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JNAProductions
2016-02-15, 12:16 PM
Speed of the Prawn-Starting at 3rd level, gain a swim speed equal to your land speed. In addition, you can always take the Hide action if you are in a body of water and your opponents are not. Finally, you can hold your breath for 10 times as long as usual.

Diving Strike-At 9th level, you gain advantage on any melee attacks made during the same turn you dive into a body of water or breach the surface. This bonus cannot be gained by exiting and re-entering a body of water.

Seaborn-By 13th level, you are truly one of the sea. You may now breathe underwater, and your swimming speed increases by 10'. In addition, saltwater invigorates you-if you can soak in salt water or rest in a body of salt water during a short rest, you regain twice the normal amount of HP from hit dice.

Shrimp Claws-At 13th level, you gain crustacean-like claws in a second set of limbs on your chest. These are light, finesse weapons that you are proficient in and deal 1d8 piercing damage.

Seaking-Alternatively, Seaqueen or Searuler. You are a master of the ocean and can bring it with you. Once per long rest, starting at level 17, you may cast Tsunami. In addition, your swim speed increase by 10' again. Finally, you may, once per short rest, create a body of water totaling no more than 10,000 cubic feet, enough to fill a 50' by 50' room to a depth of 4'. This body of water quickly evaporates, and is gone within an hour.

Ninja_Prawn
2016-02-15, 01:53 PM
:thog: This is great, thank you JNA!

PoeticDwarf
2016-02-15, 02:38 PM
Speed of the Prawn-Starting at 3rd level, gain a swim speed equal to your land speed. In addition, you can always take the Hide action if you are in a body of water and your opponents are not. Finally, you can hold your breath for 10 times as long as usual.

Diving Strike-At 9th level, you gain advantage on any melee attacks made during the same turn you dive into a body of water or breach the surface. This bonus cannot be gained by exiting and re-entering a body of water.

Seaborn-By 13th level, you are truly one of the sea. You may now breathe underwater, and your swimming speed increases by 10'. In addition, saltwater invigorates you-if you can soak in salt water or rest in a body of salt water during a short rest, you regain twice the normal amount of HP from hit dice.

Shrimp Claws-At 13th level, you gain crustacean-like claws in a second set of limbs on your chest. These are light, finesse weapons that you are proficient in and deal 1d8 piercing damage.

Seaking-Alternatively, Seaqueen or Searuler. You are a master of the ocean and can bring it with you. Once per long rest, you may cast Tsunami. In addition, your swim speed increase by 10' again. Finally, you may, once per short rest, create a body of water totaling no more than 10,000 cubic feet, enough to fill a 50' by 50' room to a depth of 4'. This body of water quickly evaporates, and is gone within an hour.
Hide without an action :/
Maybe a way to do it with reaction but now it's not right.

Seaking is too strong. Shrimp claws - do you mean level 17? Strong but other level 17 rogues are that too
Next to this it's well-balanced and pretty cool

Ninja_Prawn
2016-02-15, 03:16 PM
Hide without an action :/
Maybe a way to do it with reaction but now it's not right.

You're mis-reading that. He says you can use the Hide action. That means it's still a regular action, but you can do it in plain sight. Still strong, but not broken as a core class feature.


Seaking is too strong. Shrimp claws - do you mean level 17? Strong but other level 17 rogues are that too
Next to this it's well-balanced and pretty cool

Having Tsunami once/day probably is too strong... But the power of Shrimp Claws is mitigated by the fact that it conflicts with cunning action.

JNAProductions
2016-02-15, 03:23 PM
Should I just make Seaking the ability to summon a pool of water? That means that, unless you're outside or similar, you'll always be able to use your abilities. Or possibly add Control Water once/long rest to replace Tsunami?

PoeticDwarf
2016-02-16, 01:34 AM
You're mis-reading that. He says you can use the Hide action. That means it's still a regular action, but you can do it in plain sight. Still strong, but not broken as a core class feature.


Having Tsunami once/day probably is too strong... But the power of Shrimp Claws is mitigated by the fact that it conflicts with cunning action.

That would be by English, if I read it I see what I thought but suppose I'm wrong

Shrimp claws is indeed not that strong for level 17, and I think it is level 17 because thecother is an alternative and I don't see 17th level

ImSAMazing
2016-02-16, 03:03 AM
You're mis-reading that. He says you can use the Hide action. That means it's still a regular action, but you can do it in plain sight. Still strong, but not broken as a core class feature.



Having Tsunami once/day probably is too strong... But the power of Shrimp Claws is mitigated by the fact that it conflicts with cunning action.

True. It just spares you a feat(Dual Wielder), so you can sort of dual wield rapiers. It's not that strong, I mean wow 1d8 extra damage a round IF you hit.

PoeticDwarf
2016-02-16, 10:34 AM
True. It just spares you a feat(Dual Wielder), so you can sort of dual wield rapiers. It's not that strong, I mean wow 1d8 extra damage a round IF you hit.

I agree it's certainly not too strong. But it's not what you say because you get the dmg and have your hands still free (shield because multiclass or feat or for grapples/bow for example)

JNAProductions
2016-02-16, 01:47 PM
My gut says it's balanced fine. It's an extra 1 point of damage on average compared to normal dual-wielding. I didn't think of grappling implications, but I don't think that's too terrible.

If someone would be willing to actually playtest this, see how it stacks up against Thief or Assassin Rogues, that'd be fantastic. It'd let me really know its balance level.

Edit: Added the 5E tag to this. I'm a dumb.

PoeticDwarf
2016-02-16, 02:47 PM
My gut says it's balanced fine. It's an extra 1 point of damage on average compared to normal dual-wielding. I didn't think of grappling implications, but I don't think that's too terrible.

If someone would be willing to actually playtest this, see how it stacks up against Thief or Assassin Rogues, that'd be fantastic. It'd let me really know its balance level.

Edit: Added the 5E tag to this. I'm a dumb.

It's 2 points of damage and two free hands. As I said it's not OP but still strong. And is it for level 13 or 17?

JNAProductions
2016-02-16, 04:33 PM
13th, as it says in the entry.

Wartex1
2016-02-16, 08:23 PM
This looks neat. How many more of these "Playgrounder Archetypes" or whatever you would call them are you planning on making?

JNAProductions
2016-02-16, 08:25 PM
Depends how inspired I feel. Wartex, you're eligible for one. Go here (http://www.giantitp.com/forums/showthread.php?478534-GitP-Regulars-As-Subclasses) as a better place to talk about it, though.

PoeticDwarf
2016-02-17, 10:56 AM
13th, as it says in the entry.

I know, but now it gets two things on level 13 and none on level 17. Only an alternative for level 13

JNAProductions
2016-02-17, 12:46 PM
I know, but now it gets two things on level 13 and none on level 17. Only an alternative for level 13

Seaking is level 17. I realize now that wasn't clear, so added in a "starting at level 17" to Seaking.

PoeticDwarf
2016-02-17, 02:44 PM
Seaking is level 17. I realize now that wasn't clear, so added in a "starting at level 17" to Seaking.

As you said yourself. Change to control water makes it all complete

JNAProductions
2016-02-17, 02:54 PM
I'm not wholly convinced a 9th level spell once per long rest at level 17 is OP. I'll include an alternative (once I get home) but I'm not sure it's OP.

PoeticDwarf
2016-02-18, 05:09 AM
I'm not wholly convinced a 9th level spell once per long rest at level 17 is OP. I'll include an alternative (once I get home) but I'm not sure it's OP.

It's too much for a rogue. It's a really strong sprll, even on this level