SwordChuck
2015-12-17, 05:45 PM
Fighter Archetype: Squad Leader
You have learned the fine art of leading by example. You aren't a cheerleader like those silly Bards, you are a case of 110% whoop ass and your allies and enemies will be left in awe of your martial prowess.
Level 3
Basic Skill
As a Squad Leader you have learned to push yourself further than what others normally can, you know that if your squad mates see you rise to the occasion then they will follow.
At 3rd level you learn the Shove, Riposte, and Evade maneuvers detailed below. You may use one maneuver per round and you must expend 1 hit die when you perform the maneuver. If you have no hit dice then you can not use these maneuvers.
When you expend a hit die it is treated as if you spent a hit die during a short rest for recovery purposes, however you don't regain any hit points.
Shove (1): As a bonus action, you may cause one creature you hit with a weapon attack to fall prone or be pushed back 5'. When using a ranged weapon or thrown weapon at range you may only push the target back 5' and not send them prone.
Riposte (1): As a reaction, you may make a melee weapon attack against a creature that has attacked you or cast a spell that has you as a target (spells such as Fireball don't count). The target must be within your reach.
Evade (1): As a bonus action you may use the Disengage Action when you move.
Accumulate
Whenever you use Second Wind you may forgo the HP and instead regain a number of hit dice equal to your Constitution modifier.
Level 7
Not Today
When you are attacked, before or after the damage has been dealt, you may use Second Wind as a reaction to heal HP or regain Hit Die.
Level 10
Extra Effort
You have taught yourself to go further than what should be realistically possible. You learn the following maneuvers, though you may still choose to expend less dice for the lesser effect.
Shove (5): When you use your Shove maneuver you may effect all creatures you hit with your weapon attacks. You may also prone targets with thrown and ranged weapons if they are within the first range increment.
Riposte (5): When you use the Riposte Maneuver you may use any type of weapon and the target must be within range of your weapon.
Evade (5): When you use the Evade Maneuver you may also Dash as part of your movement.
Level 15
No Guts, No Glory
Whenever you reroll a failed saving throw it is considered a Constitution Save.
Level 18
Never Surrender
Your second wind heals you 25% of your max HP. Additionally when you use your Second Wind you also regain Hit Dice equal to your Con Modifier.
××××
Design notes
Still trying to figure out what cost the maneuvers will have in the final version. Might need to scale them somehow.
You have learned the fine art of leading by example. You aren't a cheerleader like those silly Bards, you are a case of 110% whoop ass and your allies and enemies will be left in awe of your martial prowess.
Level 3
Basic Skill
As a Squad Leader you have learned to push yourself further than what others normally can, you know that if your squad mates see you rise to the occasion then they will follow.
At 3rd level you learn the Shove, Riposte, and Evade maneuvers detailed below. You may use one maneuver per round and you must expend 1 hit die when you perform the maneuver. If you have no hit dice then you can not use these maneuvers.
When you expend a hit die it is treated as if you spent a hit die during a short rest for recovery purposes, however you don't regain any hit points.
Shove (1): As a bonus action, you may cause one creature you hit with a weapon attack to fall prone or be pushed back 5'. When using a ranged weapon or thrown weapon at range you may only push the target back 5' and not send them prone.
Riposte (1): As a reaction, you may make a melee weapon attack against a creature that has attacked you or cast a spell that has you as a target (spells such as Fireball don't count). The target must be within your reach.
Evade (1): As a bonus action you may use the Disengage Action when you move.
Accumulate
Whenever you use Second Wind you may forgo the HP and instead regain a number of hit dice equal to your Constitution modifier.
Level 7
Not Today
When you are attacked, before or after the damage has been dealt, you may use Second Wind as a reaction to heal HP or regain Hit Die.
Level 10
Extra Effort
You have taught yourself to go further than what should be realistically possible. You learn the following maneuvers, though you may still choose to expend less dice for the lesser effect.
Shove (5): When you use your Shove maneuver you may effect all creatures you hit with your weapon attacks. You may also prone targets with thrown and ranged weapons if they are within the first range increment.
Riposte (5): When you use the Riposte Maneuver you may use any type of weapon and the target must be within range of your weapon.
Evade (5): When you use the Evade Maneuver you may also Dash as part of your movement.
Level 15
No Guts, No Glory
Whenever you reroll a failed saving throw it is considered a Constitution Save.
Level 18
Never Surrender
Your second wind heals you 25% of your max HP. Additionally when you use your Second Wind you also regain Hit Dice equal to your Con Modifier.
××××
Design notes
Still trying to figure out what cost the maneuvers will have in the final version. Might need to scale them somehow.