Martial Controller (4E)
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4th Edition Dungeons & Dragons |
Based on talk at EN World, this is a sketch for a martial controller class based on gadgets and repartee. It might end up as nothing or several different classes. The working name is Mastermind.
CLASS TRAITS
Role: Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them. You always have a contingency plan in case things go wrong.
Power Source: Martial. You have trained and fought long and heard to achieve the powers you have.
Key Abilities: Wisdom, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implement: Signature weapons, wands.
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Thievery. From the class skills list below, choose three more trained skills at 1st level. Class Skills:
Build Options: Forceful mastermind, inventive mastermind, scary mastermind.
Class Features: Insight, Invention, Signature Weapon
Mastermind Builds
Scary Mastermind
You can see deep into the souls of others, see the fear there, and use this knowledge to your advantage. Your primary attribute is Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers.
Inventive Mastermind
You understand gadgets and technology to a degree unique even among masterminds. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks is based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices.
Forceful Mastermind
You concentrate on physical power. Trickery and psychology is good for setting up, but in the end it always comes down to brawn. Your primary attribute is Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents.
Class Features
Mastermind Insight
You have had an epiphany into how the world works, a genius quality that sets you apart from other people. This is not about intelligence, it is about an deeper understanding about how the world works.
Choose one of these options. Your choice provides bonuses to certain mastermind powers, as detailed in those powers.
Insight of Force : At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you.
Insight of Psyche : When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn.
Insight of Tools: When you use a close blast, you can place it up to your Intelligence bonus squares away from you.
Signature Weapon
Each mastermind specializes in a weapon, often a distinctive and unusual weapon such as the spiked chain or repeating crossbow. Choose one weapon to gain proficiency in. You can use this weapon as an implement as well.
Invention
As a mastermind, you must constantly stay one step ahead, reinventing yourself. You can retrain three facets of your character each level rather than the normal one. See Player's Handbook, chapter 2, for more on retraining.
Mastermind Powers
Level 1 At-Will Exploits
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You spread small sharp objects on the floor, creating a hazard. | ||
At-Will ✦ Martial, Implement, Zone | ||
Standard Action Close blast 3 | ||
Target: Each creature in zone. Attack: Dexterity vs. Reflex |
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You strike your enemy in a gruesome manner, making his allies lose their determination. | ||
At-Will ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
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You have a signature move, something highly distinctive that identifies you and shows of your grace and style. Some masterminds have a distinctive weapon maneuver, acrobatic stunt, or even just an expression. When you do this move, your enemies quail before you. | ||
At-Will ✦ Martial, Implement, Psychic | ||
Standard Action Close burst 2 | ||
Target: Each enemy in burst. Attack: Dexterity vs. Will |
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You make a trip attack. | ||
At-Will ✦ Martial, Implement | ||
Standard Action Melee 1 | ||
Target: One creature. Attack: Dexterity vs. Reflex |
Further Power Ideas
- Oil Slick
- Throw Opponent
- Stunning blow
- Amazing Feint
- Appearing Act
- Disappearing Act
Utility
- Trigger Trap
- Break Door
- Break Wall
- Quick Tunnel
- Disarm Zone
- Contingency plans
- Playing possum
Power Sketches
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Your appearance triggers a wave of shock and awe among your opponents. | ||
Daily ✦ Martial, Implement | ||
Standard Action Close burst 5 | ||
Special: This must be used as your first attack in this encounter. Target: Each enemy in burst. |
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You throw an opponent at your other opponents, creasing pain, chaos, and confusion. | ||
Daily ✦ Martial, Implement, Reliable | ||
Standard Action Melee 1 | ||
Target: One adjacent creature. Effect: Push target a number of squares equal to your Str modifier and trigger at secondary attack. |
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Using your understanding of traps and mechanisms, you use your enemies devices against them. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Ranged 15 | ||
You cause one trap or hazard to trigger, attacking normally. If the trap or hazard only attacks enemies, it only attacks your enemies, otherwise it attacks everyone it normally would.
Insight of Tools: Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence from the attack and damage rolls the trap makes against your allies. |
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You duck and cover, causing opponents to strike one another. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Close burst 1 | ||
Special: There must be at least two enemies in burst. Target: Each enemy in burst. |
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You strike hard and fast, shocking your opponent with the force of the blow. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
External links
4th Edition Dungeons & Dragons | |
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