I've been working on a homebrew class lately based off of Magical Girls (the superhero genre). They're going to be at least half-casters, possibly full, and although most of the archetypes will focus on ranged/support casting, two of them will be proficient in melee combat--these being the "fighter" (Rayearth) archetype and the "monk" (Sailor Moon) archetype.
The fighter should be a pretty simple one--they can infuse their weapon attacks with spell damage (like the Magus from Pathfinder) and will get improved AC over other archetypes, Extra Attack, etc. I imagine this archetype would make use of Smite spells in particular, but could also infuse other spells into their melee attacks, giving them the chance to "crit" on spells that don't normally require attack rolls.
The monk archetype is giving me a bit more trouble, though. In Sailor Moon, the main cast would jump around delivering punches and kicks and sometimes even tossing their opponents when they weren't using magic, and although combat manoeuvres aren't really a thing in 5e, I want to replicate the sort of frantic martial-arts energy the best I can.
I was thinking I'd give this archetype proficiency with unarmed attacks, the same spell-infusion thing, and something to improve their manoeuvrability like a higher movement speed and permanent jump/feather fall... but is that enough to make it contend against the fighter archetype? What else could I add to this archetype to make it stand out on its own?
Bonus:
Rollback Post to RevisionRollBack
"The beating sound is not my sympathetic heart, but a time bomb."
Hey there!
I've been working on a homebrew class lately based off of Magical Girls (the superhero genre). They're going to be at least half-casters, possibly full, and although most of the archetypes will focus on ranged/support casting, two of them will be proficient in melee combat--these being the "fighter" (Rayearth) archetype and the "monk" (Sailor Moon) archetype.
The fighter should be a pretty simple one--they can infuse their weapon attacks with spell damage (like the Magus from Pathfinder) and will get improved AC over other archetypes, Extra Attack, etc. I imagine this archetype would make use of Smite spells in particular, but could also infuse other spells into their melee attacks, giving them the chance to "crit" on spells that don't normally require attack rolls.
The monk archetype is giving me a bit more trouble, though. In Sailor Moon, the main cast would jump around delivering punches and kicks and sometimes even tossing their opponents when they weren't using magic, and although combat manoeuvres aren't really a thing in 5e, I want to replicate the sort of frantic martial-arts energy the best I can.
I was thinking I'd give this archetype proficiency with unarmed attacks, the same spell-infusion thing, and something to improve their manoeuvrability like a higher movement speed and permanent jump/feather fall... but is that enough to make it contend against the fighter archetype? What else could I add to this archetype to make it stand out on its own?
Bonus:
"The beating sound is not my sympathetic heart, but a time bomb."
♦Character art commissions♦