The Weapon Mastery feat in the PHB presents an opportunity to allow a PC to gain 4 weapon proficiency slots.
One possible enhancement to the 5th Edition system is to consider the possibility of allowing characters who are already proficient in a weapon to invest more proficiency slots in a weapon to gain better combat bonuses.
This article proposes are four tiers of weapon proficiency. A PC must already be proficient in a lower tier.
The first level of mastery is Weapon Focus which grants a +1 to hit. If the weapon is simple, it only costs 1 proficiency slot to gain Weapon focus, martial weapons cost 2 proficiency slots as they do more damage.
The second level of mastery is Weapon Specialization which grants a +2 to damage. If the weapon is simple, it only costs 2 proficiency slots to gain Weapon focus, martial weapons cost only 1 proficiency slots as the damage increment is proportionally lower.
The third level of mastery is Weapon Mastery which grants a bonus equal to weapon damage on critical damage rolls. If the weapon is simple, it only costs 1 proficiency slots to gain Weapon Mastery, martial weapons cost 2 proficiency slots as they normally do more damage.
Creating this new four-tier system of weapon proficiency allows a new fighting style for Fighters, Paladins and Rangers.
Weapon Master - You gain 4 proficiency slots to be allocated to any number of weapons of your choice.
The introduction of this system also allows the introduction of new exotic weapons to be introduced into the campaign.
Two sample fantasy weapons are as follows :
Damascus Blade ( 2,000gp, 1d8 slashing, 2 lb, Versatile(1d10), Finesse )
Proficiency: 2 slots ( 1 slot for Human / Half-Orc / Half-Elven PCs )
Focus: 2 slots
Specialization: 2 slots
Mastery: 2 slots
The Damascus blade was crafted based on an ancient technique which results in a blade which has a distinct pattern which resembles flowing water. Each Damascus is a heirloom as it requires a steel ingot based on a manufacturing process which is highly secret.
Whoever has a Weapon Specialization on the Damascus blade can increase the probability of a critical hit by 5%. ( A roll of 19 or 20, or 18-20 if the character can already perform a critical hit on a 19-20 )
Elven Warbow ( 500gp, 1d10 piercing, 3lb, Ammunition (range 180/800), heavy, two-handed )
Proficiency: 2 slots ( 1 slot for Elven or Half-Elven PCs )
Focus: 2 slots
Specialization: 2 slots
Mastery :2 slots
An Elven Warbow is a finely crafted ornamental weapon which employs a particularly heavy form of ammunition used to break the morale of Orcish Heavy infantry troops.
Whoever has Weapon Focus on the weapon can ignore piercing resistance.
Whoever has Weapon Specialization in the weapon can push an opponent 10 feet upon hitting him at a range of 30 feet.
Tuesday, August 18, 2015
Tuesday, April 21, 2015
The Knight : A new class for the 5th Edition D&D Game.
Knight
Resplendent upon horseback
and fighting alongside his faithful retinue of troops, the knight rallies his
forces to charge and lay waste to his enemy.
Knights are noble warriors to
were bred to wage war in the name of his noble house. Knights are trained to
fight in heavy armor and are known to be able to withstand a punishing amount
of damage.
Warriors and Nobles
Knights combine their combat
training with that of battlefield tactics to conduct medieval warfare.
Cavaliers train in battlefield tactics and lead a retinue of men to lay waste
to enemy forces. Warlord are commanders who have specialized knowledge in the
Art of War and employ various strategies to aid in the conquest of entire
states.
Leaders and Commanders
Knights are also warriors who
are accustomed to courtly politics. While certainly not as scheming or as savvy
as a courtier, a knight can hold his own in political intrigues.
Quick Build
You can build a knight
quickly by following these suggestions. First put your highest ability in
Constitution, followed by Charisma. Second, choose the Noble background.
Class Features
As a knight, you gain the
following class features.
Hit Points
Hit Dice: 1d12 per knight
level
Hit Points at 1st
level : 12 + your Constitution modifier
Hit points at Higher Levels:
1d12(or 7) + your Constitution modifier per knight level after 1st.
Proficiencies
Armor: All
armor, shields
Weapons:
Simple weapons, martial weapons
Tools: None
Saving Throws:
Constitution, Charisma
Skills:
Choose two from Animal Handling, Athletics, Persuasion, Insight, History,
Religion
Equipment
You start with the following
equipment, in addition to the equipment granted by your background:
- Lance, longsword and a martial melee weapon your choice.
- A suit of medium armor
- An explorer’s pack
Weapon of Choice
Choose a melee weapon. It
becomes your weapon of choice.
When fighting with a lance,
longsword, bastard sword, greatsword or your weapon of choice, you may
substitute your Constitution modifier for your Strength modifier for attack and
damage rolls.
Armor Training
You do not suffer a 10 feet
movement penalty if you do not meet the Strength score to wear a heavy armor.
Stamina
Due to the superior training
that he gets, the Knight has extraordinary fortitude which comes in the form
of a pool of Stamina Points, a combination
of his pool of endurance and willpower. A knight has a pool size of level x 5
stamina points which function as temporary hit points but gets expended when a
knight uses his powers. This pool of stamina points fully recharge after a long
rest.
At higher levels, the Knight
can expend his stamina to perform various battlefield manuevers.
Knight’s Charge
At 2nd level, at a
cost of 5 Stamina points, a Knight can perform a Knight’s Charge as an action.
The Knight performs a move followed by a melee weapon attack against an enemy.
This attack is performed at an advantage if the Knight moves at least 20 feet
this turn before connecting with the enemy. On a hit, the damage of this attack is
increased by one weapon dice.
House Armor
Also at 2nd level,
your house commissions a set of full plate for you free of charge if you do not
have already own a set of full plate armor.
Knightly Role
At 3rd level, you
choose an area of specialization. Choose the role of the Cavalier or the Warlord.
Your choice grants you features at 3rd level, 7th level,
11th level and 15th level.
Ability Score Improvement
When you reach 4th
level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can
increase two ability acores of your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.
Combat Training
Beginning at 5th
level, your weapon attacks inflicts an additional die of damage.
Expert Parry
Also beginning at 5th
level, after witnessing an opponent’s attack roll against you, you may perform
a reaction to raise your AC by your Charisma modifier until the beginning of
your next turn.
Courtly Diplomacy
At 6th level, your
training grants you an advantage when making any Persuasion checks when dealing
with courtly matters. You also gain
advantage on History checks to obtain information on heraldric symbols and
important noble families in your campaign.
Staunch Guardian
At 9th level, when
an enemy adjacent to you attacks anyone other than yourself or another opponent
with the Knight’s Defence power, the attack is made at a disadvantage. You also
may no longer be bullrushed or shoved by an opponent in combat.
Advanced Combat Training
Beginning at 10th
level, your weapon attacks inflicts another additional die of damage.
Resilient Bulwark
At 13th level,
when making a saving throw, you may expend 10 points of stamina and perform a
reaction to make the roll with advantage. Even if you fail this saving throw,
the effects of a failure will only begin to affect you one round later.
Defender’s Vigilance
At 14th level,
when an opponent performs a melee attack against an adjacent ally, you may spend
5 stamina points to use a reaction to perform a melee attack against that
opponent.
Triumph of the Will
At 17th level, you
recover all your stamina when you have a short rest. You may not do this again
until you have completed a long rest.
Brutal Strike
At 18th level,
after you hit an opponent, you may expend 15 stamina turn this into a Critical
Hit.
Flower of Chivalry
At 20th level, you
may spend a bonus action to recover all your stamina points. You may not do
this again until you have a long rest. You also gain +4 to your Constitution
which is capped at 24.
Way of the Cavalier
Cavaliers are powerful
knights who fight from horseback. The path of the Cavalier grants the services
of a Destrier and at higher levels, allows the Cavalier to gain the services of
a Squire and a squad of Men-At-Arms.
House Destrier
At 3rd level, you
gain a Warhorse companion. Add your proficiency bonus to the warhorse’s AC,
attack rolls, and damage rolls, as well as any saving throw and skills it is
proficient in. It’s hit points maximum equals its normal maximum or four times
your knight level, whichever is higher.
The warhorse obeys your
commands as best as it can. It takes its turn on your intiative, although it
does’nt take an action unless you command it to. On your turn, you can verbally
command the warhorse to take the Attack, Dash, Disengage, Dodge or Help Action.
When you have the Combat Training and Advanced Combat Training powers, an
attack from your warhorse gains the additional die as described by those
powers.
When your warhorse dies, you
may requisition for a replacement from your noble house before the next
adventure.
Squire
At 7th level, you
gain the services of a Squire, a 1st level knight created using the
standard character creation rules. Your squire has the same alignment as you
and acts independently in a combat round as if he is controlled by you. He
gains a level whever you gain a level.
If you squire dies, you may
obtain a replacement from your house during campaign downtime.
Mounted Attack
At 11th level, you
may use a bonus action to verbally give commands to your warhorse. This allows
you to attack simultaneously with your warhorse.
Men at Arms
At 15th level, you
gain the services of a squad of men-at-arms, a retinue of men of similar
alignment who obey your orders without question. You may design your retinue
from Appendix B of the Moster Manual. Your retinue’s combined CR must be equal
or less than 4. A commoner counts asa CR of 1/16 for the purposes of this
exercise.
If you men-at-arms die, you
may obtain a replacement force from your house during campaign downtime.
Way of the Warlord
Warlords are powerful
tactitians who study exclusively the arts of war. A warlord has the power to
inspire the party into greater heights and ensure that the party as a whole is
greater than the sum of its parts.
All of the warlord’s powers
target his fellow party members or allies. Bonuses do not apply to himself.
Battlefield Assistance
At 3rd level, you gain the
ability to aid your party members better. As a reaction, you may spend 5
stamina to grant the following assistance to party member :
Exploit Weakness : Target party member gains advantage on an attack roll.
Advanced Warning : Grant 5 temporary hit points to your ally when an opponent does
damage to him in combat.
Trip the enemy
: Target an enemy who has just been hit by an ally. Enemy falls prone unless
can make a saving throw against 8 + your Proficiency Bonus + your Intelligence
Modifier.
Battlefield Orders
At 7th level, you
gain the ability to coordinate your party to fight better. As a bonus action,
you may spend 5 stamina to grant to all allies within 5 feet for each knight
level that you have, a bonus of your
choice, for a number of rounds equal to your Charisma modifier. You have the
following choices of bonuses to grant to your allies :
Decisive Strike
: +1 to attack rolls and +2 to weapon damage rolls.
Hold the Line
: +1 to AC and saving throws.
Outflank :
+1d6 damage when you ally attacks with advantage against an enemy.
Unorthodox Tactics : You grant the use of a combat feat that you have to all party
members for the duration of this order.
Complex Manuevers
At 11th level, you
may use a bonus action and 10 stamina points to provide a significant tactical
advantage to your party.
Critical Strike
: Target an enemy. The next ally which hits the enemy performs a critical hit.
Amplify Weakness : Target an enemy. Enemy loses all resistance to slashing, bludgeoning
and piercing attacks until the beginning
of your next turn. All attacks against the enemy does 5 additional points of
damage.
Incapacitate enemy : Target an enemy. The next ally which hits the enemy stuns the enemy
for one round unless he can make a saving throw against 8 + your Proficiency
Bonus + your Intelligence Modifier.
War mastery
At 15th level, you
gain complete mastery over the battlefield. You make take an additional number
of reactions between your turns equal to either your Intelligence or Charisma
modifier.
You may also perform the
following bonus actions at the cost of 15 stamina points.
Winds of Battle
: Target an ally. He takes an attack action immediately, resolving any multiple
attacks which he might have.
Fortunes of Battle : Target an ally. Either the next attack against him automatically
misses or he automatically passes the next saving throw.
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