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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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<blockquote data-quote="ECMO3" data-source="post: 9063941" data-attributes="member: 7030563"><p>Making it more powerful or making them more superhuman is not the same as improving it.</p><p></p><p>I like the class as it is, but there are some things that could be added to improve it:</p><p></p><p>Here are some changes that I think would actually improve fighters:</p><p></p><p><strong>At 1st level - Student of Arms:</strong></p><p>1. Proficiency in heavy armor as a class ability, not just as a proficiency (this means you would get it on a multiclass into fighter).</p><p></p><p>2. Advantage on any Intelligence or Wisdom checks involving weapons or armor.</p><p></p><p>3. Proficiency in one of the following artisans tools: Smith's tools, Woodcarver's tools, Leatherworker's tools or Tinker's tools. Proficiency bonus is doubled when crafting or repairing weapons or armor. </p><p></p><p><strong>At 3rd level - Weapons Expert:</strong></p><p>1. Proficiency in ALL weapons except natural weapons and can figure out how any weapon works by studying it for an hour. By all weapons I mean anything that is functionally a weapon (including improvised weapons) - Catapults, Ballistae, Kua-Toa Monitor weapons, Sahagin Spiked nets, Chain Devil's Chain ...... if you find a crashed space ship with a laser gun the fighter has proficiency in it and automatically can figure out how it functions.</p><p></p><p>Note, although this provides proficiency and knowlege of use it does not enable the fighter to use something that is not phsically compatible with his body type or size, like a Titan's sword for example.</p><p></p><p><strong>At 5th level - Use Magic Arms</strong></p><p>1. Ignores all race, class and alignment restrictions for magic Armor and Weapons (this would include staves normally only available to casters).</p><p></p><p>2. +5 on all Charisma skill checks and Charisma saves for conflicts with sentient weapons or armor.</p><p></p><p><strong>At 7th level - Examine Arms:</strong></p><p>1. Can use an action to make a Wisdom or Intelligence check (players choice) to determine the damage types, damage dice and damage bonus of the weapon and effects or conditions imposed on a hit by any weapon being held by a creature which he can currently see. DC is 13 with the following modifiers: magic item (+1 to +5 for common through Legendary), +2 if it is not a martial or simple weapon. This is not usable on natural weapons. The first level advantage ability does apply to this check. This only provides the number of dice and type of damage of the weapon itself and effects that it can cause, it does not provide the attack bonus, bonus to damage due to ability scores or other abilities or the DC for saves agaisnt any effects the weapon imposes.</p><p></p><p>Example of use - Enemy cultist is holding a Dragontooth Dagger, fighter uses this ability. DC is 16 (13+3 for rare magic item). He rolls with advantage and if he passes the check he knows: The dagger does 1d4+1 piercing plus 1d6 acid on a hit and does an additional 1 piercing and 1d6 acid against enemies of the cult of the Dragon.</p><p></p><p><strong>At 11th level - Martial Prowess:</strong></p><p>1. Get rid of the 3rd extra attack (you would get 2 more at 20th level but you would only have 2 attacks until then)</p><p></p><p>2. Select a 2nd fighting style</p><p></p><p>I think doing those things would all improve the class to a degree, but I do generally like it as is already.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9063941, member: 7030563"] Making it more powerful or making them more superhuman is not the same as improving it. I like the class as it is, but there are some things that could be added to improve it: Here are some changes that I think would actually improve fighters: [B]At 1st level - Student of Arms:[/B] 1. Proficiency in heavy armor as a class ability, not just as a proficiency (this means you would get it on a multiclass into fighter). 2. Advantage on any Intelligence or Wisdom checks involving weapons or armor. 3. Proficiency in one of the following artisans tools: Smith's tools, Woodcarver's tools, Leatherworker's tools or Tinker's tools. Proficiency bonus is doubled when crafting or repairing weapons or armor. [B]At 3rd level - Weapons Expert:[/B] 1. Proficiency in ALL weapons except natural weapons and can figure out how any weapon works by studying it for an hour. By all weapons I mean anything that is functionally a weapon (including improvised weapons) - Catapults, Ballistae, Kua-Toa Monitor weapons, Sahagin Spiked nets, Chain Devil's Chain ...... if you find a crashed space ship with a laser gun the fighter has proficiency in it and automatically can figure out how it functions. Note, although this provides proficiency and knowlege of use it does not enable the fighter to use something that is not phsically compatible with his body type or size, like a Titan's sword for example. [B]At 5th level - Use Magic Arms[/B] 1. Ignores all race, class and alignment restrictions for magic Armor and Weapons (this would include staves normally only available to casters). 2. +5 on all Charisma skill checks and Charisma saves for conflicts with sentient weapons or armor. [B]At 7th level - Examine Arms:[/B] 1. Can use an action to make a Wisdom or Intelligence check (players choice) to determine the damage types, damage dice and damage bonus of the weapon and effects or conditions imposed on a hit by any weapon being held by a creature which he can currently see. DC is 13 with the following modifiers: magic item (+1 to +5 for common through Legendary), +2 if it is not a martial or simple weapon. This is not usable on natural weapons. The first level advantage ability does apply to this check. This only provides the number of dice and type of damage of the weapon itself and effects that it can cause, it does not provide the attack bonus, bonus to damage due to ability scores or other abilities or the DC for saves agaisnt any effects the weapon imposes. Example of use - Enemy cultist is holding a Dragontooth Dagger, fighter uses this ability. DC is 16 (13+3 for rare magic item). He rolls with advantage and if he passes the check he knows: The dagger does 1d4+1 piercing plus 1d6 acid on a hit and does an additional 1 piercing and 1d6 acid against enemies of the cult of the Dragon. [B]At 11th level - Martial Prowess:[/B] 1. Get rid of the 3rd extra attack (you would get 2 more at 20th level but you would only have 2 attacks until then) 2. Select a 2nd fighting style I think doing those things would all improve the class to a degree, but I do generally like it as is already. [/QUOTE]
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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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