| Post/Author/DateTime | Post |
|---|---|
| #1TimtankMay 04, 2015 17:18:09 | I have created a number of custom sub classes for the fighter class and would like other dm's opinion. The classes I have created is Dragoon, Samurai, Chevalier, and Myrmidon. |
| #2cowleymenMay 04, 2015 23:58:07 | A general Thing, double proficncey is called Expertise in 5e. It lets you add your prof. bonus twice.
The Dragoon is way back loaded. You dont get any iconic abilities of that FF class untill 15th level. Im not sure what to do about it to make it feel better though. Sorry /
Chevilar looks really good, and has great feel. The only thing im not sure about is only gaining those three spells once per day. I think you would be okay with giving those as once per short rest. IN most games I have played, we rarely take the 2 short rest in a day, and when we do its so our warlock can get his spells back.
Samuria and myrmidon I think are good to go. Though one question for Myrmidon, their 18th level ability, is that meant to double the critical again? as in a total of 4d8+str mod? Not that bad in my opinion for that level, as long as it is only the one attack, and not doubling all four of his attacks for the rest of that turn. |
| #3NovamaMay 05, 2015 7:50:21 | For Dragoon: Dragoons at level 1 already have proficient jumping power. The proficiency for 3rd level should be athletics. Expertise may reasonable. I'm not sure where land mounts would come into play.
Your long jump and high jump should scale by the same factor. In my personal opinion, a high jump of 10 feet and a long jump of 20 as minimums would feel right at level 1.
Level 1 Dragoon should also know or have access to something like the jump ability where they can deal additional damage on a successful attack at the end of a jump movement. Due to the dragoons perference for polearms and spears in other media, perhaps making it like the sneak attack feature of the rogue would be appropriate on the condition that they are using a specific weapon type and attacking after successfully jumping towards their target a minimum number of feet. This will prevent getting the use of this power with every turn, limit the damage and type to something more easily balanced for, and uses an existing mechanic. Visually, the additional damage could be explained by saying it came from the momentum generated by the powerful jump that launched the dragoon into his target like a harpoon gun. |
| #4cowleymenMay 05, 2015 13:07:45 | Novama, you know these are fighter subclasses? so when you say level 1 do you mean Fighter Level 3, when they pick the subclass |
| (Reply to #4)Novama |
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| #6TimtankMay 05, 2015 14:58:00 | Well Cowleymen the dragoon was rather difficult to make honestly. The level 15 and 18 abilitys just feel to strong for early game, so I decided to keep it back a bit. I really can't think of a way to properly improve the subclass without breaking anything at this point... On the point of the Cheviler I actually had it as regaining the spells per short rest, but I changed it out of fear that use of spells that frequently could make the class feel less like a fighter and more like a actual caster. I think making it work off of a short rest would be a fine idea, but it may take some testing to identify if it is broken or not. Also yes the Myrimidon ability is meant to double the critical dice for the single critical hit, at first I was gonna make it so the effect allowed a reroll of the critical hit but then I remembered that the savage attacker feat already can do that. So yeah I will word that better.
Novama I gave the bonus proficiency in land mounts so that they have combative options, because their are some cases were a dragoon is usally some kind of mounted fighter and I wanted to acomidate that idea a bit. I also offered proficiency/ expertise in athletics at 7th level in the "Leaping Expertise" ability. In the case of the jump scaling I couldn't make them scale the same because it would have lead to one being either to effective of not effective at all. With the leaping I made the high jump scale off of what it does in the players handbook I just made the numbers 6 + Strength Mod instead of 3 + Strength Mod, and with the long jump being equal to strength score i thought that scaling that further based on fighter level would be safest. Also it should be possible to modifty the Dragoon Rush ability to play like the sneak attack feature, and if you have any details on how you would do that could you share friend? |
| #7NovamaMay 06, 2015 8:24:49 | My bad. When I saw dragoon, I thought final fantasy types that are leaping about and spearing things and doing dragon techniques. For dragoon, heavy mounted calvery, the class option makes much more sense to me.
I would confine dragon rush (and most of the dragoon abilities) to polearms, spears, lances and other lengthy weapons with piercing damage. I don't feel anymore work needs done to balance it. It's already doing as much or potentially more damage than other level 10 fighter options, so limiting it with a weapon type and specific scenario should balance it fine. |