D&D (2024) Fighter (Playtest 7)

But there won't be nearby tables that do force damage.
Mage: So......it's a magic table you're telling me.

Wizard: Yes.

Mage: But....it's just a table infused with magic. No scyring, floating, or magical wombo moboing or anything?

Wizard: Correct.

Mage: And that's it? Like you can cast Detect Magic and it'll light up, cuz it's a table that does nothing, but is magical?

Wizard: You got it!

Mage: HOW is that going to be useful for anything?

Brawler Fighter and the Evil Demon Lord come crashing through from off screen, the Fighter is sweating bulllets as his sword has been destroyed. Looking over, he sees the magical table as the closest possible weapon to be used. Picking it up gallantly, the table is brandished against the demonic foe.

Evil Demon Lord: Curses, a magical table. MY ONE TRUE WEAKNESS!!!
 

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OK time for a rant!

LEVEL 3: REMARKABLE ATHLETE
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Jumping
Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

The Jump boost from Remarkable Athlete is only useful, if you are a Wood Elf, or you are Dashing. And then it only amounts to a single square of movement at max STR!

Just overhaul the jumping rules already.
 

There is no nonmagical weapon resistant devil.

Crawford is siccing 1-5 HD orcs and goblins at you at level 12+.
I mean there literally won't be anymore. That's something they've been hinting at for a long time now - there won't be non-magic weapon resistances anymore for monsters. [Edit - repeatedly ninja'ed].
 
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I specifically brought up the Jackie Chan ladder fight scene with regard to Weapon Mastery (amazing that he had the foresight to take Weapon Mastery for ladders that day!), so I'm gonna take credit/blame for the Brawler. I meant for them to give it to the Monk though.

The Champion is now the best Fighter out of combat: they get Advantage on almost every check or save by picking a fight with a party member to start combat, banking Heroic Advantage, then immediately apologizing. :P
 

I specifically brought up the Jackie Chan ladder fight scene with regard to Weapon Mastery (amazing that he had the foresight to take Weapon Mastery for ladders that day!), so I'm gonna take credit/blame for the Brawler. I meant for them to give it to the Monk though.

The Champion is now the best Fighter out of combat: they get Advantage on almost every check or save by picking a fight with a party member to start combat, banking Heroic Advantage, then immediately apologizing. :p
Any DM who allows those shenanigans deserves what they get.
 

So, new subclass, the Brawler. Still digesting that one, and the EK has some poor wording given how the video described it.

But, gotta love the new Tactical Mind and Tactical Shift features. Both expand the use of Second Wind, with Tactical Mind allowing you to use it on ability checks (and making sure there's no feel bads, you can use it when you know you've failed a d20 test and only expend the Second Wind useage if it manages to turn a failure into success) and Tactical Shift allowing a quick repositioning without triggering OAs when you heal.

Fighters seem to have lost the "get two masteries, choose which you get every strike" feature, instead just allowing them to alter which Weapon Masteries go with which weapon, which I guess is fine. I assume this is to leave space for a potential subclass that'll be the Kensai-like Weapon expert.

I'll confess, not a fighter dude, but I do like the look of this class. Some out of combat utility, some more differentiation from the Barbarian in flavor and focus ... these all seem like solid steps forward.
I think it’s all pretty good stuff. Very close to what I’ve been putting in fighter feedback since the big PHB survey in 2021.
therefore my nothing. that the design team hasn't tested for what happens when the brawler fighter goes up against a demon says nothing about what my DM will throw at me.
I’m 99% sure that what you’re replying to is nothing more than speculation.
I didn't say they only make all subclasses situational.

I said they are okay if you get into a fight and your subclass stuff straight up doesn't work. Because they are running at least 7 fights that day.

If a monster is immune to your subclass, they are okay with it. As long as your base class works. Because to them it's just one fight.
Because when your fighter grabs a candleholder in the lich's lair, Crawford rules it as a +3 candleholder because it's magic. And +1d4 fire from the candle.

Thats the issue.

They DM a style where the brawler fighter is good. Many DMs won't.

It's the old "Champions are great at my table" thing.
Do you have any evidence for any of this?
 

I am unsure if this is a joke, but certainly Crawford seems to believe this. That chucking a non-magical chair for half damage at some non-magic-weapon resistant devil is a totally awesome and valid ability, or that we actually want to track V/S/M in detail and so on.
Pretty sure they are getting rid of "resistance to non-magical weapons".

They removed such language from the barbarian and moon druid.
 


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