Baron Opal II
Legend
Wouldn't it though?It would be cool to get back to the thread's actual topic of ways to fix the gap between casters and non-casters. Any new ideas in that regard?
Battle Master is the base class.
Themed maneuvers that are dependent on sub-class and level. Champion could be adapted / cannibalized to the Power Role. Abilities scale with level.
Movement / Agility / Speed
- Human paragon Long / High Jump
- AC bonus with Dash action, bonus with move at higher level
- Move ignoring foes, difficult terrain d/t leaping over obsticles
- Evade OA
- Run over water as long as you end on solid ground
- Escher Run, any surface is "the ground" until the end of your turn
- Gotta Stab 'Em All - Attack all foes within 20 ft.
Power / Leverage / Force
- Sweeping attack that hits targets in a row. Great when cornered or surrounded.
- Forceful strike the knocks back a target enough to push over a cliff, create an opening, &c.
- Thrown weapons have arrow range
- Sunder armor, doors; bend bars, lift gates; paragon weightlifting
- Hit an opponent so hard that when they die their allies test morale, make fear saves
- Cannot be bound; no bond of rope, steel, or magic can restrain them
- Strike foes harmed by magic weapons. Might need a new weapon every other round.
- Bonus to initiative, perceives in "slow time"
- Can remain motionless for extended time (actually quite hard)
- Can negate AC bonus d/t observation and precise strikes
- Parry, Riposte, Disarm; reactive advantages when opponents miss.
- Strong saves d/t predicting how opponents move and attack
- Force concentration checks with thrown knives, perhaps preemptively (uncanny form of counterspell)
- Strike Between Heartbeats - Make an out-of-turn attack
- Hide Wounds- Able to hide suffered damage, damaging morale of the foes and boosting friends morale
- Guide Attacks - grant allies advantage
- "The Plan" - Taking time to assess a situation, the Leader grants bonuses to achieve an objective (not necessarily combat)
- "Alternate Plan B" - Have a means to mitigate unexpected situations, because they really aren't unexpected.
- Inspire Courage - Provide advantage on saves vs fear, emotion manipulation, charm, &c.
- Stand Down - Make an attacking group pause unmoving for a round due to commanding presence
- This Far And No Farther - Keep fighting until all three death saves are failed. While standing those around you gain temp hp from your stalwart courage.
For magicians (because I haven't heard of people complaining about clerics much this edition):
Twice as many spells as before. Not spells castable, actual spells. All of those spells that are out there, useful, but everyday life. And, present situations where they are used in the world and thus reasons for PCs to take. (Social Pillar) Rain Ward- the umbrella form of floating disk. Could actually be useful adventuring if you have to pass under a waterfall or are concerned about that green slimy patch on the ceiling. Couvade- the partner of the birthing woman takes on much of the stress of childbirth, increasing survival of mother and infant. (That's more of a druid spell, though.) Excavation- Digs a well or defensive trench. Wall of Warmth- Heats an area to a habitable level of warmth.
The more situational spells they have, and have opportunity to use, the fewer combative spells they will have. Or, at least use them more judiciously.
EtA: Curated spell lists for magician covenants / guilds. Here are 10 spells per level that you could know. Here's the special ability of your guild. If you want to learn a spell outside of your guild's list you can, but it must be researched.
Maximum spell level castable is Score - 10. In this edition it's easy enough to bring a score to 20- make it an opportunity cost.
Allow multiple spells requiring concentration to be active at the same time. +5 to the Concentration check for each spell, and all are lost if failed. Creates an opportunity cost for clutch plays.
How's that?
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