Connorsrpg
Adventurer
Here is one archetype I have been working on.
Yes, it did appear as a link on this thread: http://www.enworld.org/forum/showthread.php?452131-5-Fighter-Archetypes&p=6621102#post6621102.
I am posting here bc:
1. It was a link (and I have learnt not a lot of people follow those
).
2. It was alongside 4 other archetypes, making specific feedback hard to sift through.
3. I have altered some of these archetypes since gaining some feedback.
4. That thread devolved into an analysis on 'my style of gaming' and 'what 5E is or is not about'.
Given there has been the big discussion re fighter archetypes (http://www.enworld.org/forum/showth...mments-on-Fighter-Subclasses-Lacking-Identity), hopefully now there is wider recognition that the fighter 'archetypes' are rules-based. I don't mind this, but I also don't mind more concept-based PCs. I think there is room for both, and even archetypes that combine the two.
I have developed 5 subclasses. Some rely on mechanics similar to or as complicated as the Battlemaster (on purpose). This is one of those - the fortune fighter. It is here for the mechanic, mainly for those that LIKED how the 13th Age fighter played out.
Please read. Specific feedback (other than "you can do this with a battlemaster" to which I refer you to the links above) welcome. Thanks.
EDIT: Changes made 10th Dec, 2015
FORTUNE FIGHTER
This archetype focuses on the ebb and flow of combat. Fortune fighters take advantage of favourable conditions and revel in the chaotic nature of combat. Although using a blade is not necessary, many are referred to as Luckblades. Hexblades are fighters that combine magic with this archetype.
A fortune fighter's combat abilities rely heavily upon the roll of the dice. Features trigger on certain 'natural' rolls of the d20, or on misses and hits. These triggering rolls only apply to attack rolls, not saves or ability checks. (This is an idea adapted from 13th Age, where the fighter's attacks are referred to as 'Flexible Maneuvers'.) The biggest distinction in play between flexible attacks and other features, is that instead of deciding upon a feature first and then rolling the attack, you take the Attack action, roll the die and THEN decide which flexible maneuver to apply to the roll. Other than the pool of luck points you gain with the Lucky edge, there are no dice pools, momentum or maneuver points that you use to perform maneuvers; flexible maneuvers depend purely upon what you roll for your attack.
LUCKY
Starting at 3rd level when you adopt this archetype you gain the Luck feat. If you already have the feat, you increase your Luck Pool by 2.
FLEXIBLE MANEUVERS
When you choose this archetype at 3rd level you learn 4 flexible maneuvers of your choice, which are detailed under "Flexible Maneuvers" below.
You can only apply one flexible maneuver to any roll.
You learn two additional flexible maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new flexible maneuvers, you can also replace one maneuver with a different one.
FORTUNATE AVOIDANCE
At 7th level, choose one of your six ability scores. When making saving throws with this ability you suffer no partial effects or damage on a successful save.
ADDITIONAL FIGHTING STYLE
At 10th level, you can choose a second option from the Fighting Style class feature.
FORTUNE FAVOURS THE BRAVE
At 15th level you can roll 1d6 and add that total to your luck pool. However, these additional luck points are lost after one minute if you have not used them. You must complete a long rest before you can use this feature again.
FORTUNE FAVOURS THE FRIENDS OF THE BRAVE
At 18th level you can use a bonus action or reaction to designate one creature within 30 feet to be able to access your luck pool. You still choose when to use any luck points. This effect lasts until the start of your next turn.
FLEXIBLE MANEUVERS
Brace For It. Triggering Roll: Any melee attack miss
Until the start of your next turn you benefit from having the Defense Fighting Style (+1 AC if in armor). If you already have this fighting style, the bonus doubles to +2 AC. In addition, you reduce the first critical hit you take in this time to a normal hit.
Building Fortunes. Triggering Roll: Any natural odd roll.
Your critical range for weapon attacks increases to 19-20. You can use this feature again, and each time it increases your critical range with weapon attacks by 1. After 1 minute or if you score a critical hit in that time, your critical range drops back to normal.
Deadly Strike. Triggering Roll: Any natural even hit.
You can re-roll all 1s and 2s from your damage dice with this attack. If you have the Great Weapon Fighting Style, you may also reroll any 3s for damage. You must accept rerolled damage rolls.
Florentine. Triggering Roll: Any natural even hit with a melee weapon attack.
You apply the benefits of the Dueling Fighting Style (+2 damage if wielding a melee weapon in one hand and nothing in the other) to this hit. If you already have this fighting style, the damage bonus doubles to +4.
Fortifying Strike. Triggering Roll: Natural 20.
As a bonus action, you can spend any number of hit dice, as if you had completed a short rest.
Hack and Slash. Triggering Roll: Any natural even roll on a melee attack.
Repeat the exact same attack against a different target within reach. Damage dealt using this feature is halved. You may not apply the effects of a flexible maneuver to this roll either.
Hexblade's Curse. Triggering Roll: Natural 20. You must already be able to cast arcane magic to select this maneuver.
As well as dealing a critical hit and dealing the appropriate damage, if the target lives you can cast the bestow curse spell on the target as a bonus action. Use your arcane spellcasting ability for this feature. This spell is cast at 3rd level, but for every luck point you spend you can cast it at one slot higher.
Hexblade's Foil. Triggering Roll: Natural 1. You must already be able to cast arcane magic to select this maneuver.
You miss your target (possibly to dire consequences), but the intended target of this attack is immediately subject to the bane spell. The spell is 1st level and uses your spellcasting ability that you use for your other arcane spells. This feature may target less than the usual number of targets listed in the bane spell. It only applies to creatures that were the target of your missed attack (up to the spell's maximum).
Hold Your Nerve. Triggering Roll: Any natural even miss.
You gain temporary hit points equal to your Constitution modifier.
Hero's Luck. Triggering Roll: Any natural even miss.
Add 1d6 to your attack roll. If you now hit, you deal a glancing blow for half damage.
Intuitive Strike. Triggering Roll: Any natural even hit.
Add your Intelligence modifier to the damage of this attack.
Mark Your Target. Triggering Roll: Any natural even hit.
Until the end of your next turn, any opportunity attack you make against the target struck by this attack has advantage. Furthermore, this opportunity attack does not expend your reaction, but you still cannot make this opportunity attack if something is preventing you from taking actions.
Never Give In. Triggering Roll: Any natural even roll.
You can use your reaction to make a saving throw against any temporary effect or condition you are suffering from that can be ended with a save. Alternatively, if other creatures have access to your luck pool (such as through your 18th level class feature), you can allow that ally to make the save.
Pop Free. Triggering Roll: Any natural even hit with a melee attack.
Any time until the end of your next turn, you can take the Disengage action as a bonus action or a reaction.
Protective Fighting. Triggering Roll: Any even natural roll with a melee attack. You must be using a shield to benefit from this maneuver.
Until the start of your next turn, you gain the benefits of the Protection Fighting Style. If you already have this fighting style, allies within 5 feet of you also benefit from your shield bonus whilst this effect lasts.
Punishing Opportunist. Triggering Roll: Any hit with a natural 16+ on an opportunity attack.
The target hit is stunned until the start of your next turn.
Shield Bash. Triggering Roll: Any natural even roll with a melee attack. You must be using a shield to benefit from this maneuver.
As a bonus action, you can make an off-hand attack with your shield, which is considered to have the light property for this attack. If you hit with an even roll on the shield bash, you can also push a target of size Large or smaller 5 feet. You cannot apply another flexible maneuver to this shield attack.
Sighter. Triggering Roll: Any miss with a ranged attack.
Until the end of your next turn, you gain the benefits of the Archery Fighting Style (+2 on attacks with ranged weapons). If you already have this style, the bonus doubles to +4 with ranged weapon attacks.
Yes, it did appear as a link on this thread: http://www.enworld.org/forum/showthread.php?452131-5-Fighter-Archetypes&p=6621102#post6621102.
I am posting here bc:
1. It was a link (and I have learnt not a lot of people follow those

2. It was alongside 4 other archetypes, making specific feedback hard to sift through.
3. I have altered some of these archetypes since gaining some feedback.
4. That thread devolved into an analysis on 'my style of gaming' and 'what 5E is or is not about'.
Given there has been the big discussion re fighter archetypes (http://www.enworld.org/forum/showth...mments-on-Fighter-Subclasses-Lacking-Identity), hopefully now there is wider recognition that the fighter 'archetypes' are rules-based. I don't mind this, but I also don't mind more concept-based PCs. I think there is room for both, and even archetypes that combine the two.
I have developed 5 subclasses. Some rely on mechanics similar to or as complicated as the Battlemaster (on purpose). This is one of those - the fortune fighter. It is here for the mechanic, mainly for those that LIKED how the 13th Age fighter played out.
Please read. Specific feedback (other than "you can do this with a battlemaster" to which I refer you to the links above) welcome. Thanks.
EDIT: Changes made 10th Dec, 2015
FORTUNE FIGHTER
This archetype focuses on the ebb and flow of combat. Fortune fighters take advantage of favourable conditions and revel in the chaotic nature of combat. Although using a blade is not necessary, many are referred to as Luckblades. Hexblades are fighters that combine magic with this archetype.
A fortune fighter's combat abilities rely heavily upon the roll of the dice. Features trigger on certain 'natural' rolls of the d20, or on misses and hits. These triggering rolls only apply to attack rolls, not saves or ability checks. (This is an idea adapted from 13th Age, where the fighter's attacks are referred to as 'Flexible Maneuvers'.) The biggest distinction in play between flexible attacks and other features, is that instead of deciding upon a feature first and then rolling the attack, you take the Attack action, roll the die and THEN decide which flexible maneuver to apply to the roll. Other than the pool of luck points you gain with the Lucky edge, there are no dice pools, momentum or maneuver points that you use to perform maneuvers; flexible maneuvers depend purely upon what you roll for your attack.
LUCKY
Starting at 3rd level when you adopt this archetype you gain the Luck feat. If you already have the feat, you increase your Luck Pool by 2.
FLEXIBLE MANEUVERS
When you choose this archetype at 3rd level you learn 4 flexible maneuvers of your choice, which are detailed under "Flexible Maneuvers" below.
You can only apply one flexible maneuver to any roll.
You learn two additional flexible maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new flexible maneuvers, you can also replace one maneuver with a different one.
FORTUNATE AVOIDANCE
At 7th level, choose one of your six ability scores. When making saving throws with this ability you suffer no partial effects or damage on a successful save.
ADDITIONAL FIGHTING STYLE
At 10th level, you can choose a second option from the Fighting Style class feature.
FORTUNE FAVOURS THE BRAVE
At 15th level you can roll 1d6 and add that total to your luck pool. However, these additional luck points are lost after one minute if you have not used them. You must complete a long rest before you can use this feature again.
FORTUNE FAVOURS THE FRIENDS OF THE BRAVE
At 18th level you can use a bonus action or reaction to designate one creature within 30 feet to be able to access your luck pool. You still choose when to use any luck points. This effect lasts until the start of your next turn.
FLEXIBLE MANEUVERS
Brace For It. Triggering Roll: Any melee attack miss
Until the start of your next turn you benefit from having the Defense Fighting Style (+1 AC if in armor). If you already have this fighting style, the bonus doubles to +2 AC. In addition, you reduce the first critical hit you take in this time to a normal hit.
Building Fortunes. Triggering Roll: Any natural odd roll.
Your critical range for weapon attacks increases to 19-20. You can use this feature again, and each time it increases your critical range with weapon attacks by 1. After 1 minute or if you score a critical hit in that time, your critical range drops back to normal.
Deadly Strike. Triggering Roll: Any natural even hit.
You can re-roll all 1s and 2s from your damage dice with this attack. If you have the Great Weapon Fighting Style, you may also reroll any 3s for damage. You must accept rerolled damage rolls.
Florentine. Triggering Roll: Any natural even hit with a melee weapon attack.
You apply the benefits of the Dueling Fighting Style (+2 damage if wielding a melee weapon in one hand and nothing in the other) to this hit. If you already have this fighting style, the damage bonus doubles to +4.
Fortifying Strike. Triggering Roll: Natural 20.
As a bonus action, you can spend any number of hit dice, as if you had completed a short rest.
Hack and Slash. Triggering Roll: Any natural even roll on a melee attack.
Repeat the exact same attack against a different target within reach. Damage dealt using this feature is halved. You may not apply the effects of a flexible maneuver to this roll either.
Hexblade's Curse. Triggering Roll: Natural 20. You must already be able to cast arcane magic to select this maneuver.
As well as dealing a critical hit and dealing the appropriate damage, if the target lives you can cast the bestow curse spell on the target as a bonus action. Use your arcane spellcasting ability for this feature. This spell is cast at 3rd level, but for every luck point you spend you can cast it at one slot higher.
Hexblade's Foil. Triggering Roll: Natural 1. You must already be able to cast arcane magic to select this maneuver.
You miss your target (possibly to dire consequences), but the intended target of this attack is immediately subject to the bane spell. The spell is 1st level and uses your spellcasting ability that you use for your other arcane spells. This feature may target less than the usual number of targets listed in the bane spell. It only applies to creatures that were the target of your missed attack (up to the spell's maximum).
Hold Your Nerve. Triggering Roll: Any natural even miss.
You gain temporary hit points equal to your Constitution modifier.
Hero's Luck. Triggering Roll: Any natural even miss.
Add 1d6 to your attack roll. If you now hit, you deal a glancing blow for half damage.
Intuitive Strike. Triggering Roll: Any natural even hit.
Add your Intelligence modifier to the damage of this attack.
Mark Your Target. Triggering Roll: Any natural even hit.
Until the end of your next turn, any opportunity attack you make against the target struck by this attack has advantage. Furthermore, this opportunity attack does not expend your reaction, but you still cannot make this opportunity attack if something is preventing you from taking actions.
Never Give In. Triggering Roll: Any natural even roll.
You can use your reaction to make a saving throw against any temporary effect or condition you are suffering from that can be ended with a save. Alternatively, if other creatures have access to your luck pool (such as through your 18th level class feature), you can allow that ally to make the save.
Pop Free. Triggering Roll: Any natural even hit with a melee attack.
Any time until the end of your next turn, you can take the Disengage action as a bonus action or a reaction.
Protective Fighting. Triggering Roll: Any even natural roll with a melee attack. You must be using a shield to benefit from this maneuver.
Until the start of your next turn, you gain the benefits of the Protection Fighting Style. If you already have this fighting style, allies within 5 feet of you also benefit from your shield bonus whilst this effect lasts.
Punishing Opportunist. Triggering Roll: Any hit with a natural 16+ on an opportunity attack.
The target hit is stunned until the start of your next turn.
Shield Bash. Triggering Roll: Any natural even roll with a melee attack. You must be using a shield to benefit from this maneuver.
As a bonus action, you can make an off-hand attack with your shield, which is considered to have the light property for this attack. If you hit with an even roll on the shield bash, you can also push a target of size Large or smaller 5 feet. You cannot apply another flexible maneuver to this shield attack.
Sighter. Triggering Roll: Any miss with a ranged attack.
Until the end of your next turn, you gain the benefits of the Archery Fighting Style (+2 on attacks with ranged weapons). If you already have this style, the bonus doubles to +4 with ranged weapon attacks.
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