GlassJaw
Hero
The "Fixing the fighter" thread was a...spirited...discussion, and one that I'm not interested in repeating here. However, there were a lot of good ideas presented for giving the fighter some non-combat (social/exploration) abilities. I'm interested in continuing that brainstorm here.
I've been using Fighting Style as a template: create a short list of abilities in the exploration and social pillars that are unique to the fighter. Call it Field Training or Specialist Training or something like that. Fighter can select one ability from the list. I'd grant it at 2nd level so there isn't an additional choice at 1st level but it still comes fairly early.
I'm mainly concerned with brainstorming possible options and less with scaling or balance at this point. I also find abilities that are conditional more interesting versus simply granting another skill/tool proficiency or advantage on a roll. Again, this a brainstorm so no wrong answers at this point.
Anyway, here are some ideas I have so far (assume 1/short rest when applicable):
Max Effort
bonus/reroll/adv on Str, Dex, Con check
Commanding/Intimidating Presence
Adv on a Persuasion/Intimidation check
Dig Deep
Grant advantage to self or ally on Constitution check against environmental effects
Improvise/Kitbash
Gain advantage on a tool check to craft or repair something
Mentor
If you spend 1 min with an ally, grant advantage to that ally on their next untrained skill check that you are proficient in
Motivate
Forced March bonus? Ally can ignore effects of exhaustion for a short time?
Teamwork/Coordinate
Grant a number of allies equal to your proficiency bonus advantage on a group ability check
Vigilance/Guard Duty
Gain advantage on next Passive Perception check against an ambush
Well-Traveled
Movement/travel speed? Languages, History
Nightwatchman
Ignore Perception penalty in dim light, require less rest (ignore exhaustion when keeping watch?)
Also, @CleverNickName posted the following in that thread:
Again, my preference is to avoid granting additional proficiencies but I like the concept of some of these.
Thoughts?!
I've been using Fighting Style as a template: create a short list of abilities in the exploration and social pillars that are unique to the fighter. Call it Field Training or Specialist Training or something like that. Fighter can select one ability from the list. I'd grant it at 2nd level so there isn't an additional choice at 1st level but it still comes fairly early.
I'm mainly concerned with brainstorming possible options and less with scaling or balance at this point. I also find abilities that are conditional more interesting versus simply granting another skill/tool proficiency or advantage on a roll. Again, this a brainstorm so no wrong answers at this point.
Anyway, here are some ideas I have so far (assume 1/short rest when applicable):
Max Effort
bonus/reroll/adv on Str, Dex, Con check
Commanding/Intimidating Presence
Adv on a Persuasion/Intimidation check
Dig Deep
Grant advantage to self or ally on Constitution check against environmental effects
Improvise/Kitbash
Gain advantage on a tool check to craft or repair something
Mentor
If you spend 1 min with an ally, grant advantage to that ally on their next untrained skill check that you are proficient in
Motivate
Forced March bonus? Ally can ignore effects of exhaustion for a short time?
Teamwork/Coordinate
Grant a number of allies equal to your proficiency bonus advantage on a group ability check
Vigilance/Guard Duty
Gain advantage on next Passive Perception check against an ambush
Well-Traveled
Movement/travel speed? Languages, History
Nightwatchman
Ignore Perception penalty in dim light, require less rest (ignore exhaustion when keeping watch?)
Also, @CleverNickName posted the following in that thread:
Special Training
Your training extends to unique circumstances and situations that arise both on and off the battlefield. Choose a Special Training from the list of optional features below. You can't take the same Special Training option more than once, even if you get to choose again.
Equestrian Arts
You gain proficiency in Animal Handling if you don't already have it. Mounting and dismounting only costs you 5 feet of movement.
Leadership
You gain proficiency in Persuasion or Insight. (Or perhaps: Once per long rest, you may cast command as a 1st level spell; Charisma is your spellcasting ability for this spell.)
Tracking
You gain proficiency in Survival. You have Advantage on skill checks to find and follow the tracks of any creature that you have wounded in the last 24 hours.
Scouting
You gain proficiency in Perception. Once per long rest, you may cast longstrider on yourself (only) as a 1st level spell.
Espionage
You gain proficiency in Stealth, and proficiency with your choice of either the Forgery Kit or the Disguise Kit.
Field Medic
You gain proficiency in Medicine and proficiency with the Herbalism Kit. (Or perhaps instead, you learn the spare the dying cantrip?)
Again, my preference is to avoid granting additional proficiencies but I like the concept of some of these.
Thoughts?!