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<blockquote data-quote="Joshy" data-source="post: 8573565" data-attributes="member: 7035330"><p>I'm attempting to make an overhaul to 5e. I already have a wide variety of homebrew but I'm I'm going to start with classes. I'm terrible with names so if you have any suggestions that would be great. I just used old names off the top of my head as placeholders.</p><p></p><p></p><p><strong>What I have so far:</strong></p><p>There will be nine classes. Three full initiator, three full caster, and three half initiator and half caster.</p><p></p><p>All initiator classes at level 1 gain a variant of the martial arts feature, X amount of ki, and a martial style that they qualify for.</p><p></p><p>So far I have come up with a martial style for ever type of fighting style could think of. I have given each one two strikes, one boost, one counter and two stances.</p><p></p><p>Strikes: Action or Replace an attack</p><p>Boost: Bonus action abilities, trying to make them all have a duration.</p><p>Counter: Reaction</p><p>Stances: You can only be in one at a time and they give passive boosts.</p><p></p><p></p><p></p><p><strong>What I need to do: </strong></p><p>To decide how many strikes, boosts, counters, and stances a martial style should have.</p><p>At what levels they are granted or if they get all abilities in a style when you receive it.</p><p>Balance checks, this will be based on a bit higher power level.</p><p>Decide if I should scrap the system and try something else. I am aiming for martial classes to have a wider variety of options.</p><p></p><p></p><p>Example:</p><p></p><p>Savagery</p><p>Prerequisite: At least one free hand or a grappled creature.</p><p></p><p>Strike</p><p> Takedown: Action, Make a melee attack if it hits and the target isn't more than 1 size larger than you. You grapple it and gains the grappled condition.</p><p></p><p> Control Movement: Action, You may attempt to grapple a creature within unarmed reach. It must make a Str/Dex save vs being grappled. If a creature you are grappling is your size or 1 size smaller you may use half its movement to move both of you. If it is 1 size or larger than you, then you can use its full movement. This movement is a single direction.</p><p></p><p>Boost</p><p> Savagery: You gain the Savagery condition for 1 min. It ends early if you are knocked unconscious. You can also end your savagery as a bonus action. You can enter this savage state a number of times equal to your Constitution modifier, you must finish a long rest before you can enter a savage state again.</p><p> </p><p>Counter</p><p> Reversal: When a creature succeeds on an Escape, fails in it's attempt to grapple you, or fails an attempt at a Contest in combat. You may make a grapple attempt.</p><p></p><p>Stance</p><p> Brawler: If you make an attack you may attempt to grapple as as a bonus action.</p><p></p><p> Weaponize Foe: You are proficient with improvised weapons. You may wield a creature you are grappling as an improvised weapon. On hit both the target and the grappled creature take the damage. You have disadvantage on the attacks if the creature would lower your speed by half because of its size. Otherwise it counts as a light weapon.</p><p></p><p></p><p>Condition: Savagery</p><p> You have advantage on Strength and Dexterity checks.</p><p> When you make a weapon attack. you deal additional Martial Arts die in damage.</p><p> You have resistance to bludgeoning, piercing, and slashing damage.</p><p> If you are able to cast Spells, you can't cast them or concentrate on them.</p></blockquote><p></p>
[QUOTE="Joshy, post: 8573565, member: 7035330"] I'm attempting to make an overhaul to 5e. I already have a wide variety of homebrew but I'm I'm going to start with classes. I'm terrible with names so if you have any suggestions that would be great. I just used old names off the top of my head as placeholders. [B]What I have so far:[/B] There will be nine classes. Three full initiator, three full caster, and three half initiator and half caster. All initiator classes at level 1 gain a variant of the martial arts feature, X amount of ki, and a martial style that they qualify for. So far I have come up with a martial style for ever type of fighting style could think of. I have given each one two strikes, one boost, one counter and two stances. Strikes: Action or Replace an attack Boost: Bonus action abilities, trying to make them all have a duration. Counter: Reaction Stances: You can only be in one at a time and they give passive boosts. [B]What I need to do: [/B] To decide how many strikes, boosts, counters, and stances a martial style should have. At what levels they are granted or if they get all abilities in a style when you receive it. Balance checks, this will be based on a bit higher power level. Decide if I should scrap the system and try something else. I am aiming for martial classes to have a wider variety of options. Example: Savagery Prerequisite: At least one free hand or a grappled creature. Strike Takedown: Action, Make a melee attack if it hits and the target isn't more than 1 size larger than you. You grapple it and gains the grappled condition. Control Movement: Action, You may attempt to grapple a creature within unarmed reach. It must make a Str/Dex save vs being grappled. If a creature you are grappling is your size or 1 size smaller you may use half its movement to move both of you. If it is 1 size or larger than you, then you can use its full movement. This movement is a single direction. Boost Savagery: You gain the Savagery condition for 1 min. It ends early if you are knocked unconscious. You can also end your savagery as a bonus action. You can enter this savage state a number of times equal to your Constitution modifier, you must finish a long rest before you can enter a savage state again. Counter Reversal: When a creature succeeds on an Escape, fails in it's attempt to grapple you, or fails an attempt at a Contest in combat. You may make a grapple attempt. Stance Brawler: If you make an attack you may attempt to grapple as as a bonus action. Weaponize Foe: You are proficient with improvised weapons. You may wield a creature you are grappling as an improvised weapon. On hit both the target and the grappled creature take the damage. You have disadvantage on the attacks if the creature would lower your speed by half because of its size. Otherwise it counts as a light weapon. Condition: Savagery You have advantage on Strength and Dexterity checks. When you make a weapon attack. you deal additional Martial Arts die in damage. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them. [/QUOTE]
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