Not sure how to link it, but I created a new subclass. You may find it searching for my name in the homebrew section of DND beyond. Thank you for any feedback.
P.S.
I tried setting up modifiers/features uses per level n' such. Might be missing some bits for QoL so I also appreciate feedback in that area as well as any tips!
1: In general, this subclass is very ranger-like, but works for fighter. The flavor makes enough sense to me, and the abilities can be well rounded.
2: On the Hunt. The damage once per turn should have the damage type as the weapon you are attacking with, and shouldn't ignore resistance. You also shouldn't get to add the number to your AC. A free bonus like that is very easy to exploit. Keep it once per long/short rest. I think a quick change is useful, but not 1+prof bonus.
3: Know your enemy. First, the name is exactly the same as another, so changing it might be a good idea (not really important). The initiative bonus is nice, but the intelligence bonus to saving throws should only apply to you when the throw is forced by a favored enemy.
4: Monstrous endurance. Don't have any real complaints
5: Precise strike. This kind of steps on the toes of samurai, don't you think? Free advantage is nice, but you could be more thematic than that. Incorporate some of the favored enemy type stuff.
6: Witching Hour. It can be powerful, but the limited use is what puts in on the same level as the other subclasses.
All of these abilities ONLY work on/from your designated focus, does that change your opinion on any of it? I am currently fixing the language so that is much more obvious.
Not sure how to link it, but I created a new subclass. You may find it searching for my name in the homebrew section of DND beyond. Thank you for any feedback.
P.S.
I tried setting up modifiers/features uses per level n' such. Might be missing some bits for QoL so I also appreciate feedback in that area as well as any tips!
Here is my feedback:
1: In general, this subclass is very ranger-like, but works for fighter. The flavor makes enough sense to me, and the abilities can be well rounded.
2: On the Hunt. The damage once per turn should have the damage type as the weapon you are attacking with, and shouldn't ignore resistance. You also shouldn't get to add the number to your AC. A free bonus like that is very easy to exploit. Keep it once per long/short rest. I think a quick change is useful, but not 1+prof bonus.
3: Know your enemy. First, the name is exactly the same as another, so changing it might be a good idea (not really important). The initiative bonus is nice, but the intelligence bonus to saving throws should only apply to you when the throw is forced by a favored enemy.
4: Monstrous endurance. Don't have any real complaints
5: Precise strike. This kind of steps on the toes of samurai, don't you think? Free advantage is nice, but you could be more thematic than that. Incorporate some of the favored enemy type stuff.
6: Witching Hour. It can be powerful, but the limited use is what puts in on the same level as the other subclasses.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
All of these abilities ONLY work on/from your designated focus, does that change your opinion on any of it? I am currently fixing the language so that is much more obvious.