A friend of mine recently completed writing up a homebrew class. I transformed it into a digital PDF and cleaned it up in GM Binder. However, it has only been used in-game once, and I have no idea how balanced it is. If you could please spend a few moments of your time and take a look at it, it would be greatly appreciated. This is the final product of about 3 years of creation. Any comments or constructive criticism would be appreciated.
For weapons, I would change "thrown attacks" to a list of weapons which have the thrown property. Weapon proficiencies generally list weapons the character can use, not types of attacks they can perform
Reduce the list of skills available. Picking three from such a long list seems a little overpowered as far as starting skills. Also, minor edit but alphabetical order is best
Skill Points
This feels like a more complicated version of Bardic Inspiration. I dont entirely dislike the mechanic, but the problem I see is utilizing it seems to depend on you knowing not only if you succeeded or not but also how much you lost by, which is usually not information shared with players. Similar abilities let you roll an additional die or add some value, but only BEFORE the result of the check is known
Brave
Advantage generally does not stack.
Tricks
I like how this mirrors the metamagic of Sorcerers, thats very creative. That being said, I feel that potentially having a 20 point pool is too much at level 2. You may want to reduce the cap or number of dice that you roll as part of Skill Points, but then have it increase as the player levels up
Quick Pass
I am not sure what is gained from this ability. I feel most characters can pass an item as an Action, but passing an item as a Free Action in combat might be too lenient. Or perhaps you mean for the benefit to be a guaranteed successful toss for up to 90ft. I am not entirely sure. My recommendation would be to reduce the range and make it a Bonus Action to do
Lead the Shot
You generally don't consider a character to be moving when you make an attack against them (unless its specifically an Attack of Opportunity). Also, having an entire ability thats at the DMs whim really doesn't work as a class feature. I feel like this ability should be redone altogether. If you want a feature which highlights hitting a moving target, maybe make it something like a reaction attack against a creature taking the Dash action or something similar.
Suppresive Fire
I like the supportive ability, but I feel like the language to this one doesn't make much sense. I could see it being used to grant disadvantage on attacks against friendly creatures or maybe disadvantage that they take on attacks of opportunity, but using something like "cover" seems a bit off to me. If what you want is an ability that allows you to pin a creature behind a wall at fear of taking damage, perhaps consider reflavoring/balancing a cone spell like Cone of Cold, but which relies on continuous use of ammunition by your character. Your character should ideally also be bound to the rules of Concentration associated with spellcasting
Overall, I like what you are going for. I haven't gotten to the subclasses yet but I hope my input helps.
Rollback Post to RevisionRollBack
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Thanks for the comprehensive feedback, I made a bunch of changes.
Proficiencies
- It is true that proficiencies are with weapons, not attacks, but then the problem with listing the weapons as opposed to the attacks is that a player might try and use a weapon that can be thrown in melee. However, I think that shortening the list of weapon proficiencies well counteract this.
-Skills - It's true that having access to so many and so much variety at first level is quite powerful, take a look at the bard. They can choose any 3 skills at first level. I also alphabetized the list.
Skill Points
- I am 100% in agreement with you about the skill, but the original writer, a friend of mine, insisted that he would like it kept. That said, I think he would be willing to edit it a bit. The problem with adding the value / rolling the die before hand is that it is now very similar to Bardic Inspiration. However, I don't think that would be a huge problem. I also think that having a skill point pool that increasese as you level up.
Brave
You are right, advantage does not stack. I don't know how I skipped over that!
Tricks
-
Quick Pass
- Changed to a bonus action, range 60 feet.
Lead the Shot
- "As you increase in skill, your heightened senses allow you to estimate where a target will be before they are there. As a reaction, you can make a ranged attack against a target that takes the Dash action."
Suppressive Fire
- "When using this skill, you cannot perform any other action except for moving. Every turn you use this ability, you use up 1d10 ammunition. Once you run out, you have to swap to a different weapon or cease firing. You shoot a spray of ammunition, filling a 40 foot cone. As long as you keep this active, any creature that moves into the cone takes 3d4 piercing damage from the arrows. At the beginning of each of a creature's turn that they start within the cone, they take an additional 3d4 piercing damage."
I would still recommend leaving the list of weapon proficiencies as types of weapons and not as a type of weapon attack. There is no other class in the game that gives you proficiency in a specific type of attack as opposed to a specific type of weapon as part of their class's starting proficiency list
Also, for skill points, I dont think theres an issue with trying to make it mechanically different from Bardic Inspiration, but I do think you should try to limit it to being something you add BEFORE you know the result of the roll. Being able to change the outcome of a roll after the DM has announced the result is pretty powerful. The only thing I can think of that comes close to doing that at early level might be a Divination Wizard's portent dice, which they only get 2 of and have no finite control over the values on them
A friend of mine recently completed writing up a homebrew class. I transformed it into a digital PDF and cleaned it up in GM Binder. However, it has only been used in-game once, and I have no idea how balanced it is. If you could please spend a few moments of your time and take a look at it, it would be greatly appreciated. This is the final product of about 3 years of creation. Any comments or constructive criticism would be appreciated.
The Marksman - https://drive.google.com/file/d/1D3uaVHGOMorhUSKFLs7Gmx08LhMOEr0Z/view
P.S. Let me know if the PDF doesn't work, I can't figure out how to insert the file.
The link says that you need permission to view it, so I think you need to change the settings so that anyone can see it
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I think that I fixed it... check the link above.
That works here are my notes:
Proficiencies
Skill Points
Brave
Tricks
Quick Pass
Lead the Shot
Suppresive Fire
Overall, I like what you are going for. I haven't gotten to the subclasses yet but I hope my input helps.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Thanks for the comprehensive feedback, I made a bunch of changes.
Proficiencies
- It is true that proficiencies are with weapons, not attacks, but then the problem with listing the weapons as opposed to the attacks is that a player might try and use a weapon that can be thrown in melee. However, I think that shortening the list of weapon proficiencies well counteract this.
-Skills - It's true that having access to so many and so much variety at first level is quite powerful, take a look at the bard. They can choose any 3 skills at first level. I also alphabetized the list.
Skill Points
- I am 100% in agreement with you about the skill, but the original writer, a friend of mine, insisted that he would like it kept. That said, I think he would be willing to edit it a bit. The problem with adding the value / rolling the die before hand is that it is now very similar to Bardic Inspiration. However, I don't think that would be a huge problem. I also think that having a skill point pool that increasese as you level up.
Brave
You are right, advantage does not stack. I don't know how I skipped over that!
Tricks
-
Quick Pass
- Changed to a bonus action, range 60 feet.
Lead the Shot
- "As you increase in skill, your heightened senses allow you to estimate where a target will be before they are there. As a reaction, you can make a ranged attack against a target that takes the Dash action."
Suppressive Fire
- "When using this skill, you cannot perform any other action except for moving. Every turn you use this ability, you use up 1d10 ammunition. Once you run out, you have to swap to a different weapon or cease firing. You shoot a spray of ammunition, filling a 40 foot cone. As long as you keep this active, any creature that moves into the cone takes 3d4 piercing damage from the arrows. At the beginning of each of a creature's turn that they start within the cone, they take an additional 3d4 piercing damage."
Seems like good changes overall
I would still recommend leaving the list of weapon proficiencies as types of weapons and not as a type of weapon attack. There is no other class in the game that gives you proficiency in a specific type of attack as opposed to a specific type of weapon as part of their class's starting proficiency list
Also, for skill points, I dont think theres an issue with trying to make it mechanically different from Bardic Inspiration, but I do think you should try to limit it to being something you add BEFORE you know the result of the roll. Being able to change the outcome of a roll after the DM has announced the result is pretty powerful. The only thing I can think of that comes close to doing that at early level might be a Divination Wizard's portent dice, which they only get 2 of and have no finite control over the values on them
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!