ThermalSlapShot
2015-06-17, 02:07 PM
The Fighter
Level
Proficiency
Bonus
Maximum
Escalation
Features
1
+2
1
Fighting Talents
2
+2
1
Escalation, Primary Maneuver
3
+2
2
Martial Maneuver
4
+2
2
ASI
5
+3
2
Extra Attack
6
+3
3
ASI
7
+3
3
Martial Maneuver, Reactionary
8
+3
3
ASI
9
+4
3
Indomitable (one use)
10
+4
4
Secondary Maneuver
11
+4
4
Martial Maneuver
12
+4
4
ASI
13
+5
4
Indomitable (two uses)
14
+5
5
ASI
15
+5
5
Martial Maneuver
16
+5
5
ASI
17
+6
5
Indomitable (three uses)
18
+6
6
Martial Maneuver, Adrenaline Junkie
19
+6
6
ASI
20
+6
6
Escalation Master
Fighting Talents : Choose three of the following talents.
Champion of War: As a bonus action you may make a weapon attack that deals 1d6 + Escalation die damage. You can not add more damage than your maximum escalation, as shown on the fighter table above. You can not add any special abilities or use maneuvers with this bonus action attack.
Intercepting Tactician: As a reaction, during any part of an enemy movement, you may move up to your speed. You must end your movement closer of the triggering enemy.
Controlling Veteran: When you hit a creature with a weapon attack, the target's speed is reduced by 10'. This may be used once per turn.
War Tactician: Choose two Intelligence or Charisma based skills. You gain double your proficiency bonus to these skills. This does not stack with Expertise.
Shifty Veteran: You may move at half speed during your turn in order to not provoke OA.
Athletic Champion: You gain half your max escalation to any untrained physical (Str, Con, Dex) ability check or saving throw. You do not gain this if you add any number of your proficiency bonus to the check or saving throw (such as from Jack of all Trades).
Escalation: As battle rages on your adrenaline rushes faster and stronger than others. You gain a d6, when you roll initiative the die is set at 1, at the end of each of your turns during the battle you add one to the escalation die till the maximum of 6.
To use a maneuver the escalation die must be equal to the maneuver's escalation value (showed below). You may use one maneuver on your turn but the effects can last however long the martial maneuver indicates.
When you use a maneuver you reduce the escalation die by a number equal to the maneuver's escalation value (minimum 0).
If your escalation die is set to 4, you can only use an escalation value maneuver of 4 or lower. If your escalation die is set to 4 and you use a maneuver with a value of 2 then you reduce the die by 2. Any turn in which you initiate a maneuver your escalation die does not increase at the end of your turn.
If you even become incapacitated your escalation value resets to 0.
Primary Maneuver: Choose an escalation (2) maneuver, that maneuver may be used at Escalation (1).
Reactionary: The Fighter may use a number of reaction each round equal to the highest of their Intelligence, Wisdom, or Charisma modifier (Minimum 1). The Fighter may only use one reaction per turn.
Indomitable: Once per short rest when you fail a saving throw you may reroll the save as a Constitution saving throw. At higher levels you may use this twice and then three times per short rest.
Martial Maneuvers: You build your Fighter by selecting specific maneuvers. You may learn a martial maneuver with an escalation value equal to your maximum escalation found on the fighter table. Some maneuvers are magic while others are not. It is possible to make an Eldritch Knight Swordmage, Battle Master, or Champion depending on what maneuvers you choose.
Secondary Maneuver: You gain a second primary maneuver from the escalation (2) maneuver list.
Adrenaline Junkie: Your escalation increases at the end of your turn even if you use a martial maneuver during that turn. Your escalation no longer resets to 0 if you are incapacitated, instead it is reduced by one at the end of each turns while you are incapacitated until it reaches 0.
Escalation Master: Your escalation increases by 2 each time it would normally increase by 1.
Martial Maneuvers
Quicksilver Strike
Prerequisite: Training in Acrobatics
Choose a target to attack with your weapon, that target takes weapon damage. The target may attempt a Dex save (DC 8 + Prof + Str or Dex Modifier) for half weapon damage.
Hammer Fall
Prerequisite: Training in Athletics
When you hit with a weapon attack you push the creature 10'.
At Higher Escalation: At escalation 4 you may choose one other creature adjacent to the initial target, if your attack roll would beat their AC then they are pushed back 5' (no damage). At escalation 6 you may choose any creatures adjacent to the target, if your attack roll would beat their AC then they are pushed back 10' (no damage).
Intimidating Shout
Prerequisite: Training in Intimidate
When you hit with a weapon attack the next attack against the creature has advantage. Creatures immune or resistant to fear are immune to this effect.
Momentum
Prerequisite: Training in Acrobatics or Athletics
As a reaction whenever you fall you take no damage and land in a cool pose. Also as a reaction as you jump, you may jump 3x your normal jumping distance and you add your strength score to your base movement speed to determine how far you can jump with a single movement.
Bloodletting
Prerequisite: Training in Medicine
When you hit with a weapon attack against a creature, that creature grants critical hits on a roll of 19 - 20 until the end of your next turn. Creatures such as undead and constructs are immune to this effect.
Close Quarters
Prerequisite: Training in Acrobatics
When you hit with a weapon attack against a creature you may move through that creature's space until the end of your next turn.
Lance of Dawn
Prerequisite: Training in Religion
Make a weapon attack against a target within 20' of you, on a hit you deal Radiant damage and push the target 10'. You do not add you modifier to the radiant damage.
Serpentine Lightning Lure
Prerequisite: Training in Arcana or Nature
Make a weapon attack against a target within 20' of you, on a hit you deal lightning damage and pull the target 10'. You do not add you modifier to the lightning damage.
Flame Cyclone
Prerequisite: Training in Arcana or Nature
Make a melee weapon attack against each creature adjacent to you. On a hit the creatures takes fire damage and are pushed 5'. You do not add your modifier to the fire damage.
Dimensional Slash
Prerequisite: Training in Arcana and Acrobatics or Athletics
Before you make a melee weapon attack you may teleport a number of feet equal to your base speed to a place adjacent to the target.
Herald Shield
Iron Bulwark
Prerequisite: Training in Athletics
When you hit a creature with a melee weapon attack you gain 3d10 Temp HP. These temporary hit points last for 1 minute and do not stack with other forms of Temp HP.
At Higher Escalation: At escalation 6 the temporary HP increases to 4d10.
Moonglow
Prerequisite: Training in Nature
Make a weapon attack against a target within 20' of you. On a hit the target takes radiant damage, you do not add your ability modifier to this damage. All allies adjacent to the target gain 2d8 Temp HP. If you are using a ranged or thrown weapon you may use the long range as the range of this martial maneuver without taking disadvantage on the attack due to long range.
Supremacy of Steel
Prerequisite: Training in Athletics
When you hit a creature with a weapon attack and until the end of your next turn you ignore any resistance or immunity to non-magical weapons.
Calamity
Prerequisite: Training in Acrobatics or Athletics and Nature
Make a weapon attack against a creature. That creature takes damage as normal and you summon frogs to rain down from the sky in a 15' radius surrounding the target until the end of your next turn. The target, and any enemy within 15' of the target that start of their turn, must make a constitution saving throw (DC 8 + Str or Dex + Prof) or be poisoned until the end of their next turn. A creature may only be poisoned once every 24 hours by these frogs.
Hurricane of Blood
Prerequisite: Training in Acrobatics or Athletics and Medicine
Make a weapon attack against a creature. All enemies within 15' of the creature are hit by the blood spurting from the creature and take
Ice Cage
Prerequisite: Training in Arcana or Nature
When you hit a creatures with a weapon attack the target takes cold damage and is restrained until the end of your next turn. You do not add your modifier to the cold damage.
Maneuver Suggestion
Acrobatics or Athletics = Battle Master/Champion
Arcana = Swordmage
Nature = Warden
Religion and Acrobatics = Avenger
Religion and Athletics = Crusader
Note: The Escalation Die is from 13th Age, I really wanted to see how it would work in 5e as a Fighter feature.
A Fighter who uses Moonglow while wielding a Greatsword will deal 2d6 Radiant damage against the target. If the Fighter is using a dagger then the damage will be 1d4 Radiant but the Fighter can target a creature up to 60' away. Whenever the Fighter uses a ranged martial maneuver that is magical in nature with a melee, thrown, or ranged weapon they don't actually have to throw or shoot ammunition. They can go through the normal motions of attacking with the weapon and produce the effect.
http://vignette2.wikia.nocookie.net/betterbleachfanfiction/images/4/4d/Energy_Attack.gif/revision/latest?cb=20120120040210
Numbers need to be changed around (especially to keep up with average damage of other classes) and stuff but the basic idea is that everything is based around weapon attacks (unarmed strike is a weapon attack for this purpose). Even when making an Eldritch Knight Swordmage, their magic will be combined with their martial prowess.
I would like make the escalation system into a casting system eventually.
Level
Proficiency
Bonus
Maximum
Escalation
Features
1
+2
1
Fighting Talents
2
+2
1
Escalation, Primary Maneuver
3
+2
2
Martial Maneuver
4
+2
2
ASI
5
+3
2
Extra Attack
6
+3
3
ASI
7
+3
3
Martial Maneuver, Reactionary
8
+3
3
ASI
9
+4
3
Indomitable (one use)
10
+4
4
Secondary Maneuver
11
+4
4
Martial Maneuver
12
+4
4
ASI
13
+5
4
Indomitable (two uses)
14
+5
5
ASI
15
+5
5
Martial Maneuver
16
+5
5
ASI
17
+6
5
Indomitable (three uses)
18
+6
6
Martial Maneuver, Adrenaline Junkie
19
+6
6
ASI
20
+6
6
Escalation Master
Fighting Talents : Choose three of the following talents.
Champion of War: As a bonus action you may make a weapon attack that deals 1d6 + Escalation die damage. You can not add more damage than your maximum escalation, as shown on the fighter table above. You can not add any special abilities or use maneuvers with this bonus action attack.
Intercepting Tactician: As a reaction, during any part of an enemy movement, you may move up to your speed. You must end your movement closer of the triggering enemy.
Controlling Veteran: When you hit a creature with a weapon attack, the target's speed is reduced by 10'. This may be used once per turn.
War Tactician: Choose two Intelligence or Charisma based skills. You gain double your proficiency bonus to these skills. This does not stack with Expertise.
Shifty Veteran: You may move at half speed during your turn in order to not provoke OA.
Athletic Champion: You gain half your max escalation to any untrained physical (Str, Con, Dex) ability check or saving throw. You do not gain this if you add any number of your proficiency bonus to the check or saving throw (such as from Jack of all Trades).
Escalation: As battle rages on your adrenaline rushes faster and stronger than others. You gain a d6, when you roll initiative the die is set at 1, at the end of each of your turns during the battle you add one to the escalation die till the maximum of 6.
To use a maneuver the escalation die must be equal to the maneuver's escalation value (showed below). You may use one maneuver on your turn but the effects can last however long the martial maneuver indicates.
When you use a maneuver you reduce the escalation die by a number equal to the maneuver's escalation value (minimum 0).
If your escalation die is set to 4, you can only use an escalation value maneuver of 4 or lower. If your escalation die is set to 4 and you use a maneuver with a value of 2 then you reduce the die by 2. Any turn in which you initiate a maneuver your escalation die does not increase at the end of your turn.
If you even become incapacitated your escalation value resets to 0.
Primary Maneuver: Choose an escalation (2) maneuver, that maneuver may be used at Escalation (1).
Reactionary: The Fighter may use a number of reaction each round equal to the highest of their Intelligence, Wisdom, or Charisma modifier (Minimum 1). The Fighter may only use one reaction per turn.
Indomitable: Once per short rest when you fail a saving throw you may reroll the save as a Constitution saving throw. At higher levels you may use this twice and then three times per short rest.
Martial Maneuvers: You build your Fighter by selecting specific maneuvers. You may learn a martial maneuver with an escalation value equal to your maximum escalation found on the fighter table. Some maneuvers are magic while others are not. It is possible to make an Eldritch Knight Swordmage, Battle Master, or Champion depending on what maneuvers you choose.
Secondary Maneuver: You gain a second primary maneuver from the escalation (2) maneuver list.
Adrenaline Junkie: Your escalation increases at the end of your turn even if you use a martial maneuver during that turn. Your escalation no longer resets to 0 if you are incapacitated, instead it is reduced by one at the end of each turns while you are incapacitated until it reaches 0.
Escalation Master: Your escalation increases by 2 each time it would normally increase by 1.
Martial Maneuvers
Quicksilver Strike
Prerequisite: Training in Acrobatics
Choose a target to attack with your weapon, that target takes weapon damage. The target may attempt a Dex save (DC 8 + Prof + Str or Dex Modifier) for half weapon damage.
Hammer Fall
Prerequisite: Training in Athletics
When you hit with a weapon attack you push the creature 10'.
At Higher Escalation: At escalation 4 you may choose one other creature adjacent to the initial target, if your attack roll would beat their AC then they are pushed back 5' (no damage). At escalation 6 you may choose any creatures adjacent to the target, if your attack roll would beat their AC then they are pushed back 10' (no damage).
Intimidating Shout
Prerequisite: Training in Intimidate
When you hit with a weapon attack the next attack against the creature has advantage. Creatures immune or resistant to fear are immune to this effect.
Momentum
Prerequisite: Training in Acrobatics or Athletics
As a reaction whenever you fall you take no damage and land in a cool pose. Also as a reaction as you jump, you may jump 3x your normal jumping distance and you add your strength score to your base movement speed to determine how far you can jump with a single movement.
Bloodletting
Prerequisite: Training in Medicine
When you hit with a weapon attack against a creature, that creature grants critical hits on a roll of 19 - 20 until the end of your next turn. Creatures such as undead and constructs are immune to this effect.
Close Quarters
Prerequisite: Training in Acrobatics
When you hit with a weapon attack against a creature you may move through that creature's space until the end of your next turn.
Lance of Dawn
Prerequisite: Training in Religion
Make a weapon attack against a target within 20' of you, on a hit you deal Radiant damage and push the target 10'. You do not add you modifier to the radiant damage.
Serpentine Lightning Lure
Prerequisite: Training in Arcana or Nature
Make a weapon attack against a target within 20' of you, on a hit you deal lightning damage and pull the target 10'. You do not add you modifier to the lightning damage.
Flame Cyclone
Prerequisite: Training in Arcana or Nature
Make a melee weapon attack against each creature adjacent to you. On a hit the creatures takes fire damage and are pushed 5'. You do not add your modifier to the fire damage.
Dimensional Slash
Prerequisite: Training in Arcana and Acrobatics or Athletics
Before you make a melee weapon attack you may teleport a number of feet equal to your base speed to a place adjacent to the target.
Herald Shield
Iron Bulwark
Prerequisite: Training in Athletics
When you hit a creature with a melee weapon attack you gain 3d10 Temp HP. These temporary hit points last for 1 minute and do not stack with other forms of Temp HP.
At Higher Escalation: At escalation 6 the temporary HP increases to 4d10.
Moonglow
Prerequisite: Training in Nature
Make a weapon attack against a target within 20' of you. On a hit the target takes radiant damage, you do not add your ability modifier to this damage. All allies adjacent to the target gain 2d8 Temp HP. If you are using a ranged or thrown weapon you may use the long range as the range of this martial maneuver without taking disadvantage on the attack due to long range.
Supremacy of Steel
Prerequisite: Training in Athletics
When you hit a creature with a weapon attack and until the end of your next turn you ignore any resistance or immunity to non-magical weapons.
Calamity
Prerequisite: Training in Acrobatics or Athletics and Nature
Make a weapon attack against a creature. That creature takes damage as normal and you summon frogs to rain down from the sky in a 15' radius surrounding the target until the end of your next turn. The target, and any enemy within 15' of the target that start of their turn, must make a constitution saving throw (DC 8 + Str or Dex + Prof) or be poisoned until the end of their next turn. A creature may only be poisoned once every 24 hours by these frogs.
Hurricane of Blood
Prerequisite: Training in Acrobatics or Athletics and Medicine
Make a weapon attack against a creature. All enemies within 15' of the creature are hit by the blood spurting from the creature and take
Ice Cage
Prerequisite: Training in Arcana or Nature
When you hit a creatures with a weapon attack the target takes cold damage and is restrained until the end of your next turn. You do not add your modifier to the cold damage.
Maneuver Suggestion
Acrobatics or Athletics = Battle Master/Champion
Arcana = Swordmage
Nature = Warden
Religion and Acrobatics = Avenger
Religion and Athletics = Crusader
Note: The Escalation Die is from 13th Age, I really wanted to see how it would work in 5e as a Fighter feature.
A Fighter who uses Moonglow while wielding a Greatsword will deal 2d6 Radiant damage against the target. If the Fighter is using a dagger then the damage will be 1d4 Radiant but the Fighter can target a creature up to 60' away. Whenever the Fighter uses a ranged martial maneuver that is magical in nature with a melee, thrown, or ranged weapon they don't actually have to throw or shoot ammunition. They can go through the normal motions of attacking with the weapon and produce the effect.
http://vignette2.wikia.nocookie.net/betterbleachfanfiction/images/4/4d/Energy_Attack.gif/revision/latest?cb=20120120040210
Numbers need to be changed around (especially to keep up with average damage of other classes) and stuff but the basic idea is that everything is based around weapon attacks (unarmed strike is a weapon attack for this purpose). Even when making an Eldritch Knight Swordmage, their magic will be combined with their martial prowess.
I would like make the escalation system into a casting system eventually.