Class Features:
- Hit Dice: 3d10
- Hit Points: 20 + 3 * Con modifier
- Spells: cost 3 hit points or ability points per spell level, cantrips count as level one, rituals vary.
- Armor proficiency (roll d6): 1: light and shields, 2: light, shields and medium, 3–6: all armors and shields
- Weapon proficiency: all weapons,
- Tools (roll d6): 1: none, 2: iron chess set, 3: instrument (guitar, banjo, flute or fiddle), 4: smith's tools, 5: fletcher's tools, 6: leatherworker's tools,
- Saving Throws (roll d6): 1–3: Str and Con, 4: Str and Dex, 5: Con and Dex, 6: Str and Cha
- Skills: 2 skills, as per PHB (p. 72)
- Pick a fighting style (archery (+2 ranged), defense (+1 AC w armor), dueling (+2 dmg with 1h weapon and no shield), great-weapon fighting (reroll 1 and 2 with 2h weapon), protection, two-weapon fighting (add ability mod to second attack damage),
- Second Wind (as PHB 72) - self heal for 1d10 + 3 hp per short rest,
- Action Surge (as PHB 72) - additional action, 2 times per short rest,
- Per subtype ...
Champion
- Improved Critical (19-20),
- Get up again, attack that reduces you to 0 hp reduces you to 1 hp instead, once per long rest,
Battle Master
- Combat Superiority (as PHB 73-74), 4d8 combat dice, 3 maneuvers, save DC 10 + modifier,
- Proficiency with one more tool set,
Weirding Knight
- blood-bound weapon, counts as magical, +2 damage for every 1 point of hit points or ability score burned,
- advantage on saves vs. fear and mind-affecting effects,
Wild Warrior
- Danger Sense (as barbarian, PHB 48), advantage on Dex saves vs. effects you can see,
- Reckless Attack (as barbarian, PHB 48), advantage on attacks, attacks against you also have advantage for rest of turn,
Martial Artist
- Unarmed Attacks deal 1d4 damage,
- Unarmored Defense (add Con or Wis modifier to AC when not wearing armour),
- Fast (+10' speed) when not wearing armour,
Slow-motion Sniper
- Sniper, no penalty on ranged attacks at long range,
- Bullet Time, can use reaction to dodge an incoming ranged attack (can declare before or after attack dice are rolled, but before damage is rolled),
Shield Maiden
- Shield Bash, can use reaction to shield bash attack an adjacent enemy, or an enemy that melee attacks the shield maiden (whether the attack hits or not),
- Turtle Up, the opposite of reckless attack: disadvantage on attacks, attacks on the shield maiden also have disadvantage for rest of turn,
... and then eventually you level up (sort of):
- +1 proficiency,
- gain 3 hp,
- gain 3 hp,
- gain 3 hp,
- gain 3 hp,
- increase movement speed by 5',
- improve 1 ability score by 1,
- improve 1 ability score by 1,
- extra attack,
- gain uncanny dodge (if already have uncanny dodge, can now also use bonus action for uncanny dodge),
- become expert in existing skill,
- learn new skill,
- learn new weapon,
- gain +2 to hit with existing weapon,
- increase damage die with existing weapon,
- gain +1 AC with armor type (light, medium or heavy)
- gain one feat (see PHB),
- improve 1 ability score by 2
- indomitable, twice per short rest you can reroll a saving throw that you fail,
- guided strike (as war cleric, PHB 63), once per rest add +10 to attack roll after seeing the result.
I see you've come to the same conclusion as I regarding the Monk class: just make it a subtype of the Fighter.
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ReplyDeleteIndeed. Or, if it's a very ninja and jumpy monk, a subtype of the thief / assassin. Or, if it's the monk that walks on water and jumps among the reeds, a subtype of the wizard.
ReplyDeleteReally, the only distinguishing feature is: guy with no armor punches stuff with bare hands. The rest is detail.