I write a fair bit about 4th edition D&D. There’s at least one article a month, with the How To Be series, and I think they’re lots of fun. They’re exercises in character construction, working from a character aesthetic and trying to find a way to make that fit in the power boundaries and existing options of 4th edition D&D. Part of why I like to do this is to attack the idea that character creation in 4e was boring.
Stil, there are some things that are just… very much from D&D. They’re just things that fit within the universe of D&D as it is, and don’t really translate well to other sources. One such class is the Ardent. The Ardent is a psionic leader; it does team support, healing and buffing and positioning, but powered by the power of the mind.
Psionics in D&D has a weird place, because for some people (like me) it feels like a clear intrusion of science fiction into the fantasy landscape of D&D and therefore makes all the arcane and divine importance of magic as a discipline less important, and for some people (like me, now) that’s 100% correct and rules. Complaints about psionics from back in the day tend to be about how the system was broken not about how the system broke the fiction of the universe after all. Psionics has come to be a favourite system because it tends to be contained in a way that magic isn’t. Magic gets expanded constantly, while there’s an understanding that the psionic system is going to get a limited amount of space, and the psionic classes tend to get a small number of tools they need to make hte most out of. That creates a depth of mastery, where you want to make choices that give you a toolkit you then have to maximise, rather than the disappointing feeling of a wizard’s infinitely wide toolkit, or a sorcerer’s maximally efficient one. It strikes a middle space – and it stands apart from the wizard.
The Ardent takes this idea space and looks at psionics as a way to express the self. It is literally a romantic class (though no Ardent I’ve played has ever had a successful romance) – a class who can use their feelings, their love, their rage, their will to succeed, their excitement at avoiding an attack, and turn that into a tangible force where they can use it to punch an enemy in the face. I love this stuff – I love the idea of a literal avatar of your own feelings. It’s like the thrill of a cleric, where your ideology drives your actions, but you don’t have to have a Dad who is also a Cop on hand.
Ardents use weapons; Ardents wear armour. I like that. These are both things that will cost your character somewhat, but they get you to have a big physical expression of what kind of person they are in their aesthetic. Robes tend to be robes – but armour can look like a lot of different things. Using an axe or a hammer or a polearm or a sword – they also express different ideas. Plus, weapons have a big space of fun synergies that you can pick up if you want to find something interesting to do with your feats, but also don’t demand it.
Ardents are a Charisma-first class. That is, you make attack and damage rolls with your charisma. I wrote about them a while back, about how you can be hot and hit people with your hotness, which I still find fun. Charisma as a way to express a driven character who, whether or not they have social anxiety or stress out over public interactions, can use the force of how they feel to change the world. That’s cool!
Also, it’s a leader. I like playing defenders, because they get to be tough and I can make a big, tangible showing of what good I am contributing. I like protecting my friends. I get some of the same with the leader’s job – making people better at what they do, contributing to their wellbeing, and, with the right build, absolutely wielding the strikers in the group like a bloody blunt instrument.
They get this power? Forward thinking cut. You can fire it off in three versions:
- Hit someone. Your ally next to you gets a bonus to hit rolls. You can do this when you charge.
- Shift 1, charge, then you can hit someone, and an ally next to you gets a bonus to hit rolls.
- One or two Allies you can see can each charge creatures other than the target as a free action, with a bonus to damage equal to your con mod.
Now that, that escalated quickly.
Being able to charge in quick for free, as an at will power? that’s grand. The boost being until your next turn means you can charge next to a tank, stand in their defensive space, and watch as the bonus applies to all their attacks of opportunity or mark punishment. That power, on its own, is fine. The second version lets you shift away from someone holding you in place, and then charge off away from them, to join another ally. That’s also great, a tool you want in the toybox.
The third version is fucking nova gas.
It can be hard to concentrate these attacks – you may notice this means you, the Ardent, charge at a minion or buddy next to the villain, and you throw two of your allies at the villain as a free action so they start their turns mixing it up with them. You can use this to deploy a defender into the middle of a bunch of enemies.
Oh and did I mention that you give pepole a bonus to damage rolls based on how many attacks of opportunity they provoke?
And that this is one power?
And that you have other stuff you can do, including a conga line power where you pinball an enemy around between all your allies and let them all get an attack in?
I think about this a lot when I think about this class. It’s very D&D, but it’s also this very beautifully Tactics Game at the same time. It’s a game that lets you play out the fantasy of being a battlefield commander, inspiring and invigorating your allies. It’s so perfect for a lot of things I want out of characters I play.
Oh, I have no doubt that I’ll be able to find some builds in the future that use the Ardent. I like it a lot, and there are some characters who can probably be represented by a physically violent but emotionaly driven, armoured weapon wielder. I mean if she didn’t have such a loud ‘hit it harder’ theme, Chandra Nalaar could have done it.