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Post by hawk on Jul 6, 2015 9:23:12 GMT
Perhaps add a +x to initiative for those in your party, kinda like the leadership feat Very cool one, and a neat mechanic I might use for an original archetype. You could use it to compliment the Battlemaster... kind of like the operations expert behind the leader... the two would be quite a combination indeed.
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Post by frohtastic on Jul 6, 2015 11:13:02 GMT
Yes. Great suggestions. Also, advanced formal or informal military schooling would have to be part of a Tactician's backstory. This has been a good discussion for me, because it solidifies the need for a storyline requirement prior to allowing the reward of any chosen feat. could also have this like a special reward after the completion of a militaristic / strategic quest. aka leading army or mounting a defense
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Post by arnil on Aug 31, 2015 6:42:17 GMT
This is the first part of my new fighter archetype. An anti magic fighter. Telluric Enforcer The archetypal Telluric Enforcer is a warrior whose focus on inner peace and connection to the material plane allows him/her to negate magical effects and more effectively fight spellcasters. Some Telluric Enforcers are soldiers neutralizing mages on the fields of war and some are freedom fighters rising against horrible magical rule. A Telluric Enforcer is the perfect weapon against evil warlocks and tyrannical sorcerers. Absorb Magic Starting at 3rd level, a Telluric Enforcer can choose to negate one magical attack whose target is within 50ft of the Telluric Enforcer as an immediate reaction or to negate a magical effect within 50ft as an action once per short rest. At 7th level, the Telluric Enforcer can do this twice per short rest, three times at 15th level, and four times at 18th level. Telluric Aura Starting at 7th level the Telluric Knight can subtract his proficiency bonus from the spell save DC of an enemy spell caster within 30ft. Critical Absorption Starting at 10th level the Telluric Knight rolls a 20 on an attack roll or saving throw the Knight may immediately use his Absorb Magic class feature without using one of his uses per short rest. If the 20 is rolled on an attack against a spell caster the Telluric Knight can add his proficiency bonus to the damage of that attack. Telluric Vortex Starting at 15th level when the Telluric Knight uses an action surge he can pull a spell caster 15ft towards himself and impose disadvantage on the spell caster until the start of the Telluric Knight's next turn. This ability can be used before or after the extra action granted by the action surge. Telluric Energy Starting at 18th level the Telluric Knight and all friendly creatures within 50ft gain resistance to magical attacks. dungeonsandtulu.wordpress.com/
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Post by Vulash on Sept 23, 2015 21:13:58 GMT
I don't have my book here and I'm still learning 5e so I don't know if these are completely balanced to replace a current power. I've got 2. My first thought was that I think the ranger is not well done in 5e so I'd think of an ability for them. In doing that I came up with one that I think fits the druid better....so here they are...
Nature's Wrath. Level 20 Druid ability.
Not all wars are won through battle. It is said that the most powerful of druid's have achieved such a communion with their beloved lands that the land itself answers the call of nature's valiant defender, and armies tremble.
Once a druid is attuned to a particular locale, she is able to start a communion with the land itself against those that wish it harm. The druid performs a spell-like ritual in which she spends at least 4 hours a day in meditation and communion with her 'land'. Upon completion of the first day, she calls down the power of the forest, effecting large groups of creatures or humanoids (I was thinking ~100, but not sure it needs quantified). The plagues grow worse on each subsequent day that the druid performs the ritual, and previous plagues persist.
Days 1 and 2) Swarms of insects begin to harass the invading group. Mosquitoes in swamp-like areas, Bee-s in the forest, scorpions in the desert, etc. Days 3 and 4) Harsh storms begin to wrack the group by night, making sleep difficult. Insects still plague during the day. Days 5 and 6) Foodstores begin to spoil and game becomes sparse. Natural fruits and nuts of the land are very rare to find. Days 7 and 8) Carried water begins to become tainted, and the group has trouble finding natural water
At the end of each even numbered day members of the group must make a Con save (DC determined by the druid's spell save) or suffer a level of exhaustion. This save must be made every day after day 8 or suffer a level of exhaustion.
I thought about making the save come at the end of every day period - which makes sense thematically, but could be very lethal very fast. I think it would depend on the size of the domain.
Okay I'll write up the ranger one later when I'm at home!
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