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D&D 5E Why Not? A Variant Captain Fighter

Garthanos

Arcadian Knight
Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
• You can use the Help action as a bonus action.
• When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
I hadn't seen Tandem Tactician... improves the helps "group" angle or at least it increases it a bit on something you can do regularly not just one .... that is indeed pretty nice at two factors you are potentially being warlord like each turn yeh very slick.

From there, I suggest 7 levels in Crown Paladin, for all the usual Paladin goodies (including Charisma to saves aura), Bless, bonus action AoE healing from Turn the Tide, and the ability to take hits for your allies (Plus its thematic and fluffs AF).
The Crown Paladin I had seen Smite combining with Bard seems a 5e optimization guideline from what I can see :p
The choice to smite or fuel spells brings some choice in to the play style.

Dirge Singer Archetype
And another something I hand not seen before... with intriguing elements. That broad inspiration again a factor for affecting more than one ally. Homebrew eh?

Fluff your spells as 'Martial manoeuvres' or whatnot, and take thematic ones
Just noticed how open ended Command is => about as open ended as intimidate isn't it.

Thanks for pointing out some interesting things.
 
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Garthanos

Arcadian Knight
If that's not a Warlord, I don't know what is.
It might be "A" Warlord if you get what I mean which is one of the goals. That UA feat and Inspiring Leader are quite a foundation and could even be combined with what is being developed here. The thing I like about your build is that even during the first few levels it feels like a Warlord (at least a nice flavor of one), the AND you should be feeling like a very realized character by level 5 or 6 (that additional ASI looks tempting). Crown oath is pretty damn cool and that homebrew bard school actually seems like a cherry on top which integrates with it tightly
 

Garthanos

Arcadian Knight
Synopsis of ideas thus far.

Fighter Enhancements

  1. Second Wind: Ability to choose to give yours to another
  2. Action Surge: Enhanced to allow giving your action surge to another (can be done on any turn) or use it on daily exercises to trade action surge for more cs die / maneuvers.
  3. Battle Cry (new): to share initiative with any all allies who have lower. May gain initiative from mental stat of your choice instead of Dex.
  4. Scan the Battle (new battlemaster level 3) enabling potential tactical choices each round not just once in a while by trading attacks (subject to skill check).
  5. Risky maneuvering - trade risk of an opportunity attack for daka aka extra attack (which a BM can use to scan for openings).
  6. Exertions - trade hps for daka aka extra attack. (this allows the ability to be more high hp user specific 5hp)
  7. BM Maneuver enhancements - change all maneuvers to allow usage on/for adjacent allies not just self. Also various attempts to make them more balanced with each other and worthwhile (no spending others reactions to do your cool thing).
  8. Additional BM Maneuvers - various additions some for mobility (better with flanking). some with marking assumed.
  9. Boosted Maneuvers these cost more attacks to get bigger boom attacks which affect all adjacent enemies for instance or maybe ones that might affect any every enemy that comes adjacent
Warlord Extensions
  1. Battle Shout this allows you to help allies and also enable allies who can hear you at range 30 feet to perform maneuvers you know.
  2. Battle Signs allies who can see you at range of 30 feet can perform maneuvers you know.
Also considered house rules. ]
  1. Lesser Advantage/Disadvantage : grants d4 (+2) mod and combines with self to make full advantage/disadvantage. This might replace other fiddly bonuses and create better design follow through.
  2. Flanking and Action Hero Reactions: those who get extra attacks can also make extra reactions for opportunity attacks of the same number but only one per enemy turn. This increases risk for those moving note this rule also combines nicely with charging to simultaneously make movement and position more important and risky.
  3. Charging : allows attack as a bonus action on a dash and grant lesser advantage (or +2) if 10 feet moved makes movement attractive if you are careful. Rescues general rule from every edition prior.
  4. Careful Move (Shifting) : a way of moving slower more carefully pay 25 feet of move (to only move 5) but otherwise like disengage (without action cost) similar to shift from 4e (you can move carefully while keeping your tools of battle ready and still make an action or break into a charge this way) also similar to 5 foot step from 3e. Yes rogues still do it better :p
 
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Garthanos

Arcadian Knight
Synopsis of ideas thus far.

Fighter Enhancements

  1. Second Wind: Ability to choose to give yours to another
  2. Action Surge: Enhanced to allow giving your action surge to another (can be done on any turn) or use it on daily exercises to trade action surge for more cs die / maneuvers.
  3. Battle Cry (new): to share initiative with any who have lower also may gain initiative from mental stat.
  4. Scanning The Battle (new battlemaster at level 3) enabling potential tactical choices each round not just once in a while by trading attacks (subject to skill check).
  5. Exertions (new) - trade hd for daka aka extra attack (may take skill check too).
  6. Risky maneuvering (new) - trade risk in the form of an opportunity attack for daka aka extra attack.
  7. BM Maneuver enhancements - various attempts to make them more balanced with each other and worthwhile (no spending others reactions to do your cool thing).
  8. Additional BM Maneuvers - various additions some for mobility (better with flanking). some with marking assumed.
  9. Boosted Maneuvers these cost more attacks to get bigger boom attacks which affect all adjacent enemies for instance or maybe ones that might affect any every enemy that comes adjacent
Also considered house rules.
  1. Lesser Advantage/Disadvantage : grants d4 (+2) mod and combines with self to make full advantage/disadvantage. This might replace other fiddly bonuses and create better design follow through.
  2. Flanking and Action Hero Reactions: those who get extra attacks can also make extra reactions for opportunity attacks of the same number but only one per enemy turn. This increases risk for those moving note this rule also combines nicely with charging to simultaneously make movement and position more important and risky.
  3. Charging : allows attack as a bonus action on a dash and grant lesser advantage (or +2) if 10 feet moved makes movement attractive if you are careful. Rescues general rule from every edition prior.
  4. Careful Move : a way of moving slower more carefully pay 25 feet of move (to only move 5) but otherwise like disengage (without action cost) similar to shift from 4e (you can move carefully while keeping your tools of battle ready and still make an action or break into a charge this way) also similar to 5 foot step from 3e. Yes rogues still do it better :p
To be honest the house rules part of the above are ok but also kind of meh they add something old to 5e not something new.
 
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Garthanos

Arcadian Knight
Inspired Resilience (Second Wind) : Heroes have within them deep wells of vigor the fighter is able to readily access and inspire access in others. On your turn, you can use a bonus action to enable the subject to regain hit points equal to 1d10 + your fighter level. Additionally
the first attack during the subsequent turn made by the subject of resurgence gains lesser advantage. The subject of this feature, must finish a short or long rest before they can take advantage of it again.

Resurgence can be performed twice per short rest. (A warlord subclass could then inspire resurgence significantly more times .)

Optional Idea : using this on someone other than yourself requires a Charisma (Persuasion) check and adds + your CHA modifier to the recovered HP. This check will usually be easy on player character allies but hard on npc allies and likely not possible on enemies (DM determined DC as usual).
 
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Garthanos

Arcadian Knight
I am starting to think an Apex Predator Effect - Induce Enemy Fumbles (on the first enemy attack each turn if they roll 1 or 2 : insert problem here next attack against them is at advantage? and/or the enemies next attack is at disadvantage or even just take d4 / d6 / d8 self induced damage or they damage a nearby ally). Might be a really cool way of representing how the presence of the Fighter induces poor performance from the enemy. It might be a higher level function level 8/10 or some such but very cool.
 
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Garthanos

Arcadian Knight
I am starting to think an Apex Predator Effect - Induce Enemy Fumbles (on the first enemy attack if they roll 1 or 2 : insert problem here next attack against them is at advantage? and/or the enemies next attack is at disadvantage or even just take d4 self induced damage). Might be a really cool way of representing how the presence of the Fighter induces poor performance from the enemy. It might be a higher level function level 8/10 or some such but very cool.
Hmmm I would like this to be a class effect but part of my brain calls it a feat or something like the invocations on a Warlock.
 

Garthanos

Arcadian Knight
Revealing Strike: This maneuver displays vulnerability of the target the first attack of each ally against the target till the end of your next turn gain a CS die of bonus damage. (ease of use hand out a die to each ally)
 
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Garthanos

Arcadian Knight
Odd thought
Proven Brutality you may use intimidation as a bonus action if you succeed on an attack this turn.
 
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Garthanos

Arcadian Knight
I am starting to think an Apex Predator Effect - Induce Enemy Fumbles (on the first enemy attack each turn if they roll 1 or 2 : insert problem here next attack against them is at advantage? and/or the enemies next attack is at disadvantage or even just take d4 / d6 / d8 self induced damage or they damage a nearby ally). Might be a really cool way of representing how the presence of the Fighter induces poor performance from the enemy. It might be a higher level function level 8/10 or some such but very cool.
Perhaps make that next significant skill check requiring an action is at disadvantage, this allows it to take effect in any arena.
Also If affected by Apex Predator effect from multiple sources the fumble chance might go up.

The above actually could work with the low choice Champion too.
 

Garthanos

Arcadian Knight
Odd thought
Proven Brutality you may use intimidation as a bonus action if you succeed on an attack this turn.
Note intimidate as a bonus action could be effectively used to emulate most of the maneuvers... drop your weapon, drop back, kneel to me/get down .. fall/back off/flee ... constant 5e DM intervention required for the win right?
 
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Garthanos

Arcadian Knight
So here is the maneuver working on the wording.
Proven Brutality
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to intimidate an enemy within 30 feet who can see the attack. You add the superiority die to the attack's damage roll, and may as a bonus action perform a Charisma (Intimidation) action you might normally do as a full action.

Bonus per additional attack expended
range 15 additional feet.
subjects 2 additional creatures.
Bonus per CS die spent
as above extra attack and add the die to the damage of the attack.

Movement can be interspersed during the intimidation/attack action. Example I wish to allow myself to push multiple enemies back - "I can smash one then stalk through their area glaring and shouting that stopping me is their death."
 
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Garthanos

Arcadian Knight
So here is the maneuver working on the wording.
Proven Brutality
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to intimidate an enemy within 30 feet who can see the attack. You add the superiority die to the attack's damage roll, and may as a bonus action perform a Charisma (Intimidation) action you might normally do as a full action.

Optionally if you spend an additional single attack while doing this you may add 2 targets to those subject to the intimidation. (each subsequent target must also be able to see the attack) - additionally increase range by 15 for each extra single attack spent this way. So for a movement can be interspersed during the intimidation action. For instance if I wish to allow myself to push multiple enemies back I can smash one then stalk through their area glaring and shouting that stopping me is their death.
Increasing the number of subjects who are intimidated feels like it should seem a stronger attack like having additional superiority die damage for each attack spent enhancing the original.
 

Garthanos

Arcadian Knight

Ambush​

When you or an ally make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch​

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace​

When a creature you can see moves into the reach of you or an ally wielding a melee weapon, you can use your reaction to expend one superiority die you or the ally may then make one attack against the creature. If the attack hits, add the superiority die to the weapon's damage roll.

Commander's Strike​

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you or an ally and expend one superiority die. That creature can immediately make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence​

When you or an ally make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack​

When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike​

When you or an ally hits a creature with a weapon attack, you can expend one superiority die to distract the creature, gives you or your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork​

When you or an ally move, you can expend one superiority die, rolling the die and adding the number rolled to the movers AC until they stop moving.

Feinting Attack​

You can expend one superiority die and use a bonus action on your turn or a reaction on an allies to feint, choosing one creature within 5 feet of you as your target. You or an ally have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack​

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike​

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Maneuvering Attack​

When you or an ally hits a creature with a weapon attack, you can expend one superiority die to maneuver yourself or one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll. You or a creature you can see and select can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

Menacing Attack​

When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of the attacker until the end of your next turn.

Parry​

When another creature damages you or an ally with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. If protecting an ally and the ally is not adjacent to you or yourself this assumes you launch a tool of some sort to interfere with the attack.

Precision Attack​

When you or an ally makes a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after the attack roll, but before any effects of the attack are applied.

Pushing Attack​

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss​

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally​

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte​

When a creature misses you or an adjacent ally with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack​

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment​

When you or an ally within 30 feet makes an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack​

When you or an adjacent ally hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 
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Garthanos

Arcadian Knight
Do any of the Warlords people are making
present a power like this one?
I think being able to call a charge is iconic for a warlord and this really gives it sting

1609715996181.png
 
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Garthanos

Arcadian Knight
Basic effect of lamb to the slaughter is like a goading mixed with 3 commander's strikes and maneuvering strike effects to be honest I think that is crazy costly
 
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Garthanos

Arcadian Knight
Basic effect of lamb to the slaughter is like a goading mixed with 3 commander's strikes and maneuvering strike effects to be honest I think that is crazy costly
This sounds complicated but that is a 5e ... we do not need no stinking charge thing (every other edition has charge as a fundamental action)
 

Garthanos

Arcadian Knight
Synopsis of ideas thus far.

Fighter Enhancements

  1. Second Wind: Ability to choose to give yours to another
this improves party flexibility when someone other than the fighter is focused on... the 5e fighter is melee but lacks the 4e defender pull so being able to affect someone else will situationally be more valuable and more appropriate for the 5e environment .
  1. Action Surge: Enhanced to allow giving your action surge to another (can be done on any turn) or use it on daily exercises to trade action surge for more cs die / maneuvers.
this is situational it can enhance party power by applying the advantage where it may do more again quite situational but letting an ally do whatever that ally decides it needs to dash or attack or any action really is a very warlord generalized ability.
  1. Battle Cry (new): to share initiative with any all allies who have lower. May gain initiative from mental stat of your choice instead of Dex.
This is classic it supports and represents the real life practice and purpose and makes this fighter potentially good at it even if they are not a dex build AND it mirrors a 4e warlord ability at improving initiative of allies but tied more to a visualization which is 5e style.
  1. Scan the Battle (new battlemaster level 3) enabling potential tactical choices each round not just once in a while by trading attacks (subject to skill check).
This allows flexibility and allows the fighter to focus on a role at will based on maneuvers its not so much about power most of the time.
  1. Risky maneuvering - trade risk of an opportunity attack for daka aka extra attack (which a BM can use to scan for openings).
trading out risk for reward is also about flexibility.
  1. Exertions - trade hps for daka aka extra attack. (this allows the ability to be more high hp user specific 5hp)
Puts a price on your power allows one to be more striker and more fragile on the fly.
  1. BM Maneuver enhancements - change all maneuvers to allow usage on/for adjacent allies not just self. Also various attempts to make them more balanced with each other and worthwhile (no spending others reactions to do your cool thing).
flexibility but the details depend on the maneuvers emphasizes the team player aspect of real soldiers/warriors
  1. Additional BM Maneuvers - various additions some for mobility (better with flanking). some with marking assumed.
role support is definitely in there ie marking.
  1. Boosted Maneuvers these cost more attacks to get bigger boom attacks which affect all adjacent enemies for instance or maybe ones that might affect any every enemy that comes adjacent
definitely can be an eggs in one basket thing but may also make one better at the conceptual minion clearing... the classic one man army is expressed in it. - This mowing down of lesser enemies is something directly from 1e and I value and feel 5e abandoned rather badly.

Does this make fighters better at fighting probably but usually in ways that are more about flexibility and superior team play and most often situationally (even the multi-target attacks are only even close to a dps jolt if you manage to get mobbed - because the fighter is already a multi-attacker).
 

Garthanos

Arcadian Knight
Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver yourself or one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose subject. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

-- The 5e fighter is not just the 4e fighter but some forms of ranger and warlord, in other words I feel it has big feet to fill. Changing maneuvering attack to ensure it may move the one performing the maneuver or an ally allows it to emulate certain ranger moves that enhance the strikers movement. The Ranger has a power called Hit and Run attack effectively it is the maneuvering attack used on self.

I think I have just decided on a bigger goal than simply a Warlord.
 
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Garthanos

Arcadian Knight
Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver yourself or one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose subject. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

-- The 5e fighter is not just the 4e fighter but some forms of ranger and warlord, in other words I feel it has big feet to fill. Changing maneuvering attack to ensure it may move the one performing the maneuver or an ally allows it to emulate certain ranger moves that enhance the strikers movement. The Ranger has a power called Hit and Run attack effectively it is the maneuvering attack used on self.

I think I have just decided on a bigger goal than simply a Warlord.
Note that the self affecting version may be very Hit and Run but this is also close to other ones like Fading Strike and Nimble Strike. Note they do have limits like the movement is shorter or benefits like does not trigger opp attacks from anyone or to be before the attack whether it hits or not.
 
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