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View Full Version : D&D 5e/Next The bone and the blade (New class, WIP)



Gnomes2169
2015-01-24, 05:32 PM
The second installment of the Blood, Bone and Spirit (the first being the Sanguine Knight (http://www.giantitp.com/forums/showthread.php?368550-Conversion-Part-1-of-mega-brew-project-The-Sanguine-Knight-(Class))), we now get to the Bone part of my homebrew series. Keeping to the theme of a supernatural soldier, we arrive at the Legionnaire.


http://cdn.obsidianportal.com/assets/31253/Bone_Knight.jpg
Picture is not mine and will be removed on request

The Legionnaire

The legion of bone: ((The following is incredibly setting-specific. Feel free to insert the legion into your games or ignore it as you wish)) Tireless, eternal, relentless, the legion of bone is a powerful force of order in the world. Its disciples are warriors who have pledged their services to the preservation of the balance between life and death. The legion of bone tirelessly hunts undead, murderers and others who unjustly live longer or who cut the allotted lives of others short. The legion of bone uses the energies of both life and death in their hunt, suffusing themselves with a supernatural focus that allows them to find the holes in enemy's defenses, armor themselves in bone and grant themselves other supernatural capabilities. Acting as the supernatural police force of life and death the legion has agents and cells scattered throughout the world, answering to no officials, kings or priests, and only acting on the orders of a masked group of divines known as The Grim. Of all the mortal members of this psuedo-holy organization, the greatest followers are labeled Legionnaires, who are dispatched to deal with the most dangerous of deviants when a more subtle hand is needed.

Focused soldiers: Legionnaires are the specialist soldiers of many an army, comprising many of the best spies, squad leaders, hunters and necromantic bodyguards money and authority can buy. While not the most durable or necessarily lethal of all the warrior types, the Legionnaire is definitely at home on the battlefield. The legionnaire will often do best when they can isolate and eliminate key targets or take an advantageous position beside or behind allies, where they can rely on their dexterity and bone armor to ward off most attacks. A legionnaire trains in a wide variety of weapons, becoming proficient in anything they might have to fall back and rely on, while focusing far more specifically on one style of combat alongside their unique unarmored style that makes them so lethal. They sharpen their minds and fall into a psuedo battle trance within combat, allowing them to flow more quickly and easily between the different stances of their unique fighting style, and this focus is what allows them to pull off more complex and effective combat maneuvers, where a less technical fighter would simply not have the ability to properly time themselves.

Skilled and studied: A legionnaire will spend years pursuing academic and physical studies, honing their mind along with their body to make themselves into the greatest soldier they can. Some of the most cerebral warriors in the world, a Legionnaire learns how to read the movements of their foes, taking advantage of the smallest openings and weak points of armor with just the slightest time to prepare. A legionnaire will often spend weeks, if not months or years, studying for whatever mission they are deployed to, learning everything they can about possible allies, enemies, locations and hazards that they can, if only for the sake of knowing it in a game of trivia, or as a display of their mental capabilities. A legionnaire will often go out of their way to perfect a craft or gain a new bit of knowledge just as a hobby, or just to prove to themselves that they can.

Building a Legionnaire

LevelProficiency bonusAbilitiesPrecision strike multiplier
1+2Bone armor, fighting style--
2+2Precision strike, armor spikesx2
3+2Training focus feature, expertisex2
4+2Ability score increasex2
5+3Extra attackx2
6+3Discipline, marked bonex2
7+3Training focus featurex2
8+3Ability score increasex3
9+4Improved techniquesx3
10+4Ability score increasex3
11+4Darksight, expertisex3
12+4Ability score increasex3
13+5Training focus featurex3
14+5Sharpened growthsx3
15+5Deciphering mindx3
16+5Ability score increasex4
17+6Training focus featurex4
18+6Unbroken armorx4
19+6Ability score increasex4
20+6Supreme focusx4

Class features
Hit points
Hit dice: 1d8 per level of Legionaire.
Hit points at 1st level: 8+your constitution modifier.
Hit points at higher levels: 1d8+your constitution modifier or 5+your constitution modifier.

Proficiencies:
Armor: None
Weapons: All simple and martial weapons
Saving throws: Dexterity and intelligence
Skills: Choose any three of acrobatics, athletics, deception, history, intimidation, investigation, stealth, perception, persuasion, survival
Tools: One set of craftsman's tools of your choice

Quick build
You can make a legionnaire quickly by following these suggestions. First make dexterity your highest ability score, followed closely by constitution or intelligence. Second, choose sage or soldier as your background.

Equipment

(a) A martial one handed weapon or (b) a longbow and 20 arrows
(a) A martial weapon or (b) 10 daggers
(a) Two simple one handed weapons or (b) 20 arrows and 10 gold
(a) A dungeoneer's pack or (b) an explorer's pack or (c) a priest pack


Abilities
Bone armor: The defining feature of a legionnaire, your mind is your armor. Starting at level 1 you can manifest a layer of bone-like material that calcifies over your vital zones, protecting you from harm and giving you a somewhat fierce appearance. While not wearing armor, you may use a free action to manifest your bone armor, granting you armor class equal to 10+Dexterity modifier+Intelligence modifier. You may dismiss this armor as a free action. Bone armor is treated as unarmored defense for all non-aesthetic purposes, and may not be used with a shield as the spike growths interfere with shield straps.

Fighting style: At level 1 you select a fighting style from the following list, gaining the benefits described therein.

Archery: You add +2 to any attack roll made with a ranged weapon.
Dueling: When you are wielding a weapon in one hand and no other weapons, your weapon gains a +2 bonus on damage rolls.
Two weapon: While wielding a different weapon in each hand you add your ability score modifier to the damage of both weapons.


Precision strike: Through your extensive and focused training you have learned how to best leverage any advantage or lucky hit. Starting at level 2, whenever you make a weapon attack roll against an enemy with advantage or attack an enemy adjacent to an ally, you multiply the damage dealt by your strength or dexterity score (whichever is relevant) by x2. This multiplier increases to x3 at level 8, and x4 at level 16. Precision strike may only be applied to one attack per round.

Armor spikes: Starting at level 2 small, sharp growths appear on your armor at the joints and knuckles, giving them a more lethal edge and making your body into a weapon. Your unarmed attacks deal 1d4+Your dexterity or strength modifier piercing or slashing damage, your choice. When you damage a creature with a melee weapon or spell attack, you may use your bonus action to make an unarmed attack against the target.

Training focus feature: At level 3 you select which focus you wish to pursue, gaining features from one of four different subclasses. The four training foci you may select from are the Bone Warden, Infiltrator, Necrotic Blade and Slayer. You gain an additional subclass feature at levels 7, 13 and 17.

Expertise: At level 3 you may choose to gain expertise in two skills you have proficiency in, doubling your proficiency bonus to those skills. Alternately, you may select two new skills to gain proficiency in, one skill to gain proficiency and expertise in, or one skill to gain proficiency in and expertise in a different skill that you already have proficiency in. The legionnaire gains expertise in two more skills at level 11.

Ability score increase: At level 4 you may increase one ability score by 2, or two ability scores by 1. Alternately, you may take a feat of your choosing. You gain additional ability score increases at levels 8, 10, 12, 16 and 19.

Extra attack: Starting at level 5, when you make the attack action you may attack an additional time.

Discipline: At level 6 your hardened mind is more used to the hardships of the world, allowing you to resist the charming influences that would sway your loyalties and to batter aside forces that would break your morale. You have advantage on all saving throws against charm and fear effects.

Marked bone: Upon reaching level 6 you are able to channel some of your natural magic into your protective carapace, allowing you to treat your unarmed strikes as magic weapons.

Improved techniques: Starting at level 9 you use your focus to improve your combat maneuvers, allowing your maneuvers to accomplish feats that are typically beyond your normal capabilities. When rolling an Athletics check to initiate a combat maneuver, you may add your intelligence modifier to the roll instead of your strength modifier if your intelligence is higher, and you may add your intelligence bonus to any attempt to resist a hostile combat maneuver. Finally, you gain additional options when using the following maneuvers:
-Disengage: When you use the disengage action, you may use your bonus action to attack a creature within range.
-Grapple: When you are grappling a creature, you may use your bonus action to attempt to pin them or throw them 5' away and knock them prone.
-Shove: When you successfully shove a creature, you may use your bonus action to push them an additional 5'. If they pass through another medium or smaller creature's space, the new creature must make an athletics or acrobatics check against your shove attempt with advantage, being knocked prone if they fail and keeping themselves upright if they succeed.
-Trip: When you successfully trip a creature, you may use your bonus action to cause them to drop all items they are currently holding.

Darksight: Upon reaching level 11 your armor's magic is refined to help you peer through the darkness. You gain darkvision out to 60'. If you already have darkvision, then increase how far you can see with it by 30'.

Sharpened growths: Upon reaching level 14 your armor's growths become more lethal and prevalent. Your unarmed attacks deal 1d6 damage.

Deciphering mind: At level 15 your focus and training allow you to more easily unravel the illusions and resist the mental assaults of your foes. When a creature or other source creates an illusion, its save DC must overcome your passive investigation score (10+your investigation modifier) or it has no effect on you. Additionally you have advantage on intelligence saving throws and investigation checks.

Unbroken armor: At level 18 your armor has been reinforced to the point that you become immune to critical hits. Additionally you are able to use it to move even when you otherwise would not be able to, making you immune to the the paralyzed condition.

Supreme focus: At level 20 your mind and body are so focused that you are able to act faster and keep your concentration through even the most distracting of events. You may make two bonus actions each round, you have advantage on your first attack roll each round, and you automatically succeed on all concentration checks.

War leaders, commanders, raiders and incredibly technical fighters, the bone warden is the legion's elite guard. Far more focused and technical than even the other legionnaires, the bone warden augments their already refined techniques with small bursts of speed, power and projections of their bone armor in a supernatural way. They spur their allies on faster, encouraging them to strike as quickly and surgically as possible. Eventually, the bone warden learns how to ride the waves of battle euphoria, clenching it and using it to make openings where none are present.

]LevelAbility[/tr]
3Alpha strike, Combat superiority
7Natural lore
13Superiority dice (d10)
17War leader's vitality

Alpha strike: Starting at level 3 you begin to take on the inspiring spirit of the field commander. During the surprise round of any combat you have advantage on all attack rolls you make, and any attack you make that damages a creature who has not yet acted during the first round of combat qualifies for a precision strike, though you are still only limited to one precision strike per round. On any round in which you land a precision strike, you may give a command to one allied creature within 60' of you. This creature may spend their reaction to make a single weapon attack against your target.

Combat superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by a special dice called a superiority dice.
Maneuvers: You learn four maneuvers of your choice, which are detailed under the "bone warden" spoiler tag below. Many maneuvers enhance or replace an attack in some way. You may only use one maneuver per attack, and may only spend a superiority dice on an attack made as part of your action. You learn two additional maneuvers of your choice at 7th, 13th and 17th level. Each time you learn a new maneuver, you may also replace a maneuver you know with a maneuver you currently do not currently know.
Superiority dice: You have 3 superiority dice, which are d8's. A superiority die is expended when you activate a maneuver. You regain all of your expended superiority dice when you complete a long or short rest. You gain two more superiority dice at level 7, and another two at level 17.
Saving throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC= 8+ your proficiency bonus + your intelligence bonus.

Natural lore: At level 7 you learn how to spot the holes in your enemy's armor and fighting techniques. You gain proficiency in the nature skill, and in combat you may spend your bonus action to make a DC 15 nature check against a target creature within 60'. If you succeed, your next attack made against this creature has advantage.

Superiority dice increase: At level 13 your superiority dice becomes a d10, increasing the potency and damage of your maneuvers that scale off of them.

War leader's vitality: At level 17 you regain your focus whenever you land a solid hit or press your advantage in combat, allowing you to fight better for longer even in the most pitched battles or after the longest adventuring day. Whenever you damage a creature with your precision strike and have no superiority dice remaining, you may immediately regain the use of one superiority die.

((Key;
"*" Denotes a battlemaster maneuver that is modified, and that the battlemaster would gain a modified version of as well.
"**" Denotes a new maneuver that the battlemaster would gain access to as well.))

Bone wall: You may replace one of your attacks to initiate this maneuver. When you do so, roll a superiority die. You create a wall of bone that has hit points equal to 5x the number rolled on your superiority die, and armor class equal to 12+your proficiency bonus. You manifest this wall in five foot lengths that are three inches thick and ten feet tall, and may shape the wall as you desire. Creatures smaller than this wall gain total cover from enemies on the other side of it. Each section of the wall has its own hit points. Maintaining this wall requires your concentration. The size of your superiority die determines how many sections of wall you may manifest at once, as show below:

At a d6 (fmartial adept feat) you may create 4 sections, at a d8 you may create 6 sections, at a d10 you may create 8 sections and at a d12 (battlemaster) you may make 10 sections.

Crippling blow**: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to cause a crippling wound to part of their body, slowing your target. You add the result of the superiority die to your damage roll, and the target must make a constitution saving throw or have one of their movement speeds halved until they complete a short or long rest, or have it cured by the spells lesser restoration or regeneration, or any similar effect.

Disarming attack*: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to disarm the target, forcing it to drop one item of choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a strength saving throw. On a failed save, they drop the object you choose. It lands at its feet. As your superiority die scale, the potency of this maneuver does as well as shown below:

At a d6 (martial adept feat) or d8, you have no increased effect. At a d10, you may knock the object up to 10 feet away in a direction of your choice. At a d12 (battlemaster), you may force your target to drop two objects, both of which are knocked 10 feet away in a direction or directions of your choice.

Distracting strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you is made with advantage as long as the target is attacked before the start of your next turn.

Executioner's strike**: When you hit a grappled and prone target with a weapon attack, you may expend a superiority die to make your attack extra lethal. You add the superiority die to your attack's damage roll, and you treat the attack as an automatic critical hit.

Grasping bone: When you hit a creature with a weapon attack, you may expend one superiority die to cause bone to rip out from the ground, attempting to grapple and hold them in place. The target creature must make a dexterity saving throw or become immobilized until the end of your next turn, unable to move and attacking only creatures in melee at disadvantage for as long as they remain so. As well, until they are released they will have disadvantage on future dexterity saving throws.

Hardened carapace: When you are subject to an attack from a creature, you may spend your reaction and a superiority die to temporarily harden your bone armor. You increase your armor class by +2 until the end of your next turn, and your unarmed attacks roll your superiority die for damage instead of their normal die size (So instead of a 1d4 at level 3, you would roll a 1d8 on your unarmed strikes until the end of your next turn).

Maneuvering attack: When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades to a more advantageous position. You add your superiority die to the damage roll, and you choose a friendly creature who can see or hear you. That creature uses its reaction to move up to half its speed without provoking opportunity attacks from your target creature.

Parry: When another creature damages you with a melee attack, you can use your reaction and a superiority die to reduce the damage by the number you roll on your superiority die + your dexterity modifier.

Pushing attack*: When you hit a creature with a weapon attack, you may expend one of your superiority die to attempt to drive it back. You add the superiority die to the attack's damage roll, and if the target is large or smaller, then they must make a strength saving throw. If they fail, they are pushed up to 15 feet away in a direction of your choosing. This maneuver has additional effects as your superiority die size increases as shown below:

At d6 (martial adept) and d8, there is no further effect. At d10 huge creatures must make a strength saving throw or be pushed up to 10 feet, and large or smaller creatures are pushed 20 feet. At a d12 (battlemaster) gargantuan creatures must make a strength saving throw or be pushed up to 10 feet, while huge creatures are pushed 15 feet and large and smaller creatures are pushed 25 feet.

Rally*: On your turn, you may use your bonus action and expend a superiority die to bolster one ally's resolve. When you do so, choose one friendly creature that can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. This maneuver gains additional benefits as your superiority die increases, as shown below:
At d6 (martial adept) and d8 there is no additional effect. At d10 you may target two creatures with rally. At d12 (battlemaster) you may target three creatures with rally.

Reactive shell: When you are damaged by a creature in melee with you and you have your bone armor manifested, you may use your reaction and spend a superiority die to send out a spray of bone shards every time you take a hit. Until the start of your next turn, any time a creature damages you with a melee attack they are dealt piercing damage equal to your proficiency bonus.

Shatter frame: When you hit a creature with a melee attack, you may expend a superiority die to send a ripple of supernatural energies along your weapon and momentarily twist and distort their body. You add the result of your superiority die to your damage roll, and your target must make a constitution saving throw or have disadvantage imposed on their attack rolls for up to one minute. You must concentrate on this effect to maintain it, and your target is allowed a saving throw made at the end of their turn to try and end this maneuver early.

Trip attack*: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is large or smaller, it must make a strength saving throw or be knocked prone. This maneuver has additional effects as your superiority die increases, as listed below:

At d6 (martial adept feat) and d8 no additional additional effects. At d10 huge creatures must make a strength saving throw and are knocked prone if they fail. At d12 (battlemaster) gargantuan creatures must make a strength saving throw and are knocked prone if they fail, or you may target a second large or smaller creature within 10' of your original target, who must make a strength saving throw or be knocked prone.

Vanquishing strike**: When you hit a creature with a weapon attack, you may expend a superiority die to strike them much harder than normal. Add twice the number rolled on your superiority die to the attack's damage roll.

The silent assassin and perfect spy, the infiltrator is known by other names as well. Face taker, doppelganger, murderer and enforcer, the infiltrator bends the magic of their ivory shell to actually shift their physical form. Able to learn, imitate and emulate every mannerism of their target, the infiltrator is the perfect sleeper agent. Their understanding of a person's body gives them greater ability to strike vital areas, end every precise blow gives them an opening to maneuver, making them even more slippery.

LevelAbility
3Cunning strike, tool prof
7Face changer
13Infiltration perfection
17Improved face changer

Cunning strike: At level 3 you learn how to notice the smaller holes in an enemy's defenses, capitalizing on them to inflict more damage or give yourself an opening. When you deal damage to a creature with your precision strike or unarmed strike, you add your intelligence modifier to the damage dealt and you may use your bonus action to take the disengage or hide action.

Tool proficiencies: At level 3 you gin proficiency with the disguise kit and thieve's tools.

Face changer: After you deal damage to a creature with your precision strike, you may take on a semblance of their form. Starting at level 7 you may take on the physical appearance and voice of a humanoid (or at least humanoid-shaped) creature of your size or smaller that you have damaged with a precision strike, becoming a flawless imitation of them. While in an assumed form your armor class from your bone armor is 2 lower, but the bone armor takes on the appearance of whatever clothing or armor your target was wearing when you damaged them. You may have up to two different forms memorized at once, and may change your form as an action. You may exchange a memorized form for a new one whenever you damage a creature with your precision strike. You may choose to substitute one physical ability score (strength, dexterity or constitution) of your chosen form for one of your own at any time you take a form other than your own. You revert to your base ability scores if you change into your original form. If you are lowered to 0 hit points or slain, you will revert to your base form.

Infiltration perfection: Starting at level 13 you may learn a creature's habits perfectly, allowing you to mimic things like their handwriting, speech patterns, nervous ticks, walking pace, etc, without drawing suspicion. Copying a creature in this manner requires that you study the creature's mannerisms, writing and other habits for 3 hours, after which you may imitate all of them flawlessly. If you are imitating one of your chosen forms, then you may also recall information they would have access to from up to two weeks before you memorized their form. Truesight will no longer reveal your original form while you are shifted into a different creature's form.

Improved face changer: Upon reaching level 17 your ability to change your form becomes perfect. You may memorize up to two additional forms. While in one of these forms, you may choose to replace any or all of your physical attributes (str, dex or con) with those of your chosen form, assuming that their attribute is higher. Finally, while you are in a chosen form you benefit from your bone armor's full value, and you may change your armor's appearance at will as a bonus action.

Those that walk the line between life and death learn how to manipulate both, and those who choose the path of the necrotic blade are warriors who know how to manipulate these energies. Weaving magic and raising the corpses of their fallen foes to fight beside them, a necrotic blade thrives on conflict between the living and the dead. Most often the legion dispatches them to hunt down elusive murderers and necromancers, living foes who would dare upset the balance between life and death.

LevelAbility
3Raising strike, spellcasting
7Deathly cohort
13Withering strike
17Deathly cohort (2)

Raising strike: When you slay a medium or smaller creature with an attack that has its damage increased by your precision strike, you may use your bonus action to animate that creature as a zombie (see PHB page 311 for stats). A creature animated in this way is unquestioningly loyal to you and may be given directions with your bonus action. Zombies created this way remain animated for 10 minutes before they are destroyed as their animating force runs out. You may control a number of zombies at once in this way equal to 1/2 of your legionnaire levels.

Spellcasting: When you reach level 3, you begin to dabble in the magics of life and death. See chapter 10 and 11 of the player's hand book for general rules of spellcasting and the wizard spell list.
-Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at level 10.
-Spell slots: The Necrotic Blade Spellcasting table shows how many spell slots you have to cast your spells of first level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots at the end of a long rest.
-Spells known: You know three 1st level wizard spells of your choice, two of which must be from the from the Necromancy and Transmutation schools. You learn more spells at the levels shown on the Necrotic Blade Spellcasting table, each of which must be from the Necromancy or Transmutation schools, and must be for a spell level of which you have a slot to cast. For instance, once you reach level 7 in this class, you may learn one new 1st or 2nd level spell.
The spells you learn at 8th, 14th and 20th level can be from any school.
Whenever you gain a level in this class, you may exchange one of your spells known for another spell of your choice. New spells gained in this manner must be chosen from the Necromancy or transmutation schools, unless you are exchanging spells gained at level 8th, 14th or 20th level.
-Spellcasting: Intelligence is your spellcasting ability for your necrotic blade spells.

Necrotic blade levelCantrips knownSpells known1st2nd3rd4th
3232------
4243------
5243------
6243------
72542----
82642----
92642----
103743----
113843----
123843----
1339432--
14310432--
15310432--
16311433--
17311433--
18311433--
193124331
203134331

Deathly cohort: Starting at level 7, you may create a permanent undead ally to assist you. When you create an undead creature with your raising strike or a spell, you may designate it as a deathly cohort. Your deathly cohort does not need to be controlled by expending spell slots, and is maintained until it is destroyed by combat. This cohort is commanded at a bonus action, has its hit point maximum increased by 4*your level, its weapon attacks count as magical and it increases the damage it deals by your intelligence modifier (minimum +1). You may only have one deathly cohort at any time. Starting at level 17 you may create a second deathly cohort. You may only give new commands to one deathly cohort at a time.

Withering strike: Beginning at level 13 you can channel the necrotic energies you work with in a destructive blow to feed your own life force. When you land a precision strike you may change all damage dealt to necrotic damage. If you do so, then you are healed by the the amount of damage dealt and your target must make a constitution saving throw against your spell save DC or have their maximum hit points lowered by the same amount.

Scaileanna
2015-01-28, 09:21 PM
Enjoyed both forms of the sanguine knight should enjoy this too when it's done, liked the previous name better

Gnomes2169
2015-01-29, 02:03 PM
Enjoyed both forms of the sanguine knight should enjoy this too when it's done, liked the previous name better

Thank you much! And I decided to make a switch from Bellator Ossis because... well... say Bellator Ossis 50 times and it's still clunky and strange to say. I mean sure, it's a lot more fantasy sounding and Latin (always a plus), but it's just doesn't roll off the tongue. I changed it to Legionnaire to make the name a bit more usable/ fit the fluff of being part of an Order (where they will be referred to as Bellator Ossis) and suggest a more focused, disciplined warrior than the fighter. That said, I still hope there is a better name somewhere out there, because Legionnaire is generic as all get-out. >_>

As well, the general information and the Slayer subclass is finished in its first draft. I decided to cut the tactics/ study thing, and make it more based around focus, the bone armor and using bonus actions. Comments/ critiques on the two finished sections so far?

Scaileanna
2015-01-29, 03:27 PM
Thank you much! And I decided to make a switch from Bellator Ossis because... well... say Bellator Ossis 50 times and it's still clunky and strange to say. I mean sure, it's a lot more fantasy sounding and Latin (always a plus), but it's just doesn't roll off the tongue. I changed it to Legionnaire to make the name a bit more usable/ fit the fluff of being part of an Order (where they will be referred to as Bellator Ossis) and suggest a more focused, disciplined warrior than the fighter. That said, I still hope there is a better name somewhere out there, because Legionnaire is generic as all get-out. >_>

As well, the general information and the Slayer subclass is finished in its first draft. I decided to cut the tactics/ study thing, and make it more based around focus, the bone armor and using bonus actions. Comments/ critiques on the two finished sections so far?

Well looks good so far I would try to point out things but I'm not to good at critiquing things
The necrotic knights abilities look interesting suggesting maybe zombie like minions/followers?

Gnomes2169
2015-01-31, 05:04 PM
Well looks good so far I would try to point out things but I'm not to good at critiquing things
The necrotic knights abilities look interesting suggesting maybe zombie like minions/followers?

Ah, fair enough.

And the Necrotic Blade (Necrotic Knight was too similar to Eldrich Knight and I didn't want to get too many people's hopes up) is a subclass that dabbles in minion mancy, yes. It makes two permanent undead cohorts (and makes a few temporary ones) to augment its battle capabilities, basically giving you a small squad of (temporary) followers to work with instead of being a solo agent. I also gave it some minor spellcasting, but I'm not sure if it's necessary.

Scaileanna
2015-01-31, 09:40 PM
Ah, fair enough.

And the Necrotic Blade (Necrotic Knight was too similar to Eldrich Knight and I didn't want to get too many people's hopes up) is a subclass that dabbles in minion mancy, yes. It makes two permanent undead cohorts (and makes a few temporary ones) to augment its battle capabilities, basically giving you a small squad of (temporary) followers to work with instead of being a solo agent. I also gave it some minor spellcasting, but I'm not sure if it's necessary.

Well I find it amazing ( though i am biased ,i think thats the right word, towards necromancy as I enjoy it thoroughly) and the spell casting seems fine, I mean if you can raise those you slay you should know some other necromantic tricks to show you control the powers of life and death and spells seem the best route for that

Also for the zombies you make do they use the monster manual zombies ability scores or do you apply the zombie ability score changes from the DM guide (pg 282) to the raised creatures

Gnomes2169
2015-02-01, 12:28 AM
Well I find it amazing ( though i am biased ,i think thats the right word, towards necromancy as I enjoy it thoroughly) and the spell casting seems fine, I mean if you can raise those you slay you should know some other necromantic tricks to show you control the powers of life and death and spells seem the best route for that

Also for the zombies you make do they use the monster manual zombies ability scores or do you apply the zombie ability score changes from the DM guide (pg 282) to the raised creatures

Alright, good point there. I'm not sure it's the most balanced of things, but the spellcasting stays then.

The zombies use the base zombie stats, which I referenced the player hand book page to get the stats of. The player hand book and monster manual both use the same stat block for zombies, so I figured I would just use the book that every player would (or at least should) have to tell you what creature you get from it. The DMG zombie template would just be too powerful an ability, since you could use it to get powerful things like Gladiators, Assassins and Bandit Captains with higher strength scores for free.

Scaileanna
2015-02-01, 02:04 AM
Alright, good point there. I'm not sure it's the most balanced of things, but the spellcasting stays then.

The zombies use the base zombie stats, which I referenced the player hand book page to get the stats of. The player hand book and monster manual both use the same stat block for zombies, so I figured I would just use the book that every player would (or at least should) have to tell you what creature you get from it. The DMG zombie template would just be too powerful an ability, since you could use it to get powerful things like Gladiators, Assassins and Bandit Captains with higher strength scores for free.

The highest spell level to go would be 6th though if that as level 7 spells grants access to finger of death which would make the subclass redundant

That's true but maybe the cohort could use the DMG zombie template as they are your permanent (till killed) allies but that's your choice it's your class

Gnomes2169
2015-02-01, 05:35 PM
The highest spell level to go would be 6th though if that as level 7 spells grants access to finger of death which would make the subclass redundant

That's true but maybe the cohort could use the DMG zombie template as they are your permanent (till killed) allies but that's your choice it's your class

I think I'm going to go with the 1/3 spellcasting that the Eldritch Knight and Arcane Trickster get, since the class is supposed to be far more martial than it is magical. That gets you 3rd level spells (so raise dead). The raising strike is enough to get you your minions until later levels, and the lower level spells are all you really need to give yourself some useful buffs.

I don't want to outdo the ranger's animal companion with a single subclass feature, however. True the ranger's companion should be better (see my edits to it where I tried to make it so), but the necrotic blade already has an advantage in the action economy, ability to replace the cohort, need to expend resources to feed/ care for the cohort, etc, etc. Being limited to zombies and skeletons is a minor thing over all when put in perspective.

Scaileanna
2015-02-01, 09:49 PM
I think I'm going to go with the 1/3 spellcasting that the Eldritch Knight and Arcane Trickster get, since the class is supposed to be far more martial than it is magical. That gets you 3rd level spells (so raise dead). The raising strike is enough to get you your minions until later levels, and the lower level spells are all you really need to give yourself some useful buffs.

I don't want to outdo the ranger's animal companion with a single subclass feature, however. True the ranger's companion should be better (see my edits to it where I tried to make it so), but the necrotic blade already has an advantage in the action economy, ability to replace the cohort, need to expend resources to feed/ care for the cohort, etc, etc. Being limited to zombies and skeletons is a minor thing over all when put in perspective.

Makes sense they are only a soldier that merely dabbles in the necrotic arts

Probably true I just enjoy necromancy too much and like things that empower it like the dread necromancer class

Twelvetrees
2015-02-01, 10:30 PM
I can certainly get an evocative image in my head of what this class would look like. I like that it occupies a spot somewhere between rogue and fighter in terms of abilities, yet feels separate from both.

I haven't seen anything major to critique so far, but I do have a question. How does the Armor Spikes feature interact with a Legionnaire wielding a two-handed weapon, or a weapon in each hand?

Gnomes2169
2015-02-02, 04:53 AM
Makes sense they are only a soldier that merely dabbles in the necrotic arts

Probably true I just enjoy necromancy too much and like things that empower it like the dread necromancer class

Heh, fair enough. The Infiltrator is done now, any comments on it?


I can certainly get an evocative image in my head of what this class would look like. I like that it occupies a spot somewhere between rogue and fighter in terms of abilities, yet feels separate from both.

I haven't seen anything major to critique so far, but I do have a question. How does the Armor Spikes feature interact with a Legionnaire wielding a two-handed weapon, or a weapon in each hand?

Thank you much! I was trying to go with a more technical and skilled fighter with a bit of bone flavoring in there, so I'm glad to see that it's working at least a little bit. :smallbiggrin:

Armor spikes are still usable while wielding a two-handed weapon or two weapon fighting (though in the later case, it's sort of redundant). It's a small boost to damage that you can inflict with, really, any part of your body (due to the spikes being at every joint, so all over your body), and which doesn't require your hands to be open for you to use it.

Scaileanna
2015-02-02, 08:26 AM
Heh, fair enough. The Infiltrator is done now, any comments on it?


Looks interesting I see its uses in sneaky situations like killing a guard taking his face and getting access to what he was guarding

Twelvetrees
2015-02-04, 03:39 PM
Heh, fair enough. The Infiltrator is done now, any comments on it?



Thank you much! I was trying to go with a more technical and skilled fighter with a bit of bone flavoring in there, so I'm glad to see that it's working at least a little bit. :smallbiggrin:

Armor spikes are still usable while wielding a two-handed weapon or two weapon fighting (though in the later case, it's sort of redundant). It's a small boost to damage that you can inflict with, really, any part of your body (due to the spikes being at every joint, so all over your body), and which doesn't require your hands to be open for you to use it.

I would advise against having armor spikes be usable while wielding a two-handed weapon. It's a little strong. You are allowing two-handed fighting and two-weapon fighting all in one, which makes The Legionnaire's damage potential pretty high.

Notes on Infiltrator: Face Changer has a lot of little details to keep track of. Would it be possible to make the original feature something like the 17th level feature, but only with one form?

Scaileanna
2015-02-04, 03:50 PM
I would advise against having armor spikes be usable while wielding a two-handed weapon. It's a little strong. You are allowing two-handed fighting and two-weapon fighting all in one, which makes The Legionnaire's damage potential pretty high
I believe monks could do the same thing with their bonus unarmed attacks but they do more damage

Twelvetrees
2015-02-04, 04:46 PM
I believe monks could do the same thing with their bonus unarmed attacks but they do more damage

Huh. Never mind then.

Gnomes2169
2015-03-04, 03:32 AM
Alright, after a long, long pause, I've finally got all the crunch down for this class! (Yay!) Now we just need fluff and general feedback...

As a note, the infiltrator has some rather hefty changes to make it a little more comparable to, say, the bone warden or necrotic blade. As well, certain parts of the Slayer (such as marking strike, the outsider quarry bonuses and some of the magic quarry bonuses) have been modified to be more in line with the general power curve. Hopefully, that's enough there and I'll just need to tweak things from here on in.

Edit: As well, Twelvetrees did bring up a good point about the armor spikes class feature, it did increase the damage potential a bit much (especially with the fighting styles and access to martial weapons). So, I have made it so that the bonus action attack from armor spikes does not add your strength or dexterity modifier to its damage (basically reducing the damage from 7.5 to +2.5 on a given round). The bonus action attack is the only one with this edit however, and the legionnaire can still use their fisticuffs as effective melee weapons if they want. Much like a rogue can use daggers as a good weapon.

Gnomes2169
2015-05-22, 08:05 PM
There we go, everything is finished and fluff has been added in. The only real large change that I have to report is that Precision Strike now procs more like sneak attack, no longer going off on a critical hit but working with an adjacent ally next to a foe. When I tried it out, advantage was just very difficult to actually get, and crits are always too rare to really rely on...

PotatoGolem
2015-05-23, 11:17 AM
The idea is nice, but this class is WAY overpowered. In a lot of places, it looks like you took the best part of several existing classes and tacked it on.

Case in point: expertise. This class is as good at skills as the rogue, who's supposed to be the best skillmonkey in the game. You have a full martial power class that also has the best skill use in the game. There doesn't seem to be a reason for this, other than to make the class better.

Armor Spikes: this is essentially the Monk's Martial Arts, but better. At level 2, when you get it, you can be doing 2d6 (rerolling 1 and 2)+d4 (for a total of 10.58) , as opposed to the Monk's d8+d4 (7). At level 11, it's 4d6+d4 (19.16) vs 3d8 (13.5). And at level 20, it's 4d6+2d8 (25.41) vs 3d10 (16.5). And that's without GWM. This is just better than the monk's at-will damage.

AC: You get to the same point as Monk/Barbarian, but with no MADness. This class could literally just take DEX and be totally fine on both offense and defense.

Reinforced Armor: The same survivability as Rage, but always-on.

Improved technique has some broken combos, especially since they're guaranteed to have expertise in Athletics.

You get the point. The idea and fluff are really cool, but the mechanics are way too much.

Gnomes2169
2015-05-23, 06:40 PM
The idea is nice, but this class is WAY overpowered. In a lot of places, it looks like you took the best part of several existing classes and tacked it on.

Case in point: expertise. This class is as good at skills as the rogue, who's supposed to be the best skillmonkey in the game. You have a full martial power class that also has the best skill use in the game. There doesn't seem to be a reason for this, other than to make the class better.

Actually, rogue is better in multiple ways. At level 1, the rogue starts with expertise and 4 skill proficiencies (with thieve's tool proficiencies as well) from their class. The bard and legionnaire will have 3 skills apiece.

At level 6, the rogue gets their second batch of expertise, while the Legionnaire has only 1 application of it. The bard, if it goes with valor instead of lore, is in the same boat as the legionnaire as far as proficient skills go, has jack of all trades for 1/2 proficiency in all skills, and is a full caster on top of that. If the bard goes with college of lore, then they have more proficient skills than the rogue or legionnaire, have their first application of magical secrets, and cutting words to win opposed rolls even more easily.

Level 10, the bard gets their second jolt of expertise, a bigger inspiration die and magical secrets for 2 level 1-5 spells from any list they want. Rogue and Legionnaire get an extra ASI.

Level 11, the rogue gets reliable talent and therefore has a minimum roll of 17 on a skill with expertise (and a stat of 8), or 23 on a skill that you actually care about, the bard gets level 6 spells and the legionnaire... gets a second application of expertise.

So, the rogue has more skills, more reliable skills and, at level 20, auto-success on any skill they want 1/day. Rogues are better at skills... and so are lore bards, with jack of all trades and +4 skills, especially at level 14 where they can add an inspiration die to every single skill check they will reasonably make/ short rest. Expertise is just a small part of the bard and rogue's skillset (total pun intended), so I don't feel too bad giving a class that's supposed to fill that "specialist" (rogue/ factotum/ ninja) role in a party.


Armor Spikes: this is essentially the Monk's Martial Arts, but better. At level 2, when you get it, you can be doing 2d6 (rerolling 1 and 2)+d4 (for a total of 10.58) , as opposed to the Monk's d8+d4 (7). At level 11, it's 4d6+d4 (19.16) vs 3d8 (13.5). And at level 20, it's 4d6+2d8 (25.41) vs 3d10 (16.5). And that's without GWM. This is just better than the monk's at-will damage.

To be doing the 2d6 damage, you are going to need to build your character on str seeing as there are no finess 2-handed weapons... which means that your dex, and thus AC, will be lower. As well, a monk at level 11 will be flurrying every attack, bringing them up to 4d8 (18), and they can unload some specialized strikes as an open hand monk for free. The monk can also stun people rather easily, which is honestly the best status condition to inflict besides dead in the game (incapacitated, unable to speak, drops all held items, stunned is nasty), and they have far, far fewer resources competing for their bonus action, making it more likely that they will be flurrying or using martial arts. Level 20, our Str Legionnaire will be able to do a bit of nastiness damage-wise (in melee), true... but the monk will be invisible for a minute no matter how many times they attack, have resistance to all damage besides force, proficiency in every saving throw, evasion, stop aging, is immune to poison and disease, ignores ranged attacks, moves much farther and will still be dealing full damage with every attack to everything while flurrying and stunning as much as is monkily possible. And that's discounting the subclasses. The legionnaire is much more about skills, combat maneuvers and damage than the monk, the monk just does things, the best of which are mobility and CC, damage is not their focus.

However, a much more likely scenario is that the Legionnaire will go with duelist so that it doesn't have to MAD Dex, Int and Str (yes, the legionnaire likes int. It is a very good stat for them), so it would be closer to: 1d8+2+1d4 (9) vs 1d8+1d4 (8) or 1d8+2d4 (9.5) at level 2 on any round where the monk uses flurry, level 11 the damage is 2d8+4+1d4 (15.5) vs 4d8 (18), and level 20 is 2d8+4+2d8 (22) vs 4d10 (22), which is dead even until precision strike is added in or the legionnaire decides to use their one of their bonus actions for anything else.


AC: You get to the same point as Monk/Barbarian, but with no MADness. This class could literally just take DEX and be totally fine on both offense and defense.

I've been strongly considering making the bone armor scale off of int+dex, and I think that just decided it. The class is supposed to make int not an instant-dump stat, and that would just hammer in the point while making the class a bit more MAD and less powerful in the AC department than the barbar (which can also use shields while unarmored).


Reinforced Armor: The same survivability as Rage, but always-on.

I'm going to admit that I never really liked reinforced armor. I've been trying to think of something to give them that isn't reinforced armor, but haven't been able to think of anything that isn't skill related (... and I don't want to give them any more skill related abilities, to make it clear that rogues and bards are better for that job over-all). I do want it to be related to the armor somehow... Perhaps move the darkvision from level 6 to level 11, to go along with the second expertise? That would work a bit better, I think...


Improved technique has some broken combos, especially since they're guaranteed to have expertise in Athletics.

Well, for most legionnaires improved technique will require that they spend one of their two attacks and their bonus action to get a slight boost to their combat maneuvers. As well, for most of them even with expertise (especially after the bone armor 'nerf'), a legionnaire will not have a str score to add to the check. A bonus of +11 or +12 will be the most likely, making them no better at landing a trip, disarm, shove or grapple than a paladin or fighter. Adding int to resisting grapples, shoves, disarms and trips is helpful (especially if the legionnaire also takes expertise in acrobatics) in keeping bad things from happening to you... but for the most part, it's just a bit of utility added to the martial CC options.

What in particular do you find especially broken? The biggest thing I can think of would be the grapple+pin combo, which still requires an opposed check and which other 2-attack martials can get as well. Trip to maybe disarm the McGuffin artifact from the BBEG? Pushing someone 10 ft and making them sit outside of your melee range? Forcing someone to actually expend effort and be in potential danger after you disarm them (like all RL and non-martial-arts movie examples of disarming ever)?


You get the point. The idea and fluff are really cool, but the mechanics are way too much.

With reinforced armor gutted out, bone armor re-balanced to make the class a little more multi-stat dependent and armor spikes dropped to a d6 damage die, does anything else strike you as particularly unbalanced?

Gnomes2169
2015-06-02, 04:03 AM
Alright... Improved techniques is modified, armor is modified, Slayer subclass is removed and Bone Warden maneuvers now scale off of int. As well, bone warden maneuvers can only be used on your attack action attacks, limiting you to 2/ round at most. Oh, and I have a pretty picture now. Changelong, supplemental complete.