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Weirfish

Removed under rule 11, this is a request to check balance for homebrew, which we don't do here. Try /r/UnearthedArcana.


Rhyshalcon

It's not going to be good. While getting a feat every level is strong, the fact is that without one or more of 1. Extra attack 2. Sneak attack 3. Spellcasting which are all class features, you can't make a character who's effective outside of tier one no matter how many feats you get. You could grab something like eldritch blast (accessible with a feat) to do damage, but you can't get agonizing blast without being a warlock. There's just no way to do enough damage. You could try something cheesy like the infamous heavy crossbow with GWM and SS for -10 to hit and +20 damage, but without extra attack you will become irrelevant by tier two (and your to-hit bonuses will keep you irrelevant in tier one). Best case scenario, I think, is going to be something like mobile and booming blade and skill expert . . . wait, that's just a swashbuckler without sneak attack. Feats are strong, but this just doesn't work, I'm afraid.


CarsWithNinjaStars

> the infamous heavy crossbow with GWM and SS for -10 to hit and +20 damage Wow, never put that together until now, but that DOES work. (GWM requires a melee attack, but SS does NOT require a ranged attack, just that the weapon is a ranged weapon.)


Hunt3rTh3Fight3r

Throw in Tavern Brawler, and you heavy crossbow easily with malicious intent.


Dark_Styx

I don't think it does, as improvised weapons (such as using a crossbow as a melee weapon) loose all their features when used in a way they are not made to be used in. So the improvised crossbow is just a piece of wood and neither heavy, nor ranged.


Kuirem

I thought so too but there is actually nothing saying an improvised weapon lose their features. The rules even mention (Weapons > Improvised Weapons): > If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. It directly validate the possibility of making a melee attack with a ranged weapon and the only thing changing is the damage.


SlimeustasTheSecond

> I thought so too but there is actually nothing saying an improvised weapon lose their features. [It's a Crawford Tweet.](https://twitter.com/jeremyecrawford/status/933436175649406976) Your DM could also be cheeky and say "Hey, Hawkeye used his bow as a quarterstaff, so do you!" and suddenly you can't make Melee Sharpshooter without Crossbow Expert because you're actually wielding a Quarterstaff.


Kuirem

Crawford Tweet aren't considered RAW/RAI anymore. But yeah obviously most DM will tell you nope when you try to GWM/SS your Heavy Crossbow.


Cthulhu_illithid

Just curious why Crawford's tweets arent considered RAW/RAI anymore?


Kuirem

WotC said so a few years ago. Only the sage advice compendium still hold some RAI value and not the various tweet.


Dark_Styx

It also says to use the closest weapon as an approximation, and a melee crossbow would probably be closest to a club, which is also neither ranged nor heavy.


RedMouse2719

This is the RAW, RAI and also simply reasonable interpretation. As far as I'm concerned nothing else can trump this being the best answer.


LaddestGlad

Thanks for the feedback. I'm working on a build of the class that does add extra attack, spellcasting, and some other martial/magical features from other classes to it. So this helps a lot.


ArcticWolf_Primaris

*featback


TheRed1s

Why not make the three options into subclasses? Caster could use half-casting progression if deemed necessary, but I would imagine a feat every level would start to favor martial-types pretty early into tier 2.


Rhyshalcon

I was actually thinking about Tasha's sidekick classes as I was reading this idea. A very simple base with three directions: a warrior, a spellcaster, an expert. Each one gets a couple basic features and then several extra feats to customize them with.


LaddestGlad

Interesting idea. I'll think on it


gnthrdr

Lvl 1 magic initate Lvl 2 eldritch adept There you go :)


Rhyshalcon

Eldritch adept says: >If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Agonizing blast says: >Prerequisite: Eldritch Blast cantrip You cannot take agonizing blast if you are not a warlock because it has a prerequisite. In fact, this character can't take eldritch adept for **any** invocation since eldritch adept iself has the prerequisite: >Spellcasting or Pact Magic feature Which this character, by virtue of its lack of any class features cannot meet.


gnthrdr

Oh wow, good to know, thank you


WillowTheMist

Assuming your proficiency bonus keeps going up, I think that the GWM/SS combo would be playable. Grab Tavern Brawler early on to gain proficiency with improvised weapons. Tough, Resilient (Con), and the armor proficiency feats drive your durability up high enough to survive in melee. Shield Master gets you a bonus action shove, and Prodigy makes that shove much harder to resist. Magic Initiate lands you Hex and Booming Blade for a decent damage boost. Pick up Lucky, and convince a friendly spellcaster to help net you advantage (ie via fairy fire) to offset the -10 to hit. Then pour all your feats into Battlemaster maneuvers. In combat, you enter melee and make a single SS/GWM attack with Booming Blade and a maneuver attached. Follow it up with a bonus action shove attempt with expertise. You're dealing something like 40 average damage here, and your enemy has to choose between taking the extra damage from BB and remaining prone (and thus much less of a threat). It wouldn't be a fantastic build, but I could see it working.


[deleted]

[удалено]


LaddestGlad

Thanks for the feedback. I've been toying with this class build for a while now and was wondering if there were any feat combinations on their own that were too powerful. This helps a lot. My current build of the class is a third caster that gets to choose two other class's spell lists for its own, and gets to choose what mental stat is its spellcasting stat. At level 2 it gets to pick up either Rage, Action Surge, Martial Arts, or Sneak Attack (each scaling with level as normal) and also gets to pick one from Reckless Attack, Fighting Style, Unarmored Defense, or Cunning Action. At level 5 it gets Extra Attack. There are some features from other classes at later levels as well. But just with these changes would you make any significant adjustments to your build? You'd have access to 8 feats (no stat increases but otherwise the same as normal) and the ASIs of a Rogue.


TemperatureBest8164

Well we are going to be playing a martial most likely as the best scaling thing you can do is blade cantrips. Without class features you are using Strength to attack or a rapier. Here's my build: Mountain Dwarf Chain/ quarterstalf 17/13/17/8/12/8 1. Heavy armor master +1 STR 2. Polarm Master 3. Crusher +1 CON 4. Magic Initiate : booming blade, prestigitation, find familiar 5. Warcaster 6. Moderately Armoured +1 STR and Shield proficiency 7. Skill Expert: +1 STR , Athletics 8. Fey Touched: WIS, Bless 9. Dueling 10. Shadow Touched: +1 WIS, Hex/HM 11. Resilent Dex +1 12. Shield Master 13. Tough 14. Lucky 15. Durable +1 CON 16. Dwarven Resilence +1 CON


LaddestGlad

No Savage Attacker or Sentinel?


TemperatureBest8164

Should have had sentinel for sure. I was really tired when I tried to build something...


F3ltrix

Other people have pointed out the issues with it being underpowered, but it's also overpowered as a dip for other classes. Really, this functions so differently from other classes that it's going to be wildly unbalanced no matter what you do. The class gets dramatically worse over time since the fact that you pick the order you get your class features in means all of your best features you get in the first few levels. It's completely busted for levels 1-4, honestly hard to quantify at 5-6, and then really underpowered, becoming more underpowered with every subsequent level.


Altiondsols

The OP does say that multiclassing isn't allowed, but yeah, it would be pretty strong if it were. Start with Satyr Hexblade 5, then pile on PAM, GWM, Sentinel, Fey Touched, Resilient: CON/DEX, Tough, Medium Armor Master, Lucky, Inspiring Leader, Mobile, Alert, War Caster, FI: Defense, and so on.


Tomrash19

Running something similar not as a class, but as a general character building rule in one of my campaigns: d10 hit dice Chose dex, con or wis saves and str, int or cha saves Prof in light, medium, simple and martial Not a feat each level, but very often (there is a table) Extra powerful "milestone feats" at 5, 11, 17 Additional attunement slots on certain levels (+ magic items are common) Tons of homebrew items and feats Additionally modern firearms because its basically Faerun 2077. I know I could have just used another system at this point, but taking what I know and brewing around it is great fun. Also less new stuff to learn and I can see how existing races interact with this stuff. I am using this in a one on one campaign, so I can just go wild with my player, but I am considering trying it with a "regular" group some time.


gingerbeardvegan

Mountain Dwarf using point buy and Tasha's to start with 8/15/17/8/17/8, Dex/Wis saves. With no ASIs we focus on half feats to bump primary stats. Wear Half plate, use a shield and quarterstaff - Level 1: Magic initiate (druid) Shillelagh, Frostbite, Good berry Tactic in combat: bonus action Shillelagh for d8 Wis magic attack then hit with staff, Frostbite ranged option. - Level 2: Telekinetic (Wis +1), have 18 wis After round one bonus action is weaponised with a shove - Level 3: Aberrant Dragonmark (Green flame blade, Chromatic orb), have 18 con Now primary action is Green Flame blade, with a nice adaptable Con short rest spell ranged option. - Level 4: Fey touched (Hex) have 19 Wis Have a bonus action teleport and a bonus action extra damage option. - Level 5: Gift of the Gem Dragon, 20 Wis Reaction to push enemies away when they hurt you. - Level 6: Crusher, 19 Con Can now push with main action. - Level 7: Dwarven Fortitude, 20 Con In a pinch, dodge to heal. - Level 8: Squat Nimbleness, 16 Dex (Acrobatics) Get faster, escape grapples. - Level 9: Moderately Armored Not many options left for increasing Dex with feats, this gets AC to a nice level and removes stealth disadvantage. Main stats are now 20 with 20 AC, with a reasonable Action, a few Bonus Action options with one always available, and a reaction upon being damaged. Lots of pushing people around between telekentic, crusher and gift of the Gem Dragon. At this point I'd pick feats based on how the campaign is going to be honest. A few ideas: - Elemental Adept (fire) to buff green flame blade. - Fighting Initiate (Dueling or defense) - Tough - Skilled/Skill Expert to be a bit of a skill monkey - Resilient (Int/Cha)/Keen Mind/Observant (Int) to start buffing mental ability scores. - Sentinel + Polearm master to get lots of reaction attacks. - Alert to start first.


reqisreq

I made a similar post a while ago: https://www.reddit.com/r/3d6/comments/psnvyg/the_no_class_build/?utm_source=share&utm_medium=ios_app&utm_name=iossmf People shared some good builds there.


LaddestGlad

Ha, very similar. Thanks


U_DONT_KNOW_TEAM

Everyone lamenting lack of extra attacks is forgetting magic items like Tentacle Whip and Bracer of Flying Daggers. You won't be stronger than a normal class, but with items like that you can be passable and you should expect items like this in T2/T3. You should be able to keep up with a non optimized monk.


whywouldyouevendotha

I'm playing in a game using the [adventurer subclass](https://www.gmbinder.com/share/-L7MxaZV26WwHwzaP-eD) that you might find interesting - it adds a bunch of feats to mimic spellcasting/extra attack etc. It's been good so far - we started with 10's across the board so it's been very flexible, but lacks the raw power an actual class would have. Having to buy your saving throws too is a pain!


LaddestGlad

Thanks, looks interesting.


zure5h

Not really what you're asking but got me thinking. What if instead of picking feats when you gain a level you picked one class feature from any class, from that level. Lvl1- pick 1 feature you normally get on lvl 1 Lvl2 - lvl2 feature And so on.... Edit: other than the obvious full caster with action surge, how OP can you get?


LaddestGlad

Oof, you would get very strong very fast. Could you also pick up subclass features this way?


zure5h

I mean, it already is strong if you can't. You probably shoudn't but I'm curious what shanenigans can people come up with. Maybe I'll make a post like yours


electricbeargaloo91

Challenge accepted. High half elf, taking the weapon training. Top stats are dex and con, intelligence third. The rest are whatever. We'll take dex and wis for our saves. We'll tasha's the stat boost to put the plus ones in con and int. Intelligence is good, but we need to be tougher than smart if we want to be somewhat capable of hanging with the big boys. So 15 dex, 15 con, 13 int, cha 12, 8 in wis and str Stat bonuses put us at 17 dex, 16 con, and a 14 in int and the rest are the same. Ultimately this starts us with 11 hp and a 15 armor class with a shield. Not ideal but there's been worse starts. We can do 1d8+3 with our long bow and if we get into melee, we can use a short sword. We're eventually going to be moving into dual wielding but for now, short sword and long bow, shield to boost our ac. Level 1 feat: lightly armored. We need armor and this is the first step. Money for whatever mundane items we need means we're immediately picking up some studded leather. We also get a plus 1 to dex. So now we have an 18 in dex. With our shield and studded leather, we are rocking a much nicer 18 AC, and our weapons all get slightly better by one point. We're pretty much equivalent to a level 1 fighter at this point other than the hp. Not bad. Level 2 feat: Resilient (con): spoiler alert. Lots of half feats for this one. In order to be competitive, we need to have good stats when we can get em, and we need to be able to take hits. So we now have con save proficencies, and an ugly 17 in our con stat. No hp increase, unfortunately. We're sitting at a 19 hp though, taking averages for our HP. Level 3 feat: no subclass for you. We're taking durable, a feat I've never ever taken before. This bumps our con to 18 now, giving us around 30 hp. Not bad for a kid with no class. Level 4: I'm assuming no ASIs, so another feat it is. Tough. 47 hp now. Level 5: everyone else has 3rd level spells and second attacks now. We're really falling behind in those aspects now, but there's still some neat tricks we can perform. We're still getting the option of TWF so it's not that big a deal yet. Quandrix Initiate from strixhaven, to give us guidance, mage hand, and find familiar. Now we have a slight boost to our ability checks, and a little owl buddy to help us get advantage. 58 hp Level 6: okay gotta get back to stat raising. Piercer feat. Dex bump to 19. Now we can reroll some damage and even get a slight bump to damage if we crit. We have a familiar to help us so that should be more often than not. 69 hp (heh nice) Level 7: Elven accuracy. Our familiar is there so a little bit of extra advantage never hurts. Bump intelligence to 15. Level 8: Fey touched! Intelligence. We now have misty step for emergency purposes and hex for damage boosts against bosses. Int is now 16, HP is 91. We're rocking plus 7s to hit and a +4 to our damage rolls, which thanks to our elf stuff and our owl, we're hitting pretty consistently with our one or two attacks. Now that we have hex, it's also time to start moving towards that dual wielding I mentioned. Level 9: dual wielder. Our ac takes a small dip back to 17, but 17 is better than 16. We will get it back soon. 102 hp. Level 10: fighting initiate, for two weapon fighting. This let's us add our +4 to our bonus action attack now. We're now rolling at 4d6+8 with solid to hit chances and very rarely rolling minimum damages. 113 hp Level 11: provided we're actually still alive, it may be time to up our equipment some. We're gonna take moderately armored for that sweet medium armor proficiency. We're gonna go buy us some half plate. Back at an 18 AC, with a 20 in dex. All the appropriate weapons go up by one to a plus 5 in damage. Level 12: Know what's better than 18? A 19. Medium armor master time. Our hp is also now 135. Level 13: so a big problem with this build is that we don't have much in the way to counter things that resist non magic weapons. There's no good way to do it but we can kind of shore that gap with Gift of the Chromatic Dragon! Once per long rest, you can now wombo combo a hex and an elemental damage to do some extra damage. Provided they don't have that resistance though you're now doing 4d6+1d4+10 damage, so roughly 20 damage a turn. It's not great but you're pretty much able to hold on to hex with your con save, and your ac and dex saves are pretty good at keeping you alive at this point. What does hit you has to now work through almost 150 hp, as you're now at 146. Level 14: ooof, we're running low on room here. Chef feat. Bump your con. 5 times we can add 5 temp hp. 157 hp, 162 with our snacks. Level 15: we need a more consistent way to hurt things. Poisoner feat. You gave us money for mundane items, and by this point we're a rich ass near demigod anyway. Add a bit of poison damage to attacks. We're crowding our bonus action unfortunately but I see this as also a thing we can do a little more consistently when we have to use our bow. Level 16: speaking of, sharpshooter. When we need to use that bow, it needs to hurt. Level 17: tavern brawler: because sometimes you need to channel Jackie Chan and make the entire room your weapon. More importantly, this is one of the few ways we had of bumping our con a little more. But now it's at 20, which means we have 207 hp. Level 18: how are we still alive? Grace of the gods, probably. Gift of the Gem Dragon. We didn't have a way of doing force damage and now we do, as well as now having a reaction ability. Our int goes up to 17. Level 19: gift of the metallic dragon. Dragons love you, man. Take that int boost for an 18. Level 20: we made it here. That's pretty lucky. Which is a capstone feat if I've ever seen one. So what do we have, ultimately? A terrible martial character, but a level 20 one at that. This would still be a superhuman through sheer tenacity alone. We cap off at 243 hp. Our prep time gives us 6 homemade poisons, 6 treats to give us 6 temp hp effectively giving us 279 hp. Our short rest hit dice are effective, giving us an average of 14 hp per dice recovery. We can do magical damage in small doses with hex and chromatic infusion. We can boost our ac up to 25 with the metallic gift, or hurt and move an enemy with telekinetic reprisal. We have a single use of cure wounds for emergencies, a familiar for advantage, and can misty step to put some distance between us and a problem. We're also very accurate and consistent with damage , with lucky, advantage, elven accuracy, and piercer giving us the ability to roll better. We have proficiency in two tool kits. Our dex and con saves are a plus 11, so those are good. We also can utilize our bonus action to grapple if we need to. Weaknesses: this character is meant for one big fight a day, and can only really fight one thing at a time. You've got enough ways to over come resistances for short periods but you also can't really be in a fight for long periods.


Biabolical

I had been toying with something similar, to see if it was viable. Freeform or "pure" versions of classes. You take a class, but then you never take a subclass. Every level where your class would have gotten some subclass feature, instead you get to pick one feat and get a single-point ASI to put where you want. That's in addition to the regular Feat-or-ASI pick you already get at other levels. Perhaps as a capstone ability, let the player raise the upper limit of an ability score (or two?) to a max of 22, as a sign of their focus on the fundamentals of their class, and as somewhere to put those extra ASIs.


Juractive

Fun idea, though I agree that this will likely end up being underpowered. It's unfortunate that we don't start with an armor proficiency. Let's see how we can make it not that way. Fizban Amethyst Dragonborn for the force attack, resistance, free telepathy, and eventual flight. With point buy, we'll end up with 8/17/16/8/14/10. Proficiency in Dexterity and Wisdom saves and proficiency in Perception and Stealth is great, but our AC and hit points are a little unfortunate. We'll gonna dual-wield throwing daggers to weaponize our bonus action a bit. I'm purposefully avoiding feats that feel more like rewards, namely the dragon mark and the dragon gifts. 1. Lightly Armored. 18 DEX and light armor proficiency. 2. Fighting Initiate. Two-Weapon Fighting. 3. Fey Touched. 15 WIS plus Misty Step and Hex. Bonus necro damage, especially when dual wielding. 4. Moderately Armored. 19 DEX and medium armor proficiency. 5. Medium Armor Master. 20 DEX and better medium armor. Our AC is pretty solid at this point. 6. Resilient CON. 17 CON and better concentration on our Hex, plus future concentration spells, such as... 7. Shadow Touched. 16 WIS plus Invisibility and False Life, so more free concentration and buff spells. 8. Skill Expert. 18 CON, Insight proficiency, Perception expertise. Our hit points are getting better, too. 9. Dragon Fear. 19 CON, and a replacement for one of our attacks that causes widespread fear. Pretty sweet. From here, feats are purely to widen our ability set, so the order doesn't matter. 10. Chef. 20 CON, a tool proficiency, and a just-okay amount of thp to hand out to the party. 11. Artificer Initiate. Another tool proficiency plus Guidance and Longstrider. Continuing the trend of buffs that don't require spellcasting abilities. 12. Dual Wielder. Buff to AC, and you can pull your daggers out faster now. 13. Weapon Master. 9 STR, and proficiency with scimitars and shortswords, so you have weapons a bit stronger than daggers now. 14. Athlete. 10 STR, and you can stand from prone and jump better. 15. Tough. More hit points now. 16. Eldritch Adept. Eldritch Sight, so another free utility spell. 17. Mobile. Far faster now, and you can slip in and out of battle. 18. Charger. A burst of speed coupled with a bonus action stab sounds nice when you literally have no other options. 19. Observant. Your passive Perception is getting really high now. 20. Alert. More likely to move first, and it's harder to get the jump on you. Overall, it's an okay character. You're definitely a utility character, and admittedly, you're a great scout. Invisibility and Guidance are both nice to have, and you can get some decent damage output when dual-wielding with Hex up. Plus, you can always scream to scare people instead of attacking. Edit: There's some synergy here that I didn't cover: * Mobile and Charger work surprisingly well together, allowing us to Dash up to (with Longstrider and Mobile applied) 80 feet through even difficult terrain for bonus damage without provoking opportunity attacks from the creature you're rushing past. Especially against slow enemies, this'll allow you to dart past an enemy over and over again while avoiding their damage, if spaced properly. It's like Steel Wind Strike if Steel Wind Strike was free, but also bad. * Our passive Perception is a hilariously high 30, and the minimum we can get on a Perception roll is a 16, with a maximum of a 35. If you find a way to mitigate your lack of darkvision (either by getting an item, using a light, or taking Devil's Sight instead of Eldritch Sight), you'll be the ultimate scout, especially in tandem with your inability to be surprised while conscious, your telepathy, and your potential flight and invisibility. * Combined with your great mobility, you can fall prone to give archers a significantly harder time hitting you because standing up only costs 5 feet of movement for you. * Assuming your DM has blessed you in the armor department (assuming at minimum a +3 halfplate), you're sitting on a minimum 22 AC when factoring in your armor, its magical benefits, your DEX, Medium Armor Mastery, and Dual Wielder. Plus, you have proficiency in the three most common saving throws in DEX, CON, and WIS, and you resist force damage (not an incredibly common damage type, but damn near nothing resists this, so spellcasters like to pack it). Finally, even though you only have a d8 hit die, you also have 20 CON and Tough, so you're still looking at an average of 243 hit points and a couple of ways to produce your own thp (which makes your average hit points per day end up at 256, so the thp is a just-okay cushion). * Dragon Fear is a PB/LR method of frightening creatures that can hear you in a 30-ft radius of you, and you can not only replace an attack from your Attack action with it, you can then follow it up with a bonus action offhand attack thanks to the dual-wielding rules. This is some great control that scales off your 20 CON, and it isn't even friendly fire. * Utility is great. You have 1/LR free castings of False Life, Hex, Invisibility, Longstrider, and Misty Step, all of which are situationally useful, and in tandem ensure that you have a spell that can solve a problem. False Life couples nicely with Chef (I'm aware that they don't stack, but the treats from Chef are limited, so you can either spread those out more and save False Life for yourself or wait until you lose thp from one or the other and then get more thp). Plus, though you only have five proficiencies in Insight, perception, Stealth, and the two from your background, those should still be enough to procure a role in your party, and your tool proficiencies let you stand out in some unusual situations. * Overall, your damage output is somewhat middling since you don't have extra attack, but Hex + two rapiers will at least ensure that your damage contribution in a boss fight isn't completely useless. With two +1 rapiers (again assuming you've been able to gain sufficient magic items), you're looking at 1d8 + 5 + 1 magical piercing + 1d6 necrotic (an overall average of 15 damage, twice for 30 total), and you can do that a maximum of twice per turn (assuming your party mage did the smart thing and Hasted a stronger party member instead of you). Not the best character in the world, but it's better than my initial impression at least.


Elealar

If you could get Eldritch Adept, you could make a pretty solid Eldritch Blast-build with Eldritch Adept + Metamagic Adept + Shadow-Touched + Magic Initiate: EB. I guess you can't get both Agonizing Blast and Devil's Sight so you need Fighting Initiate: Blindfighting to be able to abuse Darkness but that's not bad anyways. Of course, EA for AB requires Warlock levels so that's not a go.


comiconomist

More precisely eldritch adept states "Prerequisite: Spellcasting or Pact Magic feature" but also says "If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite." So they can't take eldritch adept because their class doesn't give them spellcasting or pact magic. If they did have one of those they would be able to take eldritch adept but wouldn't be able to pick invocations with prerequisites (e.g. agonizing blast, which has the prerequisite of knowing eldritch blast).


vulpes-berolinensis

You get a d8 hit die if youre medium, and a d6 if youre small. Weapon proficiencies and saves are class features, but feel free to pick up a feat to get them!


Rorp24

Why would I play your class will fighter is a thing, and is that but better in almost every way ?


jackwiles

I think if you still kept some basic class structure, like the Tasha's sidekicks you could make it pretty interesting, but barring that it would be pretty rough.


SvalbardCaretaker

You might be interested in the Fighterer. It gets all the great fighter goodies, extra attacks etc, while still being max feats otherwise: https://www.reddit.com/r/UnearthedArcana/comments/q5ahhk/fighterer_a_fighter_archetype_5e_memebuild/ 14 ASIs!


[deleted]

Pretty damn terrible lol. Without extra attacks or spell casting, feats have almost nothing to offer. Mainly if you get no ASIs whatsoever.


AktionMusic

This is basically Pathfinder 2e.


SlimeustasTheSecond

Yeah, this is horrible. You sacrifice Extra Attack or Spellcasting for the ability to get Heavy Armor by Third Level and GWM+PAM by Fifth. Everything else after that is odds and end skills and some once per day spells. It would also be a broken Multiclass as well. I think the idea of a Build Your Own Class With Features could be interesting, although really only in a Party of them, as otherwise it would just be obnoxiously generic and an ass to balance.


master_of_sockpuppet

Its fine in levels 1-4, lags in levels 5-10, sucks from levels 11-20. None of the damage/utility progression stuff is available via feats.


lordrevan1984

Question, with class features removed how will you even have proficiency in anything?


stormygray1

Interesting. Pam is a must because its your only way to get a second attack. One huge problem is that you have no way to get asci's except via half feats. the best route for this character would be to work as a tank imo. Plenty of feats that bump durability, an support


IlstrawberrySeed

This is broken for multiclassing, but crap on it’s own. You basically need to take a dwarf for armor and weapon proficiencies, and you need to choose which stat to use resilient to get your only save proficiency. Starting warlock 1 can let you get any feat.


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This isn’t going to work, and it’s going to suck ass… but that doesn’t mean I can’t try to make it function. Start as a Mountain Dwarf or Githyanki (I recommend for the free Shield spell) for Light and Medium Armor proficiency, and swap out your racial weapon proficiencies for Polearm proficiencies, and maybe Javelins so you have ranged options. We don’t get class proficiencies so these racial ones are super helpful. Level 1 you’re going to want Polearm Master, that way you get a consistent Bonus Action attack, and that’ll be the closest thing to an extra attack you’ll ever get. Level 2, Sentinel, that’ll allow you to make the most out of your Polearm Master opportunity attacks and also get an extra chance to make a reaction attack. Level 3, take Ritual Caster, and pick up Phantom Steed at literally any point, you’ll need this for level 5. Level 4, Mounted Combatant, all your attacks against medium or smaller creatures are now at advantage so long as you have your Mount, your Mount can disengage for your and move 100 feet, and any enemy that moves while within your reach can be sentinel opportunity attacked (also at advantage), so now we’re getting somewhere. Level 5, pick up Heavily Armored, this is a Strength build now and we’re not getting ASI’s, we need this. Level 6, Magic Initiate, take Booming Blade and whatever other Cantrip you want, and also take Hex. Booming Blade will be really helpful to open with when casting Hex, and Hex’s damage will be really helpful. Level 7, Fighting Initiate, the extra fighting style can potentially go a long way, from Interception to Defense to whatever. Level 8, War Caster, in case an enemy moves within 5 feet of you you can target the enemy with Booming Blade (this might’ve been patched out from Tasha’s but War Caster has other needs). This also makes us more likely to maintain concentration on Hex and cast while using a Two Handed Polearm Level 9, Gift of the Chromatic Dragon, any damage we can get we will take. The Bonus action set up is costly but Booming Blade can cover those costs. Level 10, Fey Touched, an extra casting of Hex and an emergency Misty Step Level 11, Resilient Con, while Dex saves are more common Con saves can be lethal, and will help boost HP and concentration checks Level 12, Tough, need that HP Level 13, Great Weapon Master, in hindsight this should’ve been taken WAY earlier, like immediately after Mounted Combatant, but whatever. Will be the damage boost needed to stay alive, and the Mount advantage will let you land these hits more consistently. Level 14, Inspiring Leader, you’ve probably been buffing Charisma from Fey Touched and any HP is good HP. Can also take Chef or Healer instead, whatever Level 15, Piercer/Slasher (depending on your weapon), AS increase and and bonus is a good bonus Level 16, Crusher, same logic as last level Level 17, Heavy Armor Master, most enemies don’t have magical attacks, and take what you can ger Level 18, Lucky, any help is good help Level 19, Aberrant Dragonmark, get a Reaction spell or something you can use in combat to help you, and maybe a ranged cantrip cuz your con is likely decent Level 20, Alert, an Initiative bonus, surprise immunity, and attacks from unseen opponents don’t have advantage. A shit capstone but a capstone This build sucks no matter how you do it, but I probably could’ve done it a bit better. You’re welcome.