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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Quickleaf" data-source="post: 9184210" data-attributes="member: 20323"><p>To keep the ball rolling in a positive direction, I had a thought experiment asking "Well, what makes a high-level (10th+) Rogue distinct as currently written in 5e? What would trying to mirror those features for a hypothetical fighter look like?"</p><p></p><p>Here's my attempt to imagine that...</p><p></p><table style='width: 100%'><tr><th>Rogue</th><th>Fighter ideas</th></tr><tr><td><strong>Reliable Talent: </strong>By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.</td><td><strong>Reliable Attack: </strong>At 11th level, you have refined your skill with weapons to near perfection. Whenever you make an attack that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 10.</td></tr><tr><td><strong>Blindsense: </strong>Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.</td><td><strong>Combat Sense: </strong>Starting at 14th level, if you are able to hear or see, you cannot be surprised.</td></tr><tr><td><strong>Slippery Mind: </strong>By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.</td><td><strong>Steel Resolve: </strong>By 15th level, you can add half your proficiency bonus (rounded down) to saving throws in which you lack proficiency.</td></tr><tr><td><strong>Elusive: </strong>Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.</td><td><strong>Adaptive Defense: </strong>At 18th level, you learn to rapidly adapt your defenses to thwart your foes. After an enemy hits you with an attack, it suffers disadvantage on all subsequent attacks it makes against you that turn.</td></tr><tr><td><strong>Stroke of Luck: </strong>At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.<br /> Once you use this feature, you can't use it again until you finish a short or long rest.</td><td>?</td></tr></table><p></p><p>What I noticed this experiment is that, first of all, the high-level rogue in 5e is a continuation of the low-level rogue – there's not a stark difference. Their skills get more reliable (building on Expertise), they become more elusive (building on Evasion & Uncanny Dodge)... and they also become able to flawlessly spot hidden/invisible creature & get lucky. It's those last two that are most interesting because they add something new to the rogue's identity that is distinctive at high levels.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9184210, member: 20323"] To keep the ball rolling in a positive direction, I had a thought experiment asking "Well, what makes a high-level (10th+) Rogue distinct as currently written in 5e? What would trying to mirror those features for a hypothetical fighter look like?" Here's my attempt to imagine that... [TABLE] [TR] [TH]Rogue[/TH] [TH]Fighter ideas[/TH] [/TR] [TR] [TD][B]Reliable Talent: [/B]By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.[/TD] [TD][B]Reliable Attack: [/B]At 11th level, you have refined your skill with weapons to near perfection. Whenever you make an attack that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 10.[/TD] [/TR] [TR] [TD][B]Blindsense: [/B]Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.[/TD] [TD][B]Combat Sense: [/B]Starting at 14th level, if you are able to hear or see, you cannot be surprised.[/TD] [/TR] [TR] [TD][B]Slippery Mind: [/B]By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.[/TD] [TD][B]Steel Resolve: [/B]By 15th level, you can add half your proficiency bonus (rounded down) to saving throws in which you lack proficiency.[/TD] [/TR] [TR] [TD][B]Elusive: [/B]Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.[/TD] [TD][B]Adaptive Defense: [/B]At 18th level, you learn to rapidly adapt your defenses to thwart your foes. After an enemy hits you with an attack, it suffers disadvantage on all subsequent attacks it makes against you that turn.[/TD] [/TR] [TR] [TD][B]Stroke of Luck: [/B]At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.[/TD] [TD]?[/TD] [/TR] [/TABLE] What I noticed this experiment is that, first of all, the high-level rogue in 5e is a continuation of the low-level rogue – there's not a stark difference. Their skills get more reliable (building on Expertise), they become more elusive (building on Evasion & Uncanny Dodge)... and they also become able to flawlessly spot hidden/invisible creature & get lucky. It's those last two that are most interesting because they add something new to the rogue's identity that is distinctive at high levels. [/QUOTE]
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