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General Tabletop Discussion
*Dungeons & Dragons
Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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<blockquote data-quote="Guest 6801328" data-source="post: 7330040"><p>Earlier you mentioned Dragon's Breath. I was thinking of something like the above, but only applied to cone attacks. Then I decided that was too situational, and nobody would take it. Love the visual, though. (Works best with a shield, I think.)</p><p></p><p></p><p></p><p>I'm back to liking the idea of making max reactions = Int bonus, so don't feel the need to gate anything with Int. </p><p></p><p></p><p></p><p>Oh, yeah, forgot to add that. I had a similar mechanic in one of my monk subclasses: "Once you use this ability you cannot use it against the same creature until you have finished a short or long rest." Mostly just want to avoid spamming it because it's quite powerful.</p><p></p><p>Latest ideas:</p><p>"When an ally lands a critical hit against an enemy within 5' of you, as a reaction you may...."</p><p>Problems are that it's another one on an ally's turn instead of a monster's turn, and there's no tactics involved because you can't predict criticals. It's just luck. Thought I'd mention it anyway. (It would, however, make a nice ability for some kind of Rogue sub-class.)</p><p></p><p>"When an enemy within 30' moves, as a reaction you may also move. Any movement used is deducted from your movement on your turn, and will provoke Attacks of Opportunity."</p><p>More bookkeeping, but those who don't like it can choose other options. Not sure how useful it really is, but it seems kinda...well, tactical.</p><p></p><p>I'm not loving the 10th level ability, of using Help to grant an extra attack, mostly because the Samurai already has it. Instead add a new reaction available at level 3:</p><p>"When an ally misses a target that is within 5' of you, as a reaction you can enable the ally to re-roll the attack die."</p><p>So kind of like an extra attack, but only after a miss.</p><p></p><p>That also frees up level 10 for a non-reaction ability, more of which I think are needed. I'd like to bring back something that happens during initiative, even if it's just add your own Int bonus to initiative (on top of Dex)</p><p></p><p>So my latest list of favorite reactions:</p><ul> <li data-xf-list-type="ul">When an ally makes an attack or ability roll, you can Help (default).</li> <li data-xf-list-type="ul">When an enemy attacks you, your ally can make an Attack of Opportunity</li> <li data-xf-list-type="ul">When an ally misses, he/she can re-roll the attack,</li> <li data-xf-list-type="ul">When Dex saves are required, allies (and you) can add 1d6 if they go Prone</li> <li data-xf-list-type="ul">When an ally fails a Wisdom (or just Enchantment?) saving throw, they can re-roll (with Disadvantage?)</li> <li data-xf-list-type="ul">When an enemy tries to make an Attack of Opportunity on somebody other than you, you can prevent it.</li> </ul><p></p><p></p><p>Still not sure about:</p><ul> <li data-xf-list-type="ul">Helping ranged attacks by allies</li> <li data-xf-list-type="ul">Blocking ranged attacks against allies (of these, my favorite is using your melee weapon to swat missiles that come near you)</li> <li data-xf-list-type="ul">Any sort of in-combat healing. It's not that I'm opposed to healing, but haven't seen anything I like narratively. Slapping a healing kit on somebody <em>as a reaction</em> feels a bit...well, in the same category of improbability as shooting arrows out of the sky.</li> </ul><p></p><p>How many should there be total? For some reason I was targeting 8. With 6 you'll get all of them by level 18.</p><p></p><p>(If I were playing this class I would go Protection Fighting Style and take both Sentinel and Shield Master feats. So many options! Plus a great bonus action.)</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7330040"] Earlier you mentioned Dragon's Breath. I was thinking of something like the above, but only applied to cone attacks. Then I decided that was too situational, and nobody would take it. Love the visual, though. (Works best with a shield, I think.) I'm back to liking the idea of making max reactions = Int bonus, so don't feel the need to gate anything with Int. Oh, yeah, forgot to add that. I had a similar mechanic in one of my monk subclasses: "Once you use this ability you cannot use it against the same creature until you have finished a short or long rest." Mostly just want to avoid spamming it because it's quite powerful. Latest ideas: "When an ally lands a critical hit against an enemy within 5' of you, as a reaction you may...." Problems are that it's another one on an ally's turn instead of a monster's turn, and there's no tactics involved because you can't predict criticals. It's just luck. Thought I'd mention it anyway. (It would, however, make a nice ability for some kind of Rogue sub-class.) "When an enemy within 30' moves, as a reaction you may also move. Any movement used is deducted from your movement on your turn, and will provoke Attacks of Opportunity." More bookkeeping, but those who don't like it can choose other options. Not sure how useful it really is, but it seems kinda...well, tactical. I'm not loving the 10th level ability, of using Help to grant an extra attack, mostly because the Samurai already has it. Instead add a new reaction available at level 3: "When an ally misses a target that is within 5' of you, as a reaction you can enable the ally to re-roll the attack die." So kind of like an extra attack, but only after a miss. That also frees up level 10 for a non-reaction ability, more of which I think are needed. I'd like to bring back something that happens during initiative, even if it's just add your own Int bonus to initiative (on top of Dex) So my latest list of favorite reactions: [LIST] [*]When an ally makes an attack or ability roll, you can Help (default). [*]When an enemy attacks you, your ally can make an Attack of Opportunity [*]When an ally misses, he/she can re-roll the attack, [*]When Dex saves are required, allies (and you) can add 1d6 if they go Prone [*]When an ally fails a Wisdom (or just Enchantment?) saving throw, they can re-roll (with Disadvantage?) [*]When an enemy tries to make an Attack of Opportunity on somebody other than you, you can prevent it. [/LIST] Still not sure about: [LIST] [*]Helping ranged attacks by allies [*]Blocking ranged attacks against allies (of these, my favorite is using your melee weapon to swat missiles that come near you) [*]Any sort of in-combat healing. It's not that I'm opposed to healing, but haven't seen anything I like narratively. Slapping a healing kit on somebody [I]as a reaction[/I] feels a bit...well, in the same category of improbability as shooting arrows out of the sky. [/LIST] How many should there be total? For some reason I was targeting 8. With 6 you'll get all of them by level 18. (If I were playing this class I would go Protection Fighting Style and take both Sentinel and Shield Master feats. So many options! Plus a great bonus action.) [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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