Sunday, 19 July 2015

LL/5e Mashup: The Warrior Class

Following on from the write-up of my rough ideas for a 5e-inspired Rogue class for Labyrinth Lord, here are my thoughts on a Warrior class. (I'm following the 2e class groups here, a concept which I always found appealing -- so the classes will be: Warrior, Rogue, Priest, Wizard.)

Proficiencies: all armour, shields, simple weapons, martial weapons, 2 of: Acrobatics, Awareness, Climbing, Survival, Swimming.

1st level:
Fighting Style: Choose one of the following fighting styles:
  • Archery: +1 to attacks with missile weapons.
  • Defence: +1 AC bonus when wearing armour.
  • Duelling: +1 to attacks and damage rolls when wielding only a one-handed melee weapon.
  • Heavy Weapon Fighting: When wielding a heavy, two-handed weapon, re-roll damage dice which come up 1. (You may only re-roll once per attack and must keep the second roll.)
  • Protection: When wielding a shield, you can grant a +2 AC bonus to a single character within 5' of you.
  • Two-Weapon Fighting: (The exact effect of this fighting style depends on the rules for two-weapon fighting, which I've not decided on yet.)
2nd level:
Warrior Archetype: Choose an archetype.

6th level:
Extra Attack: You can make two attack rolls on your turn.

11th level:
Extra Attack: You can make three attack rolls on your turn.

20th level:
Extra Attack: You can make four attack rolls on your turn.

Warrior Archetypes

2nd level:
Improved Critical: An attack roll of 19 or 20 is a critical hit.

4th level:
Indomitable: Once per day, you can re-roll a failed saving throw.

10th level:
Fighting Style: Choose a second fighting style.

Arcane Champion
2nd level:
Spell-Casting: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited.

4th level:
Weapon Bond: With a one hour ritual, you can bond up to two weapons to yourself. A bonded weapon can be summoned instantly to your hand from anywhere on the same plane of existence.

10th level:
War Magic: You can make a single attack and cast a spell in the same round.

2nd level:
Favoured Enemy: Choose a monster type (dragons, goblinoids, giants, animals, etc) or a profession (cultists, witches, outlaws, etc). You gain a +1 bonus to Search checks to track or Lore checks to recall knowledge about your chosen enemy.

4th level:
Extra Proficiencies: Gain proficiency with Awareness and Stealth.

10th level:
Second Favoured Enemy: Choose another type of favoured enemy.
Expert Slayer: Gain +1 to hit and damage against your favoured enemies. Gain a +2 bonus to saving throws and AC against their attacks.

Beast Master
2nd level:
Animal Companion: A normal animal becomes your faithful companion. You may purchase the animal or find it in the wild. In combat, you can give the animal verbal commands. If your companion dies, you may find another beast to replace it after a week.

4th level:
Extra Proficiencies: Gain proficiency with Awareness and Nature.

10th level:
Bestial Fury: Your animal companion may make one extra attack each round.

I'm planning a berserker warrior sub-class, but haven't come up with any mechanics that I like yet. I'm not that keen on the 5e barbarian berserker, with the "resource management rage" mechanic. I don't see berserk fury as something that has to be scrupulously managed.

If anyone has any ideas for a berserker sub-class that'd fit with the system above, please suggest!

Wot No Paladins?
Yeah... I don't believe in paladins. I've never really understood how they're different from clerics.

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