I was working on this in hopes of making a more interesting fighter to play than the current sub-classes. (and because I hate the Superiority dice)
I want to know, honestly, If it is interesting, balanced, and usable compared to the other fighter classes. And if it isn't, please share some Ideas to make it so.
(even telling me to scrap it is useful info)
Re-evaluated and re-posted: 1/19/2017 (After being away from this for a while, I reread this and made some changes, hopefully for the better. I want to try and get the technical stuff out of the way, before adding style descriptions.)
The Striker (A Fighter Subclass)
Adrenaline
At level 3 when you take this subclass, you learn to use your adrenaline from combat more effectively. At the end of your turn in combat you gain 1 point of Adrenaline. Adrenaline is your resource for a variety of combat techniques and athletic feats in battle.
You can have up to your constitution modifier (minimum 1) plus 1/4 your fighter level (round up) in Adrenaline points at any given moment. You lose an adrenaline point for every minute outside of combat.
Beginning at level 7 you gain 1 d4 points of adrenaline instead of 1. At level 10 this changes to 1d6 points 4. At level 15 this changes to 1d8.
Strikes, and Reactive Strikes.
Listed here are the options available for you to spend Adrenaline points on.
Quick: you can spend 1 point of Adrenaline to modify your reaction to get a second attack on opportunity attacks. This second attack does not add your damage modifier to the damage roll.
Counter: You can spend 1 point of Adrenaline to exploit the drop in a nearby creatures guard. If a Hostile creature within your attack range attacks, whether it hits or misses its target, you can use your reaction to attack that creature immediately once.
Heavy Attack: You can spend 3 points of Adrenaline to increase the damage of a single attack during your turn by 1d4 per strength modifier this turn.
Combination Strikes
At level 7 you learn these combinations which use Adrenaline points to modify 2 of your attacks with special effects. You can use as many combination strikes per turn as you have 2 attacks per turn, however you cannot overlap them. Also you may only use these strikes if you have the required amount of attacks and adrenaline points available.
Concussion Giver : You may use this combination in exchange for 4 adrenaline points. If only one attack hits, the targeted creature has disadvantage on the first attack on its next turn. However, If both attacks hit, it has disadvantage on all attacks until your next turn. (damage dealt on the second hit with this combination is bludgeoning)
Sweeper: You may use this combination in exchange for 4 adrenaline points to attempt to knock down your target. If only one attack hits, the targeted creature loses 10 feet of movement speed. However, If both attacks hit, there is a contest of strength. If the target fails, it is knocked prone. If it succeeds it loses 10 movement speed. (This combination is melee only)
Slice and Dice : You may use this combination in exchange for 4 adrenaline points. This combination can affect up to 4 enemies within range of the attack. The first attack that hits the target, deals damage as normal. If both hit, the second attack deals full damage to the main target, and up to 3 other creatures in the attack range must make a dexterity saving throw against the strikers second attack roll. On a fail, the creatures take half weapon damage of the striker's second attack. (This combination is melee only)
Piercing Shots: You may use this combination in exchange for 4 adrenaline points. This combination can affect up to 2 enemies in a line behind the target. The first attack that hits the target, deals damage as normal. If both attacks hit the target, the second attack's projectile travels in a line beyond the target its range reduced by half for every creature in its path. Creatures in the line beyond the target must make a dexterity saving throw against the strikers second attack roll. On a fail, the creatures take the weapon damage of the striker's second attack. On a success, the creatures take half weapon damage of the striker's second attack roll.(This combination is ranged only)(projectile cannot travel past maximum weapon range)
Mobilized Combatant
At level 10, You learn to adapt to your environment for one turn. The options below are now available to use your Adrenaline points on.
Dash: You can spend 2 points of Adrenaline on your turn to use the dash action as a bonus action this turn.
Disengage: You can spend 2 points of Adrenaline on your turn to use the disengage action as a bonus action on your turn.
Adapt to Terrain: You can spend 2 points of Adrenaline on your turn to move through difficult terrain or climb at your regular walking speed instead this turn.
Focused Fighter
At level 15, You gain 1/5 your initiative roll in adrenaline points at the beginning of combat. (minimum 1, maximum 4)
You also may choose to gain advantage on an attacks during an action. You can do this a number of times equal to your constitution modifier per long rest.
Advanced Technique
At level 18, you gain one of the following features of your choice.
Superior Strikes: You may add 1/2 your dexterity modifier (rounded up) to all your Strength based attacks, including Combination Strikes, and Reactive Strikes, as damage. If you already using dexterity as base damage, as you would with finesse or ranged weapons, you may instead add 1/2 your intelligence modifier (rounded up) to the damage.
Moreover, this means that if you use a great-sword, you now use your STR modifier and 1/2 your DEX modifier (rounded up) on your damage instead of just STR. This also means that if you are using a dagger with Dex instead of STR, you can now use your DEX modifier and 1/2 your INT modifier (rounded up) on your damage instead of just DEX.}
Superior Adrenaline: Every turn of combat, you gain 1 extra adrenaline points, and your adrenaline point maximum is increased by 2.
You may also spend up to 12 Adrenaline points during combat to improve 1 use of your second wind. For each Adrenaline point spent, you gain 1 d4 extra Hit Points from your second wind.
I was working on this in hopes of making a more interesting fighter to play than the current sub-classes. (and because I hate the Superiority dice)
I want to know, honestly, If it is interesting, balanced, and usable compared to the other fighter classes. And if it isn't, please share some Ideas to make it so.
(even telling me to scrap it is useful info)
Re-evaluated and re-posted: 1/19/2017 (After being away from this for a while, I reread this and made some changes, hopefully for the better. I want to try and get the technical stuff out of the way, before adding style descriptions.)
The Striker (A Fighter Subclass)
Adrenaline
At level 3 when you take this subclass, you learn to use your adrenaline from combat more effectively. At the end of your turn in combat you gain 1 point of Adrenaline. Adrenaline is your resource for a variety of combat techniques and athletic feats in battle.
You can have up to your constitution modifier (minimum 1) plus 1/4 your fighter level (round up) in Adrenaline points at any given moment. You lose an adrenaline point for every minute outside of combat.
Beginning at level 7 you gain 1 d4 points of adrenaline instead of 1. At level 10 this changes to 1d6 points 4. At level 15 this changes to 1d8.
Strikes, and Reactive Strikes.
Listed here are the options available for you to spend Adrenaline points on.
Quick: you can spend 1 point of Adrenaline to modify your reaction to get a second attack on opportunity attacks. This second attack does not add your damage modifier to the damage roll.
Counter: You can spend 1 point of Adrenaline to exploit the drop in a nearby creatures guard. If a Hostile creature within your attack range attacks, whether it hits or misses its target, you can use your reaction to attack that creature immediately once.
Heavy Attack: You can spend 3 points of Adrenaline to increase the damage of a single attack during your turn by 1d4 per strength modifier this turn.
Combination Strikes
At level 7 you learn these combinations which use Adrenaline points to modify 2 of your attacks with special effects. You can use as many combination strikes per turn as you have 2 attacks per turn, however you cannot overlap them. Also you may only use these strikes if you have the required amount of attacks and adrenaline points available.
Concussion Giver : You may use this combination in exchange for 4 adrenaline points. If only one attack hits, the targeted creature has disadvantage on the first attack on its next turn. However, If both attacks hit, it has disadvantage on all attacks until your next turn. (damage dealt on the second hit with this combination is bludgeoning)
Sweeper: You may use this combination in exchange for 4 adrenaline points to attempt to knock down your target. If only one attack hits, the targeted creature loses 10 feet of movement speed. However, If both attacks hit, there is a contest of strength. If the target fails, it is knocked prone. If it succeeds it loses 10 movement speed. (This combination is melee only)
Slice and Dice : You may use this combination in exchange for 4 adrenaline points. This combination can affect up to 4 enemies within range of the attack. The first attack that hits the target, deals damage as normal. If both hit, the second attack deals full damage to the main target, and up to 3 other creatures in the attack range must make a dexterity saving throw against the strikers second attack roll. On a fail, the creatures take half weapon damage of the striker's second attack. (This combination is melee only)
Piercing Shots: You may use this combination in exchange for 4 adrenaline points. This combination can affect up to 2 enemies in a line behind the target. The first attack that hits the target, deals damage as normal. If both attacks hit the target, the second attack's projectile travels in a line beyond the target its range reduced by half for every creature in its path. Creatures in the line beyond the target must make a dexterity saving throw against the strikers second attack roll. On a fail, the creatures take the weapon damage of the striker's second attack. On a success, the creatures take half weapon damage of the striker's second attack roll.(This combination is ranged only)(projectile cannot travel past maximum weapon range)
Mobilized Combatant
At level 10, You learn to adapt to your environment for one turn. The options below are now available to use your Adrenaline points on.
Dash: You can spend 2 points of Adrenaline on your turn to use the dash action as a bonus action this turn.
Disengage: You can spend 2 points of Adrenaline on your turn to use the disengage action as a bonus action on your turn.
Adapt to Terrain: You can spend 2 points of Adrenaline on your turn to move through difficult terrain or climb at your regular walking speed instead this turn.
Focused Fighter
At level 15, You gain 1/5 your initiative roll in adrenaline points at the beginning of combat. (minimum 1, maximum 4)
You also may choose to gain advantage on an attacks during an action. You can do this a number of times equal to your constitution modifier per long rest.
Advanced Technique
At level 18, you gain one of the following features of your choice.
Superior Strikes: You may add 1/2 your dexterity modifier (rounded up) to all your Strength based attacks, including Combination Strikes, and Reactive Strikes, as damage. If you already using dexterity as base damage, as you would with finesse or ranged weapons, you may instead add 1/2 your intelligence modifier (rounded up) to the damage.
Moreover, this means that if you use a great-sword, you now use your STR modifier and 1/2 your DEX modifier (rounded up) on your damage instead of just STR. This also means that if you are using a dagger with Dex instead of STR, you can now use your DEX modifier and 1/2 your INT modifier (rounded up) on your damage instead of just DEX.}
Superior Adrenaline: Every turn of combat, you gain 1 extra adrenaline points, and your adrenaline point maximum is increased by 2.
You may also spend up to 12 Adrenaline points during combat to improve 1 use of your second wind. For each Adrenaline point spent, you gain 1 d4 extra Hit Points from your second wind.