Showing posts with label fighter. Show all posts
Showing posts with label fighter. Show all posts

Tuesday, June 30, 2015

D&D Avengers: Hawkeye

Hawkeye....Hawkeye. Honestly, he is the exact same as the Artemis from Young Justice. He is a great with a bow and other ranged weapons while also being a strong and capable athlete. A dexterity focused Battlefield Master Fighter makes the most sense, especially with the Clever Quiver I created for my first lady of snarky crime-fighting. However, unlike sweet Artemis, Clint is going to have the Folk Hero background to reflect his farm self.



But this is supposed to be my homebrew post. I should be creating something, not just resting on my, well not laurels, but previous work at least. So I think, what I'll do is...I can't think of what to do. Should I make a Monk archetype that focuses on ranged weapons? That would make some sense. He is basically the heart of the avengers, the everyman, so I fear monk would make him too magical. A bard? Since he helps out others? Or maybe a new feat? Yeah, maybe that's it.

Hawkeyed
You have a high perception and can see things others would never expect.

  • You gain advantage on Wisdom (Perception) checks that rely on sight. 
  • You can use the Help action to give an ally that can hear you advantage against a target within 60 feet instead of 5 feet.
This might be a little underpowered, but few other feats provide advantage for such a common check. If you want to increase the power, give it a +1 to Wisdom. 

Alright, lets make this dude. 

Clint Barton
Level 1 Variant Human Fighter
Background: Folk Hero
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Halfling
Proficiencies: Woodcarver's Tools, Vehicles (Land)
Skills: Animal Handling +3, Athletics +4, Perception +3, Survival +3

Longbow +7, 1d8+3 piercing, 150/600 range, heavy, two-handed, loading
Hand Crossbow +7, 1d6+3 piercing, 30/120 range, light, loading
Dagger +5 (+7 if thrown), 1d4 +3 piercing, 20/60 range, finesse, light
Longsword +4, 1d8+2 slashing, versatile 1d10

Feat: Hawk-eyed
Fighting Style: Archery
Second Wind 1/rest

Gear: Woodcarver's tools, a shovel, an iron pot, common clothes, leather armor, a longbow and 20 arrows, a hand crossbow and 20 bolts, a longsword, two daggers, and an explorer's pack. 

Leveling Clint:
The bad thing about the Hawkeyed feat is that he has to wait for level 4 to grab Sharpshooter, but I think the two effect each other well. You might also grab Crossbow Expert for the other ranged weapon benefits. Otherwise spend your Ability Score Improvements actually improving your ability scores. Make sure you grab the Battle Master archetype for all the fun trick shots and see if your DM will give you that Clever Quiver I made for Artemis. Even if you don't have that, this should be a fun character. 

Tuesday, June 23, 2015

D&D Avengers: Captain America

He's beauty and he's grace; he'll punch Hitler in his face; he's.....Captain America!

Most people's favorite of the Marvel Cinematic Universe, played by the wonderfully handsome Chris Evans, Captain America is the champion of our hearts. He is everything America is supposed to be, truly standing for freedom, justice, mercy, and biceps.

So how does Captain America stack up as a D&D character? How would you make one that fits the shield throwing hero of the 40's? Well, I'm pretty sure he is a fighter, and a battlemaster fighter at that. He can inspire, and he can do some cool maneuvers, so I think that fits best. Background? Soldier. Duh. And we'll make a new magic item for the vibranium shield.

Ricochet Shield
Shield, uncommon; +1, rare; +2 very rare (requires attunement)
This round shield is made of a light metal alloy which looks simple, though it is anything but. The shield can be wielded as a weapon that deals 1d6 points of bludgeoning damage on a hit. The shield can also be removed and thrown with a range of 30 feet as an Attack action, returning to the owners hand after the attack is resolved. The shield can be reequipped after being thrown as a bonus action. If the user receives more than one attack, each subsequent attack, when throwing the shield, gains a 30 foot range from its last target. If the shield has an enchantment bonus, it applies it to the attack and damage as well as to armor class.
     In addition to its weapon properties, a ricochet shield can be activated as an immediate action to receiving bludgeoning, thunder, or force damage to negate all damage from that attack. This ability can be used again after a short or long rest.

This seems cool. The vibranium collects powerful energies sound (thunder), bludgeoning, and other force. It also can be thrown and return, which is necessary for our Cap to be iconic.

I feel like Cap also needs a feat, but I can't decide between making his fists effective weapons with Tavern Brawler or making him a Shield Master. The Shield Master seems obvious, based on the name, but its more for the pusher than the acrobat. Now lets build him.

Steven "Steve" Rogers
Level 1 Variant Human Fighter
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
HP 12, AC 18, HD 1d10
Saves: Str +5, Dex +4, Con +4
Speed: 30 feet
Languages: Common, Elvish
Proficiencies: Gaming Set (Playing Cards), Vehicles (Land)
Skills: Acrobatics +4, Athletics +5, Insight +2, Intimidation +2, Persuasion +2

Ricochet Shield +5, 1d6+3 bludgeoning, 30 feet
Hand Crossbow +4, 1d5 +2 piercing, 30/120 feet, loading

Feat: Shield Master
Fighting Style: Protection
Second Wind

Gear: Army insignia, a lost friend's insignia, a deck of cards, a set of common clothes, chain mail, ricochet shield, hand crossbow, 20 bolts, explorer's pack

Leveling Steve
Steve should throw his ability score bonuses into Str, Con, and Dex. I can also see him doing some Charisma. If you go for feats, go for ones that increase his potency with his shield like Savage Attacker, or set him up above others like Athlete. Take the Battle Master archetype and grab some fun tricks to use with the shield like Disarming Attack, Distracting Strike, Maneuvering Attack, and Trip Attack. You could also throw in Commander's Strike and Rally if you want to go for the leader of the Avenger's feel in mechanics.