Mustrum's Mythical Fighter Techniques

So, we've discussed a lot about 15 minute adventure days, novaes, and general unspecialness of fighter abilities in past editions. Here's my take on some abilities I could see a high level fighter have to get similar "nova"ing potential and utility potential as a spellcaster and to get some mythic qualities.

I think many of these abilities are not that much of a stretch, but some may be. If you want, you can ignore the ones that you find ridicilious, or you can consider that they may be magical abilities gained from items in the fighter's possession - maybe even items that do not actually grant that specific ability if anyone uses them, but require specific training and experience to use for that. So you can basically use the Batman (he does all this great stuff thanks to cleverly designed gadgets) or Beowulf (he's a damn legendary hero and he follows the logic of dreams and myths.)

Stamina and Fighter Techniques

Fighters have stamina, which represents their reserve of physical and mental power for extraordinary actions. With the right training they can apply this stamina for incredible feats, also called Fighter Techniques.

A fighter has 1 stamina point per level. After an extended rest, he recovers all lost stamina points.

Each level, a Fighter learns one new technique of his level or lower.
A fighter can learn additional techniques of stamina in play.
Other Fighters or similar trainers can train you the feats they know and your character qualifies for. Such training takes about one week. Some fighting manuals and historical texts may also contain information on such feats, so look for books and writings from or about legendary warriors. Some techniques are only available with the right magic item - it requires the special skills and endurance of a Fighter to unlock these items' true power.

Additional Concepts:

Death Marks:
Death Marks represent a Fighter's ability to understand the enemies fighting technique and his weaknesses. If you have enough such understanding, you can perform a deadly attack that may outright kill your opponent as he's unable to defend himself effectively, regardless of hit points.

Stances:

Stances describe a certain mode of combat. A fighter can only assume one stance at a time. Stances describe when they are ended, they usually at least end when the fighter spends more stamina

Sample Listing of Techniques (sufficient for a core rulebook, I think)

Level 1 Techniques

Exceptional Recovery
Your endurance allows you to last longer than most.
When you spend a hit die, you can also spend one stamina to immediately regain the hit die.

Battle Gambit
Your enemy may have breached your defense for a moment, but you immediately counter.
When an enemy in reach hits you with a melee attack, you can spend one stamina to make a melee attack against that enemy.

Athletic Burst
You push yourself to your limits
You can spend one stamina at the start of your round to double your speed with any movement and also double your jump distance and height, and if you make any strength check to burst or break something, or to free yourself, you have advantage.

Far Shot
You take aim to make an impossible seeming long shot.
When making a ranged attack, spend one stamina to double your range and deal extra damage equal to your Dexterity or Wisdom bonus.

Knock Down Attack
You make a powerful attack that knocks your opponent down.
When you hit an opponent, spend one stamina to knock him prone. You can choose to deal extra damage equal to your strength modifier, or also push the enemy up to 5 ft per your strength modifier.

Level 3 Techniques:

Fighter's Surge
You spring into a blinding fast action.
Spend one stamina to take one extra action to make a melee or ranged weapon attack. You can use this ability only once per round.

Dire Warning
You utter a powerful warning that shocks, surprises or intimidates your enemies, causing them to hesitate for a moment.
Spend one stamina to have any enemy that can see or hear make a Charisma save against 10 + your CHA. If the save fails, that enemy cannot make an attack against you or your allies until you or one of your allies make an attack. Targets can spend an action to make a new save. Targets unaffected can also spend an action so that each target can make another save, representing them talking them back into the fight.

Danger Sense
You react to danger faster than anyone could expect.
When rolling initiative, you can spend one stamina to ignore the surprised condition and grant yourself and allies that can see or hear you a +5 bonus.

Clearing Scream
You scream at your ally, causing him to clear his mind.

On your action, spend one stamina to scream at an ally that is confused, dazed, stunned or dominated to grant him a charisma save against that effect. He gets a bonus equal to your Charisma bonus on the save.

Inevitable Strike
You learn from each of your misses
Spend one stamina to assume the Inevitable Strike stance. Each time you miss, you gain a +1 bonus to your attack and damage rolls. If an attack hits, the bonus is immediately reset to 0. The stance ends when you hit at least three times or spend another stamina token.

Level 6 Techniques

Masterful Dodge
You move and weave through your enemy attacks, making them much less effective than they would normally be.
Spend 3 stamina to assume a defensive stance. While in this stance, you take only half damage from all attacks and spells. The stance ends when you spend another stamina token or have taken damage equal to twice your level.

Ride the Dragon
You leap into the beasts back, thrusting your sword into its wing to hold yourself.Spend 3 stamina to make a leap up to 4 times as long and high as normal to move at a target within range of the leap, then make a melee attack roll against that target - you have advantage if the target is flying.
If you hit, you grab the target and deal normal damage. If the target is your size or smaller and flying, it must spend all its flight movement to descend. If the target is larger than you, you can choose to reduce its flight speed by 30 ft. If the target is not flying, it is knocked prone.
While you are grabbing the target, you have advantage on all checks and saves to keep attached to the target, and the creature has disadvantage on all attempts to escape the grab.
[DM NOTE: You may allow people to perform similar grab attempts to latch onto flying creatures - this ability guarantees to give the Fighter an edge over someone improvising the effect. Also, despite the name, it doesn't just work on dragons.]

Stunning Blow

You make a powerful blow that knocks the fight of your opponent
When your attack bloodies an opponent, or you damage a bloodied opponent, you can spend 3 stamina to immediately knock him out. The opponent must make a Constitution Save vs 10 + STR to drop unconscious. If the save succeeds, roll damage twice and apply the sum. Should the attack drop the enemy, he is dropped unconscious,never dead.

Fighter's Guidance
You know how to teach people enough about fighting that they can fight more effective while you are nearby.
If you have spend at least one day fighting or training alongside one other character, you can spend up to 3 stamina each day to aid that character on his action to graint him the benefits of one Fighter Technique of 3rd level or lower.
You can train multiple characters in this manner, but you can never spend more than 6 stamina for this on any given day. You must be concious and able to see or hear the ally for this benefit to work.

Word on the Streets
You are familiar with the streets of the city, and can intermingle with all types of people.
IF you are within a settlement, you can spend three stamina to spend 1d4 hours to gather any information on a particular topic that could be available in the city. After the time, you have a found the information or a source for the information. If you only gain the source of the information, you know how to reach or contact it with methods available to you, and you gain advantage on all checks to acquire the information from the source or reach the source, and to avoid notice while doing so for the next 24 hours or until you take an extended rest. If you take a rest, you can continue gaining the benefits for another 24 hours or the next extended rest by spending another 3 stamina.

Rapid Shot
You fire a rapid series of arrows at your target
Take an action and spend 3 stamina to make two ranged attacks against an opponent. If both attack hit or both attack miss, you have advantage on your next attack against the opponent. You can use this ability only once per round.

Words of Inspiration
You utter inspiring words to your ally, bolstering his morale and making him fighter harder.
Spend 3 stamina to grant one of your allies temporary hit points equal to your fighter level. As long as he still has these hit points remaining, he can roll twice on each damage roll and take the higher result. The hit points disappear when the ally spends a hit die or falls asleep or unconscious.

Level 9 Techniques

Perfecting Strike
With each strike, your enemy reveals his strength and weaknesses t you, until you can land a perfectly deadly blow.
When making an attack against an opponent, you can spend one stamina to apply a death mark on the target, regardless whether you miss or hit. The target is aware that you are focusing on it, without knowing anything more specific. If the targe has 3 death marks on it (including the one you apply with the current attack) and you hit with the attack, the target must immediately make a Constitution or Dexterity Save (your choice) against 10 + your Strength or Dexterity. If he fails, the attack kills him (it never knocks him down) in a fashion as spectaculary as you wish. If he succeeds, roll one extra damage die for each death mark and remove all death marks afterwards.

Sprightly Step
You burst into seemingly impossible speed.
Spend 3 stamina to move at 5 times your normal speed (in any movement mode), and you can jump 5 times as far and high as normal for one round.

Blind Fight
You can focus to use all your senses to gather information on your surroundings.
Spend 3 stamina to assume the Blind Fighting stance. While doing so, you can ignore all penalties for blindness and invisibility for targets within 50 feet. If you are not blind, you also gain the benefits of low-light vision. You have advantage on all wisdom checks to notice or find things.
This stance ends when you spend another stamina token or drop unconciour or asleep.

Surprising Block
Much to your enemies surprise, you block his attack.
When you are hit by a melee attack, spend 3 stamina to block the attack and take no damage. Then, immediately make a melee attack against him. You have advantage on that attack.

Bullheaded
You can ignore and shake off debilitating effects and magical tricks
When you make a saving throw, you can spend 3 stamina to automatically succeed. You also gain temporary hit points equal to your fighter level.

Enduring Runner
You can run longer and faster than most.
Spend 3 stamina to increase your movement speed by 10 ft for 24 hours or until you take an extended rest. You have advantage on all movement and endurance related checks during this time.

Spellbreaker
Your enemy may believe himself save behind his magical defenses - this may be his last mistake.
When you hit an enemy protected by magical defenses, you can spend 3 stamina to suppress one of the spells active on the target The effect remains suppressed until you end without having attacked the target or being adjacent to it.
If you know the magical protection affecting the enemy, you can choose which to suppress. Otherwise, the DM may choose one for you.
[DM Note: If you choose the spell, make sure it's one that is useful to suppress. If in doubt, first take spells that negate or reduce damage, like Stoneskin, then spells that raise defenses like Mage Armor or Shield, then illusions like Invisibility or Mirror Image, and then spells that make attacking the target dangerous, like a Flame Shield. Note that if the Fighter can identify a spell, he doesn't need to follow this list. Also, if you find it unlikely that a non-spellcaster can dispel or suppress magical effects without magic on his own, you may require a magical weapon or other magical trinket in the fighter's possession to allow this ability to work.)

Level 12 Techniques

Whirlwind Strike
You dart across the battlefield, striking your opponents.
Spend 5 stamina and an an action. Afterwards, move up to twice your movement speed. You can make a melee attack against every enemy you move adjacent to during this movement.

Flurry of Blows
You make a rapid series of blows, overwhelming your enemies defenses.
If you hit an opponent with a melee attack, immediately spend 5 stamina - you can make three additional melee attacks against the target. If all attacks miss or all attack hit, you have advantage on your next attack.

Hail of Arrows
You fire your bow at a rapid pace
Spend 5 stamina to assume the Hail of Arrows stance. While in this stance, you can spend an action (only once per round) to deal damage with a ranged weapon (either a bow or a magical weapon that returns to you) to all enemies in a 10 ft radius burst. Enemies in the burst can make a dexterity saving throw against 10 + Dex to negate the damage . The stance ends when you spend another stamina token, or you switch to a different weapon, or you drop unconcious.

Deflect Arrows
You deflect arrows with whatever you have at hand - including your hand, and evade any ranged attacks.
Spend 5 stamina token to assume the Deflect Arrows stance. While in this stance, you take no damage from normal ranged attacks. You can choose to even collect arrows or thrown objects, provided you can carry them. You take only half damage from area attacks. This stance ends if you spend stamina or drop unconcious.

Legendary Runner
You can run longer and faster than most, and your example inspires your comrades.
Spend 5 stamina to double your movement speed for 24 hours or until you take an extended rest. You and all your allies have advantage on all movement and endurance related checks during this time.

Legendary Burst
You have a legendary ability to burst into speed.
Spend 5 stamina to move 12 times your speed and jump 12 times as high and long as normal for one round.

Leadership
You can train anyone to get into fighting shape and follow your lead.
Spend 5 stamina to train 5+CHA or INT allied creatures (player characters, non-player characters and even animals or beasts) basic fighting techniques. This requires at least one day of training. You can spend additional tokens to train a larger group of people in that time (5+CHA creatures per 5 tokens).
As long as you can hear or see someone of this group, you can spend up to 10 stamina tokens each day to graint them the benefit of one fighter technique of 3rd level or lower.

Level 15 Techniques

Battlefield Tactician
You study the battlefield, and direct your allies.
Spend 5 stamina to assume the Battlefield Tactican stance. While in this stance, on your turn you can spend one stamina to allow one ally to take an action. The ally has advantage on any weapon attacks he makes for that. This stance ends when you spend stamina for anything else but the ability granted by the stance, or when you drop unconcious.

Battlefield Dominance
Your presence dominates the battlefield.
Spend 5 stamina to assume the Battlefied Dominance stance. While in this stance, all enemies have disadvantage to attacks not directed against you. When you make an attack against an opponent, he must make a Charisma Save against 10 + your Charisma modifier. If he fails, any attacks he makes must include you and he has disdavantage for any such attacks, while you and your allies have advantage against that enemy. The stance ends when you drop unconcious or spend stamina.

Legendary Blow
You perform a blow with incredible power.
When your attack hits, spend 5 stamina to inflict 3 extra dice of damage, knock the target prone and push the target up to 50 ft. The target loses its next action unless it succeeds on a Constitution Save 10 + STR.
You can use this ability also to burst open a door or break through a wall - you have advantage and a +10 bonus on any check required for that.

Cry Havoc
You observe the battlefield for weaknesses, and order your allies to show no mercy.
Spend 5 stamina to assume the Cry Havoc stance. Whenever you or one of your allies makes a succesful attack against an enemy, he gains one death mark (see also Perfect Strikes). You must see both the target and the ally. When you hit an enemy that has 3 death marks, the enemy immediately has to make a Constitution Save DC 10 + Dex or Str, or die. If he succeeds, he takes additional damage dice equal to the number of death marks on him and then loses all death marks. This stance ends when you spend stamina, drop unconcious, order it to end, or two opponents have made a save against the effect.

Grim Traveller
You know how to appear as a mysterious and dangerous stranger so that no one dares to bother you.
Spend 5 stamina token. For the next 24 hours, no one will dare to approach you or attack you unless you wish so. Creatures with a level above yours can make a Charisma Save DC 10 + CHA. If they fail, they can still decide to pursue so, and can attempt a new save each hour. Even nature itself will try to avoid you, allowing you to move you and any allies at twice the normal speed while travelling.
This benefit also applies to your allies if they remain within sight.You (but not your allies) also gain advantage on all checks to intimidate or threaten people while using this ability.

Level 18 Techniques

Legendary Willpower
You take a deadly wound, but refuse to die.
You suffer an effect that would normally kill or incapicitate you. You can spend 7 stamina to negate that effect - a disintegration spell's effect or a petrificatin effect is slowed down, s, a deadly stroke leaves a grievious wound but you continue despite the pain, a deadly poison's effect is delayed. You immediately gain temporary hit points equal to twice your level and ignore any penalties for having 0 or less hit points.While you still have temporary hit points left, you can refresh them to a value equal to your level for 3 stamina. Should you be able to live for more than a day and survive an extended rest, you must spend stamina equal to the stamina you spend in total on this ability on the previous day. You do not recover any hit dice from rest while under this effect.
Should your temporary hit points ever be lost, you immediately suffer the triggering effect.

Legendary Presence
You are a fighter of legends, and with the right words, you can inspire your allies to greatness.
Spend 7 stamina and talk for a 1d6-CHA (minimum 1) minutes. You gain advance on all charisma checks to people that heard you afterwards, and all targets suffer disadvantage on their first save against any of your abilities. Your allies gain temporary hit points equal to your level. While they have these temporary hit points, they gain advantage on initiative checks and attack rolls. The hit points are lost the first time an ally spends a hit die or falls unconcious or asleep.

Legendary Speed
You gained a reputation for your incredible speed, and it is not undeserved!
Spend 7 stamina. You assume the Legendary Speed stance. While in this stance, you move twice your speed and can jump twice as high and far as normal. You can make a free melee or ranged attack in each round at the end of your turn - if you haven't made an attack in that round, you have advantage on this attack. This stance lasts as long as you do not spend more stamina, drop unconcious take an extended rest, or spend a hit die.

Legendary Reputation
Your reputation as fighter precedes you, and people are willing to serve you for the right cause - or the right price.
Within a settlement, you can spend 7 stamina and 1d6+6 hours to recruit allies and mercenaries to your aid. The total level of this recruits equal your fighter level, with the highest possible individual with a level equal to 15 + CHA. These allies do not come automatically for free, but they will come if you can convince them to fight for your cause or for the price they negotiate. All the necessary negotiations occur within the alloted time. You are guaranteed to always find allies worth at least 20 levels, but it depends on the negotiations whether you can acquire someone of the level you desire. You have advantage on all checks for negotiations during this time.

Threat of Death
You threaten your enemy with death in no uncertain term, motivating your enemy to aid you - or face the consequences
Spend an action and 7 stamina to threaten your enemy with death. The enemy immediately gains 3 death marks (see also Perfecting Strike) for 24 hours. At the end of the 24 hours, you can spend another 7 stamina token to continue the effect, otherwise the target lose all death marks and any effect on it ends. Whenever you hit the target with an attack, the target must make a Constitution or Dexterity save (your decision) or die. If he succeeds the check, he takes a number of extra damage dice equal to the number of death marks, and loses one death mark afterwards.
You may also allow the target to perform up to 3 favors for you and have advantage on all checks to convince him of performing that favor for whatever price (if any) you deem acceptable. If the agrees to a favor, it has advantage on all ability checks to perform that favor. Each time it completes a favor, you remove one death mark.
[NOTE: You can use this ability on allies, though some may dislike your manners.]

 
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ZombieRoboNinja

First Post
This is a provocative post. Some thoughts:

1. Some of the terminology and time limits would need to be standardized, and the list would have to be playtested carefully for balance and exploitability. For example, as written you could use the "Enduring Runner" ability right before an extended rest and be zooming around at full stamina the whole next day. ;)

2. One technique per level seems like too many. Maybe every odd level?

3. This would almost certainly have to be an option, not core to the fighter class (if you don't want to enrage the "simple fighter" folks). Figuring out how to fit in this option will be a challenge too (as a separate "mystic fighter" class? the world's biggest theme?) but I'm thinking something of this scale will be necessary in any case.

Overall, though, I would enjoy playing this class.
 

Raith5

Adventurer
Great ideas! I like the idea of power points. I just wonder if there are too few stamina points at lower levels? Maybe start with 2 points or 1 point per Con bonus instead of one at first level. Maybe recharge 1 point after a short rest?
 

SKyOdin

First Post
Well, I would have to do some serious number-crunching and playtesting to know if these abilities would work correctly, but in general I think this is the kind of thing the fighter needs to keep up with Vancian spell-casters, if not exactly to my tastes (I'm fond of encounter abilities).

However, I am concerned about Fighter's Surge. Being able to take extra actions, particularly so easily for so cheap, is not something to do lightly. It would be a must-have technique to get at lower levels, and would probably see more regular use than the more powerful techniques even at really high levels. For example, see how 3.0E Haste was a really, really powerful spell. Your Fighter's Surge isn't exactly that, but I suggest making it grant an additional attack, rather than a full additional action.
 

Well, I would have to do some serious number-crunching and playtesting to know if these abilities would work correctly, but in general I think this is the kind of thing the fighter needs to keep up with Vancian spell-casters, if not exactly to my tastes (I'm fond of encounter abilities).

However, I am concerned about Fighter's Surge. Being able to take extra actions, particularly so easily for so cheap, is not something to do lightly. It would be a must-have technique to get at lower levels, and would probably see more regular use than the more powerful techniques even at really high levels. For example, see how 3.0E Haste was a really, really powerful spell. Your Fighter's Surge isn't exactly that, but I suggest making it grant an additional attack, rather than a full additional action.
Fighter Surge is supposed to be what the current playtest fighter gets at 3rd level, and I think that made no limitations. IIRC. We don't really know how it scales yet - can a Level 20 Fighter take 20 surges?
It probably needs a limitation so the later Fighter abilities don't allow a spellcaster to cast two spells, though.

Great ideas! I like the idea of power points. I just wonder if there are too few stamina points at lower levels? Maybe start with 2 points or 1 point per Con bonus instead of one at first level. Maybe recharge 1 point after a short rest?
Well, the system is definitely designed to be a "daily mechanic" to balance the Fighter with other daily power users. If wizards can also recover one spell level or some such with a short rest, yes, if not, no.

ZombieRoboNinja said:
1. Some of the terminology and time limits would need to be standardized, and the list would have to be playtested carefully for balance and exploitability. For example, as written you could use the "Enduring Runner" ability right before an extended rest and be zooming around at full stamina the whole next day.
You are correct. Some stuff I noticed, some stuff I didn't. I'll declare you my editor then. :p

2. One technique per level seems like too many. Maybe every odd level?
I think one per level is fine, since wizards get at least that many new spells as well. You need to find a fair mix of power and versatility. Of course, if we say that technique acquisition is simple(r), it may be okay to have less gained per level.

3. This would almost certainly have to be an option, not core to the fighter class (if you don't want to enrage the "simple fighter" folks). Figuring out how to fit in this option will be a challenge too (as a separate "mystic fighter" class? the world's biggest theme?) but I'm thinking something of this scale will be necessary in any case.
Well, I figure the "simple fighter" will only ever get Fighter's Surge.
But we don't know yet what WotC has in works. Probably nothing of this kind, since they already said they don't care* if the 15 minute adventure day makes casters more powerful - but I do, that's why I made this. ;)

It would probably be some kind of module, not a theme. I don't think modules are always supposed to be power-neutral, at least, and my only hope is that this elevates the high level Fighter to something worthy fighting, exploring and socializing alongside a Cleric or Wizard, 15 minute adventure day or 24 hours adventuring day.

*) hyperbolic statement
 
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WarlockLord

First Post
I think it's a good start.

I don't think it goes far enough. If we keep the standard D&D wizard, he's still flying around at level 5 whilst throwing nasty ranged attacks. (Did you see fly at level 3 on the playtest survey?) Right now this guy's level 18 abilities are on par with a level 9 3e wizard, and I'm being generous. He's got legendary willpower, but that's really vague and badly worded (does a forcecage count as encapsulation? How about being grappled by a horned devil?) Anyhoo, here's some stuff he's missing.

1)Ability to break magical protections. D&D wizards have always packed "screw you" defensive spells, to the point where "my fighter protects the wizard" was always a laughable fiction the smart wizard players entertained so as not to waste slots on animate dead/summon monster/charm/whatever.

2)Actual, honest-to-god flight of some sort. No really. That thing where fighters are completely useless against flying enemies has got to stop. We can rip off wuxia here, why the hell not. I see you have plenty of abilities which allow you to jump higher, but as it is the superhumanly intelligent magic flying lizard can stay out of range and drop giant rocks/cast spells/breathe fire on you until you die. And you will die.

3)An actual, reliable allies list might be better than "X levels of dudes." Just so fighter players know what to expect rather than arguing with the DM for half an hour. Of course, as "argue common sense with the DM" is one of the design goals of Next, I'm not sure how big of a difference that makes.


Lastly, some things need clarification. What qualifies as a favor? Does "obey all my orders for the rest of your life" count? That's something that should be clarified by you, the designer, before the inevitable 3-hour argument with the DM over common sense and how scary your fighter is. "He killed the lich king by himself! He should be able to scare Joe Shopkeeper into being his slave for life!" Some sort of limit on the negotiations would be cool too, so that you don't get "Well, the lvl 20 abjurer wants 1 million gp. I guess you guys don't have banishment before the big demon fight."

Also, this guy is pretty MAD and you can bet the wizards and co won't be.

All in all, it's a pretty good start. I could see a party of wizards and clerics in 3.5 bringing along one of these guys, but they wouldn't be considered the same power level by a long shot.
 

Chris_Nightwing

First Post
Interesting ideas. Why not bring these moves into line with spells though? Have levels 1-9 or 1-7, have no limit to how many you know (so they can be rewards) and spend stamina to use them on the fly (a spell point sorceror). Obviously there's a lot of balancing to be done.

I would steer clear of things like 'Word on the Street' too - moves like this can give bonuses and grant quirky effects, but probably shouldn't mechanically bypass what could be an interesting roleplaying session. I can see you're trying to give these moves the breadth that exists in spells, but I think this is the wrong way to go about it (I think many of these bypass-a-challenge spells will end up as rituals, costing time/money rather than disposable stamina for starters). I do like the idea of being able to drum up a small force through your awesome fighting reputation - if we see any sort of henchman/hiring-charisma/skill system then this should improve your ability to do this rather than bypass it.
 

Some new idea, from the Iron Heroes Wild Card Feat idea:

Wildcard (Level 9 Technique)
You've gained a deserved reputation for your adaptability and flexibility, always surprising your enemies and allies with new tricks.
Spend 3 Stamina to gain one Level 6 or lower Fighter Technique for the next 24 hours or until your take an extended rest.
Instead of a Fighter Technique, the DM may also allow you take one feat or a skill that you qualify for and is available of level 6 or lower.

Legendary Wildcard (Level 15 Technique)
Your adaptability is legendary.
Spend 5 Stamina to gain any two Level 12 or lower Fighter Techniques for the next 24 hours and or until you take an extended rest.
Instead of a Fighter Technique, the DM may also allow you take one feat or one skill for each technique that you qualify for and is avaialble to characters of level 12 or lower.
 

pemerton

Legend
That's a lot of work! Good stuff.

I haven't GMed 4e psionics, but I gather it suffers a bit from "the high level expensive augments aren't sufficiently better hthan the low level cheap augments to justify themselves". How confident are you in your costings? (Word on the Street looked a bit pricey to me, for example.)
 

Interesting ideas. Why not bring these moves into line with spells though? Have levels 1-9 or 1-7, have no limit to how many you know (so they can be rewards) and spend stamina to use them on the fly (a spell point sorceror). Obviously there's a lot of balancing to be done.

I would steer clear of things like 'Word on the Street' too - moves like this can give bonuses and grant quirky effects, but probably shouldn't mechanically bypass what could be an interesting roleplaying session. I can see you're trying to give these moves the breadth that exists in spells, but I think this is the wrong way to go about it (I think many of these bypass-a-challenge spells will end up as rituals, costing time/money rather than disposable stamina for starters). I do like the idea of being able to drum up a small force through your awesome fighting reputation - if we see any sort of henchman/hiring-charisma/skill system then this should improve your ability to do this rather than bypass it.
I described the levels of the fighter techniques at the level they become available - it happens not by accident to be 7 levels of techniques, though, since I understood that D&D Next will have 7 levels of spells, which would need to be spaced at about 1 per 3 levels.

There is no limitation on how many the Fighter can know, but he must research additional ones. I find it more interesting if techniques can/must be learned - it grants you basically plot hooks for free, since the player may want to acquire additional techniques and the DM can spend rumors of manuals, teachers or magic items providing such techniques.

Note that I worded Word on the Streets and other abilities so that you still have room for roleplaying - the DM can either grant you the information with no roll required within 1d4 hours, but he can also only provide you with the source of an information after this time and still require you to roleplay actually asking the source. The guarantee of the power is that you have the source of information and that you have advantage on all checks regarding acquiring the information.
 

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