I've been playing dnd for about?? 3-4 years now, and recently (end of last year, into present day) have tried my hand at making a few subclasses because it seemed fun! I was curious if any of these were playable? I've done some Barbarian subclasses, and a few Bloodhunter subclasses.
Bloodhunter: Order of the Matron - This one is probably playable but it isn't very interesting either, almost everything is just regain some hit points with vampire's ire.
Bloodhunter: Order of the Blade - Completely OP and really boring. This is just a "make numbers bigger" subclass, which is almost always results in a boring OP character.
Barbarian: Path of the Cheery Berserker - This has some cool and interesting ideas, but it's generally OP and feels relatively inconsistent in its mechanical role. I could see it in a modern-day campaign as a SWAT character but really doesn't fit with classic D&D. I also don't see anything Cheery about it? Feels like it should be named "Path of the Assault Weapon".
Barbarian: Path of the Crystal Bone - Not playable, the mechanics are lacking tons of details so I have no idea how it is supposed to work.
Barbarian: Path of the Draconic Boon - Page Not Found
Well, thank you very much for the feedback. I appreciate your honesty, I didn't expect them to be called boring or uninteresting but thank you for taking a look.
May I ask what details are missing from the mechanics for Path of the Crystal Bones? Path of the Draconic Boon opens for me so I'm not sure why it doesn't for you? Also, if you look at the description for path of the Cheery Berserker, it says based on a character, that's why it's named the way it is.
Thank you for your honesty on Order of the blade, I wasn't sure if it was too much. I figured the weapons wouldn't be that op if you take into consideration spells like Shadow Blade but having other opinions is useful.
With Order of the Matron, regaining hit points is the entire point of the subclass, making sure to keep yourself up.
Violent Leap - "At 6th level, when you take the attack action and attack with Violent Leap, you gain the ability to make an unarmed strike as a bonus action." <- this suggests Violent leap is some kind of special attack? But the rest of it sounds like it is a bunch of passive bonuses? But then "that last only as long as each attack" makes it sound like all of it is only active during an attack?
Bonespur - what is the range of this ranged natural weapon? How many projectiles of it do you get? What do you use for the attack roll?
Jagged Wall - what is the range you can throw the ball? how long/thick is the wall? what shape is the wall? What counts as touching the wall or being "against it"? Does the wall have an AC/HP - i.e. can it be destroyed? Why is it only 1/2 cover? a 3' tall halfling surely should get full cover from it no? What's the point of this feature if it costs an action to activate and only lasts until the start of your next turn?
Downpour - what happens if they succeed the save? Can they also pull themselves free using the "Escape" mechanics? -> this feature might be too weak as well, 1d12 damage is pretty terrible for a 14th level ability, when a Barb's melee attacks are dealing like 20 damage per hit.
Also, if you look at the description for path of the Cheery Berserker, it says based on a character, that's why it's named the way it is.
I saw that but if the intention is for other people to use these subclasses, you'll want the name to actually describe what it is or those who find it won't be interested in it and those would would be interested in it won't find it. Also as an aside real-time videogame characters are not very good inspiration for turn-based TTRPG mechanics, there's a lot of stuff that is very cool in real-time that just doesn't work in turn-based combat - e.g. the Jagged Wall and the Cage Fight features
Hi all!!
I've been playing dnd for about?? 3-4 years now, and recently (end of last year, into present day) have tried my hand at making a few subclasses because it seemed fun! I was curious if any of these were playable? I've done some Barbarian subclasses, and a few Bloodhunter subclasses.
https://www.dndbeyond.com/subclasses/2362304-order-of-the-matron (Bloodhunter: Order of the Matron, based around Vampires)
https://www.dndbeyond.com/subclasses/2341330-order-of-the-blade (Bloodhunter: Order of the Blade, based around creating weapons and armour from blood)
https://www.dndbeyond.com/subclasses/2335009-path-of-the-cheery-berserker (Barbarian: Path of the Cheery Berserker, based around a video game character; Mauga (overwatch))
https://www.dndbeyond.com/subclasses/2335014-path-of-the-crystal-bones (Barbarian: Path of the Crystal Bones, based around a video game character; Hazard (overwatch))
https://www.dndbeyond.com/subclasses/2349401-path-of-the-draconic-boon (Barbarian: Path of the Draconic Boon, Based around Dragons)
Bloodhunter: Order of the Matron - This one is probably playable but it isn't very interesting either, almost everything is just regain some hit points with vampire's ire.
Bloodhunter: Order of the Blade - Completely OP and really boring. This is just a "make numbers bigger" subclass, which is almost always results in a boring OP character.
Barbarian: Path of the Cheery Berserker - This has some cool and interesting ideas, but it's generally OP and feels relatively inconsistent in its mechanical role. I could see it in a modern-day campaign as a SWAT character but really doesn't fit with classic D&D. I also don't see anything Cheery about it? Feels like it should be named "Path of the Assault Weapon".
Barbarian: Path of the Crystal Bone - Not playable, the mechanics are lacking tons of details so I have no idea how it is supposed to work.
Barbarian: Path of the Draconic Boon - Page Not Found
Well, thank you very much for the feedback. I appreciate your honesty, I didn't expect them to be called boring or uninteresting but thank you for taking a look.
May I ask what details are missing from the mechanics for Path of the Crystal Bones? Path of the Draconic Boon opens for me so I'm not sure why it doesn't for you? Also, if you look at the description for path of the Cheery Berserker, it says based on a character, that's why it's named the way it is.
Thank you for your honesty on Order of the blade, I wasn't sure if it was too much. I figured the weapons wouldn't be that op if you take into consideration spells like Shadow Blade but having other opinions is useful.
With Order of the Matron, regaining hit points is the entire point of the subclass, making sure to keep yourself up.
All in all, have a good day.
For Path of the Crystal Bones:
Violent Leap - "At 6th level, when you take the attack action and attack with Violent Leap, you gain the ability to make an unarmed strike as a bonus action." <- this suggests Violent leap is some kind of special attack? But the rest of it sounds like it is a bunch of passive bonuses? But then "that last only as long as each attack" makes it sound like all of it is only active during an attack?
Bonespur - what is the range of this ranged natural weapon? How many projectiles of it do you get? What do you use for the attack roll?
Jagged Wall - what is the range you can throw the ball? how long/thick is the wall? what shape is the wall? What counts as touching the wall or being "against it"? Does the wall have an AC/HP - i.e. can it be destroyed? Why is it only 1/2 cover? a 3' tall halfling surely should get full cover from it no? What's the point of this feature if it costs an action to activate and only lasts until the start of your next turn?
Downpour - what happens if they succeed the save? Can they also pull themselves free using the "Escape" mechanics? -> this feature might be too weak as well, 1d12 damage is pretty terrible for a 14th level ability, when a Barb's melee attacks are dealing like 20 damage per hit.
I saw that but if the intention is for other people to use these subclasses, you'll want the name to actually describe what it is or those who find it won't be interested in it and those would would be interested in it won't find it. Also as an aside real-time videogame characters are not very good inspiration for turn-based TTRPG mechanics, there's a lot of stuff that is very cool in real-time that just doesn't work in turn-based combat - e.g. the Jagged Wall and the Cage Fight features