- I know this is meant to be a bit of a "glass cannon," but it nevertheless seems like too much of a frontliner for a d6 hit dice. I'd make that a d8.
- Bamboleo should either be just a bit more powerful, or else recharge on a short or long rest. As it is, it's not powerful enough to justify only getting to use it twice a day.
- In my opinion, you shouldn't be able to use a shield with Unarmored Defense. The idea of a graceful dancer ducking and weaving out of the way of all their enemies' attacks... while holding a giant metal disc?
- I'd say that for Cautious Approach, you can reduce all your attack rolls on your turn by an amount up to your Dex/Cha modifier (whichever seems more appropriate). You then gain a bonus to your AC equal to that amount until the start of your next turn.
- I'd delay that 3rd extra attack by a few more levels, When fighters get that at 11th level, it's a huge boost, and this class generally has more features than fighter. So it should have to wait just a little.
- Same thing for Evasion. Rogues, which are the Evasion class, don't get that until 7th level, so that's the earliest time you should consider adding it.
- I like the smooth critical feature. It seems like a nice mirror to the Barbarian' Brutal Critical without being too overpowered. However, maybe you could add a little more, since just increased mobility is a little on the weak side when compared with the pure extra damage Barbs do. Also, the table says you get it at 10th level, and the description says 9th. Which is correct?
- This should only be for one skill, like Acrobatics. Being able to just auto-disarm any trap with a DC lower than 18 or 20...
- I'm getting the sense that this class is sort of a mirror to Barbarian, which is a good way to go about designing a class. However, the capstone just completely copies the Barbarian's, which is a little disappointing. A capstone should not only be powerful, it should be unique.
- Superiority dice seem to fit this class well. But maybe you could design some exclusive to it? I know there's a homebrew Scholar class out on the internet somewhere that can give you more inspiration.
- Use a mechanic similar to Bardic Inspiration, not identical. Also, maybe you could get this feature at 9th and the Floating Steps at 3rd? It seems like a lot to get initiative bonus AND battle master maneuvers AND inspiration all at the same time.
- Other Squad Leader features seem great.
- Exhaustion checks very rarely come up. This would be a nice, balanced feature for situations where you are making those checks, but since that rarely happens, it suffers from the Entropy Ward problem. Maybe you could give yourself advantage on Constitution saves a number of times equal to your Charisma, and regain uses on a long rest?
- Not sure why you're giving a "choice" of Multiattack options when there's only one option?
- Add that if you cause an attack to target you instead, it automatically hits. Otherwise, you could just stand by the AC 12 wizard and completely negate hits below your respectable 17 or 18 AC.
- Practice Makes Perfect is too powerful. Make this a limited-use feature or tone it down in some other way.
- You should only be able to choose 1 other proficiency to get expertise, and you should get it at 9th level to line up with other subclass features.
- Enchantment or Illusion is significantly less powerful than the Battle Master's Abjuration or Evocation. Loosen these restrictions.
- Maybe only an extra 2d6, and only once per turn (that could too easily turn into a one-shot the boss situation)
- Other Mime and Honor Dancer features seem great.
This seems like a really great class idea, and not the most unbalanced thing I've ever seen.
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Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
- I know this is meant to be a bit of a "glass cannon," but it nevertheless seems like too much of a frontliner for a d6 hit dice. I'd make that a d8.
This is by design - They are meant to be hard to hit, even harder to hit at range, BUT, if/when you hit them, they go down quick, and they are very prone to being Crit KO'd.
No, I was talking about the restriction on which spells you can choose. Eldritch Knight (not Battle Master, my bad) is partially restricted on which schools they can pick, like how the Mime is. However, they're restricted to abjuration and evocation spells, which 9 times out of 10 are plain and simple more useful than enchantment/illusion the Mime is restricted to.
Rollback Post to RevisionRollBack
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
That makes sense, but the restrictions still seem pretty tight. The bard spell list itself leans heavily into enchantment and illusion, so further forcing the Mime into those spells can cause it to become an extremely niche character in a party that's likely to have full casters anyway.
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Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
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- I know this is meant to be a bit of a "glass cannon," but it nevertheless seems like too much of a frontliner for a d6 hit dice. I'd make that a d8.
- Bamboleo should either be just a bit more powerful, or else recharge on a short or long rest. As it is, it's not powerful enough to justify only getting to use it twice a day.
- In my opinion, you shouldn't be able to use a shield with Unarmored Defense. The idea of a graceful dancer ducking and weaving out of the way of all their enemies' attacks... while holding a giant metal disc?
- I'd say that for Cautious Approach, you can reduce all your attack rolls on your turn by an amount up to your Dex/Cha modifier (whichever seems more appropriate). You then gain a bonus to your AC equal to that amount until the start of your next turn.
- I'd delay that 3rd extra attack by a few more levels, When fighters get that at 11th level, it's a huge boost, and this class generally has more features than fighter. So it should have to wait just a little.
- Same thing for Evasion. Rogues, which are the Evasion class, don't get that until 7th level, so that's the earliest time you should consider adding it.
- I like the smooth critical feature. It seems like a nice mirror to the Barbarian' Brutal Critical without being too overpowered. However, maybe you could add a little more, since just increased mobility is a little on the weak side when compared with the pure extra damage Barbs do. Also, the table says you get it at 10th level, and the description says 9th. Which is correct?
- This should only be for one skill, like Acrobatics. Being able to just auto-disarm any trap with a DC lower than 18 or 20...
- I'm getting the sense that this class is sort of a mirror to Barbarian, which is a good way to go about designing a class. However, the capstone just completely copies the Barbarian's, which is a little disappointing. A capstone should not only be powerful, it should be unique.
- Superiority dice seem to fit this class well. But maybe you could design some exclusive to it? I know there's a homebrew Scholar class out on the internet somewhere that can give you more inspiration.
- Use a mechanic similar to Bardic Inspiration, not identical. Also, maybe you could get this feature at 9th and the Floating Steps at 3rd? It seems like a lot to get initiative bonus AND battle master maneuvers AND inspiration all at the same time.
- Other Squad Leader features seem great.
- Exhaustion checks very rarely come up. This would be a nice, balanced feature for situations where you are making those checks, but since that rarely happens, it suffers from the Entropy Ward problem. Maybe you could give yourself advantage on Constitution saves a number of times equal to your Charisma, and regain uses on a long rest?
- Not sure why you're giving a "choice" of Multiattack options when there's only one option?
- Add that if you cause an attack to target you instead, it automatically hits. Otherwise, you could just stand by the AC 12 wizard and completely negate hits below your respectable 17 or 18 AC.
- Practice Makes Perfect is too powerful. Make this a limited-use feature or tone it down in some other way.
- You should only be able to choose 1 other proficiency to get expertise, and you should get it at 9th level to line up with other subclass features.
- Enchantment or Illusion is significantly less powerful than the Battle Master's Abjuration or Evocation. Loosen these restrictions.
- Maybe only an extra 2d6, and only once per turn (that could too easily turn into a one-shot the boss situation)
- Other Mime and Honor Dancer features seem great.
This seems like a really great class idea, and not the most unbalanced thing I've ever seen.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
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This is by design - They are meant to be hard to hit, even harder to hit at range, BUT, if/when you hit them, they go down quick, and they are very prone to being Crit KO'd.
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No, I was talking about the restriction on which spells you can choose. Eldritch Knight (not Battle Master, my bad) is partially restricted on which schools they can pick, like how the Mime is. However, they're restricted to abjuration and evocation spells, which 9 times out of 10 are plain and simple more useful than enchantment/illusion the Mime is restricted to.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
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That makes sense, but the restrictions still seem pretty tight. The bard spell list itself leans heavily into enchantment and illusion, so further forcing the Mime into those spells can cause it to become an extremely niche character in a party that's likely to have full casters anyway.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
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Both good points.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!