Remathilis
Legend
So here is my roughed-up, in-no-way playtested version of the fighter class. A couple notes before we start.
Fighter
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can select an additional option at 6th, 13th, and 17th level. You can't take the same Fighting Style option more than once.
You begin four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain an additional superiority die at 5th, 10th, 14th and 18th levels. In addition, the dice improves to a d8 at 5th level, d10 at 11th level, and d12 at 17th level.
Whenever you deal damage with a weapon attack, you can choose to expend one of your combat superiority dice and add the superiority die to the attack's damage roll.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest, but only once on the same turn. At 14th level, you can use it three times before a rest.
Maneuvers.
Starting at 2nd level, you learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order. (Descriptions cut are the same as in Tasha’s or PHB)
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Superior Focus
Beginning at 5th level, you can regain some of your superiority dice during a short rest. Once per day when you finish a short rest, you regain a number of superiority dice equal to half your proficiency bonus.
Indomitable
Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, add half your proficiency bonus to the reroll. You must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Improved Critical
Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Superior Critical
Starting at 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Peerless Warrior
At 20th level, you are unmatched by very few in the realm of combat. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. In addition, when you roll initiative and have no combat superiority dice left, you regain one die.
SUBCLASSES
The goal was to keep subclasses more-or-less in the same format. However, a few ideas follow.
- A lot of heavy lifting went into maneuvers. I consider giving the core fighter maneuvers and superiority dice to be strict upgrade, so I didn't touch much else. A few features got minor tweaks and a lot got moved to earlier levels.
- The Champion Fighter was likewise sacrificed to become part of the core fighter. A new subclass would have to fill its role.
Numbers are negotiable. The number of dice/maneuvers aren't set in stone. - The fighter did lose a few things: the fourth attack, the two extra ASI, and Second Wind got moved to being a maneuver.
- I didn't touch the fighting styles themselves except to remove Superior Technique (no longer needed).
- A note on subclasses afterwards.
Fighter
Level | Proficiency Bonus | Features | Superiority Dice | Maneuvers |
1st | +2 | Fighting Style (1), Combat Superiority (d6) | 4 | - |
2nd | +2 | Maneuvers, Action Surge (1) | 4 | 3 |
3rd | +2 | Martial Archetype | 4 | 3 |
4th | +2 | Ability Score Improvement,, Martial Versatility | 4 | 4 |
5th | +3 | Extra Attack, Superior Focus, Combat Superiority (d8) | 5 | 4 |
6th | +3 | Fighting Style (2), Indomitable (1) | 5 | 5 |
7th | +3 | Martial Archetype feature | 5 | 5 |
8th | +3 | Ability Score Improvement | 5 | 6 |
9th | +4 | Action Surge (2), Improved Critical | 6 | 6 |
10th | +4 | Martial Archetype feature | 6 | 7 |
11th | +4 | Extra Attack (2), Combat Superiority (d10) | 6 | 7 |
12th | +4 | Ability Score Improvement | 6 | 8 |
13th | +5 | Fighting Style (3), Indomitable (2) | 7 | 8 |
14th | +5 | Action Surge (3), Superior Critical | 7 | 9 |
15th | +5 | Martial Archetype feature | 7 | 9 |
16th | +5 | Ability Score Improvement | 7 | 10 |
17th | +6 | Fighting Style (4), Indomitable (3), Combat Superiority (d12) | 8 | 10 |
18th | +6 | Martial Archetype feature | 8 | 11 |
19th | +6 | Ability Score Improvement | 8 | 11 |
20th | +6 | Peerless Warrior | 8 | 12 |
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can select an additional option at 6th, 13th, and 17th level. You can't take the same Fighting Style option more than once.
- Archery
- Blind Fighting
- Defense
- Dueling
- Great Weapon Fighting
- Interception
- Protection
- Thrown Weapon Fighting
- Two-Weapon Fighting
- Unarmed Fighting
You begin four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain an additional superiority die at 5th, 10th, 14th and 18th levels. In addition, the dice improves to a d8 at 5th level, d10 at 11th level, and d12 at 17th level.
Whenever you deal damage with a weapon attack, you can choose to expend one of your combat superiority dice and add the superiority die to the attack's damage roll.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest, but only once on the same turn. At 14th level, you can use it three times before a rest.
Maneuvers.
Starting at 2nd level, you learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order. (Descriptions cut are the same as in Tasha’s or PHB)
- Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
- Bait and Switch.
- Brace.
- Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
- Disarming Attack.
- Distracting Strike.
- Evasive Footwork.
- Feinting Attack.
- Goading Attack.
- Grappling Strike.
- Great Fortitude. As a reaction, you can expend a superiority die to and add the die to any Constitution or Strength saving throw.
- Iron Will. As a reaction, you can expend a superiority die to and add the die to any Wisdom or Charisma saving throw.
- Lightning Reflexes. As a reaction, you can expend a superiority die to and add the die to any Dexterity or Intelligence saving throw.
- Lunging Attack.
- Maneuvering Attack.
- Menacing Attack.
- Parry.
- Precision Attack.
- Pushing Attack.
- Quick Toss.
- Rally.
- Reactive Strike. You make expend a superiority die to make an opportunity attack against a foe who has moved out of your reach, even if you have already used your reaction. If you hit, you add the superiority die to the attack’s damage roll.
- Remarkable Athlete. When you make a Strength (Athletics) or a Dexterity (Acrobatics) check, you can expend one superiority die and add the superiority die to the ability check. You can also add the superiority die to the number of feet jumped during a long jump (or 1/3rd the roll to a high jump, minimum 1 foot.)
- Riposte.
- Second Wind. On your turn, you can expend one superiority die as a bonus action to heal yourself. You regain hit points equal to the superiority die roll plus your fighter level.
- Sweeping Attack.
- Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
- Trip Attack.
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- Replace one maneuver you know with a different maneuver.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Superior Focus
Beginning at 5th level, you can regain some of your superiority dice during a short rest. Once per day when you finish a short rest, you regain a number of superiority dice equal to half your proficiency bonus.
Indomitable
Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, add half your proficiency bonus to the reroll. You must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Improved Critical
Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Superior Critical
Starting at 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Peerless Warrior
At 20th level, you are unmatched by very few in the realm of combat. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. In addition, when you roll initiative and have no combat superiority dice left, you regain one die.
SUBCLASSES
The goal was to keep subclasses more-or-less in the same format. However, a few ideas follow.
- Now that every class gets maneuvers, it's not hard to reinvision some subclass features as subclass exclusive maneuvers. Each sub providing new maneuver options are a great way to expand the fighter into different roles.
- Some classes that have resource pools of their own (gunslinger grit, arcane archer arrows, psi-warrior psi-dice) could easily become new ways to spend superiority dice.
- Subclasses could introduce magical uses of superiority dice as well, such as using them to enchant weapons, freeze enemies, or teleport.
- Battlemaster: Since he lost his primary toy to the base class: I see the new battlemaster as a proper warlord class: if you want to share your superiority dice with others, THIS is your subclass. Commanding Strike (granting an extra attack/lazylord) is one option, but so could be using Superiority dice to boost allies skills, grant them a one-time use of your maneuvers, give them extra movement, or even give combat first-aid/healing. (Not shouty healing, but vaguely undefined stand next to your ally and heal them, flavor how you like).
- Arcane Archer: As stated, using your superiority dice to power your arcane arrows is strict upgrade.
- Psi-Warrior: Likewise, the psi-dice are practically superiority dice already.
- Rune Knight: Here lives the swordmage. Teleporting, elemental weapons, ranged sword attacks, giant growth, steel skin, and all the vaguely magical-yet-not-a-spell stuff.
- Eldritch Knight: Oh, you get a small pool of spells on top your maneuvers and can use superiority dice in conjunction with magic spells.
- Champion: So what does the new champion do now that all his features live in the base fighter? Not entirely sure. My temptation is to give him a mix of samurai and cavalier and lose those two subs entirely, but if we plan on keeping them, the new champion has to fall into the stereotypical "I hit it with my sword" role.
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