While working on the Champion class I made a list of class features from other classes. I’ve posted it here as a comparison of power levels for all the different strikers.
I left Monks off the list because I did not want to make any of the Dragon In Ninth Heaven classes similar to them. Monks have their own specific flavor that I do not want to replicate here.
Ranger
- Fighting style (choose 1)
- Gain defensive mobility as a free feat (+2 AC vs opportunity attacks)
- Wield a one-handed weapon in your off hand as though it was an off-hand weapon, gain toughness as a bonus feat
- Hunter’s quarry
- Minor action, specify enemy and gain +1d6 damage against them
Rogue:
- Get combat advantage over anyone who has not acted in a fight
- Tactics:
- Cha bonus vs opportunity attacks
- Bonus to sneak attack damage equal to Str bonus
- +1 to hit with daggers, shiruken do more damage
- Sneak attack: +2d6 damage with combat advantage
Warlock:
- Use eldritch blast as a basic attack
- Pact
- Teleport 3 squares when an enemy under warlock’s curse dies, free action
- Gain your level in temp hit points when a cursed enemy dies
- +1 to hit in your next turn for each cursed enemy that dies this turn
- If you move 3 squares, gain concealment until the end of your turn
- Curse: minor action to curse a target, you do +1d6 damage to them, may mark multiple targets
Avenger
- +3 AC to make up for light armour
- Censure:
- 2+Dex modifier damage if target moves away
- +Int bonus to damage for each opponent other than your primary target that hits you
- Channel divinity power
- Oath of enmity power – make 2 attack rolls, use the best one. Only when that enemy is the only one adjacent to you
Barbarian
- +1 to AC and +1 to Reflex
- Feral might
- Swift charge power (charge another enemy when an enemy dies), gain temp hit points equal to Constitution modifier when an enemy dies
- Roar of triumph power (all enemies take -2 to all defences when you kill a foe), when you bloody an enemy, the next attack by you or a party member gains your Charisma modifier to the attack roll
- Rampage: make a basic melee attack when you get a critical strike
Sorcerer
- Dragon magic:
- + Strength modifier to spell damage
- Use Strength modifier instead of dexterity or intelligence for AC defence
- Resist 5 to one type of elemental damage, your spells ignore 5 of that resistance
- +2 AC for the encounter once you are bloodied
- Wild magic
- +1 to AC or make a saving throw (random, based on attack roll)
- + Dexterity modifier to spell damage
- Push target 1 square and knock them prone on a natural 20
- Resist 5 to one type of elemental damage, your spells ignore 5 of that resistance, the type is random each time you rest
Assassin
- Shrouds: once per round tag the target with a shroud. When you choose to invoke them, they do 1d6 damage per shroud. If the attack misses, remove 1d6 from the total
- Guild
- Gain Con in temp hp when you strike an unbloodied enemy
- + Cha damage to targets who are not adjacent to another foe
- Shade form: insubstantial
- Shadow step: teleport 3
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