- Location
- Realm of Farkness
So I started playing D&D 5e about a year ago. And about a month back I had an idea that just wouldn't leave me be, so I created my first homebrew class.
So tell me your thoughts. Is it OP or UP? Does it cone together right? Is it too sinilar to another class?
Lancer
Ability Scores:
Strength, Dex, and Con mainly. Wisdom if you're going Runemaster.
Hit Points:
Hit Dice: D10 per level
Hit Points at Starting Level: 10+Con mod
At High Levels: 1d10(or 6)+Con mod per Lancer level after first.
Proficiencies:
Weapons: Polearms
Armor: Light and Medium Armor
Tools: None
Saving Throws: Dex and Con
Skills: Choose three from-Athletics, Acrobatics, Nature, Animal Handling, Perception, Survival, Intimidation.
Multiclassing
Requirements: Strength 13 or Dex 13
Proficiencies Gained: Javelin, Pike, Spear, Lance, Medium Armor
Starting Equipment:
Leather Armor or Chain Shirt.
One two-handed weapon, or two one-handed weapons.(must be polearms)
Dungeoneer's pack or Explorer's pack.
Features:
Level Proficiency Bonus Feature
1st +2 Geis
2nd +2 Fighting Style
3rd +2 Archetype
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Archetype
8th +3 Ability Score Increase
9th +4 Disengage
10th +4 Battle Continuation
11th +4 Archetype
12th +4 Ability Score Increase
13th +5 Extra Attack
14th +5 Eye of the Mind
15th +5 Archetype
16th +5 Ability Score Increase
17th +6 Protection From Arrows
18th +6 Honed Body
19th +6 Ability Score Increase
20th +6 Undying Spirit
Gies: Your Lancer can make a meaningful, long-lasting oath of some nature. As long as he holds true to that oath, he gains a benefit. If he breaks it, he loses the benefit and suffers a penalty.
Fighting Style: At 2nd level, you adopt a particular way of fighting as your specialty.
Special Training: At 3rd level, you can choose your Lancer's Special Training. You gain Training features at 3rd, 7th, 11th, 15th levels.
Extra Attack: At 5th level, you can attack twice per turn. You gain a third attack at 13th level.
Disengage: At 9th level, when moving past or away from an enemy, they are unable to take an opportunity attack against you.
Battle Continuation: At 10th level, once per Long Rest, if you would drop to 0 hit points, you drop to one and can make a full attack set against any enemy in range.
Eye of the Mind: At 14th level, enemies do not get flanking bonuses against you.
Protection from Arrows: At 17th level, all ranged attacks have disadvantage unless the aggressor is undetected.
Honed Body: At 18th level, you become proficient in two Saves of your choice.
Undying Spirit: At 20th Level, if you have lower than ⅓ of your hit points rounded down, you gain an additional +2 to all combat rolls.
Archetypes:
Man-at-Arms:
3rd Level: Flexible Fighter: You can add your Dex mod rounded down to attack rolls made with weapons, or your Strength mod if the weapon has Finesse and you're using Dex.
7th Level: Deflection: Once per battle, when an enemy attacks you and would hit you, you can add your Dex mod to your AC. Gain a second and third deflection when you get the third and fourth archetype features.
11th Level: Accurate Strikes: You now get a Crit Success on 19s.
15th Level: Knight Tactics: When an enemy fails to hit you with a melee attack, you can make a opportunity attack against them.
Legionary
You gain Proficiency in shields and heavy armor.
3rd Level: Shield Wall: You can add your Shield's AC to one ally within 5ft.
7th Level: Challenge: Issue a challenge to the enemy. All enemies in range must make a Wis Save or they are forced to attack you and not your allies until they pass
11th Level: Defensive Formation: Any attack made against an ally within 10ft of you is made with disadvantage.
15th Level: War Cry: Once per battle, release a tremendous shout that bolsters your allies. All allies that hear it get advantage for one round.
Runecaster:
Spellcasting:
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 5 13 4 3 3 1
3rd Level: Runed Weapon: You can choose one of your nonmagical weapons and engrave it with mystic runes. It becomes a +1 weapon (if it doesn't have a +X already) and you can summon it to you from anywhere on the same plane. You can only have one Runed Weapon. You must destroy your current one to make a new one.
7th Level: When attacking, you can choose to substitute one of your attacks with a Cantrip or 1st Level Spell.
11th Level: Enhanced Runed Weapon: Your Runed Weapon becomes a +2 (If it isn't already), and can now deal an additional 1d4 damage of an element you choose when you reach this level/choose a new Runed Weapon.
15th Level: Runic Defense: You get resistance from direct spell damage. You also get Advantage on resisting status effects caused by magic. (You only resist magic that damages you directly, like Magic Missile, Ice Knife, Chromatic Orb, etc. Magic weapons and damage caused indirectly, IE rocks dropped by Mage Hand, the dust manipulated by the Dust Devil spell, being blown into a wall, Booming Blade style magic-augmented attacks, and such do full damage.)
Ability Scores:
Strength, Dex, and Con mainly. Wisdom if you're going Runemaster.
Hit Points:
Hit Dice: D10 per level
Hit Points at Starting Level: 10+Con mod
At High Levels: 1d10(or 6)+Con mod per Lancer level after first.
Proficiencies:
Weapons: Polearms
Armor: Light and Medium Armor
Tools: None
Saving Throws: Dex and Con
Skills: Choose three from-Athletics, Acrobatics, Nature, Animal Handling, Perception, Survival, Intimidation.
Multiclassing
Requirements: Strength 13 or Dex 13
Proficiencies Gained: Javelin, Pike, Spear, Lance, Medium Armor
Starting Equipment:
Leather Armor or Chain Shirt.
One two-handed weapon, or two one-handed weapons.(must be polearms)
Dungeoneer's pack or Explorer's pack.
Features:
Level Proficiency Bonus Feature
1st +2 Geis
2nd +2 Fighting Style
3rd +2 Archetype
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Archetype
8th +3 Ability Score Increase
9th +4 Disengage
10th +4 Battle Continuation
11th +4 Archetype
12th +4 Ability Score Increase
13th +5 Extra Attack
14th +5 Eye of the Mind
15th +5 Archetype
16th +5 Ability Score Increase
17th +6 Protection From Arrows
18th +6 Honed Body
19th +6 Ability Score Increase
20th +6 Undying Spirit
Gies: Your Lancer can make a meaningful, long-lasting oath of some nature. As long as he holds true to that oath, he gains a benefit. If he breaks it, he loses the benefit and suffers a penalty.
- Gies of Loyalty: Whether it's an oath of fealty to a lord or god, or a swearing of brotherhood with a companion, your loyalty belongs to the recipient.
- God/Fiend/Fey/Ancient+ Dragons: You've sworn your loyalty to a being of great power, and ithey have given you power in return. You learn one language and gain proficiency in one skill related to your Liege. At 10th level, you gain an ability based on your Liege. You can only use this ability once per Long Rest.
- God-Celestial-Radiant Strike: Your attacks this turn deal an additional 1d4 Radiant damage.
- Fiend-Abyssal/Infernal-Curse: Target creature gets disadvantage on it's next type of roll of your choice: Attack, Skill, or Save.
- Fey-Sylvan-Fade: When you take damage, you can use your reaction to turn invisible. The invisibility lasts for one round or until you make/are hit by an attack.
- Dragon-Draconic-Dragonhide: You take no damage from an attack of the element your Liege wields.
- Emperor/King/Lord/etc: You serve a ruler, and they reward their subjects. You gain proficiency in up to two skills or tools related to your Lieges domain. (Example, a kingdom known for its cavalry would let you pick Animal Handling as one of the proficiencies. At 10th level, you receive a gift from your liege reflecting their domain. (Mount if famous for cavalry, weapon/armor+2 for famous smith, several potions if alchemy is common, two cantrips from the Druid Spell List if home to lots of spellcasters, etc.)
- Companion: You've forged an unbreakable bond with someone. You and that companion each gain a proficiency known by the other. Also, when fighting within 10ft of your companion, you can use your reaction to give them advantage on a Save, and vice versa. At 10th level, you can teach each other one basic ability of your primary class that you can use once per Long Rest. (Lancer gives Disengage, Spellcasters would give a first level spell, Barbarians Rage, Fighter Action Surge, etc.)
- Alternatively, if that's too OP or easy to abuse, at 10th level when fighting the same enemy or within 10ft of each other you and your companion get advantage on attacks and deal +2 damage.
- Any Gies of Loyalty can be broken by A: The death of the one you're loyal to, B: you betraying you Liege/companion, or C: you being released from your service. If B, and A in some circumstances, you lose any abilities and spells you gained, and your added skill proficiencies are changed to negative your proficiency for one week before they are completely lost as well. You are unable to swear a new Gies while affected by the penalty. Gies betrayers also become unable to swear a new Gies of Loyalty at all unless the earn forgiveness from the betrayed Liege. If the Gies is broken by C or most cases of A, you suffer no penalty.
- God/Fiend/Fey/Ancient+ Dragons: You've sworn your loyalty to a being of great power, and ithey have given you power in return. You learn one language and gain proficiency in one skill related to your Liege. At 10th level, you gain an ability based on your Liege. You can only use this ability once per Long Rest.
- Gies of Honor: You have chosen to walk a path of honor.
- I never turn away from a challenge: Once per day, if you roll a 1 on a skill check, you can treat it as a 5. If broken, you're next three skill checks must be made with a d12 instead.
- I refuse to let an innocent be harmed without trying to stop it: +1 AC when fighting to protect/save someone. If broken, for three battles you get -1 AC.
- I will not run from my enemies: You are immune to being frightened, charmed, etc. If broken, for three battles you deal -2 damage.
- Gies of Vengeance: You were wronged by someone/something once, and your heart now burns with vengeance.
- You deal an extra +1 damage to the race of the being that wronged you. This extra damage increases by 1 at 5th, 10th, 15th, and 20th Levels.
- You gain advantage on Saving Throws caused by the target of your vengeance.
- You can lose this Gies one of two ways: choosing to forgive the target of your rage, which makes you deal -2 damage and unable to swear a new Geas for 3 days, or by killing your enemy, which causes no penalty.
- Note: If you would like to make a non-standard Gies, you must speak with your DM to determine appropriate and non-broken rules, benefits, and penalties.
Fighting Style: At 2nd level, you adopt a particular way of fighting as your specialty.
- Defense: While wearing armor, gain +1 to AC.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack made with a two-handed melee weapon, you can reroll the die and must use the new result.
- Two-Weapon Fighting: When dual-wielding weapons, you can add your ability modifier to the damage of the second attack.
Special Training: At 3rd level, you can choose your Lancer's Special Training. You gain Training features at 3rd, 7th, 11th, 15th levels.
- Man-at-Arms: Skilled warriors, Man-at-Arms rely on their ability to deflect attacks and deal rapid, hard-hitting strikes.
- Legionary: Trained to battle in a group, masters of teamwork and defense.
- Runemaster: Warriors who harness mystical power to increase their prowess.
Extra Attack: At 5th level, you can attack twice per turn. You gain a third attack at 13th level.
Disengage: At 9th level, when moving past or away from an enemy, they are unable to take an opportunity attack against you.
Battle Continuation: At 10th level, once per Long Rest, if you would drop to 0 hit points, you drop to one and can make a full attack set against any enemy in range.
Eye of the Mind: At 14th level, enemies do not get flanking bonuses against you.
Protection from Arrows: At 17th level, all ranged attacks have disadvantage unless the aggressor is undetected.
Honed Body: At 18th level, you become proficient in two Saves of your choice.
Undying Spirit: At 20th Level, if you have lower than ⅓ of your hit points rounded down, you gain an additional +2 to all combat rolls.
Archetypes:
Man-at-Arms:
3rd Level: Flexible Fighter: You can add your Dex mod rounded down to attack rolls made with weapons, or your Strength mod if the weapon has Finesse and you're using Dex.
7th Level: Deflection: Once per battle, when an enemy attacks you and would hit you, you can add your Dex mod to your AC. Gain a second and third deflection when you get the third and fourth archetype features.
11th Level: Accurate Strikes: You now get a Crit Success on 19s.
15th Level: Knight Tactics: When an enemy fails to hit you with a melee attack, you can make a opportunity attack against them.
Legionary
You gain Proficiency in shields and heavy armor.
3rd Level: Shield Wall: You can add your Shield's AC to one ally within 5ft.
7th Level: Challenge: Issue a challenge to the enemy. All enemies in range must make a Wis Save or they are forced to attack you and not your allies until they pass
11th Level: Defensive Formation: Any attack made against an ally within 10ft of you is made with disadvantage.
15th Level: War Cry: Once per battle, release a tremendous shout that bolsters your allies. All allies that hear it get advantage for one round.
Runecaster:
Spellcasting:
- Cantrips: You start with 2 cantrips from the Druid Spell List. You can learn an additional Cantrip at level 10.
- Known Spells: You start with three 1st Level Spells, two must be Abjuration or Conjuration, the third can be from any school. Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. The spells learned at 8th, 14th and 20th Level can be from any school, the rest must be either Abjuration or Conjuration Spells. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list (of a level you can cast).
- Spellcasting Ability: Wisdom is what you use for spellcasting. Your spell DC is equal to 8 + Proficiency Mod + Wis Mod. Your spell attack is your Proficiency + your Wis Mod.
- Spell Slots: You start with two 1st level spell slots at Lancer level 3, and gain more as you gain more levels.
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 5 13 4 3 3 1
3rd Level: Runed Weapon: You can choose one of your nonmagical weapons and engrave it with mystic runes. It becomes a +1 weapon (if it doesn't have a +X already) and you can summon it to you from anywhere on the same plane. You can only have one Runed Weapon. You must destroy your current one to make a new one.
7th Level: When attacking, you can choose to substitute one of your attacks with a Cantrip or 1st Level Spell.
11th Level: Enhanced Runed Weapon: Your Runed Weapon becomes a +2 (If it isn't already), and can now deal an additional 1d4 damage of an element you choose when you reach this level/choose a new Runed Weapon.
15th Level: Runic Defense: You get resistance from direct spell damage. You also get Advantage on resisting status effects caused by magic. (You only resist magic that damages you directly, like Magic Missile, Ice Knife, Chromatic Orb, etc. Magic weapons and damage caused indirectly, IE rocks dropped by Mage Hand, the dust manipulated by the Dust Devil spell, being blown into a wall, Booming Blade style magic-augmented attacks, and such do full damage.)
So tell me your thoughts. Is it OP or UP? Does it cone together right? Is it too sinilar to another class?