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View Full Version : D&D 5e/Next Clockwork Naga-A Highly Specific Class



JNAProductions
2022-10-08, 06:47 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier

PROFICIENCIES
Armor: None
Weapons: All Simple and Martial weapons
Tools: Tinkers Tools, any one other artisan tool

Saving Throws: Intelligence and Constitution
Skills: Choose three from Athletics, Acrobatics, Arcana, Investigation, Insight, Medicine, Perception, Intimidation, Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient in, with two copies (if the weapon is thrown) or twenty pieces of ammo (if it uses ammo)
-Any one weapon you are proficient in
-Any one tool you are proficient in
-Any one pack

Clockwork Naga


Level
Proficiency
Bonus
Features
Tinkerings Known
Tinkerings Used


1st
+2
Fighting Style, Clockwork Body




2nd
+2
Tinkering
4
2


3rd
+2
Archetype
4
2


4th
+2
Ability Score Improvement
5
2


5th
+3
Extra Attack
5
2


6th
+3
Archetype Feature
6
3


7th
+3
Indomitable, Expertise
6
3


8th
+3
Ability Score Improvement
7
3


9th
+4
Archetype Feature
7
3


10th
+4
Improved Clockwork Body
8
4


11th
+4
Battle Mode
8
4


12th
+4
Ability Score Improvement
9
4


13th
+5
Indomitable (Two Uses)
9
4


14th
+5
Expertise
10
5


15th
+5
Archetype Feature
10
5


16th
+5
Ability Score Improvement
11
5


17th
+6
Extra Attack II
11
5


18th
+6
Archetype Feature, Indomitable (Three Uses)
12
6


19th
+6
Ability Score Improvement
12
6


20th
+6
Perfected Clockwork Body
12
7



Fighting Style
At level one, you may choose any Fighting Style, save for a Fighting Style that grants spellcasting.

Clockwork Body
Also at level one, instead of choosing a race, you gain the following racial traits:
-You gain +2 an ability score and +1 to a different one, or +1 to three separate ability scores.
-You have resistance to poison damage, advantage on saves against the poisoned condition, and immunity to disease.
-You have a walking speed of 35', but climbing costs an additional foot of movement per foot travelled. (Note that this increase applies only to normal movement spent climbing-if you gain a climb speed from another source, you may climb at the listed speed.)
-Your AC may equal 10+your Dexterity modifier+your Consitution modifier. You may use a shield or wear armor you are proficient in and retain this benefit, but note that it does not stack with armor-you may simply use whichever grants the highest AC.
-Your unarmed strikes deal 1d6 bludgeoning, slashing, or piercing damage (depending on whether you use your tail, your arms, or your bite).
-Your type is construct.
-You speak Common and any one other language of your choice.

Tinkering
At level two, you gain the ability to modify your own body. At this level, you know four possible modifications, and may apply two of them at a time. You gain more known and the ability to apply more as you level up, as shown on the table.

Archetype
At level three, choose your archetype, Scientist or Brawler.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two or any two ability scores by one. You may not exceed your normal caps with this.

Extra Attack
At level five, you may attack twice when you take the Attack action on your turn. At level seventeen, this increases to three times.

Indomitable
At level seven, you may reroll a failed save. You may do so once, and must finish a long rest to do so again. This improves to two uses at level thirteen, and three at level eighteen.

Expertise
Also at level seven, you gain Expertise in any two skill or tool proficiencies you have. You may pick two more at level fourteen.

Improved Clockwork Body
At level ten, you gain immunity to poison damage and the poisoned condition, resistance to necrotic damage, your speed increases to 40' and your AC improves to 11+Dexterity modifier+Constitution modifier.

Battle Mode
At level eleven, you may shift into Battle Mode as a bonus action. While in Battle Mode, you gain advantage on initiative checks, your attacks deal additional damage equal to your proficiency bonus, and you reduce all instances of damage by your proficiency bonus. This mode lasts for one minute, unless ended early as a bonus action. You may use this ability once, and regain the ability to do so upon completing any rest.

Perfected Clockwork Body
At level twenty, your AC increases to 12+Dexterity modifier+Constitution modifier, your speed increases to 50', and your Strength, Dexterity, and Constitution increases their current and maximum by two, to a mac of thirty.


Brawler

Heavy Duty
At level three, hit dice in this class become d12s. This does apply retroactively.

Pummel
At level six, whenever a creature is damaged by at least two melee attacks you make in a turn, you can force them to make a Constitution save with a DC of 8+your proficiency bonus+your Strength or Dexterity modifier. On a failure, choose one:
-They cannot take reactions until the end of your next turn
-Their speed is reduced by half
-One ally may make an immediate Attack of Opportunity against that enemy

Unstoppable
At level nine, you gain advantage on any saves that would force you to move or knock you prone. You may also use your reaction to reduce any forced movement by 5' times your proficiency bonus.

Improved Pummel
At level fifteen, whenever you successfully use Pummel, you may choose one:
-Pick two from Pummel
-Their speed is reduced to zero
-They are incapacitated until the end of their next turn

Action Surge
At level eighteen, you may take two actions on a turn. You may do so once, and regain the ability to do so after completing any rest.


Scientist

Improved Tinkering
At level three, you gain one additional Tinkering known and used.

Proficient
At level six, you gain proficiency in any three tools or languages of your choice.

Flash Of Genius
At level nine, you may use your reaction to add your Intelligence modifier to an ability check or saving throw made within 30' of you. You may do so a number of times equal to your Intelligence modifier, and regain the ability to do so after completing a long rest.

Failsafe
At level fifteen, you may use your reaction when reduced to zero HP but not killed outright to instead remove a Tinkering from yourself and drop to one HP instead. You may restore the Tinkering when you complete a long rest.

Masterful Tinkering
At level eighteen, you gain one additional Tinkering known and used.


Tinkerings
Whenever a Tinkering calls for a save, the DC is 8+your proficiency modifier+your Intelligence modifier

Defensive Plating
Increase your AC by 1. Increase it by 2 when you reach level ten in this class.

Enhanced Armature
Increase your unarmed strike damage and hit rolls by 1. Increase it by 2 when you reach level ten in this class.

Faster Slithering
Increase your move speed by 5'. Increase it by 10' when you reach level ten in this class.

Physicality Enhancement
When applying this Tinkering, choose Strength, Dexterity, or Constitution. When you make an ability check or saving throw using the appropriate ability score, you may use one charge from this to add your Intelligence modifier to the roll.
This Tinkering has four charges. It regains one after a short rest and all after a long rest.

Brachiation
You gain a climb speed equal to half your land speed. This improves to equal your land speed at level ten.

Resistance
Requires Level Six
You gain resistance acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage.

Aquatic Locomotion
Requires Level Six
You gain the ability to breathe underwater, and a swim speed equal to your land speed.

Repulsion Plating
Requires Level Six
You may use your reaction upon being struck by a melee attack to force the attacker to make a Strength saving throw. On a failure, they are pushed back 15'.

Sudden Shielding
Requires Level Six
You may use your reaction to add your proficiency modifier to your AC against a single attack.

Restoratives
Requires Level Six
You automatically stabilize when at zero HP. You also maximize all healing from hit dice.

Awareness
Requires Level Ten
You gain advantage on initiative and Wisdom (Perception) checks.

Unliving Animus
Requires Level Ten
You no longer need to eat, breathe, drink, or sleep. You can gain the benefits of a long rest in six hours of light activity.

Resilient
Requires Level Ten
You add +1 to all saving throws you make.

Wings
Requires Level Fourteen
You gain a flying speed equal to your land speed.

Loek
2022-10-09, 03:28 PM
As a whole, this idea sounds interesting. But also rather "un 5th edition-y".

Anyhow, let me poke at some of the most obvious weird things:

Level 1: Clockwork Body - Since this replaces your race, this shouldn't have any impact on balance... thus leaving only a single fighting style for your 1st level. Making this class seem like a very weak starter.

Level 2: Tinkering - No mention is made of how to apply these, nor how to remove them. How long they last, etc. Are these vulnerable to anything at all? Can you change which tinkerings you know when you level up? Please elaborate.

Level 11 - Battle Mode - This comes online at a VERY late level. And since it doesn't really improve on an existing feature, I'd argue it's TOO late. I'd be tempted to make this a level 1 feature to boost out the lack there. (See the section on the archetype below though)

Archetype - Most of this class is about fighting (with a small bit of expertise), so having brawler vs scientist sounds odd. It might just be names, but consider some other names, like brains vs brawn or Adaptation vs Persistence or such.

Finally, the Tinkerings - The first problem is the amount of options vs the amount a character would get to pick. There aren't enough of them. Even a non-scientist will get to pick most of them eventually. Then there is the fact that there are a few that are almost "must haves", such as: Defensive Plating and Resilient. And ones that literally override a class specific downside (Brachiation). (Oh and Unliving Animus really doesn't need the level 10 limitation, it would be fine at level 2 as well)


Overall:
A fun experiment, that needs some reasoning as to why it's needed.
The main feel should be achievable with a slightly modified Warforged Monk, I'd say.
And finally, the feeling that this is a weird mashup of all kinds of existing things (Warforged, monk, barbarian, rogue/bard, fighter) feels a bit disappointing.
That said: Battlemode and Tinkering both have potential, I think focussing on those two elements and just have the player pick Warforged as a race would probably result in something much more interesting.
(For 3 archetypes I'd go with "more/better/quicker to change Tinkerings" VS "Modified/improved/various forms of battlemode" VS "Overcharging, but with downsides" - Resulting in more of a cyborg/science enhanced soldier feel - which incidentally doesn't necessarily need a Warforged basis, instead going more Frankenstein/Warhammer 40k route with living races)

JNAProductions
2022-10-09, 04:28 PM
It’s very specific, as mentioned in the title.
Pretty much designed for one specific character idea, that I c an go into more detail on when I’m off work.

Thanks for the critiques-I’ll edit this for clarity and whatnot once I get home. :)