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Solider Class need help balancing
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<blockquote data-quote="Gaiseric23" data-source="post: 6998874" data-attributes="member: 6866421"><p>Hello. This is my second time I have posted on this site and I need help balancing a homebrew class that I made basing it off of the Solider class from Final Fantasy 7. </p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Soldier</span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'">Hit Dice d10</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Hit dice at first level 10 + Constitution mod</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Hit dice after first level 1d10 or (6) + constitution mod</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">All armor and shield</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Simple and martial weapons</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Saving throws:Strength, Charisma</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starting equipment</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">a). One martial weapon and shield or b).two martial weapons</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">a).Scale mail or b.) chain mail</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">One magic orb </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Two simple weapons</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Dungeoneering pack or explorer's pack</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level one as you choice this class you can wield an oversized weapon with two hands and a two handed weapon in one hand without suffering any penalties. You also have one weapon that you can call you own. This weapon was forged using a metal from a meteor and can only be lifted by you. At level 3 you gain a +1 to hit with the weapon that you own</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 2 you gain the ability to draw upon the magic that runs through your veins. you gain the ability to cast a powerful ability called limit break. This Ability can be changed as the campaign goes on as you learn how to enhance your abilities. You can use this ability as many times as your strength modifier.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">The first limit break that you get is called, Cross Slash. With this ability you deal two weapon damage and a third if you crit. It would require your target to make a Wisdom save or they will be frightened of you for one minute. You can upgrade your Limit Break at level 6,17, and 20. You can use limit breakers as many times as your Strength modifier. You can change your limit breaker after a long rest provided you have the level for the limit break. You will have to wait three rounds before using this technique again.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At Level three you get to choose from an Archetype. Materia User or Pure Soldier</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At Level 4 you gain an ability score improvement. You gain another at 8,12,16,19</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At Level 5 you can use your action to attack twice. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 6 you can trade out your Cross slash for a new limit breaker called ClimHazzard. This attack will arch to an enemy that is five feet away from the intended target. The damage dice on this attack is three weapon dice and then 2 weapon dice for the enemy that is five feet away. The damage is halved if the target and the targets make a dex saving throw against your Save DC. You will have to wait 4 rounds before using this technique again.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 9 you can now use the spell Stoneskin. You can only use this once per day. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 11, as a bonus action you can cast haste upon your self. This can only be used once per day </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At Level 17, you gain the limit breaker Meteorain. You can use this limit breaker to summon a swarm of meteors upon your opponents. The opponent need to make a dex save and if they make it they take half damage. The damage for this attack is 10d6. The range for this attack is 60 feet and it has a 30 foot radius. You will have to wait five rounds of combat before using this attack. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 20 you gain the ability to use the last and final limit break Omnislash level 6. When you use this limit breaker you deal 6d12 plus 4 weapon damage. If you crit while using this you can reroll two weapon damage.You will have to wait six rounds of combat before you can use this attack again. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Archetype one. Materia user</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 3 when you choose this archetype you gain the ability to fly for 60 feet. This lasts for one minute and you regain the ability to fly again after a short rest. </span></span></p><p> </p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 3 you can cast spells through your sword as you use the Sorcerer spells. You gain a spell new spell at level 8 14 and 20. You gain a two cantrips at level 3 and more as you level up. The highest level spell that you can cast is a level 5. You regain you spell slots after a long rest. </span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 7 you gain the ability to create a beam of energy that is strong enough to break through solid rock and metal with ease. To use this ability you have to charge your attack for one round and then fire it at the intended target. If the target maked a Dex save versus your saving throw which is strength + 8 + your proficiency mod, they will take 3d12 necrotic or force damage as well as your weapon damage. If the saving throw is made this will cause the attack to do half damage. This can only be used once per long rest. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 10 when you cast a cantrip you can make a weapon action as a bonus action. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 16, you can now use a magic orb as a bonus action. Depending on the orb that you can use it to empower your weapon to deal your weapon damage plus 1d8 orb damage.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 18, you can now fly at the rate of 120 feet and you can fly for a maximum of 3 minutes. When you attack will you are flying your weapon does one more damage dice. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Archetype 2 . Pure Soldier</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you choose this class you gain Unarmored defense equal to you strength mod + your constitution modifier plus 10. You cannot use a shield or wear armor to gain this defense. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">You also gain the ability to use a hit die to heal yourself in battle. You may use this feature once per short or long rest. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 7 you gain the ability to summon one creature with a challenge rating of 4 or lower. It will take an action to summon the creature and if you want to attack with the creature you will have to use one of your attacks. You can use this ability once per short rest </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 10 you gain the ability to catch your opponents weapons and attempt to break them. As a reaction you can attempt to catch the blade. If you are successful you can attempt to break the blade. By making a strength roll with advantage vs the opponent's dex save. If the opponent fails their weapon is broken and you can make a melee attack.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 16 you can now summon a creature with a challenge rating of 8 or lower. It will still use the same rulings of your level 7 ability. This can only use this once per short rest.</span></span></p><p></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At level 18 you can now use your reaction to add your Dexterity to your unarmored defense. Your weapon now deal 2 more weapon damage die. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Magic Orbs</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">As you travel throughout the world you might find little sphere that can contain magical power. You can place one magic orb </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Fire orb-1d6 fire damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Lightning Orb-1d6 lightning damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Force Orb-1d6 force damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Cold Orb-1d6 cold Damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Necrotic Orb- 1d6 Necrotic damage</span></span></p></blockquote><p></p>
[QUOTE="Gaiseric23, post: 6998874, member: 6866421"] Hello. This is my second time I have posted on this site and I need help balancing a homebrew class that I made basing it off of the Solider class from Final Fantasy 7. [COLOR=#000000][FONT=Arial]Soldier[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Hit Dice d10[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Hit dice at first level 10 + Constitution mod[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Hit dice after first level 1d10 or (6) + constitution mod[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]All armor and shield[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Simple and martial weapons[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Saving throws:Strength, Charisma[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Starting equipment[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]a). One martial weapon and shield or b).two martial weapons[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]a).Scale mail or b.) chain mail[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]One magic orb [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Two simple weapons[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Dungeoneering pack or explorer's pack[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level one as you choice this class you can wield an oversized weapon with two hands and a two handed weapon in one hand without suffering any penalties. You also have one weapon that you can call you own. This weapon was forged using a metal from a meteor and can only be lifted by you. At level 3 you gain a +1 to hit with the weapon that you own[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 2 you gain the ability to draw upon the magic that runs through your veins. you gain the ability to cast a powerful ability called limit break. This Ability can be changed as the campaign goes on as you learn how to enhance your abilities. You can use this ability as many times as your strength modifier.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]The first limit break that you get is called, Cross Slash. With this ability you deal two weapon damage and a third if you crit. It would require your target to make a Wisdom save or they will be frightened of you for one minute. You can upgrade your Limit Break at level 6,17, and 20. You can use limit breakers as many times as your Strength modifier. You can change your limit breaker after a long rest provided you have the level for the limit break. You will have to wait three rounds before using this technique again.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At Level three you get to choose from an Archetype. Materia User or Pure Soldier[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At Level 4 you gain an ability score improvement. You gain another at 8,12,16,19[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At Level 5 you can use your action to attack twice. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 6 you can trade out your Cross slash for a new limit breaker called ClimHazzard. This attack will arch to an enemy that is five feet away from the intended target. The damage dice on this attack is three weapon dice and then 2 weapon dice for the enemy that is five feet away. The damage is halved if the target and the targets make a dex saving throw against your Save DC. You will have to wait 4 rounds before using this technique again.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 9 you can now use the spell Stoneskin. You can only use this once per day. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 11, as a bonus action you can cast haste upon your self. This can only be used once per day [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At Level 17, you gain the limit breaker Meteorain. You can use this limit breaker to summon a swarm of meteors upon your opponents. The opponent need to make a dex save and if they make it they take half damage. The damage for this attack is 10d6. The range for this attack is 60 feet and it has a 30 foot radius. You will have to wait five rounds of combat before using this attack. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 20 you gain the ability to use the last and final limit break Omnislash level 6. When you use this limit breaker you deal 6d12 plus 4 weapon damage. If you crit while using this you can reroll two weapon damage.You will have to wait six rounds of combat before you can use this attack again. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Archetype one. Materia user[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 3 when you choose this archetype you gain the ability to fly for 60 feet. This lasts for one minute and you regain the ability to fly again after a short rest. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial] [/FONT][/COLOR] [COLOR=#000000][FONT=Arial] At level 3 you can cast spells through your sword as you use the Sorcerer spells. You gain a spell new spell at level 8 14 and 20. You gain a two cantrips at level 3 and more as you level up. The highest level spell that you can cast is a level 5. You regain you spell slots after a long rest. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 7 you gain the ability to create a beam of energy that is strong enough to break through solid rock and metal with ease. To use this ability you have to charge your attack for one round and then fire it at the intended target. If the target maked a Dex save versus your saving throw which is strength + 8 + your proficiency mod, they will take 3d12 necrotic or force damage as well as your weapon damage. If the saving throw is made this will cause the attack to do half damage. This can only be used once per long rest. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 10 when you cast a cantrip you can make a weapon action as a bonus action. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 16, you can now use a magic orb as a bonus action. Depending on the orb that you can use it to empower your weapon to deal your weapon damage plus 1d8 orb damage.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 18, you can now fly at the rate of 120 feet and you can fly for a maximum of 3 minutes. When you attack will you are flying your weapon does one more damage dice. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Archetype 2 . Pure Soldier[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you choose this class you gain Unarmored defense equal to you strength mod + your constitution modifier plus 10. You cannot use a shield or wear armor to gain this defense. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]You also gain the ability to use a hit die to heal yourself in battle. You may use this feature once per short or long rest. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 7 you gain the ability to summon one creature with a challenge rating of 4 or lower. It will take an action to summon the creature and if you want to attack with the creature you will have to use one of your attacks. You can use this ability once per short rest [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 10 you gain the ability to catch your opponents weapons and attempt to break them. As a reaction you can attempt to catch the blade. If you are successful you can attempt to break the blade. By making a strength roll with advantage vs the opponent's dex save. If the opponent fails their weapon is broken and you can make a melee attack.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 16 you can now summon a creature with a challenge rating of 8 or lower. It will still use the same rulings of your level 7 ability. This can only use this once per short rest.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]At level 18 you can now use your reaction to add your Dexterity to your unarmored defense. Your weapon now deal 2 more weapon damage die. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Magic Orbs[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]As you travel throughout the world you might find little sphere that can contain magical power. You can place one magic orb [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Fire orb-1d6 fire damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Lightning Orb-1d6 lightning damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Force Orb-1d6 force damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Cold Orb-1d6 cold Damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Necrotic Orb- 1d6 Necrotic damage[/FONT][/COLOR] [/QUOTE]
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