dave2008
Legend
Ok, in response to @ehren37 ( and for @Micah Sweet ; @James Gasik ; and @vincegetorix ) over at @FrogReaver‘s thread: A Simple Houserule for Martial / Caster balance, I decide to make a 5e martial class the is balanced with capabilities of a Wizard. The quickest and easiest method I could think of was to start with a Wizard and replace spellcasting with Martial Exploits. This is a work in progress. As I get more into it, I hope to stray a little father from the initial simple concept (convert a wizard to a fighter) to it give more of a traditional fighter feel, while retainning the balance we are looking for. So, without further ado, I give you:
Warrior (2.0)
Class Features
As a Warrior, you gain the following Class Features.
Hit Points
Hit Dice: 1d8 per Warrior level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warrior level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armor: Light and Medium Armor
Weapons: Simple weapons and one martial weapon of your choice
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
As a Student of the Martial Arts, you have a Manual containing Exploits that show the first glimmerings of your true power.
Gambits
At 1st Level, you know two Gambits of your choice from the Warrior exploit list. You learn additional Warrior Gambits of your choice at higher levels, as shown in the Gambits Known column of the Warrior table.
When you gain a new Gambit at 2nd level, you must select a Gambit from the Martial Tradition of have selected.
Training and using Exploits
The Warrior table shows how many Stamina Points (SP) you have to spend on your Exploits of 1st Level and higher. To use one of these exploits, you must spend Stamina Points of the exploit's cost per level or higher. Refer to the Stamina Point Cost table. You cannot use Exploits of level 1 or greater if you have 0 Stamina Points You regain all expended Stamina Slots when you finish a Long Rest.
Exploits of 6th level and higher are particularly taxing to execute. You can execute only one Exploit of each level above 5th once per day. You regain the ability to execute these Exploits after you finish a long rest.
Martial Exploit Ability
Strength or Dexterity, your choice, is your Martial Exploit ability for your Warrior Exploits, since you learn your Exploits through dedicated training. You use your Strength or Dexterity whenever an exploit refers to your Martial Exploit ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for a Warrior exploit you use and when making an Attack roll with one.
Exploit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier
Exploit Attack modifier = your Proficiency Bonus + your Strength or Dexterity modifier
Learning Exploits of 1st Level and Higher
Each time you gain a Warrior level, you can add two Warrior Exploits of your choice to your Manual for free. Each of these Exploits must be of a level for which you can execute them, as shown on the Warrior table.
Martial Recovery
With training you have learned to regain some of your stamina. Once per day when you finish a Short Rest, you can recover Stamina Points equal to your Warrior level.
Martial Tradition
When you reach 2nd Level, you choose a Martial Tradition, shaping your practice of martial arts through a school of training, such as the School of Explosive Strikes. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Martial Mastery
At 18th level, you have achieved such mastery over certain Exploits that you can use them at will. Choose a 1st-level and a 2nd-level Warrior exploit from your Martial Tradition. You can use those Exploits at their lowest level without expending Stamina Points. If you want to use either exploit at a higher level, you must expend a Stamina Points as normal.
By spending 8 hours in study, you can exchange one or both of the Exploits you chose for different Exploits of the same levels.
Signature Exploits
When you reach 20th level, you gain mastery over two powerful Exploits and can execute them with little effort. Choose two 3rd-level Warrior Exploits from your Martial Tradition as your signature Exploits. You can execute each of them once at 3rd Level without expending a Stamina Points. When you do so, you can't do so again until you finish a short or Long Rest.
If you want to execute either exploit at a higher level, you must expend a Stamina Points as normal.
Martial Traditions
The study of Martial Arts is ancient, stretching back to the beginning or mortal adventures. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The Martial Traditions revolve around the Schools of Martial Arts. Warriors through the ages have cataloged thousands of Exploits, developed by distinguished schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for Students and funding. Even warriors who train Apprentices in the solitude of their own towers use the division of martial arts into Traditions as a learning device, since the Exploits of each school require mastery of different Techniques. The six most common Martial Traditions are:
Corporeal Arts
Demonic Arts
Poison Arts
Spiritual Arts
Strategic Arts
Weapon Arts
Warrior (2.0)
- 2.0: Revised the Warrior from a slot based mechanic to Stamina Point based mechanic derived from the Spell Point variant rule in the DMG.
Level | Prof. Bonus | Features | Gambits Known | Stamina Points | Max Exploit Level |
---|---|---|---|---|---|
1st | +2 | Martial Exploits, Martial Recovery | 2 | 4 | 1st |
2nd | +2 | Martial Tradition | 3 | 6 | 1st |
3rd | +2 | 3 | 14 | 2nd | |
4th | +2 | Ability Score Improvement | 3 | 17 | 2nd |
5th | +3 | 4 | 27 | 3rd | |
6th | +3 | Martial Tradition Feature | 4 | 32 | 3rd |
7th | +3 | 4 | 38 | 4th | |
8th | +3 | Ability Score Improvement | 4 | 44 | 4th |
9th | +4 | 4 | 57 | 5th | |
10th | +4 | Martial Tradition Feature | 5 | 64 | 5yh |
11th | +4 | 5 | 73 | 6th | |
12th | +4 | Ability Score Improvement | 5 | 73 | 6th |
13th | +5 | 5 | 83 | 7th | |
14th | +5 | Martial Tradition Feature | 5 | 83 | 7th |
15th | +5 | 5 | 94 | 8th | |
16th | +5 | Ability Score Improvement | 5 | 94 | 8th |
17th | +6 | 5 | 107 | 9th | |
18th | +6 | Martial Mastery | 6 | 114 | 9th |
19th | +6 | Ability Score Improvement | 6 | 123 | 9th |
20th | +6 | Signature Exploit | 6 | 133 | 9th |
Class Features
As a Warrior, you gain the following Class Features.
Hit Points
Hit Dice: 1d8 per Warrior level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warrior level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armor: Light and Medium Armor
Weapons: Simple weapons and one martial weapon of your choice
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, shortbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
As a Student of the Martial Arts, you have a Manual containing Exploits that show the first glimmerings of your true power.
Gambits
At 1st Level, you know two Gambits of your choice from the Warrior exploit list. You learn additional Warrior Gambits of your choice at higher levels, as shown in the Gambits Known column of the Warrior table.
When you gain a new Gambit at 2nd level, you must select a Gambit from the Martial Tradition of have selected.
Training and using Exploits
The Warrior table shows how many Stamina Points (SP) you have to spend on your Exploits of 1st Level and higher. To use one of these exploits, you must spend Stamina Points of the exploit's cost per level or higher. Refer to the Stamina Point Cost table. You cannot use Exploits of level 1 or greater if you have 0 Stamina Points You regain all expended Stamina Slots when you finish a Long Rest.
Exploits of 6th level and higher are particularly taxing to execute. You can execute only one Exploit of each level above 5th once per day. You regain the ability to execute these Exploits after you finish a long rest.
- When you reach the 19th Warrior level you can execute two 6th level exploits.
- When you reach the 20th Warrior level you can execute tow 7th level exploits.
Exploit Level | Stamina Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
Martial Exploit Ability
Strength or Dexterity, your choice, is your Martial Exploit ability for your Warrior Exploits, since you learn your Exploits through dedicated training. You use your Strength or Dexterity whenever an exploit refers to your Martial Exploit ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for a Warrior exploit you use and when making an Attack roll with one.
Exploit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier
Exploit Attack modifier = your Proficiency Bonus + your Strength or Dexterity modifier
Learning Exploits of 1st Level and Higher
Each time you gain a Warrior level, you can add two Warrior Exploits of your choice to your Manual for free. Each of these Exploits must be of a level for which you can execute them, as shown on the Warrior table.
Martial Recovery
With training you have learned to regain some of your stamina. Once per day when you finish a Short Rest, you can recover Stamina Points equal to your Warrior level.
Martial Tradition
When you reach 2nd Level, you choose a Martial Tradition, shaping your practice of martial arts through a school of training, such as the School of Explosive Strikes. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Martial Mastery
At 18th level, you have achieved such mastery over certain Exploits that you can use them at will. Choose a 1st-level and a 2nd-level Warrior exploit from your Martial Tradition. You can use those Exploits at their lowest level without expending Stamina Points. If you want to use either exploit at a higher level, you must expend a Stamina Points as normal.
By spending 8 hours in study, you can exchange one or both of the Exploits you chose for different Exploits of the same levels.
Signature Exploits
When you reach 20th level, you gain mastery over two powerful Exploits and can execute them with little effort. Choose two 3rd-level Warrior Exploits from your Martial Tradition as your signature Exploits. You can execute each of them once at 3rd Level without expending a Stamina Points. When you do so, you can't do so again until you finish a short or Long Rest.
If you want to execute either exploit at a higher level, you must expend a Stamina Points as normal.
Martial Traditions
The study of Martial Arts is ancient, stretching back to the beginning or mortal adventures. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The Martial Traditions revolve around the Schools of Martial Arts. Warriors through the ages have cataloged thousands of Exploits, developed by distinguished schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for Students and funding. Even warriors who train Apprentices in the solitude of their own towers use the division of martial arts into Traditions as a learning device, since the Exploits of each school require mastery of different Techniques. The six most common Martial Traditions are:
Corporeal Arts
Demonic Arts
Poison Arts
Spiritual Arts
Strategic Arts
Weapon Arts
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