Yakk
2020-06-19, 08:44 PM
So I'm looking shore up the "back 10" of non-spellcasting classes, especially with non-combat utility.
The thought I had was to poach 4e's epic destinies (and paragon paths), and give them as extra features to "martial" (non-caster) characters.
Barbarian, Rogue, Fighter and (maybe) Monk (Monk's Ki is semi-half caster, but their "spell list" is anemic enough I think they count).
Sometimes mechanics, sometimes just the name. For example, here is poached mechanics:
Dark Wanderer
* Creatures with CR less than your level attack with disadvantage, and you have advantage against saves they make you take.
* You can walk to any destination within 24 hours, taking dark paths. It will take you to the main entrance of a structure. You can take up to 5+wisdom bonus creatures with you.
* If you die and are not resurrected, 12 hours your body and everything you carried at that point disappear. 12 hours after that, you arrive, walking back from death.
Here are some others whose name is tempting to poach, and maybe some mechanics:
Legendary sovereign
* Advantage on Charisma checks in a country you are destined to rule
* Mass resurrect (large numbers of people)
* Oath of Fealty (grant benefits to people who swear to you)
Dragonheart
* Fear is for the weak
* Resistance to elemental damage type, and ability to manipulate it
* Aspect of Dragon - Intimidate, Wings?
Star-favored champion
* Destiny dice (like divination wizard)
* Not my fate ability
* Flipping a coin having a 3/4 chance of giving the right answer
Warlord
* Boot Camp
* Tactical maneuvers
* Strategic planning
* Logistics
Keybearer
* Portal Key
* Open
* Lock
* Anchor
Primal Avatar
* Spirit Aid (pick an attribute; gain advantage on attribute checks and saves)
* Eternal Return (if you die with at least 5 HD remaining, you can incarnate within 1 minute. Roll the 5 HD and have that many HP and incorporeal.)
Reincarnate Champion
* Reincarnated Spirits
* Past Life Guidance
Thief of Legend
Trick is to keep the 'raw damage' and generally useful 'combat' abilities minimal.
The thought I had was to poach 4e's epic destinies (and paragon paths), and give them as extra features to "martial" (non-caster) characters.
Barbarian, Rogue, Fighter and (maybe) Monk (Monk's Ki is semi-half caster, but their "spell list" is anemic enough I think they count).
Sometimes mechanics, sometimes just the name. For example, here is poached mechanics:
Dark Wanderer
* Creatures with CR less than your level attack with disadvantage, and you have advantage against saves they make you take.
* You can walk to any destination within 24 hours, taking dark paths. It will take you to the main entrance of a structure. You can take up to 5+wisdom bonus creatures with you.
* If you die and are not resurrected, 12 hours your body and everything you carried at that point disappear. 12 hours after that, you arrive, walking back from death.
Here are some others whose name is tempting to poach, and maybe some mechanics:
Legendary sovereign
* Advantage on Charisma checks in a country you are destined to rule
* Mass resurrect (large numbers of people)
* Oath of Fealty (grant benefits to people who swear to you)
Dragonheart
* Fear is for the weak
* Resistance to elemental damage type, and ability to manipulate it
* Aspect of Dragon - Intimidate, Wings?
Star-favored champion
* Destiny dice (like divination wizard)
* Not my fate ability
* Flipping a coin having a 3/4 chance of giving the right answer
Warlord
* Boot Camp
* Tactical maneuvers
* Strategic planning
* Logistics
Keybearer
* Portal Key
* Open
* Lock
* Anchor
Primal Avatar
* Spirit Aid (pick an attribute; gain advantage on attribute checks and saves)
* Eternal Return (if you die with at least 5 HD remaining, you can incarnate within 1 minute. Roll the 5 HD and have that many HP and incorporeal.)
Reincarnate Champion
* Reincarnated Spirits
* Past Life Guidance
Thief of Legend
Trick is to keep the 'raw damage' and generally useful 'combat' abilities minimal.