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Fighter Design: The Battle Die
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<blockquote data-quote="the Jester" data-source="post: 9428688" data-attributes="member: 1210"><p>A quick note- there may be no proficiency bonus per se and little to no bonus for ability scores. There aren't a ton of modifiers brought to bear. Likewise, there are no save proficiencies; I'm considering a set of standard DCs or maybe even just having all DCs start at either 10 or 13 (not sure which yet).</p><p></p><p><strong>FIGHTER</strong></p><p></p><p>1d10 HD,</p><p></p><p><strong>If Fighter is Your Starting Class:</strong> Gain proficiency in heavy armor.</p><p></p><p>Level - Features gained</p><p>1 +1 to attacks, Battle Die (1d4),Proficiencies (simple and martial weapons; light and medium armor;and shields)</p><p>2 Second Wind (1/rest)</p><p>3 Action Surge (1/rest)</p><p>4 Battle Die (1d6)</p><p>5 Extra Attack</p><p>6 +2 to attacks, Indomitable (1/rest)</p><p>7 Second Wind (2/rest)</p><p>8 Battle Die (1d8)</p><p>9 Action Surge (2/rest), Indomitable(2/rest)</p><p>10 Double Extra Attack</p><p></p><p> <strong>+x to Attacks: </strong>The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects).</p><p> <strong>Battle Die: </strong>Refreshes at the start of the fighter's turn. The fighter can use their battle die in any of the following ways. </p><p></p><ul> <li data-xf-list-type="ul">After rolling to hit, but before you know the result, you can add your battle die to that attack roll.</li> <li data-xf-list-type="ul">After rolling damage on an attack, you can add your battle die to that damage.</li> <li data-xf-list-type="ul">When you miss with an attack, you can deal your battle die in damage to one target.</li> <li data-xf-list-type="ul">When you make a save, but before you know the result, you can add your battle die to that save.</li> <li data-xf-list-type="ul">When an enemy hits you, you can use your reaction to add your battle die to your AC against that attack.</li> <li data-xf-list-type="ul">When an enemy damages you, you can use your reaction to subtract your battle die from that damage.</li> <li data-xf-list-type="ul">When you make a check to perform a maneuver in combat, such as attempting to disarm a foe, you can roll your battle die as a bonus die to your relevant ability score.</li> </ul><p> <strong>Second Wind: </strong>Costs 10' of movement. (No bonus actions) Heals 1d10 + fighter level.</p><p> <strong>Action Surge: </strong>Take any action.</p><p> <strong>Extra Attack: </strong>When you attack on your turn, make two attacks.</p><p> <strong>Indomitable: </strong>A failed save succeeds instead.</p><p> <strong>Double Extra Attack: </strong>When you attack on your turn, make three attacks. (This eliminates the whole issue of stacking extra attack- it's a different feature.)</p><p></p><p> <em><strong>Level Up:</strong></em> When you finish a level of fighter (i.e., if the class you took most recently upon leveling up was fighter), you can choose one of the following options, with an ability score needing 10 advancement points to increase one full point: </p><ul> <li data-xf-list-type="ul">Your Str, Dex, or Con gains 1d6 advancement points. </li> <li data-xf-list-type="ul">Another ability score of your choice gains 1d4 advancement points.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9428688, member: 1210"] A quick note- there may be no proficiency bonus per se and little to no bonus for ability scores. There aren't a ton of modifiers brought to bear. Likewise, there are no save proficiencies; I'm considering a set of standard DCs or maybe even just having all DCs start at either 10 or 13 (not sure which yet). [B]FIGHTER[/B] 1d10 HD, [B]If Fighter is Your Starting Class:[/B] Gain proficiency in heavy armor. Level - Features gained 1 +1 to attacks, Battle Die (1d4),Proficiencies (simple and martial weapons; light and medium armor;and shields) 2 Second Wind (1/rest) 3 Action Surge (1/rest) 4 Battle Die (1d6) 5 Extra Attack 6 +2 to attacks, Indomitable (1/rest) 7 Second Wind (2/rest) 8 Battle Die (1d8) 9 Action Surge (2/rest), Indomitable(2/rest) 10 Double Extra Attack [B]+x to Attacks: [/B]The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects). [B]Battle Die: [/B]Refreshes at the start of the fighter's turn. The fighter can use their battle die in any of the following ways. [LIST] [*]After rolling to hit, but before you know the result, you can add your battle die to that attack roll. [*]After rolling damage on an attack, you can add your battle die to that damage. [*]When you miss with an attack, you can deal your battle die in damage to one target. [*]When you make a save, but before you know the result, you can add your battle die to that save. [*]When an enemy hits you, you can use your reaction to add your battle die to your AC against that attack. [*]When an enemy damages you, you can use your reaction to subtract your battle die from that damage. [*]When you make a check to perform a maneuver in combat, such as attempting to disarm a foe, you can roll your battle die as a bonus die to your relevant ability score. [/LIST] [B]Second Wind: [/B]Costs 10' of movement. (No bonus actions) Heals 1d10 + fighter level. [B]Action Surge: [/B]Take any action. [B]Extra Attack: [/B]When you attack on your turn, make two attacks. [B]Indomitable: [/B]A failed save succeeds instead. [B]Double Extra Attack: [/B]When you attack on your turn, make three attacks. (This eliminates the whole issue of stacking extra attack- it's a different feature.) [I][B]Level Up:[/B][/I] When you finish a level of fighter (i.e., if the class you took most recently upon leveling up was fighter), you can choose one of the following options, with an ability score needing 10 advancement points to increase one full point: [LIST] [*]Your Str, Dex, or Con gains 1d6 advancement points. [*]Another ability score of your choice gains 1d4 advancement points. [/LIST] [/QUOTE]
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