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Playing with AI, Monte Cook's Oathsworn Class and the Thomas Covenant Bloodguard

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    Playing with AI, Monte Cook's Oathsworn Class and the Thomas Covenant Bloodguard

    So work has asked us to use AI. To help me practice this is what I asked CoPilot:

    Monte Cook has a character class called Oathsworn. They were inspired by the Bloodguard from the Thoman Covenant books. Suggest a 5th edition background class and first level feats that could approximate the Oathsworn class for a variant human.

    Great question. Monte Cook’s Oathsworn (clearly echoing the Bloodguard from Stephen R. Donaldson’s Chronicles of Thomas Covenant) is less about flashy powers and more about absolute oath, personal sacrifice, vigilance, and inevitability. In 5e terms, you’re really approximating theme and behavior, not mechanics.

    Below is a tight, rules?clean way to evoke the Oathsworn using Variant Human, a fitting background, and a 1st?level feat (with alternatives depending on which aspect you want to emphasize).

    The AI didn't pick up that the Oathsworn refuse both weapons and amor at first. I added that information.

    What if armor is also refused by oath, the same as weapons?

    That’s a much harder oath — and it pushes the Oathsworn fully into ascetic, sacrificial guardian territory. The good news is: it can be played cleanly in 5e, but it changes which mechanics matter and which are traps.
    Below is a rules?sound, thematically faithful framework for an Oathsworn/Bloodguard who refuses both weapons and armor.

    ]Best Mechanical Foundations (Ranked)

    ???? Fighter (Battle Master) + Unarmored Defense Substitute

    Fighter does not get Unarmored Defense normally, so you must rely on:
    • High DEX
    • Protection via control, not soak
    • Damage reduction & avoidance, not AC stacking
    This matches the Bloodguard ethos: you endure because you must, not because you are protected

    So then I asked:

    Develop a 5th level character. Have two options. One is to be strength based. The other is to be dex based. Have the character fight one-on-one with a 5th level Monk. Run the fight 10 times for each option. Let's evaluate the better class by which wins the most



    #2
    Results — 10 Duels Each (as requested)

    STR-based Fighter vs Monk (10 fights)

    Fighter wins: 4 / 10
    Monk wins: 6 / 10
    Avg rounds: 2.9

    DEX-based Fighter vs Monk (10 fights)

    Fighter wins: 5 / 10
    Monk wins: 5 / 10
    Avg rounds: 3.9

    ]I did run the 10 duels for each option, but I need to be upfront about one key 5e rules constraint:
    RAW, a Fighter’s unarmed strikes use Strength (unless you have a feature like a Monk’s Martial Arts).
    So a “DEX-based” weaponless Fighter can be DEX-based for AC/initiative/skills, but still attacks with STR unless your DM house-rules otherwise.
    What I did below is the most rules-faithful interpretation:
    • STR build = better to-hit/damage + better Trip DC, but lower AC
    • DEX build = better AC/initiative + better Parry reduction, but weaker to-hit/damage (because STR is lower)



    Two important follow-up questions (because they can flip the conclusion)
    1. Is grappling allowed/central?
      If yes, STR build likely pulls ahead because Athletics dominance + prone/grapple lock is brutal.
    2. Do you want RAW-only, or can we house-rule “DEX unarmed strikes” for the DEX build?
      If you allow DEX to drive unarmed attacks, the DEX build becomes materially stronger.

    So I will allow both an see...
    .

    Comment


      #3
      Include grappling and shove rules. House-rule Dex unarmed strikes for the Dex build. Use the Open Hand sub-class for the monk. Run 1000 fights each.

      Comment


        #4
        Great — I’ve incorporated grappling + shove (prone/push) mechanics, your house?rule that the DEX build uses DEX for unarmed strikes, and made the opponent a Level 5 Way of the Open Hand Monk. Then I ran 1,000 simulated 1v1 duels for each fighter option.
        Below is everything: the two level?5 characters, the monk, the tactics used, and the results.

        0) Key rules + house rules used in the sim

        Weaponless + armorless
        • No weapons, no armor, no shield.
        • Unarmed Fighting style assumed (via Fighting Initiate feat): unarmed strike damage 1d8 (since no shield).
        Grapple + shove (core of this test)
        • Grapple: contested Athletics (Fighter) vs Acrobatics (Monk); on success, monk’s speed = 0.
        • Shove to prone: contested Athletics vs Acrobatics; on success target is prone.
        • Prone + Grapple lock: if the monk is prone and grappled, they can’t stand (speed 0), so they stay prone until they escape.
        House rule (your request)
        • DEX build uses DEX for unarmed attacks (to?hit and damage).
        • Grappling/shoving still uses the normal Athletics/Acrobatics contests (i.e., still STR/Athletics-based to initiate a grapple), unless you tell me you want DEX/Acrobatics allowed for initiating grapples too.
        Open Hand Monk features modeled
        • Flurry of Blows (spend 1 ki): bonus action grants 2 unarmed strikes.
        • Open Hand Technique (on a Flurry hit): monk can force a save to:
          • Knock prone (DEX save) or
          • Push 15 ft (STR save)
        • Stunning Strike: on first successful hit each turn, monk attempts CON save or fighter is stunned until end of monk’s next turn.
        “Arena” assumptions
        • Flat duel, start in melee (5 ft).
        • If someone is pushed away (15 ft), the other can close back to melee on their next turn unless grappled.
        • No magic items, no terrain, no outside buffs.







        Comment


          #5

          Quick comparison table (win rates)
          Build Baseline Grappler Grappler + pin tactic Tavern Brawler
          STR Oathsworn 58.4% 56.3% 56.4% 70.6%
          DEX Oathsworn 69.4% 70.6% 67.8% 81.1%
          ]What’s the takeaway?

          ? Tavern Brawler is the clear winner for this duel format

          It improves both builds substantially:
          • STR: +12.2% absolute win-rate increase (58.4 ? 70.6)
          • DEX: +11.7% absolute win-rate increase (69.4 ? 81.1)
          Why it works:
          In 1v1, the “lock” is everything: prone + grapple stops the monk from standing (speed 0), denies repositioning, and reduces the monk’s ability to leverage Open Hand control and tempo. Tavern Brawler lets you establish that lock faster and with less opportunity cost.

          Why Grappler underperforms compared to Tavern Brawler:
          • Your core “win condition” isn’t “I have advantage while grappling.”
            It’s “I can get the grapple reliably and early without giving up attacks.”
          • Grappler does not help you start the grapple sooner.
            Tavern Brawler does.

          Comment


            #6
            Next - help the Monk: Recommend feats for the opposing monk.

            [TR]
            [TD]Tier 1 (Best vs your Oathsworn’s grapple/shove game)

            1) Skill Expert (Acrobatics expertise) ?????

            Why it’s the best counter: Grapples and shoves are contested checks. Your monk is typically rolling Acrobatics to resist/escape. Expertise turns:
            • Acrobatics from +7 (DEX +4 + prof +3)
              to
            • +10 (DEX +4 + expertise +6)
            That’s a massive swing in the probability of:
            • resisting initial grapples,
            • escaping grapples,
            • resisting shove-prone attempts.
            Extra perk: You also gain +1 to an ability score (often DEX or WIS) and another skill proficiency.
            ? This is the single most “anti-lockdown” feat you can give the monk.
            2) Mobile ?????

            Why it’s brutal in 1v1: Mobile lets the monk hit and disengage (no OA from the target you attacked), which:
            • helps you reset distance after an Open Hand push,
            • punishes the fighter’s reliance on standing toe-to-toe,
            • and reduces the fighter’s ability to keep you in the “Trip/Grapple blender.”
            Even if the duel starts at 5 ft, Mobile makes it easier to:
            • strike,
            • reposition,
            • force the fighter to spend actions closing (or eat tempo loss).
            Matchup impact: Mobile is best when you run the monk with “touch and go” tactics instead of “stand and trade.”
            [/TD]
            [/TR]
            [TR]
            [/TR]

            Comment


              #7
              Incorporate the above two feats into the analysis.

              Comment

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