D&D 5E How to "fix" (or at least help) the fighter/wizard dynamic. (+)

How to best help Fighters get shenanigans to bridge the gap to Wizards?


So here is my roughed-up, in-no-way playtested version of the fighter class. A couple notes before we start.

  • 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
LevelProficiency
Bonus
FeaturesSuperiority
Dice
Maneuvers
1st+2Fighting Style (1), Combat Superiority (d6)4-
2nd+2Maneuvers, Action Surge (1)43
3rd+2Martial Archetype43
4th+2Ability Score Improvement,, Martial Versatility44
5th+3Extra Attack, Superior Focus, Combat Superiority (d8)54
6th+3Fighting Style (2), Indomitable (1)55
7th+3Martial Archetype feature55
8th+3Ability Score Improvement56
9th+4Action Surge (2), Improved Critical66
10th+4Martial Archetype feature67
11th+4Extra Attack (2), Combat Superiority (d10)67
12th+4Ability Score Improvement68
13th+5Fighting Style (3), Indomitable (2)78
14th+5Action Surge (3), Superior Critical79
15th+5Martial Archetype feature79
16th+5Ability Score Improvement710
17th+6Fighting Style (4), Indomitable (3), Combat Superiority (d12)810
18th+6Martial Archetype feature811
19th+6Ability Score Improvement811
20th+6Peerless Warrior812

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
Superiority Dice
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.
Martial Archetype
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.
Extra Attack
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.
In greater detail:
  • 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.
Thoughts are welcome. It doesn't fix the fighter/wizard imbalance, but it should make fighters more interesting and gives them a bit more power.
 
Last edited:

log in or register to remove this ad

Wow, lots of work! :)

I think it does a lot for making fighters interesting, but it seems like most of this is really just giving the fighter the BM subclass for free and then using some of the maneuvers for the social/exploration pillars. Since you give so many maneuvers, that isn't so bad really, but then the player has to choose between the uses for their superiority dice for combat and non-combat--I would be concerned about them hoarding dice maybe?

Also, why are you giving them combat superiority (d6) at level 1 when they have no maneuvers yet?

Finally, if you update it to add anything to deal with the fighter/wizard imbalance, I'd be interested to see it as well. :)
 

Wow, lots of work! :)

I think it does a lot for making fighters interesting, but it seems like most of this is really just giving the fighter the BM subclass for free and then using some of the maneuvers for the social/exploration pillars. Since you give so many maneuvers, that isn't so bad really, but then the player has to choose between the uses for their superiority dice for combat and non-combat--I would be concerned about them hoarding dice maybe?

Also, why are you giving them combat superiority (d6) at level 1 when they have no maneuvers yet?

Finally, if you update it to add anything to deal with the fighter/wizard imbalance, I'd be interested to see it as well. :)
Right now, the goal is to give them a lot more dice than they would have. I think the BM is 4, but goes up to 6 at high level. I'm not married to this specific progression, so it can be adjusted. I also gave them two recharge mechanics; one at 5th level (allowing them to get some dice back, I have it at half proficiency but I could be talked into full prof or just a free recharge) and the 20th level "always has a dice" mechanic (more a ribbon, but could be useful.

Ideally, I don't want a fighter spending a dice every round (much like how a wizard doesn't cast a spell every round) but it would take a lot of guess-and-check to see what feels right for progression.

Oh, the fighter at first level can spend his SD on just a straight damage boost with no feature. Its to give a first-level fighter the feel of using the dice pool without worrying about maneuvers yet. That comes on level-up.

As for the F/W imbalance, I think that's a whole-game issue and frankly beyond my scope. The wizard would need some adjustments done to spells, and perhaps some work done to concentration. That's more than I want to put into this. For now, I'm content with attaching the BM's dice and the champion to the base fighter and giving them more stuff to do.
 

So here is my roughed-up, in-no-way playtested version of the fighter class. A couple notes before we start.

  • 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
LevelProficiency
Bonus
FeaturesSuperiority
Dice
Maneuvers
1st+2Fighting Style (1), Combat Superiority (d6)4-
2nd+2Maneuvers, Action Surge (1)43
3rd+2Martial Archetype43
4th+2Ability Score Improvement,, Martial Versatility44
5th+3Extra Attack, Superior Focus, Combat Superiority (d8)54
6th+3Fighting Style (2), Indomitable (1)55
7th+3Martial Archetype feature55
8th+3Ability Score Improvement56
9th+4Action Surge (2), Improved Critical66
10th+4Martial Archetype feature67
11th+4Extra Attack (2), Combat Superiority (d10)67
12th+4Ability Score Improvement68
13th+5Fighting Style (3), Indomitable (2)78
14th+5Action Surge (3), Superior Critical79
15th+5Martial Archetype feature79
16th+5Ability Score Improvement710
17th+6Fighting Style (4), Indomitable (3), Combat Superiority (d12)810
18th+6Martial Archetype feature811
19th+6Ability Score Improvement811
20th+6Peerless Warrior812

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
Superiority Dice
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.
Martial Archetype
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.
Extra Attack
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.
In greater detail:
  • 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.
Thoughts are welcome. It doesn't fix the fighter/wizard imbalance, but it should make fighters more interesting and gives them a bit more power.

I'd play it.

I still vote to make Indomitable a straight up ''replace a save roll with a 20'' X times per day, though.

Can I also suggest to have a number of Sup. Dice equal to twice your proficiency bonus per long rest, like the Psychic Warrior? And make Action Surge PB/long rest also?

Oh, and bring back the feature of the playtest where a Fighter starting its turn without any Sup. Die at high level regain one at the start of its turn, instead of one only at the start of battle.

As for subclasses, I would remove champion and add
  • a Guardian (defender ala 4e) based on a mix of Cavalier and defensive features of the Armorer artificer.
  • Maybe a Weapon Master, mixing the Samurai and the UA Brute to make a superb damage dealer.
  • A Duelist, for dual wielder and one handed fighter, no armors, bonus on Dodge etc
  • Move Hexblade to a Fighter archetypes, removing spellcasting and keeping only the cursing mechanic, with maybe a few special maneuvers.
 

From the spell description:

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
[...]
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.


It is a bit unclear because in one place it says the wall needs to be composed of ten 10-foot by 10-foot panels, which sounds like it's kind of inflexible, and in another it says you only get half as much effective "wall" if it crosses too great a span because of needed support, which indicates that you can shape the wall to create said supports. But either way, it's a good basis from which to work, even if it doesn't get you a finished castle.
In another place it also states "the wall can have any shape you desire". Fortunately I'm used to such confusing wording. :)

In our game Wall of Stone must be a) vertical and b) on solid ground capable of supporting its weight, thus it specifically can't be used to build a span and also specifically can't be cast in mid-air so as to fall on something or on a ship in order to sink it (unlike some other Walls, which can). In both cases (above and ours) it's specifically noted as "solid" thus no windows, arrow slits, or similar. We also build in that the wall cannot be higher than it is long, and you get one 5x5' square area of wall per level.
The stone of the wall seems to be a bit softer than regular stone, having AC 15 instead of 17. We can't really compare its 15 hp/inch per 10-foot section to what a real stone wall would have, because the rules on object hit points are somewhat rudimentary (there are plenty of rules for siege weapons, the earthquake spell specifically deals damage to structures, and quite a few monsters have the Siege Monster ability letting them deal double damage to objects, but there's very little on how much a wall can take).
More important for stronghold-construction: there's little if any indication how much weight it can support. In part this is probably because I'm not sure anyone (up till now) thought of using this spell for this purpose.
 

As for the F/W imbalance, I think that's a whole-game issue and frankly beyond my scope. The wizard would need some adjustments done to spells, and perhaps some work done to concentration. That's more than I want to put into this. For now, I'm content with attaching the BM's dice and the champion to the base fighter and giving them more stuff to do.
Good enough.

Then wouldn't be easier then to just give all Fighter's the Battle Master features for maneuvers, and then choose another martial archetype to go with it? I think it would accomplish the same goal without the hassle of re-writing the class itself.
 

...until it eventually gets out of hand and we have to reboot with a new edition.
I mean, folks thought we already hit that with the Twilight Cleric, so we at least have a baseline for 'This is too far'

But yeah, I'm another on the "Give fighters more toys to play with" side of things. Bring them up to the wizard's level, don't bring the wizard down.
 

I mean, folks thought we already hit that with the Twilight Cleric, so we at least have a baseline for 'This is too far'

But yeah, I'm another on the "Give fighters more toys to play with" side of things. Bring them up to the wizard's level, don't bring the wizard down.
The cleric, druid, and wizard are more or less good at their jobs and decent at other jobs that after a few subclasses there is no more to go with them. That's how we got the OP Twilight and Peace clerics. It's why the wizard only has 3 subclasses outside of PHB. If you are top tier in shenanigans or healing and just a tier under the warriors and 2 under the fighter, a bump is dangerous.

The fighter can grow more. It's supposed to be best at combat so going from 10/10 to 11/10 isn't an issue. And Rasise exploration or social from 3-5 doesn't creep the exploration nor social classes.
 

Superiority Dice
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.
This seems like a downgrade compared to the Battlemaster, at least at lower levels. The Battlemaster normally starts out with d8s. More notably, the Battlemaster recovers all superiority dice on any short rest, instead of 1-3 on one short rest per day.

At moderate levels (5-6 and 9+), this is a little more front-loaded than a regular Battlemaster, but has less staying power.
  • 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.
Wait, so now Second Wind also costs a superiority die? That's essentially one less die per short rest, plus being weaker up to level 10. Plus costing a maneuver choice.

I mean, I recognize that there's a whole package here, including folding the battlemaster into the base class, but personally I'd rather have 4-6 dice (plus second wind) per short rest and frequent short rests than 4-11 dice (and having to use them for second wind as well) per long rest.
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.

This could probably use some wording changes. Generally, you only add your proficiency bonus once to any given roll (though that bonus may in some cases be halved or doubled). So if you were to use Indomitable on a Con save, would that be +Con + 1.5*proficiency, or +Con+0.5*proficiency? For simplicity, just make it +2 which is an improvement at level 6-8 and the same at level 9-16.
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.
The "minimum 1 superiority die per fight" part of this is a 15th level ability for the Battlemaster.
 

In another place it also states "the wall can have any shape you desire". Fortunately I'm used to such confusing wording. :)

In our game Wall of Stone must be a) vertical and b) on solid ground capable of supporting its weight, thus it specifically can't be used to build a span and also specifically can't be cast in mid-air so as to fall on something or on a ship in order to sink it (unlike some other Walls, which can). In both cases (above and ours) it's specifically noted as "solid" thus no windows, arrow slits, or similar. We also build in that the wall cannot be higher than it is long, and you get one 5x5' square area of wall per level.
Those are some hefty nerfs. One of the cool things about wall of stone is that you can use it to problem-solve by fixing bridges and stuff. And your walls are only a fourth of the size of the official ones at level 10 (plus 5e very rarely if ever makes an aspect of a spell dependent on caster level).
 

Remove ads

Top