Difference between revisions of "Warrior"

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=Advancement=
=Advancement=


# Combat Maneuvers 1, Fighting Style
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# Combat Maneuvers 2
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# Combat Maneuvers 3
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# Combat Maneuvers 4
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# Combat Maneuvers 5
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=General=
=General=


Class Health: 5
* Class Health: 5
Save Proficiencies: +Might
* Save Proficiencies: +Might or +Agility


=Features=
=Features=
==Combat Maneuvers==
Recover uses after brief rest. Can spend Health to generate a Maneuver. Can take an action to generate a Maneuver. Three uses at level 1. This increases to four at level 3, five at level 5, six at level 7, and seven at level 9. The Maneuver die starts at 1d8 at level 3 ...
* Use Skill (e.g., intimidation, stealth, die is bonus to the roll)
* Evade Attacks (die is bonus to defense rolls against OAs)
* Dash (get +6m movement, or die roll m movement?)
* Fortify (die is damage reduction to an instance of damage you're taking)
* Call Out (mark the target you can see until end of combat, die is bonus damage you deal ... once? once per turn? once per attack? on a miss?)
* Counterattack (when damaged, make a melee attack, die is bonus to your damage)
* Really Shove (die is a bonus to the check, gain both push and prone)
* Provoking Shout (die is how many targets within 10' you mark)
* Lunge (add +5' reach to melee attack, die is bonus damage)
* Really Grapple (die is a bonus to a check, or bonus damage if pinned)
==Fighting Archetype==
Marksman: Unlock maneuvers and styles with ranged weapons, gain improved critical features, can threaten at range with overwatch
Berserker: Rage mechanic that improves with level, gain brutal critical features
Gladiator: Bonus style points
Commander: Command (you spend a maneuver die, someone else benefits from effect)
==Combat Styles==
* 1 Cost
** Fast Movement: +10' movement while not wearing heavy armor
** Pit Fighter's Endurance: (Unarmored Defense, gain level + 1 HP, and +1 HP per level thereafter)
** Subtle Fighter (up to 5x): you can deal an extra d6 damage (for each time you purchase this) per turn when you hit someone with a finesse melee weapon while having advantage or while they ** are flanked by allies, you also gain +Advantage on attacks against creatures who have not yet acted in the combat
** Uncanny Dodge: while wearing light armor, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage
* 2 Cost
** Action Surge (up to 2x): gain an additional standard action during your turn, once per short or long rest
** Guardian Stance: creatures you have marked gain -Advantage when making melee attacks against targets other than you, and those targets have resistance to damage
** Indomitable (up to 3x): you can reroll a failed saving throw once per long or short rest
** Size Up: if you spend an action studying a creature within 60', you can learn its damage resistances, immunities, and vulnerabilities, as well 1-2 features (poisonous, reach, et cetera)
** Skirmisher Stance: when an enemy ends movement within 5' of you, you can use your reaction to move half your speed
* 3 Cost
** Insight Fighting (requires Subtle Fighter): you can use an action to study an opponent; if your Insight check beats their Deception, you can use your subtle fighter damage against the target even if you don't have advantage on attack rolls, for concentration up to 1 minute
** Misdirection: when you are missed by a single-target attack, you can use your reaction to cause the attack against you to target an adjacent enemy if your Deception check beats the adjacent enemy's Insight
** Two-Weapon Fighting: If wielding a melee weapon in each hand, +Advantage on attack rolls (this advantage does not confer a sneak attack bonus)
** Single Weapon Fighting: If wielding only one melee weapon, increase damage die by 1 and +Advantage on damage rolls
** Shield Fighting: If wielding a shield, +Advantage on defense rolls
* 4 Cost
** Blind Fighter: if you can hear, you gain awareness of any hidden or invisible creature within 10' of you
** Elusive Style: while you are not incapacitated or immobilized, no attack against you can gain advantage
** Reactive Fighter: you gain an additional reaction at the end of each of your turns
** Survivor: while bloodied, heal 5 + constitution modifier at the start of your turn
=Other rules that go somewhere else=
* Combat proficiency includes marking mechanic (you don't spend Reactions to make OAs on marked enemies in melee range), and an extra attack at level 5
* When anyone is damaged, their movement stops and speed reduces to 0
* Plus initiative and an action when surprised feat

Latest revision as of 04:15, 12 August 2022

Template:Rules Warrior

Overview

Advancement

  1. Combat Maneuvers 1, Fighting Style
  2. Combat Maneuvers 2
  3. Combat Maneuvers 3
  4. Combat Maneuvers 4
  5. Combat Maneuvers 5

General

  • Class Health: 5
  • Save Proficiencies: +Might or +Agility

Features

Combat Maneuvers

Recover uses after brief rest. Can spend Health to generate a Maneuver. Can take an action to generate a Maneuver. Three uses at level 1. This increases to four at level 3, five at level 5, six at level 7, and seven at level 9. The Maneuver die starts at 1d8 at level 3 ...

  • Use Skill (e.g., intimidation, stealth, die is bonus to the roll)
  • Evade Attacks (die is bonus to defense rolls against OAs)
  • Dash (get +6m movement, or die roll m movement?)
  • Fortify (die is damage reduction to an instance of damage you're taking)
  • Call Out (mark the target you can see until end of combat, die is bonus damage you deal ... once? once per turn? once per attack? on a miss?)
  • Counterattack (when damaged, make a melee attack, die is bonus to your damage)
  • Really Shove (die is a bonus to the check, gain both push and prone)
  • Provoking Shout (die is how many targets within 10' you mark)
  • Lunge (add +5' reach to melee attack, die is bonus damage)
  • Really Grapple (die is a bonus to a check, or bonus damage if pinned)

Fighting Archetype

Marksman: Unlock maneuvers and styles with ranged weapons, gain improved critical features, can threaten at range with overwatch

Berserker: Rage mechanic that improves with level, gain brutal critical features

Gladiator: Bonus style points

Commander: Command (you spend a maneuver die, someone else benefits from effect)

Combat Styles

  • 1 Cost
    • Fast Movement: +10' movement while not wearing heavy armor
    • Pit Fighter's Endurance: (Unarmored Defense, gain level + 1 HP, and +1 HP per level thereafter)
    • Subtle Fighter (up to 5x): you can deal an extra d6 damage (for each time you purchase this) per turn when you hit someone with a finesse melee weapon while having advantage or while they ** are flanked by allies, you also gain +Advantage on attacks against creatures who have not yet acted in the combat
    • Uncanny Dodge: while wearing light armor, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage
  • 2 Cost
    • Action Surge (up to 2x): gain an additional standard action during your turn, once per short or long rest
    • Guardian Stance: creatures you have marked gain -Advantage when making melee attacks against targets other than you, and those targets have resistance to damage
    • Indomitable (up to 3x): you can reroll a failed saving throw once per long or short rest
    • Size Up: if you spend an action studying a creature within 60', you can learn its damage resistances, immunities, and vulnerabilities, as well 1-2 features (poisonous, reach, et cetera)
    • Skirmisher Stance: when an enemy ends movement within 5' of you, you can use your reaction to move half your speed
  • 3 Cost
    • Insight Fighting (requires Subtle Fighter): you can use an action to study an opponent; if your Insight check beats their Deception, you can use your subtle fighter damage against the target even if you don't have advantage on attack rolls, for concentration up to 1 minute
    • Misdirection: when you are missed by a single-target attack, you can use your reaction to cause the attack against you to target an adjacent enemy if your Deception check beats the adjacent enemy's Insight
    • Two-Weapon Fighting: If wielding a melee weapon in each hand, +Advantage on attack rolls (this advantage does not confer a sneak attack bonus)
    • Single Weapon Fighting: If wielding only one melee weapon, increase damage die by 1 and +Advantage on damage rolls
    • Shield Fighting: If wielding a shield, +Advantage on defense rolls
  • 4 Cost
    • Blind Fighter: if you can hear, you gain awareness of any hidden or invisible creature within 10' of you
    • Elusive Style: while you are not incapacitated or immobilized, no attack against you can gain advantage
    • Reactive Fighter: you gain an additional reaction at the end of each of your turns
    • Survivor: while bloodied, heal 5 + constitution modifier at the start of your turn

Other rules that go somewhere else

  • Combat proficiency includes marking mechanic (you don't spend Reactions to make OAs on marked enemies in melee range), and an extra attack at level 5
  • When anyone is damaged, their movement stops and speed reduces to 0
  • Plus initiative and an action when surprised feat