This subclass that was given to me by one of my players as a custom subclass to give to his half-orc fighter character, though looking over it, I am not sure where it stands in terms of balance and if would give himself or the party too much of an advantage. I am somewhat new to DMing and haven't really played with people who want custom classes, and he doesn't exactly have experience in D&D either.. but I would like to have some input on it to see if it is worth of being used and if it is balanced.
Standard-Bearer
------3------ Battle Standard As an action, you can summon a magical battle standard, which can be placed within 5 ft of you. You can summon up to 2 standards, increased to 4 at level 10, and 6 at level 18. Standards are regained when you take a long rest.
The standard’s effect range has a radius of 10 feet, and the standard lasts for 1 minute. The standard has a size of medium, and only 1 standard can be active at a time. You cannot summon a standard if you already have one summoned.
The standard can be destroyed. The standard has an AC equal to 8 + your constitution modifier. It also has HP equal to (your fighter level / 2) * 10.
Battle Standard - Inspirational Aura When the standard is placed, you and allies within the effect of the battle standard gain temporary hit points equal to your proficiency bonus / 2.
The standard repeats this effect at the beginning of each of your turns. Out of combat, it repeats the effect every 6 seconds.
------7------ Field Medic Gain proficiency in the medicine skill. If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally.
------10------
Battle Standard - Forceful Impact When you place the standard, enemies within the standards effect must make a Strength or Dexterity saving throw. If they fail, they are knocked prone. If the creature is at least one size larger than you, this effect will not knock them prone.
When making a saving throw for this effect, the DC is equal to 8 + your proficiency bonus + your strength modifier.
------15------ Vigilant Guardian If you are within 5 ft of an enemy who destroys a standard, you can make a melee attack as a reaction. During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------18------ Battle Standard - Standard’s Brace You and allies within the standards effect range each gain advantage on constitution saving throws.
This isn't overpowered. The standard has a lot of similarities to the artillerist artificer's shield turret.
The only things I would want clarified/fixed/improved are:
Rather than being unable to place a second one, make the first one disappear when a second is placed.
Fix the math with standard HP to be level ×5, not level ÷ 2 × 10.
Make temp HP full proficiency. Being able to absorb 1-3 damage each turn is a little weak.
Be able to end the effect early and/or set a time limit.
Make field medic's bonus action an attempt to stabilize.
Make forceful impact just a STR save. I imagine this as a shockwave, you don't dodge a shockwave. And also change large size immunity to advantage to keep the feature relevant at higher level.
Buff level 18 feature. Like advantage in STR and CON saves, or advantage in 1 save of your choice.
That's it. Over all, I rate it as slightly under-powered (did I mention the artillerist?). But it neatly fills a theme. Remember that temp HP does not stack.
I was passed on a completely new and different version of the subclass. Is there a chance I could get some advice on this one as well?
Fighter Subclass - Standard-Bearer
------3------ Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet.
You can summon a number of battle standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The battle standard has an AC equal to 13 + your constitution modifier. It also has HP equal to (half your fighter level + your constitution modifier) * 5.
When effects of the battle standard refer to allies, you are included.
Allies within the battle standards effect range each gain a bonus to attack rolls equal to (your charisma modifier / 2); rounded up. This effect grants a minimum bonus of 1.
------7------ Vigilant Guardian
As long as you can see your battle standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------ Combat Medicine
Gain proficiency in the medicine skill.
When attempting to stabilize an ally, you can add a bonus to the roll equal to your strength modifier / 2; rounded up. This effect will provide a minimum bonus of 1. If you do this, and your ally becomes stabilized, they remain unconscious for an additional number of hours equal to your strength modifier. This effect will add at least 1 extra hour.
------15------ Beacon of Hope
When your battle standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier + your constitution modifier. This effect lasts as long as the standard remains on the battlefield.
------18------ Solace Embrace
While allies are within the effect of your battle standard, attacks made against them cannot critically strike if they are at 0 hit points.
This is a completely different beast. At least it is better written and does address some of my previous complaints. It could potentially be overpowered (unlike the previous), but is now a little MAD.
Its AC is a little too high. 11 + a mod would have been perfect.
I don't like the hit bonus over the original temp HP.
Didn't have a problem with vigilant guardian then, don't have a problem getting it 3 levels sooner.
Combat medicine is worse and dumber than field medic. "Stablize them HARDER!" ?
Beacon of hope isn't bad, but they use a bit too many modifiers to make up for the fact that it is once per battle.
I like solice embrace. Not sure if it will do much at level 18...
This version is better written, but worse designed. It requires high CON and CHA (and high STR, but only to bruise ribs doing CPR). If they get CON and CHA to 20 by level 4, they could have a 18AC 35HP half cover with a +3 to hit aura (even a +2 bonus to hit (only needs 16 CHA) before level 6 is a bit much). Short of that scenario, I think it is worse.
3rd level: Battle Standard: Radius 10 ft. When planted, all allies who can see it gain temp HP. On every round it stays planted, they get some other passive bonus, such as proficiency to a single damage roll.
7th level: Field Medic: Proficiency + Expertise in medicine. When stabilizing, the creature being stabilized can spend hit dice to gain more HP and not be unconscious.
10th level: Vigilant Guardian: (same as written above) If something attacks the banner, it provokes an opportunity attack from you. Long rest in 4 hours.
15th level: Improved Banner: Radius 30 ft and some other improved effect like advantage on saves vs fear and charmed (I didn't want immune because that is Paladin)
18th level: Battle Cry: Divine Word once per long rest
They revised it a little more and tweaked some things, but here is the latest they have given me in terms of balancing it out for themselves.
Fighter Subclass - Standard-Bearer
------3------ Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet.
You can summon a number of battle standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The battle standard has an AC equal to 11 + your proficiency bonus. It also has HP equal to your fighter level * 5.
When effects of the battle standard refer to allies, you are included.
Allies within the battle standards effect range each gain a bonus to attack rolls equal to your fighter level / 5; rounded up.
------7------ Vigilant Guardian
As long as you can see your battle standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------ Combat Medicine
Gain proficiency in the medicine skill. If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally.
------15------ Beacon of Hope
When your battle standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier. This effect lasts as long as the standard remains on the battlefield.
------18------ Solace Embrace
While allies are within the effect of your battle standard, attacks made against them cannot critically strike if they are at 0 hit points. Allies also get a bonus to death saving throws equal to your charisma modifier. This effect grants a minimum bonus of 1.
I agree that I would watch that bonus to hit, and have an understanding with them that if it turns out its too powerful that it gets toned down or changed. My suggestion would be that it is a bonus to damage instead (Allies within the battle standard's effect range get a bonus to a single damage roll on their turn equal to your fighter level / 5, round up)
The level 7 ability looks great as is
The level 10 ability is a little underwhelming compared to other fighter subclasses. I would bump this up in power. From my previous post, add letting the creature they stabilize spend hit dice to heal up and rejoin the fight.
Level 15, I would make it increase the range of the banner from 10 to 30 feet as well.
Level 18, not that many games reach this point, is a bit underwhelming for the fighter capstone. Samurai get a whole additional turn if they hit 0, Champions get +9(ish) HP regen a turn. Dragon knights get a second reaction. I would probably make it "Allies automatically stabilize while in the banner's effect range. They resume death saves as normal once the banner is destroyed"
Alright, so I told them to go over it and to give me something they would be completely satisfied with, and this is what they had to offer. What do you think?
Fighter Subclass - Standard-Bearer
------3------ Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet. When effects of the battle standard refer to allies, you are included.
You can summon a number of standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The standard has an AC equal to 11 + your proficiency bonus. It also has HP equal to your fighter level * 5.
Allies within your standards effect range each gain a bonus to their first damage roll on each turn equal to your fighter level / 5; rounded up.
------7------ Vigilant Guardian
The effect range of your battle standard is increased from 10 to 15.
As long as you can see your standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature. Starting at level 15, if that creature destroyed your standard with the attack, you gain advantage on the attack.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------ Combat Medicine
The effect range of your battle standard is increased from 15 to 20.
Gain proficiency in the medicine skill.
If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally. If you successfully stabilize an ally this way, they gain 1 hit point and have the option to use hit dice for additional hit points. Allies can use 1 hit die at this level, 2 hit dice at level 15, and 3 hit dice at level 18.
------15------ Beacon of Hope
The effect range of your battle standard is increased from 20 to 25.
Your standard provides 30 feet of bright light and 30 feet of dim light.
When your standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier. This effect lasts as long as the standard remains on the battlefield.
If your standard reaches the end of its duration without being destroyed, make a charisma check with DC 13. If you succeed, you gain an additional standard.
------18------ Solace Embrace
The effect range of your battle standard is increased from 25 to 30.
While allies are within the effect of your standard, they gain a bonus to saving throws equal to half your charisma modifier rounded up.
While allies are within the effect of your standard, they do not need to make death saving throws, and attacks made against them cannot critically strike if they are at 0 hit points.
What exactly does “they do not need to make death saving throws” mean.
Do they automatically become stable? Do they automatically make their saving throw, becoming stable in 3 rounds? Or are they just in limbo while in the area of effect and remain that way until they are out of the area or become stabilized by some other means?
Even if the "do not need to make death saves" is supposed to mean auto success, I say remove that part. They already get a bonus and are semi-protected.
This subclass that was given to me by one of my players as a custom subclass to give to his half-orc fighter character, though looking over it, I am not sure where it stands in terms of balance and if would give himself or the party too much of an advantage. I am somewhat new to DMing and haven't really played with people who want custom classes, and he doesn't exactly have experience in D&D either.. but I would like to have some input on it to see if it is worth of being used and if it is balanced.
Standard-Bearer
------3------
Battle Standard
As an action, you can summon a magical battle standard, which can be placed within 5 ft of you. You can summon up to 2 standards, increased to 4 at level 10, and 6 at level 18. Standards are regained when you take a long rest.
The standard’s effect range has a radius of 10 feet, and the standard lasts for 1 minute. The standard has a size of medium, and only 1 standard can be active at a time. You cannot summon a standard if you already have one summoned.
The standard can be destroyed. The standard has an AC equal to 8 + your constitution modifier. It also has HP equal to (your fighter level / 2) * 10.
Battle Standard - Inspirational Aura
When the standard is placed, you and allies within the effect of the battle standard gain temporary hit points equal to your proficiency bonus / 2.
The standard repeats this effect at the beginning of each of your turns. Out of combat, it repeats the effect every 6 seconds.
------7------
Field Medic
Gain proficiency in the medicine skill. If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally.
------10------
Battle Standard - Forceful Impact
When you place the standard, enemies within the standards effect must make a Strength or Dexterity saving throw. If they fail, they are knocked prone. If the creature is at least one size larger than you, this effect will not knock them prone.
When making a saving throw for this effect, the DC is equal to 8 + your proficiency bonus + your strength modifier.
------15------
Vigilant Guardian
If you are within 5 ft of an enemy who destroys a standard, you can make a melee attack as a reaction. During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------18------
Battle Standard - Standard’s Brace
You and allies within the standards effect range each gain advantage on constitution saving throws.
This isn't overpowered. The standard has a lot of similarities to the artillerist artificer's shield turret.
The only things I would want clarified/fixed/improved are:
That's it. Over all, I rate it as slightly under-powered (did I mention the artillerist?). But it neatly fills a theme. Remember that temp HP does not stack.
I was passed on a completely new and different version of the subclass. Is there a chance I could get some advice on this one as well?
Fighter Subclass - Standard-Bearer
------3------
Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet.
You can summon a number of battle standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The battle standard has an AC equal to 13 + your constitution modifier. It also has HP equal to (half your fighter level + your constitution modifier) * 5.
When effects of the battle standard refer to allies, you are included.
Allies within the battle standards effect range each gain a bonus to attack rolls equal to (your charisma modifier / 2); rounded up. This effect grants a minimum bonus of 1.
------7------
Vigilant Guardian
As long as you can see your battle standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------
Combat Medicine
Gain proficiency in the medicine skill.
When attempting to stabilize an ally, you can add a bonus to the roll equal to your strength modifier / 2; rounded up. This effect will provide a minimum bonus of 1. If you do this, and your ally becomes stabilized, they remain unconscious for an additional number of hours equal to your strength modifier. This effect will add at least 1 extra hour.
------15------
Beacon of Hope
When your battle standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier + your constitution modifier. This effect lasts as long as the standard remains on the battlefield.
------18------
Solace Embrace
While allies are within the effect of your battle standard, attacks made against them cannot critically strike if they are at 0 hit points.
This is a completely different beast. At least it is better written and does address some of my previous complaints. It could potentially be overpowered (unlike the previous), but is now a little MAD.
This version is better written, but worse designed. It requires high CON and CHA (and high STR, but only to bruise ribs doing CPR). If they get CON and CHA to 20 by level 4, they could have a 18AC 35HP half cover with a +3 to hit aura (even a +2 bonus to hit (only needs 16 CHA) before level 6 is a bit much). Short of that scenario, I think it is worse.
I like the theme of the class, but one thing to keep in mind is not much gives a numerical bonus to attack rolls.
Do you know where they are trying to pull this from? Pathfinder or some other D&D edition?
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I would do something like this as a start:
3rd level: Battle Standard: Radius 10 ft. When planted, all allies who can see it gain temp HP. On every round it stays planted, they get some other passive bonus, such as proficiency to a single damage roll.
7th level: Field Medic: Proficiency + Expertise in medicine. When stabilizing, the creature being stabilized can spend hit dice to gain more HP and not be unconscious.
10th level: Vigilant Guardian: (same as written above) If something attacks the banner, it provokes an opportunity attack from you. Long rest in 4 hours.
15th level: Improved Banner: Radius 30 ft and some other improved effect like advantage on saves vs fear and charmed (I didn't want immune because that is Paladin)
18th level: Battle Cry: Divine Word once per long rest
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They revised it a little more and tweaked some things, but here is the latest they have given me in terms of balancing it out for themselves.
Fighter Subclass - Standard-Bearer
------3------
Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet.
You can summon a number of battle standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The battle standard has an AC equal to 11 + your proficiency bonus. It also has HP equal to your fighter level * 5.
When effects of the battle standard refer to allies, you are included.
Allies within the battle standards effect range each gain a bonus to attack rolls equal to your fighter level / 5; rounded up.
------7------
Vigilant Guardian
As long as you can see your battle standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------
Combat Medicine
Gain proficiency in the medicine skill. If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally.
------15------
Beacon of Hope
When your battle standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier. This effect lasts as long as the standard remains on the battlefield.
------18------
Solace Embrace
While allies are within the effect of your battle standard, attacks made against them cannot critically strike if they are at 0 hit points. Allies also get a bonus to death saving throws equal to your charisma modifier. This effect grants a minimum bonus of 1.
Looks good. I'm concerned about +4 to hit at level 16, but that is basically the only thing the subclass does powerfully.
I agree that I would watch that bonus to hit, and have an understanding with them that if it turns out its too powerful that it gets toned down or changed. My suggestion would be that it is a bonus to damage instead (Allies within the battle standard's effect range get a bonus to a single damage roll on their turn equal to your fighter level / 5, round up)
The level 7 ability looks great as is
The level 10 ability is a little underwhelming compared to other fighter subclasses. I would bump this up in power. From my previous post, add letting the creature they stabilize spend hit dice to heal up and rejoin the fight.
Level 15, I would make it increase the range of the banner from 10 to 30 feet as well.
Level 18, not that many games reach this point, is a bit underwhelming for the fighter capstone. Samurai get a whole additional turn if they hit 0, Champions get +9(ish) HP regen a turn. Dragon knights get a second reaction. I would probably make it "Allies automatically stabilize while in the banner's effect range. They resume death saves as normal once the banner is destroyed"
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Alright, so I told them to go over it and to give me something they would be completely satisfied with, and this is what they had to offer. What do you think?
Fighter Subclass - Standard-Bearer
------3------
Battle Standard
As an action, you can summon a battle standard, which can be placed within 5 ft of you. The standard must be placed in an unoccupied space. The standard has a size of medium and cannot be moved. The standard lasts for 1 minute and has an effect range of 10 feet. When effects of the battle standard refer to allies, you are included.
You can summon a number of standards equal to your proficiency bonus. Only 1 standard can be active at a time. A standard cannot be summoned if you already have one on the battlefield. Standards are regained when you take a long rest.
The standard has an AC equal to 11 + your proficiency bonus. It also has HP equal to your fighter level * 5.
Allies within your standards effect range each gain a bonus to their first damage roll on each turn equal to your fighter level / 5; rounded up.
------7------
Vigilant Guardian
The effect range of your battle standard is increased from 10 to 15.
As long as you can see your standard, if a creature you can see attacks it, you can use your reaction to make an attack against the creature. Starting at level 15, if that creature destroyed your standard with the attack, you gain advantage on the attack.
During a long rest, you can spend 4 hours standing guard and still receive the full benefit of a long rest.
------10------
Combat Medicine
The effect range of your battle standard is increased from 15 to 20.
Gain proficiency in the medicine skill.
If you use your action to disengage, you can use your bonus action to stabilize an unconscious ally. If you successfully stabilize an ally this way, they gain 1 hit point and have the option to use hit dice for additional hit points. Allies can use 1 hit die at this level, 2 hit dice at level 15, and 3 hit dice at level 18.
------15------
Beacon of Hope
The effect range of your battle standard is increased from 20 to 25.
Your standard provides 30 feet of bright light and 30 feet of dim light.
When your standard is placed, allies within the effect range of the battle standard gain temporary hit points equal to your proficiency bonus + your charisma modifier. This effect lasts as long as the standard remains on the battlefield.
If your standard reaches the end of its duration without being destroyed, make a charisma check with DC 13. If you succeed, you gain an additional standard.
------18------
Solace Embrace
The effect range of your battle standard is increased from 25 to 30.
While allies are within the effect of your standard, they gain a bonus to saving throws equal to half your charisma modifier rounded up.
While allies are within the effect of your standard, they do not need to make death saving throws, and attacks made against them cannot critically strike if they are at 0 hit points.
What exactly does “they do not need to make death saving throws” mean.
Do they automatically become stable? Do they automatically make their saving throw, becoming stable in 3 rounds? Or are they just in limbo while in the area of effect and remain that way until they are out of the area or become stabilized by some other means?
I guess he means that so long as they are in the aura of his standard, they do not need to make death saving throws.
That doesn't answer the question.
It's a bit weird, but it seems balanced now.
Even if the "do not need to make death saves" is supposed to mean auto success, I say remove that part. They already get a bonus and are semi-protected.