Hi, folks... I'm working on a Kobold class called the Stalker, where a kobold becomes a beast rider to warren the lair. I was hoping to get some constructive criticism on the balance and function of the class. In particular, some of the feature names just feel bleaugh to me. I'm planning on producing this guide free to anyone on DriveThru, so please let me know if I can credit you for your suggestion and ideas.
Here's what I have:
Stalker When adventurers enter deep caves or dungeons, some find their way through with little trouble at the low-challenge monsters outlaying the deeper dangers. But then, some never return when crossing into kobold lairs. It's likely that both the survivors and the slain were observed by stalkers who decided whether they would safely reach their destination or die under kobold spears. Only the most adept hoard kobolds become Stalkers. Stalkers are a mix of the tracking skills of a Ranger, the natural mysticism of a Druid, and the deadly stealth of a Rogue. From an early age, stalkers seek out and bond with a deep beast. The most common connections are with Giant Bats, Giant Frogs, Giant Centipedes, Giant Badgers, Giant Wolf Spiders, or Blink Dogs. This creature usually lives and dies with the kobold, a constant companion for the entirety of the kobold's life. Class Features As a stalker, you gain the following class features. Hit Points Hit Dice: 1d6 per Stalker level Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Stalker level after 1st Proficiencies Armor: Light armor Weapons: Spears, trident, daggers, slings, shortbow, nets Tools: Healing kit Saving Throws: Dexterity, Charisma Skills: Choose three from Animal Handling, Arcana, Athletics, Nature, Perception, Stealth, and Survival
Dungeoneer Beginning at 1st level, you begin to develop skills that aid you in the deep dark of caves and dungeons. Your keen situational awareness grants you advantage on any attempt to ambush or surprise you and your party. Soft Calling At the beginning of your time as a stalker, you are compelled to bond with a CR ¼ beast in the deep dark surrounding your lair. This includes Giant Bats, Giant Rats (CR 1/8), Giant Frog, Giant Centipede, Giant Badger, Giant Wolf Spider, or Blink Dog. If you treat and care for this beast, it will stay your loyal friend for the rest of its life. Spellcasting Like a Ranger, you have tapped into the magical essence of nature to perform magical spells, and can perform your first natural spell at level 2. Dark Echoes At level 3, as you learn to attune to the smallest sounds, you learn to read your environment like a map. By sacrificing one Spell Slot and concentrating for one minute, you can tell all active creatures within a 1000-foot radius. Empathic Bond The stalker and his called companion begin to bond over time. At level 5, they understand each other from a mere look, allowing both to act in unison with each other. The DM should limit the 'message' to one word between stalker and beast. Stronger Together At level 6, the stalker's beast has developed into a CR ½ creature. It gains a second attack, adds 1 to Strength, 1 to Dexterity, 12 Hit Points, and +1 to the creature's proficiency. (If that creature has died, a new CR 1/2 creature may be called.) Compelled Companion At level 8, the stalker's beast has developed into a CR 1 beast, adding 1 to Strength, 1 to Dexterity, 2 to Constitution, and 20 Hit Points. If the creature's size and strength are enough, it will even function as a steed, carrying the stalker at its normal movement rate across any terrain it can move on, including up walls or flying. (Most stalkers begin to fashion saddles by this point, but that is up to the stalker.) Prowler At level 10, your beast is attuned to hunting and gains proficiency in Stealth movement. Whenever you roll Stealth, the beast automatically enters stealth, making no noise and limiting movement. Cavalier's Calling At level 11, the stalker's beast advances to a CR 2 creature capable of fighting both on its own and with the stalker on its back. It gains +1 in all stats, adds +1 to Proficiency, and 20 more Hit Points. Animal Attunement Achieving 14 levels of stalker is a huge accomplishment; few kobolds survive this far. After considerable progress together, your beast has begun to evolve to match your abilities. It gains a third attack, adds +1 in all stats, +1 to Proficiency, and adds 35 hit points. Psychic Link At level 15, the stalker and his beast share a psychic connection that travels over great distances. The player can transmit a memory or a live event, like a television signal, allowing the other to see, hear, taste, smell, and feel what the other feels. If one is damaged during this link, the other takes half the damage (Psychic). Blindfighting You have learned to echolocate in dark cavernous spaces, as has your beast. When under any kind of blinding spell or in complete darkness, you can move and act as if unaffected, as long as you have complete control of your hearing. Using this power lasts for the scene and requires a long rest before it can be used again. High Ground At level 18, when you and your beast ride into an attack, each can take one extra reaction per turn to attack anyone attacking the other. For example: if an enemy chooses to attack you, your beast can use its reaction to attack and still have another reaction if another attack is made in the turn. Similarly, you can have a second reaction attack if your mount is attacked (as long as your weapon can reach). Beastspeak At level 20, you and your beast share a language of noises, chitters, and gestures that is entirely your own. You can even perform this when making normal speech with another being, allowing your beast to understand you half of a conversation.
1st level Animal Friendship Cure Wounds Detect Magic Detect Poison and Disease Fog Cloud Hunter's Mark Jump Longstrider Purify Food and Drink Speak with Animals
2nd level Animal Messenger Barkskin Beast Sense Find Traps Hold Person Lesser Restoration Locate Animals or Plants Moonbeam Pass Without Trace Protection from Poison Silence
3rd level Conjure Animals Meld into Stone Nondetection Speak with Plants Water Breathing Water Walk Wind Wall
4th level Conjure Woodland Beings Control Water Dominate Beast Freedom of Movement Grasping Vine Locate Creature Stone Shape Stoneskin
5th level Commune with Nature Greater Restoration Insect Plague Tree Stride Wall of Stone
Almost forgot: for the sake of understanding balance, here's the embedded kobold stat stuff.
Your kobold possesses a multitude of characteristics stemming from its sorcerous creation to its hive-like culture.
Ability Score changes. Your Strength score decreases by 4, your Constitution decreases 2, and your Dexterity score increases by 2. (Remember: you're not playing a Dragonborn. Kobolds are small, lean creatures, and even the most adventurous ones are considerably less challenging than a standard human.)
Age. The life expectancy of a kobold, when not in a dangerous environment such as a dungeon or cave, can reach hundreds of years. But few kobolds make it past a decade, as the very lethal world they live in forces sacrifice after sacrifice.
Alignment. Kobolds have been described as 'vicious, opportunistic and prideful', but they are also communal, respectful, and hard-working. In standard upbringings, they tend toward Lawful Evil. but the world is full of kobolds, and they come in whatever shape and size your imagination can make them.
Size. Kobolds are Small creatures, 2-3 feet in height and weighing between 25-35 pounds.
Armor Class. Your base Armor Class rises by 2; 1 for your draconic shell and 1 for your Small size. This means that a kobold's armor class is 10 + Dexterity bonus + 2 before they put on any armor.
Speed. Your base walking speed is 30 feet.
Darkvision. Born in tunnels, caves, and places with little light, you are at home in darkness. You can see 60 feet of you into dim light with sharp detail, and in darkness as if it were dim light.
Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common and Draconic. Kobolds pass down the tongue of dragons through their gens.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Though kobolds have long been one of my favorite NPC creatures, and I enjoy playing them as PCs as well, I personally don't see any benefit in creating this distinct class for them. I'll let those people who have mastered the current gaming mechanics chime in on whether they agree or disagree with me, and why.
As someone who has enjoyed the game, off and on, for many years, I am of the firm opinion that more of everything, including classes, does not do much to improving the game overall. It just makes things harder for new folk, trying to figure out how to get into the game in the first place.
Though kobolds have long been one of my favorite NPC creatures, and I enjoy playing them as PCs as well, I personally don't see any benefit in creating this distinct class for them. I'll let those people who have mastered the current gaming mechanics chime in on whether they agree or disagree with me, and why.
As someone who has enjoyed the game, off and on, for many years, I am of the firm opinion that more of everything, including classes, does not do much to improving the game overall. It just makes things harder for new folk, trying to figure out how to get into the game in the first place.
One opinion, only one.
It's a valuable opinion!
I originally decided not to do classes, but the lack of divine connection (Clerics and Paladins) made me reconsider just leaving it to the existing classes. I started making a Dragonshield class and an Inventor class when I got off on a wild tangent and did Stalker, because I'd seen a picture of a kobold on a weasel and thought, they should have a class that isn't a ranger, but better for what they do.
Not sure I really achieved that here or if it's salvageable.
Sorry... but by the description it sounds like this is intended to be a monster for adventurers to fight, not a class for adventurers to BE. Why not just make it a monster statblock?
Looking over the class I'm not sure it is really significantly different from a Beastmaster Ranger. If anything it is just a weaker version of Beastmaster Ranger...
The stuff that's pro adventurer is not really here (there's a lot more to it).
Based on your comment, I'm thinking that I should scrap Stalker and suggest Beastmaster, and make Inventor and Dragonshield as subclasses of Rogue and Fighter.
I wound up eliminating all the homebrew elements in favor of giving advice on using existing classes, subclasses and so on to achieve the same results. Thanks for the responses!
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Hi, folks... I'm working on a Kobold class called the Stalker, where a kobold becomes a beast rider to warren the lair. I was hoping to get some constructive criticism on the balance and function of the class. In particular, some of the feature names just feel bleaugh to me. I'm planning on producing this guide free to anyone on DriveThru, so please let me know if I can credit you for your suggestion and ideas.
Here's what I have:
Stalker
When adventurers enter deep caves or dungeons, some find their way through with little trouble at the low-challenge monsters outlaying the deeper dangers. But then, some never return when crossing into kobold lairs. It's likely that both the survivors and the slain were observed by stalkers who decided whether they would safely reach their destination or die under kobold spears.
Only the most adept hoard kobolds become Stalkers. Stalkers are a mix of the tracking skills of a Ranger, the natural mysticism of a Druid, and the deadly stealth of a Rogue.
From an early age, stalkers seek out and bond with a deep beast. The most common connections are with Giant Bats, Giant Frogs, Giant Centipedes, Giant Badgers, Giant Wolf Spiders, or Blink Dogs. This creature usually lives and dies with the kobold, a constant companion for the entirety of the kobold's life.
Class Features
As a stalker, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Stalker level
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Stalker level after 1st
Proficiencies
Armor: Light armor
Weapons: Spears, trident, daggers, slings, shortbow, nets
Tools: Healing kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Animal Handling, Arcana, Athletics, Nature, Perception, Stealth, and Survival
Dungeoneer
Beginning at 1st level, you begin to develop skills that aid you in the deep dark of caves and dungeons. Your keen situational awareness grants you advantage on any attempt to ambush or surprise you and your party.
Soft Calling
At the beginning of your time as a stalker, you are compelled to bond with a CR ¼ beast in the deep dark surrounding your lair. This includes Giant Bats, Giant Rats (CR 1/8), Giant Frog, Giant Centipede, Giant Badger, Giant Wolf Spider, or Blink Dog. If you treat and care for this beast, it will stay your loyal friend for the rest of its life.
Spellcasting
Like a Ranger, you have tapped into the magical essence of nature to perform magical spells, and can perform your first natural spell at level 2.
Dark Echoes
At level 3, as you learn to attune to the smallest sounds, you learn to read your environment like a map. By sacrificing one Spell Slot and concentrating for one minute, you can tell all active creatures within a 1000-foot radius.
Empathic Bond
The stalker and his called companion begin to bond over time. At level 5, they understand each other from a mere look, allowing both to act in unison with each other. The DM should limit the 'message' to one word between stalker and beast.
Stronger Together
At level 6, the stalker's beast has developed into a CR ½ creature. It gains a second attack, adds 1 to Strength, 1 to Dexterity, 12 Hit Points, and +1 to the creature's proficiency. (If that creature has died, a new CR 1/2 creature may be called.)
Compelled Companion
At level 8, the stalker's beast has developed into a CR 1 beast, adding 1 to Strength, 1 to Dexterity, 2 to Constitution, and 20 Hit Points. If the creature's size and strength are enough, it will even function as a steed, carrying the stalker at its normal movement rate across any terrain it can move on, including up walls or flying. (Most stalkers begin to fashion saddles by this point, but that is up to the stalker.)
Prowler
At level 10, your beast is attuned to hunting and gains proficiency in Stealth movement. Whenever you roll Stealth, the beast automatically enters stealth, making no noise and limiting movement.
Cavalier's Calling
At level 11, the stalker's beast advances to a CR 2 creature capable of fighting both on its own and with the stalker on its back. It gains +1 in all stats, adds +1 to Proficiency, and 20 more Hit Points.
Animal Attunement
Achieving 14 levels of stalker is a huge accomplishment; few kobolds survive this far. After considerable progress together, your beast has begun to evolve to match your abilities. It gains a third attack, adds +1 in all stats, +1 to Proficiency, and adds 35 hit points.
Psychic Link
At level 15, the stalker and his beast share a psychic connection that travels over great distances. The player can transmit a memory or a live event, like a television signal, allowing the other to see, hear, taste, smell, and feel what the other feels. If one is damaged during this link, the other takes half the damage (Psychic).
Blindfighting
You have learned to echolocate in dark cavernous spaces, as has your beast. When under any kind of blinding spell or in complete darkness, you can move and act as if unaffected, as long as you have complete control of your hearing. Using this power lasts for the scene and requires a long rest before it can be used again.
High Ground
At level 18, when you and your beast ride into an attack, each can take one extra reaction per turn to attack anyone attacking the other. For example: if an enemy chooses to attack you, your beast can use its reaction to attack and still have another reaction if another attack is made in the turn. Similarly, you can have a second reaction attack if your mount is attacked (as long as your weapon can reach).
Beastspeak
At level 20, you and your beast share a language of noises, chitters, and gestures that is entirely your own. You can even perform this when making normal speech with another being, allowing your beast to understand you half of a conversation.
Profic Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1 +2 Dungeoneer, Soft Calling -- -- -- -- -- --
2 +2 Spellcasting 1 1 -- -- -- --
3 +2 Dark Echoes 2 2 -- -- -- --
4 +2 Ability Score Improvement 2 2 1 -- -- --
5 +3 Empathic Bond 3 2 1 -- -- --
6 +3 Stronger Together 3 3 2 -- -- --
7 +3 Compelled Companion 4 3 2 -- -- --
8 +3 Ability Score Improvement 5 4 3 -- -- --
9 +4 -- 6 4 3 2 -- --
10 +4 Prowler 6 3 3 2 -- --
11 +4 Cavalier's Calling 7 4 3 3 -- --
12 +4 Ability Score Improvement 7 4 3 3 -- --
13 +5 -- 8 4 3 3 1 --
14 +5 Animal Attunement 8 4 3 3 1 --
15 +5 Psychic Link, Blindfighting 9 4 3 3 2 --
16 +5 Ability Score Improvement 9 4 3 3 2 --
17 +6 -- 10 4 3 3 3 1
18 +6 High Ground 10 4 3 3 3 1
19 +6 Ability Score Improvement 11 4 3 3 3 2
20 +6 Beastspeak 11 4 3 3 3 2
Stalker Spells
1st level
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Hunter's Mark
Jump
Longstrider
Purify Food and Drink
Speak with Animals
2nd level
Animal Messenger
Barkskin
Beast Sense
Find Traps
Hold Person
Lesser Restoration
Locate Animals or Plants
Moonbeam
Pass Without Trace
Protection from Poison
Silence
3rd level
Conjure Animals
Meld into Stone
Nondetection
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th level
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Grasping Vine
Locate Creature
Stone Shape
Stoneskin
5th level
Commune with Nature
Greater Restoration
Insect Plague
Tree Stride
Wall of Stone
Almost forgot: for the sake of understanding balance, here's the embedded kobold stat stuff.
Your kobold possesses a multitude of characteristics stemming from its sorcerous creation to its hive-like culture.
Ability Score changes. Your Strength score decreases by 4, your Constitution decreases 2, and your Dexterity score increases by 2. (Remember: you're not playing a Dragonborn. Kobolds are small, lean creatures, and even the most adventurous ones are considerably less challenging than a standard human.)
Age. The life expectancy of a kobold, when not in a dangerous environment such as a dungeon or cave, can reach hundreds of years. But few kobolds make it past a decade, as the very lethal world they live in forces sacrifice after sacrifice.
Alignment. Kobolds have been described as 'vicious, opportunistic and prideful', but they are also communal, respectful, and hard-working. In standard upbringings, they tend toward Lawful Evil. but the world is full of kobolds, and they come in whatever shape and size your imagination can make them.
Size. Kobolds are Small creatures, 2-3 feet in height and weighing between 25-35 pounds.
Armor Class. Your base Armor Class rises by 2; 1 for your draconic shell and 1 for your Small size. This means that a kobold's armor class is 10 + Dexterity bonus + 2 before they put on any armor.
Speed. Your base walking speed is 30 feet.
Darkvision. Born in tunnels, caves, and places with little light, you are at home in darkness. You can see 60 feet of you into dim light with sharp detail, and in darkness as if it were dim light.
Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common and Draconic. Kobolds pass down the tongue of dragons through their gens.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Though kobolds have long been one of my favorite NPC creatures, and I enjoy playing them as PCs as well, I personally don't see any benefit in creating this distinct class for them. I'll let those people who have mastered the current gaming mechanics chime in on whether they agree or disagree with me, and why.
As someone who has enjoyed the game, off and on, for many years, I am of the firm opinion that more of everything, including classes, does not do much to improving the game overall. It just makes things harder for new folk, trying to figure out how to get into the game in the first place.
One opinion, only one.
It's a valuable opinion!
I originally decided not to do classes, but the lack of divine connection (Clerics and Paladins) made me reconsider just leaving it to the existing classes. I started making a Dragonshield class and an Inventor class when I got off on a wild tangent and did Stalker, because I'd seen a picture of a kobold on a weasel and thought, they should have a class that isn't a ranger, but better for what they do.
Not sure I really achieved that here or if it's salvageable.
Thanks for chiming in!
Sorry... but by the description it sounds like this is intended to be a monster for adventurers to fight, not a class for adventurers to BE. Why not just make it a monster statblock?
Looking over the class I'm not sure it is really significantly different from a Beastmaster Ranger. If anything it is just a weaker version of Beastmaster Ranger...
The stuff that's pro adventurer is not really here (there's a lot more to it).
Based on your comment, I'm thinking that I should scrap Stalker and suggest Beastmaster, and make Inventor and Dragonshield as subclasses of Rogue and Fighter.
I wound up eliminating all the homebrew elements in favor of giving advice on using existing classes, subclasses and so on to achieve the same results. Thanks for the responses!