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Homebrewing the Battlemaster and Champion
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<blockquote data-quote="Lord Twig" data-source="post: 8249979" data-attributes="member: 31754"><p>I have been a lot more modest in my own additions to the Battle Master and Champion.</p><p></p><p>But first, I enhance Second Wind by increasing the number of uses per short rest for all Fighters.</p><p><strong>Second Wind</strong></p><p>In addition to its normal benefit, add:</p><p>You can use this feature twice between rests starting at 7th level and three times between rests starting at 13th level.</p><p></p><p>For the Battle Master I made the following changes:</p><p><strong>Know Your Enemy</strong></p><p>In addition to other benefits, when an opponent within 30’ of you targets you with all of its attacks during its turn, on your next turn you may use a Battle Master maneuver against that opponent without expending a superiority die. Once you use this feature you must finish a short or long rest before you can use it again.</p><p></p><p>At 7th level this lets the Battle Master do a little more of what he wants to do anyway, and it is at the expense of being the target of all of the opponents attacks, so you have to survive that first before you can use it. Then I limited it to once per short rest so it doesn't overshadow having to spend his dice.</p><p></p><p><strong>Relentless</strong></p><p>Starting at 15th level, when you roll initiative you regain 1 expended superiority die.</p><p></p><p>Instead of having to run out of dice before using this ability, this allows the Battle Master to slowly refresh his pool during easy fights or, more likely, at least slow the attrition of dice before he runs out. For example, if you only use two dice in your first battle, you recover one and go back up to 5 dice at the start of you next battle. Then if you use 3 dice in that battle you would be down to two, but would recover one and be back up to 3 in the battle after that. Finally, of course, if you are completely out you will always have at least one.</p><p></p><p><strong>Battlefield Tactics</strong></p><p>Beginning at 18th level your command of the battlefield is unmatched. When initiative is rolled and you are not surprised, you can shout a signal to your allies. Each ally within 60 ft of you that is not surprised and can see or hear you can move half their speed, without provoking opportunity attacks, or take the Dodge action. You can use this ability once per short rest.</p><p></p><p>Okay, obviously I stole this from you, but I changed this to be the 18th level capstone, doesn't require a reaction and has the limitation that you and your allies can't be surprised and limited the movement to a half move. I still think this is an awesome capstone ability as it allows the Battle Master to enhance the starting position of his party before anyone else can take an action. That is super powerful in my opinion.</p><p></p><p>Here is what I did for the Champion:</p><p><strong>Expertise</strong></p><p>At 3rd level, choose two skills you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</p><p></p><p>Just like you I had the idea of just letting the Remarkable Athlete ability stack on top of skills the Champion was already proficient with, but that just seemed a little confusing. So then I thought of just giving Expertise to the Athletics skill in addition to the other benefits. Then I thought that was a little too restrictive if someone wanted to play a Dex Fighter or something like that. Eventually I decided to just give the Champion flat Expertise at 3rd level to make up for being a little weak at the beginning and if the player wanted they could put the Expertise in Athletics and be really awesome at it (for tripping, shoving, grappling, etc.), but they weren't locked into that choice.</p><p></p><p><strong>Remarkable Athlete</strong></p><p>In addition to the other benefits, your speed increases by 5 feet and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</p><p></p><p>Here I just added a slight speed boost and then allowed them to reduce their exhaustion during a short rest. Then Tasha's came out and they gave these abilities to the Ranger. But despite the overlap I still think it is fitting for an athletic fighter.</p><p></p><p><strong>Remarkable Resistance</strong></p><p>Starting at 15th level, you can add half your proficiency bonus (round up) to any saving throw check you make that doesn’t already use your proficiency bonus.</p><p></p><p>In addition to another increase in their crit range, I added this feature to really make the Champion a tough opponent to knock down. And it kinda fits thematically with the Remarkable Athlete and Survivor abilities while not overshadowing the Monk (which gets full proficiency to all saves at level 14).</p><p></p><p><strong>Survivor</strong></p><p>In addition to the other benefits, when you use Second Wind you double the amount of hit points that you regain.</p><p></p><p>Getting 7 to 10 hit points back per round is cool, but you have to already be below half your total health, and at 18th level 10 hit points isn't going to make a lot of difference. Combined with the increased uses I gave to all fighters, this means a Champion with 18 Con can get back 9 hit points at the start of his turn, then use his bonus action to get back another 1d10+18x2 hit points for about 56 points of healing in one round, and he can do that up to 3 times. Which should help keep him up.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 8249979, member: 31754"] I have been a lot more modest in my own additions to the Battle Master and Champion. But first, I enhance Second Wind by increasing the number of uses per short rest for all Fighters. [B]Second Wind[/B] In addition to its normal benefit, add: You can use this feature twice between rests starting at 7th level and three times between rests starting at 13th level. For the Battle Master I made the following changes: [B]Know Your Enemy[/B] In addition to other benefits, when an opponent within 30’ of you targets you with all of its attacks during its turn, on your next turn you may use a Battle Master maneuver against that opponent without expending a superiority die. Once you use this feature you must finish a short or long rest before you can use it again. At 7th level this lets the Battle Master do a little more of what he wants to do anyway, and it is at the expense of being the target of all of the opponents attacks, so you have to survive that first before you can use it. Then I limited it to once per short rest so it doesn't overshadow having to spend his dice. [B]Relentless[/B] Starting at 15th level, when you roll initiative you regain 1 expended superiority die. Instead of having to run out of dice before using this ability, this allows the Battle Master to slowly refresh his pool during easy fights or, more likely, at least slow the attrition of dice before he runs out. For example, if you only use two dice in your first battle, you recover one and go back up to 5 dice at the start of you next battle. Then if you use 3 dice in that battle you would be down to two, but would recover one and be back up to 3 in the battle after that. Finally, of course, if you are completely out you will always have at least one. [B]Battlefield Tactics[/B] Beginning at 18th level your command of the battlefield is unmatched. When initiative is rolled and you are not surprised, you can shout a signal to your allies. Each ally within 60 ft of you that is not surprised and can see or hear you can move half their speed, without provoking opportunity attacks, or take the Dodge action. You can use this ability once per short rest. Okay, obviously I stole this from you, but I changed this to be the 18th level capstone, doesn't require a reaction and has the limitation that you and your allies can't be surprised and limited the movement to a half move. I still think this is an awesome capstone ability as it allows the Battle Master to enhance the starting position of his party before anyone else can take an action. That is super powerful in my opinion. Here is what I did for the Champion: [B]Expertise[/B] At 3rd level, choose two skills you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Just like you I had the idea of just letting the Remarkable Athlete ability stack on top of skills the Champion was already proficient with, but that just seemed a little confusing. So then I thought of just giving Expertise to the Athletics skill in addition to the other benefits. Then I thought that was a little too restrictive if someone wanted to play a Dex Fighter or something like that. Eventually I decided to just give the Champion flat Expertise at 3rd level to make up for being a little weak at the beginning and if the player wanted they could put the Expertise in Athletics and be really awesome at it (for tripping, shoving, grappling, etc.), but they weren't locked into that choice. [B]Remarkable Athlete[/B] In addition to the other benefits, your speed increases by 5 feet and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Here I just added a slight speed boost and then allowed them to reduce their exhaustion during a short rest. Then Tasha's came out and they gave these abilities to the Ranger. But despite the overlap I still think it is fitting for an athletic fighter. [B]Remarkable Resistance[/B] Starting at 15th level, you can add half your proficiency bonus (round up) to any saving throw check you make that doesn’t already use your proficiency bonus. In addition to another increase in their crit range, I added this feature to really make the Champion a tough opponent to knock down. And it kinda fits thematically with the Remarkable Athlete and Survivor abilities while not overshadowing the Monk (which gets full proficiency to all saves at level 14). [B]Survivor[/B] In addition to the other benefits, when you use Second Wind you double the amount of hit points that you regain. Getting 7 to 10 hit points back per round is cool, but you have to already be below half your total health, and at 18th level 10 hit points isn't going to make a lot of difference. Combined with the increased uses I gave to all fighters, this means a Champion with 18 Con can get back 9 hit points at the start of his turn, then use his bonus action to get back another 1d10+18x2 hit points for about 56 points of healing in one round, and he can do that up to 3 times. Which should help keep him up. [/QUOTE]
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