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Fighter Class rewrite
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<blockquote data-quote="Quickleaf" data-source="post: 8147804" data-attributes="member: 20323"><p>I've spent some time this month rewriting the fighter class. This builds upon, but refines and simplifies, ideas I began putting down to "paper" in <a href="https://www.enworld.org/threads/the-warrior.535057/" target="_blank">The Warrior</a> thread years ago.</p><p></p><p>What's changed for me since then is that I've run and played more D&D 5e, watched others playing D&D, enjoyed the implementation of <a href="https://respawnfirst.com/baldurs-gate-3-weapons-guide/" target="_blank">"weapon skills" in <em>Baldur's Gate 3</em></a>, read <a href="https://www.tribality.com/2017/08/03/the-fighter-class-part-one/" target="_blank">Brandes Stoddard's 12 part deep-dive series on The Fighter Class</a>, watched the excellent video by <a href="https://www.youtube.com/watch?v=GaGhwXluQo0" target="_blank">Dael Kingsmill on her Champion Fighter Fix</a>, followed the <a href="https://www.belloflostsouls.net/2020/07/dd-and-the-most-popular-class-is.html" target="_blank">DND Beyond class popularity reports</a> (where the fighter - and champion fighter specifically - has been the most popular), and listened to many different perspectives in discussions about fighters.</p><p></p><p>I'm still pretty deep in my design work, but this is my first draft of my rewritten fighter class. I'll save subclasses for subsequent posts. This is not a total reworking, but rather a fine tuning of ideas that – I feel – are just working OK enough, but could be better. It is intended to be backwards-compatible with existing martial archetypes (except the Champion, which I'm also rewriting).</p><p></p><p>I have four goals for this rewrite:</p><p></p><p>1. First, I want to address <span style="color: rgb(251, 160, 38)">specific deficiencies</span> of the fighter class:</p><ul> <li data-xf-list-type="ul"><strong><em>Fighting Style not distinctive: </em></strong>Fighting Style not being a distinctive feature (as it appears at 1st level when other distinctive features appear, and yet is also included in the paladin's and ranger's repertoire). The intent of Improved Fighting Style is to have the fighter grow into more of its uniqueness.</li> <li data-xf-list-type="ul"><strong><em>Second Wind action economy issues: </em></strong>Second Wind competing for the bonus action used for two-weapon fighting being an unintended consequence of the original design.</li> <li data-xf-list-type="ul"><strong><em>Missing features at 2nd, 3rd, and 5th: </em></strong>Conspicuous lack of 2nd level, 3rd level, and 5th level features compared to the barbarian, monk, paladin, and ranger.</li> <li data-xf-list-type="ul"><strong><em>Indomitable is weak: </em></strong>Weakness of the Indomitable feature (esp. compared to the monk's Diamond Soul).</li> <li data-xf-list-type="ul"><strong><em>Lackluster capstone: </em></strong>Extra Attack (3) being a lackluster capstone placed at an unusual level.</li> <li data-xf-list-type="ul"><strong><em>Champion subclass issues: </em></strong>Multiple issues with the Champion subclass. To be addressed in a subsequent post.</li> </ul><p>2. Second, I want a more cohesive feel of the fighter as being the <span style="color: rgb(251, 160, 38)">most adaptable</span> <span style="color: rgb(251, 160, 38)">and reactive</span> character in unpredictable action-scene conditions. The Weapon Expertise, Power Strike, Fortitude, and Legendary features emphasize that.</p><p></p><p>3. Third, I want to <span style="color: rgb(251, 160, 38)">accommodate different play styles</span>. Iron Guard, Warrior's Multiattack, and the new subclasses are intended to do that.</p><p></p><p>4. Fourth, I want to introduce some <span style="color: rgb(251, 160, 38)">out-of-combat options and more story</span> through the Parlay feature and the subclasses. Mike Mearls' biggest regret with 5e is the fighter: the subclasses don't have the identity that the subclasses of other classes have. What's a battlemaster or a champion? They were so involved in the mechanics (for simple and complex fighters), that the names don't mean much.</p><p></p><p>I look forward to your critique and comments. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Some specific questions I'm currently contemplating...</p><ul> <li data-xf-list-type="ul">When is the right time to introduce Improved Fighting Style? 9th works, but it might feel like waiting too long.</li> <li data-xf-list-type="ul">Is Power Strike designed to be an appealing trade-off? If not, how would you improve it (or nix it)?</li> <li data-xf-list-type="ul">Does Parlay seem like a worthwhile feature?</li> <li data-xf-list-type="ul">Do the restrictions/recharge conditions on Weapon Expertise powers make sense? Do you have an idea for a restriction/recharge condition for Pin Down?</li> <li data-xf-list-type="ul">What is a good booster for Unarmed Fighting (Improved)?</li> </ul><p>[HR][/HR]</p><p></p><p><span style="font-size: 26px">QUICKLEAF'S REWRITE: THE FIGHTER</span></p><p>Fighters hail from warrior cultures, whether knightly orders of guardians at borderlands keeps, rugged dirt-caked gladiators, professional dragon slayers, duelists of bravura and passion, forgotten descendants of warrior kings, or seasoned veterans of military campaigns. They are tough and know how to use weapons in ways that defy common training. They have a common touch making it easier for kindly folk to relate to them and a steely mien making it harder for duplicitous enemies to subdue them through treachery.</p><p></p><table style='width: 100%'><tr><th>Level</th><th>Prof Bonus</th><th>Features</th><th>Design Notes at-a-glance</th></tr><tr><td>1st</td><td>+2</td><td>Fighting Style, Iron Guard</td><td>• Definitive and iconic features<br /> • Iron Guard = choice of alternatives to Second Wind built around the action economy</td></tr><tr><td>2nd</td><td>+2</td><td>Parlay, Warrior's Multiattack</td><td>• Features that step up and synergize<br /> • All classes get 2 features except fighter and rogue... Parlay is that second feature, cementing fighter's role in social encounters<br /> • Warrior's Multiattack = choice of alternatives to Action Surge to emulate 4e defender fighter or AD&D "minion scourge" fighter</td></tr><tr><td>3rd</td><td>+2</td><td>Martial Archetype, Weapon Expertise</td><td>• 3rd level barbarians also get bonus Rage, paladins also get Divine Health, rangers also get Primeval Awareness, fighters get... a ribbon feature attached to their subclass if lucky?<br /> • Weapon Expertise = blend of BG 3 "weapon skills" with Basic D&D maneuvers<br /> • Revised Champion subclass<br /> • New story-first subclasses: Borderlands Guard, Bravo, Destined Hero, Gladiator, Slayer, Veteran, and Warlord</td></tr><tr><td>4th</td><td>+2</td><td>Ability Score Increase</td><td></td></tr><tr><td>5th</td><td>+3</td><td>Extra Attack, Power Strike</td><td>• 5th level barbarians also get Fast Movement, monks also get Stunning Fist, paladins and rangers also get 2nd level spells, fighters get...</td></tr><tr><td>6th</td><td>+3</td><td>Ability Score Increase</td><td></td></tr><tr><td>7th</td><td>+3</td><td>Martial Archetype feature</td><td>• Exploration & interaction / explore existing features</td></tr><tr><td>8th</td><td>+3</td><td>Ability Score Increase</td><td></td></tr><tr><td>9th</td><td>+4</td><td>Fortitude, Improved Fighting Style</td><td>• Exploration & interaction / explore existing features<br /> • Fortitude replaces Indomitable (which compares unfavorably with monk's Diamond Soul)<br /> • Make fighter's Fighting Style scale with level, as opposed to other warriors</td></tr><tr><td>10th</td><td>+4</td><td>Martial Archetype feature</td><td></td></tr><tr><td>11th</td><td>+4</td><td>Extra Attack (2)</td><td>• Milestone feature</td></tr><tr><td>12th</td><td>+4</td><td>Ability Score Increase</td><td></td></tr><tr><td>13th</td><td>+5</td><td>Fortitude (2 uses)</td><td>• Advance & improve / move toward capstone</td></tr><tr><td>14th</td><td>+5</td><td>Ability Score Increase</td><td>• Advance & improve / move toward capstone</td></tr><tr><td>15th</td><td>+5</td><td>Martial Archetype feature</td><td>• Advance & improve / move toward capstone</td></tr><tr><td>16th</td><td>+5</td><td>Ability Score Increase</td><td></td></tr><tr><td>17th</td><td>+6</td><td>Extra Attack (3), Fortitude (3 uses), Warrior's Multiattack (improved)</td><td>• Advance & improve / move toward capstone<br /> • Extra Attack (3) belongs at 17th level, mirror cantrip damage and tier jumps</td></tr><tr><td>18th</td><td>+6</td><td>Martial Archetype feature</td><td>• Advance & improve / move toward capstone</td></tr><tr><td>19th</td><td>+6</td><td>Ability Score Increase</td><td>• Advance & improve / move toward capstone</td></tr><tr><td>20th</td><td>+6</td><td>Legendary</td><td>Capstone = fighter becomes a little like a legendary monster</td></tr></table><p></p><p><span style="font-size: 18px"><strong><span style="color: rgb(251, 160, 38)">Class Features</span></strong></span></p><p>As a fighter, you gain the following class features.</p><p></p><p><strong>Hit points</strong></p><p>Hit Dice: 1d10 per fighter level</p><p>Hit Points at 1st level: 10 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st</p><p></p><p><strong>Proficiencies</strong></p><p>Armor: All armor, shields</p><p>Weapons: Simple weapons, martial weapons</p><p>Tools: None</p><p>Saving Throws: Strength, Constitution</p><p>Skills: Choose two skills from Athletics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival</p><p></p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><ul> <li data-xf-list-type="ul">(a) chain mail or (b) leather, longbow, and 20 arrows</li> <li data-xf-list-type="ul">(a) a martial weapon and a shield, or (b) two martial weapons</li> <li data-xf-list-type="ul">(a) a light crossbow and 20 bolts or (b) two handaxes</li> <li data-xf-list-type="ul">(a) a dungeoneer’s pack or (b) an explorer’s pack</li> </ul><p>[HR][/HR]</p><p></p><p><span style="font-size: 18px"><strong><span style="color: rgb(251, 160, 38)">Fighting Style</span></strong></span></p><p>You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p><p></p><p><strong>Archery</strong></p><p>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p></p><p><strong>Blind Fighting</strong></p><p>You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.</p><p></p><p><strong>Defense</strong></p><p>While you are wearing armor, you gain a +1 bonus to AC.</p><p></p><p><strong>Dueling</strong></p><p>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p><p></p><p><strong>Great Weapon Fighting</strong></p><p>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p></p><p><strong>Interception</strong></p><p>When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.</p><p></p><p><strong>Protection</strong></p><p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p></p><p><strong>Superior Technique</strong></p><p>You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</p><p> You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</p><p></p><p><strong>Thrown Weapon Fighting</strong></p><p>You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.</p><p></p><p><strong>Two-Weapon Fighting</strong></p><p>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p></p><p><strong>Unarmed Fighting</strong></p><p>Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.</p><p> At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.</p><p></p><p></p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">Iron Guard</span></span></strong></p><p>You’ve trained in a particular method of maintaining your guard during combat. When your guard is “broken”, you must finish a short or long rest before you can use it again. Choose one of the following options.</p><p></p><p><strong>Bulwark</strong></p><p>While you are wearing medium or heavy armor, and are at your maximum hit points, when you take the Dodge action, you gain the following benefits:</p><ul> <li data-xf-list-type="ul">Any attack roll made against you has disadvantage, even if you cannot see the attacker.</li> <li data-xf-list-type="ul">You gain advantage on your Strength, Dexterity, and Constitution saving throws.</li> <li data-xf-list-type="ul">You gain a saving throw against any spells or effects which would cause automatic damage (e.g. cloud of daggers).</li> </ul><p>However, if your hit points are reduced below your maximum, your guard is broken.</p><p></p><p><strong>Parry</strong></p><p>When you are hit by a melee attack made by an attacker you can see, you can attempt to parry the blow using your reaction so long as you are wielding a weapon or shield. To parry, make an attack roll. If your roll equals or exceeds the attacker’s attack roll, reduce the damage of the attack by an amount equal to 1d10 + your fighter level. However, if you take any damage from an attack you failed to parry or only partially parried, your guard is broken.</p><p></p><p><strong>Second Wind</strong></p><p>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. However, using your second wind breaks your guard.</p><p></p><p></p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">Warrior’s Multiattack</span></span></strong></p><p>At 2nd level, choose one of the following: Action Surge, Against the Horde, or Stalwart Defender.</p><p></p><p><strong>Action Surge</strong></p><p>You can push yourself beyond your normal limits for a moment. On your turn, you can take on additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.</p><p> Starting at 17th level, you can use Action Surge twice before a rest, but only once on the same turn.</p><p></p><p><strong>Against the Horde</strong></p><p>You have learned to fight large numbers of weaker foes. You can sacrifice one of your attacks on your turn to make a number of attacks equal to your proficiency bonus against creatures of CR 1/2 or less. Each of these attacks must be made against a different opponent. You may only sacrifice one attack to use Against the Horde on your turn.</p><p> Starting at 17th level, you can use Against the Horde versus creatures of CR 2 or less.</p><p></p><p><strong>Stalwart Defender</strong></p><p>You have trained to threaten enemies attempting to evade you. Your opportunity attacks no longer require a reaction, though you can only make one opportunity attack against a given creature in a round. The maximum number of opportunity attacks you can make in one round is equal to your proficiency bonus. Additionally, while you are not incapacitated, you can make an opportunity attack against a creature that moves more than 5 feet while within your reach.</p><p> Starting at 17th level you have advantage on your opportunity attack rolls.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Parlay</span></span></strong></p><p>Starting at 2nd level, when you begin interacting with a creature that you are not currently in combat with, so long as you and that creature share a language, you can initiate a parlay with it. This may involve coming to terms, interrogation, trading, or any number of other interactions. You may only engage in a parlay with one creature at a time.</p><p> If the creature is indifferent or friendly, but is aware of your fighting prowess, you may add your proficiency bonus to any Charisma checks you make with that creature.</p><p> If the creature is hostile, should it breach the terms of the parlay and initiate violent action, you may make an attack against the creature as a reaction before it acts.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Weapon Expertise</span></span></strong></p><p>Starting at 3rd level, when you wield a weapon, you can use it to perform expert techniques.</p><p></p><p><strong>Cleave</strong></p><p>When you wield a battleaxe, glaive, great sword, greataxe, halberd, or longsword, you can use an Action to make a Cleave attack. You make a melee attack with the weapon against two creatures both within your reach, using one attack roll and comparing it to both the creature’s ACs. However, after making a Cleave attack you cannot use a reaction until the start of your next turn.</p><p> When you reach 5th level as a fighter, you may attack three creatures within your reach when using Cleave. When you reach 11th level as a fighter, you may attack four creatures within your reach when using Cleave. When you reach 17th level as a fighter, you may attack five creatures within your reach when using Cleave.</p><p></p><p><strong>Pin Down</strong></p><p>When you wield a hand crossbow, heavy crossbow, light crossbow, longbow, or short bow, you can use an Action to make a Pin Down attack. A creature you hit takes damage as normal and has its speed reduced by 10 feet until the end of its next turn. #</p><p> When you reach 5th level as a fighter, you reduce the creature’s speed by 20 feet. At 11th level as a fighter, you reduce the creature’s speed by 30 feet. At 17th level as a fighter, you reduce the creature’s speed by 40 feet. If this reduces its speed below 0, then it takes the remainder as piercing damage.</p><p></p><p><strong>Rush</strong></p><p>When you wield a javelin, lance, pike, spear, or trident, you can use an Action to make a Rush attack. Move at least 20 feet straight toward a creature and make a melee attack with your weapon against two creatures that you pass within reach of. If you do not have 20 feet of movement left, or cannot move 20 feet (e.g. due to difficult terrain), you cannot use make a Rush attack.</p><p> When you reach 5th level as a fighter, you may attack three creatures along your path when using Rush. When you reach 11th level as a fighter, you may attack four creatures along your path when using Rush. When you reach 17th level as a fighter, you may attack five creatures along your path when using Rush.</p><p></p><p><strong>Slash</strong></p><p>When you wield a dagger, handaxe, rapier, scimitar, shortsword, or sickle, you can use an Action to make a Slash attack. A creature hit takes damage as normal, but starts bleeding, taking 1d4 damage of the same type at the start of its next turn. If the creature receives magical healing or a creature uses an action to make a DC 10 Wisdom (Medicine) check to staunch the blood, it is no longer bleeding. However, if you miss on a Slash attack, the target gains advantage on its next attack against you before the end of its next turn.</p><p> When you reach 5th level as a fighter, the creature continues bleeding until it succeeds a Constitution saving throw at the end of its turn. The DC of this save is 8 + your proficiency bonus + your Dexterity or Strength modifier. At 11th level as a fighter, increase the bleeding damage to 1d6. At 17th level as a fighter, conventional Medicine will no longer staunch the flow of blood.</p><p></p><p><strong>Smash</strong></p><p>When you wield a club, great club, light hammer, mace, maul, morningstar, warhammer, or war pick, you can use an Action to make a Smash attack. Add twice your Strength modifier to the damage of your attack. However, reduce your place in initiative by -5. If this would reduce your initiative below 0, you cannot make a Smash attack.</p><p> When you reach 5th level as a fighter, add three times your Strength modifier to the attack’s damage. At 11th level as a fighter, add four times your Strength modifier. At 17th level as a fighter, add five times your Strength modifier.</p><p></p><p><strong>Topple</strong></p><p>When you wield a flail, quarterstaff or whip, you can use an Action to make a Topple attack. If you hit the target, as a bonus action you can make a Shove attempt to knock it prone.</p><p> When you reach 5th level as a fighter, the target takes 1d6 bludgeoning damage when knocked prone. When you reach 11th level as a fighter, increase the damage the target takes when knocked prone to 2d6 and rising from prone after being toppled requires all of the target’s movement (not half). When you reach 17th level as a fighter, increase the damage the target takes when knocked prone to 3d6 and if the creature rises from prone before the end of its next turn, it provokes opportunity attacks.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Ability Score Increase</span></span></strong></p><p>When you reach 4th level, and against at 8th, 12th, 14th, 16th, and 19th levels, 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 over 20 using this feature.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Extra Attack</span></span></strong></p><p>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p> The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Power Strike</span></span></strong></p><p>Starting at 5th level, before or after you roll to attack you can choose to sacrifice one (or more) of your attacks granted by Extra Attack to deliver a power strike, gaining +1 to hit and an additional die of damage corresponding to your weapon (e.g. +1d10 for a longsword wielded with two hands, or +2d6 for a great sword). This bonus is cumulative, so an 11th level fighter could sacrifice two attacks to gain +2 to hit and two additional damage dice on their single attack (e.g. +2d10 for a longsword wielded with two hands, or +4d6 for a great sword), while a 17th level fighter could sacrifice three attacks to gain +3 to hit and three additional damage dice.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Fortitude</span></span></strong></p><p>Starting at 9th level, when you fail a saving throw against a spell or effect dealing damage, you may choose to take half damage. You can’t use this feature again until you finish a long rest.</p><p> You may use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Improved Fighting Style</span></span></strong></p><p>At 9th level, choose one fighting style which you know and modify it according to the improved version below.</p><p></p><p><strong>Archery (improved)</strong></p><p>Your bonus to attack rolls you make with ranged weapons increases to +3. Additionally, if you Ready an action to make an attack with a ranged weapon, you gain advantage on your attack roll.</p><p></p><p><strong>Blind Fighting (improved)</strong></p><p>You blindsight increases to a range of 30 feet. Additionally, you do not need to be able to see a hostile creature in order to make an opportunity attack against them; you only need be aware of its presence.</p><p></p><p><strong>Defense (improved)</strong></p><p>Your AC bonus while you are wearing armor increases to +2. Additionally, you can restore your guard (see Iron Guard) as an Action once per short or long rest.</p><p></p><p><strong>Dueling (improved)</strong></p><p>Your bonus to damage rolls while wielding a melee weapon in one hand and no other weapons increases to +3 bonus. Additionally, if there’s no other creature within 5 feet of you and an enemy, ##.</p><p></p><p><strong>Great Weapon Fighting (improved)</strong></p><p>When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p> Additionally, if you roll the maximum damage possible for the weapon you’re wielding, you can push the enemy 5 feet away from you and knock it prone, if it’s no more than one size larger than you.</p><p></p><p><strong>Interception (improved)</strong></p><p>When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d10 + your proficiency bonus. You must be wielding a shield or martial weapon to use this reaction.</p><p></p><p><strong>Protection (improved)</strong></p><p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on that attack roll and all subsequent attack rolls the creature makes against that target this turn. You must be wielding a shield.</p><p> Additionally, after this turn, the protected target benefits from half cover (+2 AC, +2 Dexterity saves) until the start of its next turn or it moves more than 5 feet from you.</p><p></p><p><strong>Superior Technique (improved)</strong></p><p>Increase your superiority die to a d8, and learn an additional maneuver of your choice from among those available to the Battle Master archetype.</p><p></p><p><strong>Thrown Weapon Fighting (improved) ##</strong></p><p>You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ##</p><p></p><p><strong>Two-Weapon Fighting (improved)</strong></p><p>When when you make an opportunity attack, you can attack with both your main hand and offhand weapons.</p><p> When you forgo attacking with your offhand weapon on your turn, until the start of your next turn you may use your reaction to increase your AC by your proficiency bonus against one melee attack made against you by a creature that you can see.</p><p></p><p><strong>Unarmed Fighting (improved)</strong></p><p>Your unarmed strike damage increases to 1d8 + your Strength modifier, or d10 if you strike with two free hands.</p><p> When you successfully start a grapple, you can deal 1d6 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Legendary</span></span></strong></p><p>At 20th level, you gain 2 legendary actions, choosing from the options below. Once you choose your 2 legendary actions, they do not change. Only one legendary action can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.</p><p></p><p><strong>Charge. </strong>You move 20 feet in a straight line towards a creature that you can see.</p><p><strong>Command Ally. </strong>You target one ally you can see within 30 feet of you. If the ally can see and hear you (and understands your language), it can make one weapon attack as a reaction.</p><p><strong>Maneuver.</strong> You make a Disarm, Grapple, or Shove attempt.</p><p><strong>Shake It Off. </strong>You roll a saving throw against an ongoing effect that usually only allows a saving throw at the start or end of your turn.</p><p><strong>Weapon Attack. </strong>You make one weapon attack.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8147804, member: 20323"] I've spent some time this month rewriting the fighter class. This builds upon, but refines and simplifies, ideas I began putting down to "paper" in [URL='https://www.enworld.org/threads/the-warrior.535057/']The Warrior[/URL] thread years ago. What's changed for me since then is that I've run and played more D&D 5e, watched others playing D&D, enjoyed the implementation of [URL='https://respawnfirst.com/baldurs-gate-3-weapons-guide/']"weapon skills" in [I]Baldur's Gate 3[/I][/URL], read [URL='https://www.tribality.com/2017/08/03/the-fighter-class-part-one/']Brandes Stoddard's 12 part deep-dive series on The Fighter Class[/URL], watched the excellent video by [URL='https://www.youtube.com/watch?v=GaGhwXluQo0']Dael Kingsmill on her Champion Fighter Fix[/URL], followed the [URL='https://www.belloflostsouls.net/2020/07/dd-and-the-most-popular-class-is.html']DND Beyond class popularity reports[/URL] (where the fighter - and champion fighter specifically - has been the most popular), and listened to many different perspectives in discussions about fighters. I'm still pretty deep in my design work, but this is my first draft of my rewritten fighter class. I'll save subclasses for subsequent posts. This is not a total reworking, but rather a fine tuning of ideas that – I feel – are just working OK enough, but could be better. It is intended to be backwards-compatible with existing martial archetypes (except the Champion, which I'm also rewriting). I have four goals for this rewrite: 1. First, I want to address [COLOR=rgb(251, 160, 38)]specific deficiencies[/COLOR] of the fighter class: [LIST] [*][B][I]Fighting Style not distinctive: [/I][/B]Fighting Style not being a distinctive feature (as it appears at 1st level when other distinctive features appear, and yet is also included in the paladin's and ranger's repertoire). The intent of Improved Fighting Style is to have the fighter grow into more of its uniqueness. [*][B][I]Second Wind action economy issues: [/I][/B]Second Wind competing for the bonus action used for two-weapon fighting being an unintended consequence of the original design. [*][B][I]Missing features at 2nd, 3rd, and 5th: [/I][/B]Conspicuous lack of 2nd level, 3rd level, and 5th level features compared to the barbarian, monk, paladin, and ranger. [*][B][I]Indomitable is weak: [/I][/B]Weakness of the Indomitable feature (esp. compared to the monk's Diamond Soul). [*][B][I]Lackluster capstone: [/I][/B]Extra Attack (3) being a lackluster capstone placed at an unusual level. [*][B][I]Champion subclass issues: [/I][/B]Multiple issues with the Champion subclass. To be addressed in a subsequent post. [/LIST] 2. Second, I want a more cohesive feel of the fighter as being the [COLOR=rgb(251, 160, 38)]most adaptable[/COLOR] [COLOR=rgb(251, 160, 38)]and reactive[/COLOR] character in unpredictable action-scene conditions. The Weapon Expertise, Power Strike, Fortitude, and Legendary features emphasize that. 3. Third, I want to [COLOR=rgb(251, 160, 38)]accommodate different play styles[/COLOR]. Iron Guard, Warrior's Multiattack, and the new subclasses are intended to do that. 4. Fourth, I want to introduce some [COLOR=rgb(251, 160, 38)]out-of-combat options and more story[/COLOR] through the Parlay feature and the subclasses. Mike Mearls' biggest regret with 5e is the fighter: the subclasses don't have the identity that the subclasses of other classes have. What's a battlemaster or a champion? They were so involved in the mechanics (for simple and complex fighters), that the names don't mean much. I look forward to your critique and comments. :) Some specific questions I'm currently contemplating... [LIST] [*]When is the right time to introduce Improved Fighting Style? 9th works, but it might feel like waiting too long. [*]Is Power Strike designed to be an appealing trade-off? If not, how would you improve it (or nix it)? [*]Does Parlay seem like a worthwhile feature? [*]Do the restrictions/recharge conditions on Weapon Expertise powers make sense? Do you have an idea for a restriction/recharge condition for Pin Down? [*]What is a good booster for Unarmed Fighting (Improved)? [/LIST] [HR][/HR] [SIZE=7]QUICKLEAF'S REWRITE: THE FIGHTER[/SIZE] Fighters hail from warrior cultures, whether knightly orders of guardians at borderlands keeps, rugged dirt-caked gladiators, professional dragon slayers, duelists of bravura and passion, forgotten descendants of warrior kings, or seasoned veterans of military campaigns. They are tough and know how to use weapons in ways that defy common training. They have a common touch making it easier for kindly folk to relate to them and a steely mien making it harder for duplicitous enemies to subdue them through treachery. [TABLE] [TR] [TH]Level[/TH] [TH]Prof Bonus[/TH] [TH]Features[/TH] [TH]Design Notes at-a-glance[/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD]Fighting Style, Iron Guard[/TD] [TD]• Definitive and iconic features • Iron Guard = choice of alternatives to Second Wind built around the action economy[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]Parlay, Warrior's Multiattack[/TD] [TD]• Features that step up and synergize • All classes get 2 features except fighter and rogue... Parlay is that second feature, cementing fighter's role in social encounters • Warrior's Multiattack = choice of alternatives to Action Surge to emulate 4e defender fighter or AD&D "minion scourge" fighter[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]Martial Archetype, Weapon Expertise[/TD] [TD]• 3rd level barbarians also get bonus Rage, paladins also get Divine Health, rangers also get Primeval Awareness, fighters get... a ribbon feature attached to their subclass if lucky? • Weapon Expertise = blend of BG 3 "weapon skills" with Basic D&D maneuvers • Revised Champion subclass • New story-first subclasses: Borderlands Guard, Bravo, Destined Hero, Gladiator, Slayer, Veteran, and Warlord[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]Ability Score Increase[/TD] [TD][/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]Extra Attack, Power Strike[/TD] [TD]• 5th level barbarians also get Fast Movement, monks also get Stunning Fist, paladins and rangers also get 2nd level spells, fighters get...[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD]Ability Score Increase[/TD] [TD][/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD]Martial Archetype feature[/TD] [TD]• Exploration & interaction / explore existing features[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD]Ability Score Increase[/TD] [TD][/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD]Fortitude, Improved Fighting Style[/TD] [TD]• Exploration & interaction / explore existing features • Fortitude replaces Indomitable (which compares unfavorably with monk's Diamond Soul) • Make fighter's Fighting Style scale with level, as opposed to other warriors[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD]Martial Archetype feature[/TD] [TD][/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD]Extra Attack (2)[/TD] [TD]• Milestone feature[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD]Ability Score Increase[/TD] [TD][/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD]Fortitude (2 uses)[/TD] [TD]• Advance & improve / move toward capstone[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD]Ability Score Increase[/TD] [TD]• Advance & improve / move toward capstone[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD]Martial Archetype feature[/TD] [TD]• Advance & improve / move toward capstone[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD]Ability Score Increase[/TD] [TD][/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD]Extra Attack (3), Fortitude (3 uses), Warrior's Multiattack (improved)[/TD] [TD]• Advance & improve / move toward capstone • Extra Attack (3) belongs at 17th level, mirror cantrip damage and tier jumps[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD]Martial Archetype feature[/TD] [TD]• Advance & improve / move toward capstone[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD]Ability Score Increase[/TD] [TD]• Advance & improve / move toward capstone[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD]Legendary[/TD] [TD]Capstone = fighter becomes a little like a legendary monster[/TD] [/TR] [/TABLE] [SIZE=5][B][COLOR=rgb(251, 160, 38)]Class Features[/COLOR][/B][/SIZE] As a fighter, you gain the following class features. [B]Hit points[/B] Hit Dice: 1d10 per fighter level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st [B]Proficiencies[/B] Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Athletics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*](a) chain mail or (b) leather, longbow, and 20 arrows [*](a) a martial weapon and a shield, or (b) two martial weapons [*](a) a light crossbow and 20 bolts or (b) two handaxes [*](a) a dungeoneer’s pack or (b) an explorer’s pack [/LIST] [HR][/HR] [SIZE=5][B][COLOR=rgb(251, 160, 38)]Fighting Style[/COLOR][/B][/SIZE] You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. [B]Archery[/B] You gain a +2 bonus to attack rolls you make with ranged weapons. [B]Blind Fighting[/B] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. [B]Defense[/B] While you are wearing armor, you gain a +1 bonus to AC. [B]Dueling[/B] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. [B]Great Weapon Fighting[/B] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. [B]Interception[/B] When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. [B]Protection[/B] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. [B]Superior Technique[/B] You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. [B]Thrown Weapon Fighting[/B] You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. [B]Two-Weapon Fighting[/B] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. [B]Unarmed Fighting[/B] Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. [B][COLOR=rgb(251, 160, 38)][SIZE=5]Iron Guard[/SIZE][/COLOR][/B] You’ve trained in a particular method of maintaining your guard during combat. When your guard is “broken”, you must finish a short or long rest before you can use it again. Choose one of the following options. [B]Bulwark[/B] While you are wearing medium or heavy armor, and are at your maximum hit points, when you take the Dodge action, you gain the following benefits: [LIST] [*]Any attack roll made against you has disadvantage, even if you cannot see the attacker. [*]You gain advantage on your Strength, Dexterity, and Constitution saving throws. [*]You gain a saving throw against any spells or effects which would cause automatic damage (e.g. cloud of daggers). [/LIST] However, if your hit points are reduced below your maximum, your guard is broken. [B]Parry[/B] When you are hit by a melee attack made by an attacker you can see, you can attempt to parry the blow using your reaction so long as you are wielding a weapon or shield. To parry, make an attack roll. If your roll equals or exceeds the attacker’s attack roll, reduce the damage of the attack by an amount equal to 1d10 + your fighter level. However, if you take any damage from an attack you failed to parry or only partially parried, your guard is broken. [B]Second Wind[/B] You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. However, using your second wind breaks your guard. [B][COLOR=rgb(251, 160, 38)][SIZE=5]Warrior’s Multiattack[/SIZE][/COLOR][/B] At 2nd level, choose one of the following: Action Surge, Against the Horde, or Stalwart Defender. [B]Action Surge[/B] You can push yourself beyond your normal limits for a moment. On your turn, you can take on additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use Action Surge twice before a rest, but only once on the same turn. [B]Against the Horde[/B] You have learned to fight large numbers of weaker foes. You can sacrifice one of your attacks on your turn to make a number of attacks equal to your proficiency bonus against creatures of CR 1/2 or less. Each of these attacks must be made against a different opponent. You may only sacrifice one attack to use Against the Horde on your turn. Starting at 17th level, you can use Against the Horde versus creatures of CR 2 or less. [B]Stalwart Defender[/B] You have trained to threaten enemies attempting to evade you. Your opportunity attacks no longer require a reaction, though you can only make one opportunity attack against a given creature in a round. The maximum number of opportunity attacks you can make in one round is equal to your proficiency bonus. Additionally, while you are not incapacitated, you can make an opportunity attack against a creature that moves more than 5 feet while within your reach. Starting at 17th level you have advantage on your opportunity attack rolls. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Parlay[/COLOR][/SIZE][/B] Starting at 2nd level, when you begin interacting with a creature that you are not currently in combat with, so long as you and that creature share a language, you can initiate a parlay with it. This may involve coming to terms, interrogation, trading, or any number of other interactions. You may only engage in a parlay with one creature at a time. If the creature is indifferent or friendly, but is aware of your fighting prowess, you may add your proficiency bonus to any Charisma checks you make with that creature. If the creature is hostile, should it breach the terms of the parlay and initiate violent action, you may make an attack against the creature as a reaction before it acts. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Weapon Expertise[/COLOR][/SIZE][/B] Starting at 3rd level, when you wield a weapon, you can use it to perform expert techniques. [B]Cleave[/B] When you wield a battleaxe, glaive, great sword, greataxe, halberd, or longsword, you can use an Action to make a Cleave attack. You make a melee attack with the weapon against two creatures both within your reach, using one attack roll and comparing it to both the creature’s ACs. However, after making a Cleave attack you cannot use a reaction until the start of your next turn. When you reach 5th level as a fighter, you may attack three creatures within your reach when using Cleave. When you reach 11th level as a fighter, you may attack four creatures within your reach when using Cleave. When you reach 17th level as a fighter, you may attack five creatures within your reach when using Cleave. [B]Pin Down[/B] When you wield a hand crossbow, heavy crossbow, light crossbow, longbow, or short bow, you can use an Action to make a Pin Down attack. A creature you hit takes damage as normal and has its speed reduced by 10 feet until the end of its next turn. # When you reach 5th level as a fighter, you reduce the creature’s speed by 20 feet. At 11th level as a fighter, you reduce the creature’s speed by 30 feet. At 17th level as a fighter, you reduce the creature’s speed by 40 feet. If this reduces its speed below 0, then it takes the remainder as piercing damage. [B]Rush[/B] When you wield a javelin, lance, pike, spear, or trident, you can use an Action to make a Rush attack. Move at least 20 feet straight toward a creature and make a melee attack with your weapon against two creatures that you pass within reach of. If you do not have 20 feet of movement left, or cannot move 20 feet (e.g. due to difficult terrain), you cannot use make a Rush attack. When you reach 5th level as a fighter, you may attack three creatures along your path when using Rush. When you reach 11th level as a fighter, you may attack four creatures along your path when using Rush. When you reach 17th level as a fighter, you may attack five creatures along your path when using Rush. [B]Slash[/B] When you wield a dagger, handaxe, rapier, scimitar, shortsword, or sickle, you can use an Action to make a Slash attack. A creature hit takes damage as normal, but starts bleeding, taking 1d4 damage of the same type at the start of its next turn. If the creature receives magical healing or a creature uses an action to make a DC 10 Wisdom (Medicine) check to staunch the blood, it is no longer bleeding. However, if you miss on a Slash attack, the target gains advantage on its next attack against you before the end of its next turn. When you reach 5th level as a fighter, the creature continues bleeding until it succeeds a Constitution saving throw at the end of its turn. The DC of this save is 8 + your proficiency bonus + your Dexterity or Strength modifier. At 11th level as a fighter, increase the bleeding damage to 1d6. At 17th level as a fighter, conventional Medicine will no longer staunch the flow of blood. [B]Smash[/B] When you wield a club, great club, light hammer, mace, maul, morningstar, warhammer, or war pick, you can use an Action to make a Smash attack. Add twice your Strength modifier to the damage of your attack. However, reduce your place in initiative by -5. If this would reduce your initiative below 0, you cannot make a Smash attack. When you reach 5th level as a fighter, add three times your Strength modifier to the attack’s damage. At 11th level as a fighter, add four times your Strength modifier. At 17th level as a fighter, add five times your Strength modifier. [B]Topple[/B] When you wield a flail, quarterstaff or whip, you can use an Action to make a Topple attack. If you hit the target, as a bonus action you can make a Shove attempt to knock it prone. When you reach 5th level as a fighter, the target takes 1d6 bludgeoning damage when knocked prone. When you reach 11th level as a fighter, increase the damage the target takes when knocked prone to 2d6 and rising from prone after being toppled requires all of the target’s movement (not half). When you reach 17th level as a fighter, increase the damage the target takes when knocked prone to 3d6 and if the creature rises from prone before the end of its next turn, it provokes opportunity attacks. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Ability Score Increase[/COLOR][/SIZE][/B] When you reach 4th level, and against at 8th, 12th, 14th, 16th, and 19th levels, 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 over 20 using this feature. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Extra Attack[/COLOR][/SIZE][/B] 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 in this class and to four when you reach 17th level in this class. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Power Strike[/COLOR][/SIZE][/B] Starting at 5th level, before or after you roll to attack you can choose to sacrifice one (or more) of your attacks granted by Extra Attack to deliver a power strike, gaining +1 to hit and an additional die of damage corresponding to your weapon (e.g. +1d10 for a longsword wielded with two hands, or +2d6 for a great sword). This bonus is cumulative, so an 11th level fighter could sacrifice two attacks to gain +2 to hit and two additional damage dice on their single attack (e.g. +2d10 for a longsword wielded with two hands, or +4d6 for a great sword), while a 17th level fighter could sacrifice three attacks to gain +3 to hit and three additional damage dice. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Fortitude[/COLOR][/SIZE][/B] Starting at 9th level, when you fail a saving throw against a spell or effect dealing damage, you may choose to take half damage. You can’t use this feature again until you finish a long rest. You may use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Improved Fighting Style[/COLOR][/SIZE][/B] At 9th level, choose one fighting style which you know and modify it according to the improved version below. [B]Archery (improved)[/B] Your bonus to attack rolls you make with ranged weapons increases to +3. Additionally, if you Ready an action to make an attack with a ranged weapon, you gain advantage on your attack roll. [B]Blind Fighting (improved)[/B] You blindsight increases to a range of 30 feet. Additionally, you do not need to be able to see a hostile creature in order to make an opportunity attack against them; you only need be aware of its presence. [B]Defense (improved)[/B] Your AC bonus while you are wearing armor increases to +2. Additionally, you can restore your guard (see Iron Guard) as an Action once per short or long rest. [B]Dueling (improved)[/B] Your bonus to damage rolls while wielding a melee weapon in one hand and no other weapons increases to +3 bonus. Additionally, if there’s no other creature within 5 feet of you and an enemy, ##. [B]Great Weapon Fighting (improved)[/B] When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit. Additionally, if you roll the maximum damage possible for the weapon you’re wielding, you can push the enemy 5 feet away from you and knock it prone, if it’s no more than one size larger than you. [B]Interception (improved)[/B] When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d10 + your proficiency bonus. You must be wielding a shield or martial weapon to use this reaction. [B]Protection (improved)[/B] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on that attack roll and all subsequent attack rolls the creature makes against that target this turn. You must be wielding a shield. Additionally, after this turn, the protected target benefits from half cover (+2 AC, +2 Dexterity saves) until the start of its next turn or it moves more than 5 feet from you. [B]Superior Technique (improved)[/B] Increase your superiority die to a d8, and learn an additional maneuver of your choice from among those available to the Battle Master archetype. [B]Thrown Weapon Fighting (improved) ##[/B] You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ## [B]Two-Weapon Fighting (improved)[/B] When when you make an opportunity attack, you can attack with both your main hand and offhand weapons. When you forgo attacking with your offhand weapon on your turn, until the start of your next turn you may use your reaction to increase your AC by your proficiency bonus against one melee attack made against you by a creature that you can see. [B]Unarmed Fighting (improved)[/B] Your unarmed strike damage increases to 1d8 + your Strength modifier, or d10 if you strike with two free hands. When you successfully start a grapple, you can deal 1d6 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. [B][SIZE=5][COLOR=rgb(251, 160, 38)]Legendary[/COLOR][/SIZE][/B] At 20th level, you gain 2 legendary actions, choosing from the options below. Once you choose your 2 legendary actions, they do not change. Only one legendary action can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn. [B]Charge. [/B]You move 20 feet in a straight line towards a creature that you can see. [B]Command Ally. [/B]You target one ally you can see within 30 feet of you. If the ally can see and hear you (and understands your language), it can make one weapon attack as a reaction. [B]Maneuver.[/B] You make a Disarm, Grapple, or Shove attempt. [B]Shake It Off. [/B]You roll a saving throw against an ongoing effect that usually only allows a saving throw at the start or end of your turn. [B]Weapon Attack. [/B]You make one weapon attack. [/QUOTE]
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