However, in later levels, it kind of fell off in comparison to some of the other party members, in large part I suspect due to the fact that so much power budget went into allowing the PC to have a dragon with them at all times. Plus, free flight for the knight once the dragon upgrades to Large. Entering into a new city, there's just a dragon along with you, and it got kind of tiring to roleplay similar responses to that all the time. I had to design most dungeons to be able to accommodate the dragon, or else I'm gimping a player of half their class features. In earlier levels, the class wasn't necessarily overpowered in terms of combat capability, but having a dragon with you everywhere was.sometimes problematic. However, I think that rain-junkie did as best as could be done with it, but it's just a tough thing to make work. I DM'd for a Dragon Knight in a long term campaign too, and felt similarly. I'd still say its a worthwhile class though. Damage wise its about on par with most front liners, although the addition of the dragon makes this class pretty crazy tanky, since the dragon will have about as much hp as its rider. It starts off as a wyrmling that's basically a glorified familiar, slowly turning into the terrifying mount you'd expect to have, all whilst toeing the line of power. Because the whole class is designed around the pet rather a subclass like the drake warden, the balance of power is more evenly split between you and your dragon. I know that concept sounds busted on paper but the class is surprisingly solidly designed. With those two changes you'll absolutely have a blast without being too strong.ģ - Dragon Knight by u/rain-junkie. I personally fixed this one by a) allowing a dual wielding blood hunter to use crimson rite on both weapons (they still take 2 dice of damage) and b) changing how two weapon fighting works so that the offhand attack no longer uses a bonus action. Bonus action to ignite a single weapon, bonus action to drink a mutagen, bonus action to turn into a werewolf, bonus action to use all the best blood curses. Namely, how much it punishes two weapon fighters. Ever since its redesign the blood hunter is a pretty great class, could easily be mistaken for a 1st party class with a great theme, but there's a few little niggles here and there that hold it back. (although it should be noted the base class only needs str and con)Ģ - blood hunter. Some subclasses can make your bonus action pretty crowded, meaning you don't get to use your features as much, and can occasionally be pretty MAD. My only gripes with the pugilist are minimal. Lots of your melee fights against strong guys will see you take a beating only to hit a second wind midway and kick their asses. BUT when you fall below half hp you can get them all back. Instead of ki, you have moxie, mechanicalku the same thing, but you have wayyy less of it. Don't let the d8 hit dice fool you, you can out tank the barbarian if you need to. Rather than a super quick hit and run kung fu guy, you're like every action hero from the 80s who takes hits and keeps on trucking. Mechanically its very similar to the monk but everything has been cleverly tweeked to completely change the playstyle. It was mentioned earlier in thos thread but its highly recommended for a reason. I've used and ran for quite a few homebrew classes, so here's my recommendations:ġ - The Pugilist by Benjamin Huffman.
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