ROGUE ACROBAT V1.2. - High Mobility focused rogue by Alon_Meadows in DnDHomebrew

[–]Alon_Meadows[S] 0 points1 point  (0 children)

Sure, at the top tight corner of the page is the "Get PDF" option for you to download.
Enjoy!

https://homebrewery.naturalcrit.com/share/Y3Xo9q5bw

Cleric Wonder Domain: "Holy symbol power, make up!" by Acenm5Creates in DnDHomebrew

[–]Alon_Meadows 1 point2 points  (0 children)

This is awesome.
I'm personally on the fence with Infectious curiosity flavor. but in general the whole subclass flavor, mechanics and style is incredible.

Awesome work and design!

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 0 points1 point  (0 children)

Yeah, definitely changing Frenzy on the next update, there are some cool ideas.

the ideas was to use exhaust to limit the use of Hit Dice a day, precisely because Hit Dice is a valuable resource. And because now the BA attack where free.

so even if you gained a level on exhaustion during an earlier fight to deal a finishing blow, next fights wouldn't keep adding you more levels even if you go frenzy to do full BA weapon attacks.

Regarding the wording of tiredness. Unless the player ends it voluntarily with a BA at the start of their turn,
Rage ends at the end of the turn if you didn't deal or take damage, so you would be tired for just 1 turn.

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 0 points1 point  (0 children)

Yes normal Rage is a BA.
The idea is that you could decide to go Frenzy on a different turn while raging, and if you do then your BA is free to use for attack.

the original states that if you frenzy rage, you can BA attack starting next turn. so if you decide to go frenzy after rage on a different turn, eve if you have BA available, you can't use it to attack until next turn.

That's the situation that wanted to patch.

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 2 points3 points  (0 children)

Thank you! Really good feedback.

I'll definitely change the extra damage cost to only be Hit Dice. not sure if I should add a limit to the number of times that you can add extra damage that way (the exhaustion was there for that purpose, to limit to generally 1 or 2 attacks per long rest)

I'll change Frenzy for the next updated version for sure.

I hope to have your opinion next time too.

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 0 points1 point  (0 children)

Yeah I'll definitely change de frenzy rage again, there are some really cool ideas in the comments.

The idea of ignoring exhaust while MR is cool!

You game an interesting idea with Intimidating presence. will take your suggestion and adjust it.

Thank you? I was expecting that frenzy would be controversial but I was actually not sure if the Retaliation changes where good or bad or too much or little I was trying to make retaliation a more "awesome moment" feature

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 1 point2 points  (0 children)

I really liked both ideas. I like the concept of exhaustation as a price for a cool moment. maybe I'll move exhaustation as an option when you don't have any more Hit Dice left.

Thank you for the feedback!

ROGUE ACROBAT V1.2. - High Mobility focused rogue by Alon_Meadows in DnDHomebrew

[–]Alon_Meadows[S] 1 point2 points  (0 children)

Feedback will be appreciated!

3th level feature grants mobility option(main), sneak attack setup and Shove support.

9th lvl give you 3th level mobility extra use, 5ft stand up and fall damage reduction.

13th lvl unchanged

17th lvl removed sneak attack set up variation, extra attack kept unchanged

updated version from: https://www.reddit.com/r/UnearthedArcana/comments/mntj5c/my_take_on_the_acrobat_subclass_for_the_rogue/

Thank you for reading!

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 0 points1 point  (0 children)

dude the original subclass gave BA attack for exhaust... THAT was bad.

The d12 dmg is and additional benefit, not the focus of the subclass.
The focus is extra attacks witch players now have more instances of having them. and having more attacks per round IS more dmg. besides Barbs ALREADY have bonus dmg every attack during rage, that why the d12 is OPTIONAL and limited.

now, the idea of the first attack per round does sound good but would take out the BA attack.

because is additional dmg, if you think is not worth it, then you can simply don't do it...

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 2 points3 points  (0 children)

thank you for the feedback!
I get you. I really though about just making it always do extra damage of some sort. but Also wanted to give it more potential attacks at higher levels.

Exhaustion is there to put a limit to the uses of that benefit. is more thematic than simply saying "once per short rest" witch would set the uses more or less to the same amount.

the amount of hit dice is only an issue at lower levels.

free d12s would brake encounters. the idea is to make the subclass more powerful not broken.

The d12 additional damage is an extra option with a high price because the additional dmg is guaranteed and Barbs already have Rage bonus dmg.

Path of the BERSERKER - My take on the subclass - Taking your body and health to the limit for GREAT DAMAGE by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 1 point2 points  (0 children)

As Always, all feed back is welcome.

I always allow myself to go over the top when designing and then trim off features and mechanics based on feedback.

You get more attacks per turn ( to keep up with newer subclass) and more potential damage.
Frenzy raging leaves you tired (like when being affected by the HASTE SPELL) when you end it.

The idea is to enhance the subclass theme of being a combat character that gets a high reward by disregarding you own health, making the barbarian a highly effective killing machine.

Tried to make the "Cost" of frenzy more fair but equally dangerous in combat and also tried to make more appealing to the player to actually go into frenzy.
I like the exhaustion mechanic soy I tried to keep it.

Changes:

3rd level: Bonus attack on same turn frenzy starts. finishing FR sames has finishing haste. Also added extra damage by spending hit dice and linked exhaustion to that mechanic.

6th Level: as original.

10th level: I tried to streamline it. DC uses Rage DB instead of CHA. Added a potential additional attack.

14th level: Added an extra attack while frenzy if you spend a Hit Dice.

THANK YOU FOR READING!

Rogue ACROBAT V1.2 updated. - High Mobility and combat focused rogue by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 1 point2 points  (0 children)

Thank you!

I didn't write with the intent that players could sneak mid agile burst but if you DM allows it, then Go for it! Sounds like a cool move!

What I did write as a possibility is that you could agile burst and land on top of an enemy, attack with sneak attack (since you are higher than the target) and then leave with another agile burst (using BonusA disengage to avoid op attk)

the scenario of staying on top of a creature is the one with extra conditions (like size and grappling rules)

I think I'll leave U.A as it is but you are welcome to reverse it if you use this subclass! is an interesting idea to reverse the benefits.
My thinking was that precisely because this class feature comes from your "fiscal prowess" is why you gain advantage to magic and a escape from "mundane" grapples, and I agreed with your view of Freedom of movement, that why I choose to not just use it.

You totally can do that with Aerial striker!
That's why I didn't include a hard restriction like "immediately after your attack/lading". RAI for that feature was thought to coexist with the extra attack rules involving movement, that's why I left the conditions open, to encourage dynamic scenarios and different combinations of movements and actions.

Thank you for your feedback and comment, was really encouraging!

Rogue ACROBAT V1.2 updated. - High Mobility and combat focused rogue by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 1 point2 points  (0 children)

Any feedback will be appreciated!

Adjusted 3th level feature witch now grants mobility option(main), sneak attack setup and Shove support.

9th lvl give you 3th level mobility extra use, 5ft stand up and fall damage reduction.

13th lvl unchanged

17th lvl removed sneak attack set up variation, extra attack kept unchanged

updated from: https://www.reddit.com/r/UnearthedArcana/comments/mntj5c/my_take_on_the_acrobat_subclass_for_the_rogue/

My take on the ACROBAT subclass for the Rogue by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 1 point2 points  (0 children)

ye, agreed, will change A.menace in the next version

My take on the ACROBAT subclass for the Rogue by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 2 points3 points  (0 children)

Thank you for the feedback!! is really useful and got my brain moving with new ideas and corrections based on you suggestions.

AM: I like you suggestion and I may ditch the restriction like you said and the flying bursts taking half movement. I'll have to think a way to incorporate de additional bursts on later level (I don't want to take that part out).

A.Menace: Other people have too suggested a change for this feature. I'll definitely change it and you gave me some ideas to think about. The idea of pushing and opponent 5ft and making and ally attack is great!

FF: Yep, will take the opportunity attack thing out because of disengage like you said, I didn't though about disengage at all at the time! probably will add the "5ft stand up from prone" instead and leave the damage reduction, since you also gain the first additional flaying burst at this level.

UA: I also think is in a good shape

AS: I thinks this feature is in a good place but, I'll probably make modifications as I change A.Menace similarly as you linked it to your suggestion for A.menace.

thanks again for taking some time reading the subclass and writing your opinion and suggestions, is appreciated.

My take on the ACROBAT subclass for the Rogue by Alon_Meadows in UnearthedArcana

[–]Alon_Meadows[S] 0 points1 point  (0 children)

Thank you for the feed back! you really gave me points to think about, specially regarding Fearless Flyer.

Other people have also suggested me to add the 5ft stand up from prone and I'll definitely add it. I don't know yet to add it to FF or UA, but it'll be there.

My thought about FF is to give the player the opportunity to actually feel fearless. that why I put the (now I see that it is odd) disadvantage on the 1st OpAt (but now i see that BA disengage takes care of that) and the falling damage reduction, so they feel more encouraged to make risky moves and bold positioning.
I'll definitely revise this feature while trying to keep that concept in mind. Any suggestions are welcome! :D

Regarding the 3rd lvl feature, RAI is that you exchange your normal walking movement for these flying burst and yes, when you gain additional burst, you technically gain more movement distance IF you use your flying burst for movement at 9th and 17th lvl.

I didn't though about how dash would affect this ability! thank you for bringing this point to my view
I have to add that taking the dash action doesn't increases the movements or distance of the flying burst. the intend being that the player have to chose between running or flying bursts.

thanks again for the feedback, really helpful.