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I gave up--Here's a Warrior-Mage base class
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<blockquote data-quote="Sword of Spirit" data-source="post: 7144179" data-attributes="member: 6677017"><p>Since I hadn't (and may still haven't) settled on all the details, I had some more thoughts.</p><p></p><p>I don't like War Magic before level 14. I mean, I <em>like</em> it, but it is too good at those levels. On the other hand, without it those lower levels look bland in melee combat. I finally came up with a solution that I like. Instead of War Magic at level 8, give them this (they still get Improved War Magic at 14th level):</p><p><u></u></p><p><u><span style="font-size: 12px"><span style="color: #B22222"><span style="font-size: 15px">W</span>AR <span style="font-size: 15px">M</span>AGIC <span style="font-size: 15px">I</span>NITIATE</span></span></u></p><p>Beginning at 8th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Once you use this feature you must finish a short or long rest before you can use it again.</p><p></p><p>This allows for a cool little thematic burst a few times a day, but doesn't push their melee damage too high at levels 11-13.</p><p></p><p>The other one I had a hard time with was Indomitable Spirit. Too easy to make it worthlessly weak, or trespassing on the fighter's full Indomitable. Here's my thoughts on it now:</p><p><u><span style="color: #B22222"><span style="font-size: 12px"></span></span></u></p><p><u><span style="color: #B22222"><span style="font-size: 12px"><span style="font-size: 15px">I</span>NDOMITABLE <span style="font-size: 15px">S</span>PIRIT</span></span></u></p><p>Beginning at 10th level, when you roll a Strength or Wisdom saving throw and don't like the result, you can reroll and use the better result. You reroll after seeing the roll but before knowing if your saving throw succeeds or fails. 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>When you reach 18th level, the saving throw that you reroll can be of any type.</p><p></p><p>That keeps it a bit better than advantage, but it never becomes as good as Indomitable, which is a great place for it.</p><p></p><p>I'm also thinking of removing the War Magic interaction from Attack Surge, so it only provides the third attack with the Attack action.</p><p></p><p>I think these make it just about right. I welcome feedback taking into account those three changes.</p><p></p><p></p><p></p><p></p><p>Sorry, the table must not have been as clear as I intended. Arcane Recovery is canceled out of the equation at level 1, because it is being used to produce <em>mage armor</em>. That's why it doesn't show up in the Bladesinger column. The columns represent all the features that one class has that the other doesn't at that level. Bladesinger doesn't use <em>mage armor</em> from level 2 on.</p><p></p><p></p><p></p><p>Fortunately this isn't an issue because I nerf Great Weapon Master, Sharpshooter, and Crossbow Expert. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Which means for these purposes all they have over a Bladesinger is the +2 to hit from Fighting Style.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7144179, member: 6677017"] Since I hadn't (and may still haven't) settled on all the details, I had some more thoughts. I don't like War Magic before level 14. I mean, I [I]like[/I] it, but it is too good at those levels. On the other hand, without it those lower levels look bland in melee combat. I finally came up with a solution that I like. Instead of War Magic at level 8, give them this (they still get Improved War Magic at 14th level): [U] [SIZE=3][COLOR="#B22222"][SIZE=4]W[/SIZE]AR [SIZE=4]M[/SIZE]AGIC [SIZE=4]I[/SIZE]NITIATE[/COLOR][/SIZE][/U] Beginning at 8th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Once you use this feature you must finish a short or long rest before you can use it again. This allows for a cool little thematic burst a few times a day, but doesn't push their melee damage too high at levels 11-13. The other one I had a hard time with was Indomitable Spirit. Too easy to make it worthlessly weak, or trespassing on the fighter's full Indomitable. Here's my thoughts on it now: [U][COLOR="#B22222"][SIZE=3] [SIZE=4]I[/SIZE]NDOMITABLE [SIZE=4]S[/SIZE]PIRIT[/SIZE][/COLOR][/U] Beginning at 10th level, when you roll a Strength or Wisdom saving throw and don't like the result, you can reroll and use the better result. You reroll after seeing the roll but before knowing if your saving throw succeeds or fails. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. When you reach 18th level, the saving throw that you reroll can be of any type. That keeps it a bit better than advantage, but it never becomes as good as Indomitable, which is a great place for it. I'm also thinking of removing the War Magic interaction from Attack Surge, so it only provides the third attack with the Attack action. I think these make it just about right. I welcome feedback taking into account those three changes. Sorry, the table must not have been as clear as I intended. Arcane Recovery is canceled out of the equation at level 1, because it is being used to produce [I]mage armor[/I]. That's why it doesn't show up in the Bladesinger column. The columns represent all the features that one class has that the other doesn't at that level. Bladesinger doesn't use [I]mage armor[/I] from level 2 on. Fortunately this isn't an issue because I nerf Great Weapon Master, Sharpshooter, and Crossbow Expert. :D Which means for these purposes all they have over a Bladesinger is the +2 to hit from Fighting Style. [/QUOTE]
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