Me and my friend who i play DND with regulary decided that we should try and make our own DND classes. It started as something fun to do and then try and play a oneshoot with our homebrew classes. But now that we are done with them it does feel a bit strange ;) Are they acctaly any good, would they work and are they balanced or not. Are they to powerfull, or not powerfull enough.
The Treasure Hunter is borderline useless. They only get Extra Attack and Hail Mary, which isn't terribly great. It's also REALLY weird when two weapon fighting is already a thing. On a different note, Keen Eye is guaranteed to cause frustration. DMs will hate the one Vorpal Sword turning into enough for the whole party, and the player will be disappointed when their one Keen Eye Die only doubles a few coppers. Cool idea, but it's not very well executed.
Edit: Treasure Hunters get two bad saves, and Firm Convictions gives them Charisma save proficiency, which they already have.
The Ravin Rider is one of the coolest classes I've ever seen, but currently it's not exactly functional. How fast is the Raven? How does it attack? When does it go in initiative? Do you control it, or does the DM? The Raven really shouldn't need to be enlarged to attack, or there needs to be some sort of stated action cost to use it. And many of the features are poorly worded, taking up WAY more space than they need to. For example, you can write Storm Wing like this:
As an action, you can command your raven to beat its wings with supernatural force. Each creature in a 30-foot Cone originating from the raven must make a Strength saving throw against your Spell Save DC. On a failed save, a creature takes 4d10 Thunder damage, is pushed 20 feet away from the raven, and falls Prone. On a success, the creature takes half as much damage, and isn't pushed or knocked prone.
Alternatively, you can use this feature as a reaction when a creature moves within 10 feet of you, in which case the Cone is only 15 feet.
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Hi
Me and my friend who i play DND with regulary decided that we should try and make our own DND classes. It started as something fun to do and then try and play a oneshoot with our homebrew classes. But now that we are done with them it does feel a bit strange ;) Are they acctaly any good, would they work and are they balanced or not. Are they to powerfull, or not powerfull enough.
I have a link to my homebrew class here. Any feedback would be much appriciated =) https://homebrewery.naturalcrit.com/share/cTvTaVbRWjkK
And a link to my friends homebrew class https://drive.google.com/file/d/13_c1HxMbICsadPrZXji4dhUuEE2Rx1BL/view?usp=drive_link
I didn't understand the raven rider. All classes must gain proficiency with simple weapons. Also does Shared Essence grants you unarmored defence;
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.
How do you created them; I mean with which program;
Hi!!!!
I'm a DnD maniac and... I think the only Wizard that backstabs people Instead of casting spells.
I'm also an Anime and Fortnite fun.
The Treasure Hunter is borderline useless. They only get Extra Attack and Hail Mary, which isn't terribly great. It's also REALLY weird when two weapon fighting is already a thing. On a different note, Keen Eye is guaranteed to cause frustration. DMs will hate the one Vorpal Sword turning into enough for the whole party, and the player will be disappointed when their one Keen Eye Die only doubles a few coppers. Cool idea, but it's not very well executed.
Edit: Treasure Hunters get two bad saves, and Firm Convictions gives them Charisma save proficiency, which they already have.
The Ravin Rider is one of the coolest classes I've ever seen, but currently it's not exactly functional. How fast is the Raven? How does it attack? When does it go in initiative? Do you control it, or does the DM? The Raven really shouldn't need to be enlarged to attack, or there needs to be some sort of stated action cost to use it. And many of the features are poorly worded, taking up WAY more space than they need to. For example, you can write Storm Wing like this:
As an action, you can command your raven to beat its wings with supernatural force. Each creature in a 30-foot Cone originating from the raven must make a Strength saving throw against your Spell Save DC. On a failed save, a creature takes 4d10 Thunder damage, is pushed 20 feet away from the raven, and falls Prone. On a success, the creature takes half as much damage, and isn't pushed or knocked prone.
Alternatively, you can use this feature as a reaction when a creature moves within 10 feet of you, in which case the Cone is only 15 feet.