First and foremost, excuse me for the mistakes and errors i'm going to write, english isn't my native language. I'm a ex LoL player and 5e DM, so when i saw the new content about Bilgewater i was really happy. The new subclasses looked cool and really good for a seafaring/piratesque campaign I'm preparing. Then i read more carefully and discovered that they have problems. Like, a lot. So i was thinking about rebalancing them.
Barbarian: Path of the depths
Gift of the drowned ones: I think this is ok.
Dredge line: Powerful, but not gamebreaking, imho. Still ok, i think.
Ghostwater dive: Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses after a short or long rest.
Manifestations of the deep: At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
Eyes of the deep:You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Arms of the deep: While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can use an action toattempt to grapplewith both of your appendages.
Heart of the deep: imho it's ok.
Soul of the deep: you can't be charmed or frightened (just like the Path of the berserker, but longer)
Armor of the deep: it's ok, i think.
Depth charge: At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw (DC= 8 + your proficiency bonus + your Constitution modifier). On a failed save a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Fighter: Renegade
Scoundrel's wit: Ok, i guess...
Gunfighter form: This is a real mess. Maybe treating the guns like magic objects can work better, like this:
Pistoleer. As an action on your turn, you can activate this effect: target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier. The number of shots you can fire with a single activation increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Sniper. As an action on your turn, you can activate this effect: target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier. You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at 20th level.
Weapon of choice: Later on this.
Cunning shot: The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances.
Grin and bear it: It's good as it is, imho.
Right gun for the job: again, good as it is.
Light 'em up: As an action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as a bonus action.When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.Once you use this feature, you cannot use it again until you complete a long rest.
Firearm Upgrades:
Minor upgrades:
Blade and black powder: imho is ok.
Caliber net: same here
Collateral damage: same here
Crosshairs: same here
Double barrel: You add a second barrel to your firearm. When you use your Gunfighter Form, you can use a bonus action to shoot a second time. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Smoke screen: Ok as it is, imho.
Major upgrades:
Barrage: As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d6+Dex modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Double up: When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can use this featurea number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
Lightning round: Ok as it is
Trial by fire: Same here.
Roguish archetype: Wild Card
Trick up the sleeve: i don't know, imho seems balanced.
The gaming set you choose grants you a Wild Card’s Gambit, as detailed below.
Loaded Dice
You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the damage. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.
Dragonchess
Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.
Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. At 9th level, you gain the ability to move along vertical surfaces and across liquids without falling during the move. These benefits last until the start of your next turn.
Sylph. You and all friendly creatures that can see and hear you have advantage on Dexterity saving throws until the start of your next turn.
Playing Cards
You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
Wild Card Suit Table
Damage die (d4)
Suit
1
Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
2
Shackle.The target must make a Con saving throw (DC= 8 + your proficiency bonus + your Charisma modifier). On a failure, the target’s speed is halved until the start of you next turn. It can’t make more than one attack on its turn while its speed is reduced in this way.
3
Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
4
Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect.
Shifting the Odds:
Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As an action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma or Intelligence modifier), taking 4d10 force damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a long rest.
Twist of fate:
At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose one creature you can see. If the creature is hostile it must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier). On a failure you can chose to swap your initiative order. If the creature is one of your allies, it can choose to swap initiative with you.
Joker Wild:
At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
When the feature is activated, you regain expended power for your Wild Card’s Gambit feature: • Cards. You regain all spent uses of that feature. • Dragonchess. You regain all spent uses of that feature. • Dice. You regain all spent dice.
You gain resistance to all damage except force damage.
You can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object you take 5 force damage. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
This incorporeal state lasts for one minute, until you are incapacitatedor untilyou dismiss it as a bonus action. Once you use this feature, you cannot use it again until you complete a long rest.
Hey, chiming in per your PM request. I didn't hash out the Wild Card because the ad for Runeterra disappeared from the front page and none of my players were actually interested in the subclasses. But here's the first pass for what I thought would be decent fixes. Feel free to compare or just borrow if anything seems good here.
Legends of Runeterra - Revised
Barbarian - Path of the Depths
Dragons. Vampires. Demons. All words that strike fear into the hearts of men. But barbarians that follow the path of the depths know that none of these threats compare to the terrifying primal power of the untamable ocean.
Rip Tide
Starting when you choose this path at 3rd level, you can emulate the pull of the sea by attaching a 10-foot chain to your weapon. When you make an attack with this weapon on your turn, you may do so as if you had a reach of 15 feet. Additionally, if you hit a target of up to Large size, you may make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, they are pulled to the nearest unoccupied space adjacent to you.
Formerly Dredge Line. I felt the original was too thematically nebulous and didn't make much sense. What power is granting this magic appendages? Limiting this to the attack on your turn helps reduce Sentinel cheese, and I felt it important to specify size limits. Blitzcrank can't pull Baron Nashor, after all. I went with the simple option of specifying Large instead of 'up to one size category larger' to cut down on language that would be superfluous for the vast majority of play. Its easy enough for the DM to expand it if you get enlarged.
Ghostwater Dive
Also at 3rd level after selecting this path, your fury surges towards your foes like a rogue wave. Whenever you use your bonus action to initiate your rage, you may immediately move up to 30 feet as you magically discorporate into a surge of flowing water. You have resistance to any damage taken during this movement.
Attaching this to your rage is a built-in limit on its use - you can only teleport when you start your rage. Moving it to a bonus action ensures you can still proceed with your turn as normal. This should be a gap-closer to initiate with, not an at-will evasion. I felt you should still provoke AoOs with this movement, though I understand why one would think you shouldn't, so I compromised with baked-in damage resistance. Standard barbarian resistance applies, but now you can say, surge through a wall of fire. Because this is generally a nerf and only situationally useful, I moved it to 3rd level.
Gift of the Drowned Ones
At 6th level, you have developed some measure of resilience against the horrors of the blue abyss. You gain resistance to your choice of cold, necrotic, or psychic damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Most (all?) other class features that grant permanent water breathing and swim speed come online at 6th level, so I felt this needed to be bumped back as well. Likewise, they grant a damage resistance. I felt each choice provides an opportunity to build on the theme of your Depths Barbarian - what horror awaits at the bottom of the trench? A world without light or warmth? The final resting place of forsaken sailors? Or an eldritch abomination none dare speak of?
Manifestations of the Deep
At 10th level, you can borrow more power from the monsters of the ocean. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next long rest.
General rephrasing there, brought it in line with other similar class features. Renamed each one because, well, 'eyes of the deep' gives you echolocation. What? General nerf to these features.
Leviathan's Senses: As long as you are not deafened, you gain Blindsight 10 ft.
There. Now its echolocation. See: bat. Blindsight is immensely powerful, even if its just limited to your immediate surroundings. Formerly eyes of the deep.
Kraken's Grasp: You grow a single powerful tentacle, which can be used to initiated and maintain a grapple against a single creature without the use of your hands.
Formerly Arms of the Deep. One 'free' grapple is strong enough - grappling is not a weak playstyle by any stretch. This allows you to grapple a creature and lay in with your heavy weapon, or just pin down an additional enemy. You should have never gotten two free grapples each time you used Dredge Line.
Dragon Shark's Frenzy: You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Formerly Soul of the Deep. Why was your soul making you immune to charm or fear anyway? Wouldn't that be your mind or heart? Anyway, I'm aware that this is basically the Berserker's mindless rage, but its not like these classes (beyond Wild Card) were particularly unique anyway. This one really needed to be reworded.
Dragon Turtle's Carapace: Your skin thickens considerably, resembling a turtle shell in places. While you are not wearing any armor, your Armor Class equals 13 + your choice of your Dexterity Modifier or your Constitution modifier. You can use a shield and still gain this benefit.
Formerly Armor of the Deep. Flat bonuses (especially to Armor Class) are lazy game design and don't mesh well with Bounded Accuracy. If you're using point buy or standard array, or just had bad rolls, this will usually end up being a positive alternative to your base unarmored defense. If you rolled stats and have a +4 to each of those stats, just use a different manifestation.
Marid's Resilience: You gain 10 temporary hit points. Additionally you make Constitution Saving Throws with advantage.
Formerly Heart of the Deep. The point of temporary hit points is that they're a preventative measure, not a curative one. They don't stack. Granting this immediately after your long rest just makes sense. Even when your temp HP are gone, you continue to keep advantage on Constitution Saving Throws.
Vortex Breech
At 14th level, you can conjure the pressure of the ocean depths to lash out in a hydraulic assault. As an action you can force all creatures within 10 feet of you to make a Strength saving throw. The DC is equal to 8 + your proficiency modifier + your Constitution modifier. A target takes 3d12 damage on a failed save, or half as much damage on a successful save. Additionally, any Large or smaller creature that failed its save is knocked prone.
Formerly Depth Charge, which didn't make sense with what it was actually described to do, and it was way too much tacked onto a teleport anyway. The damage seems underwhelming, but it works out favorably as soon as you catch 3 or more creatures in the area, and I didn't want it to become the kind of option you use every turn. As an innate magical ability it is keyed to Charisma, which is effectively a 'tertiary' stat for Barbarians as established by Frenzy barbarians. But there is precedent for Constitution instead from the Storm Herald in particular, and Barbarians are MAD enough. Making this an action lets you still use it on the same turn as Ghostwater Dive.
Martial mavericks on the cutting edge of technology, Renegades combine a steady hand, a keen eye, and a little bit of recklessness to dominate the battliefield. Their advanced, highly personalized weapons come to be synonymous with the renegades who wield them.
Scoundrel's Wit
When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools, and with two of the following skills: Deception, Intimidation, Persuasion, or Sleight of Hand.
Pretty simple thing. Tinker's tools just make sense if you're customizing your own weapons. Added Intimidation for more options, and makes sense given our examples of pirates and such.
Gunsmith
Additionally, when you choose this archetype at 3rd level, you learn how to construct a firearm and can do so as part of a long rest. You may construct either a Renegade's Pistol or Renegade's Rifle, and may replace your choice as part of a long rest.
You are proficient with these weapons, which require constant care and maintenance. If you create another firearm with this feature, the first ceases to function. If a Renegade feature refers to a saving throw, the DC is equal to 8 + your proficiency bonus + your Dexterity modifier.
Listen. Firearms are weapons. Fullstop. The pistol will scale with Extra Attack, wheras the Loading property of the Rifle will allow increase of damage without worrying about multiplicative repercussions.
Weapon of Choice
At 5th level you begin to tweak and customize your firearm to push the limits of what is conventionally possible.
Starting at this level, the damage you deal with your Renegade's Rifle increases 2d12 + your dexterity modifier. At 11th level, it increases to 4d12 + your dexterity modifier. At 20th level, it increases to 6d12 + your Dexterity modifier.
Additionally, choose one of the following benefits. You may change your choice at the end of a long rest.
Blade and Black Powder: You affix a bayonet to your firearm, allowing you to make a melee weapon attack instead of a ranged attack. Treat this as a martial melee weapon with the finesse property, dealing 1d8 piercing damage on a hit.
Hunter's Caliber: You explore some nonlethal options, which have different effects depending on which firearm you are using.
Renegade's Pistol: You may now cripple your foes with careful shot placement. Once per short rest, when you hit a creature with your Renegade's Pistol, you can choose to impose disadvantage on all of the target's attack rolls for the next minute. The target may make a Constutition Saving Throw at the end of each of its turn to end this effect.
Renegade's Rifle: You have constructed a mithril net, threaded with an adamantine reinforcement that can be launched from your rifle. As an action, you may launch it at any target within long range of your rifle. If the target is Large size or smaller, it must make a Dexterity saving throw or be restrained until the end of your next turn.
Hextech Cartridges: Choose one of acid, cold, fire, or lightning. Half of the damage dealt by your Renegade's firearm is treated as damage of that type instead of piercing damage as normal.
Cunning Shooter
Starting at 7th level, you have incorporated more hextech principles into your firearm. Your Renegade firearm is considered to be a magic weapon for the purpose of overcoming damage resistance and immunity.
Grin and Bear It
At 10th level, you can brace yourself in the heat of battle and relocate to a more advantageous position. You gain an additional usage of your Second Wind feature. Addiitionally, whenever you use your Second Wind feature, your movement for the rest of the turn does not provide opportunity attacks.
Walken Tall
Also at 10th level, you make dramatic modificiations to your firearm. Choose one of the following benefits, which you may change at the end of a long rest.
Collateral Damage: You're used to being outnumbered, but you've got a bullet for each of them.
Renegade's Pistol: Your bullets riccochet and fragement on impact. Whenever you deal damage to a target with your firearm, you may choose another target within 15 feet of the first. That target takes piercing damage equal to your proficiency bonus.
Renegade's Rifle: As an action, you may fire an explosive cartridge at a point within long range of your Renegade's Rifle. Each creature within a 20 foot radius sphere of that point must make a Dexterity saving throw. A target takes 8d6 damage on a failed save, or half as much a successful save. Half of this damage is piercing damage, the other half is fire damage. At 20th level this damage instead deals 14d6 damage. Once you use this feature you must wait until a short rest to use it again.
Double Barrels: You've gotten better at maintaining your weapons and can increase your sheer projectile output.
Renegade's Pistol: You can now build and maintain a second Renegade's Pistol. Whenever you wield both pistols and take the attack action with one, you may use your bonus action to take two additional shots with the other. This pistol uses the same game statistics as the first, except you do not add your Dexterity Modifier to these off-hand attacks.
Renegade's Rifle: You've added a second barrel to your firearm, cutting down on the power in an individual cartridge but making your attacks harder to dodge. When you take the Attack action with your rifle, you make two attacks ignoring the Loading property. Each of these attacks deal 3d8 + your Dexterity modifier. At 20th level, this damage increases to 4d8 + your Dexterity modifier.
Right Gun for the Job
Starting at 15th level, you can adjust your weapon to adapt to a changing battlefield. Once per long rest, as an action, you may magically dissemble and reassemble your firearm. You may change your firearm's configuration and any modifications (such as from Weapon of Choice and Walken Tall). Any usage restrictions from these features are also refreshed as if you had taken a long rest.
Light 'em Up
At level 18th, you can recklessly overload your weapons in an glorious blaze of burning gunpowder. Once per long rest, you may create an effect, which depends on your current Renegade's Firearm.
Renegade's Pistol: You unleash a barrage of rapid reckless attacks. Each target creature in a 60 foot cone must make a Dexterity saving throw, taking 14d6 piercing damage on a failed saving throw or half as much on a success.
Renegade's Rifle: You load and fire a specially overcharged cartridge. Make a single ranged attack at a target within long range of your rifle. Each other creature in a line between you and that target must make a Dexterity saving throw or take 8d6 piercing damage. On a hit against the primary target, they take 10d8 piercing damage.
Rollback Post to RevisionRollBack
Another medical problem. Indefinite hiatus. Sorry, all.
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Hi everyone,
First and foremost, excuse me for the mistakes and errors i'm going to write, english isn't my native language. I'm a ex LoL player and 5e DM, so when i saw the new content about Bilgewater i was really happy. The new subclasses looked cool and really good for a seafaring/piratesque campaign I'm preparing. Then i read more carefully and discovered that they have problems. Like, a lot. So i was thinking about rebalancing them.
Barbarian: Path of the depths
Gift of the drowned ones: I think this is ok.
Dredge line: Powerful, but not gamebreaking, imho. Still ok, i think.
Ghostwater dive: Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses after a short or long rest.
Manifestations of the deep: At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
Eyes of the deep: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Arms of the deep: While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can use an action to attempt to grapple with both of your appendages.
Heart of the deep: imho it's ok.
Soul of the deep: you can't be charmed or frightened (just like the Path of the berserker, but longer)
Armor of the deep: it's ok, i think.
Depth charge: At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw (DC= 8 + your proficiency bonus + your Constitution modifier). On a failed save a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Fighter: Renegade
Scoundrel's wit: Ok, i guess...
Gunfighter form: This is a real mess. Maybe treating the guns like magic objects can work better, like this:
Pistoleer. As an action on your turn, you can activate this effect: target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
The number of shots you can fire with a single activation increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Sniper. As an action on your turn, you can activate this effect: target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier. You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at 20th level.
Weapon of choice: Later on this.
Cunning shot: The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances.
Grin and bear it: It's good as it is, imho.
Right gun for the job: again, good as it is.
Light 'em up: As an action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as a bonus action.When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.Once you use this feature, you cannot use it again until you complete a long rest.
Firearm Upgrades:
Minor upgrades:
Blade and black powder: imho is ok.
Caliber net: same here
Collateral damage: same here
Crosshairs: same here
Double barrel: You add a second barrel to your firearm. When you use your Gunfighter Form, you can use a bonus action to shoot a second time. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Smoke screen: Ok as it is, imho.
Major upgrades:
Barrage: As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d6+Dex modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Double up: When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
Lightning round: Ok as it is
Trial by fire: Same here.
Roguish archetype: Wild Card
Trick up the sleeve: i don't know, imho seems balanced.
Wild Card's Gambit:
Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.
The gaming set you choose grants you a Wild Card’s Gambit, as detailed below.
Loaded Dice
You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the damage. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.
Dragonchess
Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.
Dragon. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
Griffon. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. At 9th level, you gain the ability to move along vertical surfaces and across liquids without falling during the move. These benefits last until the start of your next turn.
Sylph. You and all friendly creatures that can see and hear you have advantage on Dexterity saving throws until the start of your next turn.
Playing Cards
You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
Wild Card Suit Table
Shifting the Odds:
Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As an action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma or Intelligence modifier), taking 4d10 force damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a long rest.
Twist of fate:
At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose one creature you can see. If the creature is hostile it must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier). On a failure you can chose to swap your initiative order. If the creature is one of your allies, it can choose to swap initiative with you.
Joker Wild:
At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
• Cards. You regain all spent uses of that feature.
• Dragonchess. You regain all spent uses of that feature.
• Dice. You regain all spent dice.
So, what do you think?
Hey, chiming in per your PM request. I didn't hash out the Wild Card because the ad for Runeterra disappeared from the front page and none of my players were actually interested in the subclasses. But here's the first pass for what I thought would be decent fixes. Feel free to compare or just borrow if anything seems good here.
Legends of Runeterra - Revised
Barbarian - Path of the Depths
Dragons. Vampires. Demons. All words that strike fear into the hearts of men. But barbarians that follow the path of the depths know that none of these threats compare to the terrifying primal power of the untamable ocean.
Rip Tide
Starting when you choose this path at 3rd level, you can emulate the pull of the sea by attaching a 10-foot chain to your weapon. When you make an attack with this weapon on your turn, you may do so as if you had a reach of 15 feet. Additionally, if you hit a target of up to Large size, you may make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, they are pulled to the nearest unoccupied space adjacent to you.
Formerly Dredge Line. I felt the original was too thematically nebulous and didn't make much sense. What power is granting this magic appendages? Limiting this to the attack on your turn helps reduce Sentinel cheese, and I felt it important to specify size limits. Blitzcrank can't pull Baron Nashor, after all. I went with the simple option of specifying Large instead of 'up to one size category larger' to cut down on language that would be superfluous for the vast majority of play. Its easy enough for the DM to expand it if you get enlarged.
Ghostwater Dive
Also at 3rd level after selecting this path, your fury surges towards your foes like a rogue wave. Whenever you use your bonus action to initiate your rage, you may immediately move up to 30 feet as you magically discorporate into a surge of flowing water. You have resistance to any damage taken during this movement.
Attaching this to your rage is a built-in limit on its use - you can only teleport when you start your rage. Moving it to a bonus action ensures you can still proceed with your turn as normal. This should be a gap-closer to initiate with, not an at-will evasion. I felt you should still provoke AoOs with this movement, though I understand why one would think you shouldn't, so I compromised with baked-in damage resistance. Standard barbarian resistance applies, but now you can say, surge through a wall of fire. Because this is generally a nerf and only situationally useful, I moved it to 3rd level.
Gift of the Drowned Ones
At 6th level, you have developed some measure of resilience against the horrors of the blue abyss. You gain resistance to your choice of cold, necrotic, or psychic damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Most (all?) other class features that grant permanent water breathing and swim speed come online at 6th level, so I felt this needed to be bumped back as well. Likewise, they grant a damage resistance. I felt each choice provides an opportunity to build on the theme of your Depths Barbarian - what horror awaits at the bottom of the trench? A world without light or warmth? The final resting place of forsaken sailors? Or an eldritch abomination none dare speak of?
Manifestations of the Deep
At 10th level, you can borrow more power from the monsters of the ocean. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next long rest.
General rephrasing there, brought it in line with other similar class features. Renamed each one because, well, 'eyes of the deep' gives you echolocation. What? General nerf to these features.
Leviathan's Senses: As long as you are not deafened, you gain Blindsight 10 ft.
There. Now its echolocation. See: bat. Blindsight is immensely powerful, even if its just limited to your immediate surroundings. Formerly eyes of the deep.
Kraken's Grasp: You grow a single powerful tentacle, which can be used to initiated and maintain a grapple against a single creature without the use of your hands.
Formerly Arms of the Deep. One 'free' grapple is strong enough - grappling is not a weak playstyle by any stretch. This allows you to grapple a creature and lay in with your heavy weapon, or just pin down an additional enemy. You should have never gotten two free grapples each time you used Dredge Line.
Dragon Shark's Frenzy: You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Formerly Soul of the Deep. Why was your soul making you immune to charm or fear anyway? Wouldn't that be your mind or heart? Anyway, I'm aware that this is basically the Berserker's mindless rage, but its not like these classes (beyond Wild Card) were particularly unique anyway. This one really needed to be reworded.
Dragon Turtle's Carapace: Your skin thickens considerably, resembling a turtle shell in places. While you are not wearing any armor, your Armor Class equals 13 + your choice of your Dexterity Modifier or your Constitution modifier. You can use a shield and still gain this benefit.
Formerly Armor of the Deep. Flat bonuses (especially to Armor Class) are lazy game design and don't mesh well with Bounded Accuracy. If you're using point buy or standard array, or just had bad rolls, this will usually end up being a positive alternative to your base unarmored defense. If you rolled stats and have a +4 to each of those stats, just use a different manifestation.
Marid's Resilience: You gain 10 temporary hit points. Additionally you make Constitution Saving Throws with advantage.
Formerly Heart of the Deep. The point of temporary hit points is that they're a preventative measure, not a curative one. They don't stack. Granting this immediately after your long rest just makes sense. Even when your temp HP are gone, you continue to keep advantage on Constitution Saving Throws.
Vortex Breech
At 14th level, you can conjure the pressure of the ocean depths to lash out in a hydraulic assault. As an action you can force all creatures within 10 feet of you to make a Strength saving throw. The DC is equal to 8 + your proficiency modifier + your Constitution modifier. A target takes 3d12 damage on a failed save, or half as much damage on a successful save. Additionally, any Large or smaller creature that failed its save is knocked prone.
Formerly Depth Charge, which didn't make sense with what it was actually described to do, and it was way too much tacked onto a teleport anyway. The damage seems underwhelming, but it works out favorably as soon as you catch 3 or more creatures in the area, and I didn't want it to become the kind of option you use every turn. As an innate magical ability it is keyed to Charisma, which is effectively a 'tertiary' stat for Barbarians as established by Frenzy barbarians. But there is precedent for Constitution instead from the Storm Herald in particular, and Barbarians are MAD enough. Making this an action lets you still use it on the same turn as Ghostwater Dive.
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Renegade
Martial mavericks on the cutting edge of technology, Renegades combine a steady hand, a keen eye, and a little bit of recklessness to dominate the battliefield. Their advanced, highly personalized weapons come to be synonymous with the renegades who wield them.
Scoundrel's Wit
When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools, and with two of the following skills: Deception, Intimidation, Persuasion, or Sleight of Hand.
Pretty simple thing. Tinker's tools just make sense if you're customizing your own weapons. Added Intimidation for more options, and makes sense given our examples of pirates and such.
Gunsmith
Additionally, when you choose this archetype at 3rd level, you learn how to construct a firearm and can do so as part of a long rest. You may construct either a Renegade's Pistol or Renegade's Rifle, and may replace your choice as part of a long rest.
You are proficient with these weapons, which require constant care and maintenance. If you create another firearm with this feature, the first ceases to function. If a Renegade feature refers to a saving throw, the DC is equal to 8 + your proficiency bonus + your Dexterity modifier.
Listen. Firearms are weapons. Fullstop. The pistol will scale with Extra Attack, wheras the Loading property of the Rifle will allow increase of damage without worrying about multiplicative repercussions.
Weapon of Choice
At 5th level you begin to tweak and customize your firearm to push the limits of what is conventionally possible.
Starting at this level, the damage you deal with your Renegade's Rifle increases 2d12 + your dexterity modifier. At 11th level, it increases to 4d12 + your dexterity modifier. At 20th level, it increases to 6d12 + your Dexterity modifier.
Additionally, choose one of the following benefits. You may change your choice at the end of a long rest.
Blade and Black Powder: You affix a bayonet to your firearm, allowing you to make a melee weapon attack instead of a ranged attack. Treat this as a martial melee weapon with the finesse property, dealing 1d8 piercing damage on a hit.
Hunter's Caliber: You explore some nonlethal options, which have different effects depending on which firearm you are using.
Renegade's Pistol: You may now cripple your foes with careful shot placement. Once per short rest, when you hit a creature with your Renegade's Pistol, you can choose to impose disadvantage on all of the target's attack rolls for the next minute. The target may make a Constutition Saving Throw at the end of each of its turn to end this effect.
Renegade's Rifle: You have constructed a mithril net, threaded with an adamantine reinforcement that can be launched from your rifle. As an action, you may launch it at any target within long range of your rifle. If the target is Large size or smaller, it must make a Dexterity saving throw or be restrained until the end of your next turn.
Hextech Cartridges: Choose one of acid, cold, fire, or lightning. Half of the damage dealt by your Renegade's firearm is treated as damage of that type instead of piercing damage as normal.
Cunning Shooter
Starting at 7th level, you have incorporated more hextech principles into your firearm. Your Renegade firearm is considered to be a magic weapon for the purpose of overcoming damage resistance and immunity.
Grin and Bear It
At 10th level, you can brace yourself in the heat of battle and relocate to a more advantageous position. You gain an additional usage of your Second Wind feature. Addiitionally, whenever you use your Second Wind feature, your movement for the rest of the turn does not provide opportunity attacks.
Walken Tall
Also at 10th level, you make dramatic modificiations to your firearm. Choose one of the following benefits, which you may change at the end of a long rest.
Collateral Damage: You're used to being outnumbered, but you've got a bullet for each of them.
Renegade's Pistol: Your bullets riccochet and fragement on impact. Whenever you deal damage to a target with your firearm, you may choose another target within 15 feet of the first. That target takes piercing damage equal to your proficiency bonus.
Renegade's Rifle: As an action, you may fire an explosive cartridge at a point within long range of your Renegade's Rifle. Each creature within a 20 foot radius sphere of that point must make a Dexterity saving throw. A target takes 8d6 damage on a failed save, or half as much a successful save. Half of this damage is piercing damage, the other half is fire damage. At 20th level this damage instead deals 14d6 damage. Once you use this feature you must wait until a short rest to use it again.
Double Barrels: You've gotten better at maintaining your weapons and can increase your sheer projectile output.
Renegade's Pistol: You can now build and maintain a second Renegade's Pistol. Whenever you wield both pistols and take the attack action with one, you may use your bonus action to take two additional shots with the other. This pistol uses the same game statistics as the first, except you do not add your Dexterity Modifier to these off-hand attacks.
Renegade's Rifle: You've added a second barrel to your firearm, cutting down on the power in an individual cartridge but making your attacks harder to dodge. When you take the Attack action with your rifle, you make two attacks ignoring the Loading property. Each of these attacks deal 3d8 + your Dexterity modifier. At 20th level, this damage increases to 4d8 + your Dexterity modifier.
Right Gun for the Job
Starting at 15th level, you can adjust your weapon to adapt to a changing battlefield. Once per long rest, as an action, you may magically dissemble and reassemble your firearm. You may change your firearm's configuration and any modifications (such as from Weapon of Choice and Walken Tall). Any usage restrictions from these features are also refreshed as if you had taken a long rest.
Light 'em Up
At level 18th, you can recklessly overload your weapons in an glorious blaze of burning gunpowder. Once per long rest, you may create an effect, which depends on your current Renegade's Firearm.
Renegade's Pistol: You unleash a barrage of rapid reckless attacks. Each target creature in a 60 foot cone must make a Dexterity saving throw, taking 14d6 piercing damage on a failed saving throw or half as much on a success.
Renegade's Rifle: You load and fire a specially overcharged cartridge. Make a single ranged attack at a target within long range of your rifle. Each other creature in a line between you and that target must make a Dexterity saving throw or take 8d6 piercing damage. On a hit against the primary target, they take 10d8 piercing damage.
Another medical problem. Indefinite hiatus. Sorry, all.