Showing posts with label Fighter. Show all posts
Showing posts with label Fighter. Show all posts

Tuesday, August 2, 2016

Alchemists' Toybox- Gunpowder; Class Options (D&D 5e)

Contents
Previous: Feats

Fighter
Add Fighting Style option;
Overload
You gain a +2 to damage you deal with firearms.

Rogue
Add to starting weapon proficiency; heavy and light pistols.

Rogue Archetype; Gunslinger
Tools of the Trade
At 3rd level you gain a light or heavy pistol (your choice). Work with your DM to determine how it came into your possession; for example it could be a family heirloom, a discovery from an exotic location, or the results of your own tinkering and crafting.

Serpentine Smith
At 3rd level you are proficient with alchemist’s supplies. Further, after a short or long rest you can craft a number of cartridges from materials you have and find. After a short rest you can make a number of cartridges equal to your proficiency bonus. After a long rest you can make three times your proficiency bonus. Unused cartridges expire after your next long rest, or 24 hours if that comes first.

Iron Gaze
You are trained in Intimidate. As an action you can force a target to make a Charisma save against a DC of 12 + your Charisma modifier + your proficiency bonus. If the target fails this save they are frightened of you for one minute. If they are successful on this save they are immune to your use of this ability for 24 hours. At 13th level success does not make your targets immune to this ability, and at 17th level you can force targets that fail their save to drop anything they are holding and only use the Dash action to move as far from you as possible on each of their turns unless they have nowhere they can move.

Swift Shot
At 13th level, you can use your bonus action from the Cunning Action rogue ability to draw, fire, and re-sheath a light or heavy pistol. You suffer a -2 to the attack when using this ability with a heavy pistol.

Always Ready
At 17th level you ignore the loading quality on firearms.


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Tuesday, January 12, 2016

New Maneuvers; Defender Sub-Archetype (D&D 5e)

The following maneuvers are available to the Battle Master archetype of the fighter class;

Castle. When an enemy moves, regardless of whether they would normally provoke an attack of opportunity, if they are within reach of your weapon you may spend a superiority die to make a melee weapon attack against them as a reaction. If you hit with this attack, add the roll of the superiority die to the damage.

Gate. When you make an attack against an enemy that is moving you may expend a superiority die. If you hit with the attack add the roll of the superiority die to the damage roll and their movement immediately ends.

Press. When you make an attack against a moving enemy you may expend a superiority dice. If you hit with the attack you add the superiority die to the damage roll, then you may move 5'.

Toll. When you make an attack of opportunity against an enemy which is moving you may expend a superiority dice. You also may add your superiority die roll to both the attack and damage roll.

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Tuesday, November 3, 2015

Playing with Class: Charismatic Fighters (D&D 5e)

The following maneuvers are available to the Battle Master archetype of the fighter class.
New Maneuver; The Art of Battle. The flair and style of your attacks are undeniable, when you make a weapon attack on your turn you may expend one of your superiority die, adding the your Charisma bonus to your to hit and the superiority die roll + your Charisma bonus to the damage roll for the attack.

New Maneuver; Blood on the Sand. When you hit a creature with a weapon attack, you can expend one superiority die perform a flourish ending with an attempt to make an additional strike. Choose a target, which may be the same as your initial attack or another within your reach, then roll a Charisma (Perform) check against the creature's armor class. If you are successful, you deal damage normally for your weapon and add the roll of your superiority die to the damage.

New Maneuver; Blood, Sweat, and Cheers. A brilliantly executed attack reinvigorates you, knowing such will bring you accolades and honor. When you hit a creature with a melee weapon attack you can expend a superiority die. You add the superiority die roll + your Charisma modifier to the attacks damage and gain a number of temporary hit points equal to the die roll + your Charisma modifier.

New Maneuver; Covered in Glory. You can make dazzlingly brazen attacks without leaving true openings in your defense. When you hit a creature with a melee weapon attack, you can expend one superiority die. You add the superiority die to the attack's damage roll and may add your Charisma bonus to your Armor Class until the beginning of your next turn.


New Feat; Bloody Showman
Prerequisite: Charisma 13 or higher and proficiency in the Perform skill.
You have trained to perform before crowds in gladiatorial games, learning to use dramatic maneuvers to gain their approval.

  • You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). 

New Feat; For the Crowd
The art of the gladiator is to use dramatic moves to defeat their foes and, more importantly, impress their audience.
  • After you use a maneuver from the Battle Master archetype you may make a Charisma(Perform) check against DC 20 as a bonus action. If you are successful you regain a superiority die. You may not attempt to use this ability after that maneuver again until you finish a short or long rest.
House Rule; Commander's Strike On your turn you can use a bonus action to direct one of your companions to strike. When you do so, chose a friendly creature who can see or hear you and expend on superiority die. Roll a Charisma (Persuasion) check against a DC of 15 and, if successful, that creature can immediately make one weapon attack, adding the superiority die to the attack's damage roll.
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