You have to enable the content on your character sheet in the Edit view, the same place you'd change your characters name. It's considered a 'source', like Critical Roll or Eberron content.
I'm a little confused to be honest. I read some of the setting info and it sounds cool.
But I cant seem to find the classes either in marketplace to buy, or on my character creator. So how am i supposed to use this with dndbeyond? I suppose i could go old school and do pen and paper but.... that defeats the purpose of dndbeyond.
Am I just missing it?
You need to turn on "Partnered Content" on the first page of the creator
I love it, but some of the balance feels a bit off?
Some of the renegade options feel lacking and the rogue archetype looks nuts. The lvl17 feature feels way overturned (weird that it shunts enemies you stand inside of, instead of the PC which like every other ethereal-style feature does).
Every class is broken.
Renegades at level 5 get two minor upgrades and one major upgrade to their gun. Go Sniper, take Crosshairs and Double Barrel as "minors" and I guess Barrage as a Major but it doesn't matter because the minors are what you want. Advantage on two attacks that each do 2d10 + dex. 4d10+ dex at level 11. Being able to action surge here and do four attacks totaling 16d10+20 at level 11 all with advantage as a fighter? It's busted.
Renegades can’t get Crosshairs and Double Barrel until level 15. Both require level 5 and the first minor upgrade must be taken at 3rd level.
You don't even need crosshairs. With Archery as the fighting style at level one, and 20 Dexterity, you already have +11 to hit. Advantage isn't even needed to hit all of these. It's much more damage to use 'trial by fire', and add 6 damage every shot. With having 3 attacks per action, and the extra shot from double barrel, can't you deal 32d10+40 and 48 fire damage?
Or is the Sniper shot not considered a attack, despite being listed as one in the Online character sheet? Even so, with action surge, it's 16d10+20+ 48, It's much stronger with 'trial by fire', and achievable at level 11, not all the way at 15.
Alright. I had a cup of tea and decided to come back to it after taking a step away. Its really not any better on second look.
Barbarian – Path of the Depths
Level 3: Swim speed and underwater breathing. There are UA Warlock and Barbarian subclasses that get these at level 6 (albeit with a damage resistance). I thought this was a little strong but its fine compared to some of the later stuff.
Level 3: Bonus action pull. Pretty ******* strong as most Barbarians don’t use their bonus action after the first turn of combat. Absolutely bonkers in a sentinel build. Really lazy thematically too.
Level 6: The water teleport. Comparable to Shadow Monk, except there is no prerequisite for its use. Its buried in there, but it does seem to require an action to use – which isn’t that bad because you get a free attack as part of the teleport.
Level 10 Choices: God, these are all just written horribly. There’s a certain syntax used in official material that you don’t really notice until its missing.
Eyes of the Deep: True seeing once per short rest, a level before a wizard can cast it. Note that fullcasters can only cast a level 6 spell once per long rest. Pretty messed up, and poorly written.
Arms of the Deep: Another ‘meh, you decide how this fits’. Your bonus action pull now also gives you two grapple attempts. It does not specify that these attempts must be made against the Dredge Line target, nor does it specify a range (assuming 5’ reach). So Dredge Line, a bonus action, now gives you a pull and two free grapples. Also, by RAW, you need a free handle to grapple – RAI is obviously that your magical tentacles/chains/riggings/jumprope/goro arms do this, but its not specified.
Heart of the Deep: 11-32 temp hit points as a bonus action, which stack with your barbarian resistances, once per short rest. Possibly the least offensive feature is the one given barbarians more hit points. . .
Soul of the Deep: Immune to all effects that would cause you to be charmed or frightened. Now, this isn’t just immunity to the charmed or frightened condition. This is immunity to anything that would cause it. Case study: A Nightwalker uses Finger of Doom. The barbarian is immune to the 4d12 necrotic damage it inflicts, as its an effect that would cause him to be frightened.
Armor of the Deep: Flat bonuses are bad and lazy, and against the spirit of bounded accuracy. Not totally broken at least.
Level 14: Depth Charge: You knock things down when you teleport now. The DC to resist the knockdown isn’t listed. Presumably you’re meant to use the Dredge Line’s DC, but they’re different abilities. Why does a wave of tidal force deal force damage instead of, say cold or bludgeoning? Also, having a free knockdown of multiple targets as an action plus two grapples as a bonus action on the same class plus a free attack against one such prone target plus no size restrictions on any of this is a little weird. You could, theoretically, pin two tarrasques to the ground in a single turn. Legendary Resistances don’t help with contested Athletics Checks. What kind of DM would throw TWO tarrasques at you? Probably the kind to let you play this mess (or me.)
Renegade:
Level 3: Your shooty stuff. When is an attack not an Attack? When its a renegade using ‘Form of. . . Gunfighter!’ The guns are also not items, not weapons, just as written, some sort of innate attack. An artificer or gunslinger cannot use them. Also, as written, a Sniper does not add its Dex to damage from level 11 onwards and the damage scales with character level, not subclass level.
Level 3: Weapon of Choice: Firearm Upgrades, universally, do not specify that they must be renegade levels in the prerequisite.
Level 7: Cunning Shot: Seriously, why can’t they follow precedent? Your innate not-attack attacks ignore resistance and immunity. I don’t care that this Challenge 30, literal fiendish demigod is immune to nonmagical attacks, she’s taking the damage from my level 7 Ashe wannabe. Not actually gamebreaking but vexing in its execution.
Level 10: Finally, some restraint. Slight AC and movement boost. I’m not opposed to making Second Wind scale better but this feels thrown in as an afterthought.
Level 15: Right Gun for the job: Fine, I guess? Its only as broken as the rest of the class is.
Level 18: Light ‘em up. 12D6 Force Damage as a bonus action in an area. Thats a lot, but its level 18.
Firearm Upgrades: I’m only gonna address the big offenders, for my own sanity.
Crosshairs: Bonus action to gain Advantage is pretty much always worth it when you have 120 foot range.
Double Barrel is bonkers. 4D10+10 damage when you get it. 12D10+10 damage as a single action by 20th level with no drawback (ie, -5 to hit). Thats, what, an average of 93 damage per action? With the same bonus to hit, a conventional fighter using a greatsword is dealing 8d6+20 for 48? Even throwing GWM barely gets closed to a Double Barrel Sniper – don’t forget that the Sniper doesn’t care if you’re Baphomet, you’re not resisting his damage. You can do slightly better than this as a fighter with certain builds, but not with so little investment.
Wild Card: Almost acceptable. At least it has a clear idea of what it is.
Loaded Dice: Dice manipulation is never weak. Judicious (or lucky) use of this can negate a ton of attacks, and the bonus action slipperiness of a rogue ensures they don’t take many attacks to begin with. Feels like this is effectively an at-will Shield for the Wild Card. A pool of -10d6 to attacks at level 20 is tremendous.
Dragonchess: Listen, I know the whole concept is that Twisted Fate has mad swagger, but ‘skilled tactician’ means Intelligence, not Charisma. Did I go on my rant about these subclasses deviating from the usual ‘third stat’ shared by the class? Ie, Intelligence for Fighters and Rogues? Oh well. Its not like Intelligence needed the help. Charisma’s usually a dump stat in 5e. Right?
The dragonchess features are mostly underwhelming. You already have Bonus Action dash and disengage, so Griffon is meager. Sylph might be helpful if you know you’re about to eat a breath weapon or fireball (although Evasion really mitigates that already.) I’d stick to Dragon exclusively. Up to five times per day, add up to 20 damage to an ally’s attack? Usually won’t be that much, but its pretty solid. Even with 16 Charisma at level 3, its alright.
Playing Cards: Oh man. I thought we might have been back on board after Dragonchess, but these are all really strong. God help your DM if you crit. Assuming 3 usages:
Blade: Effectively +50% to your Sneak Attack Damage.
Shackle: Comparable to a no-save Slow. Unless the target only has one attack and doesn’t move, this won’t feel horrible.
Heart: Maybe the weakest? If you deal 30 damage with a 20th level sneak-attack, you regain 15 hit points, which automatically stacks at Temp HP. I’d rather deal that 15 damage to them with Blade, but yanno.
Level 9: Shifting the Odds: Oh hey, its another teleporation feature. At least force damage makes sense here. This is a free, longer-range, more damaging thunderstep that you use as a bonus action instead of an action.
Level 13: Twist of Fate: Oh, you always go before the enemy in Initiative.
Level 17: Joker Wild: Sigh. Quite strong. Because the Gambit feature, like the rest of the benefits, applies during the one minute duration of Joker Wild, it could be read that you have indefinite usage of the feature. This is the semantics problem with these subclasses – you have an instantaneous effect (regaining expended features) occuring during a non-instant effect. Precedent would suggest that you regain the expended Gambits when (and only when) you intiate Joker Wild, but this ‘sourcebook’ doesn’t give a damn about precedent.
Rollback Post to RevisionRollBack
Another medical problem. Indefinite hiatus. Sorry, all.
Or is the Sniper shot not considered a attack, despite being listed as one in the Online character sheet? Even so, with action surge, it's 16d10+20+ 48, It's much stronger with 'trial by fire', and achievable at level 11, not all the way at 15.
Its an Attack, but not the Attack Action. Really its more like a cantrip spell attack than a weapon attack. Extra Attack only applies with the Attack Action. What a mess.
I'm a little confused to be honest. I read some of the setting info and it sounds cool.
But I cant seem to find the classes either in marketplace to buy, or on my character creator. So how am i supposed to use this with dndbeyond? I suppose i could go old school and do pen and paper but.... that defeats the purpose of dndbeyond.
Am I just missing it?
You need to turn on "Partnered Content" on the first page of the creator
You don't even need crosshairs. With Archery as the fighting style at level one, and 20 Dexterity, you already have +11 to hit. Advantage isn't even needed to hit all of these. It's much more damage to use 'trial by fire', and add 6 damage every shot. With having 3 attacks per action, and the extra shot from double barrel, can't you deal 32d10+40 and 48 fire damage?
Or is the Sniper shot not considered a attack, despite being listed as one in the Online character sheet? Even so, with action surge, it's 16d10+20+ 48, It's much stronger with 'trial by fire', and achievable at level 11, not all the way at 15.
Its an Attack, but not the Attack Action. Really its more like a cantrip spell attack than a weapon attack. Extra Attack only applies with the Attack Action.
Wild Card: Almost acceptable. At least it has a clear idea of what it is.
Loaded Dice: Dice manipulation is never weak. Judicious (or lucky) use of this can negate a ton of attacks, and the bonus action slipperiness of a rogue ensures they don’t take many attacks to begin with. Feels like this is effectively an at-will Shield for the Wild Card. A pool of -10d6 to attacks at level 20 is tremendous.
Dragonchess: Listen, I know the whole concept is that Twisted Fate has mad swagger, but ‘skilled tactician’ means Intelligence, not Charisma. Did I go on my rant about these subclasses deviating from the usual ‘third stat’ shared by the class? Ie, Intelligence for Fighters and Rogues? Oh well. Its not like Intelligence needed the help. Charisma’s usually a dump stat in 5e. Right?
The dragonchess features are mostly underwhelming. You already have Bonus Action dash and disengage, so Griffon is meager. Sylph might be helpful if you know you’re about to eat a breath weapon or fireball (although Evasion really mitigates that already.) I’d stick to Dragon exclusively. Up to five times per day, add up to 20 damage to an ally’s attack? Usually won’t be that much, but its pretty solid. Even with 16 Charisma at level 3, its alright.
Playing Cards: Oh man. I thought we might have been back on board after Dragonchess, but these are all really strong. God help your DM if you crit. Assuming 3 usages:
Blade: Effectively +50% to your Sneak Attack Damage.
Shackle: Comparable to a no-save Slow. Unless the target only has one attack and doesn’t move, this won’t feel horrible.
Heart: Maybe the weakest? If you deal 30 damage with a 20th level sneak-attack, you regain 15 hit points, which automatically stacks at Temp HP. I’d rather deal that 15 damage to them with Blade, but yanno.
Level 9: Shifting the Odds: Oh hey, its another teleporation feature. At least force damage makes sense here. This is a free, longer-range, more damaging thunderstep that you use as a bonus action instead of an action.
Level 13: Twist of Fate: Oh, you always go before the enemy in Initiative.
Level 17: Joker Wild: Sigh. Quite strong. Because the Gambit feature, like the rest of the benefits, applies during the one minute duration of Joker Wild, it could be read that you have indefinite usage of the feature. This is the semantics problem with these subclasses – you have an instantaneous effect (regaining expended features) occuring during a non-instant effect. Precedent would suggest that you regain the expended Gambits when (and only when) you intiate Joker Wild, but this ‘sourcebook’ doesn’t give a damn about precedent.
This subclass seems like the easiest to fix up out of all of them. If I was to change anything, I guess I'd change it to this:
3rd Level:
Change Dragonchess to use Intelligence
Make loaded dice reduce damage equal to half the roll? (Too weak? Stronger?)
Add a save to the Shackle (8 + proficiency + Charisma?)
Remove the extra Sneak attack damage at start of the next turn
9th Level:
Either make it a action or half the damage
13th Level:
Give advantage on initiative instead? That's probably way weaker, the Twilight UA cleric can do that at level 1. Maybe add proficiency or Charisma to the roll as well.
17th Level:
The player takes damage from their space being occupied, not the person's space that they took
Remove the whole thing about Gambit usages recharging, just to make it less complicated.
(Still feels like a 20th level Paladin ability though)
It was the kind of content I'd have expected from an April Fool's post.
I agree. It seemed unbalanced and ridiculous.
It wouldn't be ridiculous if it wasn't unbalanced. A lot more testing would have been nice.
The reason I think it is ridiculous is how video-game ish it is, specifically the renegade. A double-barreled sniper rifle that shoots lightning and nets? All of the flavour seemed shallow and felt like excuses to have character emulate the game.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Honestly I'm fine how the worked (not how the weapon's are balanced) if it didn't treat the guns as a feature rather than a item... though I will say the additional attachments and weapon addons sounds more like they should've made it for an artificer instead of fighter
It was the kind of content I'd have expected from an April Fool's post.
I agree. It seemed unbalanced and ridiculous.
It wouldn't be ridiculous if it wasn't unbalanced. A lot more testing would have been nice.
The reason I think it is ridiculous is how video-game ish it is, specifically the renegade. A double-barreled sniper rifle that shoots lightning and nets? All of the flavour seemed shallow and felt like excuses to have character emulate the game.
Even being very video gamey doesn't really excuse the lack of balance. You can be goofy. One of the mods here was on twitter said it was INTENTIONAL that the renegade ability to ignore invulnerability was put in. That's just bad design.
It was the kind of content I'd have expected from an April Fool's post.
I agree. It seemed unbalanced and ridiculous.
It wouldn't be ridiculous if it wasn't unbalanced. A lot more testing would have been nice.
The reason I think it is ridiculous is how video-game ish it is, specifically the renegade. A double-barreled sniper rifle that shoots lightning and nets? All of the flavour seemed shallow and felt like excuses to have character emulate the game.
Even being very video gamey doesn't really excuse the lack of balance. You can be goofy. One of the mods here was on twitter said it was INTENTIONAL that the renegade ability to ignore invulnerability was put in. That's just bad design.
I don't think that being video gamey excuses the lack of balance. I think that the lack of balance just makes it worse. Even if the subclasses were perfectly fair, I would still dislike them.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
It's not just the utter lack of balance. It's the silly, pun-based names and the joke-based art. The whole thing feels like just some cheap joke than a product that people are actually expected to use in their games.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's not just the utter lack of balance. It's the silly, pun-based names and the joke-based art. The whole thing feels like just some cheap joke than a product that people are actually expected to use in their games.
Exactly.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
The subclasses are pretty crazy, and I'm not 100% sure on how I feel about DDB doing content based on a video game like LoL, though I should point out that it's been done before officially with Diablo back with 3e. With that said, I do like how this signals a willingness on DDB's part to incorporate more 3rd-party content, and I do like the modularity of the subclasses, even if they need nerfing; that and the Renegade subclass reminds me a *lot* of the old 2017 Artificer subclasses.
At lvl 3 a Wizard does 4d6 Damage in a 15-foot Cone (Burning Hands).
A Renegade does 3d10+5 Damage.
*sigh* well at least the Renegades gun upgrades and the Wild Cards gaming sets based skills are gonna be a good basis for more skilled people to make something cool AND BALANCED on the DMs Guild.
Gunslinger Artificer - make better guns (gun upgrades) and use them better (gun skills) comes to mind.
edit: some of the monsters are pretty neat - the jumping fish can be a nasty surprise when the party has to cross a bridge over a river or moat for example. Although I wish the Dragon Shark was more Dragon.
You mean a 3rd level Renegade? If so, I'm not sure I'm understanding the math, at 3rd level it should be 1d10+Dex for the sniper, 1d6+Dex for pistoleer, and an additional 1d6 at most from the upgrades available at that level.
You mean a 3rd level Renegade? If so, I'm not sure I'm understanding the math, at 3rd level it should be 1d10+Dex for the sniper, 1d6+Dex for pistoleer, and an additional 1d6 at most from the upgrades available at that level.
You get a Major Upgrade at 3rd level too. Barrage deals 3d10+DEX damage. Just delete whatever your DM throws at you that „should“ be appropriate for a 3rd level party in one swoop.
You have to enable the content on your character sheet in the Edit view, the same place you'd change your characters name. It's considered a 'source', like Critical Roll or Eberron content.
I agree. It seemed unbalanced and ridiculous.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
You need to turn on "Partnered Content" on the first page of the creator
You don't even need crosshairs. With Archery as the fighting style at level one, and 20 Dexterity, you already have +11 to hit. Advantage isn't even needed to hit all of these. It's much more damage to use 'trial by fire', and add 6 damage every shot. With having 3 attacks per action, and the extra shot from double barrel, can't you deal 32d10+40 and 48 fire damage?
Or is the Sniper shot not considered a attack, despite being listed as one in the Online character sheet? Even so, with action surge, it's 16d10+20+ 48, It's much stronger with 'trial by fire', and achievable at level 11, not all the way at 15.
Alright. I had a cup of tea and decided to come back to it after taking a step away. Its really not any better on second look.
Barbarian – Path of the Depths
Level 3: Swim speed and underwater breathing. There are UA Warlock and Barbarian subclasses that get these at level 6 (albeit with a damage resistance). I thought this was a little strong but its fine compared to some of the later stuff.
Level 3: Bonus action pull. Pretty ******* strong as most Barbarians don’t use their bonus action after the first turn of combat. Absolutely bonkers in a sentinel build. Really lazy thematically too.
Level 6: The water teleport. Comparable to Shadow Monk, except there is no prerequisite for its use. Its buried in there, but it does seem to require an action to use – which isn’t that bad because you get a free attack as part of the teleport.
Level 10 Choices: God, these are all just written horribly. There’s a certain syntax used in official material that you don’t really notice until its missing.
Eyes of the Deep: True seeing once per short rest, a level before a wizard can cast it. Note that fullcasters can only cast a level 6 spell once per long rest. Pretty messed up, and poorly written.
Arms of the Deep: Another ‘meh, you decide how this fits’. Your bonus action pull now also gives you two grapple attempts. It does not specify that these attempts must be made against the Dredge Line target, nor does it specify a range (assuming 5’ reach). So Dredge Line, a bonus action, now gives you a pull and two free grapples. Also, by RAW, you need a free handle to grapple – RAI is obviously that your magical tentacles/chains/riggings/jumprope/goro arms do this, but its not specified.
Heart of the Deep: 11-32 temp hit points as a bonus action, which stack with your barbarian resistances, once per short rest. Possibly the least offensive feature is the one given barbarians more hit points. . .
Soul of the Deep: Immune to all effects that would cause you to be charmed or frightened. Now, this isn’t just immunity to the charmed or frightened condition. This is immunity to anything that would cause it. Case study: A Nightwalker uses Finger of Doom. The barbarian is immune to the 4d12 necrotic damage it inflicts, as its an effect that would cause him to be frightened.
Armor of the Deep: Flat bonuses are bad and lazy, and against the spirit of bounded accuracy. Not totally broken at least.
Level 14: Depth Charge: You knock things down when you teleport now. The DC to resist the knockdown isn’t listed. Presumably you’re meant to use the Dredge Line’s DC, but they’re different abilities. Why does a wave of tidal force deal force damage instead of, say cold or bludgeoning? Also, having a free knockdown of multiple targets as an action plus two grapples as a bonus action on the same class plus a free attack against one such prone target plus no size restrictions on any of this is a little weird. You could, theoretically, pin two tarrasques to the ground in a single turn. Legendary Resistances don’t help with contested Athletics Checks. What kind of DM would throw TWO tarrasques at you? Probably the kind to let you play this mess (or me.)
Renegade:
Level 3: Your shooty stuff. When is an attack not an Attack? When its a renegade using ‘Form of. . . Gunfighter!’ The guns are also not items, not weapons, just as written, some sort of innate attack. An artificer or gunslinger cannot use them. Also, as written, a Sniper does not add its Dex to damage from level 11 onwards and the damage scales with character level, not subclass level.
Level 3: Weapon of Choice: Firearm Upgrades, universally, do not specify that they must be renegade levels in the prerequisite.
Level 7: Cunning Shot: Seriously, why can’t they follow precedent? Your innate not-attack attacks ignore resistance and immunity. I don’t care that this Challenge 30, literal fiendish demigod is immune to nonmagical attacks, she’s taking the damage from my level 7 Ashe wannabe. Not actually gamebreaking but vexing in its execution.
Level 10: Finally, some restraint. Slight AC and movement boost. I’m not opposed to making Second Wind scale better but this feels thrown in as an afterthought.
Level 15: Right Gun for the job: Fine, I guess? Its only as broken as the rest of the class is.
Level 18: Light ‘em up. 12D6 Force Damage as a bonus action in an area. Thats a lot, but its level 18.
Firearm Upgrades: I’m only gonna address the big offenders, for my own sanity.
Crosshairs: Bonus action to gain Advantage is pretty much always worth it when you have 120 foot range.
Double Barrel is bonkers. 4D10+10 damage when you get it. 12D10+10 damage as a single action by 20th level with no drawback (ie, -5 to hit). Thats, what, an average of 93 damage per action? With the same bonus to hit, a conventional fighter using a greatsword is dealing 8d6+20 for 48? Even throwing GWM barely gets closed to a Double Barrel Sniper – don’t forget that the Sniper doesn’t care if you’re Baphomet, you’re not resisting his damage. You can do slightly better than this as a fighter with certain builds, but not with so little investment.
Wild Card: Almost acceptable. At least it has a clear idea of what it is.
Loaded Dice: Dice manipulation is never weak. Judicious (or lucky) use of this can negate a ton of attacks, and the bonus action slipperiness of a rogue ensures they don’t take many attacks to begin with. Feels like this is effectively an at-will Shield for the Wild Card. A pool of -10d6 to attacks at level 20 is tremendous.
Dragonchess: Listen, I know the whole concept is that Twisted Fate has mad swagger, but ‘skilled tactician’ means Intelligence, not Charisma. Did I go on my rant about these subclasses deviating from the usual ‘third stat’ shared by the class? Ie, Intelligence for Fighters and Rogues? Oh well. Its not like Intelligence needed the help. Charisma’s usually a dump stat in 5e. Right?
The dragonchess features are mostly underwhelming. You already have Bonus Action dash and disengage, so Griffon is meager. Sylph might be helpful if you know you’re about to eat a breath weapon or fireball (although Evasion really mitigates that already.) I’d stick to Dragon exclusively. Up to five times per day, add up to 20 damage to an ally’s attack? Usually won’t be that much, but its pretty solid. Even with 16 Charisma at level 3, its alright.
Playing Cards: Oh man. I thought we might have been back on board after Dragonchess, but these are all really strong. God help your DM if you crit. Assuming 3 usages:
Blade: Effectively +50% to your Sneak Attack Damage.
Shackle: Comparable to a no-save Slow. Unless the target only has one attack and doesn’t move, this won’t feel horrible.
Heart: Maybe the weakest? If you deal 30 damage with a 20th level sneak-attack, you regain 15 hit points, which automatically stacks at Temp HP. I’d rather deal that 15 damage to them with Blade, but yanno.
Level 9: Shifting the Odds: Oh hey, its another teleporation feature. At least force damage makes sense here. This is a free, longer-range, more damaging thunderstep that you use as a bonus action instead of an action.
Level 13: Twist of Fate: Oh, you always go before the enemy in Initiative.
Level 17: Joker Wild: Sigh. Quite strong. Because the Gambit feature, like the rest of the benefits, applies during the one minute duration of Joker Wild, it could be read that you have indefinite usage of the feature. This is the semantics problem with these subclasses – you have an instantaneous effect (regaining expended features) occuring during a non-instant effect. Precedent would suggest that you regain the expended Gambits when (and only when) you intiate Joker Wild, but this ‘sourcebook’ doesn’t give a damn about precedent.
Another medical problem. Indefinite hiatus. Sorry, all.
Its an Attack, but not the Attack Action. Really its more like a cantrip spell attack than a weapon attack. Extra Attack only applies with the Attack Action. What a mess.
Another medical problem. Indefinite hiatus. Sorry, all.
Ok, that lessens the power by a very tiny bit
This subclass seems like the easiest to fix up out of all of them. If I was to change anything, I guess I'd change it to this:
3rd Level:
Change Dragonchess to use Intelligence
Make loaded dice reduce damage equal to half the roll? (Too weak? Stronger?)
Add a save to the Shackle (8 + proficiency + Charisma?)
Remove the extra Sneak attack damage at start of the next turn
9th Level:
Either make it a action or half the damage
13th Level:
Give advantage on initiative instead? That's probably way weaker, the Twilight UA cleric can do that at level 1. Maybe add proficiency or Charisma to the roll as well.
17th Level:
The player takes damage from their space being occupied, not the person's space that they took
Remove the whole thing about Gambit usages recharging, just to make it less complicated.
(Still feels like a 20th level Paladin ability though)
That would probably balance out most of it.
I wish I wasn't a bard now after reading a Twisted Fate themed Rogue subclass!!!
It wouldn't be ridiculous if it wasn't unbalanced. A lot more testing would have been nice.
The reason I think it is ridiculous is how video-game ish it is, specifically the renegade. A double-barreled sniper rifle that shoots lightning and nets? All of the flavour seemed shallow and felt like excuses to have character emulate the game.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Honestly I'm fine how the worked (not how the weapon's are balanced) if it didn't treat the guns as a feature rather than a item... though I will say the additional attachments and weapon addons sounds more like they should've made it for an artificer instead of fighter
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Even being very video gamey doesn't really excuse the lack of balance. You can be goofy. One of the mods here was on twitter said it was INTENTIONAL that the renegade ability to ignore invulnerability was put in. That's just bad design.
I don't think that being video gamey excuses the lack of balance. I think that the lack of balance just makes it worse. Even if the subclasses were perfectly fair, I would still dislike them.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Exactly.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
The subclasses are pretty crazy, and I'm not 100% sure on how I feel about DDB doing content based on a video game like LoL, though I should point out that it's been done before officially with Diablo back with 3e. With that said, I do like how this signals a willingness on DDB's part to incorporate more 3rd-party content, and I do like the modularity of the subclasses, even if they need nerfing; that and the Renegade subclass reminds me a *lot* of the old 2017 Artificer subclasses.
At lvl 3 a Wizard does 4d6 Damage in a 15-foot Cone (Burning Hands).
A Renegade does 3d10+5 Damage.
*sigh* well at least the Renegades gun upgrades and the Wild Cards gaming sets based skills are gonna be a good basis for more skilled people to make something cool AND BALANCED on the DMs Guild.
Gunslinger Artificer - make better guns (gun upgrades) and use them better (gun skills) comes to mind.
edit: some of the monsters are pretty neat - the jumping fish can be a nasty surprise when the party has to cross a bridge over a river or moat for example. Although I wish the Dragon Shark was more Dragon.
#OpenDnD
You mean a 3rd level Renegade? If so, I'm not sure I'm understanding the math, at 3rd level it should be 1d10+Dex for the sniper, 1d6+Dex for pistoleer, and an additional 1d6 at most from the upgrades available at that level.
You get a Major Upgrade at 3rd level too. Barrage deals 3d10+DEX damage. Just delete whatever your DM throws at you that „should“ be appropriate for a 3rd level party in one swoop.
#OpenDnD
Ah, gotcha. Forgot about that for a hot minute.