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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8062660" data-attributes="member: 6871653"><p>I think one way of doing it, if we are going in the supernatural fighter at higher level (which is not my favorite way) would be to look at the now discarded Mystic. Pick their less-magical disciplines at refluff them as fighter ''techniques'', a little like Bo9S; they even come with built-in Stances. I personally hate the idea of a resource-bound fighter, but that could be one way of doing it:</p><p></p><p>Brute Force</p><p></p><p>Stance. While focused on this discipline, you have advantage on Strength (Athletics) checks</p><p></p><p><strong>Brute Strike</strong> (1-7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.</p><p><strong>Knock Back</strong> (1-7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.</p><p><strong>Mighty Leap</strong> (1-7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.</p><p><strong>Feat of Strength</strong> (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.</p><p></p><p><strong>Skirmisher</strong></p><p></p><p>Stance. While focused on this discipline, you have advantage on initiative rolls.</p><p></p><p><strong>Precognitive Hunch</strong> (2 psi; conc., 1 min.). </p><p>As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.</p><p></p><p><strong>All-Around Sight </strong>(3 psi). </p><p>In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.</p><p></p><p><strong>Danger Sense </strong>(5 psi; conc., 8 hr.). </p><p>As an action, <s>you create a psychic model of reality in your mind and set it to show you a few seconds into the future</s>. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.</p><p></p><p><strong>Victory Before Battle </strong>(7 psi). </p><p>When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8062660, member: 6871653"] I think one way of doing it, if we are going in the supernatural fighter at higher level (which is not my favorite way) would be to look at the now discarded Mystic. Pick their less-magical disciplines at refluff them as fighter ''techniques'', a little like Bo9S; they even come with built-in Stances. I personally hate the idea of a resource-bound fighter, but that could be one way of doing it: Brute Force Stance. While focused on this discipline, you have advantage on Strength (Athletics) checks [B]Brute Strike[/B] (1-7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. [B]Knock Back[/B] (1-7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. [B]Mighty Leap[/B] (1-7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent. [B]Feat of Strength[/B] (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. [B]Skirmisher[/B] Stance. While focused on this discipline, you have advantage on initiative rolls. [B]Precognitive Hunch[/B] (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. [B]All-Around Sight [/B](3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. [B]Danger Sense [/B](5 psi; conc., 8 hr.). As an action, [S]you create a psychic model of reality in your mind and set it to show you a few seconds into the future[/S]. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative. [B]Victory Before Battle [/B](7 psi). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. [/QUOTE]
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What is the vision of the high level fighter?
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