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Yeah, yeah, I hijacked the name Bravura. Sue me.
The whole idea behind this subclass is that it excels at taking reactions. To do this I wanted to find a way to re-purpose or eliminate some of the abilities already built into the base Fighter class. So I made Medium armor or lighter a prerequisite for most of the abilities, and allowed the sub-class to convert both attacks and Action Surges into more (MOAR POWER!) reactions.
I haven't theorycrafted out any of the numbers on this; it's just a first draft. There may very well be some huge, game-breaking paradox in all of this.
And, yes, it's a non-magical, Int-based, tactical fighter. For what that's worth.
As usual, my ability names are a bit silly.
Without further ado I present...
EDIT: Revised. Incorporated many of the ideas/suggestions from the thread.
The Bravura!
Tactical Awareness (renamed from Legendary Moves)
At 3rd level you excel at adapting opportunistically to changes in the battlefield, allowing you to take more than one reaction between your turns by trading attacks for reactions:
You also learn some new reactions you can use:
Poetry in Motion
Also at 3rd level, if you are not wearing Heavy armor and are not encumbered, you may move 5' prior to taking a reaction, in order to be able to take a reaction with a positional requirement. This movement does not provoke Attacks of Opportunity. The distance you may move increases to 10' at level 10. Once you use this ability you may not use it again until after your next turn.
So Crazy It Just Might Work
At 7th level you are able to improvise improbably effective plans. If you spend one minute communicating with allies about a specific goal you describe, up to six allies who you select can each make one ability check with Advantage in the next 10 minutes, provided it contributes directly to that goal. Example goals are “Break into the castle”, “Persuade the King”, or “Defend this Bridge.” Once you use this ability you cannot use it again until you have finished a short rest.
Once More Into The Breach
Starting at 10th level you may add your Intelligence modifier to your Initiative rolls.
Overreaction
At 15th level, on any turn you have taken a reaction you can expend an Action Surge in order to take up to two more reactions in that same turn. None of the reactions you take that turn count toward your maximum, or have to be paid for with attacks.
Endgame
At 18th level, your ability to calculate next moves and visualize probable outcomes gives you a moment’s warning of impending catastrophe, possibly allowing you to intervene before Death itself strikes. When you or another creature within 30’ of you is reduced to zero HP or dies, you may use a reaction to force any one roll from this turn to be re-rolled. If you currently have Inspiration you may use it to grant or impose your choice of Advantage or Disadvantage on the re-roll. You must be conscious and able to move in order to use this ability, and once you use it you cannot use it again until you have finished a long rest.
The whole idea behind this subclass is that it excels at taking reactions. To do this I wanted to find a way to re-purpose or eliminate some of the abilities already built into the base Fighter class. So I made Medium armor or lighter a prerequisite for most of the abilities, and allowed the sub-class to convert both attacks and Action Surges into more (MOAR POWER!) reactions.
I haven't theorycrafted out any of the numbers on this; it's just a first draft. There may very well be some huge, game-breaking paradox in all of this.
And, yes, it's a non-magical, Int-based, tactical fighter. For what that's worth.
As usual, my ability names are a bit silly.
Without further ado I present...
EDIT: Revised. Incorporated many of the ideas/suggestions from the thread.
The Bravura!
Tactical Awareness (renamed from Legendary Moves)
At 3rd level you excel at adapting opportunistically to changes in the battlefield, allowing you to take more than one reaction between your turns by trading attacks for reactions:
- You can take a number of extra reactions equal to the number of attacks you have, but no more than your Intelligence modifier.
- You are limited to one reaction per turn.
- On your turn, if you have taken extra reactions since the beginning of your previous turn, you must take the Attack action, and you lose one attack per extra reaction you have taken.
You also learn some new reactions you can use:
- When an ally makes an attack roll or an ability check, as a reaction you may take the Help action as a reaction, provided you are in a position to do so.
- Bait and Switch: When an enemy makes a melee weapon or spell touch attack against you, as a reaction you may lure that enemy into provoking Attacks of Opportunity. Once you use this ability you cannot use it again against the same creature until you have finished a short rest.
- Voice of Reason: When an ally within 30’ fails a Wisdom saving throw, as a reaction you may allow them to re-roll, although the second roll is made with Disadvantage.
- Margin of Error: When an ally misses an attack against a single creature within 5' of you, as a reaction you may distract the target, giving the ally an opportunity to make another attack.
- Action Hero: When you and/or allies are required to make a Dexterity saving throw, as a reaction you can shout a warning. Anybody within 30' who can hear you may choose to dive for cover, gaining 1d4 on the saving throw but landing Prone.
- Humanoid Shield: When a ranged attack is made against a target for which you are providing half-cover because of your position, but before the attack is resolved, as a reaction you may move into the path of the attack, making yourself the new target.
- Interference: When a ranged attack is made against a target for which you are providing half-cover because of your position, but before the attack is resolved, as a reaction you may move to give the attacker a clearer shot, reducing cover to None. Alternatively, if you are carrying a shield you may instead choose to increase the cover to 3/4.
- Exit Strategy: When an ally provokes an Attack of Opportunity from a creature within 5' of you, but before the attack is resolved, as a reaction you may prevent that attack.
- Pawn to King Four: When a creature moves on its turn into a space within 5' of you, as a reaction you may move into it first, blocking the creature. This does not consume any of your regular movement for the round, and the blocked creature may continue moving through a different space.
- Unhelpful: When a creature within 5' of you makes a Strength or Dexterity ability check, as a reaction you may impose Disadvantage.
- The Setup: When a creature attacks you with a melee attack, as a reaction you can set up a counterattack. On your turn, all attacks you make against this creature are with Advantage.
Poetry in Motion
Also at 3rd level, if you are not wearing Heavy armor and are not encumbered, you may move 5' prior to taking a reaction, in order to be able to take a reaction with a positional requirement. This movement does not provoke Attacks of Opportunity. The distance you may move increases to 10' at level 10. Once you use this ability you may not use it again until after your next turn.
So Crazy It Just Might Work
At 7th level you are able to improvise improbably effective plans. If you spend one minute communicating with allies about a specific goal you describe, up to six allies who you select can each make one ability check with Advantage in the next 10 minutes, provided it contributes directly to that goal. Example goals are “Break into the castle”, “Persuade the King”, or “Defend this Bridge.” Once you use this ability you cannot use it again until you have finished a short rest.
Once More Into The Breach
Starting at 10th level you may add your Intelligence modifier to your Initiative rolls.
Overreaction
At 15th level, on any turn you have taken a reaction you can expend an Action Surge in order to take up to two more reactions in that same turn. None of the reactions you take that turn count toward your maximum, or have to be paid for with attacks.
Endgame
At 18th level, your ability to calculate next moves and visualize probable outcomes gives you a moment’s warning of impending catastrophe, possibly allowing you to intervene before Death itself strikes. When you or another creature within 30’ of you is reduced to zero HP or dies, you may use a reaction to force any one roll from this turn to be re-rolled. If you currently have Inspiration you may use it to grant or impose your choice of Advantage or Disadvantage on the re-roll. You must be conscious and able to move in order to use this ability, and once you use it you cannot use it again until you have finished a long rest.
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