Ah yes. A modification that makes it work does, after all, mean it's supposed to be balancing out something else being stronger, so you can't trade away the reduced ones to get best-of-both-worlds.
I really like the story behind this Path. It's a neat justification for wielding giant swords – you learned from giants.This is my first attempt at 5e homebrew, and criticism would be welcome. I probably made this on the OP side, to be honest.
New Primal Path: Path of the Jotunborn
"It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron."
This is a good sidebar, and well thought through. I like the decision to effectively turn the effects of an oversized weapon into a subclass feature, rather than offering a codification that could easily turn goofy or broken by subclasses. I'd consider cutting the paragraph on Huge weapons just for length and clarity, to be honest. I'd also consider what happens if a Small character such as a Halfling takes this subclass (or even a Tiny one, if Volo's introduces Pixie PCs).
This is solid.Jotungrip
Starting when you choose this path at 3rd level, you gain proficiency with oversized weapon. You suffer disadvantage on attack rolls using them, except when raging, where you instead inflict an additional 1d4 damage on successful hits. This additional damage is considered a damage die of the weapon, and is doubled on critical hits. Each level of Brutal Critical you possess adds a further 1d4 to the damage of your critical hits, on top of its normal benefits.
Waste-Walker's Endurance
Having begun her journey in emulating the strength of giants, the Jotunborn exposes herself to harsh elements and difficult terrain. Starting when you choose this path at 3rd level, you and your group no longer treat mountainous terrain as difficult for the purposes of travel. Furthermore, you gain resistance to one of the following: cold, fire or lightning damage, in emulation of frost, fire or storm giants respectively.
I get where you're going with this, but:Giant-Mauler's Onslaught
Upon reaching 6th level, you have learned the ferocious tenacity necessary in fighting massive, resilient opponents; one cannot let go until they are dead. When you use the Attack action and perform a reckless attack, using an oversized weapon, aiming all your allowable attacks at the same creature, you may perform another attack as a bonus action against the same target.
Hm, you're probably right.I really like the story behind this Path. It's a neat justification for wielding giant swords – you learned from giants.
This is a good sidebar, and well thought through. I like the decision to effectively turn the effects of an oversized weapon into a subclass feature, rather than offering a codification that could easily turn goofy or broken by subclasses. I'd consider cutting the paragraph on Huge weapons just for length and clarity, to be honest. I'd also consider what happens if a Small character such as a Halfling takes this subclass (or even a Tiny one, if Volo's introduces Pixie PCs).
This is solid.
Jotungrip is broadly equivalent to a Fighting Style, with the crit-synergy and higher maximum damage bonus balanced out by the fact that it only applies when raging (the downside when not raging can be countered by just dropping it and drawing a regular greatsword, so I won't factor it in). No need to add that it's doubled on critical hits, but redundant wording isn't necessarily a bad thing.
I'd be tempted to turn the +1d4 into an always-on effect, with raging only letting you ignore disadvantage.
Waste-Walker's Endurance is a set of cool ideas. I'd consider a restriction on how large the group can be – if you're at the head of a massive army, can you cheerfully Hannibal them over a huge mountain range like it's an open field? – but it's not going to break anything. I'd also be really tempted to make the elemental resistance a rage-only thing, tacked on to your physical resistances. It's limited, and making it a permanent change is unlikely to shatter mountains, but...
I get where you're going with this, but:
a) It's kind of boring.
b) boy it seems a lot better and more combat-focused than any other Path's 6th level features
I mean, this is the level when Berserkers are getting immunity to fear and charm, and Totems are getting improved tracking or eyesight or lifting capacity or travel speed. Going full-on into situational extra attack territory – which is something that Tiger Totems, though somewhat weak, get at 14th level, as do Berserkers – seems really weird. I'd recommend fusing this conceptually with Titan's Fall, and coming up with another, less direct dps-focused feature for 6th level.
...the what? Is this a thing from previous editions, or...To explain my thoughts here: I value the berserker level 6 pretty highly, because while it might not come up often or even at all in a given game, "barbarian fails his Will save and turns on his own party, leading to TPK" is one of these classic horror tales that frame class as a whole.
I like knockdown. Knockdown is good....the what? Is this a thing from previous editions, or...
If you're looking for a suitable attack-widget, something like knocking an enemy prone, causing them to suffer a damage die based on their Size, might be suitable. When fighting giants, go for the ankles.
He might be thinking of Berserkers, who in 3.5 had to make a Will Save to end a rage....the what? Is this a thing from previous editions, or...
If you're looking for a suitable attack-widget, something like knocking an enemy prone, causing them to suffer a damage die based on their Size, might be suitable. When fighting giants, go for the ankles.
I think it's more a callback to how in 3.5, barbarians had a poor Will save progression and not a ton of call for Wisdom. So even with their morale bonus to Will saves while raging, they were still dead easy to hit with dominate, charm, or other mind-tweaking effects, which ended in a TPK with alarming frequency. Here, berserker 6 just straight up negates that possibility when you're seeing red, which is pretty darn nice.He might be thinking of Berserkers, who in 3.5 had to make a Will Save to end a rage.
Not being able to end the rage was generally considered a bad thing.
Hmm. It's not immunity, but Barbarians got a bonus to Will while raging in 3.5, too.I think it's more a callback to how in 3.5, barbarians had a poor Will save progression and not a ton of call for Wisdom. So even with their morale bonus to Will saves while raging, they were still dead easy to hit with dominate, charm, or other mind-tweaking effects, which ended in a TPK with alarming frequency. Here, berserker 6 just straight up negates that possibility when you're seeing red, which is pretty darn nice.
Yes, the one I mentioned where you quoted me. It started at +2 and scaled by approximately +1 per ten levels, which most assuredly did not keep up with the save DCs of an even halfway-committed caster. There's also the +4 Will save bonus they got to resist enchantment spells, but that came in at 14th level, which is really too little, too late.Hmm. It's not immunity, but Barbarians got a bonus to Will while raging in 3.5, too.
Which is why their buddies either climbed on top of high things, levitated, or flew, and always made sure that the Berserker had so much gear that they were too heavy to climb or jump.The frenzied berserker in 3.5 had to make will saves to avoid just murdering her friends while in bloodlust.
People who played that class tended to provoke actual RL fights at the table.
Unless everyone agrees to this well ahead of time, forcing everyone else at the table to character-build around managing you is a dick move.Which is why their buddies either climbed on top of high things, levitated, or flew, and always made sure that the Berserker had so much gear that they were too heavy to climb or jump.
Either that or have an ethereal caster or possessing/channeling Outsider hang around them.
There's no way to completely negate nat ones.The FB should just get his Will save high enough to pass the DC reliably. Or expend his frenzies and keep his rages; the real point of the class is its ridiculous power attack upgrades.
They errata'd this in the Psionic Augumented: Souknives II mini-book.There's no way to completely negate nat ones.
I agree with the getting rid of frenzies, that is what my friend wanted. sadly the other player had a hissy fit.
On another note, I just read the Pathfinder-DSP version of the soulbow, now the Soul Archer. As far as I can tell, the old "Since you are 'creating' a new soul arrow for every shot, you effective get the Lucky property on eery attack instead of 1/day" trick still works fine, except that the Mindfeeder and bodyfeeder properties are no longer listed as melee only, so now they also benefit from the wording and you can use them on every crit.
Enjoy!
Pg 16 said:Limited Use Enhancements and the Soulknife: Whenever a soulknife uses his Enhanced Mind Blade class feature (or equivalent ability) to enchant his mind blade (or equivalent ability) with an enhancement with a limited number of uses, such as is the case with the lucky enchantment, any uses the soulknife uses counts towards the daily limit and is not refreshed whenever the soulknife reform's the mind blade (or equivalent ability). The same should apply to other enchantments acquired such as from the Personalized Trick trait, that may have limited uses such as per encounter, etc. A soulknife with the Fluid Form bladeskill may still expend its psychic strike as a swift action to refresh these limited use enhancements on the mind blade (or equivalent ability) within the limits of the bladeskill.
Following a silly joke by @ZerbanDaGreat, I am seized with a powerful urge to homebrew and play a Monk Order that gets access to time distortion powers. But can you balance a Monk with Time Stop?
I was expecting that.
I guess you could say it was... deja fu.