Dungeons and Dragons Megathread

Though it should be noted that UA is basically playtest material, and the Ranger in that article is generally seen as not fixing the problem.
Fair enough, I was just pointing out the problem was well known enough that it has official recognition as a problem.
Yeah, PF especially has a problem with air breathing mermaid charms feats and class features.
Yeah, no kidding. One thing I've come to appreciate from the DSP Feats is they are generally easy to understand why you would take this, don't have absurd prerequsites, and a fair number open up build options. They still require some level of system mastery to sort out whats good, not great, cool but situational, and whats 'dear god the base rules are dumb', but there's very little pyramid Feats or absurdly situational tricks.

But there really are to many Feats in general in Pathfinder.
 
Yeah, PF especially has a problem with air breathing mermaid charms feats and class features.

Indeed, they managed to make feats worse so while at level fucking 6 the fucking Barbarian starts getting fly abilities:
Raging Flier (Su) - Pathfinder_OGC

The Fighter getting such great feats like:
Bloody Assault (Combat) - Pathfinder_OGC
Look at that great 1d4 bleed damage, I am sure at level 6 where you are getting 2 attacks now and should have 16,000 gold worth of magical bullshit an average of 2.5 damage a round is going to be the thing that impresses everyone.
Greater Bull Rush (Combat) - Pathfinder_OGC
Maybe this will do it, you can bull rush to trigger AoOs for you group, except you just bull rushed the enemy, why are you bull rushing the enemy into the team, you are the fucking fighter and you don't even get an AoO and this feat costs 2 feats to even get that means this has cost you almost all of your fucking fighter feats to get here.
Circling Mongoose (Combat) - Pathfinder_OGC
This costs three god damn feats to let you make a five foot step between each attack, so at level 6 that is extra five foot step and every hit after the first is flanking. Are you really willing to sink four feats, 80% of your fighter feats into the ability to make an extra five foot step until level 11 when you get a THIRD five foot step and get maybe two flanking hits?
Improved Cleaving Finish (Combat) - Pathfinder_OGC
Oh this is it, it takes all your fighter feats to get this feat at level 6 so it must be great right? Whenever you knock an enemy to 0 HP or less you get to make another attack at your max BAB against someone else in reach, now this is useful, this is a nice feat for clearing out enemies, but this is your level 6 feat, this is all your feats, the fucking barbarian is fucking flying and you can clear out every mook in reach in one round. Do you know when the barbarian an get this feat? Level fucking 7, yeah, you read that right. You get this at level 6 and is a pretty good way to clear out shit, the barbarian can pick it up one level later, why do you even exist.
Greater Disarm (Combat) - Pathfinder_OGC
You are a fighter, you need Con and Str as high as you can get it, you need a bit of dex to boost AC a bit more and just in case, and you need wisdom so you do not fail all your will saves, let's save time and not pretend you didn't dump Int.
Greater Drag (Combat) - Pathfinder_OGC
You can drag a guy and make him provoke AoOs from your team, but you are the fighter, you are the one who should b hitting stuff.
Felling Smash (Combat) - Pathfinder_OGC
This a neat trick, and all it costs you is four of your feats and bumping up your dump stat, the problem here is that it is just a neat trick and the barbarian can take a rage power that let's them get back rage turns whenever they hit someone who hit them or PUNCH A FUCKING GHOST Ghost Rager (Su) - Pathfinder_OGC
Improved Two-Weapon Fighting (Combat) - Pathfinder_OGC
Wizards and shit are getting the ability to fly but your two weapon build is not even online yet, what are you doing with your life.
Ready for Anything (Combat) - Pathfinder_OGC
Five feats, five fucking feats, it costs five god damned feats to get this, it is a decent thing and is useful but is situational, there is no justification that this costs five feats. You cannot even retrain any of those feats you used to get here, you have to retrain from the top down.
Lunge (Combat) - Pathfinder_OGC
This is what most feats should be, no huge pyramid, just a neat little trick you can do to improve your combat ability. There is no reason for this to be the base for a character though, feats cannot compete with shit like flying barbarians who also get access to the exact same feats just fewer. The fighter needs actual class abilities.
 
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Pathfinder feats are so great they can change the entire way you play characters.
Quiet Death (Combat) - Pathfinder_OGC

According to this feat if you do not have this feat then your sneak attacks are as loud as pitched battle so now you need this feat and it is a shit feat.
Oh dear mod really? That's as bullshit as the Solar charm that makes you anima count as "for realz sunlight you guis!"

second @Kylar on DSP usually knowing their stuff ln feats. Though it's too bad they never ported On Fire to PF.

Going to post my thoughts on fixing the lurk, the 3.5 DSP mindblade feats system, or the swiftblade prestige class next, anyone have a preference?
 
And if you're going to frontload your hard thinking, you can prepick all your sorceror spells too, and really have no more option overload than the fighter.

If you want an easy character, get a warlock and just eldritch blast every turn.
You don't even have to worry about stats too much. Warlock is the one class that could actually contribute with nothing above a 9 or 10. It wouldn't be as good, but you could do it.

I just wish invocations were better/you had more of them. When you'll generally only have 10 or so innvocations, having to chose between being effective and some flavor is cruel.
 
The Lurk.

Also, I thought the Swiftblade was pretty good for what it was?
whoops, bad wording on my part. i was going to comment on the other two, not fix them. and by "fix" the lurk, i mean do just enought to make it worth actually taking levels in rather than shrugging and punting to Psychic rogue.

Mind blade feats were an interesting way of resorking the soulknife concept, and the swiftblade illustrates a bunch of things both good and bad about 3.5 class design.
 
Yea, I tend to give the Warlock as the easy newbie character, because Invocations are basically always on or at-will and it's always an issue to explain "Sorry, you can only shoot a missile two times a day."

Not as much of a problem in 5E, but you know.
In general I really like 5e. It's easily my favourite edition, with the fewest "core" problems... but one issue I have encountered every so often are class features masquerading as options. This is mainly noticeable in Class-exclusive spells. If you're a Warlock, you don't have to take Eldritch Blast, but it's easily the most exceptional cantrip available to you. And if you have Eldritch Blast you don't have to take Agonizing Blast, but it's staggeringly good for anyone with Eldritch Blast.

Something as blatant as Eldritch Blast didn't quite fit my character concept, and besides which I thought "do damage" and "do even more damage" were really boring choices for one of my handful of cantrips and a full half of my super-unique really-cool class feature Invocations. So I didn't take either, and I stand by that choice... but wow, in the last two fights I really felt like the people designing my class had assumed I would have Eldritch Blast and very probably Agonizing Blast.

Note that this isn't the same thing as certain options being more or less powerful. It seems pretty obvious that Pact of the Tome is better than Pact of the Chain which is better than Pact of the Blade, but that's not because you're assumed to take Pact of the Tome and if you take the others you're doing it wrong. Besides, all three of those options are interesting and not strictly necessary.

What this basically does is it forces you to choose between powerful and efficient options that your designer assumed you'd take (Eldritch Blast + Agonizing Blast) as opposed to interesting options that you actually think are cool (Prestidigitation + Mask of Many Faces). At that point, you might as well just give me Eldritch Blast as a basic Class Feature and take away one of my starting cantrips, so I don't "make the wrong choice". Then sprinkle the damage boost of Agonizing Blast through one of my automatic level upgrades.

Same thing for Ranger and Hunter's Mark. If this is such an iconic and cool class feature that you felt the need to make it obviously the best choice, why not… make it an iconic and cool Class Feature?
 
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In general I really like 5e. It's easily my favourite edition, with the fewest "core" problems... but one issue I have encountered every so often are class features masquerading as options. This is mainly noticeable in Class-exclusive spells. If you're a Warlock, you don't have to take Eldritch Blast, but it's easily the most exceptional cantrip available to you. And if you have Eldritch Blast you don't have to take Agonizing Blast, but it's staggeringly good for anyone with Eldritch Blast.

Something as blatant as Eldritch Blast didn't quite fit my character concept, and besides which I thought "do damage" and "do even more damage" were really boring choices for one of my handful of cantrips and a full half of my super-unique really-cool class feature Invocations. So I didn't take either, and I stand by that choice... but wow, in the last two fights I really felt like the people designing my class had assumed I would have Eldritch Blast and very probably Agonizing Blast.

Note that this isn't the same thing as certain options being more or less powerful. It seems pretty obvious that Pact of the Tome is better than Pact of the Chain which is better than Pact of the Blade, but that's not because you're assumed to take Pact of the Tome and if you take the others you're doing it wrong. Besides, all three of those options are interesting and not strictly necessary.

What this basically does is it forces you to choose between powerful and efficient options that your designer assumed you'd take (Eldritch Blast + Agonizing Blast) as opposed to interesting options that you actually think are cool (Prestidigitation + Mask of Many Faces). At that point, you might as well just give me Eldritch Blast as a basic Class Feature and take away one of my starting cantrips, so I don't "make the wrong choice". Then sprinkle the damage boost of Agonizing Blast through one of my automatic level upgrades.

Same thing for Ranger and Hunter's Mark. If this is such an iconic and cool class feature that you felt the need to make it obviously the best choice, why not… make it an iconic and cool Class Feature?

It might be deliberate. I remeber hearing that one of the main 3e devs said he deliberately put in trap options in 3e. possibly as some sort of skill cap thing where veteran or crunch minded players got better stuff than newbies.

5e did pander to anti-4e grogs and well one way to pander to grogs is letting them be vain about baving figured out the "best options."

if they really did that i will be pissed, though. at least in 3.5 there were usually many high power options, not one true build.
 
It might be deliberate. I remeber hearing that one of the main 3e devs said he deliberately put in trap options in 3e. possibly as some sort of skill cap thing where veteran or crunch minded players got better stuff than newbies.

5e did pander to anti-4e grogs and well one way to pander to grogs is letting them be vain about baving figured out the "best options."

if they really did that i will be pissed, though. at least in 3.5 there were usually many high power options, not one true build.
No, I don't think it's a deliberate trap. It's not a common thing, it shows up just a few times and it's always tied to exclusive spells like Eldritch Blast or Hunter's Mark or, hell, maybe Spare the Dying or Shillelagh. I think it's just the desire to let players customise themselves gone a little too far. It stands out for Warlocks in particular because they have very few option-slots and a lot of cool options, but it's not what I'd call a systemic or superiority issue. I worked out pretty quickly that I was "supposed" to take Eldritch Blast, I just ignored it because it didn't fit my character concept – which might be considered a success for the customisation crowd, I suppose.


In other news, I was actually surprised to realise that Sorcerers didn't get Thaumaturgy. I'd sort of assumed it went:
Druids get Druidcraft because they're nature nerds.
Wizards get Prestidigitation because they're weird little magicians.
Sorcerers get Thaumaturgy because they're children of a mystical bloodline wooo.

Instead it turns out Clerics get Thaumaturgy, and Prestidigitation goes to Wizards, Sorcerers and Warlocks.

While Tieflings get Thaumaturgy because they're children of a mystical bloodline wooo. Consistency!
 
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So, another build-idea I came up with.
The Cipher is an Investigator-Archetype specialized in Stealth. It trades out all Trap- and Poison-related features, ability to apply Inspiration to some skills as well as every Investigator Talent up to 11th level. In exchange you get some anti-divination, Inspiration to Stealth (and some other skills) from 1st level, Evasion, Hide in Plain Sight (and arguably the best version in the game) at 7th level - and Inattention Blindness.

Inattention Blindness is the main reason to take this Archetype, and quite unique. It requires no action, has a range of 10 feet per level and can affect one enemy plus one more at 5th level and every 3 levels thereafter. What it actually does is pretty good - if an enemy would become aware of you, they must make a Perception-check with a DC of (10 + Level + Int-Mod, can be raised with Inspiration). If they fail, they utterly ignore you (until you attack them or do something obvious they can notice)
Basically, this is at it's least a second chance to pass any stealth-roll - if the enemy gets lucky once, they have to get lucky again to notice you. But it's also better in a lot of ways - it bypasses Blindsense and other such effects, bonuses against Stealth-checks don't apply to it, it's not impeded by movement or noisy terrain and so on.
Oh, and it technically allows you to sneak up to an enemy, attack them (therefore become noticed), make them Inattentive and them attack them again.

Now the intended use is to get into places to investigate them (which requires very little interaction). But you can obviously also sneak through a group of enemies into their rear to kill squishy targets. Or you can go for assassinations.
Sadly, there is no way for an Investigator to get their hands on Assassinate or a similar class feature - except for the Assassins Death Attack. It has the drawback of needing three rounds of study instead of one, failing if you get recognized at all and needing levels in a separate class to scale it's DC - but it actually has slightly better support, it does scale with your Int-modifier and most importantly, you can attempt it several times against a single target!

This has obvious combinations.
Sneak up to your target (or just walk up to them with Inattention Blindness if necessary), stab them with a Death Attack, and possibly use Inattention Blindness to remain unnoticed and try again.

Half-Elf Cipher 9/Assassin 1
Ability Scores (25 PB): Strength 10, Dexterity 16, Intelligence 16 (racial 18, advancement 20, items 22), Wisdom 12, Charisma 8
Racial Traits: Skill Focus (Stealth), Blended View (Low-Light Vision, Darkvision 60 feet), Keen Senses, Elven Immunities
FCB: +2 to Inspiration-rolls
Feats: Weapon Finesse, Extra Investigator Talent (Quick Study, Amazing Inspiration, Combat Inspiration), Ability Focus (Death Attack)
Traits: Pragmatic Activator, ???
Skills: 12 skill ranks per level. Max Stealth, go nuts with the rest
Magic Items:, Inspired Sword-Cane, Assassins Dagger

This characters Death Attack comes with a respectable DC of 20, while the Inattention Blindness comes with a DC of 25. That's a very good chance not to get noticed (they first have to beat your Stealth-check, then your Inattention Blindness) and then probably two roughly 50% chances to kill an enemy with one blow.
Other than that, the character has tons of skills, can fight decently enough thanks to a +4 bonus on attack and damage combined with Inspiration-based +1D8+2 to attack and +2D8+4 to damage and has third-level Extracts.

The Death-Attack DC can be increased further via Assassin-levels, but also via Master Spy levels. Raising Intelligence also raises it further, but sadly due to the way things scale you'll be hard-pressed to get it to ~30.
You'll want to balance Assassin/Master Spy levels with more Investigator-levels, because the latter raise your Inattention Blindness, improve your normal attacks more, unlock more Talents and improve your Extracts. But if you don't raise your Assassin-levels your Death Attack will eventually become near-useless.

If you want your Death-Attack to be much more successful, get a spell-storing weapon and have an ally cast something that reduces Fortitude-saves into it. Poison can also work, as long as it drains Constitution.
 
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Only twice, and only if they fail to notice you with your stealth check and then fail to penetrate your Inattention Blindness.

You get Inattention Blindness at 1st level, but at that point it only has 10 foot range (still enough to affect enemies in melee range) and affects only one enemy. You can sneak up to an enemy is there is enough cover, stab him (leaving stealth automatically and starting a surprise round), affect them with Inattention Blindness (if you succeed, they are aware that combat has started, but are unaware of you entirely), then stab them again (at which point they automatically notice you). However, you can only affect one creature with this, so others will likely notice you.
At 4th level you can use Invisibilty as an extract, which also removes the need for cover/concealment to sneak into range. You can also initiate Studied Combat before combat starts.​
At 7th level, you gain Hide in Plain Sight, with the only requirement being that the observers are within Inattention Blindness range (but not otherwise linked to it), which is currently 70 feet. Cover is no longer needed to sneak, effectively. Oh and you can affect two targets with it.
Once you have your first Assassin-level, you an study an enemy for three rounds before combat starts, then stab them as above and apply Death Attack, if they fail to notice you you can study them for three more rounds and stab them again with Death Attack, as above.​
At your 10th Investigator-level, you can use Greater Invisibility. Now you're no longer visible after attacking, but enemies only have to pass a static DC 0 check (since you are "in combat") to notice that you are there (which is enough to stop Death Attack). Still useful for further confusion.
At your 6th Assassin-level, if you kill someone during the surprise round with Death Attack, you can roll Stealth to prevent others from noticing you as the assailant. Annoyingly, Death Attack stops working if you're noticed at all, so unless the GM treats it like Assassinate that prevents further Death Attacks unless you use Inattention Blindness.

A hypothetical Cipher Investigator 14/Assassin 6 could do the following:
Use Invisiblity to be near-impossible to spot from outside the 140 foot range in which she can Hide in Plain Sight.
Sneak into range using Stealth as normal, but without any need for cover or concealment.
Study the target for three rounds, drink a extract of Greater Invisibility, activate Studied Combat, then start combat as a surprise round.
Attack the flat-footed target for some Sneak Attack damage and an attempted Death Attack. If the target fails the Fortitude-save (DC ~31) they're dead. She can then make a Stealth-check, if she wins others will not identify her as the assailant (not much good, but hey its there, and even good if there's lots of bystanders).
Automatically affect up to four targets (including the original, if still alive) within the 140 foot range with Inattention Blindness if they don't make a (~DC 38) Perception-check. Anyone who fails it does not notice her at all. She could now possibly leave. She's still Invisible, but noticing that there is an Invisible person around is only a DC 0 Perception check.
She can now study a target that has not noticed her for three rounds, and then Death Attack them. This can be the original target, if still alive. She will no longer be protected by Inattention Blindness, and others will also notice that she is the assailant. But she's still Invisible, if that matters.

End result:
She has potentially killed two targets with one attack each. If the target group was no larger than five people, they never noticed her. If there were bystanders, they failed to see her (due to Invisibility), and even if not Invisible they likely didn't notice that she was the attacker.
All that without invisibility:
So you have a group of five people. A person walks down the road in broad daylight, but nobody notices her. She fatally stabs one of the five people, but the others still do not notice her despite her standing in their midst. Bystanders notice the dead person, but not that he was stabbed by that assassin. She fatally stabs another of the five (well, now four) people, who finally notice her and begin to fight her.
 
Iiiinteresting. Let me take a look-see...

We start out with some key concepts, which are a good plan. Unfortunately, they're Skirmishers ("we are rogues"), Wanderers ("a cool idea, which we're going to represent with Natural Explorer") and Guardians ("no joke, we're actually going to use the term paladins of the forest").

Hit Dice have gone from 1d10 to 2d6. This is identical to a 1d12, except you smooth out the average when you roll for HP regain (and for levelling up, but who the fuck rolls for HP gain when they level up). This is… I mean, it's interesting, but it's difficult to describe the Ranger as a dodgy skirmisher when it's up there with the naked screaming tank when you described it as a dodgy skirmisher.

Medium Armour Proficiency is lost, Herbalism Kit Proficiency is gained. At this point I'm wary of calling that a good trade, especially since it seems like it would shoot Strength Rangers in the foot, but we'll see – perhaps Herbalism is much more important, Intelligence won't be a dump stat, and Strength is now longer an intended build.

And yep, Strength is gone from Saving Throws, so it looks like we're full Dex/Wis now. Goodbye, axe-wielding woodsman. Or, indeed, Aragorn. At least we get an extra Skill Proficiency, which we can spend on still buying Nature because we have shit for Intelligence.

Huh. No more Favoured Enemy. I mean, it was shit, but I'm surprised to see it gone. Especially since Natural Explorer stuck around despite having literally the same problems – albeit worse because at least "Favoured Enemy" actually describes what it does, while "I am very comfortable in one specific kind of terrain that I am already familiar with" is the opposite of "Natural Explorer".

Fighting Style is Fighting Style, except Defense is relatively worse because you are now Dex-exclusive and don't get armour heavier than studded leather.

Ambuscade is a cool idea, representing both "I can ambush people" and "I cannot be ambushed" in one clean mechanic, which is at best no more overpowered than a free Extra Attack once per battle at the start of battle. I like it, and I will steal it.

Skirmisher's Stealth is fucking weird. As far as I can tell, it's basically… "you get free advantage each turn on an attack against a specific creature, OR you can run away and hide more easily, especially from a lone pursuer". Interesting, but weird. I'll need to think about this one some more. The bonus action nature of the secondary Hide roll means it's no good for a Rogue looking to multiclass, since they already get Cunning Action.

Primeval Awareness is, was, and remains not worth a spell slot in most situations.

Aaand here we get into the actual meat of the rewrite, which is the new Archetype. Spirit Path is a better put-together version of the Beastmaster Archetype, except still kind of not-great and still very much a single Archetype rather than an actual selection of Paths. Booo, sirs. Booo.

Overall: I'm going to steal some stuff for this, but I think it ultimately falls flat.
 
Okay, so now it's time for my first bit of D&D homebrew… ever. I've been playing around with martial classes for the past couple of hours, and noticed that two-weapon fighting has a problem with really really badly diminishing returns.

To spell out what I mean:
If you are wielding two melee weapons, you can engage in two-weapon fighting.
These melee weapons must be light and one-handed.
If you Attack while you are two-weapon fighting, you can use your bonus action to make another attack, which must use your other weapon.
You do not add your Ability modifier to this other attack.
You can attack a different target, or perform another action (free action, action surge) before you use this bonus action.

So two-weapon fighting is initially a very square deal. You sacrifice:
  • Extra damage from a non-light weapon
  • Extra extra damage from a two-handed weapon
  • Extra AC from a shield
  • A bonus action
In exchange for:
  • Extra damage from an extra attack
  • Extra opportunity to hit with an extra attack

This isn't a bad trade! The most damaging light one-handed weapons in the game deal 1d6 damage, while a two-handed heavy weapon deals 1d12/2d6 damage – so you're giving up a bonus action to deal the same average damage as a greatsword-wielding knight, while probably using Dexterity instead of Strength and giving you two chances to hit. The shield guy's more difficult to compare, but let's set him aside for now.

Taking the Two-Weapon Fighting style as a Fighter or Ranger even lets you add your Ability modifier to the second attack, pushing it above the greatsword-wielder… although at that point they'll have Great Weapon Fighting and be dealing more damage themselves, and the shield guy has Defense or Dueling. Whatever. We'll leave this out and assume it equalizes, because the math on Great Weapon Fighting is too involved for my puny brain to put out on a forum post.

The problem comes in two forms.
  1. Extra Attack
  2. Bonus Actions

Extra Attack comes in at level 5 for Fighters, Paladins and Rangers, and it cuts the relative usefulness of Two-Weapon Fighting in half, because now the greatweapon guy is popping out 2d12+(Mod x 2) or 4d6+(Mod x 2) damage per turn with two attacks, and you can push out 3d6+(Mod x 2) damage per turn. You're both specced for damage over defense, and you're already doing worse than him! That's where it stops for Rangers and Paladins, and thank god for that.

For Fighters, it gets worse, because they get Extra Attack again, later on. And again, and again, and again. At 11th level, the greatweapon guy is doing 6d6+(Mod x 3) damage per turn, and you're stuck at 4d6+(Mod x 3). Why even bother? It'll get even worse later on. Hell, the one-handing guy with the shield is looking better than you – if you both have your relevant Fighting Styles, he's doing 3d8+(Mod x 3)+6. And he gets a shield.

It's actually even worse than that, because here we hit the second point – bonus actions. When you start off, this is a non-sacrifice, because there's nothing else you can really do with bonus actions… but as you proceed through your Class levels, you get quite a few things you can do.

As a Fighter, you get to use your bonus action to take an Action Surge once per short rest. Paladins and Rangers can use their bonus actions on certain Spells like Divine Favour and Hunter's Mark, as can Eldritch Knights and similar Archetypes/Multiclass options. Rogues don't get Extra Attacks, which keeps two-weapon fighting competitive, but their bonus action is occupied by Cunning Action, which lets them dart around and hide.

You can't use your two-weapon fighting if you're doing any of these things. So you start off pretty balanced, and then grow badly. The stuff two-weapon fighting sacrifices becomes more valuable, the stuff it offers becomes less so. Diminishing returns in effect.

The relevant Fighting Style doesn't help at all with this. It just lets you add your Ability modifier to the second attack, so it's basically a trap once you move past 5th level. Even the relevant feat, Dual Wielder, is absolutely pathetic – you get +1AC, which is less than the shield you're giving up, along with the ability to use non-light weapons to change your d6 to a d8 if you don't mind looking a bit stupid. And that costs a feat – other people get those too, y'know.
So here's the first version of this fix:

Clarification: The second attack made using a bonus action when two-weapon fighting is referred to as an "off-hand attack". When a character is wielding the necessary weapons to make an off-hand attack (normally, two light one-handed melee weapons), they are said to be "engaging in two-weapon fighting".

Cunning Action (Rogue Class Feature)
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. In addition, when you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Two-Weapon Fighting (Fighting Style – now also available to Paladins)
When you engage in two-weapon fighting, you add your ability modifier to the damage of every weapon attack you make each turn, except the first. This stacks with any ability modifier you would normally add.

Dual Wielder (Feat)
You master fighting with two weapons, gaining the following benefits:
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can use two-weapon fighting even if one of the one-handed melee weapons you're wielding isn't light.
  • When you are engaging in two-weapon fighting, you may use a bonus action to treat one of your weapons as a light shield for that round.
 
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Still adapting stuff for AQ 5E, at this moment fixing up some (overly convoluted) Mk1 spell adaptations I made earlier in the thread. Here's one such spell that's mostly done, with me mostly wondering: 1) How frequently to allow the target creature to attempt to end its effects early (every round? Hourly?), 2) Whether to have the same "+1 Exhaustion" effect occur after unsuccessful attempts to end it early.
Dread Whisper
4th Level Enchantment
Casting Time: One Action
Range: 10'
Components: V
Duration: 8 Hours

The caster's words fill a creature's mind with visions of a terrible fate that can only be avoided by leaving the caster in peace. The target creature must take a Wisdom Saving Throw, if failed becoming so Frightened of the caster as to be unable to purposefully talk, look, or even think about them for the spell's duration. So stressful is the experience, for every attempt made by the creature to harm the caster (through either action or word) during the spell's duration, one point of exhaustion is added to them. This spell automatically fails to work if caster and target share no common language.

At Higher Levels: When casting this spell using a 5th-Level Spell Slot or higher, the duration increases by another eight hours for each additional level.

"One creature frightened of you" isn't particularly potent in a combat situation (hell, you can achieve it much more readily at lower levels!). "So frightened of you that it mentally exhausts them to even rat you out or try to hurt you as they flee", however, seems a bit more potent IMO. Maybe not 4th level potent (drop it to a 3rd level?), but potent all the same. Basic point of the spell's less "Direct combat boost", more "Make sure somebody stays way the fuck out of your affairs for the foreseeable future (and will be in shit-all condition to thwart you if they don't)."

Needless to say, very open to constructive criticism.
 
Man, I love 5e feats so much compared to that bullshit.

That's why when I wanted to do a martial in another game, I considered Barbarian, Vigilante, Paladin, etc.... but not fighter.

Rage powers are good, vigilante talents are good, so are some of the other martials (granted, still not magic-good, but acceptable). Feats involve going through longer lists for worse powers, of which you only really want to decide between a smaller number of.
 
What this basically does is it forces you to choose between powerful and efficient options that your designer assumed you'd take (Eldritch Blast + Agonizing Blast) as opposed to interesting options that you actually think are cool (Prestidigitation + Mask of Many Faces).
One of my players actually uses Mask of Many Faces to better effect than he's been able to with Agonizing Blast, to date.

Albeit, that's probably because it's a fairly roleplay-heavy game, and he's roleplaying a serial killer who slips in and out of guises to befuddle the rest of the party and lead them into the grasp of Strahd in Curse of Strahd. But hey; at least he gets good use out of his class abilities.
 
One of my players actually uses Mask of Many Faces to better effect than he's been able to with Agonizing Blast, to date.
Albeit, that's probably because it's a fairly roleplay-heavy game, and he's roleplaying a serial killer who slips in and out of guises to befuddle the rest of the party and lead them into the grasp of Strahd in Curse of Strahd. But hey; at least he gets good use out of his class abilities.
Yes, the "best" build usually depends heavily on what kind of game you are playing.
A game with lots of combat? Eldritch Blast+Agonizing Blast is your best bet.
But for an espionage heavy game? That...would probably be a bad idea.
 
Hey do guys know of any good online groups looking for players?
 
Alright, fixed the fix, though two-weapon-wielding Rogues are left re-buggered unless they've got an appropriate Archetype or want to multiclass into Fighter/Ranger/Paladin, and Dual Wielder now looks even more underpowered.


To tl;dr the math in the spoiler below, you can do less average damage than the Greatsword Fighter in exchange for a better chance of hitting with something and more procs on effects that trigger per-attack – or you can spend your bonus action and exceed the Greatsword Fighter's average damage by focusing on the flurry.


Clarification: The second attack made using a bonus action when two-weapon fighting is referred to as an "off-hand attack". When a character is wielding the necessary weapons to make an off-hand attack (normally, two light one-handed melee weapons), they are said to be "engaging in two-weapon fighting".

Two-Weapon Fighting (Fighting Style – now also available to Paladins)
When you engage in two-weapon fighting, you may make an off-hand attack whenever you perform a normal melee attack. In addition, making an off-hand attack does not require a bonus action. Instead, you may use your bonus action to add your ability modifier to all off-hand attacks made that turn.

For reference, the math after this change up to 11th Level...
GS = Greatsword Guy. For average damage, I assume GW Style is equivalent to the average roll becoming a 5.
TO = Canon. Two-Weapon Fighting adds ability modifier to bonus attack, or "off-hand".
TW = First Attempt. TWF adds ability modifier to all attacks past first each turn, stackable.
EA = Reference. TWF adds modifier to off-hand, also removes bonus action cost.
EB = Reduction. TWF removes bonus action cost. This means off-hand attack can be made for every Attack.
EC = Replacement. As per EA, except that off-hand attacks only receive half the ability mod.
ED = Final. Off-hand attacks do not cost bonus actions. Sacrifice your bonus action to give them ability mod.
XXa = Average damage for that model.


1st Level, 17 Strength
GS: 2d6+3
TO: 2d6+3 [no bonus action]

2nd Level, 17 Strength, Relevant Fighting Style
GS: 2d6+3 [re-roll 1s and 2s]
TO: 2d6+6 [no bonus action]
EA: 2d6+6
EB: 2d6+3
EC: 2d6+5
ED: 2d6+3 OR 2d6+6 [no bonus action]

4th Level, 18 Strength, Relevant Fighting Style
GS: 2d6+4 [re-roll 1s and 2s]
GSa: 14
TO: 2d6+8 [no bonus action]
TOa: 16 [no bonus action]
EA: 2d6+8
EAa: 16
EB: 2d6+4
EBa: 12
EC: 2d6+6
ECa: 14
ED: 2d6+4 OR 2d6+8 [no bonus action]
EDa: 12 OR 16 [no bonus action]

5th Level, 18 Strength, Extra Attack
GS: 4d6+8 [re-roll 1s and 2s]
GSa: 28
TO: 3d6+12 [no bonus action]
TOa: 24 [no bonus action]
TW: 3d6+16 [no bonus action] OR 2d6+12
TWa: 28 [no bonus action] OR 20
EA: 4d6+16
EAa: 32
EB: 4d6+8
EBa: 24
EC: 4d6+12
ECa: 28
ED: 4d6+8 OR 4d6+16 [no bonus action]
EDa: 24 OR 32 [no bonus action]

11th Level, 20 Strength, Extra Attack x 2
GS: 6d6+15 [re-roll 1s and 2s]
GSa: 45
TO: 4d6+20 [no bonus action]
TOa: 36 [no bonus action]
TW: 4d6+30 [no bonus action] OR 3d6+25
TWa: 46 [no bonus action] OR 37
EA: 6d6+30
EAa: 54
EB: 6d6+15
EBa: 39
EC: 6d6+24
ECa: 48
ED: 6d6+15 OR 6d6+30 [no bonus action]
EDa: 39 OR 54 [no bonus action]

Let me know what you think!
 
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