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# Landsknecht v.0001 ## Opening Thoughts * This class came to me as I was thinking about what I wanted one of my characters to progress into. None of the things after Battlemaster 5 were interesting, and none of the other classes seemed to gel with how I had him in mind. Now, he had shifted far from the original Fighter 5/Cleric 15 that I had originally planned out, but that's another story. * In any case, there were many Fighter subclasses that really worked, but I liked Battlemaster, and you all know you can't really do multiple archetypes from the same class, though if you could, I wouldn't have bothered with this at all, really. * When thinking about this class, I really thought of it as a RP-less class, a skeleton, or mold that one could use to really fill a niche for a larger character build. ## Inspiration * I looked at fictional characters like Aragorn and Gandalf from Lord of the Rings, Geralt from the Wichter, Jon Snow and everyone else from Game of Thrones, and even Star Wars, as well as from history, such as the German and Italian Schools of Longsword (Which also includes greatswords, since 'longsword' is a Anachronism, or so I gather) Fencing, and HEMA to draw this class. The thing they share, mostly, is that (outside of that sweet plot armor), they don't wear much armor, or shields at all really, and favor Bastard Sword like weapons, and despite their lack of shield, they survive big battles, and small duels with their masterful use of parrying, and deflecting. ## What's the Big Idea? * The big centerfold idea is to allow characters who don't use shields, or armor, or even characters who DO wear armor, to use their blade/axe/spear to parry enemy melee attacks, and get a bit of AC from that. As you go deeper into the class, you get more AC (better at parrying), and you get to make an attack while the enemy is reeling from his miss (cause there is always a need for more Ripostes). * So Gandalf, the loveable Wizard, can do the whole 'Helm's Deep Charge' with Glamdring and be totally wizard, while not getting shishkabobed as often, or Ranger Aragorn can do his Amon Hen thing and kick butt in Traveling Clothes. Geralt our resident Sorcerer can spin around doing Parries while you wait for Quen or Igni to recharge. Or, like good ol'fashioned knights, Jon Snow rumble around in the mud whacking each other with bloody long swords, and then wrestle until someone gets a knife under their armpit or eye slit, or crushed to death. Fun? * Barbarians get a bit of AC while maintaining their naked berserker-ness, Rangers and maybe Druids get some love, Wizards have a backup, and if for some reason you've got a Rogue with a Greatsword...... * I have no idea how to really flush out this class into something more than something that allows me to get the vibe right without fighting my DM to allow me to collect all the martial archetypes. So I'm all ears on Skill Proficiencies, Saving Throws, Tool Proficiencies, etc. ## Comparison to other classes; or Why mine is different, I promise. * I searched the archives with terms like "Blademaster", "Duelist", "Swordsmen", "Knight", and all the other permutations, and either found really good archetypes, which are useless in my case, or really micro-managing classes based on reflavored Ki, or Superiority Die, and I'm not disparaging them, they have all found very creative ways to make the class(es) engaging, I'm just looking for something a bit more passive, less labor intensive, as well as making it less "Inigo Montoya", and more "Darth Vader", I guess. * I did take some things here and there from other classes. Pointers on what to avoid, language to change, stuff like that. The heart and soul of the class I think, I got from the 'Ranger of the North' homebrew on the DnD wiki. If you think my "Parrying Stance", and "Parry Riposte" are OP, you're probably right, but check that out. Great stuff, nails the Dunedain vibe, but a bit much. * As to how this is different than battlemaster, you're right, Battlemaster is WotC's duelist, though I prefer the more Tactician-esque maneuvers for my character, as opposed to their riposte/parry, which are good, and can fit the bill well enough. Thought, like I said I feel this one is less micro-manage-y, and doesn't prevent you from taking one of the thousand great/unique/interesting archetypes for fighter. * The name comes from a type of unit, or fighter, usually Swiss, who dominated Late Medieval Warfare with their giant Pikes, Massive Swords, and generally fearlessness. Festooned in little to no armor, they rushed into battle like giant, hive mind porcupines, crushing their enemies with the push of Pike, cutting them down with GIANT Zweihander swords, and an efficient brutality that earned them much treasure, and helped usher in the Infantry Revolution. ## The Class is coming, I swear * I'll try to address things I'm concerned about by name in another wall of text nobody will read at the end. But thanks for reading this, and thanks for looking over my class! At long last, I present to you good people, the Landsknecht! Will totally take a cooler/better name, BTW. \pagebreak # Landsknecht v.00001 # The Art of the Weapon Maille and Shield are far from the only forms of protection one can don on the battlefield. While some tap into the weave, or call in Divine Favor, and form auras of protection to shield them from savage blows, more still rely on their ability to sidestep attacks, while others perform Olympian feats of acrobatics to dodge strikes. You, however, have learned the art of fencing, and can use your weapon as another appendage, and gracefully push incoming blows aside, protecting yourself from harm. Whether in addition to a Carapace of Steel before the desperate grapple, or in lieu of armor to preserve your fleetness, you have learned the best ways to position your blade and body, to maximize the efficiency of your combat abilities. ## The Duelist Whether through Military Training, an Academy of Arms, or Trial and Error, you possess the knowledge to prevent many attacks from hitting their mark, and even to use your enemies over committal to a blow to punish them for their mistake. While some may use this in self defense, others seek out fame at the tip of their blade. ## Class Features #### Hit Die: 1d8 * Hit Points at 1st Level: 10 + Constitution Modifier * Hit Points at Higher Levels: 1d8 + Constitution Modifier #### Proficiencies * Armor: Light Armor * Weapons: Simple and Martial Melee Weapons * Saving Throws: Strength or Dexterity, Constitution * Skills: Choose Two from Athletics, Acrobatics, Sleight of Hand, History, Intimidation, Persuasion. #### Starting Equipment * (a) 1 One-handed or Versatile Weapon, or (b) 1 Two-Handed Weapon * (a) Light Armor or Travelling Clothes * Pack of your choice ### *~Weapon Notes (Will Remove Later)~* *The class vibe works best with Bladed Weapons like Longswords, and Greatswords. The Duelist Archetype opens the door for more swashbuckley Rapiers and Scimitars (Sabre fencing is a thing) and off-hand daggers/shortswords . But, Melee Javelins, Spears, Quarterstaves can also work. Stretching it will include Glaives, Lances, and Axes, but Hammers, Picks, Mauls, etc are beyond the breaking point, but I won't write it to prevent you from doing it!* \columnbreak
##### The Landsknecht | Level | Prof. Bonus | Features |:---:|:---:|:---|:---:| | 1st | +2 | Parry Stance, Distracting Strike | 2nd | +2 | Parry Riposte, | 3rd | +2 | Martial Archetype | 4th | +2 | ASI | 5th | +3 | Extra Attack | 6th | +3 | Parry Stance Improvement | 7th | +3 | Martial Archetype Feature | 8th | +3 | ASI | 9th | +4 | Parry Riposte Improvement | 10th | +4 | - | 11th | +4 | Martial Archetype Feature | 12th | +4 | ASI | 13th | +5 | Parry Stance Improvement | 14th | +5 |- | 15th | +5 | Parry Riposte Improvement | 16th | +5 | ASI | 17th | +6 | Martial Archetype Feature | 18th | +6 | - | 19th | +6 | Parry Stance Improvement/ASI | 20th | +6 | Master Parry Riposte
### *~Designer's Thoughts (Will remove later)~* *Since I initally thought of this class as more of a supporting multi-class, than a standalone base class, I ended up with a frontloaded chart, with many dead levels towards the end. Though, the higher you go, the more AC and Free Attacks you get from Parry Stance, and Parry Riposte, two skills that consistantly level up as you do, in my mind making up for the lack of anything else really.* *I also had no concrete plans for Archetypes, so if you see any that really fit, or something, comment!* \pagebreak ### Parry Stance -1st Level After your attack, you can position yourself in the best possible position to intercept enemy melee attacks. While not wearing armor, and using either a two-handed weapon, or a one-handed weapon with no other weapon or shield in your other hand, you can, as a bonus action, enter this Parrying Stance, giving yourself +2 AC against any melee attacks from a creature your size, or smaller. Attacks from creatures larger than you are too strong to be blocked without a shield or armor. This ends at the start of your next turn, can be used without limit, and increases by +1 at 5th, 13th, and 19th levels, for a maximum bonus of +5 AC ### Distracting Strike -1st Level When you make a melee attack on an enemy, you can forgo all damage die, and inflict a distracting wound on an enemy, doing your normal modifier damage, plus a 1d4 penalty to all Saving Throws, Ability and Skill Checks, and Attack Rolls, until the enemy is healed. ### Parry Riposte -2nd Level While in the Parry Stance, an enemy melee attack that misses, can be responded to by a simple melee attack consisting of your weapons damage die, and normal weapon damage modifiers. Additional effects such as Smites, Hunter's Mark, Colossus Slayer, or others, are not included. This does not take a reaction, but can only happen once per round. You are limited to a number of Ripostes per Short Rest Equal to you Class Level. You gain an additional use per round at levels 9, 15, and 19, for a max of 4 Ripostes per round. You can only use 1 per missed enemy attack. ### Masterful Parry -20th Level While in the Parry Stance, you can riposte all missed attacks per round, and any crits you suffer still hit, but do normal damage, and you are no longer limited by the total number of ripostes per short rest. ### *~Designer's notes~ (Will Remove)* *As a nerf, I've reduced the damage done by attacks, and I mention 'Normal Modifier Damage', and a "Simple Melee Attack". This is what I mean.* * A Fighter with 16 STR and a longsword does 1d8+3 Damage. *His Simple Melee Attack is 1d8+3. His Normal Modifier Damage is 3. Distracting Strike would do 3 Damage, plus a 1d4 Penalty. Reposte would do 1d8+3* *If he had the Dueling Feat and a Shield, and the longsword was a +3 and did 1d6 frost damage, he would do 1d8+1d6+8 Damage. He multiclasses as a Ranger, and has Colossus Slayer, and Hunters Mark, so now he does 2d8+2d6+8 Damage.* *If he used 'Distracting Strike' his "Normal Modifier Damage" would be 8 Damage, with a 1d4 penalty to the enemies rolls. While as a Riposte, His "Simple Melee Attack" would be 1d8+1d6+8. And if the creature was vulnerable to Cold, he'd take an additional 1d6 for that.* \columnbreak ## Martial Archetypes Fighting in Armor requires a much different set of techniques, targets, and stances than fighting without, and those that do, often find that their armor is more than a match for their weaponry, with Knight-on-Knights fights often evolving into desperate grapples, as two Armored beetles vie for the fight-ending position -often a knife through the eye. As such, Practitioners of Armored Combat are also skilled in Grappling and wrestling, a feat not easy under so much weight, and so limited visibility. In stark contrast are those that forgo heavy weapons, and heavier armor, for the grace and charm of the rapier. The fluidity of such combat instills an almost supernatural reaction time, much needed when combat involves more often than not, a second blade, and a second threat. Fighters skilled in the more graceful form rely on fancy footwork as much as their skill in diversion. And thus find themselves better protected in a puffy shirt that catches the breeze, than a panoply of plate. ## Armored Fighter *This really came out of some of the research into the European Schools, they really took a shine to grappling, and made it a big part of their fencing instruction books apparently. Then the rich people thought it wasn't civilized enough for them, and got rid of it, keeping the stabbing-each-other-to-death parts. Also, it's in keeping with the vibe, not so much someone in Plate Mail, but a Chain Shirt, or Breastplate armored character.* At 3rd Level, if you take this Archetype, you gain the following Abilities. ### Fighting Style As an armored fighter, you gain the Great Weapon Fighting fighting style. ### Bonus Proficiencies You have learned how best to fight while wearing Medium and Heavy Armors. ### Armored Parry You have learned now how to manage your parry stance while in Armor. You can now use the Parry Stance Class Feature while wearing armor. ### Improved Grapple -7th Level At 7th Level, when you use an Attack Action to Grapple an enemy and succeed, that target is now restrained, and you can use a bonus action to make a Simple Attack on that creature with either a Dagger, or a Shortsword. If you fail the grapple, you and the target are under the 'Grapple' condition. \pagebreak ### -11th Level ### Lethal Grapple -17th Level At 17th Level, when you use your Attack Action to Grapple an enemy and succeed, the target is now restrained, and you can use a bonus action to make a Simple Melee Attack on that creature with your main weapon. ## Duelist *There are so, so, so, many better ways you can make a character like this without doing this. I am only including it, or something like it because only having one archetype feels like you should just go with that as the basic class, which isn't what I'm really wanting out of this. If you have* ANY *ideas on anything in here, please, help. Or not, I'll probably be the only person to ever use this, for like, one campaign, then I'll forget about it too. Help, it's 4am and I need to go to bed.* At 3rd Level, if you take this Archetype, you gain the following Abilities. ### Fighting Style As a duelist, you gain the Two-Weapon Fighting fighting style. ### Duelist's Parry You have learned how to use your off-hand weapon to assist you in parrying enemy blows. You may now use the Parrying Stance while wielding a weapon in each hand. ### Duelist's Reaction Your ability to react to events has increased, you may now use a reaction to go into your Parrying Stance. ### Improved Distracting Strike -7th Level At 7th Level, your ability to pinpoint your attacks to do the most non-lethal damage has increased, allowing you to deal a 1d6 penalty instead of 1d4 with your Distracting Strike ### 11th Level Feature -11th Level At 11th Level, your Distracting Strike ### 17th Level Feature