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Fixing the fighter (I know...)
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<blockquote data-quote="DND_Reborn" data-source="post: 7830711" data-attributes="member: 6987520"><p>Sure, they aren't anything "great" but here you go (I've bolded new features)</p><p></p><p><strong><em>Archery</em></strong></p><p>You gain a +2 bonus to attack rolls you make with ranged weapons <em><strong>or thrown</strong></em> weapons. <strong>If you have your ranged or thrown weapon readied prior to the start of your first turn, you can use your reaction to make a ranged attack with that weapon</strong></p><p><strong></strong></p><p><strong><em>Defense</em></strong></p><p>While you are wearing armor, you gain a +1 bonus to your armor class. <strong>You can don and doff your armor in half the time and your shield as a bonus action.</strong></p><p><strong></strong></p><p><strong><em>Dueling</em></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 <strong>and any attempts to disarm your weapon are with disadvantage.</strong></p><p><strong></strong></p><p><strong><em>Great Weapon Fighting</em></strong></p><p><strong>You gain a +1 to attack roll when wielding a weapon with both hands. You gain double your Strength modifier to damage.</strong></p><p><strong></strong></p><p><strong><em>Protection</em></strong></p><p><strong>While wielding a shield, you gain a +1 bonus to your AC.</strong> When a creature you can see attacks a target that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.</p><p></p><p><strong><em>Tactical (homebrew)</em></strong></p><p>At the start of your turn, you can decide to add your Intelligence modifier to your attack rolls or your damage rolls when using the Attack action. This benefit lasts until the end of your turn.</p><p></p><p><strong><em>Two-Weapon Fighting</em></strong></p><p><strong>You do not need to use your bonus action when attacking with two weapons.</strong> <em>(Normal TWF still requires a bonus action, but you already gain full ability score modifier to damage).</em></p><p></p><p>Those above are the current versions we use.</p><p></p><p>More powerful versions include:</p><p></p><p>Archery: if you use your bonus action to take aim, your next attack is with advantage and you add your proficiency bonus to damage.</p><p></p><p>Defense: you add half your proficiency bonus (round up) to your AC.</p><p></p><p>Dueling: you can add your full proficiency bonus to one attack you make per turn.</p><p></p><p>Great Weapon Fighting: you add half your proficiency bonus (round up) to damage with heavy weaons.</p><p></p><p>Protection: you gain a +1 bonus to AC when using your shield. you can choose a number of attacks per round to impose disadvantage on equal to half your proficiency bonus (round up). These attacks must target you or a creature within 5 feet of you.</p><p></p><p>Two-Weapon Fighting: each round you can choose to gain one half your proficiency bonus (round up) to your AC or attack rolls made with a second weapon.</p><p></p><p>There were other variants, but that is what I recall right now. We also have special rules for weapon properties beyond what is in the DMG.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7830711, member: 6987520"] Sure, they aren't anything "great" but here you go (I've bolded new features) [B][I]Archery[/I][/B] You gain a +2 bonus to attack rolls you make with ranged weapons [I][B]or thrown[/B][/I] weapons. [B]If you have your ranged or thrown weapon readied prior to the start of your first turn, you can use your reaction to make a ranged attack with that weapon [I]Defense[/I][/B] While you are wearing armor, you gain a +1 bonus to your armor class. [B]You can don and doff your armor in half the time and your shield as a bonus action. [I]Dueling[/I][/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]and any attempts to disarm your weapon are with disadvantage. [I]Great Weapon Fighting[/I] You gain a +1 to attack roll when wielding a weapon with both hands. You gain double your Strength modifier to damage. [I]Protection[/I] While wielding a shield, you gain a +1 bonus to your AC.[/B] When a creature you can see attacks a target that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. [B][I]Tactical (homebrew)[/I][/B] At the start of your turn, you can decide to add your Intelligence modifier to your attack rolls or your damage rolls when using the Attack action. This benefit lasts until the end of your turn. [B][I]Two-Weapon Fighting[/I] You do not need to use your bonus action when attacking with two weapons.[/B] [I](Normal TWF still requires a bonus action, but you already gain full ability score modifier to damage).[/I] Those above are the current versions we use. More powerful versions include: Archery: if you use your bonus action to take aim, your next attack is with advantage and you add your proficiency bonus to damage. Defense: you add half your proficiency bonus (round up) to your AC. Dueling: you can add your full proficiency bonus to one attack you make per turn. Great Weapon Fighting: you add half your proficiency bonus (round up) to damage with heavy weaons. Protection: you gain a +1 bonus to AC when using your shield. you can choose a number of attacks per round to impose disadvantage on equal to half your proficiency bonus (round up). These attacks must target you or a creature within 5 feet of you. Two-Weapon Fighting: each round you can choose to gain one half your proficiency bonus (round up) to your AC or attack rolls made with a second weapon. There were other variants, but that is what I recall right now. We also have special rules for weapon properties beyond what is in the DMG. [/QUOTE]
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