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Specialist Fighters

CleverNickName

Limit Break Dancing (He/They)
That is not the same as a fighter specialising in a weapon (2/3E) or a weapon group (4E).
I know. But I am writing about what a fighter specializing in a weapon in D&D Next would look like. We've already seen the 2E, 3E, and 4E fighter...but what would you like to see in 5E?

For me, I would like to see specialization by weapon and armor types. I would like to see it give a minor ability to the class, similar to the granted power of a cleric domain. And I would like to see it give bonuses to certain combat maneuvers, sort of the way that a wizard's school specialization gives a bonus to Spellcraft checks.

Others object to "specialists" of any type, whether they be clerics devoted to a single deity, wizards devoted to a single school, or fighters devoted to a single weapon. And I understand their reasons for doing so. This is why I think that specialization of any kind--not just for fighters, and not just for weapons--should be optional.

Please do not compare those things, their effects and implications are totally different.
They could be different...or they could be nearly identical. We won't know for certain until the 5E fighter is published.
 
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Tony Vargas

Legend
I know. But I am writing about what a fighter specializing in a weapon in D&D Next would look like. We've already seen the 2E, 3E, and 4E fighter...but what would you like to see in 5E?
How about something other than weapon specialization?

Think about what 'specialization' means to the options you have with a character. If you're a 2e 'specialty' priest it means you cast from a different set (not necessarily a sub-set) of Spheres than the regular cleric. If you're a 3.x wizard, it meant you gave up 1/4 of the schools available to gain additional spells of your 1 specialty school. If you're a 4e Slayer, it means your Power Attack encounter exploit has an additional effect if and only if you a weapon from one of the several different weapons groups, which means that if you have a magic weapon you really want/need it to be in that group, and, since using a non- or less-magical weapon puts you behind the attack vs AC curve, you end up using that weapon almost exclusively. So, specialization could give 1) different choices or 2) 3/4 the choices, but 1/4 of them are improved or 3) lock you into one choice - depending on edition and class. Maybe it's just me, but one of those looks pretty sad.

To look at it another way, there's a conceptual universe of everything a martial character might be able to do. It is (necessarily, it seems) much smaller than the universe of everything a magic-wielding character might be able to do. Does it make sense for martial characters to become extremely focused, further reducing their already limited chances to participate?


Weapon specialization leaves fighters focused on combat, and using one specific weapon in combat. Something like a 'Style' specialization - not the restrictive "what are you holding in each hand" 'styles' we're used to, but a more flavorful Style in the martial-arts sense - could give a fighter expertise, bonuses, and special maneuvers with a variety of weapons and even related non-weapon and non-combat techniques. A PC fighter, being an exceptional heroic sort, could probably master several such styles over the course of his career, giving him some much-needed versatility.
 
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I know. But I am writing about what a fighter specializing in a weapon in D&D Next would look like. We've already seen the 2E, 3E, and 4E fighter...but what would you like to see in 5E?

For me, I would like to see specialization by weapon and armor types. I would like to see it give a minor ability to the class, similar to the granted power of a cleric domain. And I would like to see it give bonuses to certain combat maneuvers, sort of the way that a wizard's school specialization gives a bonus to Spellcraft checks.

Others object to "specialists" of any type, whether they be clerics devoted to a single deity, wizards devoted to a single school, or fighters devoted to a single weapon. And I understand their reasons for doing so. This is why I think that specialization of any kind--not just for fighters, and not just for weapons--should be optional.

I do not know how you envision the new weapon and armor spec. but I would really greatly dislike it if it was anything like the previous versions. Instead of being virtually locked eternally to a weapon(group) now you would be locked to an armor type as well.

For weapon related spec. I would prefer something like 'fighting styles' (read the statements of BobtN and keterys) that are not related to weapon type. There could be one for more damage, one to proctect yourself and others, one that focuses on forced movement etc.

Right now I the only idea that I can come up with regarding armor is that fighters get additional bonuses when using certain types of armor but never a static +x armor bonus. That would be like the previous versions of weapon spec. and kinda limiting again.

If by all means a fighter must be ultra specialized at least start by adding the above ideas and give fighters the option to train with one weapon after an "extended/short" rest to receive some kind of additional bonuses with that weapon due to knowing the exact balance/etc of that specific weapon/etc.
So he is kinda locked in the way that he can't change the new spec. midcombat but only after taking the appropriate type of rest.
OTOH, he can choose the next time one totally different weapon from the loot they found the other day.
No longer would we have this: I have this plain +2 hammer and I have a ton of hammer feats. Yesterday, I found this awesome +3 axe of coolness but the numbers tell me my feats empower the hammer that much that the axe is now worth wielding. Man I hate loot.
 

Going back to something constructive:

What if specialization meant the Fighter got options in addition to a standard repertoire of options. These options would not be more powerful, but they would give him more versatility.

For example:

Weapon Specialization (Heavy Blade) - Whirling Blade
After you made a succesful melee attack, expend one Fighter Surge to make an attack against two additional enemies you have not attacked yet this turn.
(Now, some may argue that making 2 additional attacks is better than 1, but spreading the damage around is usually not as good as an idea as focusing on one target)

Weapon Specialization (Heavy Blade) - Duelist's Feint
When you have disadvantage on attack, you can choose to deal no damage but still make the attacks. If at least one would normally indicate a hit, the enemy has disadvantage on his next attack. If both would hit, you and your allies have advantage against the enemy until the end of your next action.

Weapon Specialization (Light Blade) - Precision Cut
When you have Advantage on a melee attack, you can forego the second attack to deal +5 damage if the attack hits.

Weapon Specialization (Light Blade) - Bleeding Edge
When you score a critical hit, you can deal normal damage instead of critical damage and inflict 3 ongoing damage to the target. The target can make a Constitution Save (DC 10 + your strength or dexterity modifier) to end the bleeding.

Weapon Specialization (Axes) - Brutal Strike
After you make a successful melee attack, you can expend one Fighter Surge to deal +1d12+STR extra damage.
(Instead of making more attacks that can miss, hit or crit, you deal guaranteed extra damage.)

Weapon Specialization (Flail) - Sweeping Blow
When you score a critical hit, instead of dealing critical damage, you can knock the enemy prone. The target suffers disadvantage until your next action and grants you advantage until your next action.

Weapon Specialization (Hammer) - Stunning Blow
When you hit an enemy with a melee attack, you can expend one Fighter Surge. The enemy cannot act on his next action and grants advantage until your next action.

Weapon Specialization (Pick) - Armor-Piercing Strike
When you have advantage, you can forego the second attack roll and instead add +3 to your attack roll. You can only use this ability against a creature that wears medium or heavy armor or has scales.

Weapon Specialization (Bow) - Rapid Shot
After a succesful hit with a bow, spend a fighter surge - make up to two additional attacks, each against a different enemy close to the initial target.

Weapon Specialization (Bow) - Pinning SHot
When you score a critical hit, you can forego dealing critical damage and instead pin the target. The target's speed is reduced by 30 ft. If it does not free itself but moves, it takes 1d6+DEX damage. It can free itself with an action.


Basically, each of these specialization require you to sacrifice something to gain the benefit and are "relatively" neutral in terms of effect. A bigger list of abilities for each weapon and someone specialized would have a lot of interesting options - but he'd still be just as effective with a non-specialized weapon.

Just with the current rules and without introducing additional systems, I think I've identified these possible "triggers" for specializations

  • Having Advantages - Lose the benefit from Advantage
  • Making a Critical Hit - Lose the damage bonus from the critical hit
  • Expend a Surge - to do something other than the regular action
  • Having Disadvantage - Forego the change to deal damage
There may be more, but 4 looks pretty neat to me - now you "just" have to find 4 suitable for each weapon or weapon group. (I went with weapon group). You may have overlapping abilities, of course.
 
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