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Fighter Archetype - Weapon Master (5e homebrew, testers wanted)
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<blockquote data-quote="CyanideSprite" data-source="post: 6772653" data-attributes="member: 6798894"><p>It's honestly not as bad as you think to record on a character sheet. Because you can only have 3 weapons readied to combo with, you mostly just figure out some combos you want to utilize and start with those.</p><p></p><p>Adding double proficiency might be too powerful, I agree. The idea was "expertise with a weapon". Which ties into why all weapons are finesse weapons to this Weapons Master archetype which I strongly stand behind. The reason why you might choose Strength over Dexterity is because the combo effects change based on which you use in any given attack. You can choose to make a Dex based Maul swing to use the combo effect "Part the Seas" which displaces the enemy. While attacking with a Str based Maul swing will instead smash them over the head for other bonuses like disrupting channels. That is why you bother with Strength at all.</p><p></p><p>In many instances attacks that can hit can start a combo. Cantrips included. You start off by blasting them with a bonus action spell and follow up with an uppercut from your scimitar. As you rise in the sky you sheath your scimitar behind your back and in the same motion, grab your warhammer and bring it straight down on your opponent's head with a gravity assisted smash.</p><p></p><p>I'll have to check out that weapon qualities article you mentioned.</p><p></p><p></p><p></p><p>I agree at later levels you get a very sizable bonus to hit for one attack with Favoritism. Maybe I should make it once per short rest or change it to instead be able to apply its combo bonus even if you don't have a combo going.</p><p></p><p>As for Str vs Dex, this class requires you to have decent scores in both to be most effective. I don't think focusing on dex will be very overpowered at all, but I'm open to be convinced otherwise. I do encourage you to roll some dice and try it though. Ready some weapons and dive into a combat where you can hit multiple times. Imagine an enemy wielding heavy armor and a shield. Start with your favoritism weapon to score a hit to start a combo. Then pull out your readied flail and bash their shield away with a Dex attack to leave them open for your bonus attack from your Str based Hand Axe attack, driving it into their exposed torso and prepping them to take even more damage on additional turns. Or come up with your own scenario.</p><p></p><p></p><p></p><p></p><p>In the testing that we've done, the whole Finesse thing hasn't been very broken at all. It fits very well with the class. Go two-weapon fighting with extra attack like you're level 5, pick 3 weapons to have readied, and roll some dice to try it. The finesse is very natural when you're deciding which combo bonus to use.</p></blockquote><p></p>
[QUOTE="CyanideSprite, post: 6772653, member: 6798894"] It's honestly not as bad as you think to record on a character sheet. Because you can only have 3 weapons readied to combo with, you mostly just figure out some combos you want to utilize and start with those. Adding double proficiency might be too powerful, I agree. The idea was "expertise with a weapon". Which ties into why all weapons are finesse weapons to this Weapons Master archetype which I strongly stand behind. The reason why you might choose Strength over Dexterity is because the combo effects change based on which you use in any given attack. You can choose to make a Dex based Maul swing to use the combo effect "Part the Seas" which displaces the enemy. While attacking with a Str based Maul swing will instead smash them over the head for other bonuses like disrupting channels. That is why you bother with Strength at all. In many instances attacks that can hit can start a combo. Cantrips included. You start off by blasting them with a bonus action spell and follow up with an uppercut from your scimitar. As you rise in the sky you sheath your scimitar behind your back and in the same motion, grab your warhammer and bring it straight down on your opponent's head with a gravity assisted smash. I'll have to check out that weapon qualities article you mentioned. I agree at later levels you get a very sizable bonus to hit for one attack with Favoritism. Maybe I should make it once per short rest or change it to instead be able to apply its combo bonus even if you don't have a combo going. As for Str vs Dex, this class requires you to have decent scores in both to be most effective. I don't think focusing on dex will be very overpowered at all, but I'm open to be convinced otherwise. I do encourage you to roll some dice and try it though. Ready some weapons and dive into a combat where you can hit multiple times. Imagine an enemy wielding heavy armor and a shield. Start with your favoritism weapon to score a hit to start a combo. Then pull out your readied flail and bash their shield away with a Dex attack to leave them open for your bonus attack from your Str based Hand Axe attack, driving it into their exposed torso and prepping them to take even more damage on additional turns. Or come up with your own scenario. In the testing that we've done, the whole Finesse thing hasn't been very broken at all. It fits very well with the class. Go two-weapon fighting with extra attack like you're level 5, pick 3 weapons to have readied, and roll some dice to try it. The finesse is very natural when you're deciding which combo bonus to use. [/QUOTE]
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Fighter Archetype - Weapon Master (5e homebrew, testers wanted)
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