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# Landsknecht v.0010 ## 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. * The heart and soul of the class 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. And some conceptual support from the Cavalier UA, and Tunnel Fighter. * 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. I wanted one that was limited, but I didn't really have to keep track of Die, or Ki, or add things to my rolls, or had 19 manuevers to sift through and the like. Though, I think in attempting to limit it,I made it complicated. Kudos to those classes, they really went the extra mile to create unique, and interesting classes. Though, 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 Class is coming, I swear * I'll try to address things I'm concerned about by name in smaller walls 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.0010 # 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: All 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 and Traveling 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 dagger/shortsword. 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 | Defensive Movement | 10th | +4 | Parry Riposte Improvement | 11th | +4 | Martial Archetype Feature, Extra Attack (2) | 12th | +4 | ASI | 13th | +5 | Parry Stance Improvement | 14th | +5 |Improved Defensive Movement | 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, one you'd take two or three levels in to fit a specific character vibe, or give a weak character a more useful martial bent, than a standalone base class. I did try to fill out the end a bit more, originally I had nothing of note, then added the Defensive Movement thing.* *At the moment, I feel that the Armored Fighter is in a good place, number of features wise, not necessarily quality though. The Duelist is a hot mess though.* \pagebreak ### *~Designer's Notes~* *Let's pretend our Landsknecht, Jimmy, is using a +1 Versatile Longsword, and has a Str and Dex Modifier of +3, and is wearing normal clothes, so an AC of 13 . I'll use him as an example for damage.* ### Parry Stance -1st Level After your attack, you can position yourself in the best possible position to intercept enemy melee attacks. While not wearing Medium or Heavy armor, and using either a two-handed weapon, or a one-handed weapon with nothing in your other hand, you can, as a bonus action, enter a Parrying Stance, adding your Proficiency Bonus to your AC against any melee attacks from a creature whose Strength Score is equal to, or less than your Str or Dex Score. Attacks from creatures whose score is larger than yours are too strong to be blocked without a shield or armor, and Missiles cannot be blocked. This ends at the start of your next turn, or if a Riposte is attempted and fails. *At Level 5, Jimmy the Landsknecht with an AC of 13 goes into Parrying Stance, his AC is now 16 against an Orc's Melee attack, and 13 against the Goblin's Javelin.* ### 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 a 1d4 penalty to all Saving Throws, Ability and Skill Checks, and Attack Rolls. Affected creatures can make a Constitution Saving Throw DC = 8 + (1/2) Your Class Level at the beginning of it's turn, on a pass, one previous Distracting Strike penalty is removed. If Healed though any means, such as a Troll's regeneration, all penalties are removed. ### Parry Riposte -2nd Level While in the Parry Stance, an enemy melee attack that misses because of your Parry's bonus AC, can be responded to by a simple melee attack, as a special reaction. The Damage of this attack consists of the Weapon's base damage die, and your ability score modifier, weapon modifier, and fighting style damage Additional effects such as Smites, Hunter's Mark, Colossus Slayer, and others, are not included in the damage die. This does not take a reaction. You are limited to a number of Ripostes per Short Rest equal to either your Strength or Dexterity Modifier, plus your Proficiency Bonus. You gain an additional use per round at levels 10, 15, and 19. You can only use 1 per enemy. If one of your Ripostes misses, you fall out of your Stance, and lose your Bonus AC, and cannot Riposte until your next turn. *Jimmy the Ranger/Landsknecht has an AC of 13, but he is in his Parry stance, so his AC is 16, the Orc got an attack roll of 15, so he would've hit Jimmy, if Jimmy wasn't ready for it. Since Jimmy Blocked it with his sword, he can attack the Orc, and he does 1d10+4 damage, even though he cast Hunter's Mark, and has Colossus Slayer. If his sword did 1d6 Frost Damage, he would include that 1d6 in his damage.* \columnbreak ### Defensive Movement -9th Level Using your action, you can enter your Parry Stance, and can move 1/2 of your movement speed, and Riposte all opportunity attacks as normal Parry Riposte. A failed Riposte breaks your stance as normal, and all subsequent opportunity attacks are made at your normal AC. ### Improved Defensive Movement -14th Level Your skill at parrying blows has improved, and you can now move your full movement while Parrying and Riposting Enemy Opportunity Attacks. A Failed Riposte breaks as normal. ### Masterful Parry -20th Level While in the Parry Stance, you are no longer limited by the total number of ripostes per short rest, missed Ripostes do not cancel your Parry Stance, and any crits you suffer still hit, but do normal damage. ### *~Designer's Notes~ (Will Remove)* UA's Cavalier has, at 18th level, the "Vigilant Defender" which states; *Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction* Also, there is Tunnel Fighter which says; *As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.* These two, while not inspiring Parry Stance/Riposte, helped justify the crazy stuff those two class features can do. At least in terms of action economy/special reaction. They are rather wild, so I tried to make PS/PR tamer, with lessened firing chances, and some damage penalties, while broadening them from only opportunity attacks, to counterattacks. I also didn't give them a fighting style for a reason. At Third Level, your archetype gives you either GWF or TWF, and Dueling would work, but would be useless after 3rd Level, You aren't using a shield, so Protection is out, as is Archery, which leaves Defence, which you could take, but you'd also get that with a 2 level dip into Fighter, or Ranger, and this class is built to accommodate multi-classing as a strength. There are bunches of UA stuff, that you might could use, so talk to your DM, and mention any unusual side-effects. #### *Parry Thoughts* Initially, Parry was "Your size or smaller", but I was playing this class at home in SKT, and realized that the main focus of this class was unusable against most enemies in the campaign. So, the "Str Score" might work, if you're a strong dude, and you're stronger than a Giant, you can block him. \pagebreak ## 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-Knight 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 wrestling wasn't civilized enough for them, and got rid of it, keeping only the stabbing-each-other-to-death parts.* 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, you gain proficiency in these armors, and they no longer impede your ability to parry blows. ### 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 *Grappled* condition. While restraining a creature, you are also restrained, but your attacks against the restrained target are made without disadvantage. \columnbreak ### Human Shield -11th Level While holding a restrained enemy your size or smaller, you can use your reaction to use their body to intercept one creatures melee or ranged attack that hit your AC. The restrained creature takes full damage. You must pass a DC15 strength check to be able to move the creature to intercept the blow. This decreases by 5 for every size the creature is smaller than you If you fail, you take the blow as a grappled creature. ### 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. ### *Developer's Notes (Will Remove)* *Grappling was a HUGE thing for armored knights, and was featured quite a bit in the Manuals of Fighting I was looking at for inspiration. One of the only ways to penetrate that armor was to get under it in one of the weaker spots, like the armpit, groin, eye-slit, which is slightly easier when you've got your target in a headlock, or pinned or the like.* *Anything beyond 6th level doesn't really mesh with the Aragorn/Geralt/He-Man character concept, and is really bonus stuff to fill out a subclass I felt I needed. So if you wanted a Heavy Armored GWF character that could parry, this is what you'd take, but not necessarily see to the end, since this is more of a concept support class. I also kinda personally feel that the grappling and the other conditions don't really get much use/are kinda bad/dont make sense, so the idea that this parrying character would also grab people, fling them around/make them pincushions is kinda cool.* *I think it is overpowered a bit, an action to restrain, a bonus action attack, AND a reaction, with two of those giving auto-crits, was a bit much, so I introduced a Strength Check to move the body in position in time, but it isn't a fix I'm really that happy with.* \pagebreak ## 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 suggest it, but like I said, there are 10000 better ways of making a swashbuckler duelist.* 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. Using this reaction still allows your Parry Riposte to be used, since that is a special, additional reaction. ### 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 ### Missile Deflection -11th Level At 11th Level, your quick reflexes allow you to deflect Ranged Missile attacks while in your parry Stance. Your parry AC Bonus now applies to Ranged Attacks. ### 17th Level Feature