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Ziegander
2015-07-01, 12:01 PM
http://pathfinderwiki.com/mediawiki/images/thumb/f/fb/Jirelle.jpg/250px-Jirelle.jpg

Fighter
A half-elf in studded leathers struts through the city. Holding her rapier in hand, she smiles confidently as the naked steel shimmers in the light of the noonday sun for any onlookers to see. She heads to a duel, japing with awestruck commonfolk along the way, one she is certain she will win, having insulted a very large, very rude, and very drunk town guardsman the night prior and trapped him in a bet (with the help of his mates) regarding a contest of arms. She laughs to herself as she sees him at last. This should put a jingle in her coinpurse.

A halfling scales the walls of the village clocktower, crossbow in hand as an army of goblins approaches from the south. His allies are in position, and with the best eyes among them, he aims to coordinate them in the middle of the battle. Having fired off one, then two shots from the hand crossbow as he climbed, he vaults over the crenelations and pulls a larger crossbow from his back, securing the end against his shoulder and precisely firing into the oncoming horde all the while shouting positions and numbers to the rest of the village's defenders.

A tall, muscled human clad head to toe in polished steel sizes up his opponent, a twelve-foot tall demon ogre with red skin and a massive curved blade. The man's brow furrows, though the corner of his mouth turns up ever so slightly as he draws his greatsword from its sheath on his back. It's wavy, pale blade shined so brightly a soft glow seemed to surround it, and upon seeing it the red-skinned creature took a half-step back. "Silvance it is called," the man spoke, "Recall the name on your way to Hel." And their fight began.



Level
Proficiency Bonus
Features


1st
+2
Art of War, Fighting Style


2nd
+2
Additional Fighting Style, Battle Ready


3rd
+2
Archetype Feature


4th
+2
Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Ability Score Improvement


7th
+3
Archetype Feature


8th
+3
Ability Score Improvement


9th
+4



10th
+4
Improved Critical


11th
+4
Archetype Feature


12th
+4
Ability Score Improvement


13th
+5



14th
+5
Ability Score Improvement


15th
+5
Archetype Feature


16th
+5
Ability Score Improvement


17th
+6



18th
+6
Superior Critical


19th
+6
Ability Score Improvement


20th
+6
Archetype Feature



The design may seem a little off right now, but it's intentional. My goal here was to design a Fighter base chassis stripped of Extra Attack (2) and (3) that would simultaneously feel balanced against a Paladin stripped of spells. The purpose is to allow myself to design an Eldritch Knight that gets up to 5th level spells that more closely mirrors a Paladin with arcane spellcasting. It will have its own spell list and new unique spells. :smallsmile:

Still unsure what I'll do with the Warblade, but seeing as the Fighter chassis has been gutted you can expect improvements over the Battle Master.

I'm tempted to try and make the Barbarian class into an archetype of this rebuilt Fighter. I think I could make it work (of course, we'd lose the Barbarian archetypes).

What do you all think of the Champion Fighter as presented here? Better than the standard Fighter (Champion)? Worse? Equivalent?
CLASS FEATURES
As a fighter, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Strength and Dexterity or Strength and Constitution (your choice)
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:


(a) chain mail or (b) leather armor, a light crossbow, and 20 bolts
(a) a melee weapon and a shield or (b) any two simple or martial weapons
(a) a dungeoneer's pack and a climber's kit or (b) an explorer's pack and a potion of healing

ART OF WAR
At 1st level, you choose a martial archetype that you embody as you gain levels and develop new combat styles and techniques. Choose Barbarian, Champion, Eldritch Knight, or Warblade, each detailed at the end of the class description. The archetype you choose grants you features at 1st level, and again at levels 3, 7, 11 15, and 20.

FIGHTING STYLE
You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.

BATTLE VIGOR
In combat, at the start of your first turn, you gain temporary hit points equal to your Constitution modifier + half your class level (rounded up). These temporary hit points last until the end of any turn in which you can no longer see or hear any hostile creatures.

CAVALIER
While mounted, you may use your bonus action to direct your mount to make a single attack.
Additionally, once per long rest, when you mount a creature or construct with fewer hit points than 6 x your level, you may grant it enough temporary hit points to reach that number.

DEFENSE
While you are wearing armor, you gain a +1 bonus to AC. While you wield a shield, you may use your reaction to impose disadvantage on any attack roll made against another creature within 5 feet of you.

DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,

GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

LONGARM
You ignore the heavy property of two-handed, reach weapons you wield and may treat them as though they also had the versatile property allowing you to wield them in one hand. If you wield such a weapon in one hand, reduce the damage die by one step (for example, a Glaive wielded in one hand would deal 1d8 damage rather than 1d10).

PUGILIST
Your unarmed strike deals 1d6 damage rather than 1 and is a light, finesse weapon. If you wear no armor and do not carry a weapon your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You may use a shield or improvised weapons and still gain this benefit.

TACTICIAN
You may take the Help action as a bonus action on your turn, and you gain a +2 bonus to all weapon attack rolls you make as part of a Reaction.

THROWN WEAPON EXPERTISE
You gain a +1 bonus to ranged attack rolls you make with weapons that have the thrown property and your normal and maximum ranges with such weapons doubles. You may treat light, improvised weapons as though they had the thrown property (Range 10/30), and you do not have disadvantage on ranged attack rolls you make with thrown weapons when within 5ft of a hostile creature.

TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

VERSATILE COMBATANT
While wielding a Versatile weapon in one hand and not carrying a shield or weapon in your other hand you may take the Use an Object or Grapple action as a bonus action on your turn. While wielding a Versatile weapon in two hands you gain a +1 bonus to attack rolls made with that weapon.


ADDITIONAL FIGHTING STYLE
At 2nd level, you can choose a second option from the Fighting Style class feature.

BATTLE READY
Starting at 2nd level, you have advantage on Initiative checks and you may draw or stow weapons freely during your turn without using any actions. You may equip or stow a shield as your free interaction with an object or feature of the environment during your turn (see PHB, pg 190).

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level,you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

IMPROVED CRITICAL
At 10th level, your weapon attacks now score a critical hit on a roll of 19 or 20.

SUPERIOR CRITICAL
At 18th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.

MARTIAL ARCHETYPES
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to embody reflects your approach.

BARBARIAN
The archetypal Barbarian is a tour de force in raw physical power, bringing his wild rage to bear upon foes land shrugging off blows like a charging brown bear. Those who model themselves on this archetype hit harder, move faster, and stay standing longer than any other warrior.



The Barbarian


Level
Proficiency Bonus
Features
# of Rages
Rage Damage Bonus


1st
+2
Fighting Style, Rage
2
+2


2nd
+2
Additional Fighting Style, Battle Ready
2
+2


3rd
+2
Fast Movement (+10), Reckless Attack
2
+2


4th
+2
Ability Score Improvement
2
+2


5th
+3
Extra Attack
3
+2


6th
+3
Ability Score Improvement
3
+2


7th
+3
Danger Sense
3
+2


8th
+3
Ability Score Improvement
3
+2


9th
+4
Raging Critical (1 die)
4
+3


10th
+4
Improved Critical
4
+3


11th
+4
Indomitable Might
4
+3


12th
+4
Ability Score Improvement
4
+3


13th
+5
Fast Movement (+15), Raging Critical (2 dice)
5
+3


14th
+5
Ability Score Improvement
5
+3


15th
+5
Relentless Rage
5
+3


16th
+5
Ability Score Improvement
5
+3


17th
+6
Raging Critical (3 dice)
6
+4


18th
+6
Superior Critical
6
+4


19th
+6
Ability Score Improvement
6
+4


20th
+6
Primal Champion
Unlimited
+4



RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 9th level and to +4 at 17th level.
You have resistance to bludgeoning, piercing, and slashing damage.
Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 times at 5th level, 4 times at 9th level, 5 times at 13th level, and 6 times at 17th level.

RECKLESS ATTACK
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you take the attack action on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls this turn, but attack rolls against you have advantage until your next turn. You cannot use this feature if you're wearing heavy armor.

FAST MOVEMENT
Starting at 3rd level, your speed increases by 10 feet while you aren't wearing heavy armor.

Your speed increases by 5 additional feet at 13th level.

DANGER SENSE
At 7th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

INDOMITABLE MIGHT
Beginning at 11th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

RELENTLESS RAGE
Starting at 15th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

PRIMAL CHAMPION
At 20th level, you embody the power of the wilds. You may rage an unlimited number of times between rests. Furthermore, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

CHAMPION
The archetypal Champion focuses on the development of both the mind and body to a honed, skillful perfection. Those who model themselves on this archetype combine down to earth adventuring know-how with physical excellency to strike down foes with tried-and-true efficiency.


The Champion


Level
Proficiency Bonus
Features


1st
+2
Fighting Style, Remarkable Athlete


2nd
+2
Additional Fighting Style, Battle Ready


3rd
+2
Action Surge, Second Wind (1)


4th
+2
Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Ability Score Improvement


7th
+3
Indomitable, Second Wind (2)


8th
+3
Ability Score Improvement


9th
+4
Action Surge (Bonus Action)


10th
+4
Improved Critical


11th
+4
Manystrike (1), Second Wind (3)


12th
+4
Ability Score Improvement


13th
+5
Indomitable (two uses), Second Wind (Greater)


14th
+5
Ability Score Improvement


15th
+5
Survivor


16th
+5
Ability Score Improvement


17th
+6
Manystrike (2), Second Wind (4)


18th
+6
Superior Critical


19th
+6
Ability Score Improvement


20th
+6
Action Surge (two uses), Indomitable (three uses), Peerless Skill



REMARKABLE ATHLETE
You gain proficiency in Athletics. If you were already proficient in Athletics, then your proficiency bonus is doubled for all Athletics checks you make. In addition, you add half your proficiency bonus to any Strength, Dexterity, or Constitution ability checks you make that do not already include your proficiency bonus.

SECOND WIND
Starting at 3rd level you regain half your expended hit dice after completing a short rest and all of your expended hit dice after completing a long rest. You may expend a number of hit dice on your turn as a bonus action. The number you may expend depends on your level - one at 3rd level, two at 7th level, three at 11th level, and four at 17th level.

Starting at 13th level after you spend a bonus action on your turn to expend any number of hit dice you have Advantage on all attack rolls, ability checks, and saving throws you make using your Strength, Dexterity, or Constitution until the start of your next turn.

ACTION SURGE
At 3rd level, once during your turn you may take an additional action. After using this feature you cannot do so again until you've completed a short or long rest.

At 9th level when you use this feature you may also take an additional bonus action on your turn.

You may use this feature twice between rests at 20th level.

INDOMITABLE
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.

You can use this feature twice between rests starting at 13th level, and three times between rests at 20th level.

MANYSTRIKE
Beginning at 11th level, the number of attacks you can make during an Attack action increases from two to three.

When you reach 17th level, this number increases to four.

SURVIVOR
At 15th level, you attain the pinnacle of resilience in battle. You gain proficiency with Strength, Dexterity, or Constitution saving throws. If you happen to be proficient with all three of those saving throws already, you may choose to gain proficiency in any saving throw that you are not already proficient with.

Furthermore, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

PEERLESS SKILL
At 20th level, once per turn when you make a weapon attack it automatically hits.


ELDRITCH KNIGHT
The archetypal Eldritch Knight combines sword and sorcery into a deadly, harmonious whole. Where magic power meets martial art, those who follow this archetype cause their foes, and even the laws of reality themselves, to tremble.


The Eldritch Knight




—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th


1st
+2
Fighting Style, Weapon Bond
—
—
—
—
—
—


2nd
+2
Additional Fighting Style, Battle Ready, Spellcasting
2
2
—
—
—
—


3rd
+2
Battlemagic Defense
3
3
—
—
—
—


4th
+2
Ability Score Improvement
3
3
—
—
—
—


5th
+3
Extra Attack
4
4
2
—
—
—


6th
+3
Ability Score Improvement
4
4
2
—
—
—


7th
+3
Battlemagic Offense
5
4
3
—
—
—


8th
+3
Ability Score Improvement
5
4
3
—
—
—


9th
+4

6
4
3
2
—
—


10th
+4
Improved Critical
6
4
3
2
—
—


11th
+4
Channel Spell
7
4
3
3
—
—


12th
+4
Ability Score Improvement
7
4
3
3
—
—


13th
+5

8
4
3
3
1
—


14th
+5
Ability Score Improvement
8
4
3
3
1
—


15th
+5
Greater Battlemagic Defense
9
4
3
3
2
—


16th
+5
Ability Score Improvement
9
4
3
3
2
—


17th
+6

10
4
3
3
3
1


18th
+6
Superior Critical
10
4
3
3
3
1


19th
+6
Ability Score Improvement
11
4
3
3
3
2


20th
+6
Warmage's Edge
11
4
3
3
3
2



WEAPON BOND
At 1st level, as published, but your weapon may be used as an arcane focus and is also considered magical for the purposes of overcoming resistance/immunity to nonmagical weapons.

SPELLCASTING
Starting at 2nd level you learn to cast a number of spells from the Eldritch Knight spell list (learning as many as the Ranger as you gain levels with a spell slot progression up to 5th level). You may use an action on your turn to cast any spell you know without needing to prepare it ahead of time. You do not gain cantrips. Your spellcasting ability is Intelligence.


1ST LEVEL
Burning Hands
Charm Person
Cometfall*
Compelled Duel
Comprehend Languages
Chromatic Orb
Deadly Dance*
Detect Magic
Feather Fall
Identify
Jump
Kinetic Strike*
Longstrider
Meteoric Strike*
Shield
Thunderwave

2ND LEVEL
Blindstrike*
Blur
Darkvision
Enfeebling Blow*
Enhance Ability
Hold Person
Magic Weapon
Misty Step
Scorching Ray
Stunning Blow*

3RD LEVEL
Bestow Curse
Daylight
Dispel Magic
Elemental Weapon
Ether Strike*
Frost Tomb*
Protection from Energy
Regroup*
Tongues
Vampiric Touch

4TH LEVEL
Banishment
Dimension Door
Earth Reaver*
Fire Shield
Freedom of Movement
Mordenkainen's Faithful Hound

5TH LEVEL
Bigby's Hand
Doom Blade*
Cone of Cold
Passwall
Rary's Telepathic Bond

*Eldritch Knight exclusive spells (http://www.giantitp.com/forums/showsinglepost.php?p=21664216&postcount=36)


BATTLEMAGIC DEFENSE
Starting at 3rd level, whenever you succeed at a saving throw against a spell you gain temporary hit points equal to your Constitution bonus (minimum 0) + 3 times the spell's slot level (to a maximum of 15 + your Constitution bonus).

BATTLEMAGIC OFFENSE
Starting at 7th level, whenever you use your action to cast a spell, you may make one weapon attack as a bonus action.

CHANNEL SPELL
Starting at 11th level whenever you use your action to cast a spell that requires you to touch a creature or to make a spell attack you may make a weapon attack with your bonded weapon against that spell's target as part of casting the spell.

If you do and your weapon attack hits, the spell effects the target as though you had touched it or hit with its spell attack roll, but if your weapon attack misses, the spell fails.

GREATER BATTLEMAGIC DEFENSE
Starting at 15th level, whenever you use your action to cast a spell of 1st level or higher, the next time an attack, spell or effect would deal damage to you before the start of your next turn, you have resistance to all damage dealt by that attack, spell, or effect.

WARMAGE'S EDGE
At 20th level, if you hit a creature with a weapon attack on your turn, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Likewise, when a creature fails its saving throw against a spell you've cast, the next weapon attack you make against that creature before the end of your next turn has advantage.



The Jedi


Level
Proficiency Bonus
Features
Lightsaber Damage
Force Points
Powers Known


1st
+2
Unarmored Defense, Lightsaber Training
1d4
--
--


2nd
+2
Force Powers
1d4
2
1


3rd
+2
Jedi Order, Deflect Missiles
1d4
3
2


4th
+2
Ability Score Improvement
1d4
4
2


5th
+3
Extra Attack
1d6
5
3


6th
+3
Order Feature
1d6
6
3


7th
+3
Clear Mind
1d6
7
4


8th
+3
Ability Score Improvement
1d6
8
4


9th
+4

1d6
9
5


10th
+4
Order Feature
1d8
10
5


11th
+4
Jedi Knight, Improved Force Talents
1d8
11
6


12th
+4
Ability Score Improvement
1d8
12
6


13th
+5

1d8
13
7


14th
+5
Diamond Soul
1d8
14
7


15th
+5
Order Feature
1d10
15
8


16th
+5
Ability Score Improvement
1d10
16
8


17th
+6

1d10
17
9


18th
+6
Timeless Body
1d10
18
9


19th
+6
Ability Score Improvement
1d10
19
10


20th
+6
Jedi Master, Force Attuned
2d6
20
10



HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jedi level after 1st

PROFICIENCIES
Armor: None
Weapons: Simple weapons, longswords, scimitars, shortswords, hand crossbows, and heavy crossbows
Tools: Jeweler's Tools

Saving Throws: Wisdom and Charisma
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Insight, Medicine, Persuasion, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

a Lightsaber and one simple weapon
a set of Jeweler's Tools
(a) a diplomat's pack, (b) an explorer's pack, or (c) a scholar's pack

UNARMORED DEFENSE
Your AC equals 10 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers as long as you wear no armor and carry no shield.

LIGHTSABER TRAINING
At 1st level, your practice with the Jedi weapon of choice, the Lightsaber, gives you a powerful offensive tool that has been strengthened by your understanding of The Force and by the latent Force powers you still strive to develop. While you wield the Lightsaber (and only while you wield it), it has the following unique characteristics:


The Lightsaber is a one-handed melee weapon that deals 1d4 damage and has the finesse quality. Instead of bludgeoning, piercing, or slashing damage, the Lightsaber's damage is both Fire and Radiant energy and is thus considered magic. If you strike a creature with your Lightsaber that is vulnerable to one of those damage types, your attack deals double damage. If you strike a creature that is resistant to one of those damage types, your attack deals half damage. If, by chance, you strike a creature that is vulnerable to one type and resistant to the other, then your attack deals damage normally.
The weapon damage die for the Lightsaber increases while in your hands as you gain levels as a Jedi; to 1d6 starting at 5th level, to 1d8 starting at 10th level, to 1d10 starting at 15th level, and finally to 2d6 at 20th level.
You can use either your Wisdom or Charisma instead of your Strength or Dexterity to modify your attack rolls with the Lightsaber.
You may add the higher of your Wisdom or Charisma modifiers to damage rolls made with the Lightsaber in addition to your Strength or Dexterity modifier.

If your Lightsaber is wielded by any creature that lacks the Lightsaber Training feature, it deals 1d3 bludgeoning damage and acts in all other ways like a simple club.

FORCE POWERS
Starting at 2nd level, your training allows you to harness the cosmic energy of The Force. Your access to this energy is represented by a number of Force Points. Your Jedi level determines the number of points you have, as shown in the Force Points column of the table above. You can spend these points to fuel various Force Powers which you learn as you gain levels. You learn one at 2nd level, another at 3rd, and continue learning at the rate of one new Power at every odd level thereafter.

When you spend a Force Point it is unavailable to you until you finish a short or long rest, at the end of which you refocus all of your available Force Points back into yourself. Many of your Force Powers require a target (or targets) to make a saving throw to resist the Power's effects. The saving throw DC to resist your Force Powers is calculated as 8 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers.

At 2nd level, you know two force talents of a more basic capacity, which are detailed here. The full list of Force Powers and their descriptions are detailed at the end of the class description.


Forceful Blows
You can spend 1 Force Point and your bonus action whenever you take the Attack action on your turn. If you do, until the start of your next turn, attacks you make with a Lightsaber score a critical hit on an attack roll of 19 or 20, deal an extra weapon die of damage on hit and an additional extra weapon die on a critical hit (for a total damage roll of 4d4 damage on a critical hit at 2nd level).

Step of the Wind
You can spend 1 Force Point to take the Disengage or Dash action as a bonus action on your turn. If you do your jumping distance is doubled for the turn.


DEFLECT MISSILES
Starting at 3rd level, you can use your reaction to deflect or vaporize a missile when hit by a ranged attack. When you do so, the damage you take from the attack is reduced by an amount equal to 1d10 + the higher of your Strength or Dexterity modifiers + your Jedi level. If the attack is a ranged spell attack, add the higher of your Wisdom or Charisma modifier to the amount of damage reduced. This feature can only be used while you are wielding your Lightsaber, but it can be used to deflect even ranged spell attacks.

If you reduce the damage to 0, you can deflect the missile if it is a ranged spell attack. To do so you must spend 1 Force Point and make a ranged attack with the spell as part of your reaction. Your attack bonus for the spell attack equals the higher of your Wisdom or Charisma modifiers + your proficiency bonus, and your range for the spell attack is up to 60 feet to a maximum of half the spell's normal range.

JEDI ORDER
When you reach 3rd level, you commit yourself to one of three Jedi Orders: The Order of the First, The Order of the Consulate, and The Order of the Sentinel, all detailed at the end of the class description. Your Order grants you features at 3rd level and again at 6th, 10th, 15th, and finally 20th level when you ascend to the rank of Jedi Master.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

CLEAR MIND
Beginning at 7th level, the force sustains your mental faculties and shields you from effects that would rob you of your free will. Whenever you are subject to an effect that allows you to make a Wisdom or Charisma saving throw, if your saving throw was a success you are immune to that effect until after your next long rest, and until after your next short rest you have advantage on any saving throws you make against the same effect even if you initially failed.

JEDI KNIGHT
Starting at 11th level, you have the following options during combat on your turn:

after taking the Dash action, you may immediately take the Attack action as a bonus action.
after taking either the Attack or Disengage action, you may immediately take the other as a bonus action.
after taking the Attack action to attack with your Lightsaber, you may make an additional Lightsaber attack as a bonus action.
IMPROVED FORCE TALENTS
Also at 11th level, when you use your Step of the Wind talent you gain a 30 foot bonus to your movement for the round and can move along vertical surfaces and across liquids on your turn without falling during the move. You may use your Forceful Blows talent without spending your bonus action for the turn.

Sindeloke
2015-07-01, 01:52 PM
Glad someone liked my Cavalier style. :smallamused: I like Vigor, too, it's simple and intuitive yet very creative and unique as well.

You may want to tweak Battle Ready slightly - I'm envisioning a high-level Champion who has a good position on the field that she doesn't want to lose, pacing a tiny line back and forth between two squares so she can keep drawing javelins. I don't think it would break anything to just say "you can draw and sheathe freely without using actions on your turn."

What's the logic behind swapping Indomitable/Second Wind (which scales for crap, if you're keeping it you should probably make it worthwhile - actually Indomitable needs some help too, although the short rest recharge is a good start) and Improved Crit? Will you be giving the other archetypes other defensive abilities? As-is you've made the fighter much more offensively focused and widened the gap between tank fighters and tank barbarians yet further, even with the addition of Battle-Tested (also a nice feature btw).

Ziegander
2015-07-01, 03:19 PM
Glad someone liked my Cavalier style. :smallamused: I like Vigor, too, it's simple and intuitive yet very creative and unique as well.

I wanted to poach the best homebrew Fighting Styles I could find. Yours was surely one of the best. :smallsmile:


You may want to tweak Battle Ready slightly - I'm envisioning a high-level Champion who has a good position on the field that she doesn't want to lose, pacing a tiny line back and forth between two squares so she can keep drawing javelins. I don't think it would break anything to just say "you can draw and sheathe freely without using actions on your turn."

I may tweak it yet. I know it is slightly awkward, but I also don't want a Fighter just standing still swapping between sword and board, longbow, and greataxe, and back to versatile weapon, no shield at the end of their turn.


What's the logic behind swapping Indomitable/Second Wind (which scales for crap, if you're keeping it you should probably make it worthwhile - actually Indomitable needs some help too, although the short rest recharge is a good start) and Improved Crit? Will you be giving the other archetypes other defensive abilities? As-is you've made the fighter much more offensively focused and widened the gap between tank fighters and tank barbarians yet further, even with the addition of Battle-Tested (also a nice feature btw).

It was not my intention to make the Fighter more offensive than it had been defensive, though I see your point. It was only my goal to make the base Fighter class as rooted in martial skill as possible. Swapping Second Wind and Indomitable was actually not my plan initially; that was simply to merge the Champion into the base Fighter without overpowering it. At first Second Wind and Indomitable were simply lost in translation, but then I realized that they would make perfect Champion abilities to lead up to Survivor.

By making the two additional Extra Attacks Champion class features I solidify it's role as the "simple" Fighter archetype while also allowing me to make the Eldritch Knight and Weapon Master more robust.

Jedi stuff:
Sentinel's Stance - A Jedi Sentinel may treat his Lightsaber interchangeably as a one-handed weapon with the Finesse property or as a two-handed weapon with the Heavy and Finesse properties. When using his Lightsaber as a one-handed weapon and holding nothing in his off-hand, the Jedi gains a +2 bonus to armor class. When using his Lightsaber as a two-handed weapon it deals damage one die-size higher than normal (or 3d6 at 20th level) and he has Advantage on attack rolls with it when he uses his Forceful Blows power.

Gravitas - You gain proficiency with Intimidation. Also, whenever a Jedi Sentinel hits an enemy with a Lightsaber attack, until the end of the struck creature's next turn it must succeed at a Charisma saving throw against your Force Power DC to move away from you or to target a creature other than the Jedi with an attack or spell.

bloodshed343
2015-08-26, 03:36 PM
Firstly: Please finish.

Secondly: Has this been playtested for balance?

Michael7123
2015-08-26, 07:06 PM
I'll give this a look and review either tonight or tomorrow.

Ziegander
2017-01-06, 03:28 PM
I'll be getting back to this soon. I'm not sold 100% on my first execution of this, but I am an overall fan of moving Extra Attack (3) and (4) to the Champion archetype and making both the base Fighter more interesting and the EK and Battlemaster more robust as a result.

Ziegander
2017-01-08, 10:21 PM
Alright, I've got the base chassis down and a revised Champion archetype put up. The design may seem a little off right now, but it's intentional. My goal here was to design a Fighter base chassis stripped of Extra Attack (2) and (3) that would simultaneously feel balanced against a Paladin stripped of spells. The purpose is to allow myself to design an Eldritch Knight that gets up to 5th level spells that more closely mirrors a Paladin with arcane spellcasting. It will have its own spell list and new unique spells. :smallsmile:

Still unsure what I'll do with the Warblade, but seeing as the Fighter chassis has been gutted you can expect improvements over the Battle Master.

I'm tempted to try and make the Barbarian class into an archetype of this rebuilt Fighter. I think I could make it work (of course, we'd lose the Barbarian archetypes).

What do you all think of the Champion Fighter as presented here? Better than the standard Fighter (Champion)? Worse? Equivalent?

Grod_The_Giant
2017-01-09, 11:11 AM
Hmm... I kind of like where you're going with this. The Fighter more than almost any class demands interesting archetypes, and I think you're right in that the third and fourth attacks made the base class too bulky for that to work.

I like what you're doing with the Champion, making it into the by-the-book version of the 5e Fighter, but I'm a little concerned that it's now too weak-- it basically loses Action Surge and it doesn't get Improved Critical until mid-to-late levels, leaving earlier levels kind of sparse. Apart from Second Wind (not terribly strong or regularly-usable) you don't get anything interesting or distinctive until 11th, which is... not great. I mean, the Eldrich Knight will be casting starting at second level, presumably.

Barbarian... could work, I suppose; I think the class is fine as-is and has plenty of interesting features, unlike 3e, but you've left plenty of room for Rage and such.

Ziegander
2017-01-09, 12:39 PM
Hmm... I kind of like where you're going with this. The Fighter more than almost any class demands interesting archetypes, and I think you're right in that the third and fourth attacks made the base class too bulky for that to work.

My most immediate complaint with 5th edition was how the EK was handled, and since launch I've been trying to think of way to redesign it so that it felt more like a proper half-caster. I kept running into the problem of Extra Attacks (2) and (3), not to mention just too many features that didn't line up with what felt like "appropriate dead levels" compared to the Paladin and Ranger.

Finally, I decided, well, the Champion's considered pretty bad, why can't I just give the Champion sole access to more than two attacks per round, then gut the base Fighter to make room for 5 spell levels and more robust archetypes? I mean, it does leave the base Fighter very sparse, especially with all those ASIs (which I wanted to keep), but if it lets me improve two of the core archetypes, then it feels like an overall win.


I like what you're doing with the Champion, making it into the by-the-book version of the 5e Fighter, but I'm a little concerned that it's now too weak-- it basically loses Action Surge and it doesn't get Improved Critical until mid-to-late levels, leaving earlier levels kind of sparse. Apart from Second Wind (not terribly strong or regularly-usable) you don't get anything interesting or distinctive until 11th, which is... not great.

I see what you're saying, I was worried that would be a common critique, but a) take another look at the Fighting Styles; they are changed, there are more of them, and the Fighter now gets two starting at 2nd level; and also b) I have a thought. I could change the Champion's Second Wind to Action Surge and even combine them potentially into one feature.

Also, keep in mind, the only thing this version of the Champion loses is Action Surge. It does delay Improved Critical, but it gains its second Fighting Style eight levels earlier, it gains Expertise at 3rd level, it can use Second Wind twice per short rest now as well as Indomitable being on short rest recharge, twice, rather than long rest recharge, and it's got a third built in save proficiency in late game. Finally, a minor benefit, but it has advantage on initiative checks and can switch weapons at no action cost.

Anyway, how would you feel about the following feature, then?

ACTION SURGE
At 3rd level, once during your turn you may take an additional action. If you do, you regain a number of hit points equal to 1d10 + your Constitution modifier. After using this feature you cannot do so again until you've completed a short or long rest.

The number of hit points regained increases by 1d10 at 9th level, by 2d10 at 13th level, and by 3d10 at 17th level.

At 20th level you may use this feature twice between rests and you may use your reaction to use this feature when it is not your turn.


Barbarian... could work, I suppose; I think the class is fine as-is and has plenty of interesting features, unlike 3e, but you've left plenty of room for Rage and such.

Right. I actually really like the 5e Barbarian, it's very functional and has lots of nice features. I haven't seen the DPR math in a while, though, but I do recall the Barbarian not being top of the heap, and so that was something I thought, maybe if I can bake the Barbarian into the Fighter class, that way it'll have two fighting styles and superior critical, maybe that can push the Barbarian to the top of the damage race. Because if a raging Barbarian isn't dealing all of the damage, then something just feels wrong.

So I was wanting to keep Rages per long rest, Reckless Attack, Danger Sense, Fast Movement, Relentless Rage, Brutal Critical (to 3 dice), Indomitable Might, and Primal Champion. I think I could fit that all into the archetype slots (and dead levels).

JNAProductions
2017-01-09, 12:44 PM
Looks pretty good, methinks. Though the skill choices seem a bit odd.

One thing I would do is change 10+Str+Dex to some other stat. Barbarians get Con (for HP) and Monks get Wis (a more valuable save than Strength, and affects their DCs). Perhaps let you choose any one mental stat to be added to your AC, instead of Strength?

Ziegander
2017-01-09, 01:23 PM
Looks pretty good, methinks. Though the skill choices seem a bit odd.

I didn't change the skill choices from the PHB Fighter... :smalltongue:

Or do you mean the choices for Champion?


One thing I would do is change 10+Str+Dex to some other stat. Barbarians get Con (for HP) and Monks get Wis (a more valuable save than Strength, and affects their DCs). Perhaps let you choose any one mental stat to be added to your AC, instead of Strength?

You mean for the Pugilist, I assume? At first I had it as Dex + Con just like Barbarians, then I made it 10 + Dex + your choice of Str or Con, then I switched it to Str + Dex just to make it different from Barbarian. Monks get Wis to AC because it makes sense for them thematically, not because it's a more valuable save than some other ability, and nothing about the Fighter or a Pugilist sounds particularly focused on Intelligence or Charisma.

Maybe I should make it 10 + your Strength modifier + your Dexterity modifier + your Constitution modifier *sparkly eyes* since all three are important to an unarmed brawler and Barbarians get to add shields to their AC, but the Pugilist does not. :smallamused: *shrug*

Anyway, speaking of Barbarians, I put the Barbarian archetype up. Feels good, man. Not sure how balanced it is compared to the Champion, but it doesn't feel overly out of place. Probably do need to smush Action Surge proper back into the mix for the Champ, though.

Grod_The_Giant
2017-01-09, 01:34 PM
I did see the revised fighting styles, which are cool. I worry more about blandness at early levels than anything else... I like the revised Action Surge, though.

As for the Pugalist, I really don't like Str+Dex, because if you're focusing on one you almost certainly want to dump the other. It makes the Finesse part practically meaningless, for instance. If you want something interesting and different, how about Dex+Proficiency? Starts out equivalent to light armor, and slowly gets better over time.

Also, I suggest that throwing style let you draw throwing weapons freely, as otherwise multiple attacks (especially the Champion) get awkward. Possibly in place of the "throw anything" benefit, which seems more like a goofy side-note?

JNAProductions
2017-01-09, 01:39 PM
I didn't change the skill choices from the PHB Fighter... :smalltongue:

Or do you mean the choices for Champion?

You mean for the Pugilist, I assume? At first I had it as Dex + Con just like Barbarians, then I made it 10 + Dex + your choice of Str or Con, then I switched it to Str + Dex just to make it different from Barbarian. Monks get Wis to AC because it makes sense for them thematically, not because it's a more valuable save than some other ability, and nothing about the Fighter or a Pugilist sounds particularly focused on Intelligence or Charisma.

Maybe I should make it 10 + your Strength modifier + your Dexterity modifier + your Constitution modifier *sparkly eyes* since all three are important to an unarmed brawler and Barbarians get to add shields to their AC, but the Pugilist does not. :smallamused: *shrug*

Anyway, speaking of Barbarians, I put the Barbarian archetype up. Feels good, man. Not sure how balanced it is compared to the Champion, but it doesn't feel overly out of place. Probably do need to smush Action Surge proper back into the mix for the Champ, though.

I do indeed mean for the champion.

Yis, for the Pugilist. And the issue is, it's mechanically weak. Like was said, Strength OR Dexterity is typically the way to go, so making someone rely on both is just not that good.

Ziegander
2017-01-09, 01:41 PM
I did see the revised fighting styles, which are cool. I worry more about blandness at early levels than anything else... I like the revised Action Surge, though.

You don't think the revised Action Surge is too powerful, then?


As for the Pugulist, I really don't like Str+Dex, because if you're focusing on one you almost certainly want to dump the other. It makes the Finesse part practically meaningless, for instance. If you want something interesting and different, how about Dex+Proficiency? Starts out equivalent to light armor, and slowly gets better over time.

Actually, I love that suggestion, thanks.


Also, I suggest that throwing style let you draw throwing weapons freely, as otherwise multiple attacks (especially the Champion) get awkward. Possibly in place of the "throw anything" benefit, which seems more like a goofy side-note?

I'm pretty sure Battle Ready at 2nd level allows drawing throwing weapons freely? I know the wording is really weird, though, and I welcome a cleaner, just better way to word it.

Grod_The_Giant
2017-01-09, 01:47 PM
You don't think the revised Action Surge is too powerful, then?
Nah; it's a marginally better nova.


Actually, I love that suggestion, thanks.
No problem! I feel like 5e kind of underutilized the idea of Proficiency


I'm pretty sure Battle Ready at 2nd level allows drawing throwing weapons freely? I know the wording is really weird, though, and I welcome a cleaner, just better way to word it.
Hmmm... connecting it to movement is a pretty weird way of doing things... what do you want it to do, in non-mechanical terms?

JNAProductions
2017-01-09, 01:50 PM
Pugilists do NOT get shields, right? If so, 10+Prof+Dex is fine. If they do, I'd be wary of it.

Ziegander
2017-01-09, 01:52 PM
Hmmm... connecting it to movement is a pretty weird way of doing things... what do you want it to do, in non-mechanical terms?

It's to enable switch-hitting with fighting styles. If someone's got Defense and GWF, for example. I want it to allow them to switch styles mid-turn, even in the middle of an attack action if they want, without costing any actions. In one turn, I want it to allow a fighter to fire a longbow, charge forward, replacing the longbow with a Greatsword and smash into the frontline, and then switch to sword and board.


Pugilists do NOT get shields, right? If so, 10+Prof+Dex is fine. If they do, I'd be wary of it.

Nope, you don't get that AC calculation if you use a shield.

Grod_The_Giant
2017-01-09, 02:13 PM
How about "you can draw or sheathe a weapon as a free action, and you can equip or stow a shield using your object inaction?" That allows for easy swapping without getting too confusing with wording or allowing people to attack with a two-handed weapon on their turn and keep a shield for the off-turn.

Ziegander
2017-01-09, 03:31 PM
I decided to go with this wording:

"Starting at 2nd level, you have advantage on Initiative checks and you may draw or stow weapons or shields freely during your turn without using any actions. You may still interact with one other object or feature of the environment for free during your turn (see PHB, pg 190)."

JNAProductions
2017-01-09, 03:32 PM
I decided to go with this wording:

"Starting at 2nd level, you have advantage on Initiative checks and you may draw or stow weapons or shields freely during your turn without using any actions. You may still interact with one other object or feature of the environment for free during your turn (see PHB, pg 190)."

That has the issue of

-Start with shield in your hand
-Stow shield, draw greatsword
-Attack with greatsword
-Stow greatsword, draw shield
-Enjoy GWF damage with Sword and Board Defense

Ziegander
2017-01-09, 03:38 PM
That has the issue of

-Start with shield in your hand
-Stow shield, draw greatsword
-Attack with greatsword
-Stow greatsword, draw shield
-Enjoy GWF damage with Sword and Board Defense

That's the point of the feature and why he gets two Fighting Styles.

JNAProductions
2017-01-09, 03:58 PM
That's the point of the feature and why he gets two Fighting Styles.

Right, but now he's basically using a two-handed weapon with shield level defense with no penalty. I dunno. It doesn't sit well with me.

Grod_The_Giant
2017-01-09, 04:36 PM
Not to mention removing pretty much all mechanical incentive to use a one-handed weapon; even if you're a Dex-based fighter you might as well TWF.

Ziegander
2017-01-09, 04:53 PM
Not to mention removing pretty much all mechanical incentive to use a one-handed weapon; even if you're a Dex-based fighter you might as well TWF.

Hrmnnnm... I didn't consider that... I suppose that will have to be mostly countered with a feat or two (Shield Master, sure, but maybe a separate Einhander feat could also be in order), but, yeah, at least limiting such shenanigans to every other turn will ameliorate it a little. Switching back to Grod's wording.

Sariel Vailo
2017-01-11, 02:11 PM
Hrmnnnm... I didn't consider that... I suppose that will have to be mostly countered with a feat or two (Shield Master, sure, but maybe a separate Einhander feat could also be in order), but, yeah, at least limiting such shenanigans to every other turn will ameliorate it a little. Switching back to Grod's wording.
I like this build but I was wondering wat the warblade archetype is

Ziegander
2017-01-11, 02:13 PM
I like this build but I was wondering wat the warblade archetype is

Not done yet, but expect a beefed up Battle Master.

A couple of the EK levels are up. Do you all think Channel Spell is okay?

Gr7mm Bobb
2017-01-11, 02:22 PM
As for the Pugalist, I really don't like Str+Dex, because if you're focusing on one you almost certainly want to dump the other. It makes the Finesse part practically meaningless, for instance. If you want something interesting and different, how about Dex+Proficiency? Starts out equivalent to light armor, and slowly gets better over time.

Also, I suggest that throwing style let you draw throwing weapons freely, as otherwise multiple attacks (especially the Champion) get awkward. Possibly in place of the "throw anything" benefit, which seems more like a goofy side-note?

I've toyed around with the Proficiency to AC thing before when I brewed up my idea on warforged. It worked out pretty well and allowed them to still grow in AC beside other races without relying on someone to majik their armor better.

As for the throwing part, why not just let them draw thrown weapons as ammunition?


A couple of the EK levels are up. Do you all think Channel Spell is okay?

Okay, your Channel Spell has me a little nervous overall. Mainly because of the availability of cantrips (even if you do not include them). The Amount of output could be quite a bit. What I recommend is to have the Spell replace the weapons base weapon damage instead of delivering it alongside of it. I love channel spell mechanics I do, I just have had a lot of headaches finessing them left and right to get the right fit. If you are comfortable with it, take a look the wording and mechanics off of the Duskblade class I've been working on for last year or so, it might help save you some time. The Magus archetype in it may be the closest thing to an EK I've got in it.

I did limit touch spells to melee range, but I also allowed ranged spell attacks to be channeled in melee or range and so far it hasn't blown up in my face. But my PC's aren't often deliberate munchkins. Also beware of vampiric touch, where there's a will there's a way and handling it should be done carefully. I've erred on the side of fluff in that regard to limit the PC's willingness to suck the life out of others, but as-written it is a solid spell for the melee gish.

For indomitable on your champion I recommend allowing them to make a Con save in response to a failed save. However, that may just be me being broken. I'll take another gander after some sleep.

I recommend Phrasing your Action Surge as a reaction so that it cannot interrupt another's turn. I would have it follow the rules of a Legendary action, taking place at the end of another's turn.

Battle vigor is neat as a style, but per-encounter prone to refresh abuse that can be seen in ToB material as well. The other option that may be just plain OP is by going the route of the Immortal Mystic and they gain THP based on an ability mod at the start of each of their turns.

PS. Super like the direction your fighting man is going though. I can include a link to the DB if you want, its in the forums as well.

Ziegander
2017-01-14, 11:49 AM
I've just moved across the country and so I've been a little preoccupied lately, but all of the class features for the EK are now up, let me know what you think.

I still have to hammer out the spell list, but as far as new spells are concerned my plan is to follow the footsteps of the SCAG cantrips and essentially make two or three spells per spell level that include a weapon attack. So, for example, a Thunderous Blow that acts like an emanation Thunderwave that triggers from a melee attack and other spells like that.

As far as the Warblade is concerned, I'm planning full scale stances and maneuvers a la Tome of Battle with particular inspiration taken from the Diamond Mind, Iron Heart, Tiger Claw, and White Raven disciplines.

Amnoriath
2017-01-14, 02:45 PM
While overall I can't say it is imbalanced for what people would want to me there are three glaring issues with this as whole.
1. The sub-classes define the class as a whole making the notion of it as a base class look meaningless in its entirety. As such some of the features of them not only look wordy but need to make up a lot of ground in order to have impact.
2. These features then are often far more powerful than others leading to a lot of stacking with in the class. IE 7 ASI's+common resistances or 8d10+10 per short rest+2(effective hit die) or 2 fighting styles+rage at level 2.
3. The treatment of the Barbarian begs the question why isn't the Paladin or the Ranger isn't here.

Ziegander
2017-01-15, 12:18 PM
To be honest, the notion of the published Fighter class is only more focused because it has the Extra Attacks built in.

As published, Second Wind and Indomitable have both gotten a lot of complaints, and the Fighter is commonly regarded as boring. This effort was about "fixing" the Fighter class by making the archetypes more exciting and powerful which necessitates sacrificing much of the base classes' own power. Specifically I wanted a stronger, more interesting Champion and a half-caster EK. To that end, I needed the base class to lose Extra Attacks (2) and (3) and to have "dead" levels at 9th, 13th, and 17th levels where the Paladin and Ranger gain 3rd, 4th, and 5th level spell slots and also have "dead levels."

The base class has "dead" levels there because, you're right, all of the non-EK archetypes gain improvements on their features at those levels to cover the ground where Barbarians and Fighters would have ordinarily have had class features there. The EK doesn't get any features (or improvements to existing features) at those levels.

I actually plan to put up tables for all of the archetypes as well for easier reference.

As to the Paladin and Ranger question, well, they probably could be incorporated as Fighter archetypes as well, however the Barbarian was more of an experiment. With that experiment I was hoping to make a raging Barbarian the king of the damage race per round. Not sure if I succeeded or not, but, though I love the published Barbarian, it just sits a little weird for me that it's less of a damage machine and more of a tank.

Any ideas/comments regarding the balance? I'm not sure if I've gone too far or not far enough.

Amnoriath
2017-01-15, 01:09 PM
To be honest, the notion of the published Fighter class is only more focused because it has the Extra Attacks built in.

As published, Second Wind and Indomitable have both gotten a lot of complaints, and the Fighter is commonly regarded as boring. This effort was about "fixing" the Fighter class by making the archetypes more exciting and powerful which necessitates sacrificing much of the base classes' own power. Specifically I wanted a stronger, more interesting Champion and a half-caster EK. To that end, I needed the base class to lose Extra Attacks (2) and (3) and to have "dead" levels at 9th, 13th, and 17th levels where the Paladin and Ranger gain 3rd, 4th, and 5th level spell slots and also have "dead levels."

The base class has "dead" levels there because, you're right, all of the non-EK archetypes gain improvements on their features at those levels to cover the ground where Barbarians and Fighters would have ordinarily have had class features there. The EK doesn't get any features (or improvements to existing features) at those levels.

I actually plan to put up tables for all of the archetypes as well for easier reference.

As to the Paladin and Ranger question, well, they probably could be incorporated as Fighter archetypes as well, however the Barbarian was more of an experiment. With that experiment I was hoping to make a raging Barbarian the king of the damage race per round. Not sure if I succeeded or not, but, though I love the published Barbarian, it just sits a little weird for me that it's less of a damage machine and more of a tank.

Any ideas/comments regarding the balance? I'm not sure if I've gone too far or not far enough.

1. No, it does have other unique features whether or not they are iconic is a different matter entirely and is an issue in the base class. Yours though isn't even a base class being well under half of the character.
2. Yes those features do very much lack the power but not only was it because of the Extra Attacks and Action Surge it was also because of the 2 extra ASI's. If you would calculate a 2 short rest day in comparison to a Paladin the Fighter would have 3d10+60 hit points to heal plus the effective 80(40 more hit points, +2 per hit die) gained from better base stat allocation or feats vs. the Paladin's 100 extra hit points. While the Paladin does gain better saves and spells the Fighter can gain more resources in subclasses as well while Paladin's sub-class structure only gives one potential increase in its capstone. Yours though as I pointed out have ballooned these numbers far more to where the Paladin is looking very small through out its growth.
3. I did notice them but to me the Eldritch Knight and the Champion are the clear winners.
4. You didn't succeed while you could be getting better hits on average due to fighting styles, the lack of an offensive or defensive sub-class choices you made it weaker in achieving either desire of a character.
5. As I said you have two versions here that are vastly than their intended counterparts(considering the Eldritch Knight is a half-caster now). As such the promise of a Warblade is looking very ominous.

Ziegander
2017-01-15, 01:30 PM
In order to get all of that tasty self-healing you have to choose Champion as your subclass right and you give up Rage or spellcasting. Believe me, I also think adding SO MUCH to the Action Surge/Second Wind is going overboard, but others suggested the Champion was still too weak and that the ability was still balanced.

It's all well and good to just say the Champion and EK are overpowered and just better than other classes, but I'm away from my books and laptop for now and can't judge these things point by point. So if you could convince me with examples of how the classes make Paladins or Rangers look weak, then I'd appreciate it. I'm not seeing it for now. The EK gives up Action Surge, three and four extra attacks, and Indomitable that it used to get in order to gain spellpower to match with the Paladin and Ranger.

Champions, most people admit just doesn't compete in versatility or power, in or out of combat, so I wanted to beef it up and give it extra versatility while staying the simple option. Now, if the Champion has become stronger than, say, a Swashbuckler Rogue, or something, well I think I've gone overboard.

Amnoriath
2017-01-15, 03:24 PM
In order to get all of that tasty self-healing you have to choose Champion as your subclass right and you give up Rage or spellcasting. Believe me, I also think adding SO MUCH to the Action Surge/Second Wind is going overboard, but others suggested the Champion was still too weak and that the ability was still balanced.

It's all well and good to just say the Champion and EK are overpowered and just better than other classes, but I'm away from my books and laptop for now and can't judge these things point by point. So if you could convince me with examples of how the classes make Paladins or Rangers look weak, then I'd appreciate it. I'm not seeing it for now. The EK gives up Action Surge, three and four extra attacks, and Indomitable that it used to get in order to gain spellpower to match with the Paladin and Ranger.

Champions, most people admit just doesn't compete in versatility or power, in or out of combat, so I wanted to beef it up and give it extra versatility while staying the simple option. Now, if the Champion has become stronger than, say, a Swashbuckler Rogue, or something, well I think I've gone overboard.
1. Hence why they are both the winners, but lets just use the Eldritch Knight here for example. A level 3 Eldritch Knight can cast the Blade Ward and be resistant to both spell damage and non-magical weapon damage as many times they would like. Now as for spell combos well you don't have any spells specified nor new ones described but lets just use a classic melee touch spell Vampiric Touch. At level 15 with a +1 greatsword we are modestly looking at a 5d6+4(24) swing while giving back 6 thp with an almost a guaranteed use of GWF and a 10-20% chance of making a critical hit of 10d6+4 while giving back 12 thp for 1 minute. Keep in mind this is a modest choice as we could ask what would something like this do with Scorching Ray? At level 20 they are adding 2 attacks to this, with cantrips and certain attack spells they are out damaging the Champion. Additionally they choices of the damage types opens up far more opportunities to exploit vulnerabilities seeing that radiant damage might have 2 monsters that are vulnerable to it.
2. Your Champion under my daily model is healing 24d10+30 hit points not to mention tucking in the original's capstone earlier. It is also like its predecessor out damaging a Swashbuckler Rogue since it does nothing to increase either its critical frequency or its maximum potential damage. A 10d6 looks good but if it just once a round more attacks are going to win. As for utility yes the Rogue get better skills but your Champion is making better Athletics checks than a Barbarian with a similar strategy, advantage loses to expertise in the long run and 65% of the time the roll is going to be better than 24.
3. I get the idea of making it more useful but in the end as a plain jane fighter its numbers are solid so adding all of this just makes it a bit too good in everything. Maybe you can find better combos in one aspect but not all.

Ziegander
2017-01-15, 03:50 PM
I don't have time to go point for point with you for now, but

1) This EK doesn't get cantrips.

2) Obviously the Champion will outdamage a Swashbuckler, that wasn't my point. I want the Champion to be consistently powerful in combat, only behind in the damage race against a raging Barbarian. That was the goal anyway. My point was that if my Champion is overall a stronger class than a Swashbuckler Rogue, as an example, then let's talk about how to tone it down.

3) I do think Action Surge + massively empowered Second Wind is overly strong. So what do you think I could/should do to tone it down?

Amnoriath
2017-01-15, 04:06 PM
I don't have time to go point for point with you for now, but

1) This EK doesn't get cantrips.

2) Obviously the Champion will outdamage a Swashbuckler, that wasn't my point. I want the Champion to be consistently powerful in combat, only behind in the damage race against a raging Barbarian. That was the goal anyway. My point was that if my Champion is overall a stronger class than a Swashbuckler Rogue, as an example, then let's talk about how to tone it down.

3) I do think Action Surge + massively empowered Second Wind is overly strong. So what do you think I could/should do to tone it down?

1. It can get them easily enough without any multiclassing via race or magic initiate.
2. In terms of almost all combat, survivability and athletics it is stronger. The only reason why it isn't in every respect is because of the Swashbuckler's charm ability which is overpowered to begin with.
3. The numbers were fine as before so combining them and thp instead would probably suffice that way they can use it any time they want.

Ziegander
2017-02-01, 10:10 PM
Custom EK Spells
1ST LEVEL
Cometfall
Deadly Dance
Kinetic Strike
Meteoric Strike

2ND LEVEL
Blindstrike
Enfeebling Blow
Stunning Blow

3RD LEVEL
Ether Strike
Frost Tomb
Regroup

4TH LEVEL
Earth Reaver

5TH LEVEL
Doom Blade

Cometfall
1st-level evocation
Casting Time: 1 action
Range: 20 feet
Components: V, M (a weapon)
Duration: Instantaneous (see text)

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a cloud of ice shards and mist bursts from the impact dealing 2d6 cold damage to the target and reducing its speed by half for 1 minute. The affected creature is entitled to a Constitution save at the end of each of its turns to end the reduction to its speed.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. If you cast this spell from a 3rd or 5th level spell slot, the cold damage and speed reduction affect all creatures within a 5 foot radius or 10 foot radius, respectively (not including yourself).

Deadly Dance
1st-level evocation
Casting Time: 1 action
Range: 20 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute.

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d8 necrotic damage. At the start of each of your subsequent turns, you can use your bonus action to maintain the spell. Otherwise, the spell ends.

For the duration of the spell, whenever you hit the target with a weapon attack within the spell's range the creature takes an additional 1d8 necrotic damage.

Kinetic Strike
1st-level transmutation
Casting Time: 1 reaction, which you take when a creature moves out of you reach without using the Disengage action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the reaction used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range as it moves out of your reach, otherwise the spell fails. This spell also fails if the creature used the Disengage action.

Your attack interrupts the creature's movement, occurring right before the creature leaves your reach.

If this attack hits, it is an automatic critical hit. On a hit, the target suffers the attack's normal effects, takes 1d8 additional force damage, and falls prone unless it succeeds on a Constitution saving throw.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st.

Meteoric Strike
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blistering flames erupt from the point of contact dealing the target and creatures within 10 feet (not including yourself) 2d6 fire damage. A successful Dexterity save halves the fire damage dealt by this spell.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. If you cast this spell from a 3rd or 5th level spell slot, the fire damage applies to all creatures within 15 feet or 20 feet, respectively (not including yourself).

Blindstrike
2nd-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous (see text)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is blinded for 1 minute. At the end of each of its turns, the blinded creature can make a Constitution saving throw to remove the blinded condition.

Enfeebling Blow
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, M (a weapon)
Duration: 1 minute

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 3d6 additional poison damage and deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

At Higher Levels
If you cast this spell from a 5th level slot, the initial poison damage increases to 7d6 and the creature is also poisoned until the spell ends. Each time the creature fails its saving throw to end the spell it suffers 1d6 additional poison damage.

Stunning Blow
2nd-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 2d6 thunder damage, and is stunned unless it succeeds on a Constitution saving throw. For the duration of the spell, at the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d6 for each slot level above 2nd.

Ether Strike
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 1d10 additional force damage, and for the duration of the spell whenever the target makes an attack it must make a Charisma saving throw. On a failed save, roll a d20. On a roll of 11 or higher, the target vanishes from your current plane of existence and appears in the Ethereal Plane. At the start of the target's next turn, it reappears in the nearest unoccupied space within 10 feet of where it vanished from. If no unoccupied space is available, it reappears in the nearest unoccupied space (chosen randomly if more than one space is equally near).

While on the Ethereal Plane, the target can see and hear the plane it vanished from, which is cast in shades of grey, but not beyond 30 feet. It can only affect or be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive or interact with the target, unless they have a special ability that permits them to.

Frost Tomb
3rd-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 4d8 cold damage and must make a Strength saving throw or become frozen solid for the spell's duration. A successful save halves the cold damage and negates the frozen solid condition.

A creature that is frozen solid is entombed in ice that has AC equal to your spell save DC and hit points equal to 10 times the slot level you cast this spell from. For as long as the ice is not destroyed or until the effect causing the frozen solid condition is ended, the frozen creature cannot be struck or targeted directly. Any damage dealt to the ice is dealt also to the frozen creature. The ice itself is immune to cold, poison and psychic damage; resistant to piercing and slashing damage; and vulnerable to fire damage.

A creature that is frozen solid cannot move or speak, automatically fails all Dexterity saving throws, and becomes vulnerable to bludgeoning and thunder damage. At the end of each of the frozen creature's turns it may make a Strength saving throw against the spell. On a success, the creature breaks free from the ice and the spell ends. On a failure, the ice loses a number of hit points equal to the frozen creature's Strength bonus (if any).

At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the initial cold damage increases by 1d8 for each slot level above 3rd.

Regroup
3rd-level conjuration
Casting Time: 1 bonus action
Range: 300 feet
Components: V
Duration: Instantaneous

As you cast the spell, each non-hostile creature in the spell's range may choose to be instantly transported to any unoccupied space within 30 feet of you of that creature's choice. If an unoccupied space is unavailable for any such creature within 30 feet of you, that creature may choose to suffer 1d10 force damage and be transported instead to any unoccupied space within 100 feet of you. If no unoccupied space is available within 100 feet of you, the spell fails.

Earth Reaver
4th-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the force of your blow is felt to the heart of the world. A 30 foot cone-shaped area emanating from the target's space becomes difficult terrain as earth, stone, and other debris erupt from the ground dealing creatures in the area 2d6 bludgeoning damage, 2d6 fire damage, and 4d8 piercing damage. Creatures in the area are entitled to a Dexterity saving throw against the spell taking half damage on a success but falling prone on a failure.

Doom Blade
5th-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is dealt 8d8 additional necrotic damage. A successful Constitution saving throw halves this damage. After taking damage from this spell, if the target has 100 or fewer hit points it must make a second Constitution saving throw. On a failure, the creature dies.

Sariel Vailo
2017-02-02, 06:11 AM
Custom EK Spells
1ST LEVEL
Cometfall
Deadly Dance
Kinetic Strike
Meteoric Strike

2ND LEVEL
Blindstrike
Enfeebling Blow
Stunning Blow

3RD LEVEL
Ether Strike
Frost Tomb
Regroup

4TH LEVEL
Earth Reaver

5TH LEVEL
Doom Blade

Cometfall
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous (see text)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a cloud of ice shards and mist bursts from the impact dealing 3d6 cold damage to the target and reducing its speed by half for 1 minute. The affected creature is entitled to a Constitution save at the end of each of its turns to end the reduction to its speed.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. If you cast this spell from a 3rd or 5th level spell slot, the cold damage and speed reduction affect all creatures within a 5 foot radius or 10 foot radius, respectively (not including yourself).

Deadly Dance
1st-level evocation
Casting Time: 1 action
Range: 20 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute.

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d8 necrotic damage. For the duration of the spell, whenever you hit the target with a weapon attack within the spell's range you may use your bonus action to deal that creature 1d8 necrotic damage.

Kinetic Strike
1st-level transmutation
Casting Time: 1 reaction
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the reaction used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range as it moves out of your reach, otherwise the spell fails. Your attack interrupts the creature's movement, occurring right before the creature leaves your reach. If this attack hits, it is an automatic critical hit. On a hit, the target suffers the attack's normal effects, takes 1d8 additional force damage, and is pushed 5 feet away from you, falling prone unless it succeeds on a Constitution saving throw.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st. If you cast this spell from a 3rd or 5th level spell slot the distance the creature is pushed increases to 10 feet and 15 feet, respectively.

Meteoric Strike
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blistering flames erupt from the point of contact dealing the target and creatures within 10 feet (not including yourself) 3d6 fire damage. A successful Dexterity save halves the fire damage dealt by this spell.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. If you cast this spell from a 3rd or 5th level spell slot, the fire damage applies to all creatures within 15 feet or 20 feet, respectively (not including yourself).

Blindstrike
2nd-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous (see text)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is blinded for 1 minute. At the end of each of its turns, the blinded creature can make a Constitution saving throw to remove the blinded condition.

Enfeebling Blow
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, M (a weapon)
Duration: 1 minute

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 2d12 additional poison damage and deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

At Higher Levels
If you cast this spell from a 5th level slot, the initial poison damage increases to 5d12 and the creature is also poisoned until the spell ends. Each time the creature fails its saving throw to end the spell it suffers 1d12 additional poison damage.

Stunning Blow
2nd-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 2d8 thunder damage, and is stunned unless it succeeds on a Constitution saving throw. For the duration of the spell, at the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d8 for each slot level above 2nd.

Ether Strike
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 4d6 additional force damage, and for the duration of the spell whenever the target makes an attack it must make a Charisma saving throw. On a failed save, roll a d20. On a roll of 11 or higher, the target vanishes from your current plane of existence and appears in the Ethereal Plane. At the start of the target's next turn, it reappears in the nearest unoccupied space within 10 feet of where it vanished from. If no unoccupied space is available, it reappears in the nearest unoccupied space (chosen randomly if more than one space is equally near).

While on the Ethereal Plane, the target can see and hear the plane it vanished from, which is cast in shades of grey, but not beyond 30 feet. It can only affect or be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive or interact with the target, unless they have a special ability that permits them to.

Frost Tomb
3rd-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, takes 8d6 cold damage and must make a Strength saving throw or become frozen solid for the spell's duration. A successful save halves the cold damage and negates the frozen solid condition.

A creature that is frozen solid is entombed in ice that has AC equal to 13 + your spellcasting modifier and hit points equal to your spellcasting modifier times the slot level you cast this spell from. For as long as the ice is not destroyed or until the effect causing the frozen solid condition is ended, the frozen creature cannot be struck or targeted directly. Any damage dealt to the ice is dealt also to the frozen creature. The ice itself is immune to cold and poison damage, resistant to piercing and slashing damage, and vulnerable to fire damage.

A creature that is frozen solid cannot move or speak, automatically fails all Dexterity saving throws, and becomes vulnerable to bludgeoning and thunder damage. At the end of each of the frozen creature's turns it may make a Strength saving throw against the spell. On a success, the creature breaks free from the ice and the spell ends.

At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the initial cold damage increases by 2d6 for each slot level above 3rd.

Regroup
3rd-level conjuration
Casting Time: 1 bonus action
Range: 300 feet
Components: V
Duration: Instantaneous

As you cast the spell, each non-hostile creature in the spell's range may choose to be instantly transported to any unoccupied space within 30 feet of you of that creature's choice. If an unoccupied space is unavailable for any such creature within 30 feet of you, that creature may choose to suffer 1d10 force damage and be transported instead to any unoccupied space within 100 feet of you. If no unoccupied space is available within 100 feet of you, the spell fails.

Earth Reaver
4th-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the force of your blow is felt to the heart of the world. A 15 foot cone-shaped area emanating from the target's space becomes difficult terrain as earth, stone, and other debris erupt from the ground dealing creatures in the area 4d6 bludgeoning damage and 4d8 piercing damage. Creatures in the area are entitled to a Dexterity saving throw against the spell taking half damage on a success but falling prone on a failure.

Doom Blade
5th-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is dealt 10d8 additional necrotic damage. A successful Constitution saving throw halves this damage. After taking damage from this spell, if the target has 100 or fewer hit points it must make a second Constitution saving throw. On a failure, the creature dies.
Can these be wizard spells as well since I love the ideas of these being used for a wizard please.

Ziegander
2017-02-02, 02:30 PM
Can these be wizard spells as well since I love the ideas of these being used for a wizard please.

They're homebrew spells, you can do with them as you please, but the entire purpose of designing them was to give the Eldritch Knight unique spells like Paladins and Rangers have their own unique spells.

What do you think of them? Do any of them jump out as overpowered to you?

Sariel Vailo
2017-02-03, 04:51 AM
These look like the perfect spells for the wizard out of the scag an they fill out the void a little better than the original ek did

Potato_Priest
2017-02-03, 02:27 PM
They're homebrew spells, you can do with them as you please, but the entire purpose of designing them was to give the Eldritch Knight unique spells like Paladins and Rangers have their own unique spells.

What do you think of them? Do any of them jump out as overpowered to you?

Frost Tomb strikes me as being too good for its level. I like that it is best used with help from other magical party members capable of supplying fire damage, but it seems like 8d8 damage AND and incapacitation effect as a 3rd level spell is a bit much. This is a spell that is arguably better than cone of Cold in many circumstances, and the Eldritch knight gets it at the same level as a full caster gets cone of cold. To fix it, I'd straight up halve the initial damage.

Stunning Strike is often regarded as one of the most powerful and useful aspects of the monk class. Despite my great disrespect and hatred for monks as a whole, I don't think that porting over a better (if more limited in repeatability) version to the fighter class is a good idea.

I like Enfeebling Blow, Meteoric Strike, Regroup, and BlindStrike. Earth Reaver seems too mild.

Deadly Dance should be changed so that it works better with extra attack, similar to the way hex works with eldritch blast. It is slightly more damage than Hex, but I think you went a bit too far in counter-balancing that.
My re-do of Deadly Dance:
Name Stays the Same
Casting Time Stays the Same
Range Stays the Same
Duration Stays the Same
As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d8 necrotic damage. At the start of each of your subsequent turns, you can use your bonus action to maintain the spell. Otherwise, the spell ends. For the duration of the spell, whenever you hit the target with a weapon attack within the spell's range the creature takes an additional 1d8 necrotic damage.

Kinetic Strike's casting time should specify what the reaction is in response to. Also, are creatures that take the disengage action, or are otherwise exempt from opportunity attacks affected by kinetic strike? If they are, I suggest that they shouldn't be.

Doom Blade is something that I'm not particularly against, but it might tend to overshadow the other fighters. Think about whether you would be comfortable giving a character a once/day solar's Longbow of Slaying.

A general note: Most of these spells should specify that the additional damage dice are not doubled on a crit, because 16d8 damage + double weapon damage and incapacitation at level 9 (critical frost tomb) is going a bit far.

Ziegander
2017-02-03, 06:34 PM
Frost Tomb strikes me as being too good for its level. I like that it is best used with help from other magical party members capable of supplying fire damage, but it seems like 8d8 damage AND and incapacitation effect as a 3rd level spell is a bit much. This is a spell that is arguably better than cone of Cold in many circumstances, and the Eldritch knight gets it at the same level as a full caster gets cone of cold. To fix it, I'd straight up halve the initial damage.

It's 8d6, so my point of comparison was Fireball, which is itself often better than cone of cold. Where Fireball and cone of cold have Frost Tomb beat (and where cone of cold has its only real edge against fireball) are their large areas of effect.

Even still, that was probably the one I was most worried about. Considering it tacks on a melee weapon attack I think I can safely lower it to 6d6 damage.


Stunning Strike is often regarded as one of the most powerful and useful aspects of the monk class. Despite my great disrespect and hatred for monks as a whole, I don't think that porting over a better (if more limited in repeatability) version to the fighter class is a good idea.

Possibly not, but in its defense it is four levels later and a maximum of three times per day. The monk can do theirs 9 times per short rest at that point.


I like Enfeebling Blow, Meteoric Strike, Regroup, and BlindStrike. Earth Reaver seems too mild.

Earth reaver had a 30 foot area of effect to begin with, but I thought it might be overpowered. Suggestions to bring it up to snuff?


Deadly Dance should be changed so that it works better with extra attack, similar to the way hex works with eldritch blast. It is slightly more damage than Hex, but I think you went a bit too far in counter-balancing that.
My re-do of Deadly Dance:
Name Stays the Same
Casting Time Stays the Same
Range Stays the Same
Duration Stays the Same
As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d8 necrotic damage. At the start of each of your subsequent turns, you can use your bonus action to maintain the spell. Otherwise, the spell ends. For the duration of the spell, whenever you hit the target with a weapon attack within the spell's range the creature takes an additional 1d8 necrotic damage.

I like this.


Kinetic Strike's casting time should specify what the reaction is in response to. Also, are creatures that take the disengage action, or are otherwise exempt from opportunity attacks affected by kinetic strike? If they are, I suggest that they shouldn't be.


Doom Blade is something that I'm not particularly against, but it might tend to overshadow the other fighters. Think about whether you would be comfortable giving a character a once/day solar's Longbow of Slaying.

Limited to melee attack though, with two saves, so I'm comfortable with it.


A general note: Most of these spells should specify that the additional damage dice are not doubled on a crit, because 16d8 damage + double weapon damage and incapacitation at level 9 (critical frost tomb) is going a bit far.

I see what you mean, definitely puts even a Smite to shame. Let's see, and 3rd level smite crit is roughly 10d8 (or 4d6 + 8d8) damage, so if I reduce Frost Tomb to 6d6 that still makes the crit damage 12d6 + 2d8 or 16d6 with a Greatsword. Comparatively, that's 45 vs 48 and 50 vs 51. Comparable, but it should definitely be further reduced, huh? I'll look at possibly adjusting the damage on all of these then.

EDIT: Nerfs and other changes made.