Quickleaf
Legend
I've been hacking the fighter class for a...uh...a while, and have a rough draft I'm starting to playtest.
I welcome specific feedback on my take – but, knowing that can feel a bit tedious – I also invite general thoughts about goals/reasons for hacking the fighter, criticisms, or your own experiences / drafts. This conversation has come up many times before, so consider this both a continuation and invitation whether you've considered this question before or it's your first time.
DISCLAIMER: Also, this is just one fan's take. As best I can tell, the PHB fighter is very popular, so I'm not speaking proscriptively about what the publishers "should" do. I'm an oddball.
What are my reasons / goals for hacking the fighter class?
1. Non-combat Options: Fighters needing non-combat features is a contentious belief. The argument that all non-combat options are covered by feats & skills, and since the fighter gets more feats, therefor this is sufficiently covered... never really held water to me. Thieves Cant and Druidic, for example, do not exist in the feats/skills, yet they're a good storytelling tool for rogue and druid PCs. The whole concept of a warlock's patron offers storytelling juice that is baked into the warlock class. Similarly, a wizard's spellbook offers a unique form of treasure and storytelling hook for wizard PCs.
"Heroic Deeds” are my take on class features focused on roleplay and exploration that embody a fighter's evolving story as they level. They are the Labours of Hercules or the tales the fighter tells at the tavern. They can be described as a warlock invocation-esque descendent of the barony/followers rules old school fighters got at 9th level.
2. Speed Up Combat: Multiple attack rolls – especially when amplified by haste or Action Surge – are one of the things I've noticed contribute to longer turns. Similarly, the 2024 fighter playtest includes Weapon Masteries that often involve secondary rolls/saves after attack+damage, which compounds the issue (akin to those Battle Master maneuvers requiring saves). To speed combat, I wanted to cut down on rolling, yet still provide for cool effects.
“Deathbringer” offers an incentive for the player to consolidate multiple attacks into one, helping to speed up combat and encouraging dramatic finishing blows. “Weapon Expertise” offers a similar option to consolidate attacks for a special effect – inspired by Baldur’s Gate 3 but keeping the number of rolls down. "Reliable Attack" echoes the rogue's Reliable Skill / take 10 approach, but eschews having to roll altogether for one attack roll.
3. Diversity of Play Styles: Players I've GMed for have different preferences for complexity level and play style with fighters, and I wanted to accommodate this.
For example, a player desiring a simpler experience can ignore “Weapon Expertise” without losing any effectiveness, while a player desiring more complexity can find combos between “Weapon Expertise” and a Battle Master's maneuvers. “Iron Guard” (with its 3 choices) allows for a variety of builds based on actions and reactions, not just Second Wind. “Warrior’s Multiattack” (with its 3 choices) offers ways to emulate AD&D fighters cutting through hordes and 4th edition defenders, alongside the Action Surge option.
4. Differentiate the Fighter in Battle (with Simplicity): With other martial classes receiving Fighting Style and Extra Attack to some degree, it's hard to see the fighter’s uniqueness beyond being the guy who attacks a lot. Other designers resolve this extremely well with maneuvers and talents, better than I ever could, but this comes with added complexity. I wanted my answer to be simpler and optional.
“Weapon Expertise” makes weapon choice interesting and impactful for fighters – but it's optional in that you don't need to consolidate your Extra Attacks if you don't choose to in the moment. "Deathbringer" makes the fighter more likely to deliver finishing blows to wounded monsters – it's also optional in the same way.
Additionally, I've expanded the Fighting Style options available to the fighter – playtesting (like so much of this) will help determine which ones should be opened to other classes and which should be kept fighter exclusive (if any). “Mastered Fighting Style” at higher levels distinguishes a fighter’s Fighting Style from that of other martial classes.
5. Gaps Compared to Paladins/Rangers: There are gaps in the fighter’s progression at 2nd, 3rd, and 5th level compared to other martial classes, which my redesign addresses. For example, at 2nd level a Ranger gets Fighting Style and Spellcasting (a 2nd Paladin also gets Divine Smite), whereas the 2nd Fighter just gets Actions Surge. At 3rd level Rangers and Paladins gain an extra spell slot & an extra feature (Primeval Awareness / Divine Health) in addition to their subclass feature, whereas fighter's just get the subclass feature (which is not more powerful than those of 3rd level Ranger or Paladin subclasses). At 5th level, the Ranger and Paladin gain 2nd-level spells in addition to Extra Attack, while fighter just gets Extra Attack.
Thus, I've added "Heroic Deeds" starting at 2nd, "Weapon Expertise" at 3rd, and "Deathbringer" at 5th.
6. Indomitable isn't Great: Indomitable is inferior to monk’s Diamond Soul and feels hit-or-miss.
I've replaced it with “Fortitude” mirroring the rogue’s Evasion feature, only halving damage of a failed save once per turn.
7. Needs a Better Capstone: While it won't matter for most games, I moved the 20th level “Extra Attack” to 17th level, emulating cantrip damage progression. The removal of Indomitable (which would grant 3 uses at 17th) makes space for this change.
I replaced it with 20th level “Legendary” giving the fighter 2 off-turn actions like a legendary monster. I took inspiration from the warlord stat block in VGtM which has legendary actions.
Next post: The class rewrite
I welcome specific feedback on my take – but, knowing that can feel a bit tedious – I also invite general thoughts about goals/reasons for hacking the fighter, criticisms, or your own experiences / drafts. This conversation has come up many times before, so consider this both a continuation and invitation whether you've considered this question before or it's your first time.
DISCLAIMER: Also, this is just one fan's take. As best I can tell, the PHB fighter is very popular, so I'm not speaking proscriptively about what the publishers "should" do. I'm an oddball.

What are my reasons / goals for hacking the fighter class?
1. Non-combat Options: Fighters needing non-combat features is a contentious belief. The argument that all non-combat options are covered by feats & skills, and since the fighter gets more feats, therefor this is sufficiently covered... never really held water to me. Thieves Cant and Druidic, for example, do not exist in the feats/skills, yet they're a good storytelling tool for rogue and druid PCs. The whole concept of a warlock's patron offers storytelling juice that is baked into the warlock class. Similarly, a wizard's spellbook offers a unique form of treasure and storytelling hook for wizard PCs.
"Heroic Deeds” are my take on class features focused on roleplay and exploration that embody a fighter's evolving story as they level. They are the Labours of Hercules or the tales the fighter tells at the tavern. They can be described as a warlock invocation-esque descendent of the barony/followers rules old school fighters got at 9th level.
2. Speed Up Combat: Multiple attack rolls – especially when amplified by haste or Action Surge – are one of the things I've noticed contribute to longer turns. Similarly, the 2024 fighter playtest includes Weapon Masteries that often involve secondary rolls/saves after attack+damage, which compounds the issue (akin to those Battle Master maneuvers requiring saves). To speed combat, I wanted to cut down on rolling, yet still provide for cool effects.
“Deathbringer” offers an incentive for the player to consolidate multiple attacks into one, helping to speed up combat and encouraging dramatic finishing blows. “Weapon Expertise” offers a similar option to consolidate attacks for a special effect – inspired by Baldur’s Gate 3 but keeping the number of rolls down. "Reliable Attack" echoes the rogue's Reliable Skill / take 10 approach, but eschews having to roll altogether for one attack roll.
3. Diversity of Play Styles: Players I've GMed for have different preferences for complexity level and play style with fighters, and I wanted to accommodate this.
For example, a player desiring a simpler experience can ignore “Weapon Expertise” without losing any effectiveness, while a player desiring more complexity can find combos between “Weapon Expertise” and a Battle Master's maneuvers. “Iron Guard” (with its 3 choices) allows for a variety of builds based on actions and reactions, not just Second Wind. “Warrior’s Multiattack” (with its 3 choices) offers ways to emulate AD&D fighters cutting through hordes and 4th edition defenders, alongside the Action Surge option.
4. Differentiate the Fighter in Battle (with Simplicity): With other martial classes receiving Fighting Style and Extra Attack to some degree, it's hard to see the fighter’s uniqueness beyond being the guy who attacks a lot. Other designers resolve this extremely well with maneuvers and talents, better than I ever could, but this comes with added complexity. I wanted my answer to be simpler and optional.
“Weapon Expertise” makes weapon choice interesting and impactful for fighters – but it's optional in that you don't need to consolidate your Extra Attacks if you don't choose to in the moment. "Deathbringer" makes the fighter more likely to deliver finishing blows to wounded monsters – it's also optional in the same way.
Additionally, I've expanded the Fighting Style options available to the fighter – playtesting (like so much of this) will help determine which ones should be opened to other classes and which should be kept fighter exclusive (if any). “Mastered Fighting Style” at higher levels distinguishes a fighter’s Fighting Style from that of other martial classes.
5. Gaps Compared to Paladins/Rangers: There are gaps in the fighter’s progression at 2nd, 3rd, and 5th level compared to other martial classes, which my redesign addresses. For example, at 2nd level a Ranger gets Fighting Style and Spellcasting (a 2nd Paladin also gets Divine Smite), whereas the 2nd Fighter just gets Actions Surge. At 3rd level Rangers and Paladins gain an extra spell slot & an extra feature (Primeval Awareness / Divine Health) in addition to their subclass feature, whereas fighter's just get the subclass feature (which is not more powerful than those of 3rd level Ranger or Paladin subclasses). At 5th level, the Ranger and Paladin gain 2nd-level spells in addition to Extra Attack, while fighter just gets Extra Attack.
Thus, I've added "Heroic Deeds" starting at 2nd, "Weapon Expertise" at 3rd, and "Deathbringer" at 5th.
6. Indomitable isn't Great: Indomitable is inferior to monk’s Diamond Soul and feels hit-or-miss.
I've replaced it with “Fortitude” mirroring the rogue’s Evasion feature, only halving damage of a failed save once per turn.
7. Needs a Better Capstone: While it won't matter for most games, I moved the 20th level “Extra Attack” to 17th level, emulating cantrip damage progression. The removal of Indomitable (which would grant 3 uses at 17th) makes space for this change.
I replaced it with 20th level “Legendary” giving the fighter 2 off-turn actions like a legendary monster. I took inspiration from the warlord stat block in VGtM which has legendary actions.
Next post: The class rewrite
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