First Homebrew Class-Advice?


Homebrew and House Rules


I've been working on a homebrew class for the past few weeks to play in my GM's campaign, and when I showed him the class, he told me that it was overpowered and needed to be nerfed. Now I am in no way familiar with designing classes and have swallowed my Kentucky sized anxiety and came to you, strangers on the internet, to call for your aid!
A little bit about the class I've been working on, the design is based on Absolver from the video game of the same name, I've tried my best to incorporate the skills the best I can. The class build was made with the framework of a Monk and was originally intended to be an archetype rather than a different class, but it started to differentiate so differently I felt like it would have made a better class than an archetype in general.
Feel free to give me your criticisms and improvements.

Link:
https://docs.google.com/document/d/1BHZ46q6VhZyo_hkGrgrmwfxuv7xqDCt7EjU_4oA xtG4/edit?usp=sharing


Link it first. I can't get to it otherwise.


The given link seems to be incorrect; I get told the file doesn't exist.


On account that the link hasn't been working, I have just copied everything down below, sorry if it seems like it is unorganized.
Everything starts Here:

Alignment: Lawful Good, Neutral Good, Lawful Neutral, or True Neutral.

Skill Points at each Level: 4 + Int modifier.

Hit Die: 1d10

Starting wealth: 1d6 x 10 gp (average 35 gp).

Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Weapon and Armor Proficiency: Prospects are proficient with no weapons or armor.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a Prospect may select a bonus feat.

Flurry of Blows
Starting at 1st level, a Prospect can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a Folded weapon as if using the Two-Weapon Fighting feat (even if the Prospect does not meet the prerequisites for the feat). For the purpose of these attacks, the Prospect's base attack bonus from his Prospect class levels is equal to his Prospect level. For all other purposes, such as qualifying for a feat or a prestige class, the Prospect uses his normal base attack bonus.
At 8th level, the Prospect can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the Prospect does not meet the prerequisites for the feat).
At 15th level, the Prospect can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the Prospect does not meet the prerequisites for the feat).
A Prospect applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Prospect may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A Prospect cannot use any weapon other than an unarmed strike or a Folded weapon as part of a flurry of blows. A Prospect with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a Prospect gains Improved Unarmed Strike as a bonus feat. A Prospect's attacks may be with fist, elbows, knees, and feet. This means that a Prospect may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Prospect striking unarmed. A Prospect may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Prospect's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Prospect's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Prospect also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Prospect. The unarmed damage values listed on Table: Prospect is for Medium Prospects. A Small Prospect deals less damage than the amount given there with his unarmed attacks, while a Large Prospect deals more damage.

Masked
At the 2nd level, a mask magically attaches to your face.
Any mask the Prospect finds that completely covers the face is able to serve as the Prospects Mask. Masks can be changed by folding a new mask to the face with the use of Tension.
You are able to eat and drink by absorbing your food and drink through the use of Tension with no Tension cost. However, wearing a mask makes you quite distinguishable and you lose any proficiency you may have with Disguise. If the Prospect is not proficient with Disguise before they become masked, their disguise checks suffer a -10.
Should your mask be removed, you can no longer take levels in Prospect and can only use level 1 Prospect abilities.

Tension Shards
At the 2nd level, Prospects learn to channel an unseen element of combat called Essence through small gems called Tension Shards. These charge up during battle and during meditation, and cannot be seen or destroyed by other creatures.
You are given 5 Tension Shards. You gain a new Tension Shard at level 4 and every 4 levels after that (to the max of 10 Tension Shards level 20).
The Prospect can fill Tension Shards by dealing damage to create Essence, with Essence being equivalent to the amount of damage dealt. The required Essence to gain a Tension Shard is equal to the max damage of a large Prospect's unarmed strikes. Though it does not take maximum damage to reward you a Tension Shard, as the Essence accumulates into a Shard. When you have you maximum points of tension and you generate Essence, the Pool will not fill.
As a bonus action, the Prospect can use 1 of his Tension Shards to grant himself a flurry of Blows as long as he has not used the ability in his turn prior towards spending his Tension Shard, or he can spend 1 point to dash up to 20 feet in one direction for 1 round. They may also channel a point of Tension into one of their strikes to treat their attack as a magical weapon dealing 1d4 magic damage. Prospects can also use Heal.
-Heal: As a bonus action, the Prospect may focus to heal their wounds, healing for 1d4 health. For the next round until the end of your next turn, half the damage you do towards hostile creatures is returned back to you as healing. If you take damage the ability is lost. Consumes 4 tension points.

Mastered Style
At 3rd Level, a Prospect may choose as combat style from the list of combat styles at level 12, excluding stagger style.

Evasion
At 4th level or higher, a Prospect can avoid damage from many area-effect attacks. If a Prospect makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Prospect is wearing light armor or no armor. A helpless Prospect does not gain the benefit of evasion.

Shadow Feint
At the 5th level, the Prospect can roll a bluff check, as an immediate action and their opponent rolling a perception check, for the purpose of using shadow feint, treat the bluff check as if it was a proficiency with a dex modifier. Should the roll succeed add the difference between the bluff roll and the perception roll to the attack roll. Should they fail the roll, the Prospect may attempt to re-roll once at the cost of 1 Tension Shard, a failed attempt of using Shadow Feint promotes an attack of opportunity on the Prospect. This can be used three times per combat encounter and only once per turn. This may not be used with Flurry of Blows.

Meditation
At 7th Level, when the Prospect meditates for one hour, they fill up their tension pool by 1d4 points as well as remove any exhaustion or fatigue effects. When the Prospect is meditating their body turns to stone and they will become weightless, but impossible to move. Due to the fact they are stone, they cannot be harmed by normal means. Meditation lasts for the whole hour and cannot be interrupted, even by magical means. This may be used only once per day.

Shard Powers
At 9th level, you can choose one of the following abilities to use through your Shards. At level 11 and every 2 levels thereafter, the Prospect may choose to learn another Shard Power to use through their Tension Shards. Only 2 may be known at a time. For the purpose of Heal, it is considered a Shard Power.
Using a Shard Power provokes the Prospect to opportunity attacks. Shard powers may only be used 3 times per combat encounter.
-Earthquake: As a bonus action you create an 10 foot radius earthquake no further than 30 feet from you, causing the targeted area to become difficult terrain, enemies that enter the area can only take one action, or one bonus action, and cannot make opportunity attacks. Consumes 2 Tension Shards.
-Exhaust: As a bonus action, you ,may drain the stamina of your target. The target makes a Constitution Save greater than your wisdom score. If they fail, they become exhausted for 1d4 rounds. The constitution save may be rerolled every turn to attempt to resist exhaustion. Consumes 2 Tension Shards.
-Gravity: As a bonus action, you can attempt to knock a target within fifteen feet prone. The target makes a strength saving throw against your wisdom score. If failed, the target is knocked prone, and receives 1d6 pints of bludgeoning damage. Successful rolls do not take bludgeoning damage or become prone. Consumes 3 Tension Shards.
-Shield: As a bonus action, can create an invisible layers of solid force surrounding and protecting the target, granting that target a +2 armor bonus to AC. Additionally, the Prospect may take damage points of lethal damage equal to his Prospect level and convert into nonlethal damage (minimum 5). Consumes 3 Tension Shards.
-Shockwave: As a bonus action, to push enemies within a 15 foot radius away from the Prospect by 10 feet or until the edge of the shockwave. Must make a reflex save equal to ½ the Prospects Level plus their wisdom modifier or be pushed back. Consumes 2 Tension Shards.
-Silence: As a full action, you can attempt to have the targeted opponent becomes unable to use their Ki Pool or magical abilities. To be successful the Prospect must make a wisdom check greater than 15, if the roll succeeds the target must make a Wisdom saving throw greater than the Prospects Wisdom score or temporarily become unable to cast their spells until the end of their next turn. If casting the ability fails the Prospect still lose their Tension Shards and are unable to use Tension Shards until the end of their next turn. Consumes 4 tension points.

Folded Weapon
At 10th level, the Prospect can decide to carry one weapon in the fold and become proficient with the weapon they folded. The Prospect can decide to unfold it at the cost of 4 tension Shards. The weapon may be a light, or martial melee weapon and will be treated as a masterwork weapon and a Prospect weapon for the purpose of flurry of blows.
The folded weapon can be summoned at the beginning of their turn as a free action and will deal damage as if it was a size bigger, as well as the damage of the Prospect’s unarmed strike.
The Prospect may learn how to fold another weapon every 5 levels after this point (level 15 and level 20). Only one folded weapon may exist at one time.
Folded weapons can be refolded giving 1d3 Shards towards their Tension Shards. Folded Weapons can only be refolded when you are holding them, and should the Prospect let go of their weapon it will become refolded without returning the tension shards. Refolding makes the weapon vanish from existence.
Folded Weapons have the fragile weapon feature, and shatter completely if damaged and return to the fold where they can be folded again later.
Damage from folded weapons does go towards Essence for Tension Shards.

Fighting Style
At level 12, you may choose to learn another style you did not pick at level 3 to gain and may gain a new fighting style every 4 levels. These fighting styles, excluding Stagger, cannot be used if the incoming attack would have missed you anyway. Damage negated through your Fighting Style will go into your Essence Pool for all stances except for Windfall.
Only one fighting Style may be equipped at a time. To change their fighting style the Prospect must meditate or engage in a long rest to change their combat stance.
The Prospect can use their stance once per combat encounter plus their constitution modifier. At level 8 and every 4 levels after, the use increases by one. If they go over their limit they gain exhaustion.
Forsaken: When successfully hit by an opponent, the Prospect may make a reaction to attempt to parry the incoming attack. The Prospect makes a Strength check contesting the opponents attack roll. If the Prospect rolled higher then the attack is considered parried, and the negated damage does into the Essence Pool. Should the parry be successful, your next melee attack against the target does not allow the enemy to apply its armor bonus or shield bonus to AC. This attack must be made before the end of your next turn.
Kahlt: When successfully hit by an opponent, the Prospect may make a reaction to attempt to absorb the incoming attack. The Prospect makes a Constitution check contesting the opponents attack roll. If the Prospect rolled higher then they take the hit but gain Temporary Hit Points equal to the damage dealt. If you strike this attacker before the end of your next turn, any Temporary Hit Points are converted to normal Health Points, though any points that would go over your maximum remain as Temporary.
Stagger: When a melee attack fails to hit the Prospect, they may attempt to make an attack roll for an unarmed strike as a reaction. The Prospect may spend 1 Tension Shard to add an additional unarmed attack to their damage. The attack that missed will not have its damage go into your Tension Pool, though the counter attack’s damage will.
Windfall: When successfully hit by an opponent, the Prospect may make a reaction to attempt to dodge the incoming attack. The Prospect makes a Dexterity check contesting the opponents attack roll. If the Prospect rolled higher, then they successfully dodge the attack, leaving the target open. Attacks targeting this creature have +4 to their attack roll until the beginning of its next turn, and any further attacks they make this turn will have -4 to their attack roll until the end of their next turn.


Crulou wrote:
Alignment: Lawful Good, Neutral Good, Lawful Neutral, or True Neutral.

Doesn't affect the balance of the class, but I don't see why Chaotic and Evil alignments are ruled out.

Crulou wrote:
Hit Die: 1d10

While this is not intrinsically OP, lowering it to a monk's 1d8 might be a good start to reducing the overall OPness and making your GM happier.

I don't see saving throw progressions specified. You'll probably want all three to have the good progression (as monks do), but remember that that'll displease the GM further. Try to justify at least one poor progression.

Crulou wrote:

Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a Prospect may select a bonus feat.

Nobody gets bonus feats that aren't from a restricted list, not even fighters (and getting bonus combat feats is one of their big things). Make it restricted to the same lists a monk picks from.

Crulou wrote:
Flurry of Blows

Looks fine, just like the monk except for the inclusion of Folded weapons.

Crulou wrote:
A Prospect also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Prospect. The unarmed damage values listed on Table: Prospect is for Medium Prospects. A Small Prospect deals less damage than the amount given there with his unarmed attacks, while a Large Prospect deals more damage.

Just say "does the same UAS damage as a monk of his size and level." If your Prospect table has better values than that it needs to be toned down anyway.

Crulou wrote:

Masked

At the 2nd level, a mask magically attaches to your face.
Any mask the Prospect finds that completely covers the face is able to serve as the Prospects Mask. Masks can be changed by folding a new mask to the face with the use of Tension.
You are able to eat and drink by absorbing your food and drink through the use of Tension with no Tension cost. However, wearing a mask makes you quite distinguishable and you lose any proficiency you may have with Disguise. If the Prospect is not proficient with Disguise before they become masked, their disguise checks suffer a -10.
Should your mask be removed, you can no longer take levels in Prospect and can only use level 1 Prospect abilities.

Seems to be 99% flavor (do the masks have eye-holes?) and the other 1% is detrimental. It doesn't do much to lower the overall power, though.

Crulou wrote:


As a bonus action, the Prospect can use 1 of his Tension Shards to grant himself a flurry of Blows as long as he has not used the ability in his turn prior towards spending his Tension Shard, or he can spend 1 point to dash up to 20 feet in one direction for 1 round. They may also channel a point of Tension into one of their strikes to treat their attack as a magical weapon dealing 1d4 magic damage. Prospects can also use Heal.
-Heal: As a bonus action, the Prospect may focus to heal their wounds, healing for 1d4 health. For the next round until the end of your next turn, half the damage you do towards hostile creatures is returned back to you as healing. If you take damage the ability is lost. Consumes 4 tension points.

Why does the Prospect get bonus actions to do these things? I can't think of anything else that works that way. Make him spend his normal standard action like anyone else. Dashing should be the same "increase speed by 20' for one round" that monks get.

Healing by half the damage that you do, at least until you take damage, strikes me as really powerful. I suggest imitating the monk "wholeness of body" by making it just "heal HP equal to (twice?) your Prospect level" with no leech effect.

Ok, that's gotten long, I'll continue in a bit.


Crulou wrote:

Shadow Feint

At the 5th level, the Prospect can roll a bluff check, as an immediate action and their opponent rolling a perception check, for the purpose of using shadow feint, treat the bluff check as if it was a proficiency with a dex modifier. Should the roll succeed add the difference between the bluff roll and the perception roll to the attack roll. Should they fail the roll, the Prospect may attempt to re-roll once at the cost of 1 Tension Shard, a failed attempt of using Shadow Feint promotes an attack of opportunity on the Prospect. This can be used three times per combat encounter and only once per turn. This may not be used with Flurry of Blows.

Overly complicated (and your GM probably isn't thrilled to deal with that) but seems maybe not OP? It's hard to judge because it's weird. Could you describe roughly how the video game feature you're trying to simulate here works?

Crulou wrote:

Meditation

At 7th Level, when the Prospect meditates for one hour, they fill up their tension pool by 1d4 points as well as remove any exhaustion or fatigue effects. When the Prospect is meditating their body turns to stone and they will become weightless, but impossible to move. Due to the fact they are stone, they cannot be harmed by normal means. Meditation lasts for the whole hour and cannot be interrupted, even by magical means. This may be used only once per day.

1d4 Tension Shards seems like a lot for the cost of burning an hour, which they'll probably just do while the party is mostly asleep anyway.

Crulou wrote:

Shard Powers

At 9th level, you can choose one of the following abilities to use through your Shards. At level 11 and every 2 levels thereafter, the Prospect may choose to learn another Shard Power to use through their Tension Shards. Only 2 may be known at a time. For the purpose of Heal, it is considered a Shard Power.

I don't get what the part I bolded means. Do you lose one of your old Shard Powers whenever you learn a new one? Does having Heal available mean you only get one other Shard Power?

Crulou wrote:
-Earthquake: As a bonus action...

As before, these "bonus actions" should all be standard actions, or perhaps full-round actions considering their power.

Crulou wrote:
The folded weapon can be summoned at the beginning of their turn as a free action and will deal damage as if it was a size bigger, as well as the damage of the Prospect’s unarmed strike.

The weapon does its base damage (but a size larger) plus the Prospect's UAS damage? That's unprecedented. Have it do the better of the two.

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