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The Problem With At Will Attack Granting
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<blockquote data-quote="mellored" data-source="post: 7364671" data-attributes="member: 6801209"><p>There's plenty of levels left to add other stuff. Like alternate uses for reactions (reroll when an enemy hits), sub-class skills (ranger group can move overland faster while using stealth), and such. That's just a skeleton. It still needs some meat an skin.</p><p>Also keep in mind, help action super-advantage will work for skills as well.</p><p></p><p>Also, I didn't want too much healing at level 1. Spending a hit die is enough to get off the ground.</p><p></p><p></p><p>Level 1: As a bonus action, you can allow someone to spend a hit die. You can do this a number of times equal to your class level per long rest.</p><p>Sub-class: (bonus proficency / expertise)</p><p>i.e. rangers get expertise in survival. Medics get expertise in medicine. warlords get weapon and armor. diplomats get persuasion</p><p></p><p>Level 2: when you take the help action, the target can roll 3 d20s instead of 2.</p><p></p><p>Level 3: Sub-class: (you can use your action to...</p><p>i.e. rangers can allow everyone to make a stealth check. Medics get +Int to healing. warlord can attack and help in the same action. Diplomats can charm.)</p><p></p><p>Level 5: As a reaction when someone misses an attack or fails a skill check, you can let them reroll the attack or check.</p><p></p><p>Level 6: Sub-class (you can use your reaction to...</p><p>i.e. rangers can move and hide as a reaction. medics and move and heal if someone drops. warlords can use the help action when they make an OA.).</p><p></p><p>... (more stuff, like initiative, reaction to avoid OAs, out of combat sub-class skill stuff...)</p><p></p><p>Level 11: you gain an extra reaction.</p><p></p><p>... (slightly more fantastic stuff, reaction to reroll failed a save with disadvantage, full action grant 1/rest, prevent a failed spell from using resources, more sub-class stuff).</p><p></p><p>Level 20: When you use the help action, the target d20 roll cannot be less than a 8 + your Int modifier.</p></blockquote><p></p>
[QUOTE="mellored, post: 7364671, member: 6801209"] There's plenty of levels left to add other stuff. Like alternate uses for reactions (reroll when an enemy hits), sub-class skills (ranger group can move overland faster while using stealth), and such. That's just a skeleton. It still needs some meat an skin. Also keep in mind, help action super-advantage will work for skills as well. Also, I didn't want too much healing at level 1. Spending a hit die is enough to get off the ground. Level 1: As a bonus action, you can allow someone to spend a hit die. You can do this a number of times equal to your class level per long rest. Sub-class: (bonus proficency / expertise) i.e. rangers get expertise in survival. Medics get expertise in medicine. warlords get weapon and armor. diplomats get persuasion Level 2: when you take the help action, the target can roll 3 d20s instead of 2. Level 3: Sub-class: (you can use your action to... i.e. rangers can allow everyone to make a stealth check. Medics get +Int to healing. warlord can attack and help in the same action. Diplomats can charm.) Level 5: As a reaction when someone misses an attack or fails a skill check, you can let them reroll the attack or check. Level 6: Sub-class (you can use your reaction to... i.e. rangers can move and hide as a reaction. medics and move and heal if someone drops. warlords can use the help action when they make an OA.). ... (more stuff, like initiative, reaction to avoid OAs, out of combat sub-class skill stuff...) Level 11: you gain an extra reaction. ... (slightly more fantastic stuff, reaction to reroll failed a save with disadvantage, full action grant 1/rest, prevent a failed spell from using resources, more sub-class stuff). Level 20: When you use the help action, the target d20 roll cannot be less than a 8 + your Int modifier. [/QUOTE]
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