Difference between revisions of "Professional (5A)"

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This is a [[Fighter (5A)|Fighter]] subclass for [[5A]].
 
This is a [[Fighter (5A)|Fighter]] subclass for [[5A]].
  
''Many warriors have a profession besides their fighting skills. Holding a commission as an officer or a military specialty like engineering, supplies, administration, or even advanced positions such as judges or governors. A professional's training also comes across in their fighting style, having studied fighting techniques like the Battle master, but not to the same depth.
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''Many warriors have a profession besides their fighting skills. Holding a commission as an officer or a military specialty like engineering, supplies, administration, or even advanced positions such as judges or governors.
  
 
'''Greyhawk
 
'''Greyhawk
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== Class features ==
 
== Class features ==
  
=== Student of War ===
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=== Scholar of War ===
 
At 3rd level, you learn History and two other skills of your choice. If you already know History, you learn three languages instead.
 
At 3rd level, you learn History and two other skills of your choice. If you already know History, you learn three languages instead.
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When you
  
=== Combat Superiority ===
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=== Foe at a Glance ===
At 7th level, you learn maneuvers that are fueled by special dice called superiority dice.
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Starting at 7th level, if you spend a bonus action in combat or at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  
'''Maneuvers.
 
You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
 
 
'''Superiority Dice.
 
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 15th level.
 
 
'''Saving Throws.
 
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
 
 
'''Maneuver save DC
 
= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
 
 
=== Know Your Enemy ===
 
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
 
 
* Strength score
 
* Dexterity score
 
* Constitution score
 
 
* Armor Class
 
* Armor Class
 
* Current hit points
 
* Current hit points
* Total class levels, if any
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* A skill bonus of your choice
* Fighter class levels, if any
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* Level or challenge rating
  
=== Improved Combat Superiority ===
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=== Situation Analysis ===
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
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At 7th level, you can take a small pause to consider a situation, realizing how to best face the present challenge.
  
=== Relentless ===
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When rolling initiative, you can choose to accept a -4 penalty. If you do so, you gain a bonus of 1d4 to the damage of all your weapon attacks.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
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This damage is of the same type your weapon already inflicts.
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This damage increases to 1d6 at 10th level, 1d8 at 15level, and 1d10 at 18th level.  
  
== Professional Maneuvers ==
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=== Scholar of War ===
=== Ambush ===
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Starting at 10th level, when you know the target's creature type, you score a critical hit with a weapon attack on a die roll of 18-20.
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
 
  
=== Bait and Switch ===
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=== Find Weakness ===
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
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At 15th level, when you are using situation analysis, any weapon attack you make ignores damage resistance, and treats damage immunity as if it was damage resistance.
  
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
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== Editor's Notes ==
 
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A fighter with a focus on skills and less focus on combat.
=== Brace ===
 
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
 
 
 
=== Commander's Strike ===
 
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
 
 
 
=== Commanding Presence ===
 
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
 
 
 
=== Disarming Attack ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
 
 
 
=== Defensive Shove ===
 
As a bonus action, you can expend
 
a superiority die to shove an adjacent friendly
 
creature out of harm’s way. It moves 10 feet in
 
the direction of your choice, and until the start of
 
your next turn, it can add the superiority die to
 
either its AC or a save the next time it is targeted
 
by an attack or spell.
 
''Source: Ensider 22.
 
 
 
=== Distracting Strike ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
 
 
 
=== Double Time ===
 
When you move, you can expend
 
one superiority die. Until the end of your turn, you can move an additional distance equal to the result times 5 feet. You still cannot move more than twice your speed on your turn.
 
''Source: Ensider 22.
 
 
 
=== Evasive Footwork ===
 
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
 
 
 
=== Feinting Attack ===
 
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
 
 
 
=== Glancing Blow ===
 
Source: En5ider 48.
 
 
 
When you miss an enemy with an attack, you may spend a superiority die and inflict weapon damage to that opponent equal to the roll of the superiority die.
 
 
 
=== Goading Attack ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
 
 
 
=== Grappling Strike ===
 
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
 
 
 
=== Hamstring Attack ===
 
Source: En5ider 48.
 
 
 
When you deal slashing
 
damage to a creature, you may expend a
 
superiority die to slow its movement. You
 
add the superiority die to the attack’s
 
damage roll and the target must make a
 
Constitution saving throw. On a failure, the
 
target’s speed is reduced to 10 feet until the
 
end of your next turn.
 
 
 
=== Inner Calm ===
 
When you fail a saving throw to
 
end an ongoing effect, you can expend one superiority
 
die to add the result to your roll.
 
''Source: Ensider 22.
 
 
 
=== Living Shield ===
 
When an adjacent friendly creature
 
you can see takes damage, you can expend one superiority
 
die as a reaction. The damage the friendly
 
creature takes is reduced by twice the superiority
 
die result, and you take half that damage.
 
''Source: Ensider 22.
 
 
 
=== Lunging Attack ===
 
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
 
 
 
=== Maneuvering Attack ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
 
 
 
=== Menacing Attack ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
 
 
 
=== Parry ===
 
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 
 
 
=== Perimeter Scan ===
 
You can expend a superiority die
 
as a bonus action to make a Perception roll, adding
 
the superiority die to the result. Until the start of your next turn, can also add the superiority die to
 
the next damage roll you make against a creature
 
you detect in this way.
 
''Source: Ensider 22.
 
 
 
=== Pinning Shot ===
 
When you hit or miss a creature with a ranged weapon attack, you expend one superiority die to pin the target, who it must make a Strength saving throw.
 
On a failed save, a flying target moves downward a distance equal to its speed while a target on the ground target is immobilized until the end of your next turn.
 
''Source: Ensider 22.
 
 
 
=== Precision Attack ===
 
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
 
 
 
=== Pushing Attack ===
 
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
 
 
 
=== Quick Toss ===
 
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
 
 
 
=== Rally ===
 
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
 
 
 
=== Riposte ===
 
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
 
 
 
=== Sweeping Attack ===
 
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
 
 
 
=== Tactical Assessment ===
 
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
 
  
=== Trip Attack ===
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== See Also ==
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
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* [[Militant (Apath)|Militant]] a similar archetype for Pathfinder I.
 
 
=== Watchful Gaze ===
 
When you or a friendly creature
 
that can see and hear you roll for initiative, you can
 
expend one superiority die to add the result to one
 
such creature’s initiative roll. You may do so after
 
you see the roll result, but before turn order is determined.
 
You may expend multiple superiority dice in
 
this way, but only one per character.
 
''Source: Ensider 22.
 
 
 
=== Watchful Strike ===
 
When you ready an action to attack and have made the attack you readied, you can expend a superiority die to make another attack the enxt time the conditions of your readied attack occurs. You add
 
the superiority die to the attack’s damage roll.
 
''Source: Ensider 22, heavily modified.
 
 
 
== Editor's Notes ==
 
A watered-down Battle Master that gains more skills.
 

Revision as of 10:29, 1 August 2022

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This is a Fighter subclass for 5A.

Many warriors have a profession besides their fighting skills. Holding a commission as an officer or a military specialty like engineering, supplies, administration, or even advanced positions such as judges or governors.

Greyhawk Many professionals come from a noble background, others have had the fortune to combine military training with studies and professional training.

Source: Player's Handbook

Class features

Scholar of War

At 3rd level, you learn History and two other skills of your choice. If you already know History, you learn three languages instead. When you

Foe at a Glance

Starting at 7th level, if you spend a bonus action in combat or at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Armor Class
  • Current hit points
  • A skill bonus of your choice
  • Level or challenge rating

Situation Analysis

At 7th level, you can take a small pause to consider a situation, realizing how to best face the present challenge.

When rolling initiative, you can choose to accept a -4 penalty. If you do so, you gain a bonus of 1d4 to the damage of all your weapon attacks. This damage is of the same type your weapon already inflicts. This damage increases to 1d6 at 10th level, 1d8 at 15level, and 1d10 at 18th level.

Scholar of War

Starting at 10th level, when you know the target's creature type, you score a critical hit with a weapon attack on a die roll of 18-20.

Find Weakness

At 15th level, when you are using situation analysis, any weapon attack you make ignores damage resistance, and treats damage immunity as if it was damage resistance.

Editor's Notes

A fighter with a focus on skills and less focus on combat.

See Also

  • Militant a similar archetype for Pathfinder I.