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Intelligence Based Dueling Ideas
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<blockquote data-quote="RangerWickett" data-source="post: 8036924" data-attributes="member: 63"><p>I have an idea that's perhaps too big of a tweak to the Fighter to be published, but which I'd consider for a homebrew. Basically, the fighter gets some number of prepared 'techniques,' and they can learn more as they adventure.</p><p></p><p>At the end of a long rest, choose a number of techniques you know up to your proficiency bonus. You have access to those technique until you take another long rest. After you use a technique you cannot use it again until you finish a short or long rest. If a technique calls for a saving throw, the DC is 8 + your Intelligence modifier + your proficiency bonus.</p><p></p><p>---</p><p></p><p><strong>Starter Techniques</strong></p><p>There are two categories of techniques – aegis and flourish.</p><p></p><p>An <strong>aegis</strong> is a technique that can turn the momentum of a fight by not only avoiding an attack, but also putting your opponent in a bad position. <em>Committee Defense</em> is an aegis that rewards anticipating what attacks opponents will use against you.</p><p></p><p>A <strong>flourish</strong> is a technique that you can add to an attack that meets a certain condition. <em>Experimental Strike</em> is a flourish with the requirement that your attack has to miss.</p><p></p><p><strong>Committee Defense (Aegis)</strong></p><p>Every graduate of a martial academy must defend their thesis. They present their findings to a committee, who pose questions to look for gaps in their knowledge. A wise student anticipates these questions and has a good answer at hand. Similarly, in battle it pays to anticipate what manner of attack enemies might use against you.</p><p></p><p>When a creature attacks you with a weapon (including an unarmed strike or natural weapon), before it hits or misses you can use this technique as a reaction to compose a proper defense and retort. Until the end of your next turn, all attacks against you of that same type (melee or ranged) have disadvantage. Additionally, your sudden insight into that weapon grants you inspiration, which you can only use on attack rolls using that specific type of weapon (e.g., a longsword or a scimitar or a shortsword). If you don't use this inspiration before you take a short or long rest, you lose it.</p><p></p><p><strong>Experimental Strike (Flourish)</strong></p><p>Scientific breakthroughs are born of both careful study and wild experimentation. Whenever you use the Attack action and miss with an attack, you may use this technique to make an improvised attack without spending an action, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.</p><p></p><p>Circumstances will dictate how many foes are affected, but this ability should not do more than 1d10 + your Intelligence modifier in damage, and any conditions imposed (such as prone or blinded) should seldom last more than one round. Creature affected can make an Intelligence saving throw to anticipate your trick and avoid the effect.</p><p></p><p>---</p><p></p><p>Then I would seed more techniques throughout the setting, maybe giving villains some you can learn.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8036924, member: 63"] I have an idea that's perhaps too big of a tweak to the Fighter to be published, but which I'd consider for a homebrew. Basically, the fighter gets some number of prepared 'techniques,' and they can learn more as they adventure. At the end of a long rest, choose a number of techniques you know up to your proficiency bonus. You have access to those technique until you take another long rest. After you use a technique you cannot use it again until you finish a short or long rest. If a technique calls for a saving throw, the DC is 8 + your Intelligence modifier + your proficiency bonus. --- [B]Starter Techniques[/B] There are two categories of techniques – aegis and flourish. An [B]aegis[/B] is a technique that can turn the momentum of a fight by not only avoiding an attack, but also putting your opponent in a bad position. [I]Committee Defense[/I] is an aegis that rewards anticipating what attacks opponents will use against you. A [B]flourish[/B] is a technique that you can add to an attack that meets a certain condition. [I]Experimental Strike[/I] is a flourish with the requirement that your attack has to miss. [B]Committee Defense (Aegis)[/B] Every graduate of a martial academy must defend their thesis. They present their findings to a committee, who pose questions to look for gaps in their knowledge. A wise student anticipates these questions and has a good answer at hand. Similarly, in battle it pays to anticipate what manner of attack enemies might use against you. When a creature attacks you with a weapon (including an unarmed strike or natural weapon), before it hits or misses you can use this technique as a reaction to compose a proper defense and retort. Until the end of your next turn, all attacks against you of that same type (melee or ranged) have disadvantage. Additionally, your sudden insight into that weapon grants you inspiration, which you can only use on attack rolls using that specific type of weapon (e.g., a longsword or a scimitar or a shortsword). If you don't use this inspiration before you take a short or long rest, you lose it. [B]Experimental Strike (Flourish)[/B] Scientific breakthroughs are born of both careful study and wild experimentation. Whenever you use the Attack action and miss with an attack, you may use this technique to make an improvised attack without spending an action, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. Circumstances will dictate how many foes are affected, but this ability should not do more than 1d10 + your Intelligence modifier in damage, and any conditions imposed (such as prone or blinded) should seldom last more than one round. Creature affected can make an Intelligence saving throw to anticipate your trick and avoid the effect. --- Then I would seed more techniques throughout the setting, maybe giving villains some you can learn. [/QUOTE]
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