Talk:Black Blood (5e Class)

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So what needs to be changed? cause ive read through all the effects especially hard as lead and blood clone and they seem pretty balanced to me.

hard as lead only reflects unarmed attacks weapon and magic attacks are unaffected and blood clone doesn't gain the stats of the summoner and can't even move when it attacks and disappears when it gets more than 15 feet away from the summoner

I think the problem was lack of clarity. Why unarmed specifically? What about natural weapons, or dealing the damage to a bludgeoning weapon that hit you? Seems both awfully situational, and tricky to avoid. Expand the demographic, and maybe offer a save or some other way of avoiding it. What about the clone? Is it absolutely a clone, or does it just look like you and only do what the ability says it can? If it can do anything you can, why can't you do what it can? If it can't do anything you can, why is it called a clone without making clear it's not a real clone? Stuff like that. -SecondDeath777

Well Ive made it that hard as lead can only be active when harden blood and at the level 17 that it has to be greater harden blood, as for the clone the only solution I can think of is to rename it as Blood Decoy

I don't think it being active only during an ability makes it any easier to stop. Not that it matters too much. Unarmed is super weird to dissuade against. It's not super crazy or common, so guarding against it in particular isn't exactly that...sensible. I think if it reflected the damage back to the weapon under any circumstance, but offered a save to the weapon, it'd be both more useful, and easier to avoid. As for calling the Blood Clone a Blood Decoy, that'd fix the problem, but making it an actual clone would be cool too, if you wanted to go that route. Get it's attack as a new natural attack, and it gains the ability to use your attacks and properties. Or not. Your call. -SecondDeath777


Ok so made the changes hopefully that balances it out a bit


Self Harming can be easily abused by just running into a group of enemies and taking the dodge action with that 5ft range from the last 10ft you moved and presumably the space you are in it would be fairly easy to hit 2-5 creatures, depending on how grouped they are, dealing 6-15 d4

Having a sentient weapon is a huge thing, don't just mention it and leave it plus in 5e weapon bonuses are limited to +3.

With Curdling Scream is it only for one turn or is it for the whole duration of self harm

What is with Bloody Needles reaction trigger, the end of it makes no sense

Also minor notes; 10 turns is 1 minute so write that instead and when writing dice the d should be lowercase e.g. 1d4 not 1D4

Those are a couple things I noticed Babosa (talk) 04:26, 19 October 2018 (MDT)

Ok, hopefully, I've made the class usable. --Yanied (talk) 09:31, 2 November 2018 (MDT)

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