Post by Coconut_Bra on Jun 13, 2021 10:42:01 GMT
Hello all. First time creator and poster here so I hope I did this right. I'm looking for some feedback on this subclass specifically these following things:
How does it compare with other subclass options? Is it balanced in comparison? Would you be interested in this over other options? Why or Why not?
Is there anything here you would change or replace? If so, what?
Do you feel the features are properly balanced/presented in the right order? Should anything be given earlier or later than what I have done?
What are your thoughts specifically on the 14th level feature, One Man Army
Thanks in advance.
Path of the Adamantine FistHow does it compare with other subclass options? Is it balanced in comparison? Would you be interested in this over other options? Why or Why not?
Is there anything here you would change or replace? If so, what?
Do you feel the features are properly balanced/presented in the right order? Should anything be given earlier or later than what I have done?
What are your thoughts specifically on the 14th level feature, One Man Army
Thanks in advance.
Your unarmed strikes now count as simple melee weapons, with which you are proficient.
You can roll a d4 in place of the normal damage of your unarmed strikes. Your damage die for your Fists of Fury changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Magical Battering: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fist of Demolition: At 6th level, you may use your action to strike the ground. Creatures of your choice within a 10 ft radius, standing on the ground, must succeed on a Dexterity saving throw or be knocked prone. Additionally, that area suffers damage equal to two rolls of your Fists of Fury die + your Strength modifier + your rage bonus (if you are raging) potentially causing the ground to cave in (at the DM’s discretion). The area of this effect increases to 15ft at 10th level, and again to 20 ft at 14th level.
The saving throw = 8 + your proficiency bonus + your Strength modifier + your rage bonus (if you are raging)
One Man Siege: Starting at 10th level, your unarmed strikes deal double damage to objects and structures. Additionally, you can roll one additional Fists of Fury damage die when determining the damage for a hit against a construct or other creature comprised of non-living material (determined at the DM’s discretion).
One Man Army: At 14th level, when you enter your rage, or as a bonus action on a subsequent turn after you rage, you may enter a transformation that lasts for 10 minutes. While transformed you gain the following benefits:
Your Strength, Dexterity, and Constitution scores each increase by 2.
The effects of any levels of exhaustion you have or gain are suppressed.
At the start of each of your turns you regain 10 hit points.
The area of your Fist of Demolition increases to 30ft.
When this transformation ends, you immediately suffer 3 levels of exhaustion and your rage ends. Additionally, you may not enter a rage again until you finish a long rest, and you may not use this transformation again until you finish a long rest and have no levels of exhaustion remaining from when it last ended.