Dire Human
First Post
Hey, guys! I've got a great idea to put some 'umph' back into the 5e Fighter: a replacement class feature. Check this out:
Do you like it? Surely this class feature is interchangeable with the previous +2 bonus to weapon damage.FIGHTER MANEUVERS: This class feature replaces Weapon Focus.
You can use a number of Fighter maneuvers per day as indicated on the table below. Strength is your 'martial ability'.
Level 1: 3 1st level maneuvers
Level 2: 4 1st level maneuvers
Level 3: 4 1st level maneuvers, 2 2nd level maneuvers
Maneuver Preparation: Each day, after a long rest, you can prepare a number of maneuvers from your Repertoire (see below) equal to the number of maneuvers you can use each day. Preparing maneuvers requires you to practice your techniques and hone your muscle memory, taking 1 minute per maneuver level for each maneuver you prepare. You can prepare the same maneuver multiple times.
Using a Maneuver: You can use one of your maneuvers. After you use the maneuver, you become exhausted, and you cannot use that prepared maneuver until after you next prepare maneuvers. If you take damage, you become Unfocused on your next turn. While unfocused, you must succeed on a DC 10 Constitution check to use any maneuver other than a basic maneuver (an exploit). If you fail the check, your action is wasted, but you retain the maneuver. You can't use maneuvers while wearing medium or heavy armor.
Martial Attacks: Whenever you make an attack granted by a maneuver, you use your Strength modifier for the attack roll and the damage roll. You gain an additional +2 bonus to the attack roll of your maneuvers.
Saving Throw Difficulty Class: Whenever an effect from a maneuver you use calls for a saving throw, the saving throw DC equals 10 + your Strength modifier.
REPERTOIRE: You have a repertoire that contains the maneuvers wild swing, innuendo, block, and intimidate.
Level 2: Add the maneuvers light sleep, winning smile, and scatter caltrops to your repertoire.
Level 3: Add the maneuvers hammer bounce, scared stiff, and dodge and weave to your repertoire.
WILD SWING (Level 1 Maneuver): You perform a crazed slash with your weapon, extending your reach as far as possible and forcing your enemies to duck for cover.
Effect: You swing your weapon in a 15-foot cone originating from you. Each creature caught by the swing takes damage equal to 2d4 + your martial ability modifier. A creature can duck out of the way to take half the damage on a successful Dexterity saving throw.
The maneuver destroys unattended breakable objects in the area.
INNUENDO (Level 1 Maneuver): You may not understand the words themselves, but your extensive knowledge of body language, tone, and nonverbal communication (as well as a few lucky guesses) enable you to make the incomprehensible comprehensible.
Effect: For the next hour, you understand the literal meaning of spoken languages as long as you can closely see the speaker of the words. This maneuver does not decipher codes or reveal concealed messages.
BLOCK (Level 1 Maneuver): You focus on defense for a short time, using your weapon as an impromptu shield and over-straining yourself to intercept attacks.
Effect: You gain half cover and automatically stop magic missiles from damaging you. You can block for 10 minutes.
INTIMIDATE (Level 1 Maneuver): Your powerful presence makes enemies think twice about facing you and your allies, and a terrifying shout to a specific group of enemies causes them to tremble in fear.
Effect: You cause creatures in a 20-foot-radius sphere within hearing distance of you to become intimidated. All creatures in the area move at half speed until they take any damage, at which point they regain their composure. Any creature with 10 hit points or fewer must also make a Wisdom saving throw. On a failed save, the creature falls to its knees, drops any held items, and surrenders. The creature remains that way until it takes any damage or until someone else uses an action to shake or slap the creature back to its senses.
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