Has anyone played this yet?!?!?! It is soooo fricken fun!!!! My buddy is running an Eberron game and told me I could try it out I started at 4th level chose the order of the Lycan its crazy and fun.
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Breeze, the Air Genasi Rogue in G.M.O.A.T.S sunless citadel Guldrum, the Dwarf Barbarian in Ye ol' Yarn Spun Legend Baku, the Tortle Bloodhunter in Coliseum of Conquest
I'm just theory-crafting and wondering would it be fair to suggest if taking the Tabaxi race , the following can semi stack in that when you transform your damage becomes 1d6,1d8,1d10 + your strength or dexterity modifier as seen below
Racial:
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
Class:
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strengthfor the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
I'm just theory-crafting and wondering would it be fair to suggest if taking the Tabaxi race , the following can semi stack in that when you transform your damage becomes 1d6,1d8,1d10 + your strength or dexterity modifier as seen below
Racial:
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
Class:
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strengthfor the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
What do you think?
-- M
I'm confused as to where the stacking is? could you help me understand better?
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Breeze, the Air Genasi Rogue in G.M.O.A.T.S sunless citadel Guldrum, the Dwarf Barbarian in Ye ol' Yarn Spun Legend Baku, the Tortle Bloodhunter in Coliseum of Conquest
I'm just theory-crafting and wondering would it be fair to suggest if taking the Tabaxi race , the following can semi stack in that when you transform your damage becomes 1d6,1d8,1d10 + your strength or dexterity modifier as seen below
Racial:
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
Class:
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strengthfor the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
What do you think?
-- M
Well, given that a tabaxi monk's claws work with Martial Arts, I see no problem. I also don't see a combo, though.
Stack? no they just increase you hit dice as your level goes up - just like a monks unarmed attack does also. However a Tabaxi can choose slashing or bludgeoning damage with their unarmed attacks....
I'm just theory-crafting and wondering would it be fair to suggest if taking the Tabaxi race , the following can semi stack in that when you transform your damage becomes 1d6,1d8,1d10 + your strength or dexterity modifier as seen below
Racial:
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
Class:
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strengthfor the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
What do you think?
-- M
Well, given that a tabaxi monk's claws work with Martial Arts, I see no problem. I also don't see a combo, though.
No combo just for flavor if u played an unarmed taxabi transforming feels like you should still gain the skill you had of your experienced claws i.e the modifier. Thanks for the reply
Stack? no they just increase you hit dice as your level goes up - just like a monks unarmed attack does also. However a Tabaxi can choose slashing or bludgeoning damage with their unarmed attacks....
Sorry not stack. Blood hunter claws dnt use a modifier its flat dice damage. Questioning if through the taxabi the modifer bonus to their claws can be added to the flat dice damage
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
Nevermind, my brain is fried and my reading comprehension today sucks. Sorry to waste your time.
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
The damage die does increase though:
As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.
so the damage goes up, but only every 4th or 5th level, and you take damage equal to your level. If I read the ability correctly.
Right, but my point was that it costs a level 1 player 1 hit point to deal 1d4 extra damage. At 4th level, the cost is 4 hit points, but you still only deal 1d4 rite damage. So, between level 1 and level 4, the hit point cost quadruples, but the damage output stays the same.
It makes sense that the cost would go up when the damage die increases, but it doesn't make sense (to me) that the cost would rise in the "in between levels" (i.e., levels 2-4, 6-10, 12-16, and 18-20) when the damage die stays the same.
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
The damage die does increase though:
As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.
so the damage goes up, but only every 4th or 5th level, and you take damage equal to your level. If I read the ability correctly.
Right, but my point was that it costs a level 1 player 1 hit point to deal 1d4 extra damage. At 4th level, the cost is 4 hit points, but you still only deal 1d4 rite damage. So, between level 1 and level 4, the hit point cost quadruples, but the damage output stays the same.
It makes sense that the cost would go up when the damage die increases, but it doesn't make sense (to me) that the cost would rise in the "in between levels" (i.e., levels 2-4, 6-10, 12-16, and 18-20) when the damage die stays the same.
I tried to edit that post, my reading comprehension today sucks, I apologize for making you come read that reply. I figured it out after bouncing between your post and the class 7 or 8 times and decided I was better off not posting that, I should have just deleted it.
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
As I see it, it is a simplified way to do a percentage based factor without needing to do the calculations every level for that percentage (it is typically about 10-20% of the characters health).
Without it you would get into weird situations where at the start of the rite it is typically a risk vs reward but at the point just before an upgrade there is little to no risk. As it upgrades the cost actually becomes lower and lower (if you presume a 1/2/3/4 cost) as characters get higher until the cost is trivial and thus no cost at all. However to keep it close to the percentage it would have a weird costing as it upgrades akin to 1/5/11/17 again a huge jump in cost for the die of damage upgrade, and thus at levels 4/10/16 the cost would hit that trivial cost point.
As to the comparison to spells, while spells do always cost the same they don't upgrade for that cost, it costs more to upgrade them (spells also aren't a fluid source that can be replenished very easily). In this respect a Rite is akin more to a warlock spell slot than to the spell slots of other casters.
My party's level 5 Lycan w/ 16 STR can do 1d6+4 damage in hybrid form plus another 1d4 rite damage with his claws and he can take three swipes per round. That's a pretty solid delivery of damage and it makes him the hardest hitter in the party most rounds.
Will Predatory Strike, Improved Predatory Strike, Bonus Action Predatory Strike ever get added in as Action options? Having a definitive ruling on how these strikes work would be great for new and new-ish players to try out the class as well as making using the DnDbeyond tool a whole lot easier. Toggles and the appropriate adjustments to when crimson rite is activated and for The Order of the Lycan when the Hybrid Transformation is in effect (to show the Predatory Strike and to show the +1 to AC) would be helpful as well. I don't know if anything similar has been done with The Order of the Mutant which seems to have a lot more areas these kinds of improvements could be applied to.
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Has anyone played this yet?!?!?! It is soooo fricken fun!!!! My buddy is running an Eberron game and told me I could try it out I started at 4th level chose the order of the Lycan its crazy and fun.
Breeze, the Air Genasi Rogue in G.M.O.A.T.S sunless citadel
Guldrum, the Dwarf Barbarian in Ye ol' Yarn Spun Legend
Baku, the Tortle Bloodhunter in Coliseum of Conquest
I'm really digging Order of the Mutant on a conceptual level right now still haven't had a chance to play as the character tho
Hi Guys / Gals,
I'm just theory-crafting and wondering would it be fair to suggest if taking the Tabaxi race , the following can semi stack in that when you transform your damage becomes 1d6,1d8,1d10 + your strength or dexterity modifier as seen below
Racial:
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier,
Class:
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
What do you think?
-- M
Breeze, the Air Genasi Rogue in G.M.O.A.T.S sunless citadel
Guldrum, the Dwarf Barbarian in Ye ol' Yarn Spun Legend
Baku, the Tortle Bloodhunter in Coliseum of Conquest
I don't think it would stack, it would replace.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Stack? no they just increase you hit dice as your level goes up - just like a monks unarmed attack does also. However a Tabaxi can choose slashing or bludgeoning damage with their unarmed attacks....
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
I just can’t wait for some of the other classes and races to come back, officially.
One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not. In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing. Similarly, the HP cost of enhancing blood curses goes up as you rise in level, but the effectiveness does not.
I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way. For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.
The cost of these actions as levels increase really seems to bork the class to me. However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something. Anyone have any thoughts?
Nevermind, my brain is fried and my reading comprehension today sucks. Sorry to waste your time.
Right, but my point was that it costs a level 1 player 1 hit point to deal 1d4 extra damage. At 4th level, the cost is 4 hit points, but you still only deal 1d4 rite damage. So, between level 1 and level 4, the hit point cost quadruples, but the damage output stays the same.
It makes sense that the cost would go up when the damage die increases, but it doesn't make sense (to me) that the cost would rise in the "in between levels" (i.e., levels 2-4, 6-10, 12-16, and 18-20) when the damage die stays the same.
I tried to edit that post, my reading comprehension today sucks, I apologize for making you come read that reply. I figured it out after bouncing between your post and the class 7 or 8 times and decided I was better off not posting that, I should have just deleted it.
No worries! I'm not sure if I was entirely clear with my concerns about the class.
As I see it, it is a simplified way to do a percentage based factor without needing to do the calculations every level for that percentage (it is typically about 10-20% of the characters health).
Without it you would get into weird situations where at the start of the rite it is typically a risk vs reward but at the point just before an upgrade there is little to no risk. As it upgrades the cost actually becomes lower and lower (if you presume a 1/2/3/4 cost) as characters get higher until the cost is trivial and thus no cost at all. However to keep it close to the percentage it would have a weird costing as it upgrades akin to 1/5/11/17 again a huge jump in cost for the die of damage upgrade, and thus at levels 4/10/16 the cost would hit that trivial cost point.
As to the comparison to spells, while spells do always cost the same they don't upgrade for that cost, it costs more to upgrade them (spells also aren't a fluid source that can be replenished very easily). In this respect a Rite is akin more to a warlock spell slot than to the spell slots of other casters.
- Loswaith
Our home campaign in Exandria has a Blood Hunter, level 7. She received a ring once she hit 3rd and chose her Hunter's path.
I created the item as a homebrew, and it is now public: https://www.dndbeyond.com/magic-items/77831-ring-of-the-claret-order
I am looking at the item having the dormant/awakened/exalted levels, but not set yet.
My party's level 5 Lycan w/ 16 STR can do 1d6+4 damage in hybrid form plus another 1d4 rite damage with his claws and he can take three swipes per round. That's a pretty solid delivery of damage and it makes him the hardest hitter in the party most rounds.
"Not all those who wander are lost"
Will Predatory Strike, Improved Predatory Strike, Bonus Action Predatory Strike ever get added in as Action options? Having a definitive ruling on how these strikes work would be great for new and new-ish players to try out the class as well as making using the DnDbeyond tool a whole lot easier. Toggles and the appropriate adjustments to when crimson rite is activated and for The Order of the Lycan when the Hybrid Transformation is in effect (to show the Predatory Strike and to show the +1 to AC) would be helpful as well. I don't know if anything similar has been done with The Order of the Mutant which seems to have a lot more areas these kinds of improvements could be applied to.