Talk:Bravo Blade (5e Subclass)

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I guess I'll outline what I wanted out of this class and explain how each skill is supposed to aid in that.

Daily abilities: Generally I like to imagine when characters get in truly dire straights they can push their mind and body to the limit. Generally I like 1/day or 2/day because it gives the class something cool that they won't abuse every single encounter.

Code of Conduct & Grand Entrance: Prevent excessive item/spellcasting abuse.

Mislead Foe: If you pass a feint check 1 attack does Precision damage. Less damage than a full SA volley but allows mobility and adaptability.

Survival instincts: Ensures this poor medium HP class doesn't get insta-gibbed for not picking a HP tank.

Critical Timing 1/day: 1/3 of an impaling enchant. Seems fitting for a finesse class.

Misleading Charge: Neraph charge essentially, Aids mobility. Usable only once to stop charge spam cheese.

Waltz of knives (5ft): Idea was to allow a degree of mobility while still being able to attack. This is supposed to be a class with a blend of front line combat and melee positioning. Also made it a stance to avoid assassins stance cheese.

Duelists Insight 1/day: Seems fitting, and only available once a day for those epic moments.

Read opponent 2/day: A Higher risk flat-foot attempt.

Quick draw: You're supposed to be a fast, zippy kind of class. It makes sense.

10 ft speed increase: Again, the fast, mobile theme.

Penetrating Strike: The 5th level capstone, helps this frontline class not be useless against most things.

Combat intuition: Better feints, Helps you not lose your weapon.

Improved survival instincts: Things around this level can start hitting for 40+ damage. Tried to help it scale.

Waltz of knives (combat effect): Generally the idea was to make you useful to your allies you can either AC debuff, do more damage, or help a team mate maneuver out of a risky situation.

Timely misdirection: Again focusing on monsters that target team mates.

Evasion/Improved evasion: Seems in flavor.

Waltz of knives (Concealment): Enemies at level 14 start getting scary high damage. 20% chance to not get gibbed.

Combat intuition: Essentially I've given them a locked gauntlet at this point.

Innate reflexes: The Major capstone is you become a lightning quick swordsman with honed senses. If something attacks you can sense it and you can choose to attack it back in the same instant before it can react.

It also makes sense to block grapple this way because again, something is entering your square, you can sense it and react to it.

Mind of the Duelist: 1/day augmented slippery mind.

Precision attack: At this point you've earned a damage boost.