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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Chaosmancer" data-source="post: 7704535" data-attributes="member: 6801228"><p>So, quick impressions.</p><p></p><p>I like the arcane archer. It is incredibly powerful, I think at first blush. An extra 4d6+awesome ability a day until level 15 when I believe the intent is that you essentially get 2, and then 1 for every combat after that. The Ever-Ready arrow gives you another arrow after you have used your last one, which then you use your last one and gain another arrow. I think this is the intent. All of the arrow abilities seem powerful and useful too, but I love Seeking arrow, hit someone anywhere within 600 ft as long as the arrow could potentially trace a path. Very awesome. </p><p></p><p></p><p>I also like the Knight, though... I'm going to need someone to explain to me just what all they can do by level 18.</p><p></p><p>They can take a reaction for implaccable mark, up to 3 times a rest, and they can do it even if they have used a reaction before since their last turn.</p><p></p><p>They can take a reaction for Hold the Line, but only as their normal reaction I think</p><p></p><p>And they can take defender's blade reactions for opportunity attacks period. </p><p></p><p>If the movement of each monster counts as seperate turn... I think I get it, but I could see a mass of people misunderstanding how these all interact.</p><p></p><p>And what happens if they take Sentinel? I don't think there is a problem per se, but this is a rather complex set of triggers for a DnD class. </p><p></p><p></p><p>*Reads Samurai* </p><p></p><p>*Starts frothing at the mouth*</p><p></p><p>Holy crap this is amazing. Actually, it is a lot of ribbons and defenses, but Fighting Spirit and Strength Before Death are ridiculous. I can interrupt a turn, activate Fighting Spirit, not die, and rip the guy who tried to kill me apart. This is amazing. And fully open to cheese if the person decides to use the entire turn healing so they won't die from the damage that gets applied once their bonus turn ends, but it has so many opportunities for cinematic coolness. Looking at it again... I am a little disappointed I misread delaying the damage to mean you are immune to damage for your bonus turn. You could charge the enemies back line, and get slaughtered by opportunity attacks during your bonus turn, but still incredibly cool. </p><p></p><p></p><p>Sharpshooter is decent, I'm honestly less impressed with it. The problem is that most of it's stuff can be recreated with feats. Mobile, Sharpshooter, and Crossbow expert give me the majority of the sharpshooters stuff, and depending on weapon choice... I still want all three of those feats... which is a lot of wasted ability. </p><p></p><p>I'll have to consider it a lot more before I decide what I think about it.</p><p></p><p></p><p></p><p>Finally, three of these guys get Rapid Strike. How does this work with multiple attacks exactly? If the enemy is lying prone, and you get 3 attacks with advantage. </p><p></p><p>Do you get 2 attacks with advantage 1 attack without advantage and the bonus action attack or </p><p>do you get 4 attacks without advantage</p><p></p><p>I think you get 2 with advantage and 2 without (and then whether you can take bonus action again while action surging making it 4 with and 4 without) but I could see the other argument because of the language. It is definitely going to need looked at again since it is such a major new feature</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7704535, member: 6801228"] So, quick impressions. I like the arcane archer. It is incredibly powerful, I think at first blush. An extra 4d6+awesome ability a day until level 15 when I believe the intent is that you essentially get 2, and then 1 for every combat after that. The Ever-Ready arrow gives you another arrow after you have used your last one, which then you use your last one and gain another arrow. I think this is the intent. All of the arrow abilities seem powerful and useful too, but I love Seeking arrow, hit someone anywhere within 600 ft as long as the arrow could potentially trace a path. Very awesome. I also like the Knight, though... I'm going to need someone to explain to me just what all they can do by level 18. They can take a reaction for implaccable mark, up to 3 times a rest, and they can do it even if they have used a reaction before since their last turn. They can take a reaction for Hold the Line, but only as their normal reaction I think And they can take defender's blade reactions for opportunity attacks period. If the movement of each monster counts as seperate turn... I think I get it, but I could see a mass of people misunderstanding how these all interact. And what happens if they take Sentinel? I don't think there is a problem per se, but this is a rather complex set of triggers for a DnD class. *Reads Samurai* *Starts frothing at the mouth* Holy crap this is amazing. Actually, it is a lot of ribbons and defenses, but Fighting Spirit and Strength Before Death are ridiculous. I can interrupt a turn, activate Fighting Spirit, not die, and rip the guy who tried to kill me apart. This is amazing. And fully open to cheese if the person decides to use the entire turn healing so they won't die from the damage that gets applied once their bonus turn ends, but it has so many opportunities for cinematic coolness. Looking at it again... I am a little disappointed I misread delaying the damage to mean you are immune to damage for your bonus turn. You could charge the enemies back line, and get slaughtered by opportunity attacks during your bonus turn, but still incredibly cool. Sharpshooter is decent, I'm honestly less impressed with it. The problem is that most of it's stuff can be recreated with feats. Mobile, Sharpshooter, and Crossbow expert give me the majority of the sharpshooters stuff, and depending on weapon choice... I still want all three of those feats... which is a lot of wasted ability. I'll have to consider it a lot more before I decide what I think about it. Finally, three of these guys get Rapid Strike. How does this work with multiple attacks exactly? If the enemy is lying prone, and you get 3 attacks with advantage. Do you get 2 attacks with advantage 1 attack without advantage and the bonus action attack or do you get 4 attacks without advantage I think you get 2 with advantage and 2 without (and then whether you can take bonus action again while action surging making it 4 with and 4 without) but I could see the other argument because of the language. It is definitely going to need looked at again since it is such a major new feature [/QUOTE]
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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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