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<blockquote data-quote="mellored" data-source="post: 6718489" data-attributes="member: 6801209"><p>Attempt to find compromise #242</p><p></p><p></p><p>Level 1: </p><p>Tactical Superiority: You gain a 1d4 superiority die which you can spend on a variety of maneuvers. You regain this die at the end of your turn. The size of the die and number of dice increase according to the level chart. You can spend more then 1 die on a maneuver. Unless other wise noted, creatures affected by these maneuvers must be able to see and hear you, and must be within 10' multiplied by your Int modifier (minimum 5'). So 16 int would give you 30' range.</p><p></p><p>Timely Advice: When a creature misses with an attack, you can use your reaction and spend dice to add to their attack roll, potentially causing the attack to hit. If you roll multiple dice, only add the highest roll.</p><p></p><p>Warning Shout: When a creature is hit by an attack, you can use your reaction and spend dice to add to their attack roll, potentially causing the attack to hit. If you roll multiple dice, only subtract the highest roll.</p><p></p><p>Warlord Strike: When you hit an enemy, you can expend your dice deal extra damage equal to the total roll.</p><p></p><p></p><p>Level 2: </p><p>First Aid: You gain proficiency with the healers kit. As a bonus action you can spend 1 use of the healer's kit and your dice to quickly bandage wounds of a creature within reach. They regain hit points equal to your roll. A creature cannot regain hit points from this feature again until it takes a shot rest.</p><p></p><p>Inspiring Words: As an action, you can spend dice to encourage an ally. They gain temporary hit points equal to your die roll.</p><p></p><p>Level 3: (sub-class)</p><p>*Medic: When you use first aid, the target regains additional hit points equal to your Wisdom modifier.</p><p>*Inspirational: When you use Inspiring Word, the targets gain additional temporary hit points equal to your Charisma modifier.</p><p>*Bravada: You gain proficiency in heavy armor. You gain a fighting style.</p><p>*Herald: While holding the banner, flag, totem, or other large symbol, your tactical superiority range is doubled. If you hold an extra large banner (2-handed), your tactical superiority range is tripped.</p><p></p><p>4: Feat</p><p></p><p>5: Advanced Maneuvers: You gain a second superiority die. You can use advanced maneuvers, which take a minimum of 2 dice.</p><p>Mass Inspiring Word: You use an action can expend 2 dice to give temporary hit points to all allies in your tactical range equal to the highest roll.</p><p>Direct the Strike: As an action, you can spend 2 dice and allow an ally to make an attack as a reaction. Add the highest die roll to the damage if they hit.</p></blockquote><p></p>
[QUOTE="mellored, post: 6718489, member: 6801209"] Attempt to find compromise #242 Level 1: Tactical Superiority: You gain a 1d4 superiority die which you can spend on a variety of maneuvers. You regain this die at the end of your turn. The size of the die and number of dice increase according to the level chart. You can spend more then 1 die on a maneuver. Unless other wise noted, creatures affected by these maneuvers must be able to see and hear you, and must be within 10' multiplied by your Int modifier (minimum 5'). So 16 int would give you 30' range. Timely Advice: When a creature misses with an attack, you can use your reaction and spend dice to add to their attack roll, potentially causing the attack to hit. If you roll multiple dice, only add the highest roll. Warning Shout: When a creature is hit by an attack, you can use your reaction and spend dice to add to their attack roll, potentially causing the attack to hit. If you roll multiple dice, only subtract the highest roll. Warlord Strike: When you hit an enemy, you can expend your dice deal extra damage equal to the total roll. Level 2: First Aid: You gain proficiency with the healers kit. As a bonus action you can spend 1 use of the healer's kit and your dice to quickly bandage wounds of a creature within reach. They regain hit points equal to your roll. A creature cannot regain hit points from this feature again until it takes a shot rest. Inspiring Words: As an action, you can spend dice to encourage an ally. They gain temporary hit points equal to your die roll. Level 3: (sub-class) *Medic: When you use first aid, the target regains additional hit points equal to your Wisdom modifier. *Inspirational: When you use Inspiring Word, the targets gain additional temporary hit points equal to your Charisma modifier. *Bravada: You gain proficiency in heavy armor. You gain a fighting style. *Herald: While holding the banner, flag, totem, or other large symbol, your tactical superiority range is doubled. If you hold an extra large banner (2-handed), your tactical superiority range is tripped. 4: Feat 5: Advanced Maneuvers: You gain a second superiority die. You can use advanced maneuvers, which take a minimum of 2 dice. Mass Inspiring Word: You use an action can expend 2 dice to give temporary hit points to all allies in your tactical range equal to the highest roll. Direct the Strike: As an action, you can spend 2 dice and allow an ally to make an attack as a reaction. Add the highest die roll to the damage if they hit. [/QUOTE]
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