Rivaler
2020-08-13, 04:11 AM
Hi everyone!
I'm about to introduce a homebrewed martial archetype into my campaign, the Knight of Edryn, who is the goddess of water, life and time in my setting.
Being my very first homebrew addition to the rules, I could really use some help from you great folks with balancing features and making sure I didn't go too overboard with them!
Any feedback and suggestion is GREATLY appreciated!
Knight of Edryn
Hailing from the fortress sanctuary of Edryn in North Slate, the order of the Knights of Edryn is vowed to protection of life from the forces of darkness, without taking part in politics. A Knight of Edryn is a beacon of hope for the people he protects with the powers bestowed onto him by the goddess, allowing him to shape his sacred water into ice weapons, symbol of his order.
Goddess' Gift
Upon choosing this archetype at 3rd level, the fighter obtains a waterskin filled with sacred water. This water is his, can't be used by other knights of Edryn, and is used to fuel most of his abilities.
As a bonus action, the Knight of Edryn can magically recall his sacred water to his waterskin, returning it to it's liquid state if necessary. This feature fails if water is further than 300 feet away from the knight, if it's on another plane of existance or if there are no paths that would allow water, in any state, to flow back to the waterskin (e.g. if it's in a sealed bottled).
As part of a long rest, the Knight of Edryn can blass a new water-filled waterskin. At the end of the rest, his previous waterskin and sacred water return to being normal, and he can use the new waterskin and sacred water for his abilities.
Mastery of Water
At 3rd level, the Knight of Edryn learns the Shape Water cantrip. Wisdom is the spellcasting ability for this spell.
When he targets his sacred water with Shape Water, the cantrip has the following variants:
It can be cast with a bonus action
It can shape, liquify and freeze water using the same action
Objects created with ice have an AC of 10 + his wisdom modifier, and double his fighter levels in hp
He can also use Shape Water to give his sacred water the shape of ice weapons and shields. Weapons created this way take the name of Flowing Weapons. A Knight of Edryn can create one of the following combinations, which can be wielded as part of creation and disappear when the knight uses Shape Water on his sacred water:
One two-handed melee weapon
One one-handed melee weapon and a shield
Two one-handed melee weapons
One one-handed melee weapon
When the Knight of Edryn attacks with his flowing weapons, he can use his Wisdom modifier, instead of Strength or Dexterity, for his attack and damage rolls.
Divine Fencing
At 7th level, the knight's flowing weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
River's Wrath
At 7th level, the Knight of Edryn gains a number of Water Charges equal to double his Wisdom modifier (minimum 1), which he regains with a rest. The knight can expend his Water Charges in one of the following ways:
He can use a bonus action to grant his current flowing weapons, and any he creates while this effect is active, a bonus to attack and damage rolls equal to number of charges expended, up to a maximum determined by the Water Charges table. This effect ends after a minute or when the knight is incapacitated.
He can make his flowing weapons levitate and attack far away targets, orchestrating them with his hands. As a bonus action, he can expend one of his Water Charges to make the flowing weapons he is currently wielding have a reach of 30 feet untill the end of his turn.
Water Charges Table
Fighter Levels
Max Bonus
Expended Water Charges
3rd
+1
1
10th
+2
2
18th
+3
3
Edryn's Favor
At 10th level, the Knight of Edryn gains a swim speed equal to his movement speed. If he already has a swim speed, or he later gains it, that speed is increased by 10 feet.
Mastery of Life
At 10th level, the Knight of Edryn can draw power from the dominion over life of the goddess.
When the Knight of Edryn uses Second Wind, he heals an additional d10 hit points and he can expend one of his Water Charges to make a target within 30 feet regain the same amount of health.
Lake's Stillness
At 15th level, the Knight of Edryn can expend one of his Water Charges to dissolve his flowing weapons, if currently active, and cast the Shield spell. Wisdom is the spellcasting modifier for the spell.
When cast this way, Shield appears as an ice dome covering the knight, and can't be dispelled.
Water's Grace
At 15th level, the Knight of Edryn gains proficiency in acrobatics and the maximum Water Charges he can have becomes triple his Wisdom Modifier (minimum 1). If he is already proficient in acrobatics, he instead gains expertise in acrobatics.
Mastery of Time
At 18th level, the Knight of Edryn is favored by the goddess, and can draw power from her dominion over time.
When the Knight of Edryn uses his Actions Surge, his movement speed doubles, as time around him slows down, and if he uses the gained action to take the attack action, he can expend one of his Water Charges to make an extra attack.
I'm about to introduce a homebrewed martial archetype into my campaign, the Knight of Edryn, who is the goddess of water, life and time in my setting.
Being my very first homebrew addition to the rules, I could really use some help from you great folks with balancing features and making sure I didn't go too overboard with them!
Any feedback and suggestion is GREATLY appreciated!
Knight of Edryn
Hailing from the fortress sanctuary of Edryn in North Slate, the order of the Knights of Edryn is vowed to protection of life from the forces of darkness, without taking part in politics. A Knight of Edryn is a beacon of hope for the people he protects with the powers bestowed onto him by the goddess, allowing him to shape his sacred water into ice weapons, symbol of his order.
Goddess' Gift
Upon choosing this archetype at 3rd level, the fighter obtains a waterskin filled with sacred water. This water is his, can't be used by other knights of Edryn, and is used to fuel most of his abilities.
As a bonus action, the Knight of Edryn can magically recall his sacred water to his waterskin, returning it to it's liquid state if necessary. This feature fails if water is further than 300 feet away from the knight, if it's on another plane of existance or if there are no paths that would allow water, in any state, to flow back to the waterskin (e.g. if it's in a sealed bottled).
As part of a long rest, the Knight of Edryn can blass a new water-filled waterskin. At the end of the rest, his previous waterskin and sacred water return to being normal, and he can use the new waterskin and sacred water for his abilities.
Mastery of Water
At 3rd level, the Knight of Edryn learns the Shape Water cantrip. Wisdom is the spellcasting ability for this spell.
When he targets his sacred water with Shape Water, the cantrip has the following variants:
It can be cast with a bonus action
It can shape, liquify and freeze water using the same action
Objects created with ice have an AC of 10 + his wisdom modifier, and double his fighter levels in hp
He can also use Shape Water to give his sacred water the shape of ice weapons and shields. Weapons created this way take the name of Flowing Weapons. A Knight of Edryn can create one of the following combinations, which can be wielded as part of creation and disappear when the knight uses Shape Water on his sacred water:
One two-handed melee weapon
One one-handed melee weapon and a shield
Two one-handed melee weapons
One one-handed melee weapon
When the Knight of Edryn attacks with his flowing weapons, he can use his Wisdom modifier, instead of Strength or Dexterity, for his attack and damage rolls.
Divine Fencing
At 7th level, the knight's flowing weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
River's Wrath
At 7th level, the Knight of Edryn gains a number of Water Charges equal to double his Wisdom modifier (minimum 1), which he regains with a rest. The knight can expend his Water Charges in one of the following ways:
He can use a bonus action to grant his current flowing weapons, and any he creates while this effect is active, a bonus to attack and damage rolls equal to number of charges expended, up to a maximum determined by the Water Charges table. This effect ends after a minute or when the knight is incapacitated.
He can make his flowing weapons levitate and attack far away targets, orchestrating them with his hands. As a bonus action, he can expend one of his Water Charges to make the flowing weapons he is currently wielding have a reach of 30 feet untill the end of his turn.
Water Charges Table
Fighter Levels
Max Bonus
Expended Water Charges
3rd
+1
1
10th
+2
2
18th
+3
3
Edryn's Favor
At 10th level, the Knight of Edryn gains a swim speed equal to his movement speed. If he already has a swim speed, or he later gains it, that speed is increased by 10 feet.
Mastery of Life
At 10th level, the Knight of Edryn can draw power from the dominion over life of the goddess.
When the Knight of Edryn uses Second Wind, he heals an additional d10 hit points and he can expend one of his Water Charges to make a target within 30 feet regain the same amount of health.
Lake's Stillness
At 15th level, the Knight of Edryn can expend one of his Water Charges to dissolve his flowing weapons, if currently active, and cast the Shield spell. Wisdom is the spellcasting modifier for the spell.
When cast this way, Shield appears as an ice dome covering the knight, and can't be dispelled.
Water's Grace
At 15th level, the Knight of Edryn gains proficiency in acrobatics and the maximum Water Charges he can have becomes triple his Wisdom Modifier (minimum 1). If he is already proficient in acrobatics, he instead gains expertise in acrobatics.
Mastery of Time
At 18th level, the Knight of Edryn is favored by the goddess, and can draw power from her dominion over time.
When the Knight of Edryn uses his Actions Surge, his movement speed doubles, as time around him slows down, and if he uses the gained action to take the attack action, he can expend one of his Water Charges to make an extra attack.