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Fighter Non-Combat Ability Brainstorm
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<blockquote data-quote="DND_Reborn" data-source="post: 7829862" data-attributes="member: 6987520"><p>My write-ups/suggestions for your ideas. Some use mechanics you might not have intended, so know these are suggestions in the spirit of purposeful collaboration.</p><p></p><p><strong><em>Maximum Effort</em></strong></p><p>You can add choose to reroll a failed Strength, Dexterity, or Constitution check or saving throw. Once you use this feature you must finish a short or long rest before you can use it again.</p><p></p><p>(EDIT: This is very close to Indomitable so needs some work. Having it only apply to checks and not saves is probably better...)</p><p></p><p><strong><em>Dig Deep</em></strong></p><p>You can use your reaction to provide yourself or an ally advantage on a Constitution check or saving throw against environmental effects or conditions. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses after a long rest.</p><p></p><p><strong><em>Mentor</em></strong></p><p>If you spend 1 minute coaching an ally in a skill you are proficient in, your ally gains advantage on their next check using the same skill. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all expended uses after a long rest.</p><p></p><p><em>(OPTION: instead of 1 minute, make it your bonus action and the ally must perform the skill before the end of their next turn.)</em></p><p></p><p><strong><em>Motivate</em></strong></p><p>You can help a number of creatures (up to your (Wisdom or Charisma?) modifier) ignore the effects of exhaustion. Once you use this feature you cannot use it again until you finish a long rest.</p><p></p><p><strong><em>Teamwork/Coordinate</em></strong></p><p>You can choose a number of creatures (up to your (Wisdom or Charisma?) modifier) and grant them advantage on their next group ability check. Once you use this feature you must finish a short or long rest before you can use it again.</p><p></p><p><strong><em>Vigilance/Guard Duty</em></strong></p><p>You gain advantage on Perception checks to avoid surprise.</p><p></p><p><strong><em>Well-Traveled</em></strong></p><p>Your speed increases by 5 feet, your hourly rate by 1 mile per hour, and your daily speed by 8 miles per day. You gain advantage on Intelligence (History) checks.</p><p></p><p><strong><em>Nightwatchman</em></strong></p><p>You do not have disadvantage when making Wisdom (Perception) checks in dim light. You only need to sleep 4 hours during your long rest, but your long rest is still 8 hours.</p><p></p><p>My goal is also to grant fighters features which will encourage INT, WIS, and CHA investment. I am sure those who are "focused" on getting the most from combat, won't appreciate this but that is fine with me.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7829862, member: 6987520"] My write-ups/suggestions for your ideas. Some use mechanics you might not have intended, so know these are suggestions in the spirit of purposeful collaboration. [B][I]Maximum Effort[/I][/B] You can add choose to reroll a failed Strength, Dexterity, or Constitution check or saving throw. Once you use this feature you must finish a short or long rest before you can use it again. (EDIT: This is very close to Indomitable so needs some work. Having it only apply to checks and not saves is probably better...) [B][I]Dig Deep[/I][/B] You can use your reaction to provide yourself or an ally advantage on a Constitution check or saving throw against environmental effects or conditions. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses after a long rest. [B][I]Mentor[/I][/B] If you spend 1 minute coaching an ally in a skill you are proficient in, your ally gains advantage on their next check using the same skill. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all expended uses after a long rest. [I](OPTION: instead of 1 minute, make it your bonus action and the ally must perform the skill before the end of their next turn.)[/I] [B][I]Motivate[/I][/B] You can help a number of creatures (up to your (Wisdom or Charisma?) modifier) ignore the effects of exhaustion. Once you use this feature you cannot use it again until you finish a long rest. [B][I]Teamwork/Coordinate[/I][/B] You can choose a number of creatures (up to your (Wisdom or Charisma?) modifier) and grant them advantage on their next group ability check. Once you use this feature you must finish a short or long rest before you can use it again. [B][I]Vigilance/Guard Duty[/I][/B] You gain advantage on Perception checks to avoid surprise. [B][I]Well-Traveled[/I][/B] Your speed increases by 5 feet, your hourly rate by 1 mile per hour, and your daily speed by 8 miles per day. You gain advantage on Intelligence (History) checks. [B][I]Nightwatchman[/I][/B] You do not have disadvantage when making Wisdom (Perception) checks in dim light. You only need to sleep 4 hours during your long rest, but your long rest is still 8 hours. My goal is also to grant fighters features which will encourage INT, WIS, and CHA investment. I am sure those who are "focused" on getting the most from combat, won't appreciate this but that is fine with me. [/QUOTE]
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