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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="Asisreo" data-source="post: 8493036" data-attributes="member: 7019027"><p>Honestly, if you want a mythic martial, I don't think the fighter is even the right class. Their structure doesn't support it.</p><p></p><p>The monk would be a better fit. Now, I'm not saying the monk <em>is</em> the fantasy martial you all want, but the chassis of it can be most easily modified for your purposes.</p><p></p><p>The class of monk is a utility-heavy martial and probably the most complex of them all. They have a point-system that replenishes on short rest and a plethora of features that can be easily replaced without breaking anything.</p><p></p><p>For one: Get rid of Martial Arts and give them Martial Weapon & Armor Proficiency. As well as a Fighting Style.</p><p></p><p>Change Ki into Heroic Points (borrowed from the pre-existing system).</p><p></p><p>Flurry of Blows become Power Strike and adds a scaling damage bonus to your attacks once per turn. Possibly using the pre-existing Monk Die.</p><p></p><p>Patient Defense becomes sidestep and uses a reaction to reduce the damage of an attack taken by half.</p><p></p><p>Step of the Wind becomes Power Leap and lets the fighter jump x3 the height.</p><p></p><p>Unarmored Movement becomes Reposition and you can use your Bonus Action to shove a creature up to 10ft without an ability check. At level 9, it goes to 30ft.</p><p></p><p>Deflect Missiles turn to Counter and you can use your reaction and a heroic point to reduce the damage of a melee attack by 1d10+STR+Level and immediately take a melee attack.</p><p></p><p>Slow Fall becomes Powerlift. Your lift, carry, and drag weights are multiplied by your proficiency modifier.</p><p></p><p>Stunning Strike becomes Harrowing Strike. For 2 heroic points, The next attack roll made against the target has advantage and the next saving throw it makes has disadvantage.</p><p></p><p>Ki-empowered Strike remains mechanically the same, but gets called Mythic Strikes (and works with martial weapons).</p><p></p><p>Evasion becomes Warrior's Cunning and gives the Martial a bonus to saving throws equal to their intelligence modifier. </p><p></p><p>Stillness of Mind becomes Escape Artist and grants advantage on checks made to escape a grapple.</p><p></p><p>Purity of Body becomes Empowerment. For 1 Heroic Point, you have advantage on an ability check of your choice for one hour.</p><p></p><p>Tongue of the Sun and Moon becomes Mythical Might and you add your proficiency bonus to any ability check made to break an object.</p><p></p><p>Diamond Soul becomes Legendary Resistance. You have advantage on all saving throws and you can expend 6 Heroic Points to turn a failure into a success.</p><p></p><p>Timeless Body becomes Use Magic Device.</p><p></p><p>Empty Body becomes Destined Warrior. You can use an action and expend 4 Heroic Points to replenish 1 HP every round for 1 minute (60 HP total). You can also move through any obstacle through sheer force, except for a Prismatic Wall, for 1 minute.</p><p></p><p>That's at least a start.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8493036, member: 7019027"] Honestly, if you want a mythic martial, I don't think the fighter is even the right class. Their structure doesn't support it. The monk would be a better fit. Now, I'm not saying the monk [I]is[/I] the fantasy martial you all want, but the chassis of it can be most easily modified for your purposes. The class of monk is a utility-heavy martial and probably the most complex of them all. They have a point-system that replenishes on short rest and a plethora of features that can be easily replaced without breaking anything. For one: Get rid of Martial Arts and give them Martial Weapon & Armor Proficiency. As well as a Fighting Style. Change Ki into Heroic Points (borrowed from the pre-existing system). Flurry of Blows become Power Strike and adds a scaling damage bonus to your attacks once per turn. Possibly using the pre-existing Monk Die. Patient Defense becomes sidestep and uses a reaction to reduce the damage of an attack taken by half. Step of the Wind becomes Power Leap and lets the fighter jump x3 the height. Unarmored Movement becomes Reposition and you can use your Bonus Action to shove a creature up to 10ft without an ability check. At level 9, it goes to 30ft. Deflect Missiles turn to Counter and you can use your reaction and a heroic point to reduce the damage of a melee attack by 1d10+STR+Level and immediately take a melee attack. Slow Fall becomes Powerlift. Your lift, carry, and drag weights are multiplied by your proficiency modifier. Stunning Strike becomes Harrowing Strike. For 2 heroic points, The next attack roll made against the target has advantage and the next saving throw it makes has disadvantage. Ki-empowered Strike remains mechanically the same, but gets called Mythic Strikes (and works with martial weapons). Evasion becomes Warrior's Cunning and gives the Martial a bonus to saving throws equal to their intelligence modifier. Stillness of Mind becomes Escape Artist and grants advantage on checks made to escape a grapple. Purity of Body becomes Empowerment. For 1 Heroic Point, you have advantage on an ability check of your choice for one hour. Tongue of the Sun and Moon becomes Mythical Might and you add your proficiency bonus to any ability check made to break an object. Diamond Soul becomes Legendary Resistance. You have advantage on all saving throws and you can expend 6 Heroic Points to turn a failure into a success. Timeless Body becomes Use Magic Device. Empty Body becomes Destined Warrior. You can use an action and expend 4 Heroic Points to replenish 1 HP every round for 1 minute (60 HP total). You can also move through any obstacle through sheer force, except for a Prismatic Wall, for 1 minute. That's at least a start. [/QUOTE]
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