#The Grafter Class: combine other creatures into yourself and gain their benefits in this 5e class

3 messages · Page 1 of 1 (latest)

vague sail
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This class looks cool but it feels a bit all over the place and underpowered here's a short list of minor issues

. Dual vitality has no effect at lvl 1 you should swap it with something later on.

. You kind of need to be able to gain more mutations as you level so either add your prof bonus to your wisdom or just make it a fraction of your level.

. The whole changing creature type needs more effect on you I recommend a table with benefits and draw backs

. The beast mutation does nothing as you can already use your bonus action to attack again with claws you should make it a free action or add a bonus.

. reinforced health is very boring make up something new or shift stuff

. Survivalistic Reinforcement needs to sacrifice the mutation for way more health because bonus hit points do not add so like it needs to be a last resort thing

. some of your subclasses are way better then others

dire zodiac
# vague sail This class looks cool but it feels a bit all over the place and underpowered her...

hi there,

thank you so much for the reply and the feedback. I will admit that this came at a bit of a strange time, as I was in the middle of updating some of the features and reworking other subclasses and features, so some things may be vastly different from when they were yesterday. I would also like to comment on some feedback, and share my thought process behind them.

i believe that dual vitality is a good inclusion for this class. being able to start the day with extra temporary hit points is very valuable to ensure survivability, plus i think it is a way to help keep this class different from the others. the extra inclusion of changing creature types may be a bit worthless, but it is a good way of keeping flavour, and a small mechanical benefit of changing your creature type for some certain aspects, such as negating the effects of some spells, such as you counting as an undead to prevent a certain spell that has the limitation.

i completely forgot that natural weapons let you attack as a bonus action. i haven't played as a character with them before, so this was an oversight on my part. the beast grafted creature benefit has since changed.

i have changed the reinforced health feature to a new one, so where if you encounter a creature type that matches your own, you can potentially disguise yourself to they are not hostile towards you. but beyond that, im having some writers block for how to incorporate how changing your creature type may be warranted for new benefits.

as for some subclasses being stronger than others, this one may need some more elaboration, as i myself am very biased in the way that they work, so some outside perspective is very much appreciated.

thank you much for the feedback. this helps out a lot more than you can imagine, helping me make this passion project at least a bit more balanced

vague sail
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  1. dual vitality is alright but I think it needs to be better or at a higher level so that the character actually has at least 5 cr worth of augmentations
  2. that sounds way better
  3. some just seem better then others with the hybrid seeming way better then the others as it can steal boss stuff and always test all your subclasses against each other