I am the process of designing and building a Witcher themed fighter subclass for the game that I run and am running an issue whilst trying to implement a new action that the subclass provides. In short (And to avoid a depending on knowledge of the Witcher universe) I am trying to add a weaker version of the Flaming Hands spell as an action.
I have managed to get it onto the character sheet and rolling, but the 1d6 damage roll it's doing is getting a flat damage bonus equal to my con mod. This is slightly infuriating since I do want that to happen, but only if you pick an option as a part of leveling up similar to the Agonizing Blast Warlock invocation.
I am the process of designing and building a Witcher themed fighter subclass for the game that I run and am running an issue whilst trying to implement a new action that the subclass provides. In short (And to avoid a depending on knowledge of the Witcher universe) I am trying to add a weaker version of the Flaming Hands spell as an action.
I have managed to get it onto the character sheet and rolling, but the 1d6 damage roll it's doing is getting a flat damage bonus equal to my con mod. This is slightly infuriating since I do want that to happen, but only if you pick an option as a part of leveling up similar to the Agonizing Blast Warlock invocation.
Instead of a “spell action” set it as a “general action.”
I actually did a Witcher subclass of fighter for this edition almost a year ago. Mechanically I took inspiration from across the three games in the franchise, and I even dug into the extended lore for some of the signs. One of my players has been using it in the campaign I’m DMing, and I’ve been tweaking it over time. If you’re interested in comparing notes, lemme know.
As for comparing notes I think that could be quite fun and insightful. At the moment I'm mostly focusing on working on the signs and getting them into a state that I'm happy with both in terms of implementation and balancing. So far it's been a lot of looking at comparing the to spells or other effects in 5e base that have similar uses/effects. So far I've been building mine as a fighter subclass like I said before. The idea was to try and build them to kinda fit alongside the other "spellsword" options like Eldritch Knight or Bladesinger with with the focus being on the Witcher signs.
More specifically, I had the idea of most of the signs (Not including the Alt forms of the signs) would either be bonus actions to cast or could be used implace of melee weapon attacks during a multiattack. As to help balance the number of times they could be used, I thought to compare them to battlemaster manouvers. So in the current design for them, a Witcher can use a number of them equal to their con mod per short rest.
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I am the process of designing and building a Witcher themed fighter subclass for the game that I run and am running an issue whilst trying to implement a new action that the subclass provides. In short (And to avoid a depending on knowledge of the Witcher universe) I am trying to add a weaker version of the Flaming Hands spell as an action.
I have managed to get it onto the character sheet and rolling, but the 1d6 damage roll it's doing is getting a flat damage bonus equal to my con mod. This is slightly infuriating since I do want that to happen, but only if you pick an option as a part of leveling up similar to the Agonizing Blast Warlock invocation.
Instead of a “spell action” set it as a “general action.”
I actually did a Witcher subclass of fighter for this edition almost a year ago. Mechanically I took inspiration from across the three games in the franchise, and I even dug into the extended lore for some of the signs. One of my players has been using it in the campaign I’m DMing, and I’ve been tweaking it over time. If you’re interested in comparing notes, lemme know.
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Thanks for the help!
As for comparing notes I think that could be quite fun and insightful. At the moment I'm mostly focusing on working on the signs and getting them into a state that I'm happy with both in terms of implementation and balancing. So far it's been a lot of looking at comparing the to spells or other effects in 5e base that have similar uses/effects. So far I've been building mine as a fighter subclass like I said before. The idea was to try and build them to kinda fit alongside the other "spellsword" options like Eldritch Knight or Bladesinger with with the focus being on the Witcher signs.
More specifically, I had the idea of most of the signs (Not including the Alt forms of the signs) would either be bonus actions to cast or could be used implace of melee weapon attacks during a multiattack. As to help balance the number of times they could be used, I thought to compare them to battlemaster manouvers. So in the current design for them, a Witcher can use a number of them equal to their con mod per short rest.