For more experienced players, I created this subclass and I'm looking for critique so that I don't overshadow my fellow players. Its inspired by some of the features from the inquisitive subclass and the Hexblade subclass for Sorcerers (which expands their equipment choices).
Modus Operandi is fine, bit I'm pretty sure rogues already have proficiency in all finesse weapons, and special weapons only apply to the lanceand net.
Death mark is mostly fine. It is weird that the target can resist with athletics (does he shove the intimidation?). And it needs a time limit of some kind, maybe an hour.
Without a trace has a lot of potential to be over powered. This should be restricted by the enemy having to be surprised or not having taken a turn yet in combat, similar to the Assassin's features.
I don't understand what bump in the night is supposed to do mechanically.
You can not hide starts fine. Then in the second paragraph it adds infinite range darkvision. That has to change.
Fear itself is adding 10 average damage to your sneak attacks and much higher max damage. Moreover this doesnt really add to the subclass's theme in any way, it is just damage boosting. Consider changing it.
Thanks for the feedback, I'm going to provide a bit of pushback and clarification, feel free to point out any errors or differences of opinion I'm not trying to be a jealous creator guarding his baby.
Modus Operandi allows you to sneak attack with certain NONFINESSE weapons, such as morning stars and javelins.
Death Mark - the idea was to run on intimidation. To resist the Death Mark the creature could either A: realize you aren't all that scary (Insight), B: be a really big mean monster that probably has awful Insight but isn't going to be intimidated easily by a puny humanoid. I didn't give it a time limit so that you can track people with You Can Not Hide later on. I didn't think it too much of a big deal since you can only have one Death Mark at a time.
Without a Trace - this is the one I'm most concerned about. I think I agree with your assessment, my DM said we'll cross that bridge when we come to it.
Bump in the Night - if the enemy has a hard time seeing you / detecting you you gain advantage on certain skills, such as attempting to intimidate them.
You Can Not Hide - I thought infinite range darkvision would be fairly mundane, especially since it still only turns darkness into dim light which still has penalties to perception checks. Is there something I'm missing that makes it ridiculous?
Fear Itself - agreed I got pretty lazy because I doubt I will be reaching level 17 so I just reflavored the inquisitive's feature. I was afraid of getting too creative because most class features are fairly simple and the rest of the features of this subclass were already on the more complicated end.
Thanks for the feedback, I'm going to provide a bit of pushback and clarification, feel free to point out any errors or differences of opinion I'm not trying to be a jealous creator guarding his baby.
Modus Operandi allows you to sneak attack with certain NONFINESSE weapons, such as morning stars and javelins.
That part is fine. I was refering to the bonus proficiencies. Why are you specifically not giving proficiency in finesse weapons? There isn't a point.
Death Mark - the idea was to run on intimidation. To resist the Death Mark the creature could either A: realize you aren't all that scary (Insight), B: be a really big mean monster that probably has awful Insight but isn't going to be intimidated easily by a puny humanoid. I didn't give it a time limit so that you can track people with You Can Not Hide later on. I didn't think it too much of a big deal since you can only have one Death Mark at a time.
You definitely need a time limit. A level 3 ability should not be able to tag someone, they leave for a year, comeback and still be tagged. 1 hour is appropriate. It is comparable to Hunter's mark.
Without a Trace - this is the one I'm most concerned about. I think I agree with your assessment, my DM said we'll cross that bridge when we come to it.
Bump in the Night - if the enemy has a hard time seeing you / detecting you you gain advantage on certain skills, such as attempting to intimidate them.
It basically has the ability to instant kill enemies or fully incapacitate spellcasters.
You Can Not Hide - I thought infinite range darkvision would be fairly mundane, especially since it still only turns darkness into dim light which still has penalties to perception checks. Is there something I'm missing that makes it ridiculous.
Nothing has unlimited darkvision. Having a disadvantage to spot something is pointless when you can do it 1000 feet before they even get a chance to see you. I think this should just grant/extend darkvision similar to gloom stalker.
Fear Itself - agreed I got pretty lazy because I doubt I will be reaching level 17 so I just reflavored the inquisitive's feature. I was afraid of getting too creative because most class features are fairly simple and the rest of the features of this subclass were already on the more complicated end.
Maybe an ability that makes death mark do psychic damage over time?
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For more experienced players, I created this subclass and I'm looking for critique so that I don't overshadow my fellow players. Its inspired by some of the features from the inquisitive subclass and the Hexblade subclass for Sorcerers (which expands their equipment choices).
Modus Operandi is fine, bit I'm pretty sure rogues already have proficiency in all finesse weapons, and special weapons only apply to the lanceand net.
Death mark is mostly fine. It is weird that the target can resist with athletics (does he shove the intimidation?). And it needs a time limit of some kind, maybe an hour.
Without a trace has a lot of potential to be over powered. This should be restricted by the enemy having to be surprised or not having taken a turn yet in combat, similar to the Assassin's features.
I don't understand what bump in the night is supposed to do mechanically.
You can not hide starts fine. Then in the second paragraph it adds infinite range darkvision. That has to change.
Fear itself is adding 10 average damage to your sneak attacks and much higher max damage. Moreover this doesnt really add to the subclass's theme in any way, it is just damage boosting. Consider changing it.
Thanks for the feedback, I'm going to provide a bit of pushback and clarification, feel free to point out any errors or differences of opinion I'm not trying to be a jealous creator guarding his baby.
Modus Operandi allows you to sneak attack with certain NONFINESSE weapons, such as morning stars and javelins.
Death Mark - the idea was to run on intimidation. To resist the Death Mark the creature could either A: realize you aren't all that scary (Insight), B: be a really big mean monster that probably has awful Insight but isn't going to be intimidated easily by a puny humanoid. I didn't give it a time limit so that you can track people with You Can Not Hide later on. I didn't think it too much of a big deal since you can only have one Death Mark at a time.
Without a Trace - this is the one I'm most concerned about. I think I agree with your assessment, my DM said we'll cross that bridge when we come to it.
Bump in the Night - if the enemy has a hard time seeing you / detecting you you gain advantage on certain skills, such as attempting to intimidate them.
You Can Not Hide - I thought infinite range darkvision would be fairly mundane, especially since it still only turns darkness into dim light which still has penalties to perception checks. Is there something I'm missing that makes it ridiculous?
Fear Itself - agreed I got pretty lazy because I doubt I will be reaching level 17 so I just reflavored the inquisitive's feature. I was afraid of getting too creative because most class features are fairly simple and the rest of the features of this subclass were already on the more complicated end.
That part is fine. I was refering to the bonus proficiencies. Why are you specifically not giving proficiency in finesse weapons? There isn't a point.
You definitely need a time limit. A level 3 ability should not be able to tag someone, they leave for a year, comeback and still be tagged. 1 hour is appropriate. It is comparable to Hunter's mark.
It basically has the ability to instant kill enemies or fully incapacitate spellcasters.
Nothing has unlimited darkvision. Having a disadvantage to spot something is pointless when you can do it 1000 feet before they even get a chance to see you. I think this should just grant/extend darkvision similar to gloom stalker.
Maybe an ability that makes death mark do psychic damage over time?