Talk:Warcraft Death Knight (5e Class)

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Phypo (talk) 11:53, 10 August 2021 (MDT)

Please check Nether blast, as it looks like an upgrade version of paladin's divine smite since you already have available runes for your spells + 1+ Mod Cha for Netherblasts.

Balance rework[edit]

Phypo 08/08/2021

- Obliterate : moved from level 2 and put it as a level 5 spell. This is way too powerful to not be a level 5.

- removed "Life Siphon" : Starting at level 1 the Death Knight may harvest the remaining vital energy of a dying foe. Upon dealing a killing blow, the Death Knight may use it's reaction to siphon the target's vitality. You regain hit points equal to 1d10 + your death knight level, as well as filling one expended rune. The target is killed in the process. This can only be used once per long rest. The spell is too strong in addition to abilities of Dks to generate runes thanks to their Aspect ability. Also the heal is too powerful for a level 1. This is an interesting design but for balancing purposes it's not necessary.

- Netherblast : changed max strikes from "5+ Mod. Cha" to "1+ Mod. Cha".

- Horn of Winter : removed the spell. Dks have already a lot of tools and seem quite powerful as damage dealer. Buffing the party is unecessary.

- Icy Talons : changed damages from 1d4/1d8/2d6/2d8 to 1d4/1d6/1d10/2d6

- Scent of Blood, Killing Machine, Hungering Rune Weapong, Reaping : added a clause so these abilities don'ttrigger on and from small creatures like rats or insects, preventing Death knights to farm runes.

- removed the ability to cast higher level spells by depleting 1 extra rune

- Master of Death : added ingredients to the ability

misc[edit]

1/11/2018 SSP: Icy Talons is clearly way too strong actually. +2d6 dmg to each hit trumps most spell you might want to do. I'm wondering how can we tune it down while still keeping the idea of pure strength in the aspect of frost. 08/08/2021 Phypo : -> - Icy Talons : changed damages from 1d4/1d8/2d6/2d8 to 1d4/1d6/1d10/2d6

Rework on runes[edit]

10/12/2018 - Blaziken: As said before, the rune magic are way unbalanced. On an attempt to fix this, i've created a spells known list, which is identical to the Eldritch Knight's. This gives the Death Knight arround 2~3 spells known of each level. I've also changed the available runes ammount to match the Death Knight's proficiency bonus. This is not only lore friendly but also gives a fairly rune distribution aswell as a couple more runes to cast at higher levels, which was too low on the original post (4, now 6). At (long) last, i will be making some minor changes on text to void misinterpretation, fixing some confusing and unecessary features, like merging icy claws and icy talons (which is completely unecessary if you just change the icy claws text to say what icy talons mean, like cantrips improvement at highet levels), and Improved Netherblast, which is a just of confusing mix of text and dice info that means you turn a d6 into a d8.

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Rework on aspects[edit]

10/12/2018 - Blaziken: I've made some changes on the classes.

Blood: I changed the Scent of Blood to always benefit from Vampiric Blood. The hp gained is also doubled. I did this so the blood death knight would feel like the warcraft tank Blood DK, going two handed, not worrying about defense, but healing for the damage dealt instead.

Frost: Added a 11th level feature (it didn't had one??). Now his next atack is always a critical strike after killing someone. Made it so the frost DK is rewarded for heavy damage. This adds sinergy with the 14th level feature, which requires a critical hit to happen, which is kinda hard to accomplish as it is enterily based on luck.

Overall, at level 14, all aspects have a fair chance on refilling their expended runes opon killing creatures in combat. The Blood dk will benefit from its team kills, regain some life, which he gain channel into a rune later. Frost will not only refill a rune but also benefit from a free critical hit, but to do that, he will have to be the one dealing the killing blows and making sure its atacks hit. Unholly is sure to fill its rune, but it has to spend one whole action, which is not a problem when you have a undead servant at your will.

Need some thoughts on the changes. Is it too strong? Too weak? Doesn't match the aspect lore? Feel free to comment with your name and date.

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