R.Shackleford
2019-03-21, 06:24 PM
So, there's some core class features that I don't like using. I love the rest of the class, sure, but some features are either not all that fun or they don't fit my ideology.
I don't like martial characters having short or long rest features recently, the Thug getting rid of rage is just the thing I needed for a Barbarian/Rogue ...
So, I'm thinking of other options for what I call non-math martials.
Barbarian/Monk
Hybrid Name: Cage Fighter/Prize Fighter
Basically an MMA fighter.
Class features to change
Unarmored Defense: 13 + Con. This allows the Cage Fighter to be Str or Dex without being mad.
HD: d10
Armor: None
Weapons: Specific list
Monk Class Features to keep
1: Martial Arts (All 3 points)
5: Extra Attack
7: Evasion
10: Purity of Body (change fluff)
Barbarian Class Features
2: Reckless Attack, Danger Sense
5: Extra Attack, Fast Movement
9: Brutal Critical
Subclass Options
Hell Heel: Arcane short rest caster that is based around Incineroar from Smash U.
Budokai Tenkaichi DBZ inspired abilities. Probably going to have options based on race, Krillen for human and Half Orc can be Saiyan based, maybe Elf for whatever the hell freeza's race is called. Idk yet but Krillen and Tien totally gonna be a thing. I'm gonna make this inspired by Goku, Kaio-ken is gonna be a thing.
Prize Fighter: Basic "cage fighter" sub class that improves on being a martial charcter.
3:
6:
10:
ASI
4
8
Potentially could remove the 6th level subclass feature and add in an ASI, the word "Fighter" is in the name of the hybrid class :p.
Level 3: Kaio-Ken x1. Action (concentration). By expending a hit dice you may increase your power level. Red energy can be seen around you and sheds bright light up to 15' away and dim light 15' away for the first round, you then shed dim like 15' away until this feature ends.
While in this state your martial arts dice increases by one step. Your speed increases by 10'.
You can keep this form for up to 1 minute.
Ki blast
You create a beam of crackling energy that streaks toward a creature or object within range. On a hit, the target takes 1d8 force damage. This is a str or dex attack roll versus the target's AC (might change to Con attack).
This ability creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make seperate attack rolls for each beam.
Ka...me....ha...me...HAAAAAA: Starting at 6th level you, you totally learn the kamehameha. You may use a bonus action to concentrate your ki blast into one single beam before using your action to fire it toward a target. This ability is more potent than that of a normal ki blast. The damage is equal to the number of beams you normally have plus your constitution modifier.
Example: At 6th level you normally would have two beams. Using Kamehameha would allow you to deal 2d8 + Con mod damage.
Level 6 Kaio-Ken x4
You: Kaio...
Enemy: Wait... What are...
You: Ken.....
Enemy: No, no, no!
You: times...4!!!!
Enemy: Son of a ... You got to be kidding me!
Your Kaio-Ken becomes stronger, but your body isn't Reggie ready. Your martial arts die increases by 2 steps from your base form, your boost to speed is improved to +20', and you're always considered disengaging while under its effects
When you use this feature you expend 3 hit dice. If you don't have 3 hit dice, you take damage 15 necrotic damage and this feature only last for 3 rounds. When you use Kaio-ken you may select to use this version or the level 3 version.
Level 10: If you are under the effects of Kaio-Ken you may decide to put that energy into your ki blast or kamehameha. The Kaio-Ken ends when you use this concentrated attack. You fire one beam that deals damage equal to the number of beams you normally have +1. You deal additional damage equal to your martial arts die.
At 6th level this would be 3d12 + con mod damage, 4d12 + con mod at 11th, and 5d12 + con mod at 17th.
Side Note: I really want to make a DBZ inspired system.
=======
Other hybrid ideas so far...
Cleric/Monk: Half caster with spell points and monk abilities.
Druid/Rogue: Wildshape-less nature caster that isn't wearing heavy armor.
Druid/Warlock: The Witch. Short rest caster with invocations that give access to wildshaping, debuffing, and trap spells.
Fighter/Rogue: Give the option between power attack (sneak attack progression) or using extra attack. This way you could burst or spread out your damage. Would also be usable during a OA... Hmmm
Fighter/Bard: Skald
Bard/Warlock: Eldritch Herald
****
I don't like martial characters having short or long rest features recently, the Thug getting rid of rage is just the thing I needed for a Barbarian/Rogue ...
So, I'm thinking of other options for what I call non-math martials.
Barbarian/Monk
Hybrid Name: Cage Fighter/Prize Fighter
Basically an MMA fighter.
Class features to change
Unarmored Defense: 13 + Con. This allows the Cage Fighter to be Str or Dex without being mad.
HD: d10
Armor: None
Weapons: Specific list
Monk Class Features to keep
1: Martial Arts (All 3 points)
5: Extra Attack
7: Evasion
10: Purity of Body (change fluff)
Barbarian Class Features
2: Reckless Attack, Danger Sense
5: Extra Attack, Fast Movement
9: Brutal Critical
Subclass Options
Hell Heel: Arcane short rest caster that is based around Incineroar from Smash U.
Budokai Tenkaichi DBZ inspired abilities. Probably going to have options based on race, Krillen for human and Half Orc can be Saiyan based, maybe Elf for whatever the hell freeza's race is called. Idk yet but Krillen and Tien totally gonna be a thing. I'm gonna make this inspired by Goku, Kaio-ken is gonna be a thing.
Prize Fighter: Basic "cage fighter" sub class that improves on being a martial charcter.
3:
6:
10:
ASI
4
8
Potentially could remove the 6th level subclass feature and add in an ASI, the word "Fighter" is in the name of the hybrid class :p.
Level 3: Kaio-Ken x1. Action (concentration). By expending a hit dice you may increase your power level. Red energy can be seen around you and sheds bright light up to 15' away and dim light 15' away for the first round, you then shed dim like 15' away until this feature ends.
While in this state your martial arts dice increases by one step. Your speed increases by 10'.
You can keep this form for up to 1 minute.
Ki blast
You create a beam of crackling energy that streaks toward a creature or object within range. On a hit, the target takes 1d8 force damage. This is a str or dex attack roll versus the target's AC (might change to Con attack).
This ability creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make seperate attack rolls for each beam.
Ka...me....ha...me...HAAAAAA: Starting at 6th level you, you totally learn the kamehameha. You may use a bonus action to concentrate your ki blast into one single beam before using your action to fire it toward a target. This ability is more potent than that of a normal ki blast. The damage is equal to the number of beams you normally have plus your constitution modifier.
Example: At 6th level you normally would have two beams. Using Kamehameha would allow you to deal 2d8 + Con mod damage.
Level 6 Kaio-Ken x4
You: Kaio...
Enemy: Wait... What are...
You: Ken.....
Enemy: No, no, no!
You: times...4!!!!
Enemy: Son of a ... You got to be kidding me!
Your Kaio-Ken becomes stronger, but your body isn't Reggie ready. Your martial arts die increases by 2 steps from your base form, your boost to speed is improved to +20', and you're always considered disengaging while under its effects
When you use this feature you expend 3 hit dice. If you don't have 3 hit dice, you take damage 15 necrotic damage and this feature only last for 3 rounds. When you use Kaio-ken you may select to use this version or the level 3 version.
Level 10: If you are under the effects of Kaio-Ken you may decide to put that energy into your ki blast or kamehameha. The Kaio-Ken ends when you use this concentrated attack. You fire one beam that deals damage equal to the number of beams you normally have +1. You deal additional damage equal to your martial arts die.
At 6th level this would be 3d12 + con mod damage, 4d12 + con mod at 11th, and 5d12 + con mod at 17th.
Side Note: I really want to make a DBZ inspired system.
=======
Other hybrid ideas so far...
Cleric/Monk: Half caster with spell points and monk abilities.
Druid/Rogue: Wildshape-less nature caster that isn't wearing heavy armor.
Druid/Warlock: The Witch. Short rest caster with invocations that give access to wildshaping, debuffing, and trap spells.
Fighter/Rogue: Give the option between power attack (sneak attack progression) or using extra attack. This way you could burst or spread out your damage. Would also be usable during a OA... Hmmm
Fighter/Bard: Skald
Bard/Warlock: Eldritch Herald
****