Talk:Armed Infantry (5e Class)
Starting off with half plate seems a bit much being the most expensive and protective medium armor. Additionally, the difference between a rifle and sniper rifle is mostly just the scope --and possibly the bore size-- in the grand scheme of things, so it wouldn't make much sense that they'd be separate items. Also, you mention this class owning "simple firearms" despite the fact that most of the weapons have a magazine or an auto fire feature (though this is just criticizing flavor). Also, advantage against prone enemies seems like a bit of a step too far in my humble opinion. Flavor-wise, you've become good enough to hit them while prone, but why are they somehow now easier to hit than a standing target? There's also the issue of finding the weapons (which are located under a 3rd level feature rather than sooner, making it kind of a scavenger hunt almost). Speaking of, why shouldn't a character be able to craft their main weapon at 1st level? Why make them wait two extra levels at which point their weapon may break or get lost, leaving them S.O.L.? The unload feature, when paired with tracing rounds is a monster when it comes to damage output. It's effectively one normal attack + 5 more possible attacks with advantage which is pretty ludicrous, and it only needs to consume one tracer round. I get that there is a limit, but you can still do this many times (up to 5 without the aid of magic) before taking a long rest. And THEN when paired with Operator at 20th level, all normal hits become critical hits, and critical hits effectively become super critical hits (especially with the sniper archetype). If you choose the Shock Trooper archetype as well, that's even more potential damage being rolled using Double Tap. Bulletproof should specify specific damage types; most damage types could be counted as physical such as fire and thunder. A character should be able to equip a light machine gun without the need for a class feature (Heavy Equipment, Ghillie-Man). Not having the feature cannot stop the creature from picking up and --possibly-- using the weapon. Long range assassin is very vague, and given it doesn't require a roll for stealth, makes it very effective. The sniper archetype is just overall massively gratuitous damage output. Rather than maybe a couple dice here and there like with the Rouge's sneak attack, you've decided to boost criticals, make them more likely using the Sniper archetype's Scouter feature (which outweighs the Champion archetype's Superior critical severely), along with the addition of the excessive amount of advantage spewing the base class has to offer which leads to a rather high damage potential I dare say would be difficult for the PHB classes to attain. Inspirational rally is effectively better bardic inspiration, honestly. For the combat medic archetype, there is no such thing as a Medicine modifier. Trauma Care is a bit strange being able to end the unconscious condition. If a creature is taken down to 0 hp and fall unconscious, does the feature bring them up at 0 hp, or does it stablize them and grant them 1 hit point? PunnyDM12 (talk) 15:58, 28 January 2019 (MST)