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Homebrewing the Battlemaster and Champion
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<blockquote data-quote="Chaosmancer" data-source="post: 8252670" data-attributes="member: 6801228"><p>Okay, I took some time, rewrote a few things based on the advice from this thread. I'm also going to include the Base Fighter and the Banneret in this. Lots of spoiler boxes. </p><p></p><h2>Base Fighter Abilities</h2><p></p><p>Fighting Styles -> Some changed, but mostly not</p><p></p><p>[SPOILER="Styles"]You adopt a particular style of fighting as your specialty.</p><p></p><p>Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p><p></p><p><strong>Archery</strong></p><p>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p></p><p><strong>Blind Fighting</strong></p><p>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</p><p></p><p> <strong>Defense</strong></p><p>While you are wearing armor, you gain a +1 bonus to AC.</p><p></p><p><strong> Dueling</strong></p><p>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p><p></p><p><strong>Great Weapon Fighting</strong></p><p>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p></p><p><strong>Interception</strong></p><p>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). </p><p></p><p>You must be wielding a shield or a simple or martial weapon to use this reaction.</p><p></p><p><strong>Protection</strong></p><p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p></p><p><strong>Superior Technique</strong></p><p>You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</p><p></p><p>You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</p><p></p><p><strong>Two-Weapon Fighting</strong></p><p>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p></p><p><strong>Tunnel Fighter</strong></p><p>You excel at defending narrow passages, doorways, and other tight spaces. </p><p></p><p>As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</p><p></p><p><strong>Thrown Weapon Fighting</strong></p><p>You can draw a weapon that has the thrown property as part of the attack you make with the weapon.</p><p></p><p>In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</p><p></p><p>Additionally, you do not suffer disadvantage for attacking at long range with a thrown weapon.</p><p></p><p><span style="color: rgb(226, 80, 65)"><strong>Unarmed Fighting</strong></span></p><p><span style="color: rgb(226, 80, 65)">Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.</span></p><p><span style="color: rgb(226, 80, 65)"></span></p><p><span style="color: rgb(226, 80, 65)">When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature at the start of each of your turns.</span></p><p></p><p><span style="color: rgb(0, 0, 0)">(I don't like this one. I haven't gotten rid of it yet, but I do not like it)</span>[/SPOILER]</p><p></p><p>Second Wind -> Increased Die at levels </p><p>[SPOILER]You have a limited well of stamina that you can draw on to protect yourself from harm. </p><p></p><p>On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. This die increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17.</p><p></p><p>Once you use this feature, you must finish a short or long rest before you can use it again.[/SPOILER]</p><p></p><p>Action Surge -> No Change</p><p>[SPOILER]Starting at 2nd level, you can push yourself beyond your normal limits for a moment. </p><p></p><p>On your turn, you can take one additional action on top of your regular action and a possible bonus action.</p><p></p><p>Once you use this feature, you must finish a short or long rest before you can use it again. </p><p></p><p>Starting at 17th level, you can use it twice before a rest, but only once on the same turn.[/SPOILER]</p><p></p><p>ASIs are unchanged from Base</p><p></p><p>Extra Attack -> No Change</p><p>[SPOILER]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p></p><p>The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.[/SPOILER]</p><p></p><p>Indomitable -> Got to thinking about how this could use a small boost. Now you get advantage on the save at level 17. </p><p></p><p>[SPOILER]Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.</p><p></p><p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><p></p><p>Additionally, at level 17, the re-roll is done at advantage. [/SPOILER]</p><p></p><p>Icon of War -> This is my new Capstone. Yes, they also get their 4th attack, but this gives them something truly epic I think. </p><p></p><p>[SPOILER]At 20th level, your prowess on the battlefield is unmatched. You increase your proficiency bonus to +7, all attacks with non-magical weapons count as magical for the purposes of overcoming Immunity and Damage Resistance. </p><p></p><p>Additionally, your sheer prescence is overwhelming. Enemies must succeed a Wisdom saving throw vs a DC of 8 + prof + (your choice of str, con or dex) to move within 15 ft of you. Once they make this save, they are immune to this effect until you drop an enemy to zero hp or score a critical hit.[/SPOILER] </p><p></p><p></p><p>--------------------------------------------------------------------------------</p><p></p><h2>Champion</h2><p></p><p><strong>Improved Critical</strong><span style="font-size: 15px"> - Unchanged</span></p><p>[SPOILER]Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20[/SPOILER].</p><p></p><p><strong>Improved Second Wind</strong> - Unchanged</p><p>[SPOILER]You gain a second use of Second Wind per short rest at 3rd level. [/SPOILER]</p><p></p><p><strong>Remarkable Athlete</strong> - Unchanged</p><p>[SPOILER]Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.</p><p></p><p>In addition, whenever you jump, the distance you can cover increases by a number of feet equal to your Strength modifier.[/SPOILER]</p><p></p><p><strong>Additional Fighting Style</strong> - Unchanged</p><p>[SPOILER]At 10th level, you can choose a second option from the Fighting Style class feature.[/SPOILER]</p><p></p><p><strong>"I can do this all day" </strong>-> The second I added this in, alongside the other changes, I realized I might have made an oopsie. See, not only is this a big heal from 0... but in 5 levels gets maximized. Meaning you drop to 45 hp as a reaction. That might be too insane. </p><p></p><p>[SPOILER]Starting at 10th level, As a reaction to dropping to zero hp, you can expend one use of your Second Wind. Once you use this feature, you can't use it again until you finish a long rest. [/SPOILER]</p><p></p><p><strong>Superior Critical </strong>- Unchanged</p><p>[SPOILER]Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.[/SPOILER]</p><p></p><p><strong>Superior Second Wind</strong> -> Moved the advantage here considering the massive health spikes now, I elected to not add anything for mental saves. </p><p>[SPOILER]Starting at 15th level, your Second Wind healing is always maximized. </p><p></p><p>Additionally, when you use your Second Wind feature, you have advantage on Strength, Constitution and Dexterity Saving Throws until the end of your next turn. [/SPOILER]</p><p></p><p><strong>Survivor </strong>- Unchanged, and almost seems cute next to the Second Wind Spikes now. Might have to do something else. </p><p>[SPOILER]At 18th level, you attain the pinnacle of resilience in battle. </p><p></p><p>At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.[/SPOILER]</p><p></p><p></p><p>---------------------------------------</p><p></p><h2>Battle Master</h2><p></p><p><strong>Combat Superiority </strong>- Unchanged</p><p>[SPOILER]When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.</p><p></p><p><strong>Maneuvers</strong> You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. </p><p></p><p>You learn two additional maneuvers of your choice at 7th, 10th, and 15th level.</p><p></p><p>Additionally, you can swap out one manuever after a long rest spent meditating and practicing a different technique. </p><p></p><p><strong>Superiority Dice</strong> You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</p><p></p><p>You gain another superiority die at 7th level and one more at 15th level.</p><p></p><p><strong>Saving Throws</strong> Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:</p><p></p><p>Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)[/SPOILER]</p><p></p><p><strong>Student of War </strong>- Unchanged</p><p>[SPOILER]At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.[/SPOILER]</p><p></p><p><strong>Master of a Thousand Plans</strong> -> Everyone seemed to be in agreement about giving the Battlemaster something non-combat related here. Eventually, I hit upon a lesser version of Reliable Talent. It still isn't powerful, but being unable to roll below a 5 does help make you a bit more predictable </p><p>[SPOILER]Starting at 7th level, your study of combat and war has given you the opportunity to plan for any encounter. You can no longer be surprised. </p><p></p><p>Due to your incredibly skill at planning and procedural thinking, you have prepared in the arenas of your proficiency. When applying your proficiency to a skill or tool check, your die result cannot be less than 5. [/SPOILER]</p><p></p><p><strong>Improved Combat Superiority</strong> - Unchanged</p><p>[SPOILER]At 10th level, your superiority dice turn into d10s. At 18th level, they turn into dl2s.[/SPOILER]</p><p></p><p><strong>Relentless </strong>-> Went with the regen of 1 die instead of what I had. Kept the disadvantage though </p><p>[SPOILER]Starting at 10th level, when you roll initiative you regain 1 superiority die. </p><p></p><p>Additionally, if a creature fails a save against one of your manuevers during the round, they have disadvantage against further manuevers until the end of your next turn. [/SPOILER]</p><p></p><p></p><p><strong>Battlefield Tactics</strong> - Unchanged</p><p>[SPOILER]Beginning at 15th level your command of the battlefield is unmathced. </p><p></p><p>When initiative is rolled you can spend your reaction to shout a signal to your allies. Each Ally within 60 ft of you can use their reaction to move their full speed, without provoking opportunity attacks or take the Dodge action. You can use this ability once per short rest. [/SPOILER]</p><p></p><p><strong>Lord of Battle</strong> - Unchanged</p><p>[SPOILER]By 18th level, your knowledge of the art of combat is unmatched. Enemies cannot have advantage when attacking you</p><p></p><p>Additionally, if you roll a 1 on a damage die for a weapon attack, you may re-roll. If you already have a re-roll due to Great Weapon Fighting Style, Savage Attacker, or a similar ability maximize the die instead.[/SPOILER]</p><p></p><p></p><p></p><p>---------------------------------------</p><p></p><p>And now, because it came up and also interacts with the Second Wind changes, though in a different way, my take on the Banneret. The big thing I wanted to do with them is play with the obvious association from the name. The guy who holds the Flag. From there, I ended up with something a little bit Paladin and a little bit Warlord. </p><p></p><p>I'm not posting my reasonings, because these are such massive changes, but I am willing to talk about what I was attempting to achieve with each ability. </p><p></p><h2>Banneret </h2><p></p><h3>Banner</h3><p>[SPOILER]At 3rd level, the next time you take a long rest, you can craft a banner, or use an existing one, to represent your order. </p><p></p><p>While you are displaying or holding your banner and you are not incapacitated, all allies within 10 feet have a bonus to saving throws against being frightened or charmed equal to your Charisma Modifer (minimum +1), provided they can see your banner. At 7th and 15th level, the bonus increases by +1 and the range increases by 10 feet.</p><p></p><p>While you are holding the banner you gain a +1 to AC, and you may make a special action to make a speech to inspire your allies and frightened hostile creatures. Each ally within the range of the banner’s aura add your Charisma modifier to Intelligence, Wisdom, and Charisma saving throws. Each hostile creature within the range of the banner’s aura must make a Wisdom saving throw, or be frightened of you. These effects last for 1 minute, until you die, or until you are not holding your banner. Creatures who failed the save may attempt the saving throw at the end of each of their turns.</p><p></p><p>You must finish a long rest before using this special action again.</p><p></p><p><strong>Banner Save DC</strong> = 8 + your proficiency bonus + your Charisma modifier</p><p></p><p>If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials and a skill check using Weaver’s Tools over the course of an hour or a short rest.[/SPOILER]</p><p></p><h3>Rallying Cry</h3><p>[SPOILER]When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.</p><p></p><p>When you use your Second Wind feature in combat, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level + your Charisma Modifier. If you are holding the banner and the healing from this ability would raise a creature over their max hp, any remaining healing becomes temporary hp </p><p></p><p>You gain a second use of Second Wind at level 10 and a third at level 15.[/SPOILER]</p><p></p><p>Huh... oops. I guess I already gave multiple second winds to the Banneret. Might have to change that. I thought I did something else. It might work out, they don't get the second use until level 10 (when the Champion is getting their reaction) and their 3rd at 15th (when the champion maximizes and gets advantage on saves). </p><p></p><p></p><h3>Royal Envoy</h3><p>[SPOILER]A Banneret serves as an envoy of the crown. Bannerets of high standing are expected to conduct themselves with grace.</p><p></p><p>At 7th level, you gain proficiency in the Persuasion skill and two languages of your choice. </p><p></p><p>If you are already proficient in persuasion, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.</p><p></p><p>Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.[/SPOILER]</p><p></p><h3>Inspiring Act</h3><p>[SPOILER]Starting at 10th level, whenever you use your Action Surge feature or whenever you score a critical hit on a creature with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature can make one weapon attack with its reaction. If you are holding your banner, the attack gains a bonus to hit and damage equal to your Charisman modifier (minimum +1)</p><p></p><p>Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.[/SPOILER]</p><p></p><h3>Bulwark</h3><p>[SPOILER]Beginning at 15th level, you can inspire your allies to push through the darkest hours.</p><p></p><p>When an ally within 60 ft of you fails a saving throw and you aren't incapacitated, you can spend your reaction to allow them to reroll the failed save, though they must keep the new result. If the ally is within your Banner's aura, they get a bonus to the new roll equal to your charisma modifier. </p><p></p><p>You can use this feature a number of times equal to your charisma modifier (minimum 1) and regain all uses on a long rest. [/SPOILER]</p><p></p><h3>Beacon of Battle</h3><p>[SPOILER]At 18th level, you have become synonmous with your banner. As long as you are concious, you act as though you are holding your banner for every ability that requires it, and your speech action (from level 3) recharges on a short rest. </p><p></p><p>While holding the banner, your AC bonus increases to +2, and you gain a new special action.</p><p></p><p>You let out a righteous call, every ally within 120 ft of you can move up to half their speed without spending a reaction. This movement does not provoke opportunity attacks. </p><p></p><p>Any ally that ends this movement next to an enemy may use their reaction to make a single melee attack, adding half your fighter level to the damage. If the enemy is frightened, the attack has advantage.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8252670, member: 6801228"] Okay, I took some time, rewrote a few things based on the advice from this thread. I'm also going to include the Base Fighter and the Banneret in this. Lots of spoiler boxes. [HEADING=1]Base Fighter Abilities[/HEADING] Fighting Styles -> Some changed, but mostly not [SPOILER="Styles"]You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. [B]Archery[/B] You gain a +2 bonus to attack rolls you make with ranged weapons. [B]Blind Fighting[/B] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. [B]Defense[/B] While you are wearing armor, you gain a +1 bonus to AC. [B] Dueling[/B] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. [B]Great Weapon Fighting[/B] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. [B]Interception[/B] When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. [B]Protection[/B] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. [B]Superior Technique[/B] You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. [B]Two-Weapon Fighting[/B] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. [B]Tunnel Fighter[/B] You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. [B]Thrown Weapon Fighting[/B] You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Additionally, you do not suffer disadvantage for attacking at long range with a thrown weapon. [COLOR=rgb(226, 80, 65)][B]Unarmed Fighting[/B] Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature at the start of each of your turns.[/COLOR] [COLOR=rgb(0, 0, 0)](I don't like this one. I haven't gotten rid of it yet, but I do not like it)[/COLOR][/SPOILER] Second Wind -> Increased Die at levels [SPOILER]You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. This die increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17. Once you use this feature, you must finish a short or long rest before you can use it again.[/SPOILER] Action Surge -> No Change [SPOILER]Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.[/SPOILER] ASIs are unchanged from Base Extra Attack -> No Change [SPOILER]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.[/SPOILER] Indomitable -> Got to thinking about how this could use a small boost. Now you get advantage on the save at level 17. [SPOILER]Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Additionally, at level 17, the re-roll is done at advantage. [/SPOILER] Icon of War -> This is my new Capstone. Yes, they also get their 4th attack, but this gives them something truly epic I think. [SPOILER]At 20th level, your prowess on the battlefield is unmatched. You increase your proficiency bonus to +7, all attacks with non-magical weapons count as magical for the purposes of overcoming Immunity and Damage Resistance. Additionally, your sheer prescence is overwhelming. Enemies must succeed a Wisdom saving throw vs a DC of 8 + prof + (your choice of str, con or dex) to move within 15 ft of you. Once they make this save, they are immune to this effect until you drop an enemy to zero hp or score a critical hit.[/SPOILER] -------------------------------------------------------------------------------- [HEADING=1]Champion[/HEADING] [B]Improved Critical[/B][SIZE=4][B] [/B] - Unchanged[/SIZE] [SPOILER]Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20[/SPOILER]. [B]Improved Second Wind[/B] - Unchanged [SPOILER]You gain a second use of Second Wind per short rest at 3rd level. [/SPOILER] [B]Remarkable Athlete[/B] - Unchanged [SPOILER]Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make. In addition, whenever you jump, the distance you can cover increases by a number of feet equal to your Strength modifier.[/SPOILER] [B]Additional Fighting Style[/B] - Unchanged [SPOILER]At 10th level, you can choose a second option from the Fighting Style class feature.[/SPOILER] [B]"I can do this all day" [/B]-> The second I added this in, alongside the other changes, I realized I might have made an oopsie. See, not only is this a big heal from 0... but in 5 levels gets maximized. Meaning you drop to 45 hp as a reaction. That might be too insane. [SPOILER]Starting at 10th level, As a reaction to dropping to zero hp, you can expend one use of your Second Wind. Once you use this feature, you can't use it again until you finish a long rest. [/SPOILER] [B]Superior Critical [/B]- Unchanged [SPOILER]Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.[/SPOILER] [B]Superior Second Wind[/B] -> Moved the advantage here considering the massive health spikes now, I elected to not add anything for mental saves. [SPOILER]Starting at 15th level, your Second Wind healing is always maximized. Additionally, when you use your Second Wind feature, you have advantage on Strength, Constitution and Dexterity Saving Throws until the end of your next turn. [/SPOILER] [B]Survivor [/B]- Unchanged, and almost seems cute next to the Second Wind Spikes now. Might have to do something else. [SPOILER]At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.[/SPOILER] --------------------------------------- [HEADING=1]Battle Master[/HEADING] [B]Combat Superiority [/B]- Unchanged [SPOILER]When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. [B]Maneuvers[/B] You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Additionally, you can swap out one manuever after a long rest spent meditating and practicing a different technique. [B]Superiority Dice[/B] You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. [B]Saving Throws[/B] Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)[/SPOILER] [B]Student of War [/B]- Unchanged [SPOILER]At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.[/SPOILER] [B]Master of a Thousand Plans[/B] -> Everyone seemed to be in agreement about giving the Battlemaster something non-combat related here. Eventually, I hit upon a lesser version of Reliable Talent. It still isn't powerful, but being unable to roll below a 5 does help make you a bit more predictable [SPOILER]Starting at 7th level, your study of combat and war has given you the opportunity to plan for any encounter. You can no longer be surprised. Due to your incredibly skill at planning and procedural thinking, you have prepared in the arenas of your proficiency. When applying your proficiency to a skill or tool check, your die result cannot be less than 5. [/SPOILER] [B]Improved Combat Superiority[/B] - Unchanged [SPOILER]At 10th level, your superiority dice turn into d10s. At 18th level, they turn into dl2s.[/SPOILER] [B]Relentless [/B]-> Went with the regen of 1 die instead of what I had. Kept the disadvantage though [SPOILER]Starting at 10th level, when you roll initiative you regain 1 superiority die. Additionally, if a creature fails a save against one of your manuevers during the round, they have disadvantage against further manuevers until the end of your next turn. [/SPOILER] [B]Battlefield Tactics[/B] - Unchanged [SPOILER]Beginning at 15th level your command of the battlefield is unmathced. When initiative is rolled you can spend your reaction to shout a signal to your allies. Each Ally within 60 ft of you can use their reaction to move their full speed, without provoking opportunity attacks or take the Dodge action. You can use this ability once per short rest. [/SPOILER] [B]Lord of Battle[/B] - Unchanged [SPOILER]By 18th level, your knowledge of the art of combat is unmatched. Enemies cannot have advantage when attacking you Additionally, if you roll a 1 on a damage die for a weapon attack, you may re-roll. If you already have a re-roll due to Great Weapon Fighting Style, Savage Attacker, or a similar ability maximize the die instead.[/SPOILER] --------------------------------------- And now, because it came up and also interacts with the Second Wind changes, though in a different way, my take on the Banneret. The big thing I wanted to do with them is play with the obvious association from the name. The guy who holds the Flag. From there, I ended up with something a little bit Paladin and a little bit Warlord. I'm not posting my reasonings, because these are such massive changes, but I am willing to talk about what I was attempting to achieve with each ability. [HEADING=1]Banneret [/HEADING] [HEADING=2]Banner[/HEADING] [SPOILER]At 3rd level, the next time you take a long rest, you can craft a banner, or use an existing one, to represent your order. While you are displaying or holding your banner and you are not incapacitated, all allies within 10 feet have a bonus to saving throws against being frightened or charmed equal to your Charisma Modifer (minimum +1), provided they can see your banner. At 7th and 15th level, the bonus increases by +1 and the range increases by 10 feet. While you are holding the banner you gain a +1 to AC, and you may make a special action to make a speech to inspire your allies and frightened hostile creatures. Each ally within the range of the banner’s aura add your Charisma modifier to Intelligence, Wisdom, and Charisma saving throws. Each hostile creature within the range of the banner’s aura must make a Wisdom saving throw, or be frightened of you. These effects last for 1 minute, until you die, or until you are not holding your banner. Creatures who failed the save may attempt the saving throw at the end of each of their turns. You must finish a long rest before using this special action again. [B]Banner Save DC[/B] = 8 + your proficiency bonus + your Charisma modifier If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials and a skill check using Weaver’s Tools over the course of an hour or a short rest.[/SPOILER] [HEADING=2]Rallying Cry[/HEADING] [SPOILER]When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature in combat, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level + your Charisma Modifier. If you are holding the banner and the healing from this ability would raise a creature over their max hp, any remaining healing becomes temporary hp You gain a second use of Second Wind at level 10 and a third at level 15.[/SPOILER] Huh... oops. I guess I already gave multiple second winds to the Banneret. Might have to change that. I thought I did something else. It might work out, they don't get the second use until level 10 (when the Champion is getting their reaction) and their 3rd at 15th (when the champion maximizes and gets advantage on saves). [HEADING=2]Royal Envoy[/HEADING] [SPOILER]A Banneret serves as an envoy of the crown. Bannerets of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill and two languages of your choice. If you are already proficient in persuasion, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.[/SPOILER] [HEADING=2]Inspiring Act[/HEADING] [SPOILER]Starting at 10th level, whenever you use your Action Surge feature or whenever you score a critical hit on a creature with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature can make one weapon attack with its reaction. If you are holding your banner, the attack gains a bonus to hit and damage equal to your Charisman modifier (minimum +1) Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.[/SPOILER] [HEADING=2]Bulwark[/HEADING] [SPOILER]Beginning at 15th level, you can inspire your allies to push through the darkest hours. When an ally within 60 ft of you fails a saving throw and you aren't incapacitated, you can spend your reaction to allow them to reroll the failed save, though they must keep the new result. If the ally is within your Banner's aura, they get a bonus to the new roll equal to your charisma modifier. You can use this feature a number of times equal to your charisma modifier (minimum 1) and regain all uses on a long rest. [/SPOILER] [HEADING=2]Beacon of Battle[/HEADING] [SPOILER]At 18th level, you have become synonmous with your banner. As long as you are concious, you act as though you are holding your banner for every ability that requires it, and your speech action (from level 3) recharges on a short rest. While holding the banner, your AC bonus increases to +2, and you gain a new special action. You let out a righteous call, every ally within 120 ft of you can move up to half their speed without spending a reaction. This movement does not provoke opportunity attacks. Any ally that ends this movement next to an enemy may use their reaction to make a single melee attack, adding half your fighter level to the damage. If the enemy is frightened, the attack has advantage.[/SPOILER] [/QUOTE]
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