Another idea would be to give the fighter an ability to preroll a result once per day, and save it for when he needs it. Sort of like a backup plan.
Or maybe a bonus for switching to a different weapon mid-fight? I like the idea of the fighter being a class that carries many types of weapons for every occasion.
Or maybe some unique movement related skill? Kinda like sliding down a curtain with a sword, or swinging across a room with a whip? Maybe the fighter has a unique ability that allows him to improvise with his weapon to traverse a great distance, provided the action makes sense?
Just throwing out some random ideas...
Other bonus action ideas:
Take Stock: Perception check to see what is happening on the battlefield
Wariness: Grant Temp HP till beginning of next turned due to raised defence
Make use of distraction: Gain advantage on melee attack against a creature that was damaged by ally since your last turn.
Quick foot work: Move 5ft
Set Up: Provide advantage on attacks against enemy in melee range for allies till your next turn.
Intercept: Push enemy 5ft
Definitely interesting ideas.
Not sure they belong in the core class – but definitely I could see the Bravo, for example, being highly mobile & having a feature that expands on
Martial Alacrity (or whatever I end up calling it) and allows him to move great distances in a swashbuckly manner or take a quick 5 foot move as a reaction.
I think the key is to make the core feature simple & thematic – fighter is the
last class I'd want to have too much complexity baked into the core class. Remembering a list of things you can do with your Reaction that aren't strongly thematically connected would defeat the elegant simplicity I'm aiming for. So maybe I need to re-think this a bit...
Cunning Action works as a simple option because it's 3 thematically connected things that support the rogue's concept: Hiding, Tumbling out of reach, and Moving Fast. It synergizes with the rogue's Sneak Attack. We can imagine that, yeah, it makes sense for a rogue to run fast through a hallway of firing dart traps. And yeah, it makes sense that a rogue tumbles away from the hydra or the death knight.
For this fighter redesign I'm thinking about encouraging a reactive play style – without burdening the player with remembering rules minutiae or confusing them with changes to how Readying works, for example.
So...
What if the fighter player decides what triggers their Reaction? Does it then become indistinguishable from Readying an action?
Hmm, so the trigger to their special Reaction needs to be defined. Something like
When you roll initiative (and are not surprised), roll a saving throw, or an attack hits or misses you?
I kinda like that. It gives the fighter a little edge when battle begins, lets the fighter do cool stuff along with their save (e.g. shaking off a charm at the last second only to throw the caster off a cliff), reinforces the idea that you want to think twice before messing with a fighter.
And – since this fighter can eventually get multiple Reactions, I'll need to change the usual proviso of "only 1/round" to "1/turn"; that way it's not possible, for example, for a fighter to BOTH Parry an incoming attack and then use Martial Alacrity to counterattack. Hmm. Actually, I like that, but may be too powerful.
I kind of like the idea of the Reaction being usable for ANY action you could take in combat: Make an Ability Check, Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object.
Of course, that's probably much too powerful. Because it steps on the Rogue's toes. And because we don't want a multi-class/Eldritch Knight fighter slinging spells as Reactions. And because Readying as Reaction would be broken. So that limits it down to: Make an Ability Check, Attack, Dodge, Help, Search, or Use an Object.
Not sure I like that list. And not sure I even like a *list* at all. I need to find a way to make what can be done with the Reaction more freeform. Maybe....*any* "interact with the environment/object in the environment" non-action? Things like, swapping weapons, opening or closing a door, throwing an unconscious ally over your shoulder, holding open a portcullis, withdrawing a potion from your backpack, removing a torch from a sconce, giving advice to a fellow PC when it's not your turn, etc.
OK, that's starting to look better... Here's what I've formulated so far...
[SECTION]
Martial Alacrity: Starting at 2nd level, you can use your Reaction when you roll initiative (as long as you are not surprised), roll a saving throw, or an attack hits or misses you. You can use this Reaction to interact with an object or feature of the environment; for example, you could stow your sword and draw your bow, open or close a door, throw an unconscious ally over your shoulder, hold open a portcullis, withdraw a potion from your backpack, remove torch from a sconce, or give advice to a fellow PC when it's not your turn.[/SECTION]
How does that look as a core class feature? And then certain subclasses can expand on it (e.g. Bravo can use it to perform a special movement, or maybe a guardian-type can equip a shield)?