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View Full Version : 5e Castlevania- Slayer of the Night class



Nalfien
March 22nd, 2017, 00:04
I'm about to run Curse of Strahd in Fantasy Grounds with modified plot as Castlevania. I'd like to make a good class to reflect the Belmonts. How about just going fighter and swap out some of the features to get what you want for some balanced replacements?


Do you think this is fair balance in place of the Fighting Style choice?


Whips & boomerangs are 1 die size larger for damage.
Holy water, hand axes and daggers can be thrown in place of taking movement in a turn.


Maybe I should just make some house rules for the campaign that allows those for free, just to make those items more attractive. That would still let them choose the Dueling fighting style in addition to the above (or at least the first line) which gives +2 to melee damage when carrying only one weapon in hand.

Maybe instead of taking the place of movement in a turn, the "sub-weapons" could be drawn or thrown as a bonus action?


Thoughts?

DivinDoc
March 22nd, 2017, 09:26
I dont have much expirience modifying classes but i think you are on the right track with making a house rule. The bast characters i have ever played have lives outside of the adventure. When DM give you the ability to master iron work or missionary work. I think throwing things like holywater instaed of a movment is a great house rule and upping damage so an item becomes more attractive is best done as a house rule not making a character giving up key feats. Just my opinion. Lol

Black Hammer
March 23rd, 2017, 20:30
I'd be very careful with the action economy. The whip is essentially functioning as a one-handed weapon, so perhaps allow offhand throwing attacks as a sort of mixed melee/range dual wield fighting style? With house rules, it's usually best to stay as close as possible to something that already exists.