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Adding decision points to the Champion. Others might follow?
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<blockquote data-quote="DND_Reborn" data-source="post: 8497846" data-attributes="member: 6987520"><p>I decided to see what I could whip up for the Champion fighter archetype to create more decision points for characters after character creation. I think it shows that such a structure would be possible and would likely increase player enjoyment.</p><p></p><p>Here are the decision points as they stand at present.</p><p></p><p>[ATTACH=full]149078[/ATTACH]</p><p></p><p><strong><em>Note.</em></strong> I don't know if there are really decision points to make with features like <em>Action Surge</em>, <em>Extra Attack</em>, or <em>Indomitable</em>, but if you think of something let me know.</p><p></p><p><span style="font-size: 22px"><strong>Stamina</strong></span></p><p>You have a limited well or stamina that you can draw on to protect yourself from harm. You gain one of the following features of your choice. Once you use this feature, you must finish a short or long rest before you can use it again.</p><p></p><p><strong><em>Inner Strength.</em></strong> On your turn, you can use a bonus action to ignore the effects of one of the following conditions until the start of your next turn: frightened, incapacitated, paralyzed, poisoned, or stunned.</p><p><strong><em>Resolve.</em></strong> On your turn, you can use a bonus action to ignore the affects of exhaustion until the start of your next turn.</p><p><strong><em>Second Wind.</em></strong> On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.</p><p></p><p></p><p style="text-align: center"><span style="font-size: 26px"><strong>Champion</strong></span></p><p></p><p><span style="font-size: 22px"><strong>Improved Weapon Use</strong></span></p><p>When you choose this archetype at 3rd level, you gain one of the following features of your choice.</p><p></p><p><strong><em>Improved Critical.</em></strong> Your weapon attacks score a critical hit on a roll of 19 or 20.</p><p><strong><em>Improved Damage.</em></strong> Once per turn you gain advantage on your weapon damage roll.</p><p><strong><em>Improved Defense.</em></strong> You can use your reaction to attempt to parry a melee attack. You add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.</p><p></p><p><span style="font-size: 22px"><strong>Remarkable Athlete</strong></span></p><p>Starting at 7th level. you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, you gain one of the following features of your choice.</p><p></p><p><strong><em>Remarkable Jumper.</em></strong> When you make a running long jump, the distance you can cover increases by a number of feet equal to your level in this class. When you make a running high jump, the height you can jump increases by a number of feet equal to half your level in this class.</p><p><strong><em>Remarkable Lifter.</em></strong> You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You cannot take this feature if you already have the <em>Powerful Build</em> feature.</p><p><strong><em>Remarkable Runner.</em></strong> You can use your bonus action to take the Dash action on your turn. You have advantage on any checks to avoid exhaustion due to running long distances.</p><p><strong><em>Remarkable Wrestler.</em></strong> Your proficiency bonus is doubled for any ability check you make that uses the Athletic skill to grapple a creature or Acrobatics skill to escape a grapple.</p><p></p><p><span style="font-size: 22px"><strong>Additional Fighting Style</strong></span></p><p>At 10th level. you can choose a second option from the Fighting Style class feature.</p><p></p><p><span style="font-size: 22px"><strong>Superior Weapon Use</strong></span></p><p>Starting at 15th level, you gain one of the following features of your choice.</p><p></p><p><strong><em>Superior Critical.</em></strong> Your weapon attacks score a critical hit on a roll of 18 to 20.</p><p><strong><em>Superior Damage.</em></strong> You gain advantage on your weapon damage rolls.</p><p><strong><em>Superior Defense.</em></strong> You can use your bonus action to improve your AC equal to half your proficiency bonus until the start of your next turn.</p><p></p><p><span style="font-size: 22px"><strong>Survivor</strong></span></p><p>At 18th level, you attain the pinnacle of resilience in battle. You gain one of the following features of your choice.</p><p></p><p><strong><em>Die Hard.</em></strong> At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than ha lf of your hit points left. You don't gain this benefit if you have 0 hit points.</p><p><strong><em>Endurance.</em></strong> You ignore the effects of exhaustion. You still die if you suffer 6 levels of exhaustion.</p><p><strong><em>Unstoppable.</em></strong> You cannot become <em>unconscious.</em> When you reach 0 hit points, you remain conscious while making death saving throws, and can take actions normally. If you take damage while at 0 hit points, it counts as an automatically failed death saving throw. A critical hit counts as two failed death saves.</p><p></p><p>Well, that's it for now. What do you think? Would options like these really appeal to you?</p><p></p><p>FWIW, I <em>think</em> these are relatively balanced, but I haven't looked into it very much so if something is totally off, let me know and thanks!</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8497846, member: 6987520"] I decided to see what I could whip up for the Champion fighter archetype to create more decision points for characters after character creation. I think it shows that such a structure would be possible and would likely increase player enjoyment. Here are the decision points as they stand at present. [ATTACH type="full" width="428px" alt="1640816015007.png"]149078[/ATTACH] [B][I]Note.[/I][/B] I don't know if there are really decision points to make with features like [I]Action Surge[/I], [I]Extra Attack[/I], or [I]Indomitable[/I], but if you think of something let me know. [SIZE=6][B]Stamina[/B][/SIZE] You have a limited well or stamina that you can draw on to protect yourself from harm. You gain one of the following features of your choice. Once you use this feature, you must finish a short or long rest before you can use it again. [B][I]Inner Strength.[/I][/B] On your turn, you can use a bonus action to ignore the effects of one of the following conditions until the start of your next turn: frightened, incapacitated, paralyzed, poisoned, or stunned. [B][I]Resolve.[/I][/B] On your turn, you can use a bonus action to ignore the affects of exhaustion until the start of your next turn. [B][I]Second Wind.[/I][/B] On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. [CENTER][SIZE=7][B]Champion[/B][/SIZE][/CENTER] [SIZE=6][B]Improved Weapon Use[/B][/SIZE] When you choose this archetype at 3rd level, you gain one of the following features of your choice. [B][I]Improved Critical.[/I][/B] Your weapon attacks score a critical hit on a roll of 19 or 20. [B][I]Improved Damage.[/I][/B] Once per turn you gain advantage on your weapon damage roll. [B][I]Improved Defense.[/I][/B] You can use your reaction to attempt to parry a melee attack. You add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. [SIZE=6][B]Remarkable Athlete[/B][/SIZE] Starting at 7th level. you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, you gain one of the following features of your choice. [B][I]Remarkable Jumper.[/I][/B] When you make a running long jump, the distance you can cover increases by a number of feet equal to your level in this class. When you make a running high jump, the height you can jump increases by a number of feet equal to half your level in this class. [B][I]Remarkable Lifter.[/I][/B] You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You cannot take this feature if you already have the [I]Powerful Build[/I] feature. [B][I]Remarkable Runner.[/I][/B] You can use your bonus action to take the Dash action on your turn. You have advantage on any checks to avoid exhaustion due to running long distances. [B][I]Remarkable Wrestler.[/I][/B] Your proficiency bonus is doubled for any ability check you make that uses the Athletic skill to grapple a creature or Acrobatics skill to escape a grapple. [SIZE=6][B]Additional Fighting Style[/B][/SIZE] At 10th level. you can choose a second option from the Fighting Style class feature. [SIZE=6][B]Superior Weapon Use[/B][/SIZE] Starting at 15th level, you gain one of the following features of your choice. [B][I]Superior Critical.[/I][/B] Your weapon attacks score a critical hit on a roll of 18 to 20. [B][I]Superior Damage.[/I][/B] You gain advantage on your weapon damage rolls. [B][I]Superior Defense.[/I][/B] You can use your bonus action to improve your AC equal to half your proficiency bonus until the start of your next turn. [SIZE=6][B]Survivor[/B][/SIZE] At 18th level, you attain the pinnacle of resilience in battle. You gain one of the following features of your choice. [B][I]Die Hard.[/I][/B] At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than ha lf of your hit points left. You don't gain this benefit if you have 0 hit points. [B][I]Endurance.[/I][/B] You ignore the effects of exhaustion. You still die if you suffer 6 levels of exhaustion. [B][I]Unstoppable.[/I][/B] You cannot become [I]unconscious.[/I] When you reach 0 hit points, you remain conscious while making death saving throws, and can take actions normally. If you take damage while at 0 hit points, it counts as an automatically failed death saving throw. A critical hit counts as two failed death saves. Well, that's it for now. What do you think? Would options like these really appeal to you? FWIW, I [I]think[/I] these are relatively balanced, but I haven't looked into it very much so if something is totally off, let me know and thanks! [/QUOTE]
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