mellored
Legend
Let's see what it takes to open up the fighter in order to make it nicer.
What works...
Fighting Style: We've already seen new options, so we could just make a few new ones.
3, 7, 10, 15: sub-classes are flexible. Again, just make a few new ones.
4, 6, 8, 12, 14, 19: ABI's are also flexible.
9, 13: Indomitable... it's works for anyone, but it's pretty... meh.
What needs fixed...
1: Second Wind: this need to be flexible.
2,5,11,17,20 Multi-attack: The main issue. You need a way to convert the damage into effects.
What may need fixed...
2, 17: Action Surge: Generic action is flexible, but it implicitly scales with multi-attack. So if that get's changed...
My Suggestions:
Level 1: Greatly expand Fighting Style: Choose 2 fighting styles and gain an additional choice at level 6, 9, 13, and two at level 17.
*Second Wind and Indomitable are now fighting style choices.
Level 2: Action Surge -> Combat Reflexes: At the end of a creature turns (including your own), you can use your reaction to make a weapon attack.
Level 5,11,20: Multi-Attack -> Improved Combat Reflexes: You have an additional reaction each round.
Fighting styles
*All previous options, stay the same.
*Second Wind and Indomitable stay the same.
*Unarmored Defense: When you are wearing no armor, your AC is equal to 10+Dex+Con.
*Rage: As a bonus action, you enter a rage. Any weapon damage you take is halved as long as you keep attacking]
*Brutal Critical: When you score a critical hit, maximize your base damage.
*Reckless Attack: You can take advantage on your attacks until the start of your next turn. If you do, enemies have advantage to hit you until the start of your next turn.
*Fast Movement: Your speed is increased by 5'.
*Hunter Mark: As a bonus action you can designate a creature or tracks of a creature within 30'. You deal 1d6 extra damage against that target, have advantage tracking it, and it has disadvantage to hide from you.
*Whirlwind: When you make an attack, you can attack each creature adjacent to you.
*First Aid: As a bonus action, you can let someone spend a hit die.
*Direct the Strike: When a creature you can see makes an attack, you can use your reaction to give them advantage.
*Rally: When you roll initiative, each ally who can see and hear you gains THP equal to half your level (minimum 1).
*Helper: When you take the help action, you can help all your allies within 30'.
*Battlefield Movement: As a bonus action, you can dash, disengage, or dodge.
*Slippery: When you move into cover, you can use your reaction to take the hide action.
*Sneak Attack: When you hit a creature while you have advantage, you can use your reaction to deal an extra 2d8 damage. You can use multiple reactions on the same attack, adding 2d8 for each one spent.
<and a bunch of other stuff>
Sub-Classes
*All the old ones. stay the same.
*Assassin: If you hit a creature who has not acted yet, it is a critical hit...
*Berserker: You gain the rage fighting style or another one if you already have it. You deal +1 damage when raging...
*Beastmaster: You gain a pet...
*Hunter: You gain expertise in survival...
*Tactician: You gain the direct the strike if you already it. When you use direct the strike, and the attack hits, it deals extra damage equal to your Int modifier.
*Shining Knight: You gain the rally fighting style or another if you already have it. You can add your Charisma modifier to the number of THP gained...
<and a bunch more>
Multi-classing: The attack granted from Combat Reflexes does not benefit from other multi-class features, such as rogues sneak attack, barbarians rage, or paladins improved divine smite. Though it can still benefit from spells such as elemental weapon.
What works...
Fighting Style: We've already seen new options, so we could just make a few new ones.
3, 7, 10, 15: sub-classes are flexible. Again, just make a few new ones.
4, 6, 8, 12, 14, 19: ABI's are also flexible.
9, 13: Indomitable... it's works for anyone, but it's pretty... meh.
What needs fixed...
1: Second Wind: this need to be flexible.
2,5,11,17,20 Multi-attack: The main issue. You need a way to convert the damage into effects.
What may need fixed...
2, 17: Action Surge: Generic action is flexible, but it implicitly scales with multi-attack. So if that get's changed...
My Suggestions:
Level 1: Greatly expand Fighting Style: Choose 2 fighting styles and gain an additional choice at level 6, 9, 13, and two at level 17.
*Second Wind and Indomitable are now fighting style choices.
Level 2: Action Surge -> Combat Reflexes: At the end of a creature turns (including your own), you can use your reaction to make a weapon attack.
Level 5,11,20: Multi-Attack -> Improved Combat Reflexes: You have an additional reaction each round.
Fighting styles
*All previous options, stay the same.
*Second Wind and Indomitable stay the same.
*Unarmored Defense: When you are wearing no armor, your AC is equal to 10+Dex+Con.
*Rage: As a bonus action, you enter a rage. Any weapon damage you take is halved as long as you keep attacking]
*Brutal Critical: When you score a critical hit, maximize your base damage.
*Reckless Attack: You can take advantage on your attacks until the start of your next turn. If you do, enemies have advantage to hit you until the start of your next turn.
*Fast Movement: Your speed is increased by 5'.
*Hunter Mark: As a bonus action you can designate a creature or tracks of a creature within 30'. You deal 1d6 extra damage against that target, have advantage tracking it, and it has disadvantage to hide from you.
*Whirlwind: When you make an attack, you can attack each creature adjacent to you.
*First Aid: As a bonus action, you can let someone spend a hit die.
*Direct the Strike: When a creature you can see makes an attack, you can use your reaction to give them advantage.
*Rally: When you roll initiative, each ally who can see and hear you gains THP equal to half your level (minimum 1).
*Helper: When you take the help action, you can help all your allies within 30'.
*Battlefield Movement: As a bonus action, you can dash, disengage, or dodge.
*Slippery: When you move into cover, you can use your reaction to take the hide action.
*Sneak Attack: When you hit a creature while you have advantage, you can use your reaction to deal an extra 2d8 damage. You can use multiple reactions on the same attack, adding 2d8 for each one spent.
<and a bunch of other stuff>
Sub-Classes
*All the old ones. stay the same.
*Assassin: If you hit a creature who has not acted yet, it is a critical hit...
*Berserker: You gain the rage fighting style or another one if you already have it. You deal +1 damage when raging...
*Beastmaster: You gain a pet...
*Hunter: You gain expertise in survival...
*Tactician: You gain the direct the strike if you already it. When you use direct the strike, and the attack hits, it deals extra damage equal to your Int modifier.
*Shining Knight: You gain the rally fighting style or another if you already have it. You can add your Charisma modifier to the number of THP gained...
<and a bunch more>
Multi-classing: The attack granted from Combat Reflexes does not benefit from other multi-class features, such as rogues sneak attack, barbarians rage, or paladins improved divine smite. Though it can still benefit from spells such as elemental weapon.
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