HorridElemental
2014-08-21, 10:08 PM
Update!
Finally got around to updating this.
I'm adding in an ability for all Fighters as a capstone. Also I'll add in a Champion Fighter fix eventually.
So I was a bit bored and wanted to focus my energy on something productive. Here is my fix for the Battle Master that I will be running a PC soon (level 7 or level 9 game). I used some of the same language to make things more streamlined but changed the mechanics.
This is not finished but most of it should give y'all the gist of what I'm getting at.
Warning: This is not balanced with any other class as of yet. Eventually I would like to get it to be a top choice (every class should be a top choice). I'll be adding more maneuver choices eventually, I just wanted to get the basic ones out of the way. Oh, superiority dice have been thrown away, this Fighter is pretty darn simple for the most part, well until you hit later but even then you can easily keep things simple by ignoring Improved Combat Superiority.
Student of War: At 3rd level you gain one of the following feats: Skilled or Tough.
Know Your Enemy: As standard ability but may be used as an action at 7th level and a bonus action at 15th level.
Improved Combat Superiority: At level 10 any weapon damage dice are increased by one step. At level 18 this increases by one step again.
Relentless: Starting at 15th level, as a purely mental bonus action, you may negate one ongoing effect from the following list that is effecting you.
Charmed, Frightened, Paralyzed, and Stunned.
(These are effects that a classic hero would "break through" to save allies or themselves at the last minute. This is a pretty hefty list, but at level 15 you should get something really nice).
Lord of War: "I think you mean Warlord". " No, I like my way better". When the Battle Master Fighter uses their second with their Telegraphing Limit is reset for that battle.
Maneuvers: At 3rd level you learn three maneuvers of your choice, which are detailed below.
You may use your maneuvers anytime you want, however during battle if you spam your abilities then your enemies will get wise to your tactics. The BM Fighter table shows how many maneuvers can be used before the BM Fighter starts to telegraph their abilities. When they start telegraphing their maneuvers then the targets gain advantage on their saving throws. When you use a maneuver you can use it for as many attacks in that round as you have and may target multiple creatures if you have enough attacks. For example if you have 3 attacks and want to use disarming strike as you run past a few enemies you may use disarming attack on three of them that you attack. You may use a combination of maneuvers in a turn but only one maneuver per attack. You could use disarming attack, rally, and then whirlwind attack if you have three attacks (however they each count against your telegraph limit). If you use trip, disarm, trip then that counts as two maneuvers used in the turn.
You have access to all maneuvers but your training regiment is based on your BM Fighter level. The higher your Fighter level the more maneuvers you can practice and have ready to use in battle. You may use any maneuver you have not practiced but using it gives you disadvantage on your attack roll, the effect save is as normal unless there is no attack roll on your part and then they gaom advantage on their save. Using unpracticed maneuver counts against your telegraphing limit.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is as follows:
Maneuver Save DC = 8 + 2 * Proficiency Bonus
Some maneuvers do not effect targets of your attacks, however they go against your telegraphing limit.
Commander’s Strike: When you attack a target an ally adjacent to the target may use their reaction to attack the target. The damage they deal does not add their ability modifier.
Disarming Attack: When you hit a creature with a weapon attack they drop any weapon or item they are holding. A successful Strength or Dexterity save negates this effect.
Distracting Strike: When you hit a creature with a weapon attack, the next attack against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. A successful Intelligence or Wisdom save negates this effect.
Evasive Footwork: When you move, you distract a number of creatures equal to the number attacks you can make per round. When you do so they do not get to use a reaction due to your movement. A successful Dexterity or Wisdom save negates this effect.
Feinting Attack: Right before you attack with a weapon you attempt to fake your target out. You gain advantge on your attack unless the target passes a Intelligence or Wisdom save.
Goading Attack: When you hit with a weapon attack you know just how to do it to really make the enemy mad. The target takes disadvantage on any attack or maneuver unless it targets solely you. A Wisdom or Charisma save negates this effect.
Lunging Attack: When you attack with a melee weapon you may increase the reach of the weapon by 5ft.
Maneuvering Attack: Whenever you hit a creature with a weapon attack they are pushed 5' and if you are using a melee weapon you may move 5' to where they were standing (or 5' closer) due to your momentum. This movement is not counted against your move speed. A successful Strength or Dexterity save negates this push.
You can use this with a bow, however you don't get the free movement due to your momentum.
Menacing Attack: When you strike an enemy they are overcome with fear. They are frightened of you till the end of their next turn unless they pass a Wisdom or Charisma save.
Parry: When you are attacked by a weapon or spell you can parry or deflect the attack. When attacked by a weapon or spell with an attack roll your enemy gains disadvantage unless they pass a Strength or Intelligence save. When attacked by a spell or manuever that offers a save or contest you gain advantage on the save or contest unless the target passes a Dexterity or Charisma save.
Special: Due to the complexity of this maneuver it can not be used without practice.
(Parry is under review and subject to change)
Precision Attack: You know exactly where to target a creature to really give it to them good. Upon abfailed Strength or Dexterity save the target takes additional damage equal to your proficiency bonus.
Rally: When you strike a for within 60' of an ally you may rally that ally. That ally gains 1d6 + Cha Mod temp HP.
Riposte: When you are attacked with a weapon you may attack the target with tour weapon. The target gains a Constitution or Dexterity save or takes damage equal to your proficiency bonus.
Special: you may allow this to use your reaction. If you do so then it doesn't affect your telegraphing limit unless it is untrained. You do not gain any extra reactions due to this maneuver.
Whirlwind Attack: When you attack a creature with a melee weapon, you bring your weapon around in a wide swing. Each other creature adjacent to you must make a Dexterity or Constitution save or take damage equal to your proficiency bonus.
Ricochet Attack: When you shoot or throw a weapon you may ricochet the ammunition or weapon a number of times equal to your Strength or Dexterity modifier (whichever was used for the attack roll). These ricochets can change if a target has a type of cover from your attack(s).
Trip Attack: When you attack a target with a weapon you shove them to the ground. A successful Strength or Dexterity save negates the trip.
Telegraphing Limit: This is the number of maneuvers you can use during a battle without letting your enemies read your movements. After this limit you start to tire, have a tell, or the enemies have wised up to your fighting style.
Level
Prof.
Bonus
Special
Practiced
Maneuvers
Telegraphing
Limit
1
+2
Fighting Style, Second Wind
0
0
2
+2
Action Surge (one use)
0
0
3
+2
Martial Archetype (Battle Master)
2
2
4
+2
Ability Score Improvement
3
2
5
+3
Extra Attack
3
2
6
+3
Ability Score Improvement
3
2
7
+3
Martial Archetype Feature (Battle Master)
4
2
8
+3
Ability Score Improvement
4
3
9
+4
Indomitable (one use)
4
3
10
+4
Martial Archetype Feature (Battle Master)
5
3
11
+4
Extra Attack (2)
5
3
12
+4
Ability Score Improvement
5
3
13
+5
Indomitable (two uses)
6
4
14
+5
Ability Score Improvement
6
4
15
+5
Martial Archetype Feature (Battle Master)
6
4
16
+5
Ability Score Improvement
7
4
17
+6
Action Surge (two uses), Indomitable (three uses)
7
4
18
+6
Martial Archetype Feature (Battle Master)
7
5
19
+6
Ability Score Improvement
8
5
20
+6
Extra Attack (3), Lord of War
8
5
Finally got around to updating this.
I'm adding in an ability for all Fighters as a capstone. Also I'll add in a Champion Fighter fix eventually.
So I was a bit bored and wanted to focus my energy on something productive. Here is my fix for the Battle Master that I will be running a PC soon (level 7 or level 9 game). I used some of the same language to make things more streamlined but changed the mechanics.
This is not finished but most of it should give y'all the gist of what I'm getting at.
Warning: This is not balanced with any other class as of yet. Eventually I would like to get it to be a top choice (every class should be a top choice). I'll be adding more maneuver choices eventually, I just wanted to get the basic ones out of the way. Oh, superiority dice have been thrown away, this Fighter is pretty darn simple for the most part, well until you hit later but even then you can easily keep things simple by ignoring Improved Combat Superiority.
Student of War: At 3rd level you gain one of the following feats: Skilled or Tough.
Know Your Enemy: As standard ability but may be used as an action at 7th level and a bonus action at 15th level.
Improved Combat Superiority: At level 10 any weapon damage dice are increased by one step. At level 18 this increases by one step again.
Relentless: Starting at 15th level, as a purely mental bonus action, you may negate one ongoing effect from the following list that is effecting you.
Charmed, Frightened, Paralyzed, and Stunned.
(These are effects that a classic hero would "break through" to save allies or themselves at the last minute. This is a pretty hefty list, but at level 15 you should get something really nice).
Lord of War: "I think you mean Warlord". " No, I like my way better". When the Battle Master Fighter uses their second with their Telegraphing Limit is reset for that battle.
Maneuvers: At 3rd level you learn three maneuvers of your choice, which are detailed below.
You may use your maneuvers anytime you want, however during battle if you spam your abilities then your enemies will get wise to your tactics. The BM Fighter table shows how many maneuvers can be used before the BM Fighter starts to telegraph their abilities. When they start telegraphing their maneuvers then the targets gain advantage on their saving throws. When you use a maneuver you can use it for as many attacks in that round as you have and may target multiple creatures if you have enough attacks. For example if you have 3 attacks and want to use disarming strike as you run past a few enemies you may use disarming attack on three of them that you attack. You may use a combination of maneuvers in a turn but only one maneuver per attack. You could use disarming attack, rally, and then whirlwind attack if you have three attacks (however they each count against your telegraph limit). If you use trip, disarm, trip then that counts as two maneuvers used in the turn.
You have access to all maneuvers but your training regiment is based on your BM Fighter level. The higher your Fighter level the more maneuvers you can practice and have ready to use in battle. You may use any maneuver you have not practiced but using it gives you disadvantage on your attack roll, the effect save is as normal unless there is no attack roll on your part and then they gaom advantage on their save. Using unpracticed maneuver counts against your telegraphing limit.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is as follows:
Maneuver Save DC = 8 + 2 * Proficiency Bonus
Some maneuvers do not effect targets of your attacks, however they go against your telegraphing limit.
Commander’s Strike: When you attack a target an ally adjacent to the target may use their reaction to attack the target. The damage they deal does not add their ability modifier.
Disarming Attack: When you hit a creature with a weapon attack they drop any weapon or item they are holding. A successful Strength or Dexterity save negates this effect.
Distracting Strike: When you hit a creature with a weapon attack, the next attack against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. A successful Intelligence or Wisdom save negates this effect.
Evasive Footwork: When you move, you distract a number of creatures equal to the number attacks you can make per round. When you do so they do not get to use a reaction due to your movement. A successful Dexterity or Wisdom save negates this effect.
Feinting Attack: Right before you attack with a weapon you attempt to fake your target out. You gain advantge on your attack unless the target passes a Intelligence or Wisdom save.
Goading Attack: When you hit with a weapon attack you know just how to do it to really make the enemy mad. The target takes disadvantage on any attack or maneuver unless it targets solely you. A Wisdom or Charisma save negates this effect.
Lunging Attack: When you attack with a melee weapon you may increase the reach of the weapon by 5ft.
Maneuvering Attack: Whenever you hit a creature with a weapon attack they are pushed 5' and if you are using a melee weapon you may move 5' to where they were standing (or 5' closer) due to your momentum. This movement is not counted against your move speed. A successful Strength or Dexterity save negates this push.
You can use this with a bow, however you don't get the free movement due to your momentum.
Menacing Attack: When you strike an enemy they are overcome with fear. They are frightened of you till the end of their next turn unless they pass a Wisdom or Charisma save.
Parry: When you are attacked by a weapon or spell you can parry or deflect the attack. When attacked by a weapon or spell with an attack roll your enemy gains disadvantage unless they pass a Strength or Intelligence save. When attacked by a spell or manuever that offers a save or contest you gain advantage on the save or contest unless the target passes a Dexterity or Charisma save.
Special: Due to the complexity of this maneuver it can not be used without practice.
(Parry is under review and subject to change)
Precision Attack: You know exactly where to target a creature to really give it to them good. Upon abfailed Strength or Dexterity save the target takes additional damage equal to your proficiency bonus.
Rally: When you strike a for within 60' of an ally you may rally that ally. That ally gains 1d6 + Cha Mod temp HP.
Riposte: When you are attacked with a weapon you may attack the target with tour weapon. The target gains a Constitution or Dexterity save or takes damage equal to your proficiency bonus.
Special: you may allow this to use your reaction. If you do so then it doesn't affect your telegraphing limit unless it is untrained. You do not gain any extra reactions due to this maneuver.
Whirlwind Attack: When you attack a creature with a melee weapon, you bring your weapon around in a wide swing. Each other creature adjacent to you must make a Dexterity or Constitution save or take damage equal to your proficiency bonus.
Ricochet Attack: When you shoot or throw a weapon you may ricochet the ammunition or weapon a number of times equal to your Strength or Dexterity modifier (whichever was used for the attack roll). These ricochets can change if a target has a type of cover from your attack(s).
Trip Attack: When you attack a target with a weapon you shove them to the ground. A successful Strength or Dexterity save negates the trip.
Telegraphing Limit: This is the number of maneuvers you can use during a battle without letting your enemies read your movements. After this limit you start to tire, have a tell, or the enemies have wised up to your fighting style.
Level
Prof.
Bonus
Special
Practiced
Maneuvers
Telegraphing
Limit
1
+2
Fighting Style, Second Wind
0
0
2
+2
Action Surge (one use)
0
0
3
+2
Martial Archetype (Battle Master)
2
2
4
+2
Ability Score Improvement
3
2
5
+3
Extra Attack
3
2
6
+3
Ability Score Improvement
3
2
7
+3
Martial Archetype Feature (Battle Master)
4
2
8
+3
Ability Score Improvement
4
3
9
+4
Indomitable (one use)
4
3
10
+4
Martial Archetype Feature (Battle Master)
5
3
11
+4
Extra Attack (2)
5
3
12
+4
Ability Score Improvement
5
3
13
+5
Indomitable (two uses)
6
4
14
+5
Ability Score Improvement
6
4
15
+5
Martial Archetype Feature (Battle Master)
6
4
16
+5
Ability Score Improvement
7
4
17
+6
Action Surge (two uses), Indomitable (three uses)
7
4
18
+6
Martial Archetype Feature (Battle Master)
7
5
19
+6
Ability Score Improvement
8
5
20
+6
Extra Attack (3), Lord of War
8
5