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Fighter Archetype: The Hospitaler Pay What You Want
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Fighter Archetype: The Hospitaler
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Fighter Archetype: The Hospitaler
Publisher: Dungeon Masters Guild
by Roel W. [Verified Purchaser]
Date Added: 05/26/2018 03:47:32

First off this document looks absolutely gorgeous, so that is a nice plus! Flavor wise the hospitaler seems to resemble a paladin subclass fitted into the fighter format. The hospitaler, like a paladin takes an oath giving this subclass a lot of flavor to work with. Now lets take a look at the abilities:

-Healing hands: the abilities given do not really resemble the title of this ability, you gain a lot of proficiencies that I do not really associate with the class but you do not get any healing hands like ability. Why the investigation proficiency? Also would expertise with the healers kit fit this class a lot better than the herbalist kit? I would rewrite this into allowing the hospitaler to use the healers kit as a bonus action perhaps.

-Merciful relief seems nice! Perhaps let it scale more, perhaps copy the sneak attack scaling.

-Combat medic: It is a very flavorful ability though and I can see it work very nice. The temporary hit points given are not really that high but you can use this ability an unlimited number of times, this ability seems balanced.

-Hospitalers reprieve: one thing I would change is this sentence. they can immediately make a saving throw to attempt to end one effect of their choice. (also what saving throw? Different effects require different saves. It would make more sense to choose the effect before rolling)

-Comforting respite: Spells? this class does not get spells, you sure it is not a paladin subclass?

Greetings R. Wellink



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thanks for the feedback! Here is my thought process, not as a rebuttal but just to explain how I came up with some of these. -Healing hands. I just called it that because it sounded nice, honestly I'm open to suggestions on changing the name. But the investigation skill was given because I was looking for a "triage" type skill, to overlook the battlefield and determine who needs help to compliment the medical skill. I debated perception but decided that was too broad. The whole kit recommendation is good. I just wanted this to be a minor ability (look at other fighter archetypes and a lot of them give a proficiency or two). -Reprieve is supposed to end any one ongoing effect. The idea is you're helping calm nerves against fear, or helping shake off poison, or waking them from being unconscious. Any condition which CAN be ended by a saving throw. So a poison that says "...gets a saving throw at the end of each of their turns, ending the effect on themselves with a success", qualifies but if it lacked that (drow poison, iirc) wouldn't qualify. -Respite says spells as a way of complimenting other classes, feats, or races, should such a situation arise. Explicit wording to cover those cases. As for the other comments, I'll take a look at see what might work and again, I really appreciate the feedback. It's not common enough on the guild and it really helps!
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