Im about a 3-4 year experience DM and am looking for 4-5 players for a dnd game.
If interested, add my discord at "boon_omega" I plan on playing saturdays 6-8/9 est time
In this world, bandits and beasts have taken over the world, forcing civilizations into large cities with no entrance or exit as the outside world was too dangerous. The world is ran by the "Legion", a government system that also doubles as a military, holding the strongest warriors alive to command justice throughout these "sectors" they call cities. The world has been taken over by "Adorilium", a material that came down from a meteor. This mineral contains nervous and muscle systems, allowing easy creation of prosthetics and enhancements making people more strong, agile, see or hear better. anything in the body could be modified. the poor however could not afford these prosthetics, and without them cannot compare to those with, meaning they are left without jobs and to die.
the game will be at lvl 3, and will begin with each of the players being accused of crimes (may be real or a false accusation, up to your choice of backstory).
the only limit, is magic does not exist in this world, limiting you to classes without magic, though I am working on a homebrew system for prosthetics you players can obtain. we will play a week after I have all player sheets handed in
minimum age is 13 as long as you can be mature. we will have fun dumb moments but there will be serious story moments too
I'm new, but I'd be interested in testing a home-brew concept that I really want to do which goes great in a non-magic world. I also really need help balancing this thing. I'm going to send the build into every creator possible when it's finished, WITH credit for whoever helps me along the way.
You see, I study martial arts of various kinds, mostly in shotokan-based karate, BJJ, and Chinese kung fu (which is a very general term). I did competitive wrestling (like high school style), just started learning Japanese Jujitsu, a lot of Kali/Modern Arnis, etc. I also have studied the history and tactics of "ninjas" on and off for many year. I first thought it was all just pure myth, but it turns out it's quite rooted in mundane human activity, with a cloak of secrecy. I'm sure you can see where I'm going with this, in general, but the specifics are so much more juicy...
Ninja class is based on things that I can personally do to some degree. Right now, I'm roughly a game lvl 2, maybe 3 ninja in real life. The ninja is at least as good at stealth as rogue, with roughly equal hit dice, but focus on subversive battlefield tactics that disable, disarm, and set up their opponents for easy kill or capture, rather than high bursts of damage. Off the battlefield they are experts at survival, watchfulness, gathering information, and blending in. They are adept at alchemy, movement, sensibility, and resolve. Common tools are smoke bombs, grappling hooks, poisoned caltrops and shuriken, Kama w/ ball and chain (kusarigama). Generally the mission of the ninjas of Japan were to maintain balance and order, acting 99% of spies and rarely killing anyone. Only situations as dire as things like human trafficking or treason that endangers the empire would they take the assassination route. But when they did, they were willing to dedicate many YEARS working in tandem to deal with single targets. Their skills are comparable to the best intelligence agencies in the real world today.
Being they are heavy on tactics, they do well if they gather knowledge and prepare for fights, and generally will do poorly if they do not. Preparing poisons or traps and learning weak spots is a good start. They are good at blending in as a variety of personality types with their mind so void of their own ego, therefore they are good at existing around other humanoids in order to gather information without raising suspicions.
Again, I want them to be rather real-life realistic, so the resource to use abilities is simply movement speed, and this works in with the kit. Some tricks up my sleeve translated to in-game would be...
Poised for combat: basically the Alert feature, plus the ability to throw a small object quickly for a chance to give enemies disadvantage or subtractive rolls in the initiative phase, if able (concious). Gives advantage when trying to wake up for combat.
Master of Movement: Every action, reaction, or bonus action specific to the ninja class can be combined with 5 feet of movement speed to any unoccupied space. If the space is occupied, the ninja can spend 10 movement points and pass an appropriate acrobatics check to see if they can bypass the obstruction and land 10 feet away instead. Also, the ninja moves at normal speed while prone, can get up from prone IMMEDIATELY using only 5 feet of speed, moves normally over difficult terrain, and half speed over very difficult terrain. Starting movement speed for a ninja is 40, climb speed is 30, and swim speed is 30. This is literally the core of the power to the entire ninja build, and it might need some refining.
Taijutsu: This encompasses the concept of moving an opponent's body through space via skill, knowledge, and just the right amount of patience. Grappling is at advantage and/or higher dice roll, including from the prone position, and this negates the opponent's natural advantage on grappling a prone target, but not advantage they might gain from a special ability or feature, such as this one. Disarm is also at advantage or higher dice roll. This also gives the ninja to gain a free chance to knock an enemy prone if successful on a parry. Gives the ninja the ability to use acrobatics when faced with {most} athletics checks. Gives the ninja the ability to roll for dual restrained? condition on any target she successfully disarms (so disarms a knife and rolls it straight into a wrist lock that keeps both the enemy and the ninja in place). Not sure if restrained is the right way to go there. I also need help balancing the numbers.
Shuriken Spread: Roll to hit a few enemy targets (number goes up with level), if they are in a cone up to 20 feet away. If a hit, causes one damage plus shuriken damage modifier, and attempts to apply whatever poison is on the shuriken. There is a chance this will cut the ninja throwing them and forcing a poison save. Costs an extra 5 movement.
Alchemy is Life: Bonus to Alchemy checks or numbers and allows the ninja to use a variety of mundane or alchemical material found in the environment (encourages that world building talk) to use for alchemy effects. This starts at level one. Mundane material for a purpose might be feces on a shuriken (eww), or a thunder stone and good singing to shatter a window. This also makes them proficient in creating poisons of all kinds, given that they have studied the knowledge for it.
Pressure Points: After making some SENSIBLE preparations before battle with the dm concerning the anatomy of their foes, ninjas can pick out weak points which may shut down the faculties of the target. If making an unarmed strike, they can choose to spend 10 movement points WITHOUT MOVING to turn that attack into 3 very quick attacks (3 for one), same hit dice, and each successful attack does a different, escalating negative effect. First strike does double unarmed damage and takes away reactions, the second stuns until the end of the target that was hit (not forever like a monk), and the third hit if successful causes the target to go unconscious for 1d4 rounds. All count as simultaneous so that the 3rd strike doesn't gain advantage from the stun on the second.
Acrobatic Toss: Use body mechanics to throw an opponent to the ground, or throw a weapon for extra damage. Uses 5 feet of extra movement on top of wherever the ninja lands. This can make up for some damage they won't be doing otherwise, but they are designed more for utility and tactics, anyway.
Small Talk: Ninjas gain advantage when asking for information from non-hostile npc's, and increased passive perception on listening for gossip/putting together town stories while around other humanoids. They study psychology related to facial movement, so advantage on insight checks.
Of course the ninjas would get a lot of stuff rogues have, such as evasion or cunning reflexes, and tiny bit of fortitude from a monk-like background. They can be any alignment except chaotic evil. They will have generally trained at schools, like monasteries but have a connection with the underground. Their main things are acrobatics, stealth, perception, deception, investigation, etc. I feel like if you made it this far, you get the point.
So may I run this thing with your non-magical campaign? Thanks for your time and consideration.
I am 15 and haven't played dnd for a month or 2 but besides that i have been playing for about a year but sometimes I might not to be able to play every week cause of school and all that I will probably need help sometimes.
And just to ask but will you have any homebrew subclass because a lot a Marshall subclass are magical like phantom rogue zaliot barbarian arcane trickster Eldridge knight wild magic barbarian and a couple more I think
Rollback Post to RevisionRollBack
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
Because I'm replacing it with various abilities or feats that are geared towards utility/disables and more movement in combat. Real ninjas didn't do a lot of assassinations by popping out of the shadows and stabbing someone through the heart. Way too obvious and dangerous.
Combat in real life with a ninja was far more frustrating and annoying than it was deadly, back in the day they actually existed. One of the reasons for this is that they existed to maintain the balance in society. 99% of the ninja network was peaceful information gathering, less than 1% of their activities resulted in violence. Think of the CIA, but with ethics.
I understand what you're saying but subclasss don't really get rid of features but I'm just saying if you don't want to kill people you can just choose to attack non lethality and for the utility feel like a good way to get a lot of utility is to have a similar type of thing to battle master where they have different stuff they can choose from and they can choose additional stuff at later levels and make sure what it's a resource like you can have it in a couple different ways like a number of times equal your proficiency bonus or like a number of time equal your dexterity modifier or something like the battle masters dice
Would this work for you? If we're going to be using DND beyond, you're going to have to copy these abilities into the homebrew section so you can use the abilities because I don't have I subscription so I can't share homebrew content on DND beyond or post it
Rogue Subclass Shadow Striker
Level 3 Silent Step You gain proficiency in Stealth. Additionally, you can use a bonus action to enter a state of heightened awareness, granting advantage on Dexterity Stealth and perception checks checks until the start of your next turn.
You can use this a number of times equal to your proficiency bonus
Level 3 Shadow Techniques: Choose two techniques from the list below. You learn one additional technique at 7th, level and 15th, level. You can use a Shadow Technique by expending a Ninja Technique die, which is a d6 at 3rd level, a d8 at 7th level, a d10 at 15th level, . You regain expended Ninja Technique dice after finishing a short or long rest.
Smoke Bomb: As a reaction, you can throw a smoke bomb, creating a 10-foot radius sphere of smoke centered on yourself. This heavily obscures the area for a number of minutes equal to the ninja technique die or until a wind of moderate or greater speed at least 10 miles per hour disperses it.
Shuriken Barrage: You gain the ability to throw a flurry of shurikens as an action. Make a ranged attack against a amount of creatures equal to your proficiency within 30 feet. On a hit, it deals 1d6 piercing damage plus your Ninja Technique die.
Whirlwind Assault: As an action, you make a melee attack against each creature within your melee weapons reach, with a separate attack roll for each target. Add your Ninja Technique die to the damage of each attack.
Subtle Persuasion: As an action, you can spend a Ninja Technique die to employ Subtle Persuasion. Make a Charisma (Persuasion) check with advantage. The result of the Ninja Technique die is added to the check. If successful, the target becomes more receptive to your suggestions for the next hour, granting you advantage on Charisma-based skill checks and saving throws against them.
Level 9 Elusive Shadow: When a creature makes an attack against you and misses, you can use your reaction to move up to half your speed without provoking opportunity attacks. This movement does not provoke opportunity attacks.
Level 13 Stun Strike: Once per turn, when you hit a creature with a melee attack, you can expend a Ninja Technique die to stun the target. The target must succeed on a Constitution saving throw against a DC of 8 + your Dexterity modifier + a ninja technique dice or be stunned until the start of your next turn.
Level 17 Shadow Reaper Once per long rest, when you reduce a creature to 0 hit points with a melee attack, you can immediately make another melee attack against a different creature within your reach.
Rollback Post to RevisionRollBack
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
I still like the idea of having the resource be movement speed, because that directly equates to the amount of focused action a normal person can perform in a given amount of time. That's literally one of the concepts of real life ninja training... Roughly speaking, the amount of distance a person can sprint in 6 seconds is the amount of activity they can perform in general, if they are well trained and focused. It has a lot to do with how the nervous system operates.
What do you think about a 10th level ability that allows me to spend some resource to be able to do actions as bonus actions?
Im about a 3-4 year experience DM and am looking for 4-5 players for a dnd game.
If interested, add my discord at "boon_omega"
I plan on playing saturdays 6-8/9 est time
In this world, bandits and beasts have taken over the world, forcing civilizations into large cities with no entrance or exit as the outside world was too dangerous. The world is ran by the "Legion", a government system that also doubles as a military, holding the strongest warriors alive to command justice throughout these "sectors" they call cities. The world has been taken over by "Adorilium", a material that came down from a meteor. This mineral contains nervous and muscle systems, allowing easy creation of prosthetics and enhancements making people more strong, agile, see or hear better. anything in the body could be modified. the poor however could not afford these prosthetics, and without them cannot compare to those with, meaning they are left without jobs and to die.
the game will be at lvl 3, and will begin with each of the players being accused of crimes (may be real or a false accusation, up to your choice of backstory).
the only limit, is magic does not exist in this world, limiting you to classes without magic, though I am working on a homebrew system for prosthetics you players can obtain. we will play a week after I have all player sheets handed in
minimum age is 13 as long as you can be mature. we will have fun dumb moments but there will be serious story moments too
I'm new, but I'd be interested in testing a home-brew concept that I really want to do which goes great in a non-magic world. I also really need help balancing this thing. I'm going to send the build into every creator possible when it's finished, WITH credit for whoever helps me along the way.
You see, I study martial arts of various kinds, mostly in shotokan-based karate, BJJ, and Chinese kung fu (which is a very general term). I did competitive wrestling (like high school style), just started learning Japanese Jujitsu, a lot of Kali/Modern Arnis, etc. I also have studied the history and tactics of "ninjas" on and off for many year. I first thought it was all just pure myth, but it turns out it's quite rooted in mundane human activity, with a cloak of secrecy. I'm sure you can see where I'm going with this, in general, but the specifics are so much more juicy...
Ninja class is based on things that I can personally do to some degree. Right now, I'm roughly a game lvl 2, maybe 3 ninja in real life. The ninja is at least as good at stealth as rogue, with roughly equal hit dice, but focus on subversive battlefield tactics that disable, disarm, and set up their opponents for easy kill or capture, rather than high bursts of damage. Off the battlefield they are experts at survival, watchfulness, gathering information, and blending in. They are adept at alchemy, movement, sensibility, and resolve. Common tools are smoke bombs, grappling hooks, poisoned caltrops and shuriken, Kama w/ ball and chain (kusarigama). Generally the mission of the ninjas of Japan were to maintain balance and order, acting 99% of spies and rarely killing anyone. Only situations as dire as things like human trafficking or treason that endangers the empire would they take the assassination route. But when they did, they were willing to dedicate many YEARS working in tandem to deal with single targets. Their skills are comparable to the best intelligence agencies in the real world today.
Being they are heavy on tactics, they do well if they gather knowledge and prepare for fights, and generally will do poorly if they do not. Preparing poisons or traps and learning weak spots is a good start. They are good at blending in as a variety of personality types with their mind so void of their own ego, therefore they are good at existing around other humanoids in order to gather information without raising suspicions.
Again, I want them to be rather real-life realistic, so the resource to use abilities is simply movement speed, and this works in with the kit. Some tricks up my sleeve translated to in-game would be...
Poised for combat: basically the Alert feature, plus the ability to throw a small object quickly for a chance to give enemies disadvantage or subtractive rolls in the initiative phase, if able (concious). Gives advantage when trying to wake up for combat.
Master of Movement: Every action, reaction, or bonus action specific to the ninja class can be combined with 5 feet of movement speed to any unoccupied space. If the space is occupied, the ninja can spend 10 movement points and pass an appropriate acrobatics check to see if they can bypass the obstruction and land 10 feet away instead. Also, the ninja moves at normal speed while prone, can get up from prone IMMEDIATELY using only 5 feet of speed, moves normally over difficult terrain, and half speed over very difficult terrain. Starting movement speed for a ninja is 40, climb speed is 30, and swim speed is 30. This is literally the core of the power to the entire ninja build, and it might need some refining.
Taijutsu: This encompasses the concept of moving an opponent's body through space via skill, knowledge, and just the right amount of patience. Grappling is at advantage and/or higher dice roll, including from the prone position, and this negates the opponent's natural advantage on grappling a prone target, but not advantage they might gain from a special ability or feature, such as this one. Disarm is also at advantage or higher dice roll. This also gives the ninja to gain a free chance to knock an enemy prone if successful on a parry. Gives the ninja the ability to use acrobatics when faced with {most} athletics checks. Gives the ninja the ability to roll for dual restrained? condition on any target she successfully disarms (so disarms a knife and rolls it straight into a wrist lock that keeps both the enemy and the ninja in place). Not sure if restrained is the right way to go there. I also need help balancing the numbers.
Shuriken Spread: Roll to hit a few enemy targets (number goes up with level), if they are in a cone up to 20 feet away. If a hit, causes one damage plus shuriken damage modifier, and attempts to apply whatever poison is on the shuriken. There is a chance this will cut the ninja throwing them and forcing a poison save. Costs an extra 5 movement.
Alchemy is Life: Bonus to Alchemy checks or numbers and allows the ninja to use a variety of mundane or alchemical material found in the environment (encourages that world building talk) to use for alchemy effects. This starts at level one. Mundane material for a purpose might be feces on a shuriken (eww), or a thunder stone and good singing to shatter a window. This also makes them proficient in creating poisons of all kinds, given that they have studied the knowledge for it.
Pressure Points: After making some SENSIBLE preparations before battle with the dm concerning the anatomy of their foes, ninjas can pick out weak points which may shut down the faculties of the target. If making an unarmed strike, they can choose to spend 10 movement points WITHOUT MOVING to turn that attack into 3 very quick attacks (3 for one), same hit dice, and each successful attack does a different, escalating negative effect. First strike does double unarmed damage and takes away reactions, the second stuns until the end of the target that was hit (not forever like a monk), and the third hit if successful causes the target to go unconscious for 1d4 rounds. All count as simultaneous so that the 3rd strike doesn't gain advantage from the stun on the second.
Acrobatic Toss: Use body mechanics to throw an opponent to the ground, or throw a weapon for extra damage. Uses 5 feet of extra movement on top of wherever the ninja lands. This can make up for some damage they won't be doing otherwise, but they are designed more for utility and tactics, anyway.
Small Talk: Ninjas gain advantage when asking for information from non-hostile npc's, and increased passive perception on listening for gossip/putting together town stories while around other humanoids. They study psychology related to facial movement, so advantage on insight checks.
Of course the ninjas would get a lot of stuff rogues have, such as evasion or cunning reflexes, and tiny bit of fortitude from a monk-like background. They can be any alignment except chaotic evil. They will have generally trained at schools, like monasteries but have a connection with the underground. Their main things are acrobatics, stealth, perception, deception, investigation, etc. I feel like if you made it this far, you get the point.
So may I run this thing with your non-magical campaign? Thanks for your time and consideration.
-Brennus Alchemvitch
I am 15 and haven't played dnd for a month or 2 but besides that i have been playing for about a year but sometimes I might not to be able to play every week cause of school and all that I will probably need help sometimes.
Is this still open to join?
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
And just to ask but will you have any homebrew subclass because a lot a Marshall subclass are magical like phantom rogue zaliot barbarian arcane trickster Eldridge knight wild magic barbarian and a couple more I think
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
I feel like you could make it a rogue subclass instead of a whole class
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
I feel like you could make it a rogue subclass instead of a whole clas
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
Can I join?
indeed, it could be rogue, although I would be getting rid of sneak attack damage.
Why?
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
Because I'm replacing it with various abilities or feats that are geared towards utility/disables and more movement in combat. Real ninjas didn't do a lot of assassinations by popping out of the shadows and stabbing someone through the heart. Way too obvious and dangerous.
Combat in real life with a ninja was far more frustrating and annoying than it was deadly, back in the day they actually existed. One of the reasons for this is that they existed to maintain the balance in society. 99% of the ninja network was peaceful information gathering, less than 1% of their activities resulted in violence. Think of the CIA, but with ethics.
I understand what you're saying but subclasss don't really get rid of features but I'm just saying if you don't want to kill people you can just choose to attack non lethality and for the utility feel like a good way to get a lot of utility is to have a similar type of thing to battle master where they have different stuff they can choose from and they can choose additional stuff at later levels and make sure what it's a resource like you can have it in a couple different ways like a number of times equal your proficiency bonus or like a number of time equal your dexterity modifier or something like the battle masters dice
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
Would this work for you? If we're going to be using DND beyond, you're going to have to copy these abilities into the homebrew section so you can use the abilities because I don't have I subscription so I can't share homebrew content on DND beyond or post it
Rogue Subclass Shadow Striker
Level 3 Silent Step You gain proficiency in Stealth. Additionally, you can use a bonus action to enter a state of heightened awareness, granting advantage on Dexterity Stealth and perception checks checks until the start of your next turn.
You can use this a number of times equal to your proficiency bonus
Level 3 Shadow Techniques: Choose two techniques from the list below. You learn one additional technique at 7th, level and 15th, level. You can use a Shadow Technique by expending a Ninja Technique die, which is a d6 at 3rd level, a d8 at 7th level, a d10 at 15th level, . You regain expended Ninja Technique dice after finishing a short or long rest.
Smoke Bomb: As a reaction, you can throw a smoke bomb, creating a 10-foot radius sphere of smoke centered on yourself. This heavily obscures the area for a number of minutes equal to the ninja technique die or until a wind of moderate or greater speed at least 10 miles per hour disperses it.
Shuriken Barrage: You gain the ability to throw a flurry of shurikens as an action. Make a ranged attack against a amount of creatures equal to your proficiency within 30 feet. On a hit, it deals 1d6 piercing damage plus your Ninja Technique die.
Whirlwind Assault: As an action, you make a melee attack against each creature within your melee weapons reach, with a separate attack roll for each target. Add your Ninja Technique die to the damage of each attack.
Subtle Persuasion: As an action, you can spend a Ninja Technique die to employ Subtle Persuasion. Make a Charisma (Persuasion) check with advantage. The result of the Ninja Technique die is added to the check. If successful, the target becomes more receptive to your suggestions for the next hour, granting you advantage on Charisma-based skill checks and saving throws against them.
Level 9 Elusive Shadow: When a creature makes an attack against you and misses, you can use your reaction to move up to half your speed without provoking opportunity attacks. This movement does not provoke opportunity attacks.
Level 13 Stun Strike: Once per turn, when you hit a creature with a melee attack, you can expend a Ninja Technique die to stun the target. The target must succeed on a Constitution saving throw against a DC of 8 + your Dexterity modifier + a ninja technique dice or be stunned until the start of your next turn.
Level 17 Shadow Reaper Once per long rest, when you reduce a creature to 0 hit points with a melee attack, you can immediately make another melee attack against a different creature within your reach.
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia
These are pretty good. Inspiring.
I still like the idea of having the resource be movement speed, because that directly equates to the amount of focused action a normal person can perform in a given amount of time. That's literally one of the concepts of real life ninja training... Roughly speaking, the amount of distance a person can sprint in 6 seconds is the amount of activity they can perform in general, if they are well trained and focused. It has a lot to do with how the nervous system operates.
What do you think about a 10th level ability that allows me to spend some resource to be able to do actions as bonus actions?
Rouge's already get that at level 2 where they can do multiple different stuff with cunning action like dash hide disengage
Age 14
Gender male
Experience I have played in 4 campaigns 2 done and 2 still going on started playing at about 12
Additional info I have been diagnosed with autism and dyslexia