Talk:Samurai, Variant (5e Class)
What if you got rid of the second extra attack and moved around some of the abilities to space them out. Also adjusting "One with the Blade" to be more like Kinsei Monk's lv6 ability. Maybe make it a once per day ability like the kinsei. I wonder if it would balance out the class more appropriately. Also maybe consider making health a d8?
My Questionable Balance opinions[edit]
I don't know where in the class it says a "Wind rider" feature. Maybe make the second extra attack given at level 12. Maybe make the One with the Blade give half the dex mod to hit or damage. The Elemental Strike is like a rogue's sneak attack but with out the need of another person within melee range of the target. The Wrath of the dragon is pretty op, I think that the target should make a dex save of something, idk like 8+dex mod+ prof bonus. Also, it should recharge per long rest. I'm not sure what makes a saving throw proper and the resistances are only elemental. Why put ect. if the balance problems aren't obvious. Since you read this far, I'll address all the problems. Make the posture use a bonus action. You do not need a feature at every level ffs. I suppose per long rest wording is bad but it is still understandable.-- Maxon6664
- Wind Rider feature is at 18th level feature. I would hold off on giving the class a second extra attack until the rest of the class's features are figured out(so you can see whether it is ok for the class to have a second extra attack). The One with the Blade feature should increase the damage die instead of giving you an additional one(1d4 to 1d6 to 1d8 to 1d10). Wrath of the dragon probably just needs to be replaced with something far less powerful. The DC for saving throws should be 8 + your proficiency bonus + an ability modifier, and too many permanent resistances, even elemental resistances is a problem, through a smaller problem compared to the classes other issues. The ect. part is the fact that a lot of other features need to be improved or tweaked in some way and that the listed balance problems aren't the only ones the class has, and if you have questions about certain other parts of the class feel free to ask. Making posture last 1 turn is a good solution(it already uses your bonus action?). Finally, you do need a feature or gain a spell slot level every level, though that isn't too much of issue as that is just adding one additional feature.--Blobby383b (talk) 11:07, 17 July 2018 (MDT)
- Well, I stand corrected, I see it now, but it only gives +8 damage once if you move the full 40 feet, assuming a stock 30 feet plus the 10 feet. That would usually only happen once in the beginning of an encounter, unless the player moves in and out but then they would be suspect to oppurtunity attacks. I suppose it would be out of hand if someone was riding a horse and moved 130 feet, which I think should be addressed. I suppose with all of this extra dice damage it would be a good thing to hold off the second extra attack. It is a good idea to make one with the blade add a dice, maybe 1d(Dex/2) for some originality?--Maxon6664
A Better build towards the inspiration[edit]
I had a player in my game play this class, and after several sessions of lackluster results We started looking into it. The Hiten Mitsurugui subclass is named after the sword style used by Kenshin Himura in Ruroni Kenshin right? So why not model it after Kenshin more?
The Hiten Misturugui should instead of naming class features after Kenshin's Techiniques, those Techniques should be additional features to augment or supplement attacks made not be subclass features. Your subclass features can include learning these techniques, but should have additional buffs that give the subclass an actual identity.
3rd level: Defensive Parry- If your defensive stance causes an attack to miss you can counterattack as a reaction making 1 weapon attack against the opponent. 6th level: Edge Alignment- You can use your Offensive posture twice per turn instead of once. 11th level: Sōryūsen- You learn to wield the sheath of your weapon as a weapon itself and engage in 2 weapon fighting, the sheath deals equal damage to your weapon as bludgeoning damage. 15th level: Amakakeru Ryū no Hirameki- Instead of dropping to a single hitpoint as per your Last Efforts class feature you can instead make an attack against the creature that dropped you to zero hit points. This attack is made at advantage and if it hits delas damage as if it was a critical hit. 18th level: Hiten no Yomi- Your speed and mastery of the blade allows you to strike without being perceived. Make a sleight of hand check contested by your opponent's perception, if you succeed you make an unseen attack against that target dealing effective damage. This feature activates as your roll initiative in combat.
Doryūsen (土ど龍りゅう閃せん, Earth/Land Dragon Flash) A ranged "attack" that has a chance to blind an opponent, as the user strikes the ground to spray earthen debris at their opponent to blind or disorient them.
Ryūtsuisen (龍りゅう槌つい閃せん, Dragon Hammer Flash) An overhead attack that can stagger or stun an opponent, using a Dexterity based save DC. While dealing normal Weapon Damage.
Ryūkansen (龍りゅう巻かん閃せん, Dragon Coil Flash) As a reaction when a creature misses you with an attack, you can make a single weapon attack against all hostile creatures within 10ft.
Ryūshōsen (龍りゅう翔しょう閃せん, Dragon-Soaring Flash) An uppercut strike that on a hit forces the target to make a strength saving throw contested by the users Dex or be knocked prone.
Ryūsōsen (龍りゅう巣そう閃せん, Dragon Nest Flash) The user forgoes their Proficiency to make quick attacks in rapid succession, dealing half as much weapon damage to multiple targets.
Kuzuryūsen (九頭くず龍りゅう閃せん, Nine-Head Dragon Flash) Level 18 technique: As an action the Samurai launches forward making 9 desperate attacks at blinding speeds. The samurai forgoes all extra attacks and movement on the turn this attack is used attacking 9 times total and leaving the samurai incapacitated until the end of their next turn.