Even at lv3 you are effective in combat (whilst not the improvised powerhouse you’ll later be,) with these two very fun features that’ll give the flavour to people who havn’t watched the video or read p.41-42 of the Humblewood setting book yet:
Intimidating Banter At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Brutal Brawler At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that’s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maxi-mum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.
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Intimidating Banter At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
I'm unclear on how this is actually intended to be used? Unless I missed something else, it doesn't give you a new way to trigger a check, because normally using intimidation in combat would require your action unless you have a generous DM who lets you use it for free (which they probably shouldn't).
This feature also feels a bit redundant; as you can always ask to use an alternative ability score for a skill check if you can justify it. I regularly use Strength (Intimidation) with a Minotaur character on the basis that they are using their physicality rather than words to intimidate (mostly just looming over things, cracking knuckles, crushing things that are disconcertingly close to the size of a human's head etc.). Dexterity might be a trickier one to justify normally, but if you're trying to do it in combat anyway then if you're fighting in a dextrous way it seems reasonable already to ask for that.
Brutal Brawler At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that’s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maxi-mum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.
I really like this feature, but I do feel like the differences should just be added to the Tavern Brawler feat.
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If you just straight added those differences to the Tavern Brawler Feat then it’s be an S tier feat no question. Have you looked at the rest of the features yet Haravikk?
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Sorry, should have clarified I was only commenting on the 3rd level to start with, didn't have time for the full video.
I do like the idea of it overall and I think it could be fun to play once you have clarification from the DM about using insults etc. during combat (as there aren't existing rules so being able to use a different ability score doesn't mean a lot without asking the DM). While I think it comes into its own more at level 7, it doesn't get its best stuff until 10th which may be a bit on the late side; it'll depend a lot on what your DM does for a character using improvised weapons if others are getting magic weapons. Don't think there are currently stats for a +2 bar stool. 😂
But when 10th level hits those improvised weapons become properly scary!
So yeah, I like the theme, I'm just a bit iffy on the early levels value of the 3rd level features, it scales into something fun though. I'd probably want to use it in a campaign that starts at a higher level such as 5th, so you don't have as long to reach those progression stages, because my main worry is that using the improvised weapons will feel a bit too weak earlier on unless your DM is really generous with what they count as (e.g- chair as a warhammer or maul rather than a club).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
yeah, I really like this whole class, its really cool the only thing I would alter is probably intimidating banter, just buffing it a bit would help it a TON. like maybe u have to choose strength or dex when you start the class, and you can use that for charisma checks whenever.
OR OR OR something with vicious mockery could be cool too
Just got out of my dnd game. I'm playing a dope boy/ drug dealer essentially. Level 8, 4 Scofflaw 4 Alchemist. Intimidating banter slaps because I built him as an int dex stealth character. He's a pseudo rogue that's a bit more tanky and fights with vials of acid and such, im using alchemist rules and the alchemy jug to keep myself topped off with acid, alchemist fire and oil. Using fire strike of giants feat, crusher and slasher as well. I have thrown weapon fighting style. Suddenly im proficient with all my thrown vials and can use a bonus action to, break them, set them on fire, or poison them further (once I take poisoner on my next feat). I'll end up worh 18 int 18 dex 14 con, but I'll use an artificer infusion to get the con up to 19 eventually. I have a lot of stacked stuff but early on at level 8 where we started here's how im using it.
Stealth.... usually wins but when I don't, I have 12 charisma but 16 dex. I have proficiency in deception. So when I get spotted I immidiately use my first action to lie my ass off. What would normally be a +1 from charisma +3 proficiency now can use my 16 dex to lie, meaning its +3 +3 to lie after I've been found out sneaking and immidiately triggered combat. It means I have an oh shit, fallback to my stealth and its made some cool ahit happen as a high charisma role on deception can make a lot of stuff happen, but its only useful as a last resort.
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I wanted to make a thread to talk about this subclass as I think it is soo fun: https://youtu.be/8lQ4OHyjF44
Even at lv3 you are effective in combat (whilst not the improvised powerhouse you’ll later be,) with these two very fun features that’ll give the flavour to people who havn’t watched the video or read p.41-42 of the Humblewood setting book yet:
Intimidating Banter At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Brutal Brawler At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that’s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maxi-mum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.
I'm unclear on how this is actually intended to be used? Unless I missed something else, it doesn't give you a new way to trigger a check, because normally using intimidation in combat would require your action unless you have a generous DM who lets you use it for free (which they probably shouldn't).
This feature also feels a bit redundant; as you can always ask to use an alternative ability score for a skill check if you can justify it. I regularly use Strength (Intimidation) with a Minotaur character on the basis that they are using their physicality rather than words to intimidate (mostly just looming over things, cracking knuckles, crushing things that are disconcertingly close to the size of a human's head etc.). Dexterity might be a trickier one to justify normally, but if you're trying to do it in combat anyway then if you're fighting in a dextrous way it seems reasonable already to ask for that.
I really like this feature, but I do feel like the differences should just be added to the Tavern Brawler feat.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
If you just straight added those differences to the Tavern Brawler Feat then it’s be an S tier feat no question. Have you looked at the rest of the features yet Haravikk?
Sorry, should have clarified I was only commenting on the 3rd level to start with, didn't have time for the full video.
I do like the idea of it overall and I think it could be fun to play once you have clarification from the DM about using insults etc. during combat (as there aren't existing rules so being able to use a different ability score doesn't mean a lot without asking the DM). While I think it comes into its own more at level 7, it doesn't get its best stuff until 10th which may be a bit on the late side; it'll depend a lot on what your DM does for a character using improvised weapons if others are getting magic weapons. Don't think there are currently stats for a +2 bar stool. 😂
But when 10th level hits those improvised weapons become properly scary!
So yeah, I like the theme, I'm just a bit iffy on the early levels value of the 3rd level features, it scales into something fun though. I'd probably want to use it in a campaign that starts at a higher level such as 5th, so you don't have as long to reach those progression stages, because my main worry is that using the improvised weapons will feel a bit too weak earlier on unless your DM is really generous with what they count as (e.g- chair as a warhammer or maul rather than a club).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
yeah, I really like this whole class, its really cool the only thing I would alter is probably intimidating banter, just buffing it a bit would help it a TON. like maybe u have to choose strength or dex when you start the class, and you can use that for charisma checks whenever.
OR OR OR something with vicious mockery could be cool too
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Just got out of my dnd game. I'm playing a dope boy/ drug dealer essentially. Level 8, 4 Scofflaw 4 Alchemist. Intimidating banter slaps because I built him as an int dex stealth character. He's a pseudo rogue that's a bit more tanky and fights with vials of acid and such, im using alchemist rules and the alchemy jug to keep myself topped off with acid, alchemist fire and oil. Using fire strike of giants feat, crusher and slasher as well. I have thrown weapon fighting style. Suddenly im proficient with all my thrown vials and can use a bonus action to, break them, set them on fire, or poison them further (once I take poisoner on my next feat). I'll end up worh 18 int 18 dex 14 con, but I'll use an artificer infusion to get the con up to 19 eventually. I have a lot of stacked stuff but early on at level 8 where we started here's how im using it.
Stealth.... usually wins but when I don't, I have 12 charisma but 16 dex. I have proficiency in deception. So when I get spotted I immidiately use my first action to lie my ass off. What would normally be a +1 from charisma +3 proficiency now can use my 16 dex to lie, meaning its +3 +3 to lie after I've been found out sneaking and immidiately triggered combat. It means I have an oh shit, fallback to my stealth and its made some cool ahit happen as a high charisma role on deception can make a lot of stuff happen, but its only useful as a last resort.