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Building a better Fighter
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<blockquote data-quote="LapBandit" data-source="post: 7149390" data-attributes="member: 6778098"><p>The Fighter and the Champion archetype both needed more in my opinion, here are the changes I made at my table:</p><p></p><p>Additional ASI at 10th.</p><p></p><p>Additional Fighting Style at 10th and 20th.</p><p> </p><p>New feature Stances at 3, 7, 10, 15, 18, use Bonus Action to enter a Stance.</p><p> </p><p>Indomitable = Legendary Resistance.</p><p></p><p>Stances </p><ul> <li data-xf-list-type="ul"> Thousand Cuts - "You never fully swing your weapon, instead choosing to make lightning fast strikes without power (no GWM) behind them. You can make an additional attack when you take the Attack action, your attacks deal 1 + stat mod damage. The extra attack can be your mainhand or offhand weapon." </li> <li data-xf-list-type="ul"> Titan Hammer - "When you hit with an attack, you can choose to force your target to move 5ft into an unoccupied space if they are one size category larger than you or smaller." </li> <li data-xf-list-type="ul"> Patient Arms - "You can use your Action and/or Bonus Action as a Reaction if you did not expend them on your turn. You can have no more than 3 Reactions a round with this stance." </li> <li data-xf-list-type="ul"> Impregnable Fortress - "When you are hit by a melee weapon attack that is not a crit, you can use your Reaction to attempt to parry the blow. Roll an attack with the weapon you are holding, if the attack total is higher than the attack that hit you, you take 1/2 damage. You cannot make Attacks of Opportunity in this stance." </li> <li data-xf-list-type="ul"> Blind Eye - When you target a creature that last attacked someone other than you, you have advantage on your next attack against it. </li> <li data-xf-list-type="ul"> Grasping Claw - "When you get to make an Attack of Opportunity you can choose to grapple a target within your reach instead of making a weapon attack. If you do not have a hand free, you can grapple with your weapon however you cannot make an attack with this weapon until your are no longer grappling."</li> </ul><p> </p><p> </p><p>Fighter (Eldritch Knight) - Spellcasting - Can choose any two schools of magic. </p><p> </p><p>Fighter (Champion) - Remarkable Athlete - Starting at 7th level: </p><p> • You gain proficiency in Dexterity Saving Throws. </p><p> • You are proficient in all Strength, Dexterity, and Constitution skill checks. </p><p> • Your high jump and long jump increase by your Strength or Proficiency. </p><p> • Climbing and Swimming doesn't halve your speed. </p><p> • Standing up from prone costs 5 feet of movement instead of half. </p><p> </p><p>Fighter (Champion) - Warrior Supreme - At 10th level, your presence on the battlefield heartens allies an demoralizes enemies, one per short rest you may use one of these shouts: </p><p> <ul> <li data-xf-list-type="ul">Rallying - All allies who can hear you gain 1d10 + your fighter level in Temp HP.</li> <li data-xf-list-type="ul">Commanding - All allies who can hear you and have a Reaction to use may use it now to make one weapon attack.</li> <li data-xf-list-type="ul">Frightening - All enemies who can hear you are Frightened of you until the end of your next turn.</li> <li data-xf-list-type="ul">Distracting - All enemies who can hear you give the first attack against them Advantage until the end of your next turn.</li> <li data-xf-list-type="ul">Guarding - All allies who can hear you have advantage on the next saving throw they make until the end of your next turn.</li> </ul></blockquote><p></p>
[QUOTE="LapBandit, post: 7149390, member: 6778098"] The Fighter and the Champion archetype both needed more in my opinion, here are the changes I made at my table: Additional ASI at 10th. Additional Fighting Style at 10th and 20th. New feature Stances at 3, 7, 10, 15, 18, use Bonus Action to enter a Stance. Indomitable = Legendary Resistance. Stances [LIST] [*] Thousand Cuts - "You never fully swing your weapon, instead choosing to make lightning fast strikes without power (no GWM) behind them. You can make an additional attack when you take the Attack action, your attacks deal 1 + stat mod damage. The extra attack can be your mainhand or offhand weapon." [*] Titan Hammer - "When you hit with an attack, you can choose to force your target to move 5ft into an unoccupied space if they are one size category larger than you or smaller." [*] Patient Arms - "You can use your Action and/or Bonus Action as a Reaction if you did not expend them on your turn. You can have no more than 3 Reactions a round with this stance." [*] Impregnable Fortress - "When you are hit by a melee weapon attack that is not a crit, you can use your Reaction to attempt to parry the blow. Roll an attack with the weapon you are holding, if the attack total is higher than the attack that hit you, you take 1/2 damage. You cannot make Attacks of Opportunity in this stance." [*] Blind Eye - When you target a creature that last attacked someone other than you, you have advantage on your next attack against it. [*] Grasping Claw - "When you get to make an Attack of Opportunity you can choose to grapple a target within your reach instead of making a weapon attack. If you do not have a hand free, you can grapple with your weapon however you cannot make an attack with this weapon until your are no longer grappling." [/LIST] Fighter (Eldritch Knight) - Spellcasting - Can choose any two schools of magic. Fighter (Champion) - Remarkable Athlete - Starting at 7th level: • You gain proficiency in Dexterity Saving Throws. • You are proficient in all Strength, Dexterity, and Constitution skill checks. • Your high jump and long jump increase by your Strength or Proficiency. • Climbing and Swimming doesn't halve your speed. • Standing up from prone costs 5 feet of movement instead of half. Fighter (Champion) - Warrior Supreme - At 10th level, your presence on the battlefield heartens allies an demoralizes enemies, one per short rest you may use one of these shouts: [LIST] [*]Rallying - All allies who can hear you gain 1d10 + your fighter level in Temp HP. [*]Commanding - All allies who can hear you and have a Reaction to use may use it now to make one weapon attack. [*]Frightening - All enemies who can hear you are Frightened of you until the end of your next turn. [*]Distracting - All enemies who can hear you give the first attack against them Advantage until the end of your next turn. [*]Guarding - All allies who can hear you have advantage on the next saving throw they make until the end of your next turn. [/LIST] [/QUOTE]
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