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View Full Version : D&D 5e/Next New Class Finess Fighter - Archetypes: Archer, Swashbuckler, Street Fighter



Machiknight
2016-05-10, 05:49 PM
Hello! I loved the finesse fighter in 3rd (the last time I played) and wanted to recreate that in 5th!
I know there is work to be done here but that this is a good starting point, can you please help me get this in line with 5th edition?

Level Proficiency Bonus Bonus Features
1st +2 Fighting Style, Mobility
2nd +2 Combat Reflexes
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Superb Physicality
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Class Features
As a Finesse 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: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Finesse Fighting Styles
At 2nd levelYou 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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Combat
When you engage in melee combat using your fists your punches/kicks inflict 1d4 damage, and you may use dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Mobility
Your fancy footwork aids you in combat giving you the ability to move about the battlefield. As a bonus action on each of your turns you may take the Dodge or Disengage action.
Modification
Your fancy footwork aids you in combat giving you the ability to move about the battlefield. Your speed is increased by 10 feet and as a bonus action on each of your turns you may take the Disengage action.

Combat Reflexes
At 2nd level, your quickness and superb combat skills allow you to act quickly to threats. You may use your reaction to make an attack of opportunity on an opponent when they enter your threat area or when they leave. This does not grant you additional reactions.
Modification
At 2nd level, your quickness and superb combat skills allow you to act quickly to threats. You gain advantage when making attacks of opportunity.

Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.
Choose Archer, Street Fighter, or Swashbuckler. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Superb Physicality
Beginning at 9th level, your mastery of your body grants you proficiency in Str saving throws, and you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. Additionally When you roll a Hit Die to regain hit points, you may add your proficiency bonus.

Improved Mobility

You are faster and more agile than many. Starting at 13th your movement is increased an additional 10 feet,and your speed is no longer halved when climbing or swimming. Somehow this got left out.

Evasion

At 17th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.Somehow this got left out also

Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Archer[/B] - The master of the bow.
Point Blank Shot
Starting at 3rd level you no longer suffer disadvantage while making a ranged attack with a bow when a hostile creature is within 5 feet of you as long as you are targeting that hostile creature or creatures. If there are no opponents within 5 feet, you gain +1 to hit any target that is within 30 feet.
Modification
Starting at 3rd level you no longer suffer disadvantage while making a ranged attack with a bow when a hostile creature is within 5 feet of you as long as you are targeting that hostile creature or creatures.

Precise Shot
At 3rd level when you make an attack against an opponent that is with 5 feet of an ally, that ally gains advantage on their next attack against the opponent provided they attack before your next turn. You may use this ability a number of times equal to your Dexterity modifier before completing a long rest.
Modification
Distracting Shot - Name change

Instinctive Shot
Beginning at 7th level you may use your reaction to make a single ranged attack, the target must not be further than half your normal range.
Modification
Reactive Shot

Beginning at 7th level if an opponent is within range, makes a ranged attack, you may use your reaction to single ranged attack against them.

Rapid Shot
At 10th level you may use your bonus action to make a ranged attack, this may only be used against the last opponent you have targeted that round.
Modification
At 10th level you may use your bonus action to make a ranged attack, this may only be used against the last opponent you have targeted that round. You may use this 3 times before completing a short or long rest.

Manyshot
At 15th level when you take an attack action you may fire more than one arrow at a target in a single attack. Each arrow that you fire uses the same attack roll at -4. Each successive arrow beyond the second adds -2 to hit. Damage is rolled independently for each arrow and damage reduction and other resistances apply. Any additive damage types (such as Sneak attack etc) are only applied once, and if a critical hit is rolled only the first arrow deals critical damage.
Modification
Doubleshot

At 18th level when you take an attack action you may fire 2 arrows at a target in a single attack. Each arrow that you fire uses an independant attack roll with the second arrow receiving -6. Damage is rolled independently for each arrow and damage reduction and other resistances apply. Any additive damage types (such as Sneak attack etc) are only applied once, and if a critical hit is rolled only the first arrow deals critical damage. May only be used once per round.

Called Shot
At 18th you may target a specific part of a creature's anatomy with your attack. On a successful hit the target must make a constitution save (DC = 8+ proficiency bonus + Dex modifier) or have one of the following inflicted:

Arm or hand: Drop whatever they are holding (if it can be dropped)
Leg or foot: Speed is halved
Head: Disadvantage on attack rolls
Modification
At 15th you may target a specific part of a creature's anatomy with your attack. On a successful hit the target suffers damage as normal and must make a constitution save (DC = 8+ proficiency bonus + Dex modifier) or have one of the following inflicted:

Arm or hand: Drop whatever they are holding (if it can be dropped)
Leg or foot: Speed is halved
Head: Disadvantage on attack rolls
The opponent may attempt to make a save on their turn to negate the effect, otherwise it lasts for 1 minute or until they are healed.

Street Fighter
Improved Unarmed Combat
Starting at 3rd level when you use the Attack action with an unarmed strike you can make one additional unarmed strike as a bonus action. At 5th level your unarmed strike inflicts 1d6 damage, and at 10th level 1d8.
Modification
Starting at 3rd level when you use the Attack action with an unarmed strike you can make one additional unarmed strike as a bonus action. At 5th level your unarmed strike inflicts moves up a damage die, and again at 10th. (If you have taken the Unarmed combat fighting style your damage die starts at 1d4, if you have not it starts at 1 and moves to 1d4.)

Quickness
At 3rd level when you take the dodge action as a standard action, you may make an unarmed strike against an opponent within range as a bonus action. Additionally your movement is increased by 10 feet, and you have advantage on initiative rolls.
Modification
Quick Strike
At 3rd level when you take the dodge action as a standard action, you may make an unarmed strike against an opponent within range as a bonus action.

Combat Senses
At 7th you have become attuned to the weaknesses of your enemies, your unarmed strikes count as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally you no longer need to be able to see your opponent for them to have disadvantage on attacks made towards you if you have taken the Dodge action.
Modification
At 7th you have become attuned to the weaknesses of your enemies, you no longer need to be able to see your opponent for them to have disadvantage on attacks made towards you if you have taken the Dodge action, additionally you may not be hit with a Sneak Attack unless the opponent has advantage against you.

Crowd Control
At 10th level you have advantage on all grapple and shove attempts.


Good at taking a beating
At 15th level your ability to take punishment is feared. At the start of each of your turns you regain hit points equal to your constitution modifier if you have less than half health. Additionally once per long rest when your hit points are reduced to 0 your hit points drop to 1 instead.
Modification
At 18th level your ability to take punishment is feared. You gain Resistance to bludgeoning, additionally once per long rest when your hit points are reduced to 0 your hit points drop to 1 instead.

Flipkick
At 18th level you may forgo all you attacks for a round to slam a powerful kick into an opponent. If the attack is successful the opponent must make a constitution save (DC = 10 + proficiency bonus + dex modifier) or be knocked unconscious and knocked back 5 feet. Upon a successful save the opponent is still knocked back.
Modification
Improved Grapple

At 15th level your ability to restrain opponents is unparalleled. When you have an opponent grappled they are now considered Restrained.


Swashbuckler
Charismatic Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Capa Ferro
At 3rd level you may enact a powerful and quick lunge attack on your opponent. Once per dexterity modifier, if you successfully strike an opponent it is automatically considered a critical hit. You must complete a long rest before you may use this again.
Modification
At 3rd level you may enact a powerful and quick lunge attack on your opponent. Once per dexterity modifier, if you successfully strike an opponent it shoved back 5 feet. You must complete a short or long rest before you may use this again.

Why are you smiling?
Beginning at 7th level, you can use your action to frighten someone with your charm and witty repartee. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Dashing Panache
At 10th level you may attempt to charm a being within 30 feet of you with your Looks and wit. This is not considered magical charming. Choose one being that you can see within 30 feet of you. If the being can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Charmed for 1 minute. The charm breaks if you make any hostile actions towards the being. If the target succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. You must complete a short or long rest before you can use this ability again.

Bonnetti’s Defense
At 15th level you are no longer hampered by difficult terrain while in combat.
Modification
At 15th level you are no longer hampered by difficult terrain while in combat, and your opponents have disadvantage while attacking you on difficult terrain.

Thibault’s Technique
At 18th level your flashy swordsmanship hide the true expertise of your ability. You may not be given disadvantage on any attack actions.

Final Hyena
2016-05-10, 06:25 PM
Mobility
Your fancy footwork aids you in combat giving you the ability to move about the battlefield. As a bonus action on each of your turns you may take the Dodge or Disengage action.

Gaining essentially +5 ac every turn for a bonus action you may never need. If you go swashbuckler nothing else in this class needs one. Way too powerful.

Machiknight
2016-05-10, 07:15 PM
Gaining essentially +5 ac every turn for a bonus action you may never need. If you go swashbuckler nothing else in this class needs one. Way too powerful.

Thanks for this! How does it look now?

Rerem115
2016-05-10, 10:27 PM
Right off the bat, the there's a few minor bookkeeping issues I want to point out. First of all, all spells and abilities that have a DC have a DC of 8+Proficiency+Modifier (except Maze, which is set at 20 for some reason). As written, some of your classes' abilities have a DC of 10+Proficiency+Modifier, which is a significant difference. Second, every other class that gets a fighting style gets one at second level, not first.

With that out of the way, I quite frankly admit that I would never allow this class as written. If multiclassing, the fighting style combined with a very strong level one ability makes this prime dip-bait. Granted, if you're using a homebrew class, you probably won't be multiclassing, but the other abilities still have potential for abuse. I'll list them off:

1. Point Blank. People more familiar with the system can debate the merits of losing disadvantage up close, but I'm ambivalent towards that. Yes it steps on a feat's toes, but it is subtly different. What worries me is the +1 to hit, stacking with the archery fighting style. Archery is already a top-tier fighting style, and this just makes it better.

2. Precise Shot. The ability itself is fine, if a bit strong, but the fact that you get it at level three on top of Point Blank seems a bit excessive. This is strong for a class feature, and if you want to keep it, it should have a level of its own.

3. Rapid Shot. It's official. You are now out-ranging the Ranger. While this could perhaps, possibly, be balanced on its own, the fact that you also get a ranged AoO turns you into a minigun. At level 10, that's 4 attacks per turn with your already significant to-hit bonus, and since you're probably in the back, it's fairly low risk/high reward.

4. Manyshot. Okay, I understand that the damage on a crit is only multiplied for the first arrow. How is the accuracy handled? For most DMs, rolling a 20 counts as an automatic hit. It doesn't matter how many negatives you have; even if you have a -21 to hit, you still hit if you roll a 20. Does this mean that you can empty your entire quiver on a roll of a 20? I think that if you want to keep this ability, make separate attack rolls for each arrow, but have each successive shot get the minus to-hit. The more I think about this ability, the stronger it seems. 20 Dex at level 17 has a to-hit mod of 11, and if you shoot three arrows per attack, that's a -6 penalty, but you still have a +5 to hit, meaning that you have a strong chance to hit anything that's not a dragon, empyreon, or tarrasque. If anything, I'd make the penalty steeper and only once per turn with some sort of limiter on how many times a day it can be used. Extra attacks are a strong feature, and as many as two or three times as many attacks as normal every round is utterly broken;

5. Called Shot. I like this ability, but do they get a save to end the effect? If not, how long does it last? If there's no way to end it, this feels really strong. If there is, it feels kinda weak for a capstone. Maybe move this to an earlier level?

6. Quickness. Like precise shot, I feel like this should have its own level, and not tacked on in addition to the entry level ability. Also, an additional 10 movement speed on top of what the class already gets means that without any feats or bonuses it is possible to have a movement speed of 55 at level 3. Finally, advantage on initiative rolls? The only other class that gets that gets that at 7th level; getting it at level 3 on top of all the other bonuses is a bit much.

7. Good at Taking a Beating. This is most of the Champion Fighter capstone, and the better part of the level 11 Barbarian ability. This would be appropriate as a capstone, maybe, but as is, it's really, really strong for a 15th level ability. If you want to keep this at this level, tone it down.

8. Flipkick. This is a couple types of overpowered. First of all, this a non-magical ability with a DC of 21, making it higher than any other ability, and not subject to magical resistance. Secondly, this is essentially a save or die; attacks made against an unconscious target have advantage, automatically critically strike, and if they are at 0 hit points, cause them to fail a death save. If somebody fails this, there is almost nothing that can save them, and with the high DC, it's very easy to fail this. I understand that it's a capstone, but... As a minor issue, how long does the unconsciousness last, and how is it cured? Is it like the Sleep spell, or like falling to 0 hp without actually going that low?

9. Capa Ferro. Automatic. Critical. Strikes. At level 3. On top of the other entry level bonus. Assuming somebody rolled really well, this could be as many as 5 guaranteed critical strikes. Even if you use point buy or standard array, with all of a fighter's ASIs, you're almost certain to have a 20 Dex before too long. This screams "abuse me"; rogues would be very happy with guaranteed critical strikes. Even if you don't multiclass to take full advantage of this, this is better suited as something like a capstone, not an entry level ability.


Overall, this class suffers from a symptom common to a lot of homebrew. It has an incredibly overloaded kit; it performs well in a large number of situations, and outperforms other classes in its area(s) of expertise. Even so, having an overloaded kit would almost be balanced if it weren't for the fact that this class also has access to all of a fighter's ASIs and/or feats; strong abilities are manageable, but strong abilities combined with high stats and all the best feats can quickly spiral out of control. Just as an example, Archery archetype takes Magic Initiate, choosing Hunter's Mark, and the Sharpshooter feat. On its own, the Archery abilities are manageable, but when it gets the feats to play with, all of a sudden you have a level 10 character making 4 attacks per round and dealing 1d6+1d8+15 damage per hit. At level 20, this becomes 6 attacks per round, with potential for more. If you really want to keep all the awesome class abilities, spread them out and get rid of some of the ASIs. While it wouldn't fix everything, it would go a long way towards balancing the class.

Gort
2016-05-11, 04:39 AM
Thanks for this! How does it look now?

Mobility?: I'm not seeing how you have modified it. It is very strong ability and will give the character great tactical penetration. It is a key feature of the Rogue. I would suggest that the Mobile Feat would be good enough.

Point Blank Shot. Don't leave the condition about not getting the +1 if there is an enemy within 5 feet. Its too complex, simplify and allow both. This is 5th ed.

Instinctive Shot. This is very strong - OK, but what is causing your reaction? Have it trigger off a common condition or it doesn't feel like a reaction. Example: an ally within 30ft is attacked, or enemy moves within 10ft for the first time.

Rapid Shot. Again strong but OK there are plenty of ways to attack as a bonus action. Simplify the wording "At 10th level you may take another ranged attack against a target you have attacked this turn as a bonus action"

Manyshot. Too complex mechanically, too boring for every other player in the game to wait while you work it out. Why not try something simpler like the Ranger Hunter Volley power instead.

Called Shot. Interesting and one of the few tactical options this class has. Is the ability only one shot per round? I'm going to echo the comment to move it earlier - it will be more fun.

Capa Ferro. Just give them the improved critical range of 19-20. This is very strong.


I like what you have done and they are mostly good ideas. I'm all for more martial archetypes without spells to keep track off. These concepts are worth playing.

Be wary of strong abilities early, but don't worry so much about them later on. A higher level the casters start to get out of control anyway. My players in my current game are starting to use Polymorph and Conjure Elemental too well, I'm trying to hide Planar Binding and Simulacrum from them. Hence I think it is OK for martial characters to have really special abilities at the top end.

Cheers

Final Hyena
2016-05-11, 08:24 AM
Quickness
At 3rd level when you take the dodge action as a standard action, you may make an unarmed strike against an opponent within range as a bonus action.
This loses value the later into the game you get due to the loss of not getting extra attacks, it likely needs to scale.


Flipkick
At 18th level you may forgo all you attacks for a round to slam a powerful kick into an opponent. If the attack is successful the opponent must make a constitution save (DC = 10 + proficiency bonus + dex modifier) or be knocked unconscious and knocked back 5 feet. Upon a successful save the opponent is still knocked back.
DCs should have an eight for the base.
I might be going senile, but don't abilities like this have some sort of limitation. Something this strong should likely be once a short or long rest.


Instinctive Shot
Beginning at 7th level you may use your reaction to make a single ranged attack, the target must not be further than half your normal range.
Rapid Shot
At 10th level you may use your bonus action to make a ranged attack, this may only be used against the last opponent you have targeted that round.
Way too strong


Manyshot
At 15th level when you take an attack action you may fire more than one arrow at a target in a single attack. Each arrow that you fire uses the same attack roll at -4. Each successive arrow beyond the second adds -2 to hit. Damage is rolled independently for each arrow and damage reduction and other resistances apply. Any additive damage types (such as Sneak attack etc) are only applied once, and if a critical hit is rolled only the first arrow deals critical damage.
This is mildly confusing and goes against the general design of reducing all of the minor +-X

Machiknight
2016-05-11, 12:21 PM
Right off the bat, the there's a few minor bookkeeping issues I want to point out. First of all, all spells and abilities that have a DC have a DC of 8+Proficiency+Modifier (except Maze, which is set at 20 for some reason). As written, some of your classes' abilities have a DC of 10+Proficiency+Modifier, which is a significant difference. Second, every other class that gets a fighting style gets one at second level, not first.
Good catche's thank you, fixed.

With that out of the way, I quite frankly admit that I would never allow this class as written. If multiclassing, the fighting style combined with a very strong level one ability makes this prime dip-bait. Hopefully the changes fixed this somewhat Granted, if you're using a homebrew class, you probably won't be multiclassing, but the other abilities still have potential for abuse. I'll list them off:

1. Point Blank. People more familiar with the system can debate the merits of losing disadvantage up close, but I'm ambivalent towards that. Yes it steps on a feat's toes, but it is subtly different. What worries me is the +1 to hit, stacking with the archery fighting style. Archery is already a top-tier fighting style, and this just makes it better.
Removed the bonus

2. Precise Shot. The ability itself is fine, if a bit strong, but the fact that you get it at level three on top of Point Blank seems a bit excessive. This is strong for a class feature, and if you want to keep it, it should have a level of its own.
Name change, and hopefully the removal of the bonus for PB Shot helps balance

3. Rapid Shot. It's official. You are now out-ranging the Ranger. While this could perhaps, possibly, be balanced on its own, the fact that you also get a ranged AoO turns you into a minigun. At level 10, that's 4 attacks per turn with your already significant to-hit bonus, and since you're probably in the back, it's fairly low risk/high reward.
Limited use now requires rest, good fix?

4. Manyshot. Okay, I understand that the damage on a crit is only multiplied for the first arrow. How is the accuracy handled? For most DMs, rolling a 20 counts as an automatic hit. It doesn't matter how many negatives you have; even if you have a -21 to hit, you still hit if you roll a 20. Does this mean that you can empty your entire quiver on a roll of a 20? I think that if you want to keep this ability, make separate attack rolls for each arrow, but have each successive shot get the minus to-hit. The more I think about this ability, the stronger it seems. 20 Dex at level 17 has a to-hit mod of 11, and if you shoot three arrows per attack, that's a -6 penalty, but you still have a +5 to hit, meaning that you have a strong chance to hit anything that's not a dragon, empyreon, or tarrasque. If anything, I'd make the penalty steeper and only once per turn with some sort of limiter on how many times a day it can be used. Extra attacks are a strong feature, and as many as two or three times as many attacks as normal every round is utterly broken;
Completely changed, also made capstone

5. Called Shot. I like this ability, but do they get a save to end the effect? If not, how long does it last? If there's no way to end it, this feels really strong. If there is, it feels kinda weak for a capstone. Maybe move this to an earlier level?
Changed, swapped places with capstone, added duration

6. Quickness. Like precise shot, I feel like this should have its own level, and not tacked on in addition to the entry level ability. Also, an additional 10 movement speed on top of what the class already gets means that without any feats or bonuses it is possible to have a movement speed of 55 at level 3. Finally, advantage on initiative rolls? The only other class that gets that gets that at 7th level; getting it at level 3 on top of all the other bonuses is a bit much.
Removed movement and initiative bonuses

7. Good at Taking a Beating. This is most of the Champion Fighter capstone, and the better part of the level 11 Barbarian ability. This would be appropriate as a capstone, maybe, but as is, it's really, really strong for a 15th level ability. If you want to keep this at this level, tone it down.
Completely changed, and made capstone

8. Flipkick. This is a couple types of overpowered. First of all, this a non-magical ability with a DC of 21, making it higher than any other ability, and not subject to magical resistance. Secondly, this is essentially a save or die; attacks made against an unconscious target have advantage, automatically critically strike, and if they are at 0 hit points, cause them to fail a death save. If somebody fails this, there is almost nothing that can save them, and with the high DC, it's very easy to fail this. I understand that it's a capstone, but... As a minor issue, how long does the unconsciousness last, and how is it cured? Is it like the Sleep spell, or like falling to 0 hp without actually going that low?
Completely changed swapped places with capstone

9. Capa Ferro. Automatic. Critical. Strikes. At level 3. On top of the other entry level bonus. Assuming somebody rolled really well, this could be as many as 5 guaranteed critical strikes. Even if you use point buy or standard array, with all of a fighter's ASIs, you're almost certain to have a 20 Dex before too long. This screams "abuse me"; rogues would be very happy with guaranteed critical strikes. Even if you don't multiclass to take full advantage of this, this is better suited as something like a capstone, not an entry level ability.
Completely changed




Thank you so much for this input! hopefully the changes I made help!

(I responded within your quote).

Machiknight
2016-05-11, 12:23 PM
Cheers

Made many changes from yours and other suggestions, thanks so much for your input!

Machiknight
2016-05-11, 12:25 PM
This loses value the later into the game you get due to the loss of not getting extra attacks, it likely needs to scale.




Got any Idea's on how to scale it?

Made lots of changes to the other things you mentioned.