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Trandir
2019-10-06, 04:57 AM
I do not know how good this is but this DM put a lot of time to put it togheter so I am asking to the playground if this seems resonable in terms of power

Fighter:

New figthing style: Unarmed combat, unarmed attacks deal 1d4 damage and when you use your unarmed attack you can make an unarmed attack as a bonus action.

The Martial Fighter:
Lv 3: Martial Technique
The fighter unarmed strike deals 1d4, at lv 7 this increases to 1d6 and at lv 11 to 1d8. This feature applies only if the unarmed strike deal less damage than this feature damage dice.

Lv 3: Unarmed Combat Superiority
(You get superiority dice as the battlemaster subclass and the save DC is calculated in the same way)

Lv 3: Combat maneuvers
At lv 3 you learn the maneuvers "Lightning Disarm", "Clinch", "Projection" plus 3 of your choice. You learn a new one every 2 level after the 3rd. Every maneuver consumes a superiority dice if such cost is listed in that maneuver's description. You can use this maneuvers only if you have both hands free and do not wear heavy armor. You can use only one maneuver per round unless otherwise noted. Some maneuvers have special requisites to be learned listed in the description.

Maveuvers:

Lightning Disarm:
If an enemy attacks you with a melee weapon and the difference between his attack roll and your AC is less than the Dex bonus to your AC you can use this maneuver. You make an opposed strength check, if you win you can throw that weapon 5 feet away or equip it yourself.

Clinch:
If you hit with an unarmed attack a creature you can try to grapple that creature.

Projection:
You can use this maneuver in one of his 3 variants depending if you meed the requirements instead of one of your Attacks from an action. You can use this maneuver only on creatures up to one size larger than you. Make an strength check opposed by the opponet's strength or dexterity check (his choice). If you win the check the opponet falls prone and takes damage equal to your Str mod. (You can use this maneuver after a Clinch)
variant 1) Suplex: req. you have to be behind the opponent and be in a grapple with him. The opponent falls prone 5 feet behind the fighter;
variant 2) Body Slam: req. none;
variant 3) Takedown: req. have moved at least 5 feets in a straight line towards the opponent. The opponent falls prone 5 feet further from his original position.

Vital Strike:
By spending a superiority dice, you can use this maneuver only on a creature up to one size larger than the fighter that has the grappled condition after you hit it with an unarmed strike. You can use this maneuver after a Clinch. Choose one of the following when you perform this maneuver: Eyes, Throat, Ears and Genitals (creaures with an unusual sumber of any of this body parts or with non discernible anathomy are not affected by this maneuver). The creature has to make a Con ST or be subject to the corresponding effects (if the "opening" strike was a critical the creature automatically fails the ST):
Eyes: the creature is blinded and is incapacitaded untill the beginning of the fighter's next turn.
Throat: the creature can't talk and isincapacitaded untill the beginning of the fighter's next turn.
Ears: the creature is deafened and incapacitaded untill the beginning of the fighter's next turn.
Genitals: the creature falls prone and is incapacitaded untill the beginning of the fighter's next turn.
(after the maneuver resolves if the fighter was the one grappling the opponet the grapple ends)

Evasive Movement: by spending a superiority dice and you bonus action you can take a disengage action.

Close Combat: if a creature provokes an opportunity attack from the fighter he can use a superiority dice to try to grapple the opponet (this does not consume the reaction).

Dodge: when you are receiving an attack you can spend your reaction and a superiority dice to double your Dex bonus to AC against that attack.

Bulldog Chocke: you can use this maneuver only on a prone creature. You make a melee attack against that creature, on a success you can attempt to grapple that creature. On a success that creature is suffocating (the creatue can survive a number of rounds equal to his Con mod. This condition is probably ovetuned and will probably be sunject to modifications further down the line). This maneuver has no effects on creatures that do not need to breathe.

Counterstrike (req. lv 5): if a creature is attacking you you can use a superiority dice and your reaction to try to interrupt your opponet. Make a melee attack against it, if you hit that creature makes a Con ST or his attack is interrupted.

Dirty Boxing (req. lv 5): if you are in a grapple you can spend a superiority dice to gain advantage on all attack rolls against the other creature in the grapple untill the grapple condition persist.

Guard Break (req. 16 Str): you can use this maneuver instead of one of your attacks by spending a superiority dice. Make a melee attack, on a hit the opponet taked damage equal to your Str mod. and it loses all benefits from a shield and you get advantage on all attacks against it for the rest of the turn.

Superman Punch (req. lv 5 and 17 Str): When you make an unarmed strike you feint a kick to lower the opponent's guard from the upcoming pounch. The opponet makes an insight check opposed by your maneuver DC. On a fail your attack becomes a critical. (This maneuvers has no effect on creatures with an intellect too low or none at all)

Front Kick (req. 16 Str): when you are making an unarmed attack you can use this maneuver. If you hit the opponent make a Str ST or is pushed 5 feet away, if you moved at least 10 feet toward that opponent before making the attack it is pushed 10 feet away instead. It the "opener" was a critical the opponent also makes a Con ST or it becomes unconsious for 1 round.


Leg Kick (req. 16 Dex): when you make an unarmed strike you can spend a superiority dice. On a hit the creature makes a Con ST on a fail that creature is stunned untill the beginnin of the fighter's next turn. It the "opener" was a critical on a fail the creature becomes unconscious istead of dazed for the same duration.

Uppercut (req. 14 Str): you can use this maneuver only when you are grappling a creature and you make an unarmed attack by using a superiority dice. On a hit the creature makes a Con ST or it falls unconscious untill the end of his next turn.

Low Kick (req. 14 Dex): you can use this maneuver when you are making an unarmed attack against a creature of up to one size larger than you. On a hit tje creature makes a Dex ST, on a fail it falls prone, on a success his speed is halved untill the end of his next turn.

Crane Kick (req. 16 Dex): you can use this maneuver only if you moved towards an opponet, of up to one size larger than you, by at least 5 feet and you make an unarmed strike by spending a superiority dice. On a hit the opponent makes a Con ST, on a success it is incapacitated untill the end of his next turn, on a fail it falls prone unconscious untill the end of the next round.

Dropkick (req. 16 Dex): if you make and unarmed strike against an opponet after moving at least 10 feet towards it you can use this maneuver. This attack deals 2 times the unarmed strike dice damage. After you use this maneuver you fall prone.




Lv 3: Exceptional Training
You get proficiency in athletics, if you are already proficient you double your proficiency bonus.

Lv 7: Always Ready To Fight
You can't be surprised while conscius and you get advantage on initiative checks.

Lv 10: Improved Unarmed Combat Superiority
When you roll initiative without any superiority dice left you can restore 1 superiority dice.

Lv 15: Iron Body
You get resistance to P, S and B damage from nonmagical sources.



I like this weird fighter monk WWE mix. I just wanted to know if it is also balanced.

JNAProductions
2019-10-06, 08:14 AM
Level three is way overloaded.

There are far too many maneuvers, a lot of which are really good.

Overall, feels pretty strong-overpowered, but maybe that EXTREMELY overpowered. At the very least, I wouldn't allow it at my table.

Also, we have a Homebrew Forum (http://www.giantitp.com/forums/forumdisplay.php?15-Homebrew-Design), which is where this should go.

Trandir
2019-10-06, 08:17 AM
Level three is way overloaded.

There are far too many maneuvers, a lot of which are really good.

Overall, feels pretty strong-overpowered, but maybe that EXTREMELY overpowered. At the very least, I wouldn't allow it at my table.

Also, we have a Homebrew Forum (http://www.giantitp.com/forums/forumdisplay.php?15-Homebrew-Design), which is where this should go.

Oh. Good to know. Is it posdible to move a thread? It really does feel inapproprate

BloodSnake'sCha
2019-10-06, 08:19 AM
Oh. Good to know. Is it posdible to move a thread? It really does feel inapproprate

I don't know if you can do it yourself but a mod can do it.

You can report your own post if you can't move it yourself.

JNAProductions
2019-10-06, 09:06 AM
Meant maybe NOT extremely OP.

Sorry, didn’t see my typo.

nickl_2000
2019-10-06, 09:22 AM
I do not know how good this is but this DM put a lot of time to put it togheter so I am asking to the playground if this seems resonable in terms of power

Fighter:

New figthing style: Unarmed combat, unarmed attacks deal 1d4 damage and when you use your unarmed attack you can make an unarmed attack as a bonus action.

The Martial Fighter:
Lv 3: Martial Technique
The fighter unarmed strike deals 1d4, at lv 7 this increases to 1d6 and at lv 11 to 1d8. This feature applies only if the unarmed strike deal less damage than this feature damage dice.

Lv 3: Unarmed Combat Superiority
(You get superiority dice as the battlemaster subclass and the save DC is calculated in the same way)

Lv 3: Combat maneuvers
At lv 3 you learn the maneuvers "Lightning Disarm", "Clinch", "Projection" plus 3 of your choice. You learn a new one every 2 level after the 3rd. Every maneuver consumes a superiority dice if such cost is listed in that maneuver's description. You can use this maneuvers only if you have both hands free and do not wear heavy armor. You can use only one maneuver per round unless otherwise noted. Some maneuvers have special requisites to be learned listed in the description.

Maveuvers:

Lightning Disarm:
If an enemy attacks you with a melee weapon and the difference between his attack roll and your AC is less than the Dex bonus to your AC you can use this maneuver. You make an opposed strength check, if you win you can throw that weapon 5 feet away or equip it yourself.

Clinch:
If you hit with an unarmed attack a creature you can try to grapple that creature.

Projection:
You can use this maneuver in one of his 3 variants depending if you meed the requirements instead of one of your Attacks from an action. You can use this maneuver only on creatures up to one size larger than you. Make an strength check opposed by the opponet's strength or dexterity check (his choice). If you win the check the opponet falls prone and takes damage equal to your Str mod. (You can use this maneuver after a Clinch)
variant 1) Suplex: req. you have to be behind the opponent and be in a grapple with him. The opponent falls prone 5 feet behind the fighter;
variant 2) Body Slam: req. none;
variant 3) Takedown: req. have moved at least 5 feets in a straight line towards the opponent. The opponent falls prone 5 feet further from his original position.

Vital Strike:
By spending a superiority dice, you can use this maneuver only on a creature up to one size larger than the fighter that has the grappled condition after you hit it with an unarmed strike. You can use this maneuver after a Clinch. Choose one of the following when you perform this maneuver: Eyes, Throat, Ears and Genitals (creaures with an unusual sumber of any of this body parts or with non discernible anathomy are not affected by this maneuver). The creature has to make a Con ST or be subject to the corresponding effects (if the "opening" strike was a critical the creature automatically fails the ST):
Eyes: the creature is blinded and is incapacitaded untill the beginning of the fighter's next turn.
Throat: the creature can't talk and isincapacitaded untill the beginning of the fighter's next turn.
Ears: the creature is deafened and incapacitaded untill the beginning of the fighter's next turn.
Genitals: the creature falls prone and is incapacitaded untill the beginning of the fighter's next turn.
(after the maneuver resolves if the fighter was the one grappling the opponet the grapple ends)

Evasive Movement: by spending a superiority dice and you bonus action you can take a disengage action.

Close Combat: if a creature provokes an opportunity attack from the fighter he can use a superiority dice to try to grapple the opponet (this does not consume the reaction).

Dodge: when you are receiving an attack you can spend your reaction and a superiority dice to double your Dex bonus to AC against that attack.

Bulldog Chocke: you can use this maneuver only on a prone creature. You make a melee attack against that creature, on a success you can attempt to grapple that creature. On a success that creature is suffocating (the creatue can survive a number of rounds equal to his Con mod. This condition is probably ovetuned and will probably be sunject to modifications further down the line). This maneuver has no effects on creatures that do not need to breathe.

Counterstrike (req. lv 5): if a creature is attacking you you can use a superiority dice and your reaction to try to interrupt your opponet. Make a melee attack against it, if you hit that creature makes a Con ST or his attack is interrupted.

Dirty Boxing (req. lv 5): if you are in a grapple you can spend a superiority dice to gain advantage on all attack rolls against the other creature in the grapple untill the grapple condition persist.

Guard Break (req. 16 Str): you can use this maneuver instead of one of your attacks by spending a superiority dice. Make a melee attack, on a hit the opponet taked damage equal to your Str mod. and it loses all benefits from a shield and you get advantage on all attacks against it for the rest of the turn.

Superman Punch (req. lv 5 and 17 Str): When you make an unarmed strike you feint a kick to lower the opponent's guard from the upcoming pounch. The opponet makes an insight check opposed by your maneuver DC. On a fail your attack becomes a critical. (This maneuvers has no effect on creatures with an intellect too low or none at all)

Front Kick (req. 16 Str): when you are making an unarmed attack you can use this maneuver. If you hit the opponent make a Str ST or is pushed 5 feet away, if you moved at least 10 feet toward that opponent before making the attack it is pushed 10 feet away instead. It the "opener" was a critical the opponent also makes a Con ST or it becomes unconsious for 1 round.


Leg Kick (req. 16 Dex): when you make an unarmed strike you can spend a superiority dice. On a hit the creature makes a Con ST on a fail that creature is stunned untill the beginnin of the fighter's next turn. It the "opener" was a critical on a fail the creature becomes unconscious istead of dazed for the same duration.

Uppercut (req. 14 Str): you can use this maneuver only when you are grappling a creature and you make an unarmed attack by using a superiority dice. On a hit the creature makes a Con ST or it falls unconscious untill the end of his next turn.

Low Kick (req. 14 Dex): you can use this maneuver when you are making an unarmed attack against a creature of up to one size larger than you. On a hit tje creature makes a Dex ST, on a fail it falls prone, on a success his speed is halved untill the end of his next turn.

Crane Kick (req. 16 Dex): you can use this maneuver only if you moved towards an opponet, of up to one size larger than you, by at least 5 feet and you make an unarmed strike by spending a superiority dice. On a hit the opponent makes a Con ST, on a success it is incapacitated untill the end of his next turn, on a fail it falls prone unconscious untill the end of the next round.

Dropkick (req. 16 Dex): if you make and unarmed strike against an opponet after moving at least 10 feet towards it you can use this maneuver. This attack deals 2 times the unarmed strike dice damage. After you use this maneuver you fall prone.




Lv 3: Exceptional Training
You get proficiency in athletics, if you are already proficient you double your proficiency bonus.

Lv 7: Always Ready To Fight
You can't be surprised while conscius and you get advantage on initiative checks.

Lv 10: Improved Unarmed Combat Superiority
When you roll initiative without any superiority dice left you can restore 1 superiority dice.

Lv 15: Iron Body
You get resistance to P, S and B damage from nonmagical sources.



I like this weird fighter monk WWE mix. I just wanted to know if it is also balanced.

As was said before, it is extremely overloaded early on. If you are new to homebrewing, check out the subclass guild in my signiture. It should give you a decent analysis on the official subclasses and how they are designed and should help you get a decent start at it.

Trandir
2019-10-06, 09:47 AM
As was said before, it is extremely overloaded early on. If you are new to homebrewing, check out the subclass guild in my signiture. It should give you a decent analysis on the official subclasses and how they are designed and should help you get a decent start at it.

Well truth be told this is the work of the DM that will do the next campaign. I have nothing to do with it. I was just asking if this was good and balanced. And brobably this is none of the 2

nickl_2000
2019-10-06, 10:19 AM
Well truth be told this is the work of the DM that will do the next campaign. I have nothing to do with it. I was just asking if this was good and balanced. And brobably this is none of the 2

Balanced? No
Good as in powerful? Certainly :)

Trandir
2019-10-06, 10:39 AM
Balanced? No
Good as in powerful? Certainly :)

I was more of a good in well designed rather than power