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Fighter brainstorm
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<blockquote data-quote="RangerWickett" data-source="post: 8964134" data-attributes="member: 63"><p>Like, even if we want there to be a basic fighter that is simple to play, it should still allow <em>some</em> choices on your turn. I'd do it like this:</p><p></p><p>The fighter should start off being good at not just hitting for damage, but also combat maneuvers. On their turn, whenever they take an action -- even if it's not to attack -- they should get to shove, grab, do a dirty trick, do something athletic, or do some repartee. Don't even make them roll for it. It's just a thing they get to do that doesn't <em>win</em> combat, but makes combat more interesting.</p><p></p><p>Call it </p><p></p><p><strong>Fighter's Prowess</strong>.</p><p>On your turn, whenever you take an action, you can also demonstrate your martial skill in a unique way. You must choose a prowess linked to a skill you are trained in. This is not a separate action. </p><p></p><p>Acrobatics. If you attack a creature, you don't provoke an opportunity attack from leaving its space this turn.</p><p></p><p>Animal Handling. Until your next turn, you can have an animal friendly to you within 30 feet make an attack instead of you, including opportunity attacks.</p><p></p><p>Arcana. Any attack you make until the start of your next turn counts as magical even if your weapon is not magic. You can thus hurt incorporeal creatures and monsters normally resistant or immune to non-magical weapons.</p><p></p><p>Athletics. You can shove a creature within reach of your melee weapon a distance equal to 5 feet times your proficiency bonus. If this would move them somewhere immediately dangerous, they can make a DC 10 Dexterity save to fall prone just before entering that space.</p><p></p><p>Deception. If you draw a {light?| weapon and attack with it, the attack has advantage. You cannot use this prowess against the same foe more than once per encounter.</p><p></p><p>History. Oof, this one is hard. </p><p></p><p>Insight. Okay, maybe this isn't as easy as I thought.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8964134, member: 63"] Like, even if we want there to be a basic fighter that is simple to play, it should still allow [I]some[/I] choices on your turn. I'd do it like this: The fighter should start off being good at not just hitting for damage, but also combat maneuvers. On their turn, whenever they take an action -- even if it's not to attack -- they should get to shove, grab, do a dirty trick, do something athletic, or do some repartee. Don't even make them roll for it. It's just a thing they get to do that doesn't [I]win[/I] combat, but makes combat more interesting. Call it [B]Fighter's Prowess[/B]. On your turn, whenever you take an action, you can also demonstrate your martial skill in a unique way. You must choose a prowess linked to a skill you are trained in. This is not a separate action. Acrobatics. If you attack a creature, you don't provoke an opportunity attack from leaving its space this turn. Animal Handling. Until your next turn, you can have an animal friendly to you within 30 feet make an attack instead of you, including opportunity attacks. Arcana. Any attack you make until the start of your next turn counts as magical even if your weapon is not magic. You can thus hurt incorporeal creatures and monsters normally resistant or immune to non-magical weapons. Athletics. You can shove a creature within reach of your melee weapon a distance equal to 5 feet times your proficiency bonus. If this would move them somewhere immediately dangerous, they can make a DC 10 Dexterity save to fall prone just before entering that space. Deception. If you draw a {light?| weapon and attack with it, the attack has advantage. You cannot use this prowess against the same foe more than once per encounter. History. Oof, this one is hard. Insight. Okay, maybe this isn't as easy as I thought. [/QUOTE]
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