domingo, 20 de janeiro de 2019

Set & Setting - VII - The Fighter Class

Part of an ongoing reinterpretation of the game’s character classes, collected list and accompanying design musings contained here.

Unnecessary Introduction to the Fighter Class (design notes)

Fighters are masters of the battlefield, starting at the individual and rising through the ranks to the tactical and finally the battlefield level. They are the quintessential martial class and the most straightforward one can get. 

Starting here is obviously easy-level fare, as the features presented already conform with a workable vision of the fighter class, the first two levels requiring only a little tuning. I did tweak each of the features, streamlining dissociated mechanics whenever possible. The biggest change being the expansion of the fighting styles: instead of most options being reduceable to a solvable damage output equation (one that ends up favouring two-handed weapons by a fair margin, once multiple attacks join the tally), I wanted each fighting style to become as a tool for a specific situation while allowing for some minor sinergy, generalist options kept for those happy with numerically stable boredom.

The Fighter


Level
Proficiency Bonus

Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge
3rd
+2
Class Features

Hit Dice: 1d10 per level
Proficiencies: All armour types, shields, all simple and martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Level 1

Second Wind
The first time each day that the fighter would be reduced to 0 hit points or less he immediately gains back one HD + level Hp, negating exhaustion or dismemberment rolls, if any. This feature will not activate again until a long rest is completed.

Fighting Style
Character learns fighting style of choice. Each option can only be picked once.

·         Archery: +2 bonus to attack rolls with ranged weapons.

·         Defensive: +1 bonus to AC while wielding a melee weapon.

·         Dueling: While unencumbered and armed with a single one-handed melee weapon may perform the Feint, Disarm, Shove or Trip combat maneuvers as a bonus action.

·         Great Weapon Fighting: Attacks with two-handed melee weapons deal +5 damage against creatures of Large size and above.

·         Shield Fighting: Can use reaction to extend shield’s AC bonus to adjacent ally. Shield bash attacks are made with proficiency and inflict d6 damage.

·         Two Weapon Fighting: Adds ability modifier to off-hand attack roll and does not expend bonus action for additional attack.

·         Unarmed: Proficient with unarmed strikes, inflicting d4 damage. May stage combat maneuvers as attacks of opportunity.

·         Weapon Mastery: +1 bonus to attack rolls with melee weapons.


Level 2

Action Surge
Once each turn a fighter may take an additional physical action (or reaction, if in combat). Doing this more than once without resting requires a DC 15 Constitution saving throw to avoid exhaustion.

Level 3

Work in progress…

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