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Samurai V2.0 re-classes of sokoku vol.1
(lemmy.world)
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Thank you, I spent a lot of time on this one. You think the stances are balanced as an at will ability? It's what I had in mind for it to begin with to bring the bulk of the versatility since the discipline is long rest and sparing.
The original version of left handed warrior was more flavorful than this incarnation. The original played with the honor mechanic a lot and was kind of skill monkey. The weasel is a kamaitachi by the way, a trickster who delights in the pain of others.
The other subclasses I had for it I didn't give lazy rewrites like I gave left handed warrior so they were mostly incompatible with this new version. I just wanted to push this one out because I've been silent for a while and needed more than one other opinion on the stances.
I think i could play with the idea of subclasses that lean into one stance over the others. I could recycle the left handed warrior and make it kami stance with the kamaitachi ally and abilities centered around it.
Anyway thank you very much.
With how they work, you'll never activate them on turn 1: giving up your action means you can't attack, making them useless; Giving up your movement means you can't get to the enemy, which in turn means that you can't attack, making them, again, useless. Despite being at-will, you're only activating them from turn 2 onwards, and with the average combat only lasting about 3 rounds, you're probably not getting the mileage you'd get from, say, battle maneuvers (or your samurai techniques).
The effects themselves are fine. In my opinion, you could have them work alongside fighting styles and the balance wouldn't be too far off. The strongest is undoubtedly the fire stance, reliable flat damage that scales with levels. The others are mostly situational, with lightning and water being good but hampered by the Wisdom requirement (usually a dump stat for normal fighters, and only tertiary in samurai builds after STR/DEX and CON). The other stances offer minor benefits which are nice to have but not game breaking by any means, and are even weaker than the incoming masteries in 1DnD, which are also at-will, work from turn 1, and trigger on every attack.
Alright yeah, thanks for the breakdown. Currently I'm worried about current game balance even though everyone homebrews martials to have maneuvers for free anyway as of current... But this is useful feedback for me, as I think I'm in an outlier crowd who prefers combats lasting around 10 rounds but leaning towards more than less.
Fire stance I think can be tuned down to just wisdom or just prof yeah. And probably treat immunity as resistance. But I added the ignore resistance because I think by a landslide fire is the most resisted type, I might be wrong.
There are definitely options for what stats to focus on with this class, wisdom and dex as primary I think is the strongest but you can forgo wisdom entirely and go for intelligence or charisma, as long as you don't pick the options that scale off of wisdom. And because of the heavy armor proficiency and the option to use strength for your ancestral weapon (even if it's a longbow) you can build strength and pass up dexterity too.