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General Tabletop Discussion
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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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<blockquote data-quote="mellored" data-source="post: 7319824" data-attributes="member: 6801209"><p>A single level 8 barbarian attack does 2d6+7 = 14</p><p>A single level 8 cleric attack does 2d8+5 = 14</p><p>A single level 8 dragon sorcerer firebolt does 2d10+5 = 16</p><p></p><p>Granting a single attack is very much on par with using a cantrip. </p><p>You will, at most, deal 50% of whatever damage your allies deal. Usually less since you don't get to benefit from things like action surge, flurry of blows.</p><p></p><p></p><p>Really, your much better off giving a fighter advantage for 2 attacks (greater invisibility), then 1 additional attack (haste). Even more so if they have sharpshooter.</p><p></p><p>Compaire it to what can already be done.</p><p>For instance...</p><p></p><p>Level 8 divine soul sorcerer can cast hastes for each battle a day (using 5 SP to create a slot), has 7 casts of healing word, and firebolt. Plus option for other spells, like fireball, raise dead, and such.</p><p>Level 11 divine soul can twin-haste all day. And level 17 can twin-greater invisibility all day.</p><p></p><p>I would remove the +2 AC and force them to use up all their actions each turn (so no firebolts) to compensate for no risk of exhaustion and a d8 hit die.</p><p>Also, rogues can use haste to attack and ready an attack, getting double sneak attack. Though that's a bit of a loophole, so i wouldn't balance around it.</p><p></p><p>So, a balanced level 8 Tactician might...</p><p>*grant an attack as an action (on their own turn like haste)</p><p>*grant movement as a bonus action (half-speed, but no OA).</p><p>*grant advantage on dex saves as a reaction</p><p>*Heal for 60 HP. Or 80 HP out of combat.</p><p>*Attack for 11 damage on his own (only if it doesn't grants an attack).</p><p></p><p></p><p>But still, a martial support class has plenty of room to explore, beyond simply 4e attack granting. As you say, this is a new edition.</p><p>So just use the warlord as a starting place, and expand to other ideas. Add in all the other non-magic, non-damage sub-classes you can think of.</p><p>Like maybe a smith. Who repairs everone's weapon armor between battles.</p><p>Or someone who can use intimidate to cause fear.</p><p>Or a non-magical bard.</p><p>etc...</p></blockquote><p></p>
[QUOTE="mellored, post: 7319824, member: 6801209"] A single level 8 barbarian attack does 2d6+7 = 14 A single level 8 cleric attack does 2d8+5 = 14 A single level 8 dragon sorcerer firebolt does 2d10+5 = 16 Granting a single attack is very much on par with using a cantrip. You will, at most, deal 50% of whatever damage your allies deal. Usually less since you don't get to benefit from things like action surge, flurry of blows. Really, your much better off giving a fighter advantage for 2 attacks (greater invisibility), then 1 additional attack (haste). Even more so if they have sharpshooter. Compaire it to what can already be done. For instance... Level 8 divine soul sorcerer can cast hastes for each battle a day (using 5 SP to create a slot), has 7 casts of healing word, and firebolt. Plus option for other spells, like fireball, raise dead, and such. Level 11 divine soul can twin-haste all day. And level 17 can twin-greater invisibility all day. I would remove the +2 AC and force them to use up all their actions each turn (so no firebolts) to compensate for no risk of exhaustion and a d8 hit die. Also, rogues can use haste to attack and ready an attack, getting double sneak attack. Though that's a bit of a loophole, so i wouldn't balance around it. So, a balanced level 8 Tactician might... *grant an attack as an action (on their own turn like haste) *grant movement as a bonus action (half-speed, but no OA). *grant advantage on dex saves as a reaction *Heal for 60 HP. Or 80 HP out of combat. *Attack for 11 damage on his own (only if it doesn't grants an attack). But still, a martial support class has plenty of room to explore, beyond simply 4e attack granting. As you say, this is a new edition. So just use the warlord as a starting place, and expand to other ideas. Add in all the other non-magic, non-damage sub-classes you can think of. Like maybe a smith. Who repairs everone's weapon armor between battles. Or someone who can use intimidate to cause fear. Or a non-magical bard. etc... [/QUOTE]
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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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