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Fighter and Monk Reworks

Reworking the classes - Fighter and Monk

  Classes changing in Beyond the Boundary is a reoccurring theme that the setting has changed the way classes play. This change has made Fighter and Monk stronger in granting them additional features.   Monk is sometimes feeling weak when it doesn't have enough Ki Points to continue a combat. This change allows the monk more options available.  

Monk Rework

The Monk Ki feature is now as follows at level 1 of Monk:   This energy is represented by a number of ki points. You have a pool of ki points equal to your proficiency bonus + your Wisdom modifier. This is the maximum amount of ki you can have.   At the end of your turn, you regenerate ki equal to your proficiency bonus.   You can use an action to calm yourself, you regain all your Ki Points at the end of your turn instead of proficiency bonus.   The saving throw DC is calculated as follows:     Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.       Additionally reworking of the armour class is shown in the article Armor One Stop Shop     After the Monk there is Fighter changes. The fighter is getting a sweeping class change, along with their new feature  

Fighter Rework

The Fighter class now has an additional feature of gaining Advanced Weapons proficiency and a free talent, they gain
Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:   • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.   If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects,   the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).   • If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d6s.   These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  With this we changed the fighter subclass Battle Master:   Combat Superiority You gain 4 Dice (d8s), still going up by one at 7th-level and 14th-level.   You get additional Special Battle Maneuvers:
  • Intervention. When a creature cause an ally to take damage within 30ft of you, you can use your reaction to move up to your movement into that space and they move to the side. If the source of damage was an attack, you become the target of the attack.
  • You and the target creature gain resistance to that damage type until the end of the turn, they are moved to an unoccupied space 5ft away, moved to a space of their choice. When you do roll a Superiority dice higher than a D8. The ally gains temporary hit points equal to that roll.
  • Breaker. When you take the attack action and you have a creature grappled on your turn, you can replace one of your attacks with a debilitating injury on a creature you are grappling. You have to use a superiority dice above D8.
  • The creature takes 2 dice of superiority dice (2d8 or 2d10 or 2d12) + your strength or dexterity or intelligence modifier. The creature then subtracts a D6 from it’s ability checks and attacks, and must pass a DC10 Constitution saving throw to cast a spell. The target makes a Constitution saving throw DC equal to your maneuver save at the end of each of their turns, on a success they are free from the effect. A creature can spend their action treating the injury to automatically succeed the save this turn.

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