Hey guys, I'm trying to make a subclass based on a modded character from the first Darkest Dungeon game called "The Land Dweller". Keep in mind that this is my first attempt of doing homebrew. Basically she's a slug girl that uses her slime to aid her in battle. The main class is Fighter. Currently her abilities are based on what she can do in the game and I have a gud idea of what the first 2 subclass features will be, not so much what to do with her last 3. I haven't really given much thought to the last 3 abilities and only gave flavor to the first ability. Any and all suggestions would be grateful. Here's the link to her mod page for reference of what her abilities do: https://steamcommunity.com/sharedfiles/filedetails/?id=2599623558
3rd level - "Slimed Strike"
- The weapon the Land Dweller utilizes has taken an unusual property after being carried in a special slimy "pocket" inside their own body. The weapon indefinitey holds a coating of sticky slime with numerous unusual applications. When you attack an enemy with your weapon, you can inflict them with a stack of Blight. On the start of an enemy's turn, they take 1d8 (or 1d6) poison damage for every stack of Blight they have.
The total stack of Blight lasts for 3 turns. The stack duration resets on another application of Blight.
The enemy must make a Constitution saving throw to take full damage on a fail and half as much on a success. The DC is 8 + your proficiency bonus + your constitution modifier.
You can use this ability a number of times per long rest equal to twice your proficiency bonus( or twice your Constitution modifier.)
*I'm thinking of having this ability have a lower dmg die at early lvls then ramp it up as the character gains lvls though I wanted to see what the suggestions were first.
7th level - "Slime Counter"
When you take the attack action, you may forego your last (or only) attack to gain the following benefit. Choose a creature within to defend against. The next attack made by that creature against you has disadvantage, and you make dexterity saving throws with advantage against them. If the creature attacks you and misses under this effect, you may use your reaction to make a single melee weapon attack against the creature if they are within reach.
*Saw this idea somewhere online and I really liked it
10th level - "Lettuce, Lettuce, Lettuce!!!"
- heal for 2d10 + Fighter lvl over 3 rounds, healing rounded up
*The DM of the campaign I might use this subclass in suggested that this ability in DD would just be an upgrade to second wind, increased healing but over a period of time though I not sure if the increase in dice would be appropriate for a class feature slot.
15th level - "Sticky Mucus"
- gain the "Web" spell. Has uses equal to constitution modifier. Loses the flammable trait. Save DC is 8 + Prof. Bonus + Constitution Mod.
*This ability in the game matches pretty well with Web spell but i'm not sure if it is a decent feature to have at such a late level.
18th level - "Poison Breath" or "Dissolving Liquid"
Poison Breath:
- Sprays a poison breath. 15-20 ft cone that applies to all targets in the zone. Applies blight to all targets. Uses equal to CON Mod.
*Kinda generic, don't want to use this one tbh
Dissolving Liquid:
- Target a creature with a lob of dissolving liquids. If it lands, the creature loses (amount to be determined) of AC and disadvantage to the saving throw of the blight stacks for one round. Amount of uses to be determined.
*Kinda want to use this one since its fitting with its in-game ability but seems really strong.
Thanks again for any suggestions for this subclass. I really hope to play the one character I've had in all my dungeon runs in Darkest Dungeon soon.
Alrighty there, hi. My name’s Sposta. Here to offer you some suggestions.
Slimed Strike
I see three issues with this feature.
It’s way too powerful for a 3rd level feature. It has the potential to do ridiculous amounts of damage to a creature, way more than most 3rd level features can do.
It’s pretty complicated, (I had to read it twice just to figure out what you were saying.) There are “stacks” of slime that can compound with each other, and durations that reset with every new stack…. No bueno, half of it will get forgotten most of the time. And DMs have enough to track without having to track something that complicated too.
Damage over time (DOT) doesn’t really work in D&D. Since in D&D, a creature is at 100% effectiveness no matter how many HP it still has, it’s generally better to focus one opponent down to 0 HP as quickly as possible and then move to the next creature to do the same.
Slimed Counter
The main issue I see with this feature is that there’s no way to ensure that creature will attack you, and if it doesn’t then you’ll have wasted an attack that could have been used to get that creature down to 0 HP more quickly.
Lettuce, Lettuce, Lettuce
Unlike DOT, healing over time (HOT) is very powerful in D&D as it can potentially bring you back from 0 HP over and over. The only issue I see with it is that it has to be remembered over and over too, but this is simple enough that it shouldn’t be a problem for the player to track. But simply letting it last 3 rounds is enough, you don’t need the additional die too.
Sticky Mucus
Web is a fantastic battlefield control spell. If you let them cast it in place of a single attack instead of as a whole action it would be strong enough to be a good feature. And if you’re really concerned switch this one with Lettuce, Lettuce, Lettuce.
Poison Breath/Dissolving Liquid
I would personally avoid using your proposed “Blight” system, so that’s an issue with both of those proposed ideas IMO, and I would avoid damaging an opponent’s AC because that starts to add to the DM’s woes again about tracking the stuff and having to rule which creatures might be immune due to specific circumstances…. Again, no bueno.
Here are my suggestions for your subclass, for whatever they’re worth:
Slimy
3rd-Level Slime Girl feature
You have advantage on ability checks and saving throws you make to prevent or end the grappled and restrained conditions on yourself.
Slimed Strike
3rd-level Slime Girl feature
Whenever you hit a creature or object with a melee weapon attack you can choose to slime the target. If you do, the Target takes an additional 1d6 acid damage, and at the begin of your next turn the target must make at a Constitution saving throw against a DC = 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 acid damage on a failed saving throw, or half as much damage on a success. You can use this feature a number of times equal to your Constitution modifier, and regain all uses of it on a short or long rest.
When you reach 18th level in this class the dice for this feature increment in size to d8s.
Slimed Counter
7th-Level Slime Girl feature
Whenever you are hit with an attack or fail a Dexterity saving throw to avoid damage, you can use your reaction to defend yourself by extruding a layer of slime. Roll 2d6 and add your Constitution modifier to the roll, you reduce the amount of damage you take by the total. You can use this feature a number of times equal to your Constitution modifier, and regain all uses of it on a short or long rest.
The number of dice used to reduce the damage you take increases by 1 when you reach higher levels in this class, at 10th level (3d6), 15th level (4d6), and 18th level (5d6).
Sticky Mucus
10th-Level Slime Girl feature
Whenever you take the Attack on your turn you can replace one of your attacks and cast the web spell using Constitution as your spellcasting ability. You can use this feature a number of times equal to your Constitution modifier and regain all uses of it whenever you finish a long rest.
Lettuce, Lettuce, Lettuce
15th-Level Slime Girl feature
You can use your Second Wind feature up to 3 times per short rest.
Slime Spray
18th-Level Slime Girl feature
As a bonus action you can spray slime in either a 15-foot cone or a 30-foot line that is 5 feet wide. Any creature in the area must make a Dexterity saving throw against a DC = 8 + your proficiency bonus + your Constitution modifier, taking an amount of acid damage equal to 5d10 plus your Constitution modifier and is knocked prone on a failed saving throw. On a successful saving throw a creature takes half as much damage and isn’t knocked prone.
You can use this feature a number of times equal to your Constitution modifier and regain all uses of it whenever you finish a long rest.
First of all , thank you so much. You really went in and made a homebrew class for me. I tried to make the features as close as possible from Darkest Dungeon but they really aren't the same game. The Blight system was her main thing as well in Darkest Dungeon, but I can honestly live with made. Thank you again for your help and I'll definitely put this to use.
Hey guys, I'm trying to make a subclass based on a modded character from the first Darkest Dungeon game called "The Land Dweller". Keep in mind that this is my first attempt of doing homebrew. Basically she's a slug girl that uses her slime to aid her in battle. The main class is Fighter. Currently her abilities are based on what she can do in the game and I have a gud idea of what the first 2 subclass features will be, not so much what to do with her last 3. I haven't really given much thought to the last 3 abilities and only gave flavor to the first ability. Any and all suggestions would be grateful. Here's the link to her mod page for reference of what her abilities do: https://steamcommunity.com/sharedfiles/filedetails/?id=2599623558
3rd level - "Slimed Strike"
- The weapon the Land Dweller utilizes has taken an unusual property after being carried in a special slimy "pocket" inside their own body. The weapon indefinitey holds a coating of sticky slime with numerous unusual applications. When you attack an enemy with your weapon, you can inflict them with a stack of Blight. On the start of an enemy's turn, they take 1d8 (or 1d6) poison damage for every stack of Blight they have.
The total stack of Blight lasts for 3 turns. The stack duration resets on another application of Blight.
The enemy must make a Constitution saving throw to take full damage on a fail and half as much on a success. The DC is 8 + your proficiency bonus + your constitution modifier.
You can use this ability a number of times per long rest equal to twice your proficiency bonus( or twice your Constitution modifier.)
*I'm thinking of having this ability have a lower dmg die at early lvls then ramp it up as the character gains lvls though I wanted to see what the suggestions were first.
7th level - "Slime Counter"
When you take the attack action, you may forego your last (or only) attack to gain the following benefit. Choose a creature within to defend against. The next attack made by that creature against you has disadvantage, and you make dexterity saving throws with advantage against them. If the creature attacks you and misses under this effect, you may use your reaction to make a single melee weapon attack against the creature if they are within reach.
*Saw this idea somewhere online and I really liked it
10th level - "Lettuce, Lettuce, Lettuce!!!"
- heal for 2d10 + Fighter lvl over 3 rounds, healing rounded up
*The DM of the campaign I might use this subclass in suggested that this ability in DD would just be an upgrade to second wind, increased healing but over a period of time though I not sure if the increase in dice would be appropriate for a class feature slot.
15th level - "Sticky Mucus"
- gain the "Web" spell. Has uses equal to constitution modifier. Loses the flammable trait. Save DC is 8 + Prof. Bonus + Constitution Mod.
*This ability in the game matches pretty well with Web spell but i'm not sure if it is a decent feature to have at such a late level.
18th level - "Poison Breath" or "Dissolving Liquid"
Poison Breath:
- Sprays a poison breath. 15-20 ft cone that applies to all targets in the zone. Applies blight to all targets. Uses equal to CON Mod.
*Kinda generic, don't want to use this one tbh
Dissolving Liquid:
- Target a creature with a lob of dissolving liquids. If it lands, the creature loses (amount to be determined) of AC and disadvantage to the saving throw of the blight stacks for one round. Amount of uses to be determined.
*Kinda want to use this one since its fitting with its in-game ability but seems really strong.
Thanks again for any suggestions for this subclass. I really hope to play the one character I've had in all my dungeon runs in Darkest Dungeon soon.
Alrighty there, hi. My name’s Sposta. Here to offer you some suggestions.
Slimed Strike
I see three issues with this feature.
Slimed Counter
The main issue I see with this feature is that there’s no way to ensure that creature will attack you, and if it doesn’t then you’ll have wasted an attack that could have been used to get that creature down to 0 HP more quickly.
Lettuce, Lettuce, Lettuce
Unlike DOT, healing over time (HOT) is very powerful in D&D as it can potentially bring you back from 0 HP over and over. The only issue I see with it is that it has to be remembered over and over too, but this is simple enough that it shouldn’t be a problem for the player to track. But simply letting it last 3 rounds is enough, you don’t need the additional die too.
Sticky Mucus
Web is a fantastic battlefield control spell. If you let them cast it in place of a single attack instead of as a whole action it would be strong enough to be a good feature. And if you’re really concerned switch this one with Lettuce, Lettuce, Lettuce.
Poison Breath/Dissolving Liquid
I would personally avoid using your proposed “Blight” system, so that’s an issue with both of those proposed ideas IMO, and I would avoid damaging an opponent’s AC because that starts to add to the DM’s woes again about tracking the stuff and having to rule which creatures might be immune due to specific circumstances…. Again, no bueno.
Here are my suggestions for your subclass, for whatever they’re worth:
Slimy
3rd-Level Slime Girl feature
You have advantage on ability checks and saving throws you make to prevent or end the grappled and restrained conditions on yourself.
Slimed Strike
3rd-level Slime Girl feature
Whenever you hit a creature or object with a melee weapon attack you can choose to slime the target. If you do, the Target takes an additional 1d6 acid damage, and at the begin of your next turn the target must make at a Constitution saving throw against a DC = 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 acid damage on a failed saving throw, or half as much damage on a success. You can use this feature a number of times equal to your Constitution modifier, and regain all uses of it on a short or long rest.
When you reach 18th level in this class the dice for this feature increment in size to d8s.
Slimed Counter
7th-Level Slime Girl feature
Whenever you are hit with an attack or fail a Dexterity saving throw to avoid damage, you can use your reaction to defend yourself by extruding a layer of slime. Roll 2d6 and add your Constitution modifier to the roll, you reduce the amount of damage you take by the total. You can use this feature a number of times equal to your Constitution modifier, and regain all uses of it on a short or long rest.
The number of dice used to reduce the damage you take increases by 1 when you reach higher levels in this class, at 10th level (3d6), 15th level (4d6), and 18th level (5d6).
Sticky Mucus
10th-Level Slime Girl feature
Whenever you take the Attack on your turn you can replace one of your attacks and cast the web spell using Constitution as your spellcasting ability. You can use this feature a number of times equal to your Constitution modifier and regain all uses of it whenever you finish a long rest.
Lettuce, Lettuce, Lettuce
15th-Level Slime Girl feature
You can use your Second Wind feature up to 3 times per short rest.
Slime Spray
18th-Level Slime Girl feature
As a bonus action you can spray slime in either a 15-foot cone or a 30-foot line that is 5 feet wide. Any creature in the area must make a Dexterity saving throw against a DC = 8 + your proficiency bonus + your Constitution modifier, taking an amount of acid damage equal to 5d10 plus your Constitution modifier and is knocked prone on a failed saving throw. On a successful saving throw a creature takes half as much damage and isn’t knocked prone.
You can use this feature a number of times equal to your Constitution modifier and regain all uses of it whenever you finish a long rest.
I hope that helps.
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First of all , thank you so much. You really went in and made a homebrew class for me. I tried to make the features as close as possible from Darkest Dungeon but they really aren't the same game. The Blight system was her main thing as well in Darkest Dungeon, but I can honestly live with made. Thank you again for your help and I'll definitely put this to use.
Happy to help. I realized that I forgot to add the limited use data to the last feature, the Slime Spray. I’ve fixed it now.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting