I've watched several videos and read several posts from people who like to try to build D&D characters and classes based on videogame/anime/movie/etc characters. It looked like fun so I decided to give it a try!
The base chassis is the Fighter, but I also took some things from Artificer, Monk, and Warlock. I welcome constructive criticism and advice on how to refine it!
I'm only vaguely familiar with Mega Man, but I really like the concept and flavor! I feel it is really overpowered though.
The base AC is 10 + Dex and Int? Most armor items are 10 + Dex. If your heart is set on Int, you could give the option of choosing between 10+Dex or 10+Int.
I don't think the Manueverability should scale with the level. At level 20, you have double the speed of the average character. It should stay at +10 or +15 at most.
The system modifications feel really complicated, and I can't tell if you want this class to lean more towards martial or magic. Also, ones like the Darkvision and Universal Translator come off as just perks for the sake of having perks to me.
Again, I'm not that knowledgable about Mega Man, but I know about the arm cannons and that they're robots. For the most part, you did a good job choosing "shooting" spells that fit that theme. There's a few I don't understand why you have though, and feel free to let me know if there is a reason for these: Silent Image, Comprehend Languages, Invisibility, Major Image, Spirit Guardians, Spirit Shroud, Dimension Door, Gate Seal, Rary's Telepathic Bond, Arcane Eye
I see how it fits with the robot theme, but Target Scanners is way too overpowered. It's telling you exactly how to defeat the monster, which may ruin boss battles where the DM wants you to figure out how to defeat it yourself.
One extra attack? Understandable if it's based on Fighter. Two seems like overkill.
Overall, it seems extremely overpowered to me but I quite like the idea. Let me know if you would ever like me to help playtest this, I'm interested!
The base AC is 10 + Dex and Int? Most armor items are 10 + Dex. If your heart is set on Int, you could give the option of choosing between 10+Dex or 10+Int.
I don't think the Manueverability should scale with the level. At level 20, you have double the speed of the average character. It should stay at +10 or +15 at most.
These 2 abilities are almost directly copied from existing abilities other classes have. Barbarians, Monks, and now with the 2024 ruleset, Draconic Sorcerers all get the same unarmored AC bonuses. The only difference being that Barbs use Con, Monks use Wis, and Draconic Sorcs use Cha. Monks get the scaling movement increase and it scales the same way. so I disagree that these are overpowered.
However, I am now thinking that I shouldn't have made this class natively SAD by allowing the arm- cannon to use int instead of dex from the start. It may be better to make that a System Modification.
The system modifications feel really complicated, and I can't tell if you want this class to lean more towards martial or magic. Also, ones like the Darkvision and Universal Translator come off as just perks for the sake of having perks to me.
This feature is based on the Warlock's Eldritch Invocations, and yes, those two you mentioned, as well as a few others, are perks for the sake of perks. Sometimes you need those fluff type options. What I wanted for this class was for it to be able to be built to be more martial or more magic depending on your choices.
Again, I'm not that knowledgable about Mega Man, but I know about the arm cannons and that they're robots. For the most part, you did a good job choosing "shooting" spells that fit that theme. There's a few I don't understand why you have though, and feel free to let me know if there is a reason for these: Silent Image, Comprehend Languages, Invisibility, Major Image, Spirit Guardians, Spirit Shroud, Dimension Door, Gate Seal, Rary's Telepathic Bond, Arcane Eye
Both the Mega Man and Mega Man X (the series this is based on) games have several powers/weapons you can get that don't really fit with shooting or using a sword. So, likewise, I chose several spells that also don't fit with either of those things. Also, just from a game play perspective, even though the class is very combat focused, I wanted it to have some utility outside of combat.
I see how it fits with the robot theme, but Target Scanners is way too overpowered. It's telling you exactly how to defeat the monster, which may ruin boss battles where the DM wants you to figure out how to defeat it yourself.
This one you may have a point on. Target Scanners is based on the Battle Master Fighter's Know Your Enemy ability, but on rereading it, I noticed they only get one use of it per long rest or they need to use a superiority die to use it again. I'm thinking it would be a good idea to limit it to 2 uses per long rest and change the Longevity mod to regain 1 use instead of half. To address figuring out how to defeat the monster: there are all sorts of ways in game to find the information this ability can glean. If your party didn't take the time to do so, this is a nifty way to cut through what would end up being a trial and error situation.
Hello friends!
I've watched several videos and read several posts from people who like to try to build D&D characters and classes based on videogame/anime/movie/etc characters. It looked like fun so I decided to give it a try!
The base chassis is the Fighter, but I also took some things from Artificer, Monk, and Warlock. I welcome constructive criticism and advice on how to refine it!
https://docs.google.com/document/d/1yhSbd8LMvucri286V2lbKgOfEWyKBq0dmnsAEWGElQY/edit?usp=sharing
Note: I made this with the 2024 ruleset in mind.
I'm only vaguely familiar with Mega Man, but I really like the concept and flavor! I feel it is really overpowered though.
Overall, it seems extremely overpowered to me but I quite like the idea. Let me know if you would ever like me to help playtest this, I'm interested!
These 2 abilities are almost directly copied from existing abilities other classes have. Barbarians, Monks, and now with the 2024 ruleset, Draconic Sorcerers all get the same unarmored AC bonuses. The only difference being that Barbs use Con, Monks use Wis, and Draconic Sorcs use Cha. Monks get the scaling movement increase and it scales the same way. so I disagree that these are overpowered.
However, I am now thinking that I shouldn't have made this class natively SAD by allowing the arm- cannon to use int instead of dex from the start. It may be better to make that a System Modification.
This feature is based on the Warlock's Eldritch Invocations, and yes, those two you mentioned, as well as a few others, are perks for the sake of perks. Sometimes you need those fluff type options. What I wanted for this class was for it to be able to be built to be more martial or more magic depending on your choices.
Both the Mega Man and Mega Man X (the series this is based on) games have several powers/weapons you can get that don't really fit with shooting or using a sword. So, likewise, I chose several spells that also don't fit with either of those things. Also, just from a game play perspective, even though the class is very combat focused, I wanted it to have some utility outside of combat.
This one you may have a point on. Target Scanners is based on the Battle Master Fighter's Know Your Enemy ability, but on rereading it, I noticed they only get one use of it per long rest or they need to use a superiority die to use it again. I'm thinking it would be a good idea to limit it to 2 uses per long rest and change the Longevity mod to regain 1 use instead of half. To address figuring out how to defeat the monster: there are all sorts of ways in game to find the information this ability can glean. If your party didn't take the time to do so, this is a nifty way to cut through what would end up being a trial and error situation.