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Level 20 Capstone Abilities
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<blockquote data-quote="Hawk Diesel" data-source="post: 6814161" data-attributes="member: 59848"><p>I've already kind of addressed this. As far as I'm concerned, level 20 is epic.</p><p></p><p></p><p></p><p>You only get one reaction per round, so at most this would allow a barbarian to negate one attack a round. But as a barbarian on the front lines, he is likely to be drawing more attacks per round. In addition, this ability is likely only going to affect weapon attacks, given it is limited to damage caused by piercing, slashing, or bludgeoning.</p><p></p><p>Besides, at level 5, the rogue gets to use his reaction to halve damage from an attack. Doesn't seem like a great leap for a level 20 character to negate the full damage from one attack.</p><p></p><p> </p><p></p><p>The bard is tricky. I was operating off the false assumption that bardic inspiration refills after a long rest. Forgot that by level 5 it refills after a short rest. </p><p></p><p>Perhaps 2d6 bardic inspiration and endless font similar to the sorcerer ability would be a good call.</p><p></p><p></p><p></p><p>I see your points and I don't disagree. It is a vague power, and the reset time is pretty long. But the way I interpret it is similarly to your understanding that the cleric effectively gets wish. However, unlike the wizard using wish, it doesn't carry the same drawbacks. Wish is a pretty dangerous spell for a wizard to use if he tries to do anything other than reproduce the effects of another spell, and each time using it to do anything other than reproduce another spell carries the potential to never be able to cast it again.</p><p></p><p>Given this, it is a powerful ability. But I can see adding something that can be done more regularly. I don't see giving Divine Intervention to clerics more often than once a week, because honestly, I'm sure whatever deity your cleric worships is going to get tired of answering these calls all the time.</p><p></p><p>And also, let's not forget the role play potential in using this ability. You can have personal interactions and conversations with a deity at this point. You could effectively become personal friends with Vecna, Orcus, Boccob, or Pelor. You can pick your god's brain, get access to their powers for a time, your imagination is the literal limit to what this power could do. Well, imagination and your DM.</p><p></p><p></p><p></p><p>I'm glad we see eye to eye on this one. ^_^ I thought I specified that this ability only gives you the benefit of one of your fighting styles. I will reread it later and double check the wording is sufficient for my intention.</p><p></p><p> </p><p></p><p>I really struggled with this one. I agree that there should be unique options for each style, but I just couldn't think of anything. </p><p></p><p></p><p></p><p>I think I see where you're going with this, but when compared to Peerless Archer, it seems weak. But when I think of Close-Quarters shooter, I think of someone that can pull off trick shots and things. So maybe something that allows you to knock an enemy prone, pin someone to a wall, disarm them, something like that. But then, at the same time, that has the potential to get messy and step on the Battlemaster abilities.</p><p> </p><p> </p><p></p><p>I agree it needs its own style, but coming up with ideas that put it on par with the other fighting styles, as well as the other capstone abilities is tricky.</p><p></p><p></p><p></p><p>Personally if someone had both, I would rule that you get the resistance and then 3 damage removed from that. I don't wanna penalize someone for taking a feat.</p><p></p><p> </p><p></p><p>Thank you. ^_^</p><p></p><p> </p><p></p><p>This one was a challenge because it was so different from other fighting styles. Personally, I think you get to a point where the abilities of martial skill and magic become indistinguishable, so I don't have a problem with the holding breath seeming to be on the verge of magical. </p><p></p><p></p><p></p><p>Personally, I see Terrible Onslaught and Sentinel as very synergistic. Yes, the fighting style effectively takes over the second part of the Sentinel feat, as it does what Sentinel does only better.</p><p></p><p>However, being able to stop people in their tracks with the AoOs is not something Terrible Onslaught does, but Sentinel does, and that is a potentially cool thing to witness. </p><p></p><p>Then, on top of that, Sentinel gives you a new way to get an AoO. Since Terrible Onslaught gives you unlimited AoOs in a round, a fighter with Terrible Onslaught and Sentinel would easily have the most attacks allowed in a round.</p><p></p><p></p><p></p><p>I see where you're going with that. Here's my thoughts. Terrible Onslaught (especially with Sentinel) is going to have the highest potential for number of attacks in a round, but this is dependent on how the opponents may attempt to move around the battlefield. Two-Weapon Master would have the most number of attacks consistently, since they would be able to make 6 attacks in a round every round. In addition, off-hand weapons do not have to be weaker. I don't see any fighter going this route without also taking dual-wielder. But even if they did, imagine a champion that crits on an 18-20 with 6 attacks in a round. Light weapon or not, the increased potential for generating a crit is worth the price of admission in my opinion.</p><p></p><p>But I suppose one way to do it is to say when you are wielding two weapons, you can make 5 attacks when you use the attack action. Then you still have the option for the bonus action attack.</p><p></p><p></p><p></p><p>I considered doing this. But when I reviewed the various monk abilities, most of them only require a single point to activate. Diamond Soul lets you reroll a saving throw for a ki point. Stunning fist is only 1 ki point. Deflect missiles is a ki point if you wanna try and fire it back at the person. I just see having unlimited ability to do all that as too great. Which is why I went with eliminating the cost of the early monk abilities. This way they aren't just constantly rerolling saving throws and stuff. </p><p></p><p>I'll get to the other points sometime later. Perhaps tomorrow.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6814161, member: 59848"] I've already kind of addressed this. As far as I'm concerned, level 20 is epic. You only get one reaction per round, so at most this would allow a barbarian to negate one attack a round. But as a barbarian on the front lines, he is likely to be drawing more attacks per round. In addition, this ability is likely only going to affect weapon attacks, given it is limited to damage caused by piercing, slashing, or bludgeoning. Besides, at level 5, the rogue gets to use his reaction to halve damage from an attack. Doesn't seem like a great leap for a level 20 character to negate the full damage from one attack. The bard is tricky. I was operating off the false assumption that bardic inspiration refills after a long rest. Forgot that by level 5 it refills after a short rest. Perhaps 2d6 bardic inspiration and endless font similar to the sorcerer ability would be a good call. I see your points and I don't disagree. It is a vague power, and the reset time is pretty long. But the way I interpret it is similarly to your understanding that the cleric effectively gets wish. However, unlike the wizard using wish, it doesn't carry the same drawbacks. Wish is a pretty dangerous spell for a wizard to use if he tries to do anything other than reproduce the effects of another spell, and each time using it to do anything other than reproduce another spell carries the potential to never be able to cast it again. Given this, it is a powerful ability. But I can see adding something that can be done more regularly. I don't see giving Divine Intervention to clerics more often than once a week, because honestly, I'm sure whatever deity your cleric worships is going to get tired of answering these calls all the time. And also, let's not forget the role play potential in using this ability. You can have personal interactions and conversations with a deity at this point. You could effectively become personal friends with Vecna, Orcus, Boccob, or Pelor. You can pick your god's brain, get access to their powers for a time, your imagination is the literal limit to what this power could do. Well, imagination and your DM. I'm glad we see eye to eye on this one. ^_^ I thought I specified that this ability only gives you the benefit of one of your fighting styles. I will reread it later and double check the wording is sufficient for my intention. I really struggled with this one. I agree that there should be unique options for each style, but I just couldn't think of anything. I think I see where you're going with this, but when compared to Peerless Archer, it seems weak. But when I think of Close-Quarters shooter, I think of someone that can pull off trick shots and things. So maybe something that allows you to knock an enemy prone, pin someone to a wall, disarm them, something like that. But then, at the same time, that has the potential to get messy and step on the Battlemaster abilities. I agree it needs its own style, but coming up with ideas that put it on par with the other fighting styles, as well as the other capstone abilities is tricky. Personally if someone had both, I would rule that you get the resistance and then 3 damage removed from that. I don't wanna penalize someone for taking a feat. Thank you. ^_^ This one was a challenge because it was so different from other fighting styles. Personally, I think you get to a point where the abilities of martial skill and magic become indistinguishable, so I don't have a problem with the holding breath seeming to be on the verge of magical. Personally, I see Terrible Onslaught and Sentinel as very synergistic. Yes, the fighting style effectively takes over the second part of the Sentinel feat, as it does what Sentinel does only better. However, being able to stop people in their tracks with the AoOs is not something Terrible Onslaught does, but Sentinel does, and that is a potentially cool thing to witness. Then, on top of that, Sentinel gives you a new way to get an AoO. Since Terrible Onslaught gives you unlimited AoOs in a round, a fighter with Terrible Onslaught and Sentinel would easily have the most attacks allowed in a round. I see where you're going with that. Here's my thoughts. Terrible Onslaught (especially with Sentinel) is going to have the highest potential for number of attacks in a round, but this is dependent on how the opponents may attempt to move around the battlefield. Two-Weapon Master would have the most number of attacks consistently, since they would be able to make 6 attacks in a round every round. In addition, off-hand weapons do not have to be weaker. I don't see any fighter going this route without also taking dual-wielder. But even if they did, imagine a champion that crits on an 18-20 with 6 attacks in a round. Light weapon or not, the increased potential for generating a crit is worth the price of admission in my opinion. But I suppose one way to do it is to say when you are wielding two weapons, you can make 5 attacks when you use the attack action. Then you still have the option for the bonus action attack. I considered doing this. But when I reviewed the various monk abilities, most of them only require a single point to activate. Diamond Soul lets you reroll a saving throw for a ki point. Stunning fist is only 1 ki point. Deflect missiles is a ki point if you wanna try and fire it back at the person. I just see having unlimited ability to do all that as too great. Which is why I went with eliminating the cost of the early monk abilities. This way they aren't just constantly rerolling saving throws and stuff. I'll get to the other points sometime later. Perhaps tomorrow. [/QUOTE]
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