Lord_Dots
2022-01-24, 11:24 AM
My DM ended up making a homebrew class for my character to better fit the idea of my character and her background. While DM really enjoys the idea of homebrew, they have not necessarily done research into how to create/balance a homebrew class -- it is more just what they thought would fit. As you'll see, the class is kind of like a Fighter/Wizard multiclass (character was originally an Eldritch Knight and then DM had the idea for the homebrew when the PCs were Level 4, so it started at Level 5). I'll focus mostly on the abilities granted. Here goes:
First two levels are close to what a fighter gets: Access to a Fighting Style, Second Wind, and Action Surge. Wears light armor and main weapon is Longbow. Proficient in DEX and INT Saving Throws.
Level 3: Gain access to spellcasting, following exactly how a Wizard would progress (except two levels behind). Can only choose Abjuration, Conjuration, and Evocation spells. Cannot add new spells into spellbook. Has specific 'class' spells granted at specific levels. (Level 3 - a homebrew version of Hex and Puppet. Level 5 - Enhance Abilities and Hold Person. Level 7 - Motivational Speech and Slow. Level 9 - Arcane Eye and Divination. Level 11 - Greater Restoration and Scrying).
Level 4: ASI
Level 5: Extra Attack. Longbow is now a Conjuration (for flavor), and, as a BA, can create a Portal once per encounter. Can see and shoot through the portal. Can use an action to reposition the portal.
Also gain access to Tactical Abilities. Have a list to prepare from each day. The abilities are mostly defensive (help with Saving Throws, block a Crit, grant 10 ft of extra movement to an ally, gain a d6 to initiative, etc) for battle with a few that are helpful outside of battle (gain adv on a persuasion check for a potential ally, adv for solving a puzzle). They typically use a BA or Reaction. After a couple of levels playing this, I feel like these definitely need to be reworked, but unsure where to start with that. Have a chart for how many I can prepare and how many Free Uses a LR. For example, at Level 5, could Prepare 2 and have 0 Free Uses. At Level 9, Prepare 4 and 3 Free Uses. Have to roll percentile upon use of an ability if out of free uses. For example, At level 5, would have to roll an 80 or below in order to not take a point of exhaustion. If another ability is used that day, it would be a 60 or below. Then 40, 20, until you'd automatically take a point of exhaustion.
Level 6: Dead Level
Level 7: Dead Level
Level 8: ASI
Level 9: Gain proficiency in WIS Saving Throws. Certain Tactical Abilities can now affect two allies.
Level 10: Dead Level
Level 11: Can create two portals. (Was originally going to have Extra Attack(2), but currently unsure of that)
Level 12: ASI
Level 13: Dead Level
Level 14: Can negate one point of exhaustion per LR
Level 15: Potentially putting Extra Attack(2) here.
Level 16: ASI
Level 17: Can target all allies with specific Tactical Abilities. (Was originally going to grant Extra Attack(3) here)
Level 18: Dead Level
Level 19: ASI
Level 20: Capstone TBD
Thoughts? I know the dead levels are not placed where they should be. Again, DM just put things without considering when I'd be gaining access to higher levels spells. Would appreciate opinions from more experienced players. Thank you in advance!
First two levels are close to what a fighter gets: Access to a Fighting Style, Second Wind, and Action Surge. Wears light armor and main weapon is Longbow. Proficient in DEX and INT Saving Throws.
Level 3: Gain access to spellcasting, following exactly how a Wizard would progress (except two levels behind). Can only choose Abjuration, Conjuration, and Evocation spells. Cannot add new spells into spellbook. Has specific 'class' spells granted at specific levels. (Level 3 - a homebrew version of Hex and Puppet. Level 5 - Enhance Abilities and Hold Person. Level 7 - Motivational Speech and Slow. Level 9 - Arcane Eye and Divination. Level 11 - Greater Restoration and Scrying).
Level 4: ASI
Level 5: Extra Attack. Longbow is now a Conjuration (for flavor), and, as a BA, can create a Portal once per encounter. Can see and shoot through the portal. Can use an action to reposition the portal.
Also gain access to Tactical Abilities. Have a list to prepare from each day. The abilities are mostly defensive (help with Saving Throws, block a Crit, grant 10 ft of extra movement to an ally, gain a d6 to initiative, etc) for battle with a few that are helpful outside of battle (gain adv on a persuasion check for a potential ally, adv for solving a puzzle). They typically use a BA or Reaction. After a couple of levels playing this, I feel like these definitely need to be reworked, but unsure where to start with that. Have a chart for how many I can prepare and how many Free Uses a LR. For example, at Level 5, could Prepare 2 and have 0 Free Uses. At Level 9, Prepare 4 and 3 Free Uses. Have to roll percentile upon use of an ability if out of free uses. For example, At level 5, would have to roll an 80 or below in order to not take a point of exhaustion. If another ability is used that day, it would be a 60 or below. Then 40, 20, until you'd automatically take a point of exhaustion.
Level 6: Dead Level
Level 7: Dead Level
Level 8: ASI
Level 9: Gain proficiency in WIS Saving Throws. Certain Tactical Abilities can now affect two allies.
Level 10: Dead Level
Level 11: Can create two portals. (Was originally going to have Extra Attack(2), but currently unsure of that)
Level 12: ASI
Level 13: Dead Level
Level 14: Can negate one point of exhaustion per LR
Level 15: Potentially putting Extra Attack(2) here.
Level 16: ASI
Level 17: Can target all allies with specific Tactical Abilities. (Was originally going to grant Extra Attack(3) here)
Level 18: Dead Level
Level 19: ASI
Level 20: Capstone TBD
Thoughts? I know the dead levels are not placed where they should be. Again, DM just put things without considering when I'd be gaining access to higher levels spells. Would appreciate opinions from more experienced players. Thank you in advance!