jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Timeless One Revision #112

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Current play tests didn't seem to like that rush locked them into one obvious choice each turn.

probably also good to replace shield with something else as, dance already sorta covers it kinetic jaunt is a fitting spell but rush-stride kinda covers it


Rush

Starting at 1st level, you can enter a slightly different time stream to those around you, thereby improving your relative speed and reflexes. As a bonus action, you can trigger a rush provided you are not incapacitated or wearing heavy armor. The rush lasts 1 minute but ends early if you are incapacitated or choose to end it (no action required). For the duration of the rush, your speed is increased by 10ft and you have advantage on Dexterity checks and saving throws.

Additionally, when you trigger a rush, or as a subsequent bonus action for the duration, you can produce one of the following effects:

You can use this feature a number of times equal to your Proficiency Bonus, you regain all expended uses when you finish a long rest.

When you reach 10th level in this class, each of your rush forms gain extra benefits.

Enhanced Rush

At 10th level, each of the additional effects you can do during a rush gain additional effects.

TeraMika commented 1 year ago

Here are my suggestions for this, based off of playing Rayla as a Timeless One Warlock. As you said, the main issue before is that there was one clear best option (and it was usually Dance for infinite Dodge (which was a little redundant with the Dex save advantage for free from Rush), though as a caster it's likely that this would be Strike instead). Giving a choicec each round adds a lot of flexibility and tactical options -- even with some effects being slightly weaker this makes the subclass more interesting to plan than 'cantrip, dodge, end turn'. By making the effects a little more niche the subclass gets stronger specifically but not generically.

I think Stride is good like this. It allows you to be mobile and pass through difficult areas but doesn't immediately free you from grapples or restrains. Perhaps it could let you get away from a grapple at level 10? Like a budget Freedom of Movement.
Dancer seems strong as a reaction like this but I honestly don't think it's that bad since it's purely selfish. It also synergises really nicely with the 10th level feature, making you really feel like you're super mobile.

I'm not sure what a good idea for the fourth potential rush bonus action could be, though, without making it too good. Possibly something to debuff an enemy somewhat: your next successful attack imparts negative time onto your opponent, reducing their movement by 10 feet until the end of their next turn. At 10th level, maybe it could reduce movement more (50%?) or maybe even remove one attack from a multiattack.

jackhaydock commented 1 year ago

These seem alright to me, I'll have a look around to see if there is precedent wording for preventing speed reductions that don't prevent grapples.

Some possible 4th ones

  1. Until the start of your next turn, you can use Dexterity in place of Strength when you make an athletics check. good for grapples/shoves but also for climbing/carrying/etc. not very castery
  2. Until the start of your next turn, you can make a Dexterity (Acrobatics) check in place of a Strength (Athletics) check when taking the Grapple or Shove action. more specific, but does allow focusing on acrobactics prof
  3. You can take the Help action as a bonus action. Not bad, although arguably shoves in the above cover this
  4. Once before the start of your next turn, when you force a creature to make a Dexterity saving throw, you can impose disadvantage on the roll. Good for casters, also a bit strong
  5. Once before the start of your next turn, when you force a creature to make a Dexterity check or saving throw, you can impose disadvantage on the roll. good for both martials and casters, though I think feel buffing self might fit better than debuffing others
  6. Until the start of your next turn, you gain a +1 bonus to your spell save DC when forcing targets to make Dexterity saving throws. this feels dangerous
jackhaydock commented 1 year ago

Then again, this is a 1st level feature, maybe just those three + the passive bonuses are good enough.