Luchador homebrewed class

Post/Author/DateTimePost
#1

TokuBreaker

Aug 16, 2015 16:15:38

What is everyone's opinion on this ? http://www.dandwiki.com/wiki/Luchador_%285e_Class%29#Protect_the_Mask
Some of it seems really neat, some of it seems possibly broken, other parts seem unnecesarry.

#2

Eothain

Aug 17, 2015 11:11:13

TokuBreaker wrote:
#3

Macv12

Aug 17, 2015 16:22:47

You should gain something every level, but not 2 or 3 somethings. It needs a major rewrite. If you took out all the broken stuff (can grapple an enemy of any size, ignore any effect that would impede you, etc), you'd have a character easily accomplished with monk, maybe a monk subclass. Finishing moves and specials aren't really explained. Then you have a bunch of "preciousness," like a capstone that revolves around becoming a god, multiclass requirement of 15 in multiple stats and a feat (the base class has a feature that totally obviates the need for it, btw); things that belong to a background, like multiple features dedicated to not losing your mask; and stuff that's technically off, like having "finesse" on grapples, and adding your "Charisma modifier + Persuasion modifier" to something.

 

I don't find it worth a class. You could distill it down to the most essential elements and make it a monk subclass. Finishing move, grappling bonus, bonus while airborne, finishing move capstone, maybe.

#4

TokuBreaker

Aug 18, 2015 20:20:41

aren't Monks looking for Dex and wis though?
I feel like a character designed to be like a pro wrestler needs Cha to really fit properly. I can see a monk being used as a grappler, but the very concept of the guy who will taunt you or win over or inspire a group of people as he grabs you and slams you down doesn't exactly fit a monk and his/her mysticism and martial arts.
But i do agree that there's a bunch of stuff not explained for whatever reason. Like Finishing move.....i keep reading it and it's like whoever wrote it....completely forgot if a move is suppose to be dealing damage....how much does it deal? and what are the limits to a "finishing move" in terms of how it's done?

#5

TokuBreaker

Aug 18, 2015 20:22:57

i personally am not good at making classes, how would someone make a 5e subclass?

#6

Macv12

Aug 18, 2015 22:26:58

First, ignore the flavor text of what a monk is. The mechanics ar separable from what they were intended to represent. If the mechanical effect of something works for what you want (better unarmed attacks, temporary melee damage boost, heal mid-combat, whatever), reflavor it.

 

The problem with executing this concept is that "crowd-pleasing" in an occupation, not a fighting style. It doesn't really make sense when you're dungeon-crawling. You can pretty much handle it with Performance checks.

 

Not that it can't be done. But I think it's hard to come at it making crowd hype and jumping off the top rope essential elements.

 

To make it a subclass, figure out what the base class should be (probably monk in this case; maybe rogue, maybe barbarian, depending on what abilities the concept needs), then figure out how many subclass features you need to fill. For a monk it's 4.

 

I might do something like this.

 

Level 3:

- Your AC is 10 + DEX + CHA

- Variation of Open Hand Technique, trading shove option for grapple

 

Level 6:

- Can spend 1 ki to make an attack a finishing move. Some extra damage, temp HP goes to allies if you down the target.

 

Level 11:

- Jump higher and further.

- Can taunt enemies or encourage allies, probably a reaction under certain conditions

 

Level 17:

- Super finisher, spend more Ki at once for extra damage, + some amount per enemy/ally nearby