Been playing Dragon Quest and I have a guy who uses a greatsword and hits groups. Let’s build on this in Pathfinder 2nd Ed.
Improved Swipe Feat 10
You’ve gotten better at swinging in wide arcs. Swipe now only counts as one attack for your multiple attack penalty.
Almost done with Ancient Gods 2. Solid game bit now I want fighters flying round the battle field!
Hook and Pull
Continue reading “Daily Punch 3-22-21 Hook and Pull fighting style for DnD 5e”
How about a class feature for DnD 5e! Here is a fighting style for your Fighters and Rangers.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Let’s leave the warlock for a second and move on to the fighter. It’s nitch, but this is something that the battle master might want.
You are a master of combat who is fueled by death. Gain the following:
- Increase your Dexterity or Strength by 1, to a maximum of 20.
- Add 1 to your superiority dice.
- When you kill an enemy, regain one superiority dice instantly. There is no limit to the number of superiority dice you can gain this way, up to your maximum number.
Let’s keep writing about giants, this time let’s write about following an ancient hero and learning from his wisdom. How about a archetype for fighters?
Odysseus is an ancient hero to your people. He survived things that would easily end most men. You have dedicated yourself to following his principles and learned the ways to make and survive war!
Beginning when you choose this archetype at 3rd level, you increase your AC by +2, regardless armor.
Side by Side
Starting at 7th level, you make yourself the focus of attacks rather then your allies. As an action, you can issue a command to all engaged enemies. If an enemy attacks you, they receive a +2 bonus to the attack, but if they do not they receive a -2 penalty to the attack. This lasts till you leave the engagement, are knocked unconscious, or until all commanded enemies are dead. This is no limit to the number of times you an do this in a day.
At 10th level, when you are engaged with a target with one or more allies, you increase the AC of each ally by +2.
Starting at 15th level, your bonus to AC from the Survivor class feature increases to +4.
Arrow through the Axes
At 18th level, you increase your proficiency with weapon attacks by +2.
How about some fun for DnD 5e? Haven’t done that in a while, but I think it’s time to do a fighter build. Let’s make one that hunts magic users!
You hate magic. You’ve studied long and hard to make those who use it pay. Be it the evil wizards who may have enslaved your family, the vile cleric who sacrificed your parents, or the capricious warlock who seduced your lover-you hate all who use the art. Now, you’ve honed your weapons, more specifically your hammers, to deal with those who cast spells. You’ve suffered, and now they’re going to pay!
At 3rd level, you’ve mastered the art of distraction. When you are engaged with any spell casting creature and they cast a spell, you can spend a reaction to force them to make a Constitution saving throw with the DC equal to 8 + your proficiency bonus + your strength or dexterity modifier. If they fail, they lose the spell.
At 7th level, you have mastered the art of spell resistance. You gain advantage on all saving throws against spells cast against you. You can choose when this effect is applied, and if you want to make a saving throw at all if you are aware of the spell.
At 10th level, when you strike a foe with a hammer or hammer-like weapon that does bludgeoning damage and the foe tries to cast a spell, they gain disadvantage on the Constitution saving throw from your Magic Dissonance class feature.
At 15th level, if you succeed at a saving throw and the spell would still affect you even if you succeed, you are now no longer affected by the spell at all. If you fail a saving throw against a spell and the spell has an effect on a success, you are only effected by the effect of the spell as if you had succeed on the spell saving throw.
The True Spell Hammer
Starting at 18th level, you no longer have to spend a reaction to use your Magic Dissonance class feature.