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<blockquote data-quote="Cyvris" data-source="post: 7010677" data-attributes="member: 81262"><p>I've been playing around with just straight yanking monster abilities from 4e, some of them are grossly overpowered, but I've also heavily adjusted how spells recharge and given martial characters some at-wills so it balance back out. </p><p></p><p>Anyway, some examples from my game last night. The party is currently all level four and were fighting enemies ranging between level one and four. The basic soldiers they fought all had Martial Advantage, at least two had Shield Bash, and the commanders had Parry and Leadership. Later, they fought a pack of three Wraiths with Life Drain...right before the boss or the night who had Lair Actions that pulled the party into zones and immobilized them. </p><p></p><p>Yes, I'm a brutal DM. </p><p></p><p><strong>Martial Advantage: O</strong>nce per turn, this unit deal an extra 1d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Knight that isn’t incapacitated.</p><p></p><p><strong>Leadership: </strong>this creature can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it.</p><p>Recharge-3</p><p></p><p><strong>Shield Bash:</strong> Melee Weapon Attack: +5, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is the medium size or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.</p><p>Recharge-4</p><p></p><p></p><p><strong>Parry</strong>: creature adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must be able to see the attacker and be wielding a melee weapon. </p><p>Recharge-6</p><p></p><p></p><p><strong>Life Drain</strong>: Melee Touch The target must succeed on a DC 15 Constitution saving throw or it suffers 1d8 necrotic damage and its hit point maximum is reduced by double the damage inflicted. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p><p>Recharge-2</p></blockquote><p></p>
[QUOTE="Cyvris, post: 7010677, member: 81262"] I've been playing around with just straight yanking monster abilities from 4e, some of them are grossly overpowered, but I've also heavily adjusted how spells recharge and given martial characters some at-wills so it balance back out. Anyway, some examples from my game last night. The party is currently all level four and were fighting enemies ranging between level one and four. The basic soldiers they fought all had Martial Advantage, at least two had Shield Bash, and the commanders had Parry and Leadership. Later, they fought a pack of three Wraiths with Life Drain...right before the boss or the night who had Lair Actions that pulled the party into zones and immobilized them. Yes, I'm a brutal DM. [B]Martial Advantage: O[/B]nce per turn, this unit deal an extra 1d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Knight that isn’t incapacitated. [B]Leadership: [/B]this creature can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it. Recharge-3 [B]Shield Bash:[/B] Melee Weapon Attack: +5, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is the medium size or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Recharge-4 [B]Parry[/B]: creature adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must be able to see the attacker and be wielding a melee weapon. Recharge-6 [B]Life Drain[/B]: Melee Touch The target must succeed on a DC 15 Constitution saving throw or it suffers 1d8 necrotic damage and its hit point maximum is reduced by double the damage inflicted. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Recharge-2 [/QUOTE]
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