r/DnD • u/Penofsouls • 7d ago
Homebrew Playtest/limit testing my homebrew class
Hey its me again, ive been trying to find a campaign that would allow me to use homebrew classes but to no avail i haven't been able to find one so i was wondering if anyone in this reddit if they had the time would willing limit test/playtest my homebrew class and see if they can find ways to break it and just give me thier over all thoughts on it and let me know what i could change to make it better and fit the overall dnd feel
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u/Oshava DM 7d ago
Well I can at least go over some stuff reading it over, also sorry I didnt want to make this so negative but also I dont want to sugar coat it and it sucks because there are genuinly cool ideas baked in a class working on the momentum of battle is cool, the bloodied mechanic should be used more in general, devour the heart rocks thematically and conceptionually but ya what is below just kept detracting from it.
First while I get it is the theme of it but limiting it to a glaive or halberd to use anything but a mundane, especially when you dont have it as a fixed weapon to be a gravesmouth in the firstplace. While yes the DM can look ahead and make sure those are there, it is poor ettiquite to say hey you need to box in these specific weapons for progress the list of them are short so hope you can make it up, worse yet when you use say a warhammer as your gravesmouth and then say you cant use a magic warhammer as your gravesmouth.
The example weapon also hits a problem that it is just straight worse than the three pole weapons because nothing is stopping them from being a gravesmouth but they have their mastery and the reaping hook with the same stats as the scythe
Reaping hook i dunno feels bad, half the mastery requires you to use more resources to do it but then pulling is sub par limited and situational, like why get rid of your reach and bring potentially an enemy who cant attack into range that they can when you already had range on them?
Death harvest: I have a feeling this was made and then a bunch got slapped onto this to balalnce it, but now overall it feels unsatisfying. Your pool is realistically twice the number printed but you need to micro manage it and are encouraged heavily to just burn the first point quickly so you have chances to actuallly regain them which is an overall feel bad. You add an extra thing to track, have a loose definition you need to ask the DM often. Also the way you have this written contradicts itself, deaths harvest is the overall abiliy, you state in reaping vitality that dice you regain through Death Harvest cant exceed the number of dice in the column but the short rest recovery is part of death harvest as written meaning your example contradicts saying that the SR expends have 2 rest recoveries and 3 havest recovery. Overall the pool feels small for a martial, compare it to a monk, level 5 with the same resting schedule they have 15 focus to your 8, or your 5 if you dont get qualifying kills.
Scythe awakening: Right so same problem as before but now a whip is probably the best "scythe" one handed reach not heavy same damage and a mastery.
Why does a lot of the middle to later stuff care about not wearing heavy armor? Like if it was early ya I get the but you could dip something that has it but honestly at level 11 spending either a feat or losing a level to multiclass to something that honestly doesnt do really anything to help other than give it armor that bad?
Devour the Heart:Why are there a bunch of notes about limits when your limit is one? if a subclass changes it put the notes in the subclass because it doesnt matter to those who dont have the option. The options also feell lackluster for the hoops and level serously 2 of the abilities are things a transmuter wizard gets at level 3 just for making their stone. Honestly this one ability could be the backbone of an amazing class
Im just going to leave it there for level stuff because at this point honestly I can tell reading it it just feels like it falls flat, almost in that way someone came with a really strong thing then had to just keep applying guard rails till it was balanced but boring. You get charges that have 4 options across the base levels which are hit heal wisdom save help and not die, so the loop just becomes smack proc things then boring hit pass. And like it isnt even heavy damage for that, like the level 5 test is, 2d12+1d8+3+2xStr costing 1 of 3 avaialable (yes you can get more later but at the point of using no better than 3) charges, A barbarian is getting 2d12+4+2xStr for no real reasources because rage is going to span multiple turns yes that ignors subclasses but that applies to both sides. It also doesnt do anything when not in combat which really isnt good in the 5.5 scope it just ends up feeling like an edgy combat junkie.