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Fighter Non-Combat Ability Brainstorm
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<blockquote data-quote="GlassJaw" data-source="post: 7829812" data-attributes="member: 22103"><p>The "Fixing the fighter" thread was a...<em>spirited</em>...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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Anyway, here are some ideas I have so far (assume 1/short rest when applicable):</p><p></p><p><strong>Max Effort</strong></p><p>bonus/reroll/adv on Str, Dex, Con check</p><p></p><p><strong>Commanding/Intimidating Presence</strong></p><p>Adv on a Persuasion/Intimidation check</p><p></p><p><strong>Dig Deep</strong></p><p>Grant advantage to self or ally on Constitution check against environmental effects</p><p></p><p><strong>Improvise/Kitbash</strong></p><p>Gain advantage on a tool check to craft or repair something</p><p></p><p><strong>Mentor</strong></p><p>If you spend 1 min with an ally, grant advantage to that ally on their next untrained skill check that you are proficient in</p><p></p><p><strong>Motivate</strong></p><p>Forced March bonus? Ally can ignore effects of exhaustion for a short time?</p><p></p><p><strong>Teamwork/Coordinate</strong></p><p>Grant a number of allies equal to your proficiency bonus advantage on a group ability check</p><p></p><p><strong>Vigilance/Guard Duty</strong></p><p>Gain advantage on next Passive Perception check against an ambush</p><p></p><p><strong>Well-Traveled</strong></p><p>Movement/travel speed? Languages, History</p><p></p><p><strong>Nightwatchman</strong></p><p>Ignore Perception penalty in dim light, require less rest (ignore exhaustion when keeping watch?)</p><p></p><p>Also, [USER=50987]@CleverNickName[/USER] posted the following in that thread:</p><p></p><p></p><p></p><p>Again, my preference is to avoid granting additional proficiencies but I like the concept of some of these.</p><p></p><p>Thoughts?!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7829812, member: 22103"] The "Fixing the fighter" thread was a...[I]spirited[/I]...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): [B]Max Effort[/B] bonus/reroll/adv on Str, Dex, Con check [B]Commanding/Intimidating Presence[/B] Adv on a Persuasion/Intimidation check [B]Dig Deep[/B] Grant advantage to self or ally on Constitution check against environmental effects [B]Improvise/Kitbash[/B] Gain advantage on a tool check to craft or repair something [B]Mentor[/B] If you spend 1 min with an ally, grant advantage to that ally on their next untrained skill check that you are proficient in [B]Motivate[/B] Forced March bonus? Ally can ignore effects of exhaustion for a short time? [B]Teamwork/Coordinate[/B] Grant a number of allies equal to your proficiency bonus advantage on a group ability check [B]Vigilance/Guard Duty[/B] Gain advantage on next Passive Perception check against an ambush [B]Well-Traveled[/B] Movement/travel speed? Languages, History [B]Nightwatchman[/B] Ignore Perception penalty in dim light, require less rest (ignore exhaustion when keeping watch?) Also, [USER=50987]@CleverNickName[/USER] 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?! [/QUOTE]
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