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 (1.0)
View attachment 154988
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
Martial Exploits
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 three 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.
Manual
At 1st Level, you have a training manual containing six 1st-level Warrior Exploits of your choice. Your Manual is the Repository of the Warrior Exploits you know, except your Gambits, which are fixed in your mind and body.
Training and using Exploits
The Warrior table shows how many Stamina Slots you have to use your Exploits of
1st Level and higher. To use one of these exploits, you must expend a slot of the exploit's level or higher. You regain all expended Stamina Slots when you finish a Long Rest.
You prepare the list of Warrior Exploits that are available for you to use. To do so, choose a number of Warrior Exploits from your Manual equal to your Intelligence or Wisdom modifier + your Warrior level (minimum of one exploit). The Exploits must be of a level for which you have Stamina Slots.
For example, if you're a 3rd-level Warrior, you have four 1st-level and two 2nd-level Stamina Slots. With a Wisdom of 16, your list of prepared Exploits can include six Exploits of 1st or 2nd Level, in any combination, chosen from your Manual. If you prepare the 1st-level exploit Thunderous Strikes, you can use it using a 1st-level or a 2nd-level slot. Using the exploit doesn't remove it from your list of trained Exploits.
You can change your list of prepared Exploits when you finish a Long Rest. Preparing a new list of Warrior Exploits requires time spent studying your Manual and memorizing the forms you must use to execute the exploit: at least 1 minute per exploit Level for each exploit on your list.
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 have Stamina Slots, as shown on the Warrior table. On your Adventures, you might find other Exploits that you can add to your Manual (see “Your Martial Manual”).
Martial Recovery
You have learned to regain some of your stamina. Once per day when you finish a Short Rest, you can choose expended Stamina Slots to recover. The Stamina Slots can have a combined level that is equal to or less than half your Warrior level (rounded up), and none of the slots can be 6th Level or higher.
For example, if you’re a 4th-level Warrior, you can recover up to two levels worth of Stamina Slots. You can recover either a 2nd-level stamina slot or two 1st-level Stamina Slots.
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 Warrior exploit and a 2nd-level Warrior exploit that are in your Manual. You can use those Exploits at their lowest level without expending a stamina slot when you have them prepared. If you want to use either exploit at a higher level, you must expend a stamina slot 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 in your Manual as your signature Exploits. You always have these Exploits prepared, they don't count against the number of Exploits you have prepared, and you can execute each of them once at 3rd Level without expending a stamina slot. 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 slot 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 schools as a learning device, since the Exploits of each school require mastery of different Techniques.
School of Explosive Strikes
Fluff text here about the school.
Superior Striker
When you adopt this tradition at 2nd level, you gain proficiency with martial weapons. You also gain proficiency in the Athletics skill. If you already have proficiency in Athletics, you gain Expertise instead.
Precise Strikes
Beginning at 2nd Level, when you execute an Explosive Strikes exploit that affects other Creatures that you can see, you can choose a number of them equal to 1 + the exploit’s level. The chosen Creatures automatically succeed on their Saving Throws against the exploit, and they take no damage if they would normally take half damage on a successful save.
Potent Gambit
Starting at 6th Level, your damaging Gambits affect even Creatures that avoid the brunt of the Effect. When a creature succeeds on a saving throw against your gambit, the creature takes half the gambit’s damage (if any) but suffers no additional Effect from the gambit.
Empowered Strikes
Beginning at 10th level, you can add your Strength or Dexterity modifier to one damage roll of any Warrior Explosive Strike exploit you execute.
Overexert
Starting at 14th level, you can increase the power of your simpler Exploits. When you execute a Warrior exploit of 1st through 5th Level that deals damage, you can deal maximum damage with that exploit.
The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you take 1 level of exhaustion for each level of the exploit, immediately after you execute it. This damage ignores Resistance and immunity.