D&D 5E The Warrior (or how to balance martial's and casters)

dave2008

Legend
Ok, in response to @ehren37 ( and for @Micah Sweet ; @James Gasik ; and @vincegetorix ) over at @FrogReaver‘s thread: A Simple Houserule for Martial / Caster balance, I decide to make a 5e martial class the is balanced with capabilities of a Wizard. The quickest and easiest method I could think of was to start with a Wizard and replace spellcasting with Martial Exploits. This is a work in progress. As I get more into it, I hope to stray a little father from the initial simple concept (convert a wizard to a fighter) to it give more of a traditional fighter feel, while retainning the balance we are looking for. So, without further ado, I give you:

Warrior (2.0)
  • 2.0: Revised the Warrior from a slot based mechanic to Stamina Point based mechanic derived from the Spell Point variant rule in the DMG.

LevelProf. BonusFeaturesGambits KnownStamina PointsMax Exploit Level
1st+2Martial Exploits, Martial Recovery241st
2nd+2Martial Tradition361st
3rd+23142nd
4th+2Ability Score Improvement3172nd
5th+34273rd
6th+3Martial Tradition Feature4323rd
7th+34384th
8th+3Ability Score Improvement4444th
9th+44575th
10th+4Martial Tradition Feature5645yh
11th+45736th
12th+4Ability Score Improvement5736th
13th+55837th
14th+5Martial Tradition Feature5837th
15th+55948th
16th+5Ability Score Improvement5948th
17th+651079th
18th+6Martial Mastery61149th
19th+6Ability Score Improvement61239th
20th+6Signature Exploit61339th

Class Features
As a Warrior, you gain the following Class Features.

Hit Points
Hit Dice: 1d8 per Warrior level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warrior level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light and Medium Armor
Weapons: Simple weapons and one martial weapon of your choice
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather armor, shortbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Martial Exploits
As a Student of the Martial Arts, you have a Manual containing Exploits that show the first glimmerings of your true power.

Gambits
At 1st Level, you know two Gambits of your choice from the Warrior exploit list. You learn additional Warrior Gambits of your choice at higher levels, as shown in the Gambits Known column of the Warrior table.

When you gain a new Gambit at 2nd level, you must select a Gambit from the Martial Tradition of have selected.

Training and using Exploits
The Warrior table shows how many Stamina Points (SP) you have to spend on your Exploits of 1st Level and higher. To use one of these exploits, you must spend Stamina Points of the exploit's cost per level or higher. Refer to the Stamina Point Cost table. You cannot use Exploits of level 1 or greater if you have 0 Stamina Points You regain all expended Stamina Slots when you finish a Long Rest.

Exploits of 6th level and higher are particularly taxing to execute. You can execute only one Exploit of each level above 5th once per day. You regain the ability to execute these Exploits after you finish a long rest.
  • When you reach the 19th Warrior level you can execute two 6th level exploits.
  • When you reach the 20th Warrior level you can execute tow 7th level exploits.
Exploit LevelStamina Point Cost
1st2
2nd3
3rd5
4th6
5th7
6th9
7th10
8th11
9th13

Martial Exploit Ability
Strength or Dexterity, your choice, is your Martial Exploit ability for your Warrior Exploits, since you learn your Exploits through dedicated training. You use your Strength or Dexterity whenever an exploit refers to your Martial Exploit ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for a Warrior exploit you use and when making an Attack roll with one.

Exploit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier
Exploit Attack modifier = your Proficiency Bonus + your Strength or Dexterity modifier

Learning Exploits of 1st Level and Higher
Each time you gain a Warrior level, you can add two Warrior Exploits of your choice to your Manual for free. Each of these Exploits must be of a level for which you can execute them, as shown on the Warrior table.

Martial Recovery
With training you have learned to regain some of your stamina. Once per day when you finish a Short Rest, you can recover Stamina Points equal to your Warrior level.

Martial Tradition
When you reach 2nd Level, you choose a Martial Tradition, shaping your practice of martial arts through a school of training, such as the School of Explosive Strikes. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Martial Mastery
At 18th level, you have achieved such mastery over certain Exploits that you can use them at will. Choose a 1st-level and a 2nd-level Warrior exploit from your Martial Tradition. You can use those Exploits at their lowest level without expending Stamina Points. If you want to use either exploit at a higher level, you must expend a Stamina Points as normal.

By spending 8 hours in study, you can exchange one or both of the Exploits you chose for different Exploits of the same levels.

Signature Exploits
When you reach 20th level, you gain mastery over two powerful Exploits and can execute them with little effort. Choose two 3rd-level Warrior Exploits from your Martial Tradition as your signature Exploits. You can execute each of them once at 3rd Level without expending a Stamina Points. When you do so, you can't do so again until you finish a short or Long Rest.

If you want to execute either exploit at a higher level, you must expend a Stamina Points as normal.

Martial Traditions
The study of Martial Arts is ancient, stretching back to the beginning or mortal adventures. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

The Martial Traditions revolve around the Schools of Martial Arts. Warriors through the ages have cataloged thousands of Exploits, developed by distinguished schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for Students and funding. Even warriors who train Apprentices in the solitude of their own towers use the division of martial arts into Traditions as a learning device, since the Exploits of each school require mastery of different Techniques. The six most common Martial Traditions are:

Corporeal Arts
Demonic Arts
Poison Arts
Spiritual Arts
Strategic Arts
Weapon Arts
 
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dave2008

Legend
Martial Exploits
This a starting collection of Exploits to use with the warrior. At this time is simply a proof of concept. This is not intended to be an exhaustive list of exploits. I am just experimenting with the idea. If I like it, I will continue to add more Exploits in the future.

Martial Gambits

Brutal Attack
Tradition: All
Prerequisite: 5th level, melee weapon, Strength 15
Level (SP Cost): Gambit (0)
Execution Time: 1 Bonus Action
Range: by weapon
Duration: 1 round
Description:
When you hit with a weapon attack, double the weapon (including an magical damage bonus) and your ability modifier damage of the attack.
At higher level:
You increase the damage when you reach 11th level (triple the damage), and 17th level (quadruple).

Iron Skin
Tradition: Iron Defense
Prerequisite: Constitution14
Level (SP Cost): Gambit (0)
Execution Time: 1 Action
Range: Self
Duration: 1 round
Description:
Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.

Forceful Strikes
Tradition: Explosive Strikes
Prerequisite: Strength 15
Level (SP Cost): Gambit (0)
Execution Time: 1 Action
Range: 5 feet
Duration: 1 round
Description:
You make a melee weapon attack. On a hit, the target takes an additional 1d6 Force damage.
At higher level:
The exploit’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Multiattack
Tradition: All
Prerequisite: 5th level, melee weapon
Level (SP Cost): Gambit (0)
Execution Time: 1 Action
Range: by weapon
Duration: 1 round
Description:
You make a weapon attack. You can then make one additional weapon attack.

You can divide up your movement to be any combination of before, between, or after the attacks.
At higher level:
You can make an additional attack with this exploit when you reach 11th level (2 extra attacks), and 17th level (3 extra attacks).

Precision Attack
Tradition: All
Prerequisite: 5th level, melee or ranged weapon
Level (SP Cost): Gambit (0)
Execution Time: 1 Action
Range: by weapon
Duration: Concentration, up to 1 minute
Description:
You gain a +2 attack bonus on you next attack.
At higher level:
The attack bonus increases by 2 when you reach 5th level (+4), 11th level (+6), and 17th level (+8).

Survey the Battlefield
Tradition: Strategist
Prerequisite: Intelligence 13
Level (SP Cost): Gambit (0)
Execution Time: 1 Action
Range: 300 feet
Duration: Instantaneous
Description:
You survey the battle and advise your allies to target opportune vulnerabilities in the defenses of your enemies.

One ally within far range, who can see you or hear you, can use a reaction to make one at-will attack (such as single weapon attack, a cantrip, or grappling or similar) against one target of your choice.
At higher level:
The number of allies you can advise increases by one when you reach 5th level (two total), 11th level (three total), and 17th level (4 total).

1st Level Martial Exploits

Enhanced Defense
Tradition: Iron Defense
Prerequisite: Shield or wielding two weapons
Level (SP Cost): 1 (2)
Execution Time: 1 Action
Range: Self
Duration: 1 hour
Description:
You gain 5 + your proficiency bonus temporary hit points for the duration.
At higher level:
When you execute this exploit using a stamina slot of 2nd level or higher, the temporary hit points increase by 5 plus your proficiency bonus for each slot

Power Attack
Tradition: All
Prerequisite: Strength 15
Level (SP Cost): 1 (2)
Execution Time: 1 Bonus Action
Range: by weapon type
Duration: Instantaneous
Description:
The next time you hit a target with a weapon attack, you deal an extra 2d6 of the weapon's damage type.
At higher level:
When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

Thunderous Strikes
Tradition: Explosive Strikes
Prerequisite: Strength 15
Level (SP Cost): 1 (2)
Execution Time: 1 Action
Range: Self (15-foot cube)
Duration: Instantaneous
Description:
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes your weapon damage plus 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you and you emits a thunderous boom audible out to 300 feet when you execute this exploit.
At higher level:
When you execute this exploit using a stamina slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

2nd Level Martial Exploits

Enhanced Defense
Tradition: Iron Defense
Prerequisite: Strength 14
Level (SP Cost): 2 (3)
Execution Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Description:
With powerful thrust and swings you create a strong wind (20 miles per hour) around you in a 10-foot radius. The wind lasts for the exploit's duration.

The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Branding Strike
Tradition: Explosive Strikes
Prerequisite: Wisdom 14
Level (SP Cost): 2 (3)
Execution Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Description:
You strike your weapon with such ferocity that the friction brands your target. The next time you hit a creature with a weapon attack before this exploit ends, the attack deals an extra 2d6 fire damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher level:
When you execute this exploit using a stamina slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Flash Step
Tradition: All
Prerequisite: Dexterity 15
Level (SP Cost): 2 (3)
Execution Time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Description:
You move so fast, you seem to disappear. You teleport 30 to an unoccupied space you can see and have line of action.
At higher level:
When you execute this exploit using a stamina slot of 3rd level or higher, the distance you travel increases by 10 feet for each slot level above 2nd.

3rd Level Martial Exploits

Dashing Strike
Tradition: Explosive Strikes
Prerequisite: Dexterity 15
Level (SP Cost): 3 (5)
Execution Time: 1 Action
Range: Self (60-foot line)
Duration: Instantaneous
Description:
You move up to 60 feet without provoking opportunity attacks. You can make one weapon attack against each creature you move past. On a hit, the creature takes an additional 4d8 damage of the weapons type.
At higher level:
When you execute this exploit using a stamina slot of 4th level or higher, the extra damage increase by 1d8 for each slot level above 3rd.

Deflect Spell
Tradition: Iron Defense
Prerequisite: Wisdom 14
Level (SP Cost): 3 (5)
Execution Time: Reaction
Range: 60 feet
Duration: Instantaneous
Description:
You execute this exploit when you see a creature within 60 feet of you casting a spell that targets you or an area within 5 feet of you.

You attempt to block the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect on you or anything within 5 feet of you. If it is casting a spell of 4th level or higher, make an ability check using your martial exploit ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell does not affect you or anything within 5 feet of you.
At higher level:
When you executing this exploit using a stamina slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the stamina slot you used.

Explosive Bullets
Tradition: Explosive Strikes
Prerequisite: Bullets
Level (SP Cost): 3 (5)
Execution Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Description:
You withdraw six "bullets" from a pouch or pocket or picks them off the ground. As a bonus action on each of your turns thereafter, you can throw one or two of the bullets, sending them streaking toward a point or points you choose within 120 feet of you. Once a bullet reaches its destination or impacts against a solid surface, the bullet explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
At higher level:
When you execute this exploit using a stamina slot of 4th level or higher, the number of bullets you gather increases by two for each slot level above 3rd.

4th Level Martial Exploits

Protection from Death
Tradition: Iron Defense
Prerequisite: Constitution 15
Level (SP Cost): 4 (6)
Execution Time: 1 Action
Range: Touch
Duration: 8 hours
Description:
You stimulate the natural defenses of one creature you touch. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the exploit ends. If the exploit is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the exploit ends.

Terrifying Sword Dance
Tradition: Explosive Strikes
Prerequisite: Sword
Level (SP Cost): 4 (6)
Execution Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Description:
Your display of martial skill weakens your opponents resolve as well as their body. The next time you hit a creature with a melee weapon attack during this exploit’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
At higher level:
When you execute this exploit using a stamina slot of 5th level or higher, the extra psychic damage increases by 1d10 for each slot level above 4th.

Impenetrable Skin
Tradition: Iron Defense
Prerequisite: Constitution 15
Level (SP Cost): 4 (6)
Execution Time: 1 Action
Range: Touch
Duration: 10 minutes
Description:
You relax the flow of blood in the body of one creature you touch, making their skin supple and reactive. Until the duration ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Storm of Blades
Tradition: Explosive Strikes
Prerequisite: Sword, Dexterity 15
Level (SP Cost): 4 (6)
Execution Time: 1 Action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 minute
Description:
Your fighting spirit envelopes everything within a 20-foot radius of you and your swift blade will let nothing escape! Each creature in the area when you execute this exploit or that ends its turn there must make a Dexterity saving throw or take 2d6 slashing damage. The area is difficult terrain.

Until the exploit ends, you can use a bonus action on each of your turns to use your blade to knock an object toward one creature you choose within 60 feet of you. Make a ranged weapon attack. You have advantage on the attack roll if the target is within your Storm of Blades. On a hit, the target takes 5d6 bludgeoning damage.
At higher level:
When you execute this exploit using a stamina slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

5th Level Martial Exploits

Frozen Blade Blast
Tradition: Explosive Strikes
Prerequisite: Sword, Dexterity 15
Level (SP Cost): 5 (7)
Execution Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Description:
Your delicate sword movements drastically reduce the air pressure along your blade and freezing air erupts from its edge. Each creature in a 60-foot cone must make a Constitution saving throw.

A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
At higher level:
When you execute this exploit using a stamina slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Restorative Touch
Tradition: Iron Defense
Prerequisite: Wisdom 15
Level (SP Cost): 5 (7)
Execution Time: 1 Action
Range: Touch
Duration: Instantaneous
Description:
Your martial training makes you an expert in relieving the stress on a body. You stimulate the pressure points of a creature you touch to undo a
debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

6th Level Martial Exploits

Silver Needle Acupuncture
Tradition: Iron Defense
Prerequisite: Wisdom 15, Silver Needles
Level (SP Cost): 6 (9)
Execution Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Description:
Choose a creature that you can see within range and you have line of effect. You expertly administer silver needles, causing the target to regain 70 hit points. The exploit also ends blindness, deafness, and any diseases affecting the target. This exploit has no effect on constructs or undead.
At higher level:
When you execute this exploit using a stamina slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Freezing Sword Dance
Tradition: Explosive Strikes
Prerequisite: Sword, Dexterity 15
Level (SP Cost): 6 (9)
Execution Time: 1 Action
Range: Self (60-foot radius)
Duration: Instantaneous
Description:
Your intricate sword movements severely reduce the air pressure around you, freezing everything around you. Each creature in a 60-radius around you must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

Bodies of water or a liquid that is principally water (not including water-based creatures) within the area freeze. The liquid freezea to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
At higher level:
When you execute this exploit using a stamina slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

7th Level Martial Exploits

Potent Traps
Tradition: Iron Defense
Prerequisite: Dexterity 17, Trap Kit
Level (SP Cost): 7 (10)
Execution Time: 1 Minute
Range: Touch
Duration: Until disarmed or triggered
Description:
When you execute this exploit, you construct a harmful trap either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
If you choose a surface, the trap can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the trap is broken, and the exploit ends without being triggered.

The trap is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the trap when you create it. For traps constructed on a surface, the most typical triggers include touching or stepping on the trap, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For traps assembled within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the trap.

You can further refine the trigger so the trap is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the trap, such as those who say a certain password.

When you assemble the trap, choose one of the options below for its effect. Once triggered, each creature within a 30-foot radius of the trap when it activates is targeted by its effect.

Death
Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. If this damage reduces the target to 0 hit points, it dies.

Fear
Each target must make a Wisdom saving throw, taking 4d10 psychic damage and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.

Insanity
Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

Pain
Each target must make a Constitution saving throw, gaining one level of exhaustion and becoming incapacitated with excruciating pain for 1 minute on a failed save.

Sleep
Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning
Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Fireblade Storm
Tradition: Explosive Strikes
Prerequisite: Sword, Strength 17
Level (SP Cost): 7 (10)
Execution Time: 1 Action
Range: 100 feet
Duration: Instantaneous
Description:
You vibrate your sword with enormous strength and speed, superheating the blade and creating a storm of roaring flames within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish, but most originate adjacent to you. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
At higher level:
When you execute this exploit using a stamina slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.

Divine Touch
Tradition: Way of the Fist
Prerequisite: Dexterity 17
Level (SP Cost): 7 (10)
Execution Time: 1 Bonus Action
Range: Touch + your speed
Duration: Instantaneous
Description:
You move up to your speed and make a unarmed attack on a creature. On a hit, the creature suffers an effect based on its current hit points:
  • 80 hit points or fewer: deafened for 1 minute
  • 70 hit points or fewer: deafened and blinded for 10 minutes
  • 60 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 50 hit points or fewer: killed instantly
At higher level:
When you execute this exploit using a stamina slot of 8th level or higher, the hit point threshold increases by 10 for each slot level above 7th.

8th Level Martial Exploits

Stunning Strike
Tradition: Way of the Fist
Prerequisite: Dexterity 18
Level (SP Cost): 8 (11)
Execution Time: 1 Action
Range: Touch (see below)
Duration: Instantaneous
Description:
You move up to your speed or 60 feet, which ever is greater, and strike a creatures nerve centers. If the target has 200 hit points or fewer, it is stunned. If the target has greater than 200 hit points. it can make a Constitution saving throw or be stunned on a failure. A stunned target can make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
At higher level:
When you execute this exploit using a stamina slot of 9th level, the hit point threshold increases by 50.

Antimagic Barrier
Tradition: Iron Defense
Prerequisite: Constitution 18
Level (SP Cost): 8 (11)
Execution Time: 1 Action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 hour
Description:
You forms and weapon strokes disrupt the weave of magic in the world. A 10-foot-radius sphere around you is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

Targeted Effects.
Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic.
The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells.
Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items.
The properties and powers of magic items are suppressed in the sphere. Forexample, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be supressed as soon as it exits.

Magical Travel.
Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.

Creatures and Objects.
A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic.
Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic effects don’t nullify each other.

9th Level Martial Exploits


Death Touch
Tradition: Way of the Fist
Prerequisite: Dexterity 20
Level (SP Cost): 9 (13)
Execution Time: 1 Action
Range: Touch (see below)
Duration: Instantaneous
Description:
You move up to your speed or 60 feet, which ever is greater, and strike a creature's vital points. If the target has 150 hit points or fewer, it dies instantly. If the target has greater than 150 hit points. it can make a Constitution saving throw or take one level of exhaustion. An exhausted target must make an additional Constitution saving throw at the end of each of its turns. On a failure, it takes an additional level of exhaustion. On a successful save, it recovers one level of exhaustion and it no longer has to make saving throws.

Wrath of the Blade God
Tradition: Blade Master
Prerequisite: Dexterity 20, Strength 20, Flash Step
Level (SP Cost): 9 (13)
Execution Time: 1 Action
Range: 1,000 feet
Duration: Instantaneous
Description:
You flash step to a point you can see within range, and then to three more locations, each within range of the other. At each location you gather all of your might and strike the ground with your weapon.

Each creature in a 40-foot-radius sphere centered on each point you strike must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 force damage and 10d6 slashing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once.

The exploit dose double damage to objects and structures in the area.

Platinum Needle Acupuncture
Tradition: Iron Defense
Prerequisite: Wisdom 20, Platinum Needles
Level (SP Cost): 9 (13)
Execution Time: 1 Action
Range: Touch
Duration: Instantaneous
Description:
You expertly administer platinum needles to one creature adjacent to you. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This exploit has no effect on undead or constructs.
 
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James Gasik

We don't talk about Pun-Pun
Supporter
It looks interesting, though in the case of a Melee-based warrior, d6 Hit Die seems a bit fragile. Going Dex-based and ranged seems like the way to go. I know, the Bladesinger has a d6 Hit Die, but when he can't use his bladesinging, he's still a Wizard. Maybe aping the Cleric chassis is the better way to go?
 



dave2008

Legend
It looks interesting, though in the case of a Melee-based warrior, d6 Hit Die seems a bit fragile. Going Dex-based and ranged seems like the way to go. I know, the Bladesinger has a d6 Hit Die, but when he can't use his bladesinging, he's still a Wizard. Maybe aping the Cleric chassis is the better way to go?
Yes, I focused on using the wizard chassis because that seems to be what the other thread was wanting to compare the fighter too. So my point would be, if you want wizard level of flexibility, you have to pay the wizard hit point price. However, I will note that the Iron Defense Exploit gives you hit points comparable to a fighter at the cost of one stamina slot.

In the future, I would like to adjust this to have more base HD (at least d8 I think), but I need to understand why the Wizard is a d6 vs the d8 of the cleric first. I will get to that after I make an exploit or two for each level.
 
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dave2008

Legend
OK, I updated the hit dice to a d8. After comparing it to the cleric I just didn't see a reason not too.
I also removed the shield proficiency from the base class. That will become a subclass feature. I think that might balance it out some?
 

Horwath

Legend
OK, I updated the hit dice to a d8. After comparing it to the cleric I just didn't see a reason not too.
I also removed the shield proficiency from the base class. That will become a subclass feature. I think that might balance it out some?
shield should stay as base feature.
IMHO, shield should be tied to light armor not medium, or have light, medium and heavy shields for +1,+2 and +3 bonus.

shield is more for fighting styles.

2handed,
ranged,
dual wield
sword and board.
 

overgeeked

B/X Known World
The problems you’ll run into are kind of big. The three main ones are: 1) Some fighter players want their fighters to be everyman characters; 2) Some fighter players want their fighters to be supernatural demigods, and; 3) wish.

No matter what you do someone from 1 and/or 2 will be upset unless you build in a way to choose on a player by player basis, or even a round to round basis, being able to switch from 1 to 2.

Then there’s wish. No matter how wild and demigod you go with fighters, there’s no getting around the reality warping effects that sorta make sense for wizards that simply don’t for fighters.
 

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