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Homebrewing a Fighter Subclass for a PC
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<blockquote data-quote="77IM" data-source="post: 7479959" data-attributes="member: 12377"><p>Re-reading your class more carefully now, I think this is actually fairly balanced, and possibly even too weak. But with a big caveat: There's no spellcasting table presented, so it's unclear how many slots at each level they are getting. However the spell effects are reasonably balanced for their level.</p><p></p><p>But it's weird that they are spells, since they all work the same way. So if you want this as a fighter subclass, I'd switch all of these to a single special ability. Something like:</p><p></p><p style="margin-left: 20px"><strong><u>Armamancy</u></strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When you select this class at 3rd level, you learn 2 armamancy technique from the list below. You learn an additional technique at levels X, Y, and Z.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can activate a technique as a bonus action, imbuing 1 weapon you wield with arcane power for up to 1 minute. For the duration, you gain a bonus to attack rolls with that weapon equal to your Intelligence modifier (minimum +1). The first time you hit with the weapon during the duration, apply the effects the armamancy technique you are using, and then the technique ends. The technique duration also ends early if you are incapacitated or are no longer wielding the weapon.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can activate 3 techniques before finishing a long rest. This number increases to 4 techniques at level X, 5 techniques at level Y, and 6 techniques at level Z. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Fire.</em></strong> Your weapon is wreathed in flames. When you hit with this technique, the target takes an extra 2d10 fire damage. The damage increases to 3d10 at level X and 4d10 at level Y.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Blizzard.</em></strong> Your weapon becomes chilled to impossibly cold temperatures. When you hit with this technique, the target takes an extra 2d8 cold damage, and their speed is reduced by 30 feet until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Storm.</em></strong> Your weapon cackles with electricity. When you hit with this technique, the target takes an extra 2d8 lightning damage, and they can't take reactions until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>etc.</em></p><p></p><p>I'm not saying this is better balanced than what you have -- but I think it is a better format than trying to explain all the techniques as spells.</p></blockquote><p></p>
[QUOTE="77IM, post: 7479959, member: 12377"] Re-reading your class more carefully now, I think this is actually fairly balanced, and possibly even too weak. But with a big caveat: There's no spellcasting table presented, so it's unclear how many slots at each level they are getting. However the spell effects are reasonably balanced for their level. But it's weird that they are spells, since they all work the same way. So if you want this as a fighter subclass, I'd switch all of these to a single special ability. Something like: [INDENT][B][U]Armamancy[/U][/B] When you select this class at 3rd level, you learn 2 armamancy technique from the list below. You learn an additional technique at levels X, Y, and Z. You can activate a technique as a bonus action, imbuing 1 weapon you wield with arcane power for up to 1 minute. For the duration, you gain a bonus to attack rolls with that weapon equal to your Intelligence modifier (minimum +1). The first time you hit with the weapon during the duration, apply the effects the armamancy technique you are using, and then the technique ends. The technique duration also ends early if you are incapacitated or are no longer wielding the weapon. You can activate 3 techniques before finishing a long rest. This number increases to 4 techniques at level X, 5 techniques at level Y, and 6 techniques at level Z. [B][I]Fire.[/I][/B] Your weapon is wreathed in flames. When you hit with this technique, the target takes an extra 2d10 fire damage. The damage increases to 3d10 at level X and 4d10 at level Y. [B][I]Blizzard.[/I][/B] Your weapon becomes chilled to impossibly cold temperatures. When you hit with this technique, the target takes an extra 2d8 cold damage, and their speed is reduced by 30 feet until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y. [B][I]Storm.[/I][/B] Your weapon cackles with electricity. When you hit with this technique, the target takes an extra 2d8 lightning damage, and they can't take reactions until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y. [I]etc.[/I][/INDENT] I'm not saying this is better balanced than what you have -- but I think it is a better format than trying to explain all the techniques as spells. [/QUOTE]
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