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4/26 Playtest: The Fighter
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<blockquote data-quote="Minigiant" data-source="post: 9010290" data-attributes="member: 63508"><p>Quite frankly,they just didn't go far enough.</p><p></p><p>If fighters can switch Masteries on weapons the route was</p><p></p><ol> <li data-xf-list-type="ol">Make sure no 2 weapons were identical.<ol> <li data-xf-list-type="ol">Change Battle Axe or Longsword</li> <li data-xf-list-type="ol">Change Glaive or or Halberd</li> </ol></li> <li data-xf-list-type="ol">Make new Masteries that were in on the default list of masteries</li> </ol><p>Here are some masteies I've though up since this Playtest's publishing</p><p></p><p>Crack</p><p><em>Prerequisite: Heavy, Two-Handed, or Versatile Property</em></p><p>If you hit a creature with this weapon and would deal at least 15 damage to the creature, you can forgo all damage with this attack and the creature is Stunned until the start of your next turn.</p><p></p><p>Crush</p><p><em>Prerequisite: Melee weapon that deals Bludgeoning Damage.</em></p><p>If you hit a creature with this weapon, that creature has Disadvantage on Strength and Constitution saving throws until the start of your next turn.</p><p></p><p>Flourish</p><p><em>Prerequisite: Finesse, Light, or Versatile property </em></p><p>If you hit a creature with this weapon with Advantage, you can add your Charisma modifier to the damage of your attack roll.</p><p></p><p>Hew</p><p><em>Prerequisite: Melee weapon that deals Slashing Damage.</em></p><p>If you hit a creature with this weapon, you can have the next attack you make another creature deal an additional 1d6 damage.</p><p></p><p>Jut</p><p><em>Prerequisite: Reach Property</em></p><p>If you hit a creature not adjacent to you with this weapon, that creature considers the area within 10 feet of you as difficult terrain until the start of your next turn. This effect end if you not longer have this weapon equipped.</p><p></p><p>Puncture</p><p><em>Prerequisite: Melee weapon that deals Piercing Damage.</em></p><p>If you hit a creature with this weapon, you can choose for the creature to be Grappled with this weapon. </p><p></p><p>Vault</p><p><em>Prerequisite: Heavy or Reach Property</em></p><p>If you hit a creature not adjacent to you with this weapon, you use 1d12 as its weapon die if you succeeded a long Jump or High Jump before making their attack.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9010290, member: 63508"] Quite frankly,they just didn't go far enough. If fighters can switch Masteries on weapons the route was [LIST=1] [*]Make sure no 2 weapons were identical. [LIST=1] [*]Change Battle Axe or Longsword [*]Change Glaive or or Halberd [/LIST] [*]Make new Masteries that were in on the default list of masteries [/LIST] Here are some masteies I've though up since this Playtest's publishing Crack [I]Prerequisite: Heavy, Two-Handed, or Versatile Property[/I] If you hit a creature with this weapon and would deal at least 15 damage to the creature, you can forgo all damage with this attack and the creature is Stunned until the start of your next turn. Crush [I]Prerequisite: Melee weapon that deals Bludgeoning Damage.[/I] If you hit a creature with this weapon, that creature has Disadvantage on Strength and Constitution saving throws until the start of your next turn. Flourish [I]Prerequisite: Finesse, Light, or Versatile property [/I] If you hit a creature with this weapon with Advantage, you can add your Charisma modifier to the damage of your attack roll. Hew [I]Prerequisite: Melee weapon that deals Slashing Damage.[/I] If you hit a creature with this weapon, you can have the next attack you make another creature deal an additional 1d6 damage. Jut [I]Prerequisite: Reach Property[/I] If you hit a creature not adjacent to you with this weapon, that creature considers the area within 10 feet of you as difficult terrain until the start of your next turn. This effect end if you not longer have this weapon equipped. Puncture [I]Prerequisite: Melee weapon that deals Piercing Damage.[/I] If you hit a creature with this weapon, you can choose for the creature to be Grappled with this weapon. Vault [I]Prerequisite: Heavy or Reach Property[/I] If you hit a creature not adjacent to you with this weapon, you use 1d12 as its weapon die if you succeeded a long Jump or High Jump before making their attack. [/QUOTE]
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