DND_Reborn
The High Aldwin
UPDATE: Added a first draft of the Tactician martial archetype to the OP. Some of the features are probably OP, but that is why it is a draft LOL!
That was Aristotle's exact advice in the Nichomachean Ethics: initially aim for overkill, then dial it back as needed.UPDATE: Added a first draft of the Tactician martial archetype to the OP. Some of the features are probably OP, but that is why it is a draft LOL!
Pretty much my approach to all my homebrew. Unfortunately, people can sometimes over react before the discussion to dial it back ensues.That was Aristotle's exact advice in the Nichomachean Ethics: initially aim for overkill, then dial it back as needed.
LOL thanks! It will probably get changed to:"Nature's Child" looks really powerful! And no, by that I do not mean it's OP; I mean I have no idea yet whether it's OP or not, but I really like it.
I get your point on this feature, but it is meant to be helpful, not a replacement for more powerful healing IMO.Second Wind:
Low impact abilities you can use often suck.
Instead of more uses, make it give (fighter level)/2 (min 1, round down) d10 + fighter level HP.
This ensures that its use remains substantial at all levels, not substantial at level 1, then rounding error by level 10.
I am trying to keep it simpler than that, and losing 1 attack during a handful of levels via Action Surge is worth the greater versatility it provides IMO.Action Surge:
To make this not be worse than baseline fighter, you need at least 2 action surges at level 5, and 3 by level 11, 6 by level 17 and 8 by level 20.
Yours falls behind the baseline at level 5, 11 and 12, and 17+.
"You can use more than one" makes the 6/8 scale a bit much. Also, the optional use is almost always "use them all at once", which sort of sucks.
I might suggest that Action Surge gives you both a weapon attack and another (non-spellcasting) action, at least by some point? Or even an action from a menu (use an object, dash, disengage, dodge, help, hide, search).
The number of attacks you get on an Action Surge can scale (separately from extra attack). So L 2 (1 use) L 5 (2 uses), L 11 (2 attacks on action surge), L 17 (3 uses), L 20 (3 attacks per action surge). And limit it to 1 action surge/turn.
That gives you (per short rest) this many extra attacks (baseline/heroic)
L2: 1 in 1 round/1 in 1 round
L5: 2 in 1 round/2 in 2 rounds
L11: 3 in 1 round/4 in 2 rounds
L17: 6 in 2 rounds/6 in 3 rounds
L20: 8 in 2 rounds/9 in 3 rounds
Considering the Action Surge is just for your turn, I thought it would be implied that the benefits only last for your turn, but you are right I should probably be more explicit given the nature of 5E.The non-action benefits you forgot to specify duration. I'd just roll those benefits in for free; when you spend an action surge, your jump distance and carry capacity doubles until the start of your next turn.
That isn't a bad idea either and I'll add it to the suggestions in the OP. Thanks!Indomidable:
A trick I have used is to grant resistance to damage on top of the save benefits.
Like:
When hit with an attack or when you fail a saving throw, you can spend a use of Indomidable to cause the attack or saving throw to be rerolled.
If you take damage from that spell or effect, you have resistance to the damage.
You must have missed it. You get a number of dice equal to your proficiency bonus and regain expended dice on a short or long rest.Maneuver Dice You only get 1?
So, yours is 102 HP/short rest over 4 uses. My problem is each use is dramatically junk. Your HP barely move past low levels when you use it.I get your point on this feature, but it is meant to be helpful, not a replacement for more powerful healing IMO.
I thought about allowing you to spend more than one use at a time, like with Action Surge, but even that is really strong healing I think, at a maximum of 4d10+80 hp at 20th level.
Action Surge is the single most powerful fighter ability. Making it worse isn't a great plan.I am trying to keep it simpler than that, and losing 1 attack during a handful of levels via Action Surge is worth the greater versatility it provides IMO.
Ah. I assume then you aren't trying to balance for multiclassing?You must have missed it. You get a number of dice equal to your proficiency bonus and regain expended dice on a short or long rest.
See?
View attachment 151985