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Level Up: Advanced 5th Edition (A5E)
Adepts appear to make really good fighters.
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<blockquote data-quote="Jacob Vardy" data-source="post: 8627448" data-attributes="member: 6913934"><p>I was wondering how a dragonborn's claws would work with an adept. And then wondered what an adept would look like in heavy armour. And it turns out a lot of their features still work pretty well when grafted on to a fighter base. So, a level one fighter, level three adept. In full plate.</p><p></p><p>I wrote it up like a monster stat bloc because that is how i hope to use it. I don't think it'd work all that well as a PC but in the single encounter lifespan of an NPC it looks kinda explosive. I gave it a CR of 4 because although the rest of the stats are around a CR 2 the AC is around a CR 15.</p><h3>DRAGONBOUND MARAUDER</h3><p>Fanatical devotees of their draconic masters. Frequently used as assassins, except there is little subtlety about them. </p><p></p><p>MEDIUM (DRAGONBORN) HUMANOID, CHALLENGE 4, 700 XP</p><p>AC 18 (full plate) </p><p>HP 30 (1d10+3d8; bloodied 15) </p><p>Speed 30 ft.</p><p style="text-align: center">STR DEX CON INT WIS CHA</p> <p style="text-align: center">18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 08 (-1)</p><p><strong>Proficiency</strong> +6; Manoeuvre DC 15, Exertion Points 5 </p><p>Senses passive Perception 7</p><p><strong>Languages</strong> Chondathan (Common), Draconic.</p><p><strong>Claws</strong>. The marauder grows retractable claws from the tips of their fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which the marauder can use to make unarmed strikes that deal slashing damage equal to 1d4+4</p><p><strong>Deflect Missiles</strong> The marauder can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When the marauder does so, the damage the marauder takes from the attack is reduced by 1d10+5.</p><p>Dragon Breath Drawing upon great reservoirs of draconic power, the marauder can unleash magical destruction upon their foes. The marauder can use their dragon breath as an action. It is 30 ft. line 5 ft. wide. The damage is 3d6 fire, with Dex saving throw DC 11 for half damage</p><p><strong>Dragonbound Boon </strong> A marauder’s final action will tend to be a modified message spell, telling their master the time, place, and cause of the marauder’s downfall.</p><p><strong>Exertion Focus</strong> - Patient Defence The marauder can spend 1 exertion to take the Dodge action as a bonus action on their turn.</p><p><strong>Great Weapon Fighting</strong> When the marauder rolls a 1 or 2 on a damage die for an attack they make with a melee weapon that the marauder is wielding with two hands, the marauder can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for the marauder to gain this benefit.</p><p><strong>Horse-chopper</strong>. The marauder wields a zhanmadao, a sword for fighting large creatures. It is a straight, thin, single edged, greatsword. It has the heavy, two-handed, and vicious qualities.</p><p><strong>Combat Manoeuvres</strong></p><p><u>Dangerous Strikes</u> (1 point) The execution and follow-through of the marauder’s strike is exquisite with not an iota of force wasted. When the marauder activates this manoeuvre, they take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of their next turn, their weapon attacks score a critical hit on a roll of 19–20. If the marauder already has a feature that increases the range of their critical hits, their critical hit range increases by 1 (maximum 17–20).</p><p><u>Gaze Of Conviction</u> (2 points) The marauder locks eyes with an opponent with a fury so potent that it cannot be ignored. The marauder stares down a creature they can see within 30 feet, and if it can see the marauder it makes a Wisdom saving throw. On a failure, the creature is compelled to attack the marauder. On its turn the creature moves towards the marauder and makes as many attacks against the marauder as it can. The effects of this manoeuvre end when the marauder attacks a different creature or the creature is unable to attack you.</p><p><u>Lean Into It</u> (2 points) Not just commiting to an assault, the marauder shoulder into it with all the strength the marauder can bear and deliver hits that resonate in the very bones of their foes. When the marauder activates this manoeuvre, the marauder takes the Attack action and makes a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of their next turn, when the marauder hits a creature with a melee weapon attack it <u>makes a Strength saving throw or it is knocked prone.</u></p><p><u>Purge Magic</u> (1 point) As soon as their senses seize upon the uttering of an incantation or a hand working the gestures of magic their body reflexively reacts with violence. When a creature the marauder can see within their reach casts a spell, the marauder can use their reaction to make a melee weapon attack against it.</p><p><u>Rapid Drink</u> (2 points) As casually as any seasoned alchemist, the marauder plucks the cork from a magical concoction and pours it down their throat or a companion’s. The marauder drinks a potion or administers a potion to a creature within reach.</p><p><u>Zealous Stance</u> (1 point) (stance) By submitting to their fervour the marauder make themself vulnerable but gain an edge on their opponents. When the marauder makes their first attack on their turn, the marauder can decide to gain an expertise die on melee weapon attack rolls until the start of their next turn. When the marauder does so, until the start of their next turn attack rolls against the marauder gain an expertise die.</p><p>ACTIONS</p><p>Horse-chopper. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) slashing damage. Critical on a 19-20.</p><p></p><p>Round</p><p> 0. Fire breath 3d6 dex save</p><ol> <li data-xf-list-type="ol">Lean into it (2 points)</li> <li data-xf-list-type="ol">Dangerous strikes (1 point)</li> <li data-xf-list-type="ol">Battle meditation</li> </ol><p>BONUS ACTIONS</p><ol> <li data-xf-list-type="ol">Gaze Of Conviction, (2 points)</li> <li data-xf-list-type="ol">Zealous Stance (1 point) +1d4 to hit</li> <li data-xf-list-type="ol">Dodge, (1 point) attacks are at disadvantage, DEX saves at advantage</li> <li data-xf-list-type="ol">Rapid drink</li> </ol><p>REACTIONS</p><p>Purge magic</p><p>Deflect missiles</p></blockquote><p></p>
[QUOTE="Jacob Vardy, post: 8627448, member: 6913934"] I was wondering how a dragonborn's claws would work with an adept. And then wondered what an adept would look like in heavy armour. And it turns out a lot of their features still work pretty well when grafted on to a fighter base. So, a level one fighter, level three adept. In full plate. I wrote it up like a monster stat bloc because that is how i hope to use it. I don't think it'd work all that well as a PC but in the single encounter lifespan of an NPC it looks kinda explosive. I gave it a CR of 4 because although the rest of the stats are around a CR 2 the AC is around a CR 15. [HEADING=2]DRAGONBOUND MARAUDER[/HEADING] Fanatical devotees of their draconic masters. Frequently used as assassins, except there is little subtlety about them. MEDIUM (DRAGONBORN) HUMANOID, CHALLENGE 4, 700 XP AC 18 (full plate) HP 30 (1d10+3d8; bloodied 15) Speed 30 ft. [CENTER]STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 08 (-1)[/CENTER] [B]Proficiency[/B] +6; Manoeuvre DC 15, Exertion Points 5 Senses passive Perception 7 [B]Languages[/B] Chondathan (Common), Draconic. [B]Claws[/B]. The marauder grows retractable claws from the tips of their fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which the marauder can use to make unarmed strikes that deal slashing damage equal to 1d4+4 [B]Deflect Missiles[/B] The marauder can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When the marauder does so, the damage the marauder takes from the attack is reduced by 1d10+5. Dragon Breath Drawing upon great reservoirs of draconic power, the marauder can unleash magical destruction upon their foes. The marauder can use their dragon breath as an action. It is 30 ft. line 5 ft. wide. The damage is 3d6 fire, with Dex saving throw DC 11 for half damage [B]Dragonbound Boon [/B] A marauder’s final action will tend to be a modified message spell, telling their master the time, place, and cause of the marauder’s downfall. [B]Exertion Focus[/B] - Patient Defence The marauder can spend 1 exertion to take the Dodge action as a bonus action on their turn. [B]Great Weapon Fighting[/B] When the marauder rolls a 1 or 2 on a damage die for an attack they make with a melee weapon that the marauder is wielding with two hands, the marauder can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for the marauder to gain this benefit. [B]Horse-chopper[/B]. The marauder wields a zhanmadao, a sword for fighting large creatures. It is a straight, thin, single edged, greatsword. It has the heavy, two-handed, and vicious qualities. [B]Combat Manoeuvres[/B] [U]Dangerous Strikes[/U] (1 point) The execution and follow-through of the marauder’s strike is exquisite with not an iota of force wasted. When the marauder activates this manoeuvre, they take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of their next turn, their weapon attacks score a critical hit on a roll of 19–20. If the marauder already has a feature that increases the range of their critical hits, their critical hit range increases by 1 (maximum 17–20). [U]Gaze Of Conviction[/U] (2 points) The marauder locks eyes with an opponent with a fury so potent that it cannot be ignored. The marauder stares down a creature they can see within 30 feet, and if it can see the marauder it makes a Wisdom saving throw. On a failure, the creature is compelled to attack the marauder. On its turn the creature moves towards the marauder and makes as many attacks against the marauder as it can. The effects of this manoeuvre end when the marauder attacks a different creature or the creature is unable to attack you. [U]Lean Into It[/U] (2 points) Not just commiting to an assault, the marauder shoulder into it with all the strength the marauder can bear and deliver hits that resonate in the very bones of their foes. When the marauder activates this manoeuvre, the marauder takes the Attack action and makes a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of their next turn, when the marauder hits a creature with a melee weapon attack it [U]makes a Strength saving throw or it is knocked prone. Purge Magic[/U] (1 point) As soon as their senses seize upon the uttering of an incantation or a hand working the gestures of magic their body reflexively reacts with violence. When a creature the marauder can see within their reach casts a spell, the marauder can use their reaction to make a melee weapon attack against it. [U]Rapid Drink[/U] (2 points) As casually as any seasoned alchemist, the marauder plucks the cork from a magical concoction and pours it down their throat or a companion’s. The marauder drinks a potion or administers a potion to a creature within reach. [U]Zealous Stance[/U] (1 point) (stance) By submitting to their fervour the marauder make themself vulnerable but gain an edge on their opponents. When the marauder makes their first attack on their turn, the marauder can decide to gain an expertise die on melee weapon attack rolls until the start of their next turn. When the marauder does so, until the start of their next turn attack rolls against the marauder gain an expertise die. ACTIONS Horse-chopper. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) slashing damage. Critical on a 19-20. Round 0. Fire breath 3d6 dex save [LIST=1] [*]Lean into it (2 points) [*]Dangerous strikes (1 point) [*]Battle meditation [/LIST] BONUS ACTIONS [LIST=1] [*]Gaze Of Conviction, (2 points) [*]Zealous Stance (1 point) +1d4 to hit [*]Dodge, (1 point) attacks are at disadvantage, DEX saves at advantage [*]Rapid drink [/LIST] REACTIONS Purge magic Deflect missiles [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Adepts appear to make really good fighters.
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