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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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<blockquote data-quote="mellored" data-source="post: 7324911" data-attributes="member: 6801209"><p>Collected my thoughts. Wording might need some work.</p><p></p><p></p><p>Poetry in Motion</p><p>At 3rd level you excel at adapting opportunistically to changes in the battlefield. You can trade one of the following to take an additional reaction. You can still only make one Opportunity Attack per turn.</p><p></p><p>*Your bonus action on your next turn.</p><p>*One of your attacks on your next turn. <em>If you give up an attack, you must take the attack action on your next, even if you have no attacks remaining.</em></p><p><em></em></p><p><em>In addition, when you take a reaction, you can move as part of that reaction, giving up an equal amount of movement on your next turn.</em></p><p><em></em></p><p><em><em>Do we need the 1/turn limit? Seems like you should be able to defend against claw+claw+bite, or help with paladin multi-attack. Subject to change.</em></em></p><p><em><em>Kept the OA limit mainly for warcaster. You don't want 3 booming blades.</em></em></p><p><em><em>You also don't want people giving up 3 attacks and still casting firebolt as their action. </em></em></p><p><em><em>This also simplifies the out of turn movement, combined with all moves being 5' range.</em></em></p><p><em><em></em></em></p><p><em></em></p><p><em>Equal and Opposite</em></p><p><em>At 3rd level you may choose 3 of the following Moves. You may select new Moves, or replace existing ones, at levels 7, 10, 15, and 18.</em></p><p><em>You can use these moves as a reaction and need to move within 5' of the target.</em></p><p><em>You can react to target at a distance of 5' * your intelligence modifier (minimum 5'), and you must be able to see and hear them to perform a move.</em></p><p><em></em></p><p><em><em>Int lets you cover more area. 5*5 = 25' which is within the movement range of short people. My wording is extra bad.</em></em></p><p><em><em>Change all moves require you to be within 5' of whoever your helping/hindering.</em></em></p><p><em><em>Add "free hand" for more powerful moves.</em></em></p><p><em><em></em></em></p><p><em></em></p><p><em>Reaction at a Distance</em></p><p><em>You've learned to react to things further away. Increase the range you can use moves to react to by 10'.</em></p><p><em>In addition, if you are in medium armor or light armor, increase your speed by 10'.</em></p><p><em></em></p><p><em>(Increase the area you can cover. Possibly do 5'/10'/15').</em></p><p><em></em></p><p><em></em></p><p><em>So Crazy It Just Might Work</em></p><p><em>When you see a creature roll initiative, you can give them a bonus or penalty to their roll equal to your Intelligence modifier (minimum 1). To do this, you must give up your bonus action or an attack on your next turn. You must take the attack action if you use this feature. You can use this feature multiple times.</em></p><p><em></em></p><p><em>(Keep the basic mechanics the same as before. Flexible for enemies and allies alike, and more Int stuff).</em></p><p><em></em></p><p><em></em></p><p><em>Overreaction</em></p><p><em>At 15th level, you can expend your Action Surge to gain 3 extra reactions and 15' extra movement. If you do not expend these reactions before the start of your turn, you can use the remainder of them to make a single weapon attack each. This increases to 4 reactions and 20' extra movement at level 20.</em></p><p><em></em></p><p><em>(action surges are worth more than 1 reaction, plus added a little movement.).</em></p><p><em></em></p><p><em></em></p><p><em>Endgame</em></p><p><em>At 18th level, your ability to calculate next moves and visualize probable outcomes gives you a kind of foresight, and a brief moment to act in the face of great danger, possibly intervening in the last moment before Death itself strikes. When you or another creature <em>within range of your moves rolls a die, or is hit by an attack, you can immidatly move adjacent to them to them and force any d20 roll to be either a 2 or a 19, possibly changing the results</em>.</em></p><p><em></em></p><p><em><em>Keeping with the 5' theme. Though free movement so it's always available.</em></em></p><p><em><em>Also made it better than just a reroll. Since it's a long rest feature. </em></em></p><p><em><em>Also got rid of inspiration, since that's an optional rule. You can gift it anyways.</em></em></p><p><em><em></em></em></p></blockquote><p></p>
[QUOTE="mellored, post: 7324911, member: 6801209"] Collected my thoughts. Wording might need some work. Poetry in Motion At 3rd level you excel at adapting opportunistically to changes in the battlefield. You can trade one of the following to take an additional reaction. You can still only make one Opportunity Attack per turn. *Your bonus action on your next turn. *One of your attacks on your next turn. [I]If you give up an attack, you must take the attack action on your next, even if you have no attacks remaining. In addition, when you take a reaction, you can move as part of that reaction, giving up an equal amount of movement on your next turn. [I]Do we need the 1/turn limit? Seems like you should be able to defend against claw+claw+bite, or help with paladin multi-attack. Subject to change. Kept the OA limit mainly for warcaster. You don't want 3 booming blades. You also don't want people giving up 3 attacks and still casting firebolt as their action. This also simplifies the out of turn movement, combined with all moves being 5' range. [/I] Equal and Opposite At 3rd level you may choose 3 of the following Moves. You may select new Moves, or replace existing ones, at levels 7, 10, 15, and 18. You can use these moves as a reaction and need to move within 5' of the target. You can react to target at a distance of 5' * your intelligence modifier (minimum 5'), and you must be able to see and hear them to perform a move. [I]Int lets you cover more area. 5*5 = 25' which is within the movement range of short people. My wording is extra bad. Change all moves require you to be within 5' of whoever your helping/hindering. Add "free hand" for more powerful moves. [/I] Reaction at a Distance You've learned to react to things further away. Increase the range you can use moves to react to by 10'. In addition, if you are in medium armor or light armor, increase your speed by 10'. (Increase the area you can cover. Possibly do 5'/10'/15'). So Crazy It Just Might Work When you see a creature roll initiative, you can give them a bonus or penalty to their roll equal to your Intelligence modifier (minimum 1). To do this, you must give up your bonus action or an attack on your next turn. You must take the attack action if you use this feature. You can use this feature multiple times. (Keep the basic mechanics the same as before. Flexible for enemies and allies alike, and more Int stuff). Overreaction At 15th level, you can expend your Action Surge to gain 3 extra reactions and 15' extra movement. If you do not expend these reactions before the start of your turn, you can use the remainder of them to make a single weapon attack each. This increases to 4 reactions and 20' extra movement at level 20. (action surges are worth more than 1 reaction, plus added a little movement.). Endgame At 18th level, your ability to calculate next moves and visualize probable outcomes gives you a kind of foresight, and a brief moment to act in the face of great danger, possibly intervening in the last moment before Death itself strikes. When you or another creature [I]within range of your moves rolls a die, or is hit by an attack, you can immidatly move adjacent to them to them and force any d20 roll to be either a 2 or a 19, possibly changing the results[/I]. [I]Keeping with the 5' theme. Though free movement so it's always available. Also made it better than just a reroll. Since it's a long rest feature. Also got rid of inspiration, since that's an optional rule. You can gift it anyways. [/I][/I] [/QUOTE]
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