Level Up (A5E) The Advanced Fighter

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Ok, so I whipped up a fighter, based on previous discussions. How do you guys feel about it?

Design goals:

  • The fighter principal strength should be combat. Its combat class. It can benefit from having benefits in other pillars, but its primary focus is combat.
  • Simple: The fighter is a simple class, with few rechargeable resources.
  • Long rest: the fighter recharge on a long rest, like the other classes. It is no longer dependent on the possibility of short rests.
  • Mundane: fighters are essentially non-magical. Their power level is still above any other normal combatant.
  • Versatile: with the ''build your own'' feature represented by the fighting styles, the fighter can represent many hero from fiction.
  • Item dependent: the supernatural aptitudes of the fighter come mostly from their equipment.
  • The spellcaster can bend the in-game setting and the rules of realism with their spells; the fighter can break the meta-game by bending the game restriction (non-THP self heal, more reactions, action surge)
  • Extra attack moved to 17 to keep in line with cantrip progression.


LevelProficiencyFeatureFighting Styles
1+2Archetype, Fighting Style, Second Wind1
2+2Warrior’s Grit (1d6), Action Surge1
3+2Archetype Feature1
4+2ASI1
5+3Extra Attack, Warrior’s Grit (1d8)1
6+3Combat Reflex2
7+3Archetype Feature2
8+3ASI2
9+4Heroic Resilience2
10+4Archetype Feature2


LevelProficiencyFeature
11+4Extra attack, Warrior’s Grit (1d10)3
12+4ASI3
13+5Second Wind improvement3
14+5Combat reflex (2)3
15+5Archetype feature4
16+5ASI4
17+6Extra Attack, Warrior’s Grit (1d12)4
18+6Archetype feature4
19+6ASI4
20+6Final Blow5

Fighting styles:
You adopt a particular style of fighting as your specialty. Choose one of the options presented at the end of the class description. You gain more fighting styles as you reach higher fighter levels. You can't take the same Fighting Style option more than once.

Second wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.You can use this feature 3 times before you need to complete a long rest.

At 13th level, you can also recover from 1 exhaustion level when you use this feature.

Action surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature a number of time per day equal to your proficiency bonus, you must finish a long rest before you can use it again. You can only use this feature once on the same turn.

Warrior’s grit
You awaken to your even greater martial potential, which enhances your mind and body. This potential is represented by your Grit die, the starting size of which is a d6.

Warrior’s Grit Options. You can use your Grit die in the following ways:

Surging Ability. When you make an ability check with a skill you are proficient with, you can roll your Grit die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.

Power Strike. Once on each of your turns when you hit with an attack roll with a weapon attack, you can roll your Grit die after you make the damage roll and then replace one of the damage dice with the number rolled on the Grit die.

Changing the Die's Size. If you roll the highest number on your Grit die, it decreases by one die size after the roll. This represents you burning through your stamina reserve. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Grit die, it increases by one die size after the roll, up to its starting size. This represents you conserving stamina for later use.

Whenever you finish a long rest, your Grit die resets to its starting size. When you reach certain levels, the starting size of your Grit die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Grit Replenishment. As a bonus action, you can calm your heart for a moment and restore your Grit die to its starting size. You then can't use Grit Replenishment again until you finish a long rest.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Combat reflex
You can take one more reaction per round, but you can only use one per turn.You can use your reaction to ready a weapon, drink a potion or don a shield.

You gain one more reaction per round, for a total of three, at level 14.

Heroic Resilience
After you fail a saving throw, you can use your reaction to roll your Grit die and add the number rolled to the saving throw, potentially causing it to succeed.

Final Blow
When you hit a creature with a weapon attack on your turn, you can decide after the hit but before rolling the damage from the attack to deal a lethal blow. If the creature has 100 hit points or less, it dies automatically. A creature with more than 100 hit points is not affected. If the creature dies, you and all allies withing 60 ft of you gain temporary hit points equal to your fighter level. You can use this feature only once before you need to complete a long rest.
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Fighting styles
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Artisan of War
You gain proficiency in one artisan’s tools. As part of a short rest, you can harvest bone, material and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a simple weapon, 1d4 ammunition, a light armor, a hide armor or a shield. To use this trait, you need a blade, such as a dagger, and appropriate artisan's tools, such as leatherworker's tools.

Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.

Castelier
You gain proficiency with the mason’s tools and you double your proficiency bonus when you use them. Also, when you end a long rest in an habitation, all wood, stone, mithril or adamantium objects composing it increases its hit points by twice your Intelligence score and their Resilience increases by half your level.

Cavalry
When mounted, your mount has +2 AC and gain 3 times your level in temporary hit points when you mount it. The mount can only benefit from these temporary hit points once before it must complete a long rest.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Delver's Arsenal
You know how to make the most out of the relics and artifacts you find. You gain 2 more attunement slots which can only be used for attuning to a weapon or an armor.

Dueling
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.

Ensorceled blade
You gain proficiency in Arcane and learn 1 cantrip from the wizard list. Intelligence is your spellcasting ability for the purpose of casting the spell. Furthermore, you can use any weapon you are proficient with as a spell focus.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Heroe’s reach
You can spend one use of your Action sure to gain a boost of mobility. Until the start of your next turn, you gain the following benefits:
  • Your speed increases by 5 ft.
  • You gain a climb and swim speed equal to your walking speed.
  • Your jump distance is doubled, you have advantage on ability checks made to avoid falling damage.
Hold the line
You can spend 1 use of Second Wind to gain the following benefits until the end of your next turn:
  • You cannot be moved against your will.
  • You gain +2 AC and +4 to Strength, Constitution and Dexterity Saving throws.

Honorable blade
You forswear the rage of war in favor of mercy. You gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature's life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can't order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points.

Houndmaster
You gain a loyal hound. It uses the stats for a dire wolf.You add your proficiency bonus to its AC, proficient skills, attacks and damage roll and its HP equal the beast's Constitution modifier + your Wisdom modifier + 3 times your level (the hound has a number of Hit Dice [d8s] equal to your level).It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Line breaker
When you use Action surge, each enemy you hit is pushed 10 ft. Each enemy can only be pushed once on your turn.

Long March
You are accustomed to the hardship of the road. You are unaffected by the effect of extreme cold and heat, the effect of strongs winds and heavy precipitation. Furthermore, you have advantage on saves and ability checks against the effects of a forced march.

Night Watch
You need only 4 hours of sleep to complete a long rest and you gain Darkvision in a range of 60 ft.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Regent
You gain proficiency in Persuasion and Intimidation. After spending 1 week in an habitation with access to crops, all plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Also, you can always maintain a modest lifestyle and the cost of skilled and untrained hirelings is halved.

Resurgence
When you use Second Wind, you can also remove on instance of Poison, Disease, Blindness or Stunned on yourself.

Skirmish
Once per round, when you hit a creature and your speed is not 0, your speed increases by 10 ft and attacks of opportunity made against you are made with disadvantage.

Strategist
You can use the Help action instead of making an attack when you take the Attack action. When you do so, the range of the Help action is 30 ft.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

War Smith
You gain proficiency with the smith’s tools and can craft weapons and armors in half the required time. Also, when you make an attack with a weapon you crafted, the weapon counts as magical.
 
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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Lots of good stuff here, but this leads me to my fundamental issue with Advanced 5E... is it almost too much? :unsure:

Maybe? To be frank, I questioned myself on this project today. I've seen a lot of people today say that ''you cant do this'' ''you cant go there'' because A) it would not be D&D, B) it should completely compatible with 5e's PHB.

So now my fear is that this focus on keeping simple and close in design to 5e will transform what should have been a reforge of the system to bring a different, advanced gameplay into a list of options and knobs the DM would be able to turn on/off, a little like an extended rules variants chapter from the DMG.

I kinda hope for a game that would play with the base assumption of 5e to bring something new: using a different rest or healing rules per default, tweaking classes and spells, a new tale on skills and proficiency, maybe even a different take on magic.
 



Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Good start. I think you could use grit dice the way they use psi die (when roll max decrease when roll a 1 increase) then take the battle master manuvers and have them work off it as decreasing to use them.
Yup, the idea is to have the battlemaster use its maneuver with the Grit die, making them at-will with a gamble. Having them on the base class allows more space in the BM's archetype features list to add something more than ''more die''. The ''relentless'' feature would be one more ''Grit replenishment'' per day, for example.
 


Asisreo

Patron Badass
How does this solve the issue that a caster can do anything and a fighter must rely on the DM to do cool things at upper tiers?

Not an argument, just something that should be pondered. If you can find a solution moving forward, I'd like to see it at some point.
 

ThatGuySteve

Explorer
I'm not a big fan of changing fighter to a long rest reset. I see mundane characters as having more to gain from taking a breather and regrouping their strength. From a balance perspective, having abilities usable a number of times based on proficiency rather than class level could become a multiclassing nightmare. A two level dip in fighter is already a popular choice for Action Surge 1/short rest.

I would split the Fighting Styles into two abilities. Keep the combat options as they are and make the more narrative options, like Castellan or Regent, options at 6th level as alternatives to Artisan of War.
 


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