And while it is a better "Deadly Reaper" than 3e fighters, it isn't all that good at it either.I don't think that there is a limit on smashing. My belief is that the limits are the game system we use for simplicity's sake is too low for what the fanbase wants.
For example, the high level 5e fighter is the Deadly Reaper Fighter. It's a valid interpretation of a high level fighter. It's a man in armor with a weapon. Very little supernature. But if you get into range of it's attacks, you take a load of damage. No cutting fireballs in half. No flight or super jump. He or she just chops the dragon to bits and hopes that it can survive until it's done.
There is a lot of fictional space that is left lacking.
There are a lot of things you could add to the fighter without going supernatural.But if you stay in the game's base limitations, your fighter will only be able to grow into the standard blender warrior. Nothing wrong with a blender, be people have to accept that without blantant supernatural effect, expansion of the fighter's physical or mental ability, or an automatic resource gain, the high level fighter is a blender or a machine gun.
1) Proficiency in all saves, or maybe +con to all saves. Why not?
2) Indomidable that just works like legendary resist. Why not?
3) Shutdown/awesome moves.
For 3, we can look back at 4e.
"If a creature moves at least 5' within 30' of you, you can expend your reaction to move your speed and make an attack on them. If you hit them, their speed is reduced to 0 until the end of the current turn."
"When a creature is hit, you can spend a reaction to disrupt the strike if they are within range or reach of your weapon. If this attack hits, the triggering attack must be repeated with disadvantage, and if it hits the target has resistance to the damage."
"When damaged, you can spend a reaction to gain resistance to the damage. You must be wielding a shield in your hand to do this."
"When damaged, you can spend a reaction to gain immunity to the damage. You must be wielding a shield in your hand to do this, and your shield loses 1 AC; when reduced to 0, it is destroyed, but still requires a bonus action to discard. If the shield is magical and not destroyed, it regains lost AC at the end of a short or long rest."
"If you have an opportunity to spend a reaction but have none remaining, you can spend an action point instead. If you do so, you gain an additional action on your next turn. If you already have an extra action on that turn, you gain one on the next turn instead."
"When you are subject to a saving throw, you may expend a reaction to move your speed. If your new location makes you an invalid target for the saving throw, you automatically pass the saving throw."
"If you damage a creature, any saving throw they cause is rolled at advantage until the end of your next turn"
"You cannot suffer disadvantage on attacks."
"Attacks on you never have advantage."
None of these are supernatural. None of these are cutting fireballs in half.
These all change how the game is played.
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