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yes, this again: Fighters need more non-combat options
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<blockquote data-quote="MonkeezOnFire" data-source="post: 7547097" data-attributes="member: 6784845"><p>Because the fighter is somewhat supposed to be a blank slate for flavour, I think that deciding what exactly the fighter should be good at outside combat is a nontrivial exercise. I also think that no matter what direction you go in someone will inevitably disagree with you on if what you came up with feels "fighter-y". Given that here's how I would go about it. </p><p></p><p>To keep the fighter generic but also giving specific flavourful abilities we offer many different abilities to customize as you see fit. Offer a couple early and then gain more as you level up (a lot like warlock invocations, but keep it strictly non-combat). This may increase the complexity of the class a tad, but that's not something I necessarily care about. </p><p></p><p>Some samples of abilities:</p><p></p><p><strong>When all you have is a hammer:</strong> You may substitute a weapon in place of a proper tool without penalty. For example using daggers as pitons</p><p></p><p><strong>That'll do for now:</strong> You may spend 1 minute to make repairs to a broken, non-magical object. The object functions as normal for 1 hour, but has vulnerability to all damage. Once you repair an object in this manner you cannot do so again. </p><p></p><p><strong>Work harder not smarter:</strong> You may push yourself to get advantage on all checks that use STR, DEX and CON for 1 hour. At the end of the hour you suffer 1 level of exhaustion. </p><p></p><p><strong>Scary face:</strong> When you make an intimidation check you add a bonus equal to your CON modifier (min 1)</p><p></p><p><strong>A way with words:</strong> After you spend 10 minutes talking with single individual you can attempt to charm them. They must make a WIS saving throw against a DC of 10 + your proficiency bonus + your Cha modifier or be charmed for 1 hour. If they succeed they are immune to this affect for 24 hours.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 7547097, member: 6784845"] Because the fighter is somewhat supposed to be a blank slate for flavour, I think that deciding what exactly the fighter should be good at outside combat is a nontrivial exercise. I also think that no matter what direction you go in someone will inevitably disagree with you on if what you came up with feels "fighter-y". Given that here's how I would go about it. To keep the fighter generic but also giving specific flavourful abilities we offer many different abilities to customize as you see fit. Offer a couple early and then gain more as you level up (a lot like warlock invocations, but keep it strictly non-combat). This may increase the complexity of the class a tad, but that's not something I necessarily care about. Some samples of abilities: [B]When all you have is a hammer:[/B] You may substitute a weapon in place of a proper tool without penalty. For example using daggers as pitons [B]That'll do for now:[/B] You may spend 1 minute to make repairs to a broken, non-magical object. The object functions as normal for 1 hour, but has vulnerability to all damage. Once you repair an object in this manner you cannot do so again. [B]Work harder not smarter:[/B] You may push yourself to get advantage on all checks that use STR, DEX and CON for 1 hour. At the end of the hour you suffer 1 level of exhaustion. [B]Scary face:[/B] When you make an intimidation check you add a bonus equal to your CON modifier (min 1) [B]A way with words:[/B] After you spend 10 minutes talking with single individual you can attempt to charm them. They must make a WIS saving throw against a DC of 10 + your proficiency bonus + your Cha modifier or be charmed for 1 hour. If they succeed they are immune to this affect for 24 hours. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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