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tmjr6
2016-05-10, 11:54 PM
For those who are familiar with the anime/manga series "Rave Master" by the creator of Fairy Tail, this is based off of the main character Haru Glory. For those who are unfamiliar with the series the protagonist had a magic blade that switched between 10 forms, and this is my attempt to bring the character to D&D as a character class. So without further ado I present the Rave Master class.

Rave Master

A human stands in front of an approaching army channeling the power of Explosion into his blade he prepares to take down his foes. Channeling the power of the rave he switches through multiple forms cleaving through the ranks. Focusing all his strength into one final blow he creates an explosion that destroys both the leader and himself.
A dwarf finds an axe hidden away in a cave, and after examining it learns that it is lighter than anything he has ever wielded before. Slowly but surely he learns how to wield multiple forms of the axe. After a period of time he learns how to combine the strengths of multiple forms unleashing new devastating attacks.
An old master presents the power of the Ten Commandments to his pupil, passing on the title of Rave Master to him. The new Rave Master goes on a journey finding friends and learning of the powers within his blade. On his final battle the student becomes the master as he unlocks the final form of his spear.
All of these heroes are Rave Masters, champion fighters called to battle when needed most. Whether the unwilling hero, the local town folk hero, or a pupil who has been training his whole life for his call to battle, Rave Masters are always called to the world of DUNGEONS & DRAGONS when they are needed most. Regardless of the circumstances that brought them Rave Masters are called to a greater destiny.

Master of Many, Master of One
Rave Masters wield the Ten Commandments a magical sword with the capability to transform into ten different magical blades. Some Rave Masters favor Explosion, pushing their physical endurance to the limit in order to withstand its power. Others favor Silfarion using its gift of speed in order to maximize their combat prowess across the battlefield. It’s the versatility of the Ten Commandments that allows for a Rave Master to be prepared for almost any threat on the battlefield.

Hero of Destiny
Rave Masters are one of the rarest heroes to journey the lands, only one Rave Master ever exists at any period of time. Whether the Ten Commandments are passed on from a master to a new Rave Master or the blade itself finds a new wielder the moment it is picked up the individual is destined for a greater path in life. Whether called upon to stop a dark force or needed for a greater part of a prophecy, when a Rave Master is called upon, dark times are ahead.

Creating a Rave Master
As you build your Rave Master think about two related aspects of your character’s background: How did you become the next Rave Master, and what do you know about your destiny? Did you receive training from a previous Rave Master or did you stumble upon the weapon? What made you pick up the power of the Rave in the first place? Was your home attacked, do you seek vengeance, or do you believe you can change the world for the better?
You might have been a carpenter who discovered the blade while gathering wood in the forest one day. Perhaps you were given the blade by the previous Rave Master and learned of its purpose and were told that you were the next one to stop a great threat. Did you learn anything about the Ten Commandment’s powers or are you learning as it becomes available to you?

Quick Build
You can make a Rave Master quickly by following these suggestions. First make Strength or Dexterity as your highest ability score, depending if you want to focus on melee weapons or finesse weapons. You next highest ability score should be Charisma so you can inspire your allies while on the battlefield. Second, choose the folk hero background..



Level
Proficiency Bonus
Rave
Features


1
+2
1d4
Rave Weapon, Ten Commandments - Eisenmeteor


2
+2
1d4
Fighting Style, Ten Commandments - Explosion


3
+2
1d4
Ten Commandments - Silfarion


4
+2
1d4
Ability Score Increase


5
+3
1d6
Extra Attack, Ten Commandments - Runesave


6
+3
1d6
Rave of Courage, Rave of Knowledge


7
+3
1d6
Ten Commandments - Blue Crimson


8
+3
1d6
Ability Score Increase


9
+4
1d6
Ten Commandments - Melforce


10
+4
1d6
Fluid Motion, Rave of Comabat


11
+4
1d8
Ten Commandments - Gravity Core


12
+4
1d8
Ability Score Increase


13
+5
1d8
Ten Commandments - Million Suns


14
+5
1d8
Ability Score Increase


15
+5
1d8
Ten Commandments - Sacrifar


16
+5
1d8
Ability Score Increase


17
+6
1d10
Ten Commandments - Ravelt


18
+6
1d10
Rave of Combat Improvement


19
+6
1d10
Ability Score Increase


20
+6
1d10
Rave of Destiny



Class Features
As a Rave Master you gain the following class features.

Hit Points
Hit Dice: 1d10 per rave master level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per rave master level after 1st

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple Weapons, martial weapons
Tools: One Artisan’s Tools of your choice.

Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

One martial weapon of your choice
(a) scale mail or (b) leather, longbow, and 20 arrows
(a) a dungeoneer’s pack or (b) an explorer’s pack

Rave Weapon
You may attune to a melee weapon that you are proficient with by meditating for 1 hour. By imbuing a weapon with the Rave, the weapon forms a special link with you and becomes your signature weapon, the Ten Commandments. This weapon counts as magical for the purpose of overcoming magical resistances and immunities to attacks and damage. The weapon gains a special damage die that affects certain forms as shown in the Rave column of the Rave Master table. In addition Ten Commandments is attuned to you and occupies one of your attunement slots.
You can transform one magic melee weapon into the Ten Commandments by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1-hour, which can be done during a short rest. You can’t affect an artifact or sentient weapon in this way. The weapon ceases being Ten Commandments if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.
Some of your Ten Commandments features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Rave save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Ten Commandments - Eisenmeteor
You are gifted with the legendary weapon the Ten Commandments, an artifact that draws on the powers of the Rave Stone. The Ten Commandments possesses ten forms, each corresponding to the nature of the stone’s abilities. When you gain the ability to change to different forms you can change forms as if you were drawing or stowing a weapon.
At 1st level you have access to its base form, the Eisenmeteor “The Metal Weapon,” gains the following traits:

Eisenmeteor deals an extra die of damage equivalent to your Rave damage die.

Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 damage bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die roll for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ten Commandments - Explosion
At 2nd level you unlock the second form of the Ten Commandments, Explosion “The Explosive Weapon.” Explosion is a weapon with no proper cutting edge but creates a powerful explosion on contact with the enemy. Your Ten Commandments gains the following traits while in Explosion’s form:

Explosion's damage die changes to fire.
When you take the attack action, you may replace one of your attacks with an explosive strike and subject one target to a Dexterity saving throw on a failed save they take fire damage equal to three of your rave dice or half as much on a successful one. You may amplify this attack having it deal additional two Rave dice, but you take damage equivalent to your Rave die.

Ten Commandments - Silfarion
At 3rd level you unlock the third form of the Ten Commandments, Silfarion “The Sonic Weapon.” This form allows your Ten Commandments to become extremely light, granting great speed at the cost of damage. Your Ten Commandments gains the following traits while in Silfarion’s form:

Silfarion uses your Rave damage die in place of its normal damage die.
Your speed increases by 10 feet while wielding Silfarion. In addition you do not provoke opportunity attacks while you move with this form active.
You may jump as a bonus action.
When you take the Attack action you may take three times per attack with Silfarion, but you may not add your Strength or Dexterity damage modifier to the damage and you may not change your form if you make these attacks.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ten Commandments - Runesave
At 5th level you unlock the fourth form of the Ten Commandments, Runsave “The Sealing Weapon.” Runesave is a unique jagged weapon which cannot cut anything physical but can cut things without a tangible form like lightning, fire, water or smoke. Your Ten Commandments has the following traits while in Runesave’s form:

Runesave cannot deal damage, except to elementals, creatures with the Incorporeal Movement trait, or a target in an astral body (as with the astral projection spell).
When an enemy casts a spell within 30 feet of you that effects you, you can use your reaction to impose disadvantage on the spell attack roll or gain advantage on a Dexterity saving throw against the spell.
If you hit a creature summoned by a spell or an objected created through magic, you may roll your Rave die and if the roll is greater than the level of the spell the spell ends as if the caster has dismissed it.
On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.


Rave of Courage
At 6th level, you gain advantage on saving throws against fear.

Rave of Knowledge
Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength Score
Dexterity Score
Current Hit Points
Total class levels (if any)

At the DM’s discretion you can also learn if the character is able to cast spells.

Ten Commandments - Blue Crimson
At 7th level you unlock the fifth form of the Ten Commandments, Blue Crimson “The Twin Dragon Weapon.” In this form the Ten Commandments splits into two weapons with one having the properties of fire and the other having the properties of ice. Your Ten Commandments has the following traits while in Blue Crimson’s form:

While in this form your Ten Commandments becomes two copies of your weapon or if your weapon has the two-handed property it becomes two one-handed weapons that deal the same damage type.
You can dual wield these weapons as if they were light weapons.
When you make an attack with one of these weapons you deal additional cold or fire damage equal to your Rave die, one weapon deals fire and the other deals cold.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet that originates from each copy of Blue Crimson. You are proficient with it, and you add your Dexterity or Strength modifier to its attack and damage rolls (your choice). Its damage is fire or cold (as appropriate to the weapon it originates from), and its damage die is equal to your Rave die. This special attack can be used for any of the attacks you make as part of the Attack action.

Ten Commandments - Mel Force
At 9th level you unlock the sixth form of the Ten Commandments, Mel Force “The Vacuum Weapon.” Mel Force has an ethereal wind flowing around it allowing you to harness the power of air. Your Ten Commandments has the following traits while in Mel Force’s form:
When you make one of your attacks with Melforce instead of making a normal attack with Melforce you may force a creature within 5 feet of you to make a Strength saving throw, on a failed save they are pushed 10 feet and are restrained until the start of their next turn.

Fluid Motion
At 10th level you have learned how to change the forms of the Ten Commandments in one fluid attack. When you take the the Attack action you can change the form of the Ten Commandments before and after making an attack.

Rave of Combat
At 10th level, whenever you or a friendly creature within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increase to 30 feet.

Ten Commandments - Gravity Core
At 11th level you unlock the seventh form of the Ten Commandments, Gravity Core “The Gravity Weapon.” An incredibly destructive weapon that is able to destroy extremely resilient materials, Gravity Core requires great strength to wield. Your Ten Commandments has the following traits while in Gravity Core’s form:

When you take the Attack action, you may replace one of your attacks with an earth shattering strike. All creatures within 5 feet of you to make a Dexterity saving throw or take bludgeoning damage equal to two Rave dice plus your Strength modifier, half damage on a successful save. Creatures have disadvantage on this save if you jump before making the attack.
Whenever an effect would push or pull you, reduce the distance by 5 feet.

Ten Commandments - Million Suns
At 13th level you unlock the eighth form of the Ten Commandments, Million Suns “The Solar Weapon.” Allowing you to wield the force of a million suns. Million Suns’ blade is composed purely of light, able to destroy the darkness around it. Your Ten Commandments has the following traits while in Million Suns’ form:

Ten Commandments damage type changes to radiant, and it deals an additional Rave die of radiant damage.
Million Suns sheds bright light up to 30 feet and dim light up to another 30 feet. The light dispels magical darkness produced by a spell of third level or lower.
As a bonus action you can subject one creature within 30 feet to a Constitution saving throw, on a failed save the creature is blinded until your next turn.

Ten Commandments - Sacrifar
At 15th level you unlock the ninth form of the Ten Commandments, Sacrifar “The Bloodlust Weapon.” The most destructive of all the forms, Sacrifar is a frightening blade of bloodlust that seals the user's emotions except for anger and aggression for the power of primal fury. Your Ten Commandments has the following traits while in Sacrifar’s form:

You are considered to be under the effects of a barbarian’s rage equivalent to your Rave Master level.
In order to switch out of Sacrifar’s form you need to make a Wisdom saving throw equal to 10 + the number of rounds that Sacrifar has been active. At the beginning of your turn you must make a Wisdom save equal to 10 + the number of rounds that Sacrifar has been active, on a failed save you must attack the nearest creature selected at random with Sacrifar before you may make any other attacks.

Ten Commandments - Ravelt
At 17th level you unlock the final form of the Ten Commandments, Ravelt “The Holy World Weapon.” This form represents your inner strength and ideals, and its appearance is unique to every wielder. Your Ten Commandments has the following traits while in Ravelt’s form:

Your weapon scores a critical hit on a roll of 19-20.
You add half your proficiency bonus to your attack and damage rolls.
If you drop to 0 hit points while this sword form is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Rave of Destiny
At 20th level, you have become the True Rave Master and can invoke the power of your destiny to manipulate the world around you. You or one friendly creature that you can see within 30 feet can gain advantage on an attack roll, ability check, or saving throw a number of times per day equal to your Charisma modifier (minimum of 1).

Final Hyena
2016-05-11, 09:10 AM
I only read the first 7 levels of features and with the exception of first and third level (where it's comparable) it's mostly a weaker monk.

That's a shame as I love the theme.

PoeticDwarf
2016-05-11, 09:47 AM
I only read the first 7 levels of features and with the exception of first and third level (where it's comparable) it's mostly a weaker monk.

That's a shame as I love the theme.

I agree with both things you said. Too much like the monk, too weak, but a good theme

tmjr6
2016-05-11, 09:58 AM
What would you guys recommend I do to make the class stronger?

Final Hyena
2016-05-11, 12:17 PM
The problem is that your class is very similar to a monk, but has tried to be different in ways that don't keep up with its power. You have to choose to make the class more in line with the monk or move away from it. Given its existing comparison to monk that is what this post will work towards. The biggest issue is that you want your powers to be of value from the start and remain good options throughout, less they become dead levels.


Ten Commandments - Eisenmeteor
You are gifted with the legendary blade the Ten Commandments, a blade that draws on the powers of the Rave Stone. The Ten Commandments possesses ten forms, each corresponding to the nature of the stone’s abilities. When you gain the ability to change to different forms you can change forms as if you were drawing or stowing a weapon.
At 1st level you have access to its base form, the Eisenmeteor “The Metal Sword”, which is treated as greatsword. Regardless of form this weapon requires attunement to properly use.
Level 1 a Rave does;
2d6+3 (10)

Level 1 Monk does;
1d6+1d4+6 (12)

Already you are 2 damage behind (obviously worth less when you take hit chance into account, but still a whole fighting style of value).
You likely need to give a minor damage boost, making it 2d8 damage would work.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
This is interesting, I'm going to be talking about things outside of just this as they are important.
Rave class has;
Str ~ Attack, damage, DCs
Dex ~ AC, init
Con ~ AC, HP

Monk has;
Dex ~ Attack, damage, AC, init
Wis ~ AC, DCs
Con ~ HP

Now all three of these stats are important for all classes however it is very clear that a monk cares mostly for dexterity whereas wisdom/con are secondary.
Rave on the other hand has value more distributed between the three which makes him loose value compared to monk from ability increases (at least until very late game when he can boost most of them to max).

The easy solution is to make Unarmored Defence rely on strength and dexterity which would change it to;
Rave class has;
Str ~ Attack, damage, DCs, AC
Dex ~ AC, init
Con ~ HP

Which makes the Rave's strength and dexterity as good as a Monk's Dexterity and wisdom respectively.

Rave
Starting at 2nd level, your association to the Rave Stone allows you to harness its magical powers to amplify the power of your Ten Commandments. Your access to these powers is represented by a number of rave points. Your rave master level determines the number of points you have, as shown in the Rave Points column of the Rave Maser table.
When you spend a rave point, it is unavailable until you finish a short or long rest, at the end of which you restore your connection to the Rave Stone and restore all of your expended rave points.
Some of your Ten Commandments features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Rave save DC = 8 + your proficiency bonus + your Strength modifier

Sword Stance
You can spend 1 rave point to take the Dodge action as a bonus action on your turn.

Quick Feet
You can spend 1 rave point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

On par with Ki, but no flurry. The flurry is mad up for with explosion, but there is no substitute for unarmoured movement. Perhaps allowing two free uses of item manipulation a turn would help?

Ten Commandments - Explosion
At 2nd level you unlock the second form of the Ten Commandments, Explosion “The Explosive Sword”. Explosion is sword with no proper cutting edge but creates a powerful explosion on contact with the enemy. While in this form you can replace one of your attacks with Explosion and subject one target to a Dexterity saving throw on a failed save they take 2d6 fire damage or half as much on a successful one.
You can increase Explosion’s damage by spending rave points. Each point you spend, up to a maximum of 3, increase the damage by 2d6 but you are also subjected to the Dexterity save if you spend the points.
Lets compare this to the existing option
Greatsword;
+5 to hit
10 damage
With a 60% hit chance 6 average damage.

Explosion;
DC 13
7 damage
With a 40% save chance (7*0.6)=4.2+(3.5*0.4)=1.2 for a total 5.4 average damage.

So we've gone below the greatsword which is already established as sub par.

If you add on Rave to the affect you increase damage, but increase damage for yourself much more....
I would change explosion to do 3d6 base +1d6 for each Rave, but no self damage. I would also take away the limit of maximum Rave used on an explosion. Worst case scenario you burst all your rave for something less impressive than what a wizard could do. The 50% base damage buff changes it to 8.1 damage which is fine. The extra 1d6 damage isn't quite as good as taking a dodge, but a reasonable alternative for the burst potential.

Ten Commandments - Silfarion
At 3rd level you unlock the third form of the Ten Commandments, Silfarion “The Sonic Sword”. This sword form becomes extremely light, granting great speed at the cost of damage. Your Ten Commandments becomes a rapier, and gains the following traits:

Your speed increases by 10 feet while wielding Silfarion.
You may take one attack as a bonus action with Silfarion. In addition you gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is slashing and its damage die is a d8.
When you use the Attack action on your turn to use either of this weapon’s attacks, you can spend 1 rave point to make two additional attacks with it as a bonus action.

A Rave does;
2d8+6 (15)
or with a Rave
3d8+9 (22.5)
with +10 speed

A Monk does;
1d6+1d4+6 (12)
or with a flurry
1d6+2d4+9 (17.5)

This is a substantial increase in power. At this point you're basically a monk with higher damage in exchange for whatever a monk gets from his archetype.
The issue is, this is better than explosion and makes it a poor option.
An alternative idea is that you gain 10 speed and your greatsword has a range of 30 feet. You could allow a single extra attack as a bonus action at the cost of 3 Rave.

Ten Commandments - Runesave
At 5th level you unlock the fourth form of the Ten Commandments, Runsave “The Sealing Sword”. Runesave is a unique jagged sword which cannot cut anything physical but can cut things without a tangible form like lightning, fire, water or smoke. Runesave is able to harm incorporeal creatures such as elementals and ghosts but is unable to harm physical creatures like humans and orcs. In addition Runesave has the following traits:
You are immune to magic that allows other creatures to read your thoughts unless you permit them.
When an enemy casts a spell within 30 feet that requires a spell attack roll and targets you, you can use your reaction to cut the spell’s connection to the weave, imposing disadvantage on the spell attack roll. You can amplify the power of the attack against the spell by spending 3 rave points. You make a Strength ability check. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses you automatically.

Firstly there is no damage on this. For ease lets keep it at the greatswords 2d8.
Secondly it doesn't make up for the loss of an extra attack. I would suggest giving a boost to all blade types. you can give single attack options like explosion an extra 2d6 whereas multiple option like Silfarion 1d6.

Rave Enhanced Attacks
At 6th level, the Ten Commandments count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rave of Knowledge
Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength Score
Dexterity Score
Armor Class
Current Hit Points
Total class levels (if any)

At the DM’s discretion you can also learn if the character is a tradesman and has proficiency in any artisan’s tools.
The enhanced is fine and the knowledge is a nifty feature, might I suggest adding to it. Spending Rave allows you to learn more of these, or perhaps advanced option.

Ten Commandments - Blue Crimson
At 7th level you unlock the fifth form of the Ten Commandments, Blue Crimson “The Twin Dragon Sword”. In this form the Ten Commandments splits into two blades with one having the properties of fire and the other having the properties of ice. Each of Blue Crimson’s blades is treated as a longsword and deals 1d10 cold or fire damage depending on the blade, in addition Blue Crimson has the following additional traits:

You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is cold or fire, depending on the blade used and its damage die is a d10.
You can dual wield these swords as if they were light weapons.

Damage;
2d10+8 (19)
If you go with the previous suggestion making them an extra 1d6;
2d10+2d6+8 (25)

Compared to a Monk;
3d6+12 (23.5)

That's fine, but I feel the ranged attack steps on the toes of Silfarion. Maybe allow as a bonus action and a Rave the ability to cleave your last attack into an adjacent target (for balance maybe make a new attack roll).
Anyway the biggest issue is definitely keeping the blade types competitive through the levels. Hopefully these suggestions will be a good start to addressing that, my advice was done fairly quickly and only considering my knowledge of 1/3 of the class so take with salt.

Edit; I just noticed you have extra attack within the table. The alternative I suggested might still be worth consideration.

jinjitsu
2016-05-11, 12:59 PM
Because it hasn't been mentioned yet: The whole class is based on owning a magic weapon, but it stops functioning if you don't have that weapon. If your Ten Commandments is stolen, broken, dispelled, or lost, you lose virtually all your class features. You should definitely include a Blade Pact-esque feature at 1st level allowing you to reclaim/resummon your sword in case of emergency.

Machiknight
2016-05-11, 02:17 PM
I would also ditch the "weapon doubts as magical" feature and replace it with something else. It is a magic weapon inherently. Having it count as basic from the get go does hardly anything for those few levels, and frees up a feature spot.

Wulfskadi
2016-05-11, 09:22 PM
First off let me just say H**L YEAH!!! Rave master was the first Manga I ever read way back in my angsty middle school days and I probably never would have started liking anime without it.



Now to business.
I think you should up some kind of buff for first level, its ridiculously sparse. Can't think of anything specific right now, maybe fighting style or some equivalent.


Rave points: Either increase total or increase regain rate (30 minute short rest?)

Explosion: should require at lest one rave point in the tank to use. damage should be fire that counts as thunder for overcoming damage resistance (my group uses similar rules for gunpowder)

Silfarion: movement ability under-powered should change to one of the following: double speed, make dash as bonus action. Also should be able to disengage more easily (weather that means permanent ability or bonus action is your choice) for battle maneuvering theme. Also should give disadvantage on strength checks/saving throws (From when Siege pushed back Haru with a gust spell)


Rune Save: Should target area of effect spells as a melee attack against save DC with Rave points to boost it.

6th level abilities: Magic weapon seems good, but knowledge thing seems out of theme

Blue Crimson: Change ranged abilities to spell attacks based on saves, requiring rave points to use. i.e. cone of cold (ice storm?) and fireball. maybe 2-3-4 points each? possibly alter spell power for balance.

Mel force: Spot on. You could add rave point buffs, but in all honesty doesn't really need 'em

10th level abilities: not a bad idea, nice touch

Grav core: Way under-powered. Come on man this is an 11th level ability. boost it. though the single attack idea is good. Maybe make it a big smasher rather than area?

Million suns: Abilities good but damage too low. should be at least d10, (versatile?)

Sacrifar: Perfect. Possibly specify path of berserker. However leaves you less powerful than a normal berserker.... I don't know how to solve this.... Ooh! double rave points?

Ravelt: "He took his Vorpal sword in hand, long time the manxome foe he sought"

20th level ability/Rave master: This should either be an ability gained MUCH more early on or it should be every turn you get 4 rave points

Wulfskadi
2016-05-11, 09:24 PM
Because it hasn't been mentioned yet: The whole class is based on owning a magic weapon, but it stops functioning if you don't have that weapon. If your Ten Commandments is stolen, broken, dispelled, or lost, you lose virtually all your class features. You should definitely include a Blade Pact-esque feature at 1st level allowing you to reclaim/resummon your sword in case of emergency.

You didn't read the manga... : (

tmjr6
2016-05-11, 09:54 PM
Taking everything into account, my friend and I reevaluated certain aspects of the class to allow for a little more versatility in weapons and armor and we made the forms more competitive with one another. How did we do?

jinjitsu
2016-05-12, 12:20 AM
You didn't read the manga... : (

I'm passingly familiar with the anime, but I don't see how that's really relevant to my comment. I was just pointing out that a class whose magic item is basically their only class feature, losing that item means that your character is now all but useless in a fight.

khadgar567
2016-05-12, 12:35 AM
I'm passingly familiar with the anime, but I don't see how that's really relevant to my comment. I was just pointing out that a class whose magic item is basically their only class feature, losing that item means that your character is now all but useless in a fight.

if you want recent version of same item in spear form check fairy tail edolas arc basicly sword gone means no power for this class

Final Hyena
2016-05-12, 08:29 AM
Taking everything into account, my friend and I reevaluated certain aspects of the class to allow for a little more versatility in weapons and armor and we made the forms more competitive with one another. How did we do?

I love the reworks, it really feels like it's own distinct class and the different weapon types seem more competitive with each other, although I feel the Silfarion is a bit weak (I know raw damage isn't it's purpose, but it's still a bit iffy). I feel like 3 attacks over two would make it more competitive without making it as good as the other raw damage options. It would go from 3d4 (7.5) damage at 3rd to 6d10 (33) at 20th. This is pretty comparable to other weapons that do similar damage, but have other affects like blinding or avoiding death. It doesn't match up to the raw power of Crimson blue that deals around 40 damage at max level.

Edit; I suspect Explosion isn't as good as later blades that scale better, especially the gravity one which arguably makes it obsolete.

Wulfskadi
2016-05-12, 12:54 PM
Edit; I suspect Explosion isn't as good as later blades that scale better, especially the gravity one which arguably makes it obsolete.

In the manga/anime explosion kinda does become obsolete later on, so this still fits the theme.


To me the charisma based abilities seem a little out of place. I understand how the idea came up but they just don't seem to gel well with the class since you only have a couple abilities with which to use it and none at early levels.

Also, I like what you did with blue crimson. Honestly I would have just given them a ranged spell attack based on the rave dice, but its still an epic ability

I still dont understand the point of Sacrifar's ability. You're essentialy just changing classes to one much less versatile but still too similar to your own to provide any real versatility while giving up all your other abilities.

tmjr6
2016-05-12, 03:51 PM
To me the charisma based abilities seem a little out of place. I understand how the idea came up but they just don't seem to gel well with the class since you only have a couple abilities with which to use it and none at early levels.

The purpose was create skills that reflect a protagonist type of character, so we gave these types of abilities, especially since it is still a mostly SAD type of class.

I still dont understand the point of Sacrifar's ability. You're essentialy just changing classes to one much less versatile but still too similar to your own to provide any real versatility while giving up all your other abilities.

Given the nature of the blade and how it slowly possesses the wielder, we thought this was the best way to represent that aspect.

tmjr6
2016-05-12, 04:10 PM
I feel like 3 attacks over two would make it more competitive without making it as good as the other raw damage options. It would go from 3d4 (7.5) damage at 3rd to 6d10 (33) at 20th. This is pretty comparable to other weapons that do similar damage,

Perhaps instead it allows taking the dash action as a bonus action and doubles jump distance? We wanted to have it double the number of attack you make so you make two when you first get it, and four at 5th level.

Edit; I suspect Explosion isn't as good as later blades that scale better, especially the gravity one which arguably makes it obsolete.

I was debating having Gravity core only work once per Attack action due to its heavy weight. And I might buff Explosion slightly to make it more competive, any suggestions?