A player of mine would like to be one of the four horsemen (pestilence specifically) in an upcoming campaign, so I set out to try and find a pre-made class that would fit for what he was looking for. Unfortunately, I found nothing. So that is why I am hear!
I've started by basically using the shell of the 5e paladin, but making it more unholy (kind of like an oathbreaker, but not exactly). A little bit of background of my campaign might help.
In the beginning of the realm of Trisea, there was one single sorcerer that excelled in his craft. The continent was filled with smaller cities small nomadic tribes. The Timekeeeper, as he was called, was able to create 4 sealed scrolls. Each scroll, when broken, released a calamity across the land.
The people of Trisea lived in fear, until a group of 6 wizards were able to accumulate enough power to fight The Timekeeper. The group was successful in defeating him, but he was able to break the seals of his scrolls. However, he did not have time to complete the ritual to fully summon their power. So now there are the souls of the horsemen roaming around the continent.
The souls are capable of taking control of a human body, and have in many instances throughout history and cause great wars and famines, but all 4 have not been experienced at once.
So, like I said. I have been working on the pestilence side of things because that is what my player is focused on. But I think it would be fun to com up with ideas for the abilities of the other horsemen. Heres what I have so far:
The Plaguebringer
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1
+2
Unholy Sense, Unholy Runes
-
-
-
-
-
2
+2
Fighting Style, Spellcasting, Festering Strikes
2
-
-
-
-
3
+2
Corrupted Blood, Corrupted Path
3
-
-
-
-
4
+2
Ability Score Improvement
3
-
-
-
-
5
+3
Extra Attack
4
2
-
-
-
6
+3
Aura of Malice
4
2
-
-
-
7
+3
Corrupted Path
4
3
-
-
-
8
+3
Ability Score Improvement
4
3
-
-
-
9
+4
4
3
2
-
-
10
+4
Aura of Contempt
4
3
2
-
-
11
+4
4
3
3
-
-
12
+4
Ability Score Improvement
4
3
3
-
-
13
+5
4
3
3
1
-
14
+5
4
3
3
1
-
15
+5
Corrupted Path
4
3
3
2
-
16
+5
Ability Score Improvement
4
3
3
2
-
17
+6
4
3
3
3
1
18
+6
4
3
3
3
1
19
+6
Ability Score Improvement
4
3
3
3
2
20
+6
Corrupted Path
4
3
3
3
2
Class Features
Hit Points
Hit dice: 1d12 per Plaguebringer level.
Hit Points at 1st Level: 12 + Constitution modifier.
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Plaguebringer level after 1st.
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields.
Weapons:simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Religion, Medicine, Intimidation, History, Insight, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
A martial weapon and a shield or 2 martial melee weapons.
5 javelins or any simple melee weapon
A dungeoneer’s pack or an explorer’s pack
Chain mail, and an unholy symbol.
Unholy Sense
The presence of strong evil registers on your senses like the pleasant smell of death and decay, and powerful good rings as a reminder of your former, righteous self. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, undead, or devil within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your wisdom modifier. When you finish a long rest, you regain all expended uses.
Unholy Runes
Starting at first level, you are granted magical runes by your deity that, when used, can significantly aid you in battle. The number of runes you have at your disposal is equal to your plaguebringer level. You may expend a number of runes to:
You may expend one or more runes to have a weapon attack deal an additional 1d8 necrotic damage. You cannot expend more than four runes in this way each turn. You may decide to expend your runes in this way after the results of the attack roll are decided.
As a bonus action, you may expend one or more runes to give yourself 1d8 temporary hit points. You cannot expend more than four runes in this way each turn.
These runes may also be used to increase the power of your spells. As a bonus action, you may expend three runes to increase your next spellcast by one level. You may only use this to increase a single spell’s level twice. (Example, you may spend six runes to increase your next spell by two spell slots, but no more).
Runes that are expended in this way are restored after every long rest, you may also expend a hit die during a short rest to regain Unholy Runes. Additionally, whenever you critically hit a target, you regain 1d6 Unholy Runes.
Fighting Styles
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you're wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll You must be wielding a shield.
Spellcasting
Preparing and Casting Spells
The Plaguebringer’s spells known is equal to your wisdom modifier plus half of your Plaguebringer level rounded down. The spell slots available per level are listed on the Plaguebringer table.
Spellcasting Ability
Wisdom is your spellcasting ability for your Plaguebringer spells.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier.
Spell attack modifier = your proficiency bonus + your wisdom modifier.
Festering Strikes
Starting at 2nd level, your weapon attacks carry disease and pestilence. When you hit with a weapon attack, you may expend one Unholy Rune. If you do, the target must make a constitution saving throw against your spell DC, on a failed save, the target is considered diseased (see poisoned condition).
Corrupted Blood
Starting at 3rd level, your work with disease and pestilence and given you immunity to poison and disease.
Corrupted Path
When you reach 3rd level, you gain increased powers from your deity. You gain special abilities at 7th, 15th, and 20th level.
Oath Spells
Your path grants you a new set of spells at your disposal, the extended spell list will be listed below.
Channel Corruption
Your path allows you to channel your unholy energy to fuel magical effects. Your Corruption abilities will be outlined later on in the document.
Aura of Malice
Starting at 6th level, you and all allies within 5 feet of you now critical strike on 19 as well as 20. At 18th level, the range of this aura increases to 30 feet.
Aura of Contempt
Starting at 10th level, you and all allies within 10 feet cannot be frightened as long as you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Festering Strikes
Let me know what you guys think, and help me with ideas to finish the pestilence side of things and some ideas for the other horsemen!
This sounds quite powerful, make sure that it isn't op! The 6th level crit ability seems very strong, and if this person has access to normal paladin spells alongside these Runes then you're looking at a very significantly high damage output every turn. Just something to think about
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Yeah, I was planing on playtesting it a little bit alongside a few other classes at different levels to make sure it wasn't too crazy. Any ideas on how to make it a little more balanced?
As a start, you might want to specify how the powers interact with each other. Can I use the d10 dice and still invoke Festering Strikes? Will that power affect the limitation of d10 spent per round?
If you are choosing to go with the paladin spell list, make sure that the paladin smite spells interact with your runes in the same way that Divine smite works with paladin spells. By removing the limiting factor of dealing extra melee damage with your spell slots as a paladin would, you open up the opportunity for the plaguebringer to have a lot more versatility than a paladin, to the point where it would overshadow the paladin's role.
As it stands right now,I think there are too many ways to regain runes without much of a drawback. This character will never "run out of gas", so to speak like other casters/half casters etc.
My last point is to just be careful with the 19-20 crit aura. That is a very potent ability, and although it's not inherently an op mechanism by itself, it can quickly get out of hand if there are interactions with crits. (Gaining runes on critical strikes, for instance)
Sorry about the long post, and definitely don't take this in a bad way! I've been searching for a fun take on the darker side of of paladin, and this is a really cool flavour so far!
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I really like the flavour of this class. I wonder if you could include something to cover the "rider" element? E.g. an affinity with horses, ability to make attacks from horseback, ability to raise dead animals and use them as a steed....? Or perhaps even summon a steed from another plane at higher levels?
First of all, thanks for the input! I've put a lot of thought into this and I appreciate anything that makes the class more enjoyable/ not super OP.
I wasn't planning on having the paladin spell list included for this class. I've looked over it and it seems there's too much that would rely on the divine side which is kind of a contradiction. A lot of the same spells will be included but some will be changed.
I really like the idea of regaining runes from critical strikes, should I leave out the regaining runes on short rests to balance this?
I really like the flavour of this class. I wonder if you could include something to cover the "rider" element? E.g. an affinity with horses, ability to make attacks from horseback, ability to raise dead animals and use them as a steed....? Or perhaps even summon a steed from another plane at higher levels?
Yeah that was actually an idea that I had as well. To my knowledge, each rider of the apocalypse has a different colored horse that they can ride. I think that I'll include something like the find steed ability that paladins have access to, but it will be baked into the class as a whole rather than a spell choice.
It is a cool ability, maybe just tuning down the amount of runes you get from a crit would work just as well. It's kinda hard to think about how the balancing will work without knowing the spells at his disposal, though. (That's not to rush you or anything, take your time and make sure it's fun first!)
It's looking like it's headed in a cool direction though, especially with the inclusion of some kind of mount. Keep it up!
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
It is a cool ability, maybe just tuning down the amount of runes you get from a crit would work just as well. It's kinda hard to think about how the balancing will work without knowing the spells at his disposal, though. (That's not to rush you or anything, take your time and make sure it's fun first!)
It's looking like it's headed in a cool direction though, especially with the inclusion of some kind of mount. Keep it up!
Here's the spell list I was thinking of:
1st: Bane, Command, Detect Poison and Disease, False Life, Hellish Rebuke, Inflict Wounds, Hex, Compelled Duel, Heroism, Wrathful Smite, Searing Smite, Detect Magic, Detect Evil and Good, Comprehend Languages
2nd: Hold Person, Blindness/Deafness, Locate Object, Hold Person, Darkness, Crown of Madness, Silence, See Invisibility
4th: Blight, Banishment, Death Ward, Locate Creature, Confusion,
5th: Banishing Smite, Cloudkill, Hold Monster, Insect Plague, Contagion
This is kind of a rough draft. I kind of threw it together just to have something on paper. Mostly went for flavor stuff, I don't have a lot of experience putting together spell lists so I;m not sure how this looks to you, let me know what you think though!
Any idea on how to build the horseman War? Two other friends and me are wanting to eventually enter a campaign where we act as the Four Horsemen, the two of them are Death and Pestilence while I am War. I've made my starting class a Battle Master Fighter but I'm divided in terms of multiclassing into Conquest Paladin, Hexblade Warlock, and War Domain Cleric.
My idea for War is essentially a martial and spellcasting character that can summon weapons and an army while also dealing some fire damage and martial combat. Does anyone have any ideas on how to help me out with this?
A player of mine would like to be one of the four NoxVidmateVLChorsemen (pestilence specifically) in an upcoming campaign, so I set out to try and find a pre-made class that would fit for what he was looking for. Unfortunately, I found nothing. So that is why I am hear!
I've started by basically using the shell of the 5e paladin, but making it more unholy (kind of like an oathbreaker, but not exactly). A little bit of background of my campaign might help.
In the beginning of the realm of Trisea, there was one single sorcerer that excelled in his craft. The continent was filled with smaller cities small nomadic tribes. The Timekeeeper, as he was called, was able to create 4 sealed scrolls. Each scroll, when broken, released a calamity across the land.
The people of Trisea lived in fear, until a group of 6 wizards were able to accumulate enough power to fight The Timekeeper. The group was successful in defeating him, but he was able to break the seals of his scrolls. However, he did not have time to complete the ritual to fully summon their power. So now there are the souls of the horsemen roaming around the continent.
The souls are capable of taking control of a human body, and have in many instances throughout history and cause great wars and famines, but all 4 have not been experienced at once.
So, like I said. I have been working on the pestilence side of things because that is what my player is focused on. But I think it would be fun to com up with ideas for the abilities of the other horsemen. Heres what I have so far:
The Plaguebringer
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1
+2
Unholy Sense, Unholy Runes
-
-
-
-
-
2
+2
Fighting Style, Spellcasting, Festering Strikes
2
-
-
-
-
3
+2
Corrupted Blood, Corrupted Path
3
-
-
-
-
4
+2
Ability Score Improvement
3
-
-
-
-
5
+3
Extra Attack
4
2
-
-
-
6
+3
Aura of Malice
4
2
-
-
-
7
+3
Corrupted Path
4
3
-
-
-
8
+3
Ability Score Improvement
4
3
-
-
-
9
+4
4
3
2
-
-
10
+4
Aura of Contempt
4
3
2
-
-
11
+4
4
3
3
-
-
12
+4
Ability Score Improvement
4
3
3
-
-
13
+5
4
3
3
1
-
14
+5
4
3
3
1
-
15
+5
Corrupted Path
4
3
3
2
-
16
+5
Ability Score Improvement
4
3
3
2
-
17
+6
4
3
3
3
1
18
+6
4
3
3
3
1
19
+6
Ability Score Improvement
4
3
3
3
2
20
+6
Corrupted Path
4
3
3
3
2
Class Features
Hit Points
Hit dice: 1d12 per Plaguebringer level.
Hit Points at 1st Level: 12 + Constitution modifier.
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Plaguebringer level after 1st.
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields.
Weapons:simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Religion, Medicine, Intimidation, History, Insight, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
A martial weapon and a shield or 2 martial melee weapons.
5 javelins or any simple melee weapon
A dungeoneer’s pack or an explorer’s pack
Chain mail, and an unholy symbol.
Unholy Sense
The presence of strong evil registers on your senses like the pleasant smell of death and decay, and powerful good rings as a reminder of your former, righteous self. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, undead, or devil within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your wisdom modifier. When you finish a long rest, you regain all expended uses.
Unholy Runes
Starting at first level, you are granted magical runes by your deity that, when used, can significantly aid you in battle. The number of runes you have at your disposal is equal to your plaguebringer level. You may expend a number of runes to:
You may expend one or more runes to have a weapon attack deal an additional 1d8 necrotic damage. You cannot expend more than four runes in this way each turn. You may decide to expend your runes in this way after the results of the attack roll are decided.
As a bonus action, you may expend one or more runes to give yourself 1d8 temporary hit points. You cannot expend more than four runes in this way each turn.
These runes may also be used to increase the power of your spells. As a bonus action, you may expend three runes to increase your next spellcast by one level. You may only use this to increase a single spell’s level twice. (Example, you may spend six runes to increase your next spell by two spell slots, but no more).
Runes that are expended in this way are restored after every long rest, you may also expend a hit die during a short rest to regain Unholy Runes. Additionally, whenever you critically hit a target, you regain 1d6 Unholy Runes.
Fighting Styles
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you're wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll You must be wielding a shield.
Spellcasting
Preparing and Casting Spells
The Plaguebringer’s spells known is equal to your wisdom modifier plus half of your Plaguebringer level rounded down. The spell slots available per level are listed on the Plaguebringer table.
Spellcasting Ability
Wisdom is your spellcasting ability for your Plaguebringer spells.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier.
Spell attack modifier = your proficiency bonus + your wisdom modifier.
Festering Strikes
Starting at 2nd level, your weapon attacks carry disease and pestilence. When you hit with a weapon attack, you may expend one Unholy Rune. If you do, the target must make a constitution saving throw against your spell DC, on a failed save, the target is considered diseased (see poisoned condition).
Corrupted Blood
Starting at 3rd level, your work with disease and pestilence and given you immunity to poison and disease.
Corrupted Path
When you reach 3rd level, you gain increased powers from your deity. You gain special abilities at 7th, 15th, and 20th level.
Oath Spells
Your path grants you a new set of spells at your disposal, the extended spell list will be listed below.
Channel Corruption
Your path allows you to channel your unholy energy to fuel magical effects. Your Corruption abilities will be outlined later on in the document.
Aura of Malice
Starting at 6th level, you and all allies within 5 feet of you now critical strike on 19 as well as 20. At 18th level, the range of this aura increases to 30 feet.
Aura of Contempt
Starting at 10th level, you and all allies within 10 feet cannot be frightened as long as you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Festering Strikes
Let me know what you guys think, and help me with ideas to finish the pestilence side of things and some ideas for the other horsemen!
you are choosing to go with the paladin spell list, make sure that the paladin smite spells interact with your runes in the same way that Divine smite works with paladin spells. By removing the limiting factor of dealing extra melee damage with your spell slots as a paladin would, you open up the opportunity for the plaguebringer to have a lot more versatility than a paladin, to the point where it would overshadow the paladin's role.
Hello everyone!
A player of mine would like to be one of the four horsemen (pestilence specifically) in an upcoming campaign, so I set out to try and find a pre-made class that would fit for what he was looking for. Unfortunately, I found nothing. So that is why I am hear!
I've started by basically using the shell of the 5e paladin, but making it more unholy (kind of like an oathbreaker, but not exactly). A little bit of background of my campaign might help.
In the beginning of the realm of Trisea, there was one single sorcerer that excelled in his craft. The continent was filled with smaller cities small nomadic tribes. The Timekeeeper, as he was called, was able to create 4 sealed scrolls. Each scroll, when broken, released a calamity across the land.
The people of Trisea lived in fear, until a group of 6 wizards were able to accumulate enough power to fight The Timekeeper. The group was successful in defeating him, but he was able to break the seals of his scrolls. However, he did not have time to complete the ritual to fully summon their power. So now there are the souls of the horsemen roaming around the continent.
The souls are capable of taking control of a human body, and have in many instances throughout history and cause great wars and famines, but all 4 have not been experienced at once.
So, like I said. I have been working on the pestilence side of things because that is what my player is focused on. But I think it would be fun to com up with ideas for the abilities of the other horsemen. Heres what I have so far:
The Plaguebringer
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1
+2
Unholy Sense, Unholy Runes
-
-
-
-
-
2
+2
Fighting Style, Spellcasting, Festering Strikes
2
-
-
-
-
3
+2
Corrupted Blood, Corrupted Path
3
-
-
-
-
4
+2
Ability Score Improvement
3
-
-
-
-
5
+3
Extra Attack
4
2
-
-
-
6
+3
Aura of Malice
4
2
-
-
-
7
+3
Corrupted Path
4
3
-
-
-
8
+3
Ability Score Improvement
4
3
-
-
-
9
+4
4
3
2
-
-
10
+4
Aura of Contempt
4
3
2
-
-
11
+4
4
3
3
-
-
12
+4
Ability Score Improvement
4
3
3
-
-
13
+5
4
3
3
1
-
14
+5
4
3
3
1
-
15
+5
Corrupted Path
4
3
3
2
-
16
+5
Ability Score Improvement
4
3
3
2
-
17
+6
4
3
3
3
1
18
+6
4
3
3
3
1
19
+6
Ability Score Improvement
4
3
3
3
2
20
+6
Corrupted Path
4
3
3
3
2
Class Features
Hit Points
Hit dice: 1d12 per Plaguebringer level.
Hit Points at 1st Level: 12 + Constitution modifier.
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Plaguebringer level after 1st.
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields.
Weapons:simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Religion, Medicine, Intimidation, History, Insight, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
Unholy Sense
The presence of strong evil registers on your senses like the pleasant smell of death and decay, and powerful good rings as a reminder of your former, righteous self. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, undead, or devil within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your wisdom modifier. When you finish a long rest, you regain all expended uses.
Unholy Runes
Starting at first level, you are granted magical runes by your deity that, when used, can significantly aid you in battle. The number of runes you have at your disposal is equal to your plaguebringer level. You may expend a number of runes to:
Runes that are expended in this way are restored after every long rest, you may also expend a hit die during a short rest to regain Unholy Runes. Additionally, whenever you critically hit a target, you regain 1d6 Unholy Runes.
Fighting Styles
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you're wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll You must be wielding a shield.
Spellcasting
Preparing and Casting Spells
The Plaguebringer’s spells known is equal to your wisdom modifier plus half of your Plaguebringer level rounded down. The spell slots available per level are listed on the Plaguebringer table.
Spellcasting Ability
Wisdom is your spellcasting ability for your Plaguebringer spells.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier.
Spell attack modifier = your proficiency bonus + your wisdom modifier.
Festering Strikes
Starting at 2nd level, your weapon attacks carry disease and pestilence. When you hit with a weapon attack, you may expend one Unholy Rune. If you do, the target must make a constitution saving throw against your spell DC, on a failed save, the target is considered diseased (see poisoned condition).
Corrupted Blood
Starting at 3rd level, your work with disease and pestilence and given you immunity to poison and disease.
Corrupted Path
When you reach 3rd level, you gain increased powers from your deity. You gain special abilities at 7th, 15th, and 20th level.
Oath Spells
Your path grants you a new set of spells at your disposal, the extended spell list will be listed below.
Channel Corruption
Your path allows you to channel your unholy energy to fuel magical effects. Your Corruption abilities will be outlined later on in the document.
Aura of Malice
Starting at 6th level, you and all allies within 5 feet of you now critical strike on 19 as well as 20. At 18th level, the range of this aura increases to 30 feet.
Aura of Contempt
Starting at 10th level, you and all allies within 10 feet cannot be frightened as long as you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Festering Strikes
Let me know what you guys think, and help me with ideas to finish the pestilence side of things and some ideas for the other horsemen!
Sounds interesting, though I'd suggest going with d10 Hit dice (same as paladin), rather than d12.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
This sounds quite powerful, make sure that it isn't op! The 6th level crit ability seems very strong, and if this person has access to normal paladin spells alongside these Runes then you're looking at a very significantly high damage output every turn. Just something to think about
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Yeah, I was planing on playtesting it a little bit alongside a few other classes at different levels to make sure it wasn't too crazy. Any ideas on how to make it a little more balanced?
As a start, you might want to specify how the powers interact with each other. Can I use the d10 dice and still invoke Festering Strikes? Will that power affect the limitation of d10 spent per round?
If you are choosing to go with the paladin spell list, make sure that the paladin smite spells interact with your runes in the same way that Divine smite works with paladin spells. By removing the limiting factor of dealing extra melee damage with your spell slots as a paladin would, you open up the opportunity for the plaguebringer to have a lot more versatility than a paladin, to the point where it would overshadow the paladin's role.
As it stands right now,I think there are too many ways to regain runes without much of a drawback. This character will never "run out of gas", so to speak like other casters/half casters etc.
My last point is to just be careful with the 19-20 crit aura. That is a very potent ability, and although it's not inherently an op mechanism by itself, it can quickly get out of hand if there are interactions with crits. (Gaining runes on critical strikes, for instance)
Sorry about the long post, and definitely don't take this in a bad way! I've been searching for a fun take on the darker side of of paladin, and this is a really cool flavour so far!
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I really like the flavour of this class. I wonder if you could include something to cover the "rider" element? E.g. an affinity with horses, ability to make attacks from horseback, ability to raise dead animals and use them as a steed....? Or perhaps even summon a steed from another plane at higher levels?
These are some really creative ideas! I've been thinking of working out a Reaper type of character myself.
First of all, thanks for the input! I've put a lot of thought into this and I appreciate anything that makes the class more enjoyable/ not super OP.
I wasn't planning on having the paladin spell list included for this class. I've looked over it and it seems there's too much that would rely on the divine side which is kind of a contradiction. A lot of the same spells will be included but some will be changed.
I really like the idea of regaining runes from critical strikes, should I leave out the regaining runes on short rests to balance this?
It is a cool ability, maybe just tuning down the amount of runes you get from a crit would work just as well. It's kinda hard to think about how the balancing will work without knowing the spells at his disposal, though. (That's not to rush you or anything, take your time and make sure it's fun first!)
It's looking like it's headed in a cool direction though, especially with the inclusion of some kind of mount. Keep it up!
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Any idea on how to build the horseman War? Two other friends and me are wanting to eventually enter a campaign where we act as the Four Horsemen, the two of them are Death and Pestilence while I am War. I've made my starting class a Battle Master Fighter but I'm divided in terms of multiclassing into Conquest Paladin, Hexblade Warlock, and War Domain Cleric.
My idea for War is essentially a martial and spellcasting character that can summon weapons and an army while also dealing some fire damage and martial combat. Does anyone have any ideas on how to help me out with this?
you are choosing to go with the paladin spell list, make sure that the paladin smite spells interact with your runes in the same way that Divine smite works with paladin spells. By removing the limiting factor of dealing extra melee damage with your spell slots as a paladin would, you open up the opportunity for the plaguebringer to have a lot more versatility than a paladin, to the point where it would overshadow the paladin's role.