BerzerkerUnit
2021-07-01, 01:13 AM
I wrote up the Companion/Overlord a few years ago. More of a writing exercise at the time.
I recently had the great opportunity to be part of a playtest forum for a similar class (part of a now wildly successful Kickstarter) and it made me want to revisit my old work with some of the inspiration I felt as part of that playtest.
Note: the concepts I’m working with here are so wildly different from what I saw in that playtest it’s like potato chips and cupcakes. Sure both junk food but not in the same way at all.
Here’s a link:
https://docs.google.com/document/d/1-iamK_BbB523_VihXbsu0QIXZzPXQNSy1o9eRFnj-9Y/edit
Pardon the formatting. Working from my phone, I’ll pretty that up later.
So here’s the gist:
You’re a PC, you can make monsters into pets.
Once you catch one it gets 1 of 3 templates to normalize bonuses to hit, saves, and HP. Actions from the original carry over as does AC. You choose the template from Sentinel/Vanguard/Support
Edit: the 3 roles are now a feature you grant the pet.
Standardized statblocks are out.
Sentinel gets tanking stuff.
Vanguard gets a damage boost +prof 1/turn
Support boosts perception and grants “Elven Accuracy” when it provides the Help action.
Edit: sentinel gets the perception buff, Support gets superhelping.
There’s pact magic at 2, but it uses a Paladin progression (except for number of slots which stays the same). Subclasses are based on how many pets you can have and/or use at once. Spell slots are used only for healing unless you get a pet with spellcasting, then you can fuel their spells with your slots (keeping pixie nonsense off the table until ~15th level).
Pack Lord can have a few pets and use a few at once. Rewards having pets with big single attacks over multiattack. Easier to heal them all to full up. Despite the weaker monsters it should have a higher damage potential.
The Pet can have 1 at a time but its big and kind of immortal. It’s like an Urban Legend that thinks it’s your mom.
The Menagerist can have a lot by comparison. Level+Int mod total, but no way to conveniently heal them all so you’re supposed to constantly cycle through. They also get commands, I’m trying to work out how the action economy works on those. I think they’re mostly bonus action unless otherwise specified. Gets an Okay nova at 14.
Any feedback is appreciated.
I recently had the great opportunity to be part of a playtest forum for a similar class (part of a now wildly successful Kickstarter) and it made me want to revisit my old work with some of the inspiration I felt as part of that playtest.
Note: the concepts I’m working with here are so wildly different from what I saw in that playtest it’s like potato chips and cupcakes. Sure both junk food but not in the same way at all.
Here’s a link:
https://docs.google.com/document/d/1-iamK_BbB523_VihXbsu0QIXZzPXQNSy1o9eRFnj-9Y/edit
Pardon the formatting. Working from my phone, I’ll pretty that up later.
So here’s the gist:
You’re a PC, you can make monsters into pets.
Once you catch one it gets 1 of 3 templates to normalize bonuses to hit, saves, and HP. Actions from the original carry over as does AC. You choose the template from Sentinel/Vanguard/Support
Edit: the 3 roles are now a feature you grant the pet.
Standardized statblocks are out.
Sentinel gets tanking stuff.
Vanguard gets a damage boost +prof 1/turn
Support boosts perception and grants “Elven Accuracy” when it provides the Help action.
Edit: sentinel gets the perception buff, Support gets superhelping.
There’s pact magic at 2, but it uses a Paladin progression (except for number of slots which stays the same). Subclasses are based on how many pets you can have and/or use at once. Spell slots are used only for healing unless you get a pet with spellcasting, then you can fuel their spells with your slots (keeping pixie nonsense off the table until ~15th level).
Pack Lord can have a few pets and use a few at once. Rewards having pets with big single attacks over multiattack. Easier to heal them all to full up. Despite the weaker monsters it should have a higher damage potential.
The Pet can have 1 at a time but its big and kind of immortal. It’s like an Urban Legend that thinks it’s your mom.
The Menagerist can have a lot by comparison. Level+Int mod total, but no way to conveniently heal them all so you’re supposed to constantly cycle through. They also get commands, I’m trying to work out how the action economy works on those. I think they’re mostly bonus action unless otherwise specified. Gets an Okay nova at 14.
Any feedback is appreciated.