Baldur's Gate has this mechanic called Lightning Charges attached to certain items that adds a +1 to attack and damage rolls as well as a passive build up for burst damage. I'm making a homebrew monk subclass and am trying to add a similar feature as a passive subclass ability. I want it to scale with level so it remains relevant throughout a campaign, but I don't know much about higher level play and don't want to make it too op.
This is what I've put together so far - I'd love any thoughts or critiques. Is it too op? Does it actually not scale enough?
Lightning charges 1 - gained level 6
- Unarmed attacks build lightning charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
Lightning charges 2 - gained level 9
- the lightning charge attack and damage roll buff increases to +2. Burst damage increases to 2(d8) after building 8 charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
Lightning charges 3 - gained level 16
- the lightning charge attack and damage roll buff increases to +3. Burst damage increases to 3(d8) after building 10 charges. Additionally, you no longer lose 1 charge per turn. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
This seems fine. I'd probably roll it into Ki-Empowered Strikes since it kind of fits the same theme (I've done this myself for the purposes of giving a scaling bonus to unarmed strikes). And I'd move the upgrades to 11 and 17 just to better match the usual tier jumps and also align with monk subclass feature levels.
I agree with scatterbraind, move the features to 11 and 17 if possible, I also wouldn't have the number of charges to trigger the d8s increase. Keep it at 5 the whole way through. Consider that at 11th level Paladins get 1d8 added to every attack they make.
good ideas - thank you all! Ya, keeping the charges needed to burst at 5 sounds nice - that paladin ability puts things more into perspective. I thinking of also removing the "you lose 1 lightning charge per round" for Lightning Charges 2 and 3 so that they trigger more often. And maybe changing the Lightning Charge 3 burst from 3(d8) to 3(d10)?
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Hey gang,
Baldur's Gate has this mechanic called Lightning Charges attached to certain items that adds a +1 to attack and damage rolls as well as a passive build up for burst damage. I'm making a homebrew monk subclass and am trying to add a similar feature as a passive subclass ability. I want it to scale with level so it remains relevant throughout a campaign, but I don't know much about higher level play and don't want to make it too op.
This is what I've put together so far - I'd love any thoughts or critiques. Is it too op? Does it actually not scale enough?
Lightning charges 1 - gained level 6
- Unarmed attacks build lightning charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
Lightning charges 2 - gained level 9
- the lightning charge attack and damage roll buff increases to +2. Burst damage increases to 2(d8) after building 8 charges. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
Lightning charges 3 - gained level 16
- the lightning charge attack and damage roll buff increases to +3. Burst damage increases to 3(d8) after building 10 charges. Additionally, you no longer lose 1 charge per turn. lightning attack roll buffs, damage roll buffs, and burst damage only apply to unarmed attacks
This seems fine. I'd probably roll it into Ki-Empowered Strikes since it kind of fits the same theme (I've done this myself for the purposes of giving a scaling bonus to unarmed strikes). And I'd move the upgrades to 11 and 17 just to better match the usual tier jumps and also align with monk subclass feature levels.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I agree with scatterbraind, move the features to 11 and 17 if possible, I also wouldn't have the number of charges to trigger the d8s increase. Keep it at 5 the whole way through. Consider that at 11th level Paladins get 1d8 added to every attack they make.
good ideas - thank you all! Ya, keeping the charges needed to burst at 5 sounds nice - that paladin ability puts things more into perspective. I thinking of also removing the "you lose 1 lightning charge per round" for Lightning Charges 2 and 3 so that they trigger more often. And maybe changing the Lightning Charge 3 burst from 3(d8) to 3(d10)?