Got absolutely emberassed in our first comabat. It was great in the worst way possible.

Sooo...

It was my second session. First real game (the previous one was mostly about characters meeting each other and none of the mechanics beyong a couple skill checks were used)

I am playing an arrogant asshole of a polearm fighter variety. We are 1st level. And here is what happened.

We were travelling the road and got stopped in a bit of a pass by some bandits, who demanded some coin to let us through.

Everyone in my party accepted it, ecept my arrogant asshole. So i charged at their leader and with mis first action i demoralised him, seconda action i came in range and 3rd one is attack.

I strike and use the talisman to get a striking rune on my weapon.

I roll attack and... 14.
I use inspiration die and... 14 again. He had 16 or 17 AC and i had a +10 to hit.

On his turn he moved towards me and it triggered my opportunuty attack, but it was a 15. And then he critically attacked me for all of my hp.

While that was happaning our healer got downed with 3 slingshot attacks all 2 of which were crits (one actual crit and the other dealt max damage that was the same as crit they did before)

Then other frontliner got hit twice one for max damage and now she is also downed.

Our alchemist wasnt available at this session so he couldnt help.

Our Ranger who didnt have a Bow was the last man standing and he got knocked out after fistfighting one of the bandits.

There was also our Commander who didnt want a confrontation from the start so he just said that they should loot us and we'll go, and thus he saved our lives.

basically my arrogant ass put everyone in danger, and than that was multiplied 10 times by the fat that noone rolled higher than 10 for the duration of the combat exept our bowman without the bow.

The combat was against 2 second level guys and 1 first level. We have 5 people in our party

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u/ItIsNotAUsername — 19 hours ago
▲ 127 r/LancerRPG

I hate TLALOC-NHP

Specifically because it makes you immobilised, which means you fall out of the sky when monarch is clearly designed to be a flying missile boat

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u/ItIsNotAUsername — 24 hours ago

Hi need a bit of help with character creation. Specifically stats and how important they are.

I want to make a human fighter with a polearm. I know very original.

I kinda want him to use intimidation a lot. But i also dont want to wear heavy armor, and would prefer medium or even light.

Am i going to srew myself up if i dont put any points in con untill level 5, and should i gor for 2 and 2 in my dex and cha.

Currently i use the STR 18, DEX 16, CON 10, WIS 10, INT 12 CHA 12.

I am torn between going 14 DEX and 14 CHA, I do think that having +1 in INT i want more than +1 in CON considering i won't be putting any more ASI's in INT, and only plan on boosting STR DEX CON and CHA all the way through

Also i am playing a fighter and i will be picking intimidating strike, which doesnt really care about your intimidation bonus.

So. what do you, fine people, can recommend me?

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u/ItIsNotAUsername — 14 days ago

What if we dont hunt monsters... and instead we hunt Treasure?

Not really much to say.

I propose that instead of horror and such we go lightharted action adventure movie.

Like Indiana Jones, Tomb Raider, Uncharted, etc.

You'd probably want to give out a couple fribie points and a few dots in recources.

Still can use al the monsters and whatnot but probably nerf them a bit to fit the "lightharted action adventure" but i think it'd be fun.

Dunno if its any good but that's probably gonna be my next game.

If you ever played something like this i would love to know your expirience

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u/ItIsNotAUsername — 19 days ago

Are there magic items that would allow a martial with 2h weapon cast some spells?

Preferably reusable items, and not scrolls. (mostly because or dm hates giving out consumables)

I will be making a polearm martial with halberd, and wanted to know if there are any items that would allow me to get some spellcasting utility.

Also i know that i would need trick magic item or spellcasting tradition.

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u/ItIsNotAUsername — 21 days ago

Since i already translated in here are my expanded rules for Hexcrawl Survival. Even tho i started Gming like a month ago.

"Rules for survival and exploration"

Basic rules to use for survival these ones are specifically for tropical island.
And they dont include the random encounter and exploration tables, because translating those would take 2 more hours, and i just cant do it right now.

Kinda feels wierd to homebrew so much for your first ever campaign. But i could not for the life of me find rules for survival that wouldn't just boul down to just "make a Survival check".

u/ItIsNotAUsername — 24 days ago

Going to be a first time player in Pathfinder game, after starting one 3 sessions ago, and here are things i noticed from the players side.

From the DM side Pathfinder is relatively similar to other TTRPG's specifically dnd.

You come up with story and throw monsters at your party.

In my case they are starnded on a deserted island, and i came up with some additional rules for hexcrawl survival style game that seem to work preatty well.

Encounter balancing is fairly good. Tho When i threw 6 giant centipedes at my 4 party members they dealt with they firly well, even tho it was supposed to be asevere encounter, but it still was quite fun.

And it is very nice to know that it is a very well though out system and you can just lean back without having to improvise rules all the time.
After being an ST in MAGE the Ascention it was so refreshing.

The biggest diferences are player sided however.

Pathfinder characters ARE SO MUCH STRONGER, than in 5e.

Its not even close how much more powerful characters are. Especially martials.

Like OMG, here is my tini wittle 20th level barb, who can barely jump 10 feet vertically.
And here is CHAD THUNDERCOCK leaping 40+ feet from standing still just by taking 1 or 2 skellfeats of which you get so many. Who can look at you funny and stop your hart instantly. Not an ounce of magic, pure testosterone and hairy chest.

And its not like dnd where at 4th level you take some feat that allows you cast jump on yourself (ew magic) and you can go from -1 vertical jump hight, to 30 feet from standing still in any direction. But rather you go to int with incremental progression seeing how you get better and better gradually.

And they are also stronger at 1st level. If we took a pf2e character and adjusted his health and numerical bonuses (basically removed the level from prof) we'd get a character with at least 3 levels worth of features, even if a little thinner on the hp front.

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u/ItIsNotAUsername — 24 days ago

Gona be making my first character. Wish me luck

Hello everyone.

I am here to mostly ask you about mobile characters. I have preatty much figured the build out, so its up to polishing it up a bit, and figuring if it's niche is even worth it.

I am going to make a mobile polearm fighter.
Tho the mobility stuff will mostly come at level 6 with spear dancer.

I will probably start with sudden charge adn then get intimidating strike and slam down.

For free archetype i want to take exemplars borrow's edge to get some healing
(I will reflovor the weapon for a scythe to get a bit of a reaper and vampyric vibes) and take leap the falls to get quick jump and powerful leap.

Spear dancer at 6th level is non negotiable and the second exemplar feat would be "Hurl at the horizon" tho its mostly because i dont really see any other cool feats that exemplar has at that level.

at 8th i will take Acrobat dedication and either "dodge away" or "tumbling strike" feat instead of class feat.

And skillfeats will mostly focus on frightening and jumping.
Maybe some diplomacy.

Also will be taking fleet as a general feat probably at 3rd level.

So... People who played highly mobile characters was it fun? Is it worth it sacrifice a bit of defences to get more mobility? Will it be enough?

Am i taking acrobat too late?

Also i want to take another dedication at 9th level as a human. Was thinking rogue to take powerful arms and throw that scythe 25 feet, and also capitalise more on fear since rogue got some cool feats for it.

Tho i am very open to alternatives. Preferamble some focus spellcasting to get more mobility and some buffs would be really cool with a couple cantrips. Tho its limited only to multiclass dedications.

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u/ItIsNotAUsername — 24 days ago
▲ 1 r/gamers

I heard you like hot-takes, but i am yet to see a truly hot one, so here is mine. TeamFortress 2 kinda sucks as a game

Guns feel like they shoot paper clips, movement feels like you are not walking with legs, but rolling on a ball instead of legs. The random crit mechanis is abysmal. The only fun way to move around is Rocket jumbs, but honesly... it feels like an accidental mechanic that they found, but kept, yet didnt make it any more intended. and it still feels like to do it propperly you need a phd in source phisics. (which is probably the least important of my complaints, since its a skill expression mechanic, so i am more liniant with it)

Tho i will admit that it has incredibly funny lore and a comic is a blast to read.
It has incredible visual design (besides the menues) and characters look great and timeless.
It is a father of the whole hero-shooter ganre.
It was great when it came out, but the games have improved a lot in many ways compared to it. So i would say that it is a monumental game in history of FPS games but its old and it SHOWS.

u/ItIsNotAUsername — 1 month ago
▲ 52 r/vtm

Is Cain Dead? In a Vampire sense of the word.

Like i know he killed his brother, and then was cursed to wander the land of nod, and thats when he met lilith, and she fed him his blood and he developed magical powers, but was also cursed by angels.

but did he die during all this? Like as i understand it, you need to die first to become a vamp, but from that story it feels like Cain remained alive during all that but still became a vampire because he was cursed while he was still alive. So he's nor really a vampire is he?

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u/ItIsNotAUsername — 1 month ago

Hi. Need some input about my first campaign.

Hi everyone. Going to start my first campaign of PF2E. Wanted to know any usefull tips, and if, perhaps, thre is a module that i could use for that type of campaign.

Description of the campaign:

The characters were taken from their homes by pirates and are now chained aboard at evil empire's slaver ship. During one stormy night, one of the evil guys turns out to not be too evil and decides to help the players and the other captured people, starting a revolt on the ship.

This all happens during a heavy storm. The characters eventually manage to take over the ship, but there aren’t enough people left to properly crew it, and the ship itself is heavily damaged.

They barely manage to reach the shore of a deserted island with the help of the pirate who saved them. He is either a navigator or a ship carpenter, but he is severely wounded and needs help to survive. If kept alive, he can greatly help the party either with repairing the ship or navigating it to a populated island later on.

The campaign then becomes focused on exploring the island using a hex grid. There will mostly be island creatures and monsters, but there will also be some kind of cult on the island, though I’m not sure yet what exactly.

I also want to add some light survival mechanics, but nothing too complicated.

I am interested if there is a module for something similar that i could use

Also is there some rule for severe wounds that i could give to that NPC that would create an actual in-rules reason why he cant just be healed with some spells or medicine checks?

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u/ItIsNotAUsername — 2 months ago

Hi everyone. New player here. transferring my game from DnD5.5 to PF2E. What should i know?

Hello everyone. I am currently returning to my campaign that previously was in DnD5.5 but i asked players if they want to try out Pathfinder, and they all agreed.

So now i am trrified but also exited to try this sytem out.

My main questions are as follows.

Are there optional rules that i should be aware of? I am personnaly a bit of an optimiser, and love it when there are a lot of oprions.
But i also dont really want to get cought off-guard when one of the players does something crazy that i wasnt prepared to.

Secon question is: We finished at 9th level. I think to continue at a lower level, but i kinda do need to keep them at a somewhat advanced lavel because of the story. I think about abot 6th level or maybe even 5th.

And i guess i would like to know if there are any somewhat obscure rules that perhaps you wished you knew when you started.

Generally speaking i am sowhat expirienced DM, so i can improvise if needed, but i do prefer to use rules when they are there.

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u/ItIsNotAUsername — 2 months ago

So me and my friend are playing on our server.
We have like 38ish iron for both of us. But we didnt want to rely on a pair of 2 other friend who started a bit before us. So we built two ships, and took our stuff and decided to go in search of a better life.

We traveled west and decided that we want to build in a Black forest.
We both know that Trolls will probably be a problem. But is there any way to fix it?

Could we, perhaps build on a hill and surround it with a mote?
Or should we seek out an island and build there?

I personnaly want a hill castle in a dark forest, but i guess an islend would be a better option.
But would a mote even work? I know there is a limite on how deep can you dig, so should we even bother with it? There is a swamp nearby, so we wont need to swim too far, so there's that

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u/ItIsNotAUsername — 2 months ago

This document is aimed towards creating a new system of features that are part of a Fighter Class features, that add new depth and options for Fighters, while also being a simple add-on for the class that doesn't change any of the existing mechanics.

These features are meant to add power to the class, specifically in the combat pillar of the game. This system will provide fighters with additional combat options, and mechanics that are supposed to improve their damage in most cases, add survivability options, as well as add area of effect damage to the class.

All and all this is an attempt to bring martial characters, in this case a Fighter, closer in power to the likes of Paladin and try to make them less overshadowed by classes with full spellslot progression at somewhat later levels.

Doctrine options, are not meant to be of the same power levels, similar to the eldritch invocation system, Martial Doctrines are based on, some of the doctrines are meant to provide new ways of creating builds, that might not provide explicit benefit in a vacuum, such as the Pact of the blade invocation, and the Mighty Projectile doctrine features. Others like Devastating Blow are meant to be cornerstones of builds, and give benefits that are meant to be more powerful than other options of the same or even later levels, such as, for example, “Agonizing Blast” invocation, and others are there to mostly add utility features that don't directly improve classes effectiveness on the battlefield by themselves such as Combat Senses doctrine or Devil’s Sight invocation.

Martial Doctrines.
1st level Fighter feature replacing the “Fighting style” feature.

You have learned the Martial Doctrine, combat techniques and strategies that are learned through rigorous training and martial expertise. You gain one doctrine of your choice, such as Fighting Style. Doctrines are described in the "Martial Doctrines Options" section later in this document.

Prerequisites. If a doctrine has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 7+ Fighter, you can select the invocation once you reach Fighter level 7. 

Replacing and Gaining Doctrines. Whenever you gain a Fighter level, you can replace one of your Doctrines with another one for which you qualify. You can't replace a doctrine if it's a prerequisite for another doctrine that you have.

You gain additional Martial Doctrines at 4th, 7th, 10th, 13th and 17th levels.

You can't pick the same doctrine more than once unless its description says otherwise.

Martial Doctrines Options.

Fighting Style.
You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

You can gain this doctrine more than once. Each time you do so, choose a different Fighting Style feat.

Finesse training.
Any weapon you are using gains a finesse property as long as it lacks ammunition or heavy property.

Mighty projectile.
While using a Longbow you can make attacks using your strength in place of dexterity.
Attacking at long range doesn't impose Disadvantage on your attack rolls with Longbow and Thrown weapons as long as you use strength to make an attack..
You gain a +2 bonus to damage rolls with thrown weapons and longbows.

Athletic movement.
Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Mighty swing. (prerequisite: 7th level)
While using weapon mastery “Cleave” additional targets can be anywhere within your weapons reach. Additionally you now can add your ability modifier to the damage of this attack.

Devastating strike. (prerequisite: 7th level, fighting style “Great Weapon Fighting”)
You learn an additional weapon mastery “Devastating strike”. When you attack with a melee weapon that has heavy property whose mastery property you can use, you can replace that property with the Devastating strike property for that attack.
Devastating strike: Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. 

Durable defenses. (prerequisite: 7th level, fighting style “Defence” or “Interception”)
When you are hit by an attack while you're wearing armor or using a shield, you may reduce any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack by 1d10 + Proficiency bonus (no action required). You can only use this feature once until the start of your next turn.

Perfect protector. (prerequisite: 7th level, fighting style “Protection”)
You may use the reaction granted by the protection fighting style, with a target that is within 30 feet of you as long as there is an empty space within 5 feet of it. If you do so, you move to that empty space as part of that reaction.

Combat senses. (prerequisite: 7th level, fighting style “Blind fighting”)
You cannot be surprised.
Your blindsight range is increased by 10 feet.

Disorienting strike. (prerequisite: 7th level)
When you use the Sap Weapon Mastery, the target must succeed on an Intelligence saving throw or be unable to take reactions until the start of its next turn and take psychic damage equal to the roll of the weapon's damage die.

Regardless of the result, the target is immune to this effect until the start of your next turn.

Combat sprint. (prerequisite: 7th level)
Your walking speed is increased by 10 feet.
Using Action Surge, also triggers the Tactical Shift ability.
When you use Tactical Shift ability, you can move up to your full speed instead of half your speed.

Volley. (prerequisite: 7th level, fighting style “Archery”)
You learn an additional weapon mastery “Volley”. On your turn when you wield a ranged weapon whose mastery property you can use, you can replace that property with the Volley property.
Volley: You gain the Volley action. As part of this action, choose a number of targets equal to your Proficiency Bonus. All targets must be within 30 feet of each other and within your weapon’s range. Each target must make a Dexterity saving throw, taking damage equal to three rolls weapon damage dice + your attack ability modifier on a failed save.

Striking Vulnerabilities. (prerequisite: 7th level)
When you are making an attack with advantage, you may change the weapons damage die to 1d12 for this attack.

Minor surge. (prerequisite: 13th level)
Once per turn you can expend one use of Second Wind to gain an additional Bonus Action on your turn. You cannot use this feature again until you expand a use your Action Surge feature.

Sending a message. (prerequisite: 13th level, doctrine “Mighty projectile”)

The normal and long ranges of your thrown weapons and Longbow attacks increase by a number of feet equal to 30 × your Fighter level.
In addition, you can throw a weapon (or another tiny object) or shoot an arrow across vast distances. When you do so, you can target a location you are familiar with at a distance of up to 100 miles.

When you make such a throw or shot, roll a d100 and consult the table below:

1: You miss entirely, and the projectile strikes a random creature within 20 miles of the intended location.
2–15: The projectile lands in an incorrect location where it is unlikely to be found by the intended recipient.
16–30: The projectile lands within 1 mile of the intended destination, but not precisely at it.
31–95: The projectile arrives at the intended destination in a location where the recipient is almost guaranteed to find it.
96–100: The projectile lands at the feet of the intended recipient, or strikes them directly if you so choose. If it strikes the target, it deals five times the weapon’s normal damage.

Action torrent. (prerequisite: 13th level)
You can enter a state of combat trance, gaining the following benefits for 1 minute:
Your speed is doubled, you gain a +2 bonus to AC, and you have advantage on Dexterity saving throws. In addition, you gain an extra action on each of your turns. This action can be used only to take the Dash, Disengage, Hide, Use an Object action, or to make one attack.
You cannot benefit from this feature and the Haste spell at the same time.
Once you use this feature, you can’t use it again until you finish a long rest. You can also use this feature again by expending one use of your Action Surge.

Winds of restoration. (prerequisite: 13th level)
When you score a critical hit, you restore one use of the second wind feature.

Blade Storm. (prerequisite: 13th level, fighting style “Two-Weapon Fighting” or “Duelling”)
As an action, you may start a "Blade storm”.
Your walking speed is increased by 20 feet and you don't provoke opportunity attacks.
And as long as you wield a weapon that deals slashing or piercing damage, until the end of your current turn, or until you let go of the weapon, when you move within 10 feet of the creature, you may deal 3d6+your Strength of Dexterity modifier damage of the same type as the weapon’s to the creature. A creature can take this damage from you only once per turn.

reddit.com
u/ItIsNotAUsername — 2 months ago

This document is aimed towards creating a new system of features that are part of a Fighter Class features, that add new depth and options for Fighters, while also being a simple add-on for the class that doesn't change any of the existing mechanics.

These features are meant to add power to the class, in most areas of the game, but specifically in the combat pillar of the game. This system will provide fighters with additional combat options, and mechanics that are supposed to improve their damage in most cases, add survivability options, as well as add area of effect damage to the class.

All and all this is an attempt to bring martial characters, in this case a Fighter, closer in power to the likes of Paladin and try to make them less overshadowed by classes with full spellslot progression at somewhat later levels.

Doctrine options, are not meant to be of the same power levels, similar to the eldritch invocation system, Martial Doctrines are based on, some of the doctrines are meant to provide new ways of creating builds, that might not provide explicit benefit in a vacuum, such as the Pact of the blade invocation, and the Mighty Projectile doctrine features. Others like Devastating Blow are meant to be cornerstones of builds, and give benefits that are meant to be more powerful than other options of the same or even later levels, such as, for example, “Agonizing Blast” invocation, and others are there to mostly add utility features that don't directly improve classes effectiveness on the battlefield by themselves such as Combat Senses doctrine or Devil’s Sight invocation.

Martial Doctrines.
1st level Fighter feature replacing the “Fighting style” feature.

You have learned the Martial Doctrine, combat techniques and strategies that are learned through rigorous training and martial expertise. You gain one doctrine of your choice, such as Fighting Style. Doctrines are described in the "Martial Doctrines Options" section later in this document.

Prerequisites. If a doctrine has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 7+ Fighter, you can select the invocation once you reach Fighter level 7. 

Replacing and Gaining Doctrines. Whenever you gain a Fighter level, you can replace one of your Doctrines with another one for which you qualify. You can't replace a doctrine if it's a prerequisite for another doctrine that you have.

You gain additional Martial Doctrines at 4th, 7th, 10th, 13th and 17th levels.

You can't pick the same doctrine more than once unless its description says otherwise.

Martial Doctrines Options.

Fighting Style.
You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

You can gain this doctrine more than once. Each time you do so, choose a different Fighting Style feat.

Finesse training.
Any weapon you are using gains a finesse property as long as it lacks ammunition or heavy property.

Mighty projectile.
While using a Longbow you can make attacks using your strength in place of dexterity.
Attacking at long range doesn't impose Disadvantage on your attack rolls with Longbow and Thrown weapons as long as you use strength to make an attack..
You gain a +2 bonus to damage rolls with thrown weapons and longbows.

Athletic movement.
Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Mighty swing. (prerequisite: 7th level)
While using weapon mastery “Cleave” additional targets can be anywhere within your weapons reach. Additionally you now can add your ability modifier to the damage of this attack.

Devastating strike. (prerequisite: 7th level, fighting style “Great Weapon Fighting”)
You learn an additional weapon mastery “Devastating strike”. When you attack with a melee weapon that has heavy property whose mastery property you can use, you can replace that property with the Devastating strike property for that attack.
Devastating strike: Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. 

Durable defenses. (prerequisite: 7th level, fighting style “Defence” or “Interception”)
When you are hit by an attack while you're wearing armor or using a shield, you may reduce any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack by 1d10 + Proficiency bonus (no action required). You can only use this feature once until the start of your next turn.

Perfect protector. (prerequisite: 7th level, fighting style “Protection”)
You may use the reaction granted by the protection fighting style, with a target that is within 30 feet of you as long as there is an empty space within 5 feet of it. If you do so, you move to that empty space as part of that reaction.

Combat senses. (prerequisite: 7th level, fighting style “Blind fighting”)
You cannot be surprised.
Your blindsight range is increased by 10 feet.

Disorienting strike. (prerequisite: 7th level)
When you use the Sap Weapon Mastery, the target must succeed on an Intelligence saving throw or be unable to take reactions until the start of its next turn and take psychic damage equal to the roll of the weapon's damage die.

Regardless of the result, the target is immune to this effect until the start of your next turn.

Combat sprint. (prerequisite: 7th level)
Your walking speed is increased by 10 feet.
Using Action Surge, also triggers the Tactical Shift ability.
When you use Tactical Shift ability, you can move up to your full speed instead of half your speed.

Volley. (prerequisite: 7th level, fighting style “Archery”)
You learn an additional weapon mastery “Volley”. On your turn when you wield a ranged weapon whose mastery property you can use, you can replace that property with the Volley property.
Volley: You gain the Volley action. As part of this action, choose a number of targets equal to your Proficiency Bonus. All targets must be within 30 feet of each other and within your weapon’s range. Each target must make a Dexterity saving throw, taking damage equal to three rolls weapon damage dice + your attack ability modifier on a failed save.

Striking Vulnerabilities. (prerequisite: 7th level)
When you are making an attack with advantage, you may change the weapons damage die to 1d12 for this attack.

Minor surge. (prerequisite: 13th level)
Once per turn you can expend one use of Second Wind to gain an additional Bonus Action on your turn. You cannot use this feature again until you expand a use your Action Surge feature.

Sending a message. (prerequisite: 13th level, doctrine “Mighty projectile”)

The normal and long ranges of your thrown weapons and Longbow attacks increase by a number of feet equal to 30 × your Fighter level.
In addition, you can throw a weapon (or another tiny object) or shoot an arrow across vast distances. When you do so, you can target a location you are familiar with at a distance of up to 100 miles.

When you make such a throw or shot, roll a d100 and consult the table below:

1: You miss entirely, and the projectile strikes a random creature within 20 miles of the intended location.
2–15: The projectile lands in an incorrect location where it is unlikely to be found by the intended recipient.
16–30: The projectile lands within 1 mile of the intended destination, but not precisely at it.
31–95: The projectile arrives at the intended destination in a location where the recipient is almost guaranteed to find it.
96–100: The projectile lands at the feet of the intended recipient, or strikes them directly if you so choose. If it strikes the target, it deals five times the weapon’s normal damage.

Action torrent. (prerequisite: 13th level)
You can enter a state of combat trance, gaining the following benefits for 1 minute:
Your speed is doubled, you gain a +2 bonus to AC, and you have advantage on Dexterity saving throws. In addition, you gain an extra action on each of your turns. This action can be used only to take the Dash, Disengage, Hide, Use an Object action, or to make one attack.
You cannot benefit from this feature and the Haste spell at the same time.
Once you use this feature, you can’t use it again until you finish a long rest. You can also use this feature again by expending one use of your Action Surge.

Winds of restoration. (prerequisite: 13th level)
When you score a critical hit, you restore one use of the second wind feature.

Blade Storm. (prerequisite: 13th level, fighting style “Two-Weapon Fighting” or “Duelling”)
As an action, you may start a "Blade storm”.
Your walking speed is increased by 20 feet and you don't provoke opportunity attacks.
And as long as you wield a weapon that deals slashing or piercing damage, until the end of your current turn, or until you let go of the weapon, when you move within 10 feet of the creature, you may deal 3d6+your Strength of Dexterity modifier damage of the same type as the weapon’s to the creature. A creature can take this damage from you only once per turn.

reddit.com
u/ItIsNotAUsername — 2 months ago

This document is aimed towards creating a new system of features that are part of a Fighter Class features, that add new depth and options for Fighters, while also being a simple add-on for the class that doesn't change any of the existing mechanics.

These features are meant to add power to the class, in most areas of the game, but specifically in the combat pillar of the game. This system will provide fighters with additional combat options, and mechanics that are supposed to improve their damage in most cases, add survivability options, as well as add area of effect damage to the class.

All and all this is an attempt to bring martial characters, in this case a Fighter, closer in power to the likes of Paladin and try to make them less overshadowed by classes with full spellslot progression at somewhat later levels.

Doctrine options, are not meant to be of the same power levels, similar to the eldritch invocation system, Martial Doctrines are based on, some of the doctrines are meant to provide new ways of creating builds, that might not provide explicit benefit in a vacuum, such as the Pact of the blade invocation, and the Mighty Projectile doctrine features. Others like Devastating Blow are meant to be cornerstones of builds, and give benefits that are meant to be more powerful than other options of the same or even later levels, such as, for example, “Agonizing Blast” invocation, and others are there to mostly add utility features that don't directly improve classes effectiveness on the battlefield by themselves such as Combat Senses doctrine or Devil’s Sight invocation.

u/ItIsNotAUsername — 2 months ago