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Fixing the fighter (I know...)
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<blockquote data-quote="CleverNickName" data-source="post: 7828188" data-attributes="member: 50987"><p>I actually quit playing my fighter because it was too boring for my tastes. I switched to Hexblade and never looked back.</p><p></p><p>Fighters all get Fighting Style at 1st level, which lets them pick from a list of combat abilities. What if the player could pick something <strong>non-combat related*</strong> as well, something that would grant a skill proficiency or other minor boon to help flesh the character out? I'm not sure what we could call it...for lack of a better term, I'll call it "Special Training" or something.</p><p></p><p>Maybe:</p><p></p><p style="margin-left: 20px"><strong>Special Training</strong></p> <p style="margin-left: 20px">Your training extends to unique circumstances and situations that arise both on and off the battlefield. Choose a Special Training from the list of optional features below. You can't take the same Special Training option more than once, even if you get to choose again.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Equestrian Arts</p> <p style="margin-left: 20px">You gain proficiency in Animal Handling if you don't already have it. Mounting and dismounting only costs you 5 feet of movement.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Leadership</p> <p style="margin-left: 20px">You gain proficiency in Persuasion or Insight. (Or perhaps: Once per long rest, you may cast <em>command</em> as a 1st level spell; Charisma is your spellcasting ability for this spell.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Tracking</p> <p style="margin-left: 20px">You gain proficiency in Survival. You have Advantage on skill checks to find and follow the tracks of any creature that you have wounded in the last 24 hours.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Scouting</p> <p style="margin-left: 20px">You gain proficiency in Perception. Once per long rest, you may cast <em>longstrider</em> on yourself (only) as a 1st level spell.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Espionage</p> <p style="margin-left: 20px">You gain proficiency in Stealth, and proficiency with your choice of either the Forgery Kit or the Disguise Kit.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Field Medic</p> <p style="margin-left: 20px">You gain proficiency in Medicine and proficiency with the Herbalism Kit. (Or perhaps instead, you learn the <em>spare the dying </em>cantrip?)</p><p></p><p>Anyway, I'm just spitballing here. Don't examine them too closely; I was just brainstorming and I didn't give a whole lot of thought to silly things like "game balance" and "party roles" and "rules". But if you are one of the folks who thinks the Fighter could use a little something-something to make them more interesting, maybe it's a good place to start? Obvioulsy DMs should tailor this list to fit their campaign and their table style.</p><p></p><p>----------</p><p>* I can't stress this enough. Fighters already have plenty of combat abilities, they do not need help in this department. I recognize that many people feel that the fighter is lacking in non-combat abilities, but anyone who thinks they need more combat buffs is just...well, <em>wrong</em>. <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=":)" /> Anything that can even be remotely construed as a combat power should not be on this list (but anything else could be fair game.)</p><p></p><p><span style="color: rgb(65, 168, 95)">EDIT: The more I pick at this, the more I like it. I think I'll polish it up and add it to my House Rules this weekend.</span></p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7828188, member: 50987"] I actually quit playing my fighter because it was too boring for my tastes. I switched to Hexblade and never looked back. Fighters all get Fighting Style at 1st level, which lets them pick from a list of combat abilities. What if the player could pick something [B]non-combat related*[/B] as well, something that would grant a skill proficiency or other minor boon to help flesh the character out? I'm not sure what we could call it...for lack of a better term, I'll call it "Special Training" or something. Maybe: [INDENT][B]Special Training[/B][/INDENT] [INDENT]Your training extends to unique circumstances and situations that arise both on and off the battlefield. Choose a Special Training from the list of optional features below. You can't take the same Special Training option more than once, even if you get to choose again.[/INDENT] [INDENT][/INDENT] [INDENT]Equestrian Arts[/INDENT] [INDENT]You gain proficiency in Animal Handling if you don't already have it. Mounting and dismounting only costs you 5 feet of movement.[/INDENT] [INDENT][/INDENT] [INDENT]Leadership[/INDENT] [INDENT]You gain proficiency in Persuasion or Insight. (Or perhaps: Once per long rest, you may cast [I]command[/I] as a 1st level spell; Charisma is your spellcasting ability for this spell.)[/INDENT] [INDENT][/INDENT] [INDENT]Tracking[/INDENT] [INDENT]You gain proficiency in Survival. You have Advantage on skill checks to find and follow the tracks of any creature that you have wounded in the last 24 hours.[/INDENT] [INDENT][/INDENT] [INDENT]Scouting[/INDENT] [INDENT]You gain proficiency in Perception. Once per long rest, you may cast [I]longstrider[/I] on yourself (only) as a 1st level spell.[/INDENT] [INDENT][/INDENT] [INDENT]Espionage[/INDENT] [INDENT]You gain proficiency in Stealth, and proficiency with your choice of either the Forgery Kit or the Disguise Kit.[/INDENT] [INDENT][/INDENT] [INDENT]Field Medic[/INDENT] [INDENT]You gain proficiency in Medicine and proficiency with the Herbalism Kit. (Or perhaps instead, you learn the [I]spare the dying [/I]cantrip?)[/INDENT] Anyway, I'm just spitballing here. Don't examine them too closely; I was just brainstorming and I didn't give a whole lot of thought to silly things like "game balance" and "party roles" and "rules". But if you are one of the folks who thinks the Fighter could use a little something-something to make them more interesting, maybe it's a good place to start? Obvioulsy DMs should tailor this list to fit their campaign and their table style. ---------- * I can't stress this enough. Fighters already have plenty of combat abilities, they do not need help in this department. I recognize that many people feel that the fighter is lacking in non-combat abilities, but anyone who thinks they need more combat buffs is just...well, [I]wrong[/I]. :) Anything that can even be remotely construed as a combat power should not be on this list (but anything else could be fair game.) [COLOR=rgb(65, 168, 95)]EDIT: The more I pick at this, the more I like it. I think I'll polish it up and add it to my House Rules this weekend.[/COLOR] [/QUOTE]
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