Yaarel
🇮🇱 🇺🇦 He-Mage
If possible, I want to schedule each tier in the following order.
Proficiency +2
1. Archetype (choose Archetype, Fighting Style)
2. Base (Action Surge, Second Wind)
3. Noncombat ("Student": Many Leagues)
4. Feat
Proficiency +3
5. Archetype
6. Base (Extra Attack, Martial Maneuver)
7. Noncombat ("Professional": Superiority Training)
8. Feat
Proficiency +4
9. Archetype
10. Base (Extra Attack x2, Indomitable)
11. Noncombat ("Master": acquire fortress and train soldiers)
12. Feat
Proficiency +5
13. Archetype
14. Base (Action Surge x2, Tactical Intervention)
15. Noncombat ("Archon" /Arch/Leader/Excellency/Great: Turn The Tide)
16. Feat
Proficiency +6
17. Archetype
18. Base (Extra Attack x3)
19. Noncombat ("Legend": choose Method Of Immortality)
20. Feat (or with DMs approval choose an Epic Boon)
Tactical Intervention. You can use an action to grant an ally an action on your turn. You can use this ability again after a short or long rest.
There is concern about balance, because by itself the Action Surge or Extra Attack is worth an entire level, and here it doubles up with an additional base trait on top of it. However, the following level shouldnt improve the combat pillar, so perhaps the jump in combat power in the previous level is ok?
Proficiency +2
1. Archetype (choose Archetype, Fighting Style)
2. Base (Action Surge, Second Wind)
3. Noncombat ("Student": Many Leagues)
4. Feat
Proficiency +3
5. Archetype
6. Base (Extra Attack, Martial Maneuver)
7. Noncombat ("Professional": Superiority Training)
8. Feat
Proficiency +4
9. Archetype
10. Base (Extra Attack x2, Indomitable)
11. Noncombat ("Master": acquire fortress and train soldiers)
12. Feat
Proficiency +5
13. Archetype
14. Base (Action Surge x2, Tactical Intervention)
15. Noncombat ("Archon" /Arch/Leader/Excellency/Great: Turn The Tide)
16. Feat
Proficiency +6
17. Archetype
18. Base (Extra Attack x3)
19. Noncombat ("Legend": choose Method Of Immortality)
20. Feat (or with DMs approval choose an Epic Boon)
Tactical Intervention. You can use an action to grant an ally an action on your turn. You can use this ability again after a short or long rest.
There is concern about balance, because by itself the Action Surge or Extra Attack is worth an entire level, and here it doubles up with an additional base trait on top of it. However, the following level shouldnt improve the combat pillar, so perhaps the jump in combat power in the previous level is ok?
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