Talk:Warcraft Death Knight (5e Class)

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.

Rework on runes

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

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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gollark: Looks about right.
gollark: If so, `[world directory]/computers/[ID]` or something, I'm not sure.
gollark: Are you using this ingame?
gollark: Oh, it won't work for files outside of the computer's folder for obvious security reasons.
gollark: But you can also write a program to just directly run from a URL, like that one.
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