Talk:Senshi (5e Class)
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Issues[edit]
This class has a number of questionable features in terms of balance, wording, and many of the assumptions made by features. Some potential issues I see:
- Ancestral Honor grants unconditional advantage on all death saving throws at level 2.
- Weapon Superiority grants advantage (plus a bonus) on attack rolls for 1 less damage is way too strong in addition to changing weapon properties passively.
- 'Ronin option' is troubling from a gameplay perspective for any DM, let alone the roleplaying aspect of becoming a level 6 wizard with Daisho proficiency, especially when two of the three subclasses can't cast spells.
- Proficiency Training assumes feats which are technically an optional rule.
- Weapon Mastery is 13th level which means that, assuming you have +2 bonus in the appropriate ability score, and are you using a weapon you're proficient with, a critical hit can occur with a 18 or higher (Ex. 18 + 2 + 5 = 25). This is also increased by magic weapons that grant a +1 (or higher) bonus to attack rolls, naturally by your proficiency bonus as you level, and when combined with weapon superiority, you more than double the chances of getting a critical hit. This is much better than the fighter's champion subclass which is gained at the 15th level (a critical hit on an 18-20 roll).
- Killing blow has a very high threshold, especially when combined with Weapon Superiority, and weapon mastery.
- Legend Eternal's 'one magical effect' should be more specific such as in greater restoration
- Command Points
- Prepare for charge!
- Assumes these creatures have shields.
- Three opportunity attacks made against enemy creatures seems to assume three creatures are forming the wall.
- The opportunity attacks should use reactions. As worded a horde of goblins could theoretically run at the wall, and be eliminated.
- Break them! "half of the normal opportunity attacks" is very board, and gives no way to divide the opportunity attacks.
- Circle the lord!, Form Ranks!, Fire on their flank!, and Charge! don't have durations.
- Prepare for charge!
- Yojimbo
- Long Reach is much too long. 120 feet is typically the maximum range for spells, and that's to be applied to self, and touch spells. Also, although that subclass has spellcasting, it doesn't even match eldritch knights in their spellcasting. Given the roleplaying of the class, 5 feet or less would make much more sense. It also provides a large, continually increasing bonus to AC, and increases Constitution score by 1.
- killing aura doesn't fit the theme as the other spell do, and it's a reskin of an existing spell, but better.
- Battle Master doesn't have DC for the saving throws.
- Revenge has no range, has no duration, and seems to be a free action.
Coaldstone (talk) 00:14, 9 March 2020 (MDT)