So our group is going to be running Spelljammer Academy, and very possibly jumping from that into a full Spelljammer campaign. In the interests of going for that maximum Weird Science Fantasy vibe I've decided to run a Simic Hybrid and lean into the whole vibe as an academic turned super soldier.
Initially I was just going to run them as a straight Beast Barbarian but with a higher than usual Intelligence. Still might, it'd certainly be simpler. But I've been mulling over different ways to really lean into the whole deep sea biomagical experiment, and came up with the above combo. Lycan Blood Hunter nets you dex-based claws and int-based class features, infiltrator armourer gets you a dex or int-based ranged option (that I can theme as an electric eel mutation no less), and a whole bunch of infusions and spells to reflavour as biological grafts and experiments.
I very much doubt it's the most optimal creation but I do like the flavour. Am I missing any obvious problems or do the classes actually play nice together? How would you build it?
Shouldn't be too big a problem, or at least I hope not. Academy runs to about level five I think, so that makes sense to do as straight Blood Hunter. If we carry it forward I'll have to figure out a build from there.
But I've got a straight armourer in a Tomb of Annihilation game that's slowly coming towards the end now, so it's a toolbox I've gotten to play with at least. Mostly I'd be after a few levels for that sci-fi flavour, mechanically it'd be a few toys to act as mutations really - plus the stealth mode, and a thematic ranged option that works with the stats and the archery fighting style.
My issue with Lycan Blood Hunter is that it's just so darn MAD. One other thing you may want to check out is multiclassing Beast Barb with the Psionic Fighter or Soulknife. Either of these gives you some weird magic-y features that don't conflict with Rage and have you doing some exotic psychic damage. Psychic Blades works particularly well with Beast Claws, giving you up to 4 attacks per turn once you have Extra Attacks for a real bestial frenzy vibe.
I like it. both classes have good synergy with each other. however, level 5 is a waste with not being able to stack extra attacks.
If I was playing a character like this, I might go Artillerist. A werewolf with laser beams on his head sounds crazy. Maybe do a 10/10 split in levels.
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So our group is going to be running Spelljammer Academy, and very possibly jumping from that into a full Spelljammer campaign. In the interests of going for that maximum Weird Science Fantasy vibe I've decided to run a Simic Hybrid and lean into the whole vibe as an academic turned super soldier.
Initially I was just going to run them as a straight Beast Barbarian but with a higher than usual Intelligence. Still might, it'd certainly be simpler. But I've been mulling over different ways to really lean into the whole deep sea biomagical experiment, and came up with the above combo. Lycan Blood Hunter nets you dex-based claws and int-based class features, infiltrator armourer gets you a dex or int-based ranged option (that I can theme as an electric eel mutation no less), and a whole bunch of infusions and spells to reflavour as biological grafts and experiments.
I very much doubt it's the most optimal creation but I do like the flavour. Am I missing any obvious problems or do the classes actually play nice together? How would you build it?
Shouldn't be too big a problem, or at least I hope not. Academy runs to about level five I think, so that makes sense to do as straight Blood Hunter. If we carry it forward I'll have to figure out a build from there.
But I've got a straight armourer in a Tomb of Annihilation game that's slowly coming towards the end now, so it's a toolbox I've gotten to play with at least. Mostly I'd be after a few levels for that sci-fi flavour, mechanically it'd be a few toys to act as mutations really - plus the stealth mode, and a thematic ranged option that works with the stats and the archery fighting style.
My issue with Lycan Blood Hunter is that it's just so darn MAD. One other thing you may want to check out is multiclassing Beast Barb with the Psionic Fighter or Soulknife. Either of these gives you some weird magic-y features that don't conflict with Rage and have you doing some exotic psychic damage. Psychic Blades works particularly well with Beast Claws, giving you up to 4 attacks per turn once you have Extra Attacks for a real bestial frenzy vibe.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I like it. both classes have good synergy with each other. however, level 5 is a waste with not being able to stack extra attacks.
If I was playing a character like this, I might go Artillerist. A werewolf with laser beams on his head sounds crazy. Maybe do a 10/10 split in levels.