The Old Crow
Explorer
First off, I approve of giving actual class features instead of bonus ASIs, and I like what I see s far.
I was waiting for the melee talents before commenting, because that's what I am interested in most, but there is almost too much information for me to process as is, so I'll give some feedback.
Fortitude's 5 hp seems ok at low level, but I don't think it scales well. What about +1 hp/level, can only be taken once.
Iron Resolve lacks a recharge. Is this intentional?
Gauntlet Expertise needs something. I don't know what though. Resistance to things that harm you when you actively touch them?
I think this one looks good. It seems to be carefully written so it can stack with Archery Style (in the event of multiclassing ) without being overpowered.
Is this intended after each shot when multiattacking?
Needs one kind of recharge, not two. First one has the right idea, have to stop and get more arrows. The secnd is hardly a seed bump, and has the weird side effect that the more proficient you are, the more arrows you lose regardless of number of targets. Anyway, I think this needs a recharge more in balance with the other recharges of talents, where the result is resting the talent for at least a turn.
A stupid quibble: This seems more like careful aim. Having a Bend The Bow talent that adds STR would be cool, though.
More later, gotta go!
I was waiting for the melee talents before commenting, because that's what I am interested in most, but there is almost too much information for me to process as is, so I'll give some feedback.
General Talents
The following talents have no requirements.
Accuracy (passive)
Gain a +1 bonus to hit with weapon attacks.
Fortitude (passive)
Gain +5 hit points. You may take this talent multiple times.
Iron Resolve (active)
As a reaction, you can add your proficiency bonus to a saving throw against a threat that you are aware of. If you are already proficient in a save, this gives you a total of double your proficiency bonus to that save.
Might (passive)
Gain a +1 bonus to damage with weapon attacks. You may take this talent multiple times.
Readiness (passive)
Gain a +5 bonus to initiative checks.
Unarmored Defense (passive)
While wearing no armor, you may add your Intelligence modifier to your AC, in addition to your Dexterity modifier. You can still wield shields and benefit from Unarmored Defense.
Fortitude's 5 hp seems ok at low level, but I don't think it scales well. What about +1 hp/level, can only be taken once.
Iron Resolve lacks a recharge. Is this intentional?
h the listed components as part of the suit to use these talents.
Armored Defense (passive)
Gain a +1 bonus to AC while wearing armor. It takes you half the required time to don or doff armor.
Gauntlet Expertise (passive)
While wearing gauntlets, you cannot be disarmed.
Helmet Expertise (passive)
While wearing a helmet and not surprised, any time you are struck by a critical hit, roll a d20. On a result of 10+ the blow is deflected by your helmet, and you take normal damage instead.
Armor Talents
Gauntlet Expertise needs something. I don't know what though. Resistance to things that harm you when you actively touch them?
Archery Talents
You must be wielding a bow or crossbow in order to use archery talents.
Aimed Shot (active)
When you use the Attack action to attack a target, you can take an aimed shot to ignore half-cover and reduce three-quarters cover to being only as effective as half-cover for purposes of your aimed shot. If the target has no cover you instead gain a +2 bonus to hit. You can only take one aimed shot per round.
Recharge: You must spend one round observing a target and making no attacks.
Improved Aimed Shot: In place of two attacks, you make a shot ignoring half and three-quarters cover entirely (or gain a +3 bonus to hit), and your attack deals an extra weapon die of damage on a hit.
Master Aimed Shot: In place of three attacks, you make a shot ignoring half and three-quarters cover (or gain a +5 bonus to hit), as well as any disadvantage on your attack roll, and your attack deals two extra weapon dice of damage on a hit.
I think this one looks good. It seems to be carefully written so it can stack with Archery Style (in the event of multiclassing ) without being overpowered.
Archer’s Escape (passive)
When you use the Attack action to make a ranged attack against a target, you may Disengage as a bonus action and move 5 feet for free before or after the shot.
Is this intended after each shot when multiattacking?
Hail of Arrows (active)
As an action, you fire a barrage of arrows into a 15 foot diameter circular area. Choose a number of creatures within the area equal to your proficiency modifier; those creatures must make a Dexterity saving throw. On a failure they suffer damage as if struck by one of your arrows, while on a success they suffer half as much damage. You may not benefit from Extra Attack during a round in which you use Hail of Arrows.
Recharge: If handling ammunition cinematically, you must refill your quiver. If tracking ammunition, this expends a number of arrows or bolts equal to twice your proficiency modifier.
Needs one kind of recharge, not two. First one has the right idea, have to stop and get more arrows. The secnd is hardly a seed bump, and has the weird side effect that the more proficient you are, the more arrows you lose regardless of number of targets. Anyway, I think this needs a recharge more in balance with the other recharges of talents, where the result is resting the talent for at least a turn.
Full Draw (active)
As a bonus action you draw your bowstring to full extension. The next attack you make on your turn with the bow gains advantage to hit if firing within short range, or suffers no disadvantage when firing at long range.
Recharge: Rest your arm for a full round.
A stupid quibble: This seems more like careful aim. Having a Bend The Bow talent that adds STR would be cool, though.
More later, gotta go!