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4/26 Playtest: The Fighter
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<blockquote data-quote="ChameleonX" data-source="post: 9019673" data-attributes="member: 6801361"><p>My proposed fixes:</p><p></p><p><strong>Second Wind</strong></p><p>You gain an extra use (so 5 total) at 15th level.</p><p></p><p><strong>Action Surge - 2nd Level</strong></p><p>Once per turn, you can take an extra action in addition to your regular action and a potential bonus action. You can't use this extra action to take a Magic Action.</p><p> </p><p>Once you use this feature, you can't use it again until the next time you roll initiative for combat. At 15th level, you can use it twice per combat.</p><p></p><p><strong>Vigilance - 2nd Level</strong></p><p>You are always alert to danger while traveling, even when performing other activities. You also gain a +5 bonus to passive perception checks to notice hidden threats when you are actively standing guard over an area or creature(s).</p><p></p><p><strong>Remarkable Athlete - 7th level</strong></p><p>You gain proficiency in the Athletics skill, or another skill of your choice from the Fighter skill list, if you were already proficient in Athletics.</p><p></p><p>In addition, you choose two of your skill proficiencies that use Strength or Dexterity; you gain Expertise with the chosen skills, as well as all ability checks using Constitution.</p><p></p><p><strong>Indomitable - 9th level</strong></p><p>When you fail a saving throw, you can expend a use of your Second Wind, without regaining hit points, to succeed on the saving throw instead.</p><p></p><p><strong>Weapon Specialization- 11th level</strong></p><p>You gain access to special abilities called Specializations, which are upgrades to the Weapon Mastery effects of your weapons. Choose two of your Weapon Masteries; you unlock the Specialization for that mastery. Only you gain these benefits with the weapon, and you can change them after a long rest.</p><p></p><p>At 15th level, you can choose another Specialization.</p><p></p><p><strong>Unconquerable - 17th level</strong></p><p>When you use your Indomitable feature, you also regain hit points as if you had used Second Wind. In addition, you gain resistance to all damage until the end of your next turn.</p><p></p><p>-------------</p><p></p><p>Here is an example of Specializations. Each one can be used once, and then you have to wait until you roll initiative to use it again.</p><p></p><p><strong>Great Cleave (Cleave)</strong></p><p>When you use the Attack action, you can replace one of your attacks with a great sweep of your weapon; make a single melee attack with it against any number of creatures you choose within your reach. You make a separate attack roll for each target.</p><p></p><p><strong>Lacerate</strong> (Nick)</p><p>When you hit a creature with the extra attack of the Light property, you can inflict a bleeding wound that reduces it's hit points by your Str or Dex mod at the start of each of its turns until someone uses an action to stop the bleeding with a successful Medicine check (DC 15).</p><p></p><p><strong>Hamstring (Slow)</strong></p><p>When you hit a creature with this weapon and deal damage to it, you can reduce the creature's speed to 0, and it can't benefit from bonuses to speed. It can make a Con save at the end of each of its turns to end the effect.</p><p></p><p><strong>Ring the Bell</strong> (Sap)</p><p>When you hit a creature with this weapon, it becomes Dazed. It can make a Con save at the end of each of its turns to end the effect.</p><p></p><p><strong>Sunder Armor (Flex)</strong></p><p>When you use two hands to hit a creature with an attack using this weapon, it gains vulnerability to all damage until the end of your next turn.</p></blockquote><p></p>
[QUOTE="ChameleonX, post: 9019673, member: 6801361"] My proposed fixes: [B]Second Wind[/B] You gain an extra use (so 5 total) at 15th level. [B]Action Surge - 2nd Level[/B] Once per turn, you can take an extra action in addition to your regular action and a potential bonus action. You can't use this extra action to take a Magic Action. Once you use this feature, you can't use it again until the next time you roll initiative for combat. At 15th level, you can use it twice per combat. [B]Vigilance - 2nd Level[/B] You are always alert to danger while traveling, even when performing other activities. You also gain a +5 bonus to passive perception checks to notice hidden threats when you are actively standing guard over an area or creature(s). [B]Remarkable Athlete - 7th level[/B] You gain proficiency in the Athletics skill, or another skill of your choice from the Fighter skill list, if you were already proficient in Athletics. In addition, you choose two of your skill proficiencies that use Strength or Dexterity; you gain Expertise with the chosen skills, as well as all ability checks using Constitution. [B]Indomitable - 9th level[/B] When you fail a saving throw, you can expend a use of your Second Wind, without regaining hit points, to succeed on the saving throw instead. [B]Weapon Specialization- 11th level[/B] You gain access to special abilities called Specializations, which are upgrades to the Weapon Mastery effects of your weapons. Choose two of your Weapon Masteries; you unlock the Specialization for that mastery. Only you gain these benefits with the weapon, and you can change them after a long rest. At 15th level, you can choose another Specialization. [B]Unconquerable - 17th level[/B] When you use your Indomitable feature, you also regain hit points as if you had used Second Wind. In addition, you gain resistance to all damage until the end of your next turn. ------------- Here is an example of Specializations. Each one can be used once, and then you have to wait until you roll initiative to use it again. [B]Great Cleave (Cleave)[/B] When you use the Attack action, you can replace one of your attacks with a great sweep of your weapon; make a single melee attack with it against any number of creatures you choose within your reach. You make a separate attack roll for each target. [B]Lacerate[/B] (Nick) When you hit a creature with the extra attack of the Light property, you can inflict a bleeding wound that reduces it's hit points by your Str or Dex mod at the start of each of its turns until someone uses an action to stop the bleeding with a successful Medicine check (DC 15). [B]Hamstring (Slow)[/B] When you hit a creature with this weapon and deal damage to it, you can reduce the creature's speed to 0, and it can't benefit from bonuses to speed. It can make a Con save at the end of each of its turns to end the effect. [B]Ring the Bell[/B] (Sap) When you hit a creature with this weapon, it becomes Dazed. It can make a Con save at the end of each of its turns to end the effect. [B]Sunder Armor (Flex)[/B] When you use two hands to hit a creature with an attack using this weapon, it gains vulnerability to all damage until the end of your next turn. [/QUOTE]
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