So I say the ZEITGEIST article on the level up website but the description of the savant seemed kind of vague. Could someone clarify exactly what space the savant fills both somatically and mechanically?
Y'know, I hadn't considered that. I think because normal 5E has no disarm option in the player's handbook, I'd forgotten that picking up a weapon is just an object interaction.Hmm. The one weird thing I noticed is that disarming flourish is straight up more powerful than an actual disarm, despite the fact they don't even actually drop it. A disarmed weapon can be picked up with your free object interaction, not sure why regaining a firm grip would require more. Also it means if the target has disadvantage, them not failing both times is better for them than failing twice, which I doubt is the intent.
Edit: Presuming of course that those aren't the Level Up versions of the tricks and Level Up didn't change the way free object interactions work, in which case disregard.
Hmm. I mean the obvious option is to make picking up a dropped weapon not be an object interaction, but that's more of a core rule thing than a class feature thing, so not really appropriate for a new archetype in a splat book.Y'know, I hadn't considered that. I think because normal 5E has no disarm option in the player's handbook, I'd forgotten that picking up a weapon is just an object interaction.
This book will be coming out early next year, and is not finished layout yet. So, any suggestion for a variant mechanic?
Well, some Adept features use exertion, right? And at least in the playtest, some Fighter features used it as well.The tricks are a class feature distinct from maneuvers. You have to 'devise' each trick by spending a bonus action in advance, but theoretically you can do them over and over.