I would love feedback on my Scrapper Subclass for fighter!
Scrappers are fighters who rarely win a fight....but they sure as hell never lose.
Force of Will
When you choose this archetype at 3rd level, you learn techniques that keep you in the fight that are fueled by special dice called Willpower dice.
Once per turn when you can add Willpower die to a missed attack roll, possibly turning that attack into a success.
As a reaction you can add a Willpower die to saving throw
When you are forced to roll a death save you can add a Willpower die to the roll. If this roll makes the result greater than or equal to 20 then you treat the result as that having rolled a natural 20
When you use your Second Wind ability you can add a Willpower die to the total
When you roll a Strength, Dexterity, or Constituion ability check you can choose to add a Willpower die to the result.
Willpower Dice. You have four willpower dice, which are d4s. A willpower die is expended when you use it. You regain all of your expended willpower dice when you finish a short or long rest.
You gain another willpower die at 7th level and one more at 15th level.
Always Armed
You are always ready for a fight. At 3rd level you gain proficiency with improvised weapons.
Ain't No Time for Fear
Starting at 7th level, you learn to overcome fear within yourself. You gain immunity to the frightened condition.
Improved Force of Will
At 10th level, your willpower dice turn into d8s. At 18th level, they turn into d10s.
Down but not Out
At 15th level, you refuse to give up even in the most dire situations. When you drop to 0 HP you can use a reaction to roll a Willpower die and immediately gain HP equal to the roll + your fighter level. Until the end of your next turn you gain resistance to all damage.
When you use this feature you cannot use it again until you complete a long rest.
Improved Force of Will
At 18th level, your Willpower dice turn into d10s.
Ok i like it for the most part especially the whole improvised weapon feature I only have three things of suggestion to balance it out more.
1.maybe we leave the willpower dice out of death saves because that'll make things maybe too easy in that field. Or make it take till you get to high levels to use it.
2. "down but not out" should be for when you make a successful death save roll it activates, it can only be done equal to your player level and requires 1-2 long rest to recharge(depending on the situation) no matter what level so it seems fair rather than op.
3.being immune to fear while not overpowered by all means maybe make it say you have advantage on fear saving throws in order to make it seem like "hey your will was stronger than the enemy trying to scare you."
Ok i like it for the most part especially the whole improvised weapon feature I only have three things of suggestion to balance it out more.
1.maybe we leave the willpower dice out of death saves because that'll make things maybe too easy in that field. Or make it take till you get to high levels to use it.
2. "down but not out" should be for when you make a successful death save roll it activates, it can only be done equal to your player level and requires 1-2 long rest to recharge(depending on the situation) no matter what level so it seems fair rather than op.
3.being immune to fear while not overpowered by all means maybe make it say you have advantage on fear saving throws in order to make it seem like "hey your will was stronger than the enemy trying to scare you."
Oooh number 2 is a really good idea! I like how that pairs with the theme.
Plus it would balance a bit as well.
The high level death save makes sense too...I could add that to one of the higher levels.
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The Scrapper Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond (dndbeyond.com)
I would love feedback on my Scrapper Subclass for fighter!
Scrappers are fighters who rarely win a fight....but they sure as hell never lose.
Force of Will
When you choose this archetype at 3rd level, you learn techniques that keep you in the fight that are fueled by special dice called Willpower dice.
Willpower Dice. You have four willpower dice, which are d4s. A willpower die is expended when you use it. You regain all of your expended willpower dice when you finish a short or long rest.
You gain another willpower die at 7th level and one more at 15th level.
Always Armed
You are always ready for a fight. At 3rd level you gain proficiency with improvised weapons.
Ain't No Time for Fear
Starting at 7th level, you learn to overcome fear within yourself. You gain immunity to the frightened condition.
Improved Force of Will
At 10th level, your willpower dice turn into d8s. At 18th level, they turn into d10s.
Down but not Out
At 15th level, you refuse to give up even in the most dire situations. When you drop to 0 HP you can use a reaction to roll a Willpower die and immediately gain HP equal to the roll + your fighter level. Until the end of your next turn you gain resistance to all damage.
When you use this feature you cannot use it again until you complete a long rest.
Improved Force of Will
At 18th level, your Willpower dice turn into d10s.
Ok i like it for the most part especially the whole improvised weapon feature I only have three things of suggestion to balance it out more.
1.maybe we leave the willpower dice out of death saves because that'll make things maybe too easy in that field. Or make it take till you get to high levels to use it.
2. "down but not out" should be for when you make a successful death save roll it activates, it can only be done equal to your player level and requires 1-2 long rest to recharge(depending on the situation) no matter what level so it seems fair rather than op.
3.being immune to fear while not overpowered by all means maybe make it say you have advantage on fear saving throws in order to make it seem like "hey your will was stronger than the enemy trying to scare you."
Oooh number 2 is a really good idea! I like how that pairs with the theme.
Plus it would balance a bit as well.
The high level death save makes sense too...I could add that to one of the higher levels.