• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

5E Fighter Variant - Light Fighter (experiment)

Connorsrpg

Adventurer
That is all awesome. I actually love that you have done so many subclasses. With a lot of conversions (esp ones I have attempted), I have just noted that most options are actually already there.

You have definitely differentiated each subclass mechanically.

But even your Gallant egs above all talk about being a Noble. Being a Noble talks to background, not a fighting archetype. Seems a conumdrum to me. You have created awesome subclasses and I would find it hard to let go of them too ;)

Not worried about having them all in same game at all. I actually love them, but just seeing a lot of conversions that seem to fit other areas (even when very well done :)).

Regarding the 'fluff', I didn't really mean fluff. I mean Features that resemble BG Features. Do they belong in subclasses? Another stepping on the BG toes. Egs: Corsair - Fearsome rep; Gallant - Famed blade; Musketeer - United We Stand.

These 'type' of features appear as BG Features in the PHB and I think these step on the toes of the BGs a little too much. (And may make the BG choices obsolete).

And yes, YVMV too :) I am just pointing out what we saw upon reading you very well written piece.

(I have gone to convert African Adventures classes and realised most options are actually available in the PHB. And some classes are really just BGs etc).

Oh, and on the Kensai. I could see a Weapon Specialist here and under normal Fighter. I would want one focussed on 1 weapon like the OA versions. (But no need to inc here - it was just a thought as i was reading - b/c I love the Kensai ;)).
 

log in or register to remove this ad

Khaalis

Adventurer
Thanks for the comments. As you said, YMMV on all of it. Like with anything, even whats in the PHB, its all open to Houseruling and Homebrewing. Feel free to mix and match anything you want and make the class/sublcasses you want for your game. I just provided a starting point template. :)

As for abilities like "Fearsome Rep" I have noticed other people's classes also having abilities similar to this and I personally like it. I don't feel that every class ability has to be combat oriented. For some cases, a "Background-esque" ability is fitting and it adds to the Utility of the character outside of combat. But to each their own. Its really easy to pull those abilities out and simply drop in something more combat focused if that is what you'd like. Again, all about personalizing the material to your tastes and your game. Kind of like Burger King. Make it Your Way. :)

As for the Kensai, I've been thinking on it. I'm having a hard time though focusing on what it is that makes the Kensai different from other fighters mechanically. The only thing I keep coming back to is basically a Champion Fighter with the Restriction of only gaining the benefits with one weapon - which seems a much weaker subclass, not an equal one. Beyong that, what it is to be Kensai, I think, is more Background oriented just as would Samurai and likely Ninja. But as you mentioned, there are those that muddy the water such as something like a Gladiator. Is it purely a background or is it a unique set of class abilities that make them more of a Bard/Fighter since Showmanship is the at the true heart of a gladiator. Then what about Hoplites? Unarmored shield and spear fighters. Might make a good Light Fighter subclass, or it could be a background. Hard to choose.

It will be very interesting to see how topics like this will develop over the coming years. This is the first time I've been excited about creating for a new edition in quite a long time.
 

Connorsrpg

Adventurer
Cheers - you are right. A lot of archetypes/concepts can fit in more than one place in D&D 5E. (I was just in the Prestige Class thread ;)). I think that is cool.

I like the RP-style powers too, but I was just pointing out, the ones you have directly cross over some of the BG ones, such that a PC with appropriate BG and the subclass is 'missing out'. No biggie though.

I actually like what you have donee so much with the subclasses (and explaining them), i couldn't make any recommendations on pulling any of them, b/c they are all cool.

I finally have some more direct/constructive feedback. ;)

I just reread your doc, with the PHB beside me. I might not be seeing something here, but I think your subclasses may be more powerful than those in the PHB.

Why? You seem to give the bonus features of BOTH the subclasses in the PHB. 10th level seems to be the main issue. According to your doc, Light Fighters get the Champion's Additional Fighting Style AND the Improved Combat Superiority of the Battle Master AND a extra unique power according to their subclass. Shouldn't this be ONE of those three?

Also, to distinguish from Battle master, perhaps your guys don't get as many maneuvers to start with. I think your unique 3rd level features make up for this already anyway. (A battle master gets 3 maneuvers and a lousy proficiency in tools).

I reckon 2 maneuvers and your unique features for 3rd would be a good compromise. (As well as picking up their Fighting Style - I note this is delayed from level 1 for normal Fighters).

Levels 7, 15 and 20 seem balanced vs PHB ones :)
 
Last edited:

RhaezDaevan

Explorer
Thanks for the comments. As you said, YMMV on all of it. Like with anything, even whats in the PHB, its all open to Houseruling and Homebrewing. Feel free to mix and match anything you want and make the class/sublcasses you want for your game. I just provided a starting point template. :)

As for abilities like "Fearsome Rep" I have noticed other people's classes also having abilities similar to this and I personally like it. I don't feel that every class ability has to be combat oriented. For some cases, a "Background-esque" ability is fitting and it adds to the Utility of the character outside of combat. But to each their own. Its really easy to pull those abilities out and simply drop in something more combat focused if that is what you'd like. Again, all about personalizing the material to your tastes and your game. Kind of like Burger King. Make it Your Way. :)

As for the Kensai, I've been thinking on it. I'm having a hard time though focusing on what it is that makes the Kensai different from other fighters mechanically. The only thing I keep coming back to is basically a Champion Fighter with the Restriction of only gaining the benefits with one weapon - which seems a much weaker subclass, not an equal one. Beyong that, what it is to be Kensai, I think, is more Background oriented just as would Samurai and likely Ninja. But as you mentioned, there are those that muddy the water such as something like a Gladiator. Is it purely a background or is it a unique set of class abilities that make them more of a Bard/Fighter since Showmanship is the at the true heart of a gladiator. Then what about Hoplites? Unarmored shield and spear fighters. Might make a good Light Fighter subclass, or it could be a background. Hard to choose.

It will be very interesting to see how topics like this will develop over the coming years. This is the first time I've been excited about creating for a new edition in quite a long time.

I've been tinkering with the idea of a weapon master archetype which is essentially the champion with the added abilities to get +1 to attack and +2 damage, and get to re-roll 1s on attack rolls, but all subclass abilities only work with a single weapon they've practiced with (not a single type, a single weapon). So a champion can pick up any weapon and get their features, but the weapon master would need to spend downtime to retrain a new weapon if their's is lost. Would that be balanced?
 


Khaalis

Adventurer
Sorry - Kensai seems to have threadjacked. Would you prefer a new thread to discuss it?
I personally don't care as it is a valid discussion as a subclass for Light Fighters as well. That said, it might get more traction and exposure as its own thread.

I've been tinkering with the idea of a weapon master archetype which is essentially the champion with the added abilities to get +1 to attack and +2 damage, and get to re-roll 1s on attack rolls, but all subclass abilities only work with a single weapon they've practiced with (not a single type, a single weapon). So a champion can pick up any weapon and get their features, but the weapon master would need to spend downtime to retrain a new weapon if their's is lost. Would that be balanced?


This is how I've been thinking about it.

NewArchetype: KENSAI (modified Champion)
A kensai spends their life focusing their training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling their inner might through this chosen weapon in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

Kenjutsu
At 3rd level, choose one specific melee weapon with which you are proficient (i.e. Longsword). This weapon becomes your Kenjutsu Weapon. When using your Kenjutsu weapon you gain a +1 bonus on attack rolls and a +2 bonus to damage rolls you make with your Kenjutsu Weapon.

Kenjutsu Critical Strike
At 7th level, your Kenjutsu Weapon attacks score a critical hit on a roll of 19 or 20.

Kenjutsu Precision
At 10th level, When you roll a 1 or 2 on a damage die for an attack you make with your Kenjutsu Weapon, you can reroll the die and must use the new roll, even if it is a 1 or a 2.

Kenjutsu Master Strike
At 15th level, your Kenjutsu Weapon attacks now score a critical hit on a roll of 18-20.

Iaijutsu Strike
At 18th level, you master Iaijutsu, the crowning combative quick-draw sword technique. Once per turn you can deal an extra 2d8 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use you Kenjutsu Weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
 
Last edited:

Connorsrpg

Adventurer
Oh, I replied re the Kensai on the Archetype page ;)

Looks good (though not sure about adding +1 attack - then again, other fighting styles do it).

Reminder: did you look at Light Fighter features, esp gaining 3 at level 10 (see above).
 

Khaalis

Adventurer
I think the single +1 to attack rolls is ok. Its not exactly inspiring but its not as big a bonus as Archery fighting style.

As for the light fighter three bonuses at 10th, there are other classes that get "upgrades" of features that don't count as class feature gains, Combat Superiority being one of them (in fact it deals 2 of them - # maneuvers, # die size). I personally think its fine as-is (since I feel that Battle Master 10 is kind of a ripoff and weaker than most other class features of the level) but if you're really worried about it, you could either stagger the improvements a bit +/-1 level or drop the die size increase. Honestly, I don't see minor improvements like picking up new maneuvers (like other classes get new spells) or dice scaling for level as being worth a full Level Feature. Just as a rogue's sneak attack dice increase isnt considered a level feature or every odd level they wouldn't have some other feature gain. JMHO.
 


Connorsrpg

Adventurer
My only prob is that your Light Fighter gains BOTH the benefits of the PHB subclasses AND what you have added. They are sep subclasses in the PHB and you are granting both with extras. I just thought that seemed a bit too much, and might lead to DMs not allowing.
 

Remove ads

Top