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Homebrewing the Battlemaster and Champion
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<blockquote data-quote="NotAYakk" data-source="post: 8249295" data-attributes="member: 72555"><p>The base rules say very clearly you can only add proficiency once to a roll (be it doubled, normal or halved).</p><p></p><p>Stacking is a metaconcept, not a 5e concept.</p><p></p><p>The second wind boost I described is a bit less than half your HP. It makes a champion about as durable as a raging barbarian. And a single spell's worth of hesling per short rest is not super strong.</p><p></p><p>Second Wind really becomes a joke past low levels, baseline.</p><p></p><p>Hooking it up with 1 extra attack/short rest at low levels that is anti-alpha-strike (as it wastes the healing) is the intention. This is a large offensive damage boost. Keeping the healing scaling keeps it anti-alpha-strike; otherwise you just ignore the 15 HP at level 10.</p><p></p><p>You can cut the dodge; I added it for feel really. Foes should avoid attacking dodging PCs, so the calculus of combat doesn't change that much unless the player gets clever. The feel is supposed to be "got beat down, and now coming back in to beat you down" like a true champion.</p><p></p><p>Maybe a 2 attacks on SW instead of dodge, to keep the offense important.</p><p></p><p>I dislike the core fighter's SW, because it really becomes a junk ability by T2/3; something to do with your bonus action when you got naughty word all else. Making it beefy, instead of giving more uses, is good.</p><p></p><p>At L10, your version heals for 2d10+20 or 31. Mine heals for 6d10+10 or 43, only 33%ish more. The difference is yours produces HP slowly, while mine generates a dramatic swing.</p><p></p><p>At 15 yours is 50 per SR; mine is 9d10+15 or 64.5. Only 14.5 more HP, but all at once.</p><p></p><p>A 16 con L15 fighter has (6+3)*15+4 = 139 HP. 64.5 is a bit less than half, 25 is like a sixth.</p><p></p><p>At 2, a 14 con fighter has 20 HP, and SW generates 7.5, about 40%.</p><p></p><p>The extra attack feels good, and competes with the 20-odd SR damage BM get at 3. It isn't as good. So the extra d10 healing makes you tougher.</p><p></p><p>Anyhow, that is my logic.</p><p></p><p>---</p><p></p><p>Logistics would be an interesting BM non-combat ability. Training or command would also be neat; share your proficiency bonus with NPCs?</p><p></p><p>4e Warlords had either +2 initiative aura, +2 to insight perception aura, or could shift sn ally half their speed when they rolled initiative. Ah, I misremembered, the real variety was hooked to action points.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8249295, member: 72555"] The base rules say very clearly you can only add proficiency once to a roll (be it doubled, normal or halved). Stacking is a metaconcept, not a 5e concept. The second wind boost I described is a bit less than half your HP. It makes a champion about as durable as a raging barbarian. And a single spell's worth of hesling per short rest is not super strong. Second Wind really becomes a joke past low levels, baseline. Hooking it up with 1 extra attack/short rest at low levels that is anti-alpha-strike (as it wastes the healing) is the intention. This is a large offensive damage boost. Keeping the healing scaling keeps it anti-alpha-strike; otherwise you just ignore the 15 HP at level 10. You can cut the dodge; I added it for feel really. Foes should avoid attacking dodging PCs, so the calculus of combat doesn't change that much unless the player gets clever. The feel is supposed to be "got beat down, and now coming back in to beat you down" like a true champion. Maybe a 2 attacks on SW instead of dodge, to keep the offense important. I dislike the core fighter's SW, because it really becomes a junk ability by T2/3; something to do with your bonus action when you got naughty word all else. Making it beefy, instead of giving more uses, is good. At L10, your version heals for 2d10+20 or 31. Mine heals for 6d10+10 or 43, only 33%ish more. The difference is yours produces HP slowly, while mine generates a dramatic swing. At 15 yours is 50 per SR; mine is 9d10+15 or 64.5. Only 14.5 more HP, but all at once. A 16 con L15 fighter has (6+3)*15+4 = 139 HP. 64.5 is a bit less than half, 25 is like a sixth. At 2, a 14 con fighter has 20 HP, and SW generates 7.5, about 40%. The extra attack feels good, and competes with the 20-odd SR damage BM get at 3. It isn't as good. So the extra d10 healing makes you tougher. Anyhow, that is my logic. --- Logistics would be an interesting BM non-combat ability. Training or command would also be neat; share your proficiency bonus with NPCs? 4e Warlords had either +2 initiative aura, +2 to insight perception aura, or could shift sn ally half their speed when they rolled initiative. Ah, I misremembered, the real variety was hooked to action points. [/QUOTE]
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