 8d8 piercing or slashing damage and is knocked prone, or half as much on a successful save.

Once you use this feature, you must finish a short or long rest until you can do so again. This feature is available in your Therian form, and available in your hybrid form at 17th level.

The Dragon
Your therian form is that of a benevolent dragon. You have a powerful breath weapon, and other various draconic features.

Draconic Origins
When you select this origin at 1st level, your Constitution score and one other ability score of your choice in your Therian form each increase by 2. This ability score improvement cannot put an ability score above 20.

In addition, you can select traits to modify your therian form. To choose traits for your therian form, you must spend trait points. You have 3 trait points to spend. The number of times you are allowed to buy a trait is shown in the Buy Limit column of the Point-Buy Traits table. Once you choose your traits, you cannot change them.

Also, you have an ancestry to a specific breed of dragon. You could be the first in a new family line, or your lineage can trace back millenia. Choose a dragon from the Draconic Ancestry table. Your choice will affect features you gain later. Lastly, you have two creature types: Dragon and Humanoid.

Draconic Ancestry



Black
Acid
5 by 30 ft. line (Dex save)


Blue
Lightning
5 by 30 ft. line (Dex save)


Brass
Fire
5 by 30 ft. line (Dex save)


Bronze
Lighting
5 by 30 ft. line (Dex save)


Copper
Acid
5 by 30 ft. line (Dex save)


Gold
Fire
15 ft. cone (Dex save)


Green
Poison
15 ft. cone (Con save)


Red
Fire
15 ft. cone (Dex save)


Silver
Cold
15 ft. cone (Con save)


White
Cold
15 ft. cone (Con save)




Breath Weapon
Also at 1st level, you have access to a powerful breath weapon in your Therian form. As an action, you exhale destructive energy based on the damage and area of the ancestor you chose. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your ancestry.

Your DC for determining this save is 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much on a successful one. This damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level.

You can't use your breath weapon again until you finish a short or long rest.

Elemental Affinity
At 6th level, your experience with your draconic form has given you a resilience to your own breath weapon. You gain resistance to the damage type related to your draconic ancestry in your normal form and Therian form.

Draconian Knowledge
Starting at 10th level, you gain the wisdom and knowledge of dragons, as well as their mental fortitude. You have advantage on Wisdom and Intelligence saving throws, and you also add half of your proficiency bonus to all Intelligence checks.

Additionally, you have advantage on checks made to recall information about dragons and other draconic lore.


Wyrmfire
At 14th level, you gain a more powerful mastery over your breath weapon. You have an additional use of your breath weapon, and your range with your weapon increases to a 5 by 50 line or a 20 ft. cone (depending on your draconic ancestry) in your Therian form.

The Monster
Your therian form is that of a strange creature not normally seen in the wild. You might be an intelligent burrowing insectoid, or you may be a benevolent gryphon-like creature.

Eldritch Origins
When you select this origin at 1st level, two therian ability scores of your choice each increase by 2. This ability score improvement cannot put an ability score above 20.

Additionally, you can select traits to modify your therian form. To choose traits for your therian form, you must spend trait points. You have 3 trait points to spend. The number of times you are allowed to buy a trait is shown in the Buy Limit column of the Point-Buy Traits table.

Lastly, you have two creature types: Humanoid and Monstrosity. You can also gain another tag of your choice or creation.

Monstrous Fortitude
Also starting at 1st level, your hit point maximum in your normal form increases by 2, and increases by 1 again whenever you take a level in this class.

Subtle Emergence
Starting at 6th level, your monstrous nature begins to show more in your normal form. Choose a single creature trait that you have selected for your therian form, and apply all benefits (with the exception of ability score improvements) to your normal form. Once you choose a trait, you cannot change it.

Savage Combatant
Starting at 10th level, you gain resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons.

Evolution
At 14th level, your therian form grows in strength and in versatility. You gain 2 trait points and can use them to buy additional traits from the Point-Buy table, which apply to your normal form and your therian form.

Additional Traits

Point-Buy Traits
The traits below are available for you to purchase when you choose your therian origin. Again, these traits apply to your Therian form, not your normal form.

Point-Buy Traits



Name
Description
Cost
Buy Limit


Adept Burrowing
Burrow speed +5 ft.
1
4


Adept Climbing
Climb speed +5 ft.
1
4


Adept Flying
Fly speed +5 ft.
1
4


Adept Swimming
Swim speed +5 ft.
1
4


Adept Runner
Land speed +5 ft.
1
4


Chameleon Skin
Adv on Stealth checks
1
1


Reach
Once per turn, reach increases to 10 ft for one attack
2
1


Health Regeneration
Special
3
1


Heightened Senses
Blindsight +10 ft.
2
3


Hold Breath
Can hold breath for an additional 10 minutes
1
3


Innate Magic
Special
3
1


Natural Armor
+1 to AC
1
4


Night Eyes
Darkvision +15 ft.
1
3


Magical Gaze
Special
3
1


Precise Strikes
+1 to attack rolls
1
2


Powerful Strikes
+1 to damage rolls
1
2


Spider Climb
Move along walls and ceilings at will
2
1




Special Traits
Below are special traits that have their own unique rules.

Health Regeneration
At the start of each of your turns while in Therian form, you regain temporary hit points equal to your Therian Constitution modifier (minimum 1) if you have no more than half of your temporary hit points left.

Innate Magic
For innate magic, choose two cantrips, a 1st level spell, a 2nd level spell, and a 3rd level spell from the Sorcerer spell list.

At 1st level, you can cast your 1st level spell, and you learn your chosen cantrip. At 3rd level, you can cast your 2nd level spell, and once you reach 6th level, you can cast your chosen 3rd level spell. When you cast a spell, you must finish a long rest before you can do so again.

At 3rd level, you have 2 uses of your 1st level spell. At 6th level, you have 3 uses of your 1st level spell. At 10th level, you have 2 uses of your 2nd level spell. At 14th level, you have 4 uses of your 1st level spell, 3 uses of your 2nd level spell, and 2 of your 3rd level spell. You can cast these spells in both of your forms.

You do not require material components to cast your spells.

Magical Gaze
You have three options for magical gazes. Each require an action to use, each gaze's range is 30 feet, and each require a Wisdom saving throw against your Therian spell save DC. You can maintain your gaze on a creature for no more than 5 rounds.

On subsequent turns, you must use your action to maintain your gaze on the target. A creature can repeat the saving throw on the end of its turns, ending the effect on a success.

At 1st level, you have 2 uses of your magical gaze. At 6th, 10th, and 14th levels, you gain an additional use. You regain all expended uses at the end of a short or long rest.

Hypnotic Gaze. On a failed save, the target's speed drops to 0, and the target is visibly dazed and incapacitated.

Petryfying Gaze. On a failed save, the target is restrained and starts to become encased in stone. After 5 rounds, the target is paralyzed and encased in stone until it succeeds on a Strength check against your DC.

Poisonous Gaze. On a failed save, the target takes 1d6 poison damage per round. This increases to 2d6 when you reach 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Weakness Traits
The following traits are available when you choose your traits for the first time for your therian origin. They give you more trait points to spend, at the cost of weaker ability scores, slower movement, etc.

Weakness Traits



Description
Traits
Refund


Blind
Blindsight 30 ft, but you are blind beyond this radius.(can only take once)
2


Fragile Hide
-2 to AC
2


Sunlight Sensitivity
Disadvantage on ability checks, saving throws, and attack rolls while in direct sunlight (can only take once)
2


Slow
-10 one speed
1


Weakened Ability
-2 to Ability score of your choice
1

JNAProductions
2018-09-15, 04:50 PM
Proficiencies look fine.

The rest of it, though... Looks way too good. Far too powerful.

Perasha
2018-09-15, 11:29 PM
Proficiencies look fine.

The rest of it, though... Looks way too good. Far too powerful.

What needs to be changed? Where does the class fall flat?
I seek to improve the class so that it may one day be played in full, and I would absolutely love your take on what I can change/alter to make it better.