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The Warrior
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<blockquote data-quote="Quickleaf" data-source="post: 7064742" data-attributes="member: 20323"><p><strong>Class Features</strong></p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Fighting Talents</span></span></p><p>You gain fighting talents which allow you to accomplish amazing deeds in combat. At 1st level choose one fighting talent from any of the following categories. You learn an additional fighting talent at 3rd, 6th, 9th, 13th, 15th, and 18th level. Most talents can only be selected once, but a few can be taken multiple times as noted below.</p><p> Active talents may be used once per short rest, reflecting the need to hone your blade, practice, catch your breath, and rub the lactic acid from your muscles. However, you may recharge a talent faster by fulfilling its recharge condition, allowing you to use it again without needing a rest.</p><p> Saving throws against your talents are made against a DC = 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice).</p><p></p><p>[SECTION]<strong>Talent Group</strong>--------<strong>Requirement</strong></p><p><strong>General</strong> available to all warriors regardless of weapon wielded</p><p><strong>Armor</strong> requires wearing armor with the listed components</p><p><strong>Archery</strong> require wielding a bow or crossbow</p><p><strong>Dual Weapon</strong> require wielding two weapons</p><p><strong>Great Weapon</strong> require wielding a heavy weapon</p><p><strong>Improvised</strong> situational</p><p><strong>Mount</strong> require being mounted</p><p><strong>Polearms</strong> require wielding a reach weapon</p><p><strong>Shield</strong> require wielding a shield</p><p><strong>Swordplay</strong> require wielding a sword in one hand and having the other free</p><p><strong>Thrown Weapon </strong>require wielding a thrown weapon</p><p><strong>Unarmed</strong> require one or more free hands[/SECTION]</p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Parry</span></span></p><p>At 1st level, when you are hit with a melee attack, but before damage is rolled, you can attempt to parry the blow using your reaction so long as you are wielding a weapon or shield. In order to parry, make an attack roll. If your roll equals or exceeds the attacker’s roll, reduce the damage of the attack by an amount equal to 1d10 + your warrior level. Should you take damage from an attack you only partially managed to parry, your guard is broken and you cannot use Parry again until spending an action to catch your breath and reestablish your guard.</p><p></p><p>[SECTION]<strong>Rules Option: Damaged Weapons & Shields</strong></p><p>Instead of having your guard be broken, if you are using an unbroken weapon or shield, you may opt to have it become broken instead, allowing you to retain your guard. Attacks with a broken weapon deal half damage (rounded down), while a broken shield only provides +1 AC.[/SECTION]</p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Camp Talents</span></span></p><p>Starting at 2nd level, you gain camp talents which allow you to bolster yourself or your allies and facilitate your exploration of the world. At 2nd level choose one camp talent from those below. You learn an additional camp talent at 5th, 11th, and 17th level.</p><p> You use camp talents in between fights, during a short or long rest. Generally, during a short rest you can only make use of one camp talent, while a long rest affords you time to use as many as you desire.</p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Warrior's Gift</span></span></p><p>At 2nd level, choose one of the following options: Action Surge, Against the Horde, or Stalwart Defender.</p><p></p><p><strong>Action Surge (PHB).</strong> Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.</p><p> Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.</p><p></p><p><strong>Against the Horde.</strong> Starting at 2nd level, you can sacrifice one of your attacks on your turn to make a number of additional attacks equal to your proficiency bonus against only CR 1/2 or less creatures (e.g. hobgoblins). Each of these attacks must be made against a different opponent. You may only sacrifice one attack to use Against the Horde on your turn.</p><p> Starting at 17th level, you can use Against the Horde versus creatures of CR 2 or less (e.g. ogres).</p><p></p><p><strong>Stalwart Defender.</strong> Starting at 2nd level, your opportunity attacks don't require a reaction, though you can only make one opportunity attack against a given creature in a round. The maximum number of opportunity attacks you can make in a round is equal to your proficiency bonus. Additionally, while you are not incapacitated, you can make an opportunity attack against a creature that moves more than 5 feet while within your reach.</p><p> Starting at 17th level you have advantage on your opportunity attacks.</p><p></p><p>[SBLOCK=Maths Comparing Warrior's Gift Options]</p><p><strong>Maths for designing 2nd-level Warrior’s Gift</strong></p><p>Equating Action Surge + Against the Horde + Stalwart Defender</p><p></p><p>I suspected that the fighter’s Action Surge feature could be equated to both the OD&D/BD&D/AD&D “multiple attacks against weaker foes” and to 4th edition’s “super reactive defender”, based on how many bonus attacks the features grant per encounter.</p><p></p><p><strong># Bonus Attacks Granted per Encounter</strong></p><p><img src="http://i.imgur.com/YlW6KFq.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Assumption A:</strong> 6 encounter adventuring day on average, with each encounter lasting 3 rounds on average.</p><p><strong>Assumption B:</strong> Against the Horde should grant a slightly higher value of bonus attacks per encounter because it is more conditional upon the adventure the DM presents.</p><p></p><p><strong><span style="font-size: 12px">Action Surge (the baseline for comparison)</span></strong></p><p>I assumed Action Surge is used on average 3 / day, due to the DMG assumptions of 2 short rests/adventuring day consisting of roughly 6 encounters. Technically, the DMG says 6-8 encounters, but I low-balled it for easier maths and because it seemed safer to err on the lower end.</p><p></p><p>At 2nd-level, Action Surge grants 1 attacks. Used thrice/day, that's +3 attacks/day. OR +0.5 attacks/encounter.</p><p>At 5th-level, Action Surge grants 2 attacks. Used thrice/day, that's +6 attacks/day. OR +1 attack/encounter.</p><p>At 11th-level, Action Surge grants 3 attacks. Used thrice/day, that's +9 attacks/day. OR +1.5 attacks/encounter.</p><p>At 17th-level, Action Surge grants 3 attacks. Used six times/day (thanks to the feature improving), that's +18 attacks/day. OR +3 attacks/encounter.</p><p>And at 20th-level, Action Surge grants 4 attacks. Used six times/day, that +24 attacks/day. OR +4 attacks/encounter.</p><p></p><p>Next, I thought about my rough target for Against the Horde. Because it's circumstantial according to the challenge faced (only working against CR 1/2 or less creatures, at 17th+ level CR 2 or less creatures), it should be a bit more potent than Action Surge...maybe granting something like 1.75x or 2x the number of attacks/encounter. That's just my ballpark value eye-balling it. However, CR 1/2 monsters are common at lower level. Therefore Against the Horde shouldn't be too far ahead of Action Surge at lower levels.</p><p></p><p>CR 1/2 monsters, even CR 2 monsters, may becoming increasingly rare at higher levels. Therefore Against the Horde should significantly increase in power compared to Action Surge at higher levels.</p><p></p><p><strong><span style="font-size: 12px">Against the Horde</span></strong></p><p>For Against the Horde, I assumed that in a 6 encounter adventuring day about half the encounters offer use of Against the Horde. I further assumed that AtH could be used fully in the first round of an applicable encounter, and used half as effectively in the second round…due to monster attrition. The decreasing appearance of lower-level monsters at higher-level is very roughly offset by the 17th-level increase in CR that Against the Horde can target. I also assumed that despite increasing monster group size, the fighter's increased # of attacks and the party's ability to handle large mobs increases in step with the number of monsters. </p><p></p><p>So, for 2nd level, here's the calculations I made for Against the Horde</p><p></p><p>There are 18 combat rounds in 1 adventuring day</p><p>normally 18 attacks at 2nd-level</p><p>but 3 of those rounds</p><p>have +1 attack thanks to AtH (i.e. sacrifice 1 attack to gain 2 attacks vs. weaker monsters)</p><p>and another 3 of the rounds</p><p>have +0.5 attacks thanks to AtH</p><p>= for a total of +4.5 attacks / day</p><p></p><p>So the values for Against the Horde (AtH) look like...</p><p></p><p>At 2nd-level, AtH grants +4.5 attacks/day. OR 0.75 attacks/encounter.</p><p>At 5th-level, AtH grants +9 attacks/day. OR 1.5 attacks/encounter.</p><p>At 11th-level, AtH grants +13.5 attacks/day. OR 2.25 attacks/encounter.</p><p>At 17th-level, AtH grants +22.5 attacks/day. OR 3.75 attacks/encounter.</p><p>And at 20th-level, AtH grants +22.5 attacks/day. OR 3.75 attacks/encounter.</p><p></p><p>This "feels" about right to me, even if I'm making some small mistakes with my assumptions (e.g. maybe I should have assumed two full rounds use of Against the Horde at 17th-level due to targeting CR 2 or less and the generally larger numbers of low-CR monsters required to challenge high-level parties). But overall, until the very highest levels, it puts Against the Horde just ahead of Action Surge...the price being that Against the Horde's usefulness hinges on just how frequently weaker monsters appear in a given adventure.</p><p></p><p><span style="font-size: 12px"><strong>Stalwart Defender</strong></span></p><p>What this does is gives the fighter more battlefield control but requires that the player strategize the best place to position his or her character, and encourages teamwork. Trying to move past the fighter becomes a losing proposition. This preserves the coolness of the Sentinel feat, which more closely models the 4e fighter's "attack my buddy? well I'll attack you!” But how to even begin balancing this?</p><p></p><p>How often are opportunity attacks coming up in an "average session"? Well, with the PHB rules at most 1/round, because each creature gets 1 Reaction per round. So the question is how often will the warrior get to go above this 1/round in an adventuring day? And roughly how many additional attacks do they get to make?</p><p></p><p>Same assumptions as above: Adventuring day with 6 encounters, each encounter lasts 3 rounds.</p><p></p><p>Maybe half of those encounters the warrior is facing fights with enough monsters and enough movement to get use out of Stalwart Defender? So in those 3 encounters where Stalwart Defender comes up, it's probably reasonable to say the 2nd-level warrior gets at least 1 extra attack somewhere in each encounter. I estimated lower than Stalwart Defender's full potential because at lower levels it's really hard/rare to face large numbers of monsters. That gives me a starting point at least.</p><p></p><p>At 5th-level, I'm assuming the warrior gets at least 2 extra attacks somewhere in each of those encounters. Not the full 3 because that starts to make the battlefield cramped, and scenarios where you have a huge team of monsters rushing past the fighter within his reach seem kind of rare. Again, super tough call to make. These are egregious assumptions, but some kind of balance is better than none.</p><p></p><p>That's the assumed pattern I'm using then, that Stalwart Defender allows PROF BONUS -1 extra attacks at least one time during the encounter (or possibly in aggregate, it depends on the encounter). So at 11th-level that becomes 3 attacks, and at 17th-level and 20th-level that becomes 5 attacks. (*)</p><p></p><p>Accounting for the 17th-level advantage to opp. attacks (*) is a bit tricky, but basically advantage is measured as being worth +25% chance of success on average (yes, it varies by target number). That's the value the core books give it, so I'm following suit. The way I can interpret that is to give the number of extra attacks/day (or attacks/encounter) granted at 17th-level and 20th-level a x1.25 modifier, representing more of those attacks landing.</p><p></p><p>So the values for Stalwart Defender (SD) look like...</p><p></p><p>At 2nd-level, SD grants +3 attacks/day. OR 0.5 attacks/encounter.</p><p>At 5th-level, SD grants +6 attacks/day. OR 1 attack/encounter.</p><p>At 11th-level, SD grants +9 attacks/day. OR 1.5 attacks/encounter.</p><p>*At 17th-level, SD grants +18.75 attacks/day. OR 3.125 attacks/encounter.</p><p>*And at 20th-level, SD grants +18.75 attacks/day. OR 3.125 attacks/encounter.</p><p></p><p>With those assumptions, it looks like Stalwart Defender is very comparable to Action Surge, perhaps falling slightly behind at extremely high levels toward the end of a PC's adventuring career. Which seems about right, because Stalwart Defender is something with a trigger that the player can orchestrate meeting (unlike Against the Horde) but it does require some strategic thinking and good positioning (unlike Action Surge, which itself is limited by short rests).</p><p></p><p>It is possible, however, with a different set of assumptions, that Stalwart Defender could seem less or more powerful on paper. I suspect this is one that would need to be playtested to really get a definitive answer.[/SBLOCK]</p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Martial Archetype</span></span></p><p>At 3rd level, you choose an archetype that you strive to emulate in your approach to warfare and conflict:</p><ul> <li data-xf-list-type="ul">Borderlands Guard</li> <li data-xf-list-type="ul">Cavalier</li> <li data-xf-list-type="ul">Destined Hero</li> <li data-xf-list-type="ul">Monster Slayer</li> <li data-xf-list-type="ul">Swashbuckler</li> <li data-xf-list-type="ul">Veteran</li> <li data-xf-list-type="ul">Warlord</li> <li data-xf-list-type="ul">Weapons Master</li> </ul><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Ability Score Improvement</span></span></p><p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p><p></p><p><span style="color: #B22222"><span style="font-size: 12px">Prestige</span></span></p><p>At 9th level you gain a mark of prestige such as a medal, letter of recommendation, parcel of land, stronghold, special favors or special rights, or title. These marks of prestige are described in the DMG pages 228-231. Warrior followers may be selected as a mark of prestige at the DM’s discretion and are described at the end of this document.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7064742, member: 20323"] [b]Class Features[/b] [COLOR="#B22222"][SIZE=3]Fighting Talents[/SIZE][/COLOR] You gain fighting talents which allow you to accomplish amazing deeds in combat. At 1st level choose one fighting talent from any of the following categories. You learn an additional fighting talent at 3rd, 6th, 9th, 13th, 15th, and 18th level. Most talents can only be selected once, but a few can be taken multiple times as noted below. Active talents may be used once per short rest, reflecting the need to hone your blade, practice, catch your breath, and rub the lactic acid from your muscles. However, you may recharge a talent faster by fulfilling its recharge condition, allowing you to use it again without needing a rest. Saving throws against your talents are made against a DC = 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice). [SECTION][B]Talent Group[/B]--------[B]Requirement[/B] [B]General[/B] available to all warriors regardless of weapon wielded [B]Armor[/B] requires wearing armor with the listed components [B]Archery[/B] require wielding a bow or crossbow [B]Dual Weapon[/B] require wielding two weapons [B]Great Weapon[/B] require wielding a heavy weapon [B]Improvised[/B] situational [B]Mount[/B] require being mounted [B]Polearms[/B] require wielding a reach weapon [B]Shield[/B] require wielding a shield [B]Swordplay[/B] require wielding a sword in one hand and having the other free [B]Thrown Weapon [/B]require wielding a thrown weapon [B]Unarmed[/B] require one or more free hands[/SECTION] [COLOR="#B22222"][SIZE=3]Parry[/SIZE][/COLOR] At 1st level, when you are hit with a melee attack, but before damage is rolled, you can attempt to parry the blow using your reaction so long as you are wielding a weapon or shield. In order to parry, make an attack roll. If your roll equals or exceeds the attacker’s roll, reduce the damage of the attack by an amount equal to 1d10 + your warrior level. Should you take damage from an attack you only partially managed to parry, your guard is broken and you cannot use Parry again until spending an action to catch your breath and reestablish your guard. [SECTION][B]Rules Option: Damaged Weapons & Shields[/B] Instead of having your guard be broken, if you are using an unbroken weapon or shield, you may opt to have it become broken instead, allowing you to retain your guard. Attacks with a broken weapon deal half damage (rounded down), while a broken shield only provides +1 AC.[/SECTION] [COLOR="#B22222"][SIZE=3]Camp Talents[/SIZE][/COLOR] Starting at 2nd level, you gain camp talents which allow you to bolster yourself or your allies and facilitate your exploration of the world. At 2nd level choose one camp talent from those below. You learn an additional camp talent at 5th, 11th, and 17th level. You use camp talents in between fights, during a short or long rest. Generally, during a short rest you can only make use of one camp talent, while a long rest affords you time to use as many as you desire. [COLOR="#B22222"][SIZE=3]Warrior's Gift[/SIZE][/COLOR] At 2nd level, choose one of the following options: Action Surge, Against the Horde, or Stalwart Defender. [B]Action Surge (PHB).[/B] Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. [B]Against the Horde.[/B] Starting at 2nd level, you can sacrifice one of your attacks on your turn to make a number of additional attacks equal to your proficiency bonus against only CR 1/2 or less creatures (e.g. hobgoblins). Each of these attacks must be made against a different opponent. You may only sacrifice one attack to use Against the Horde on your turn. Starting at 17th level, you can use Against the Horde versus creatures of CR 2 or less (e.g. ogres). [B]Stalwart Defender.[/B] Starting at 2nd level, your opportunity attacks don't require a reaction, though you can only make one opportunity attack against a given creature in a round. The maximum number of opportunity attacks you can make in a round is equal to your proficiency bonus. Additionally, while you are not incapacitated, you can make an opportunity attack against a creature that moves more than 5 feet while within your reach. Starting at 17th level you have advantage on your opportunity attacks. [SBLOCK=Maths Comparing Warrior's Gift Options] [B]Maths for designing 2nd-level Warrior’s Gift[/B] Equating Action Surge + Against the Horde + Stalwart Defender I suspected that the fighter’s Action Surge feature could be equated to both the OD&D/BD&D/AD&D “multiple attacks against weaker foes” and to 4th edition’s “super reactive defender”, based on how many bonus attacks the features grant per encounter. [B]# Bonus Attacks Granted per Encounter[/B] [IMG]http://i.imgur.com/YlW6KFq.png[/IMG] [B]Assumption A:[/B] 6 encounter adventuring day on average, with each encounter lasting 3 rounds on average. [B]Assumption B:[/B] Against the Horde should grant a slightly higher value of bonus attacks per encounter because it is more conditional upon the adventure the DM presents. [B][size=3]Action Surge (the baseline for comparison)[/size][/B] I assumed Action Surge is used on average 3 / day, due to the DMG assumptions of 2 short rests/adventuring day consisting of roughly 6 encounters. Technically, the DMG says 6-8 encounters, but I low-balled it for easier maths and because it seemed safer to err on the lower end. At 2nd-level, Action Surge grants 1 attacks. Used thrice/day, that's +3 attacks/day. OR +0.5 attacks/encounter. At 5th-level, Action Surge grants 2 attacks. Used thrice/day, that's +6 attacks/day. OR +1 attack/encounter. At 11th-level, Action Surge grants 3 attacks. Used thrice/day, that's +9 attacks/day. OR +1.5 attacks/encounter. At 17th-level, Action Surge grants 3 attacks. Used six times/day (thanks to the feature improving), that's +18 attacks/day. OR +3 attacks/encounter. And at 20th-level, Action Surge grants 4 attacks. Used six times/day, that +24 attacks/day. OR +4 attacks/encounter. Next, I thought about my rough target for Against the Horde. Because it's circumstantial according to the challenge faced (only working against CR 1/2 or less creatures, at 17th+ level CR 2 or less creatures), it should be a bit more potent than Action Surge...maybe granting something like 1.75x or 2x the number of attacks/encounter. That's just my ballpark value eye-balling it. However, CR 1/2 monsters are common at lower level. Therefore Against the Horde shouldn't be too far ahead of Action Surge at lower levels. CR 1/2 monsters, even CR 2 monsters, may becoming increasingly rare at higher levels. Therefore Against the Horde should significantly increase in power compared to Action Surge at higher levels. [B][size=3]Against the Horde[/size][/B] For Against the Horde, I assumed that in a 6 encounter adventuring day about half the encounters offer use of Against the Horde. I further assumed that AtH could be used fully in the first round of an applicable encounter, and used half as effectively in the second round…due to monster attrition. The decreasing appearance of lower-level monsters at higher-level is very roughly offset by the 17th-level increase in CR that Against the Horde can target. I also assumed that despite increasing monster group size, the fighter's increased # of attacks and the party's ability to handle large mobs increases in step with the number of monsters. So, for 2nd level, here's the calculations I made for Against the Horde There are 18 combat rounds in 1 adventuring day normally 18 attacks at 2nd-level but 3 of those rounds have +1 attack thanks to AtH (i.e. sacrifice 1 attack to gain 2 attacks vs. weaker monsters) and another 3 of the rounds have +0.5 attacks thanks to AtH = for a total of +4.5 attacks / day So the values for Against the Horde (AtH) look like... At 2nd-level, AtH grants +4.5 attacks/day. OR 0.75 attacks/encounter. At 5th-level, AtH grants +9 attacks/day. OR 1.5 attacks/encounter. At 11th-level, AtH grants +13.5 attacks/day. OR 2.25 attacks/encounter. At 17th-level, AtH grants +22.5 attacks/day. OR 3.75 attacks/encounter. And at 20th-level, AtH grants +22.5 attacks/day. OR 3.75 attacks/encounter. This "feels" about right to me, even if I'm making some small mistakes with my assumptions (e.g. maybe I should have assumed two full rounds use of Against the Horde at 17th-level due to targeting CR 2 or less and the generally larger numbers of low-CR monsters required to challenge high-level parties). But overall, until the very highest levels, it puts Against the Horde just ahead of Action Surge...the price being that Against the Horde's usefulness hinges on just how frequently weaker monsters appear in a given adventure. [SIZE=3][B]Stalwart Defender[/B][/SIZE] What this does is gives the fighter more battlefield control but requires that the player strategize the best place to position his or her character, and encourages teamwork. Trying to move past the fighter becomes a losing proposition. This preserves the coolness of the Sentinel feat, which more closely models the 4e fighter's "attack my buddy? well I'll attack you!” But how to even begin balancing this? How often are opportunity attacks coming up in an "average session"? Well, with the PHB rules at most 1/round, because each creature gets 1 Reaction per round. So the question is how often will the warrior get to go above this 1/round in an adventuring day? And roughly how many additional attacks do they get to make? Same assumptions as above: Adventuring day with 6 encounters, each encounter lasts 3 rounds. Maybe half of those encounters the warrior is facing fights with enough monsters and enough movement to get use out of Stalwart Defender? So in those 3 encounters where Stalwart Defender comes up, it's probably reasonable to say the 2nd-level warrior gets at least 1 extra attack somewhere in each encounter. I estimated lower than Stalwart Defender's full potential because at lower levels it's really hard/rare to face large numbers of monsters. That gives me a starting point at least. At 5th-level, I'm assuming the warrior gets at least 2 extra attacks somewhere in each of those encounters. Not the full 3 because that starts to make the battlefield cramped, and scenarios where you have a huge team of monsters rushing past the fighter within his reach seem kind of rare. Again, super tough call to make. These are egregious assumptions, but some kind of balance is better than none. That's the assumed pattern I'm using then, that Stalwart Defender allows PROF BONUS -1 extra attacks at least one time during the encounter (or possibly in aggregate, it depends on the encounter). So at 11th-level that becomes 3 attacks, and at 17th-level and 20th-level that becomes 5 attacks. (*) Accounting for the 17th-level advantage to opp. attacks (*) is a bit tricky, but basically advantage is measured as being worth +25% chance of success on average (yes, it varies by target number). That's the value the core books give it, so I'm following suit. The way I can interpret that is to give the number of extra attacks/day (or attacks/encounter) granted at 17th-level and 20th-level a x1.25 modifier, representing more of those attacks landing. So the values for Stalwart Defender (SD) look like... At 2nd-level, SD grants +3 attacks/day. OR 0.5 attacks/encounter. At 5th-level, SD grants +6 attacks/day. OR 1 attack/encounter. At 11th-level, SD grants +9 attacks/day. OR 1.5 attacks/encounter. *At 17th-level, SD grants +18.75 attacks/day. OR 3.125 attacks/encounter. *And at 20th-level, SD grants +18.75 attacks/day. OR 3.125 attacks/encounter. With those assumptions, it looks like Stalwart Defender is very comparable to Action Surge, perhaps falling slightly behind at extremely high levels toward the end of a PC's adventuring career. Which seems about right, because Stalwart Defender is something with a trigger that the player can orchestrate meeting (unlike Against the Horde) but it does require some strategic thinking and good positioning (unlike Action Surge, which itself is limited by short rests). It is possible, however, with a different set of assumptions, that Stalwart Defender could seem less or more powerful on paper. I suspect this is one that would need to be playtested to really get a definitive answer.[/SBLOCK] [COLOR="#B22222"][SIZE=3]Martial Archetype[/SIZE][/COLOR] At 3rd level, you choose an archetype that you strive to emulate in your approach to warfare and conflict: [list][*]Borderlands Guard [*]Cavalier [*]Destined Hero [*]Monster Slayer [*]Swashbuckler [*]Veteran [*]Warlord [*]Weapons Master[/list] [COLOR="#B22222"][SIZE=3]Ability Score Improvement[/SIZE][/COLOR] When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. [COLOR="#B22222"][SIZE=3]Prestige[/SIZE][/COLOR] At 9th level you gain a mark of prestige such as a medal, letter of recommendation, parcel of land, stronghold, special favors or special rights, or title. These marks of prestige are described in the DMG pages 228-231. Warrior followers may be selected as a mark of prestige at the DM’s discretion and are described at the end of this document. [/QUOTE]
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