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    Ogre in the Playground
     
    NinjaGuy

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    Default Willforger - a Fighter Subclass based on M:tG's Angrath

    As I'm reading the War of the Spark novel based on block of the same name, the Infinity-Wars-esque story cap in the Magic: the Gathering universe, I'm restarting my series of subclasses based on Planeswalkers.

    The Willforger


    Driven by a feeling of restless impatience, Willforgers find that battle fuels their wild temper and spurs them on in an endless series of raids upon the coastal towns. Like a caged animal awaiting its moment of freedom, a willforger exudes confidence and determination, often attracting a motley crew of pirates and other pillagers that flock to displays of raw power.


    Molten Weapon
    Starting at level 3, you gain the ability to infuse your anger into your weapons. As a bonus action, you can take a metal melee weapon or chain and transform it into a fiery weapon for 10 minutes that sheds bright light in a 10 foot radius and dim light for an additional 10 feet. You can only have a single Molten Weapon at a time If a chain is used, treat it like a whip. When you use your attack action with the Molten Weapon, it deals 2d6 fire damage instead of normal damage die. This increases to 3d6 at level 12. You can use this ability a number of times equal to your proficiency modifier, and you regain all uses after a long rest.

    Hijack
    At level 7, your anger can overflow into those outside the fight, and even opponents, bringing them to your side. As an action, one humanoid of your choice that you can see within 120 feet must succeed on a Wisdom Saving throw or become charmed by you for up to 1 minute as a madness glows in its eyes.
    The charmed target must use its action on each of its turn to move and make a melee attack against a creature other than itself that you mentally choose, other than the creature itself. The target can act normally on its turn if you choose no creature. The DC for this is 8+your proficiency bonus + your Charisma Modifier.
    You must maintain Concentration, as if on a spell, to keep the hijacked creature under your control, or the effect ends. Also, the target can make a Wisdom Saving throw at the end of each of its turn. On a success, the effect ends. You can use this ability up to twice successfully, and regain the use of this feature after a short or long rest.

    Mark of Mutiny
    At level 10, your force of will inspires all those effected. Those creatures you mentally command with your Hijack feature have +1 to their attack and damage rolls. While you concentrate on a your Hijack feature, you gain a +1 bonus to your AC.

    In addition, you can change the damage type of your molten weapon to any elemental damage type - cold, acid, or lightning - in addition to fire. You make this choice each time you use your Molten Weapon feature.

    Insurrection
    At Level 15, your influence over others becomes infections. When you use your Hijack feature, you can instead choose a number of creatures equal to your charisma modifier (minimum 1).

    If you target only a single creature with your Hijack feature, that creature has disadvantage on the first Wisdom saving throw it makes.

    Captain of Chaos
    At level 18, you have gained a reputation of being someone worth following to those who disregard other authorities. Over the course of a long rest in a populated environment, roll a d6 if you have followers with less than a combined CR of 4. On a 5 or 6, you gain other NPC followers that fight alongside you. The DM rolls a d4 on the following CR table to decide what NPC joins your team:
    CR Level NPC
    1
    Spy
    2
    Berserker
    3
    Veteran
    4
    Knight

    NPCs joining your party this way will reconsider and leave the fight after taking damage more than once, unless under your the effect of your Hijack feature. At the beginning of a long rest, if your followers have a combined CR of more than 4, dismiss followers until you get a combined CR of 4 or less.

    Spoiler: Notes:
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    • Angrath is a Minotaur Pirate who rocks an enflamed chain and uses his innate emotion-based magical abilities to inspire his crew, or make his enemies fight amongst themselves.
    • Molten Weapon is a scaled down version of the spell Flame Blade. Because it deals fire damage, it'll potentially become less and less powerful as you level up, but multiple attacks with a 4d6 weapon is going to be ridiculous
    • Hijack is based on the Crown of Madness spell, except the target can move before the attack, instead of the other way around.
    • Mark of Mutiny is the stereotypical 10th-level ribbon that gives a small benefit, similar to the War Mages' Durable Magic.
    • Insurrection gives you the ability to focus on a single target to Hijack, or actually create your own temporary mob.
    • Captain of Chaos allows you to create a mob that follows you around anyway, although they're small and will quickly run away unless you augment them with Hijack. This is essentially an upgraded version of the retainers from the Noble Background, but you can include them in your fights. I suggest that the player runs the followers in combat, while the DM runs the followers in social situations.
    • This is my 31st posted subclass, but somehow my first fighter subclass. Strange!

    Let me know what you think!

    Spoiler: Other M:tG Inspired Homebrew
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    Last edited by Vogie; 2019-05-29 at 02:37 PM.
    Always looking for critique of my 5E homebrew!
    Including new Base Classes, a better Ranger, and Subclasses based on:
    • Books
    • TV Shows
    • Marvel Cinematic Universe
    • League of Legends IP
    • Current series: Planeswalker-themed Subclasses based on Magic: The Gathering's War of the Sparks
    And MORE!
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    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: Willforger - a Fighter Subclass based on M:tG's Angrath

    Molten Weapons tarts off good-a Greatsword with Reach.
    It ends up twice as powerful as a Greatsword, still gets Reach, and is usable effectively at-will. (Name me a DM that runs more than 6 encounters per short rest.)
    Even though the damage type ain't good, it's still INSANELY powerful.

    Hijack is also really good, but it can MAYBE stay. It does need to specify that they can't attack themselves, though.

    Mark of Mutiny... Why does it increase your AC?

    Insurrection is definitely NOT okay.

    Captain of Chaos I'd rework entirely. It's probably fine, balance-wise, but a little annoying to use on the table.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Orc in the Playground
     
    Breccia's Avatar

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    Default Re: Willforger - a Fighter Subclass based on M:tG's Angrath

    I'm not going to argue with JNAProductions about what's overpowered because he's probably right.

    But I will say, in a party-on-one fight, these guys seem somewhat...well, not underpowered, but tame. Assuming the single enemy resists Hijack, they're left with a glorified cantrip as their sole class feature. If the opponent resists fire (such as most fiends) they have basically nothing to do except baseline fighter since half of 4d6+Str is probably worse than their standard weapon. If the target is immune to fire, it's not even close. You were inspired by a specific M:tG card, and that's cool, is there a reason they have to be fire? A lightning chain whip sounds fun. An acid chain whip would be ridiculously terrifying.

    Consider please what JNAProductions is saying, and move some of the subclass' power from Hijack to more direct attacks. Not more damage necessarily, but something else that a 10-foot flaming chain could be expected to do. Angranth (even the name sounds angry) has a neat +1 power of "everyone you hate loses 2 life and a card". Perhaps swap Hijack to one of two choices, like Channel Divinity, that share a power source/number of uses, and have the other one based on that? Something along the lines of "target takes 2d6/3d6/4d6 psionic damage and loses their lowest level spell slot/use of their lowest-level spell (for monsters with spells), Wis save for half damage/no spell loss"? It might give them more options when it's a classic boss fight who's going to be ruled immune to charming by the DM, but won't let them infinitely counterspell a caster into uselessness.

  4. - Top - End - #4
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: Willforger - a Fighter Subclass based on M:tG's Angrath

    Quote Originally Posted by JNAProductions View Post
    Molten Weapons tarts off good-a Greatsword with Reach.
    It ends up twice as powerful as a Greatsword, still gets Reach, and is usable effectively at-will. (Name me a DM that runs more than 6 encounters per short rest.)
    Even though the damage type ain't good, it's still INSANELY powerful..
    Good catch - that was a conglomeration between two old abilities. I'm shaving it down to 2-6 per long rest, similar to Barbarian's Rage.

    Quote Originally Posted by JNAProductions View Post
    Hijack is also really good, but it can MAYBE stay. It does need to specify that they can't attack themselves, though..
    Good catch. Updated.

    Quote Originally Posted by JNAProductions View Post
    Mark of Mutiny... Why does it increase your AC?.
    Clarified that your AC is increased while concentrating on Hijack. Also added fluff, and updated notes.

    Quote Originally Posted by JNAProductions View Post
    Insurrection is definitely NOT okay..
    Yeah, I can see it as a bit much. Removed the duration increase, and slashed the disadvantage to the initial save.

    Quote Originally Posted by Breccia View Post
    But I will say, in a party-on-one fight, these guys seem somewhat...well, not underpowered, but tame. Assuming the single enemy resists Hijack, they're left with a glorified cantrip as their sole class feature. If the opponent resists fire (such as most fiends) they have basically nothing to do except baseline fighter since half of 4d6+Str is probably worse than their standard weapon. If the target is immune to fire, it's not even close. You were inspired by a specific M:tG card, and that's cool, is there a reason they have to be fire? A lightning chain whip sounds fun. An acid chain whip would be ridiculously terrifying.

    Consider please what JNAProductions is saying, and move some of the subclass' power from Hijack to more direct attacks.
    It was inspired actually by the spell Flame Blade, actually, and the desire to separate it from the Forge Cleric subclass. I do like the idea of spreading it out beyond fire... I'll definitely take a crack at that.


    EDIT: updated to:
    • cap damage amplification at 3d6 elemental
    • broaden damage types at level 10, using the other options from the Elemental Weapon spell
    Last edited by Vogie; 2019-05-29 at 02:39 PM.
    Always looking for critique of my 5E homebrew!
    Including new Base Classes, a better Ranger, and Subclasses based on:
    • Books
    • TV Shows
    • Marvel Cinematic Universe
    • League of Legends IP
    • Current series: Planeswalker-themed Subclasses based on Magic: The Gathering's War of the Sparks
    And MORE!
    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

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