Just to Browse
2014-09-09, 03:38 AM
Got bored because there are not requests I can answer on the Request a Homebrew thread. So I made some Fighter ACFs. These are designed with CharOp players in mind. These are mostly aimed at optimizers, but I'm no longer aiming just for theoretical optimization cuteness.
More to come! Post suggestions below.
New Fighter Feats
Tower Master
Prerequisites: Tower shield proficiency, improved shield bash
Benefit: You can make a shield bash while using a tower shield, which deals damage as a heavy shield one size larger. You may also take the shield specialization feat for tower shields, and you do not suffer a -2 penalty when making attacks while using a tower shield.
Unshakeable
Prerequisites: Base attack bonus +3, base fortitude save +3
Benefit: You do not suffer penalties for being shaken or sickened.
Designer Note: This can be a big problem for combats tuned around enemies using shaken or sickened as part of their core combat patterns. Default D&D fights don't use sickened or shaken to much effect, but if you have a lot of fights that revolve around inflicting light status effects then you should carefully consider whether or not to allow this feat in your game.
Variant Fighters
Note: Variant fighters can be combined as long as they don't require you to lose the same class feature twice. The exception to this is that you may give up a normal feat for your level instead of a "level 1 bonus feat". For example, a level 1 Fighter could take Survivalist and Sentinel if she chose to forfeit her level 1 fighter bonus feat and her default level 1 feat.
The Seeker
Gain
You gain one of the following abilities (chosen upon taking your first level in Fighter):
Detect Evil (Sp): At will, you can use detect evil, as the spell.
Detect Good (Sp): At will, you can use detect good, as the spell.
Detect Law (Sp): At will, you can use detect law, as the spell.
Detect Chaos (Sp): At will, you can use detect chaos, as the spell.
You gain Blind Fight as a bonus feat.
Lose
Level 1 bonus feat
The Survivalist
Gain
You gain the following ability
Endure Elements (Ex): You suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Endure Elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
You gain Endurance as a bonus feat.
Lose
Level 1 bonus feat.
The One-Trick Warrior
Gain
You gain proficiency with one martial or exotic weapon.
At level 1, you gain Weapon Focus as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 4, you gain Weapon Specialization as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 8, you gain Greater Weapon Focus as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 12, you gain Greater Weapon Specialization as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
Lose
You lose martial weapon proficiency (except with the chosen weapon above). If you chose an exotic weapon, you lose heavy armor proficiency and shield proficiency.
The Wildcat
Gain
You gain 2 additional skill points per level (x4 at level 1). Add balance, disable device, escape artist, hide, move silently, sleight of hand, tumble, and use rope to your fighter skill list.
Your reflex save becomes good (increasing at the same rate as your Fortitude save)
At level 1, you gain the feats Dodge and Mobility as bonus feats, even if you do not meet the prerequisites.
Lose
Heavy armor proficiency, medium armor proficiency, shield proficiency, level 1 bonus feat.
The Adaptive Fighter
Gain
You can ignore attribute prerequisites for any feat that could be taken as a fighter bonus feat.
Lose
Level 1 bonus feat.
The Sentinel
Gain
Your hit die increases from d10 to d12.
Shields you wield provide a deflection bonus to AC.
Lose
Martial weapon proficiency, level 1 bonus feat.
The Marksman
Gain
You gain point blank shot and precise shot as bonus feats even if you do not meet the prerequisites.
Add your Dexterity modifier to damage you deal with ranged attacks, to a maximum of your base attack bonus.
Lose
Heavy armor proficiency, medium armor proficiency, level 1 bonus feat.
Your hit die is reduced from a d10 to a d8.
Fighter Substitution Levels
These follow the Zhentarim Fighter progression (3/5/9), just because there needs to be some competition in that area. I'm keeping the Forgotten Realms theme becaause it gives me something to work off of, but it's not necessary.
Warrior of the Tall Trees
Level
Special
3
Skill Focus (Handle Animal)
5
Wild Cohort
9
Quick Positioning
Skill Focus (Handle Animal): At level 3, the fighter gains the feat skill focus (handle animal).
Wild Cohort: At level 5, the fighter gains wild cohort as a bonus feat.
Quick Positioning (Ex): At level 9, while the fighter and his wild cohort are adjacent or sharing the same space, the fighter can choose to take damage that his wild cohort would have otherwise received and vice versa. This can only be used if the fighter and his wild cohort were not damaged by the same source (such as a fireball spell that hit the fighter and his cohort).
Thayan Assailant
Level
Special
3
Use Magic Device
5
Magical Enhancements
9
Greater Magical Enhancements
Use Magic Device: Use Magic Device becomes a class skill for the fighter and he gains 3 ranks in it.
Magical Enhancements (Sp): The fighter can select a single 1st-level spell off the sorcerer/wizard list with a listed duration greater than 1 round and a range of personal. He applies that spell's effect to him at all times, and may suppress or reactivate it with 1 minute of uninterrupted concentration. The save DC (if any) is based of the fighter's intelligence modifier plus half his fighter level. This is treated as a spell cast by a sorcerer of the fighter's level.
Instead of a 1st-level spell, the fighter can choose to benefit from two cantrips that follow the same restrictions.
Greater Magical Enhancements (Sp): This functions as per magical enhancements, but the fighter can choose a 2nd-level spell, two 1st-level spells, or four cantrips.
Servant of the Purple Staff
Level
Special
Tier 1 SLAs
Tier 2 SLAs
Tier 3 SLAs
3
3
-
-
5
5
3
-
9
8
5
3
Spell-like Abilities (Sp): The fighter can use spell-like abilities a certain number of times per day. Unlike normal spell-like abilities, these can change day to day. The fighter memorizes a number of spells from the cleric spell list equal to his fighter level + 2 with a 1 hour ritual in the morning, and may use his daily slots to spontaneously cast from the list of memorized spells. The save DC for these spell-like abilities is 10 + 1/2 fighter level + Charisma modifier.
The spells memorized at each tier for the servant of the purple staff is:
Tier 1: All 0th-level cleric spells.
Tier 2: All 1st-level and 2nd-level cleric spells.
Tier 3: All 3rd-level cleric spells.
If the fighter would take a later substitution level without taking the former (such as the 5th level of servant of the purple staff, but not the 3rd) he only gains the difference in uses per day instead of each use listed on the table. So taking only the 5th level grants 2/3/0 uses per day and taking only the 9th level grants 3/2/3 uses per day.
Xanathar Elite
Level
Special
Tier 1 SLAs
Tier 2 SLAs
Tier 3 SLAs
3
3
-
-
5
5
3
-
9
8
5
3
Spell-like Abilities (Sp): The fighter can use spell-like abilities a certain number of times per day. Unlike normal spell-like abilities, these can change day to day. The fighter memorizes a number of spells from the sorcerer/wizard spell list equal to his fighter level + 2 with a 1 hour ritual in the morning, and may use his daily slots to spontaneously cast from the list of memorized spells. The save DC for these spell-like abilities is 10 + 1/2 fighter level + Intelligence modifier.
The spells memorized for each tier of the xanathar elite is:
Tier 1: All 0th-level sorcerer/wizard spells.
Tier 2: All 1st-level and 2nd-level sorcerer/wizard spells.
Tier 3: All 3rd-level sorcerer/wizard spells.
If the fighter would take a later substitution level without taking the former (such as the 5th level of xanathar elite, but not the 3rd) he only gains the difference in uses per day instead of each use listed on the table. So taking only the 5th level grants 2/3/0 uses per day and taking only the 9th level grants 3/2/3 uses per day.
Hunter of the Shades
Level
Special
3
Skill Focus (Hide)
5
Shifting Shadows
9
Shadow of Death
Skill Focus (Hide): The fighter gains skill focus (hide) as a bonus feat.
Shifting Shadows (Su): The fighter can see in all darkness, even magical darkness. As a swift action, he can envelop a 5 ft. radius area centered on himself with darkness as per the darkness spell. This magical darkness lasts for 1 round.
Shadow of Death (Su): Once per day as an immediate action, the fighter can create a 30 ft. radius cloud of darkness as per the deeper darkness spell. Allies within the magical darkness can see despite it. This magical darkness lasts for 1 round. As a 1-round action, the fighter can focus to regain the daily usage of this ability.
Expert Tactician
Requested by spikeof2010
Level
Special
3
Tactical Aid
5
Tactical Insight
9
Tactical Mastery
Tactical Aid (Ex): You can use aid another in combat as a move action, and no longer have to be in melee combat to do so. Being able to hit the target with any weapon will suffice.
Tactical Insight (Ex): Your aid another attempts grant an addition +2 bonus. You can always make an aid another check for an ally using a skill, and may make all aid another skill checks even if you are untrained.
Tactical Mastery (Ex): You can use aid another in combat as a swift action. Even when you fail your aid another check, you can still grant a +2 bonus as if aiding another (this is not increased by Tactical Insight).
Fighter of Gond
Level
Special
3
Craftmaster
5
Knowledge of the Forge
9
Gond's Blessing
Craftmaster (Ex): The fighter gains a +3 bonus to every craft check he makes. This qualifies as the feat skill focus (craft (any)) for the purposes of prerequisites.
Knowledge of the Forge (Ex): The fighter gains a caster level equal to his highest ranks in a craft skill for the purposes of crafting magic items. This class feature does not grant him knowledge of any spells, so he must obtain those from another source (items that cast spells, friendly casters, multiclassing, etc). He may also use another willing creature's experience points when crafting in lieu of his own.
In addition, bonus fighter feats he gains can be spent on [Item Creation] feats.
Gond's Blessing (Ex): The fighter gains knowledge of one spell per fighter level, which may only be used for the purposes of creating magic items. Each fighter level afterwards, he learns a new spell.
More to come! Post suggestions below.
New Fighter Feats
Tower Master
Prerequisites: Tower shield proficiency, improved shield bash
Benefit: You can make a shield bash while using a tower shield, which deals damage as a heavy shield one size larger. You may also take the shield specialization feat for tower shields, and you do not suffer a -2 penalty when making attacks while using a tower shield.
Unshakeable
Prerequisites: Base attack bonus +3, base fortitude save +3
Benefit: You do not suffer penalties for being shaken or sickened.
Designer Note: This can be a big problem for combats tuned around enemies using shaken or sickened as part of their core combat patterns. Default D&D fights don't use sickened or shaken to much effect, but if you have a lot of fights that revolve around inflicting light status effects then you should carefully consider whether or not to allow this feat in your game.
Variant Fighters
Note: Variant fighters can be combined as long as they don't require you to lose the same class feature twice. The exception to this is that you may give up a normal feat for your level instead of a "level 1 bonus feat". For example, a level 1 Fighter could take Survivalist and Sentinel if she chose to forfeit her level 1 fighter bonus feat and her default level 1 feat.
The Seeker
Gain
You gain one of the following abilities (chosen upon taking your first level in Fighter):
Detect Evil (Sp): At will, you can use detect evil, as the spell.
Detect Good (Sp): At will, you can use detect good, as the spell.
Detect Law (Sp): At will, you can use detect law, as the spell.
Detect Chaos (Sp): At will, you can use detect chaos, as the spell.
You gain Blind Fight as a bonus feat.
Lose
Level 1 bonus feat
The Survivalist
Gain
You gain the following ability
Endure Elements (Ex): You suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Endure Elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
You gain Endurance as a bonus feat.
Lose
Level 1 bonus feat.
The One-Trick Warrior
Gain
You gain proficiency with one martial or exotic weapon.
At level 1, you gain Weapon Focus as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 4, you gain Weapon Specialization as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 8, you gain Greater Weapon Focus as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
At level 12, you gain Greater Weapon Specialization as a bonus feat. The selected weapon for this feat must be the same one you gained proficiency in.
Lose
You lose martial weapon proficiency (except with the chosen weapon above). If you chose an exotic weapon, you lose heavy armor proficiency and shield proficiency.
The Wildcat
Gain
You gain 2 additional skill points per level (x4 at level 1). Add balance, disable device, escape artist, hide, move silently, sleight of hand, tumble, and use rope to your fighter skill list.
Your reflex save becomes good (increasing at the same rate as your Fortitude save)
At level 1, you gain the feats Dodge and Mobility as bonus feats, even if you do not meet the prerequisites.
Lose
Heavy armor proficiency, medium armor proficiency, shield proficiency, level 1 bonus feat.
The Adaptive Fighter
Gain
You can ignore attribute prerequisites for any feat that could be taken as a fighter bonus feat.
Lose
Level 1 bonus feat.
The Sentinel
Gain
Your hit die increases from d10 to d12.
Shields you wield provide a deflection bonus to AC.
Lose
Martial weapon proficiency, level 1 bonus feat.
The Marksman
Gain
You gain point blank shot and precise shot as bonus feats even if you do not meet the prerequisites.
Add your Dexterity modifier to damage you deal with ranged attacks, to a maximum of your base attack bonus.
Lose
Heavy armor proficiency, medium armor proficiency, level 1 bonus feat.
Your hit die is reduced from a d10 to a d8.
Fighter Substitution Levels
These follow the Zhentarim Fighter progression (3/5/9), just because there needs to be some competition in that area. I'm keeping the Forgotten Realms theme becaause it gives me something to work off of, but it's not necessary.
Warrior of the Tall Trees
Level
Special
3
Skill Focus (Handle Animal)
5
Wild Cohort
9
Quick Positioning
Skill Focus (Handle Animal): At level 3, the fighter gains the feat skill focus (handle animal).
Wild Cohort: At level 5, the fighter gains wild cohort as a bonus feat.
Quick Positioning (Ex): At level 9, while the fighter and his wild cohort are adjacent or sharing the same space, the fighter can choose to take damage that his wild cohort would have otherwise received and vice versa. This can only be used if the fighter and his wild cohort were not damaged by the same source (such as a fireball spell that hit the fighter and his cohort).
Thayan Assailant
Level
Special
3
Use Magic Device
5
Magical Enhancements
9
Greater Magical Enhancements
Use Magic Device: Use Magic Device becomes a class skill for the fighter and he gains 3 ranks in it.
Magical Enhancements (Sp): The fighter can select a single 1st-level spell off the sorcerer/wizard list with a listed duration greater than 1 round and a range of personal. He applies that spell's effect to him at all times, and may suppress or reactivate it with 1 minute of uninterrupted concentration. The save DC (if any) is based of the fighter's intelligence modifier plus half his fighter level. This is treated as a spell cast by a sorcerer of the fighter's level.
Instead of a 1st-level spell, the fighter can choose to benefit from two cantrips that follow the same restrictions.
Greater Magical Enhancements (Sp): This functions as per magical enhancements, but the fighter can choose a 2nd-level spell, two 1st-level spells, or four cantrips.
Servant of the Purple Staff
Level
Special
Tier 1 SLAs
Tier 2 SLAs
Tier 3 SLAs
3
3
-
-
5
5
3
-
9
8
5
3
Spell-like Abilities (Sp): The fighter can use spell-like abilities a certain number of times per day. Unlike normal spell-like abilities, these can change day to day. The fighter memorizes a number of spells from the cleric spell list equal to his fighter level + 2 with a 1 hour ritual in the morning, and may use his daily slots to spontaneously cast from the list of memorized spells. The save DC for these spell-like abilities is 10 + 1/2 fighter level + Charisma modifier.
The spells memorized at each tier for the servant of the purple staff is:
Tier 1: All 0th-level cleric spells.
Tier 2: All 1st-level and 2nd-level cleric spells.
Tier 3: All 3rd-level cleric spells.
If the fighter would take a later substitution level without taking the former (such as the 5th level of servant of the purple staff, but not the 3rd) he only gains the difference in uses per day instead of each use listed on the table. So taking only the 5th level grants 2/3/0 uses per day and taking only the 9th level grants 3/2/3 uses per day.
Xanathar Elite
Level
Special
Tier 1 SLAs
Tier 2 SLAs
Tier 3 SLAs
3
3
-
-
5
5
3
-
9
8
5
3
Spell-like Abilities (Sp): The fighter can use spell-like abilities a certain number of times per day. Unlike normal spell-like abilities, these can change day to day. The fighter memorizes a number of spells from the sorcerer/wizard spell list equal to his fighter level + 2 with a 1 hour ritual in the morning, and may use his daily slots to spontaneously cast from the list of memorized spells. The save DC for these spell-like abilities is 10 + 1/2 fighter level + Intelligence modifier.
The spells memorized for each tier of the xanathar elite is:
Tier 1: All 0th-level sorcerer/wizard spells.
Tier 2: All 1st-level and 2nd-level sorcerer/wizard spells.
Tier 3: All 3rd-level sorcerer/wizard spells.
If the fighter would take a later substitution level without taking the former (such as the 5th level of xanathar elite, but not the 3rd) he only gains the difference in uses per day instead of each use listed on the table. So taking only the 5th level grants 2/3/0 uses per day and taking only the 9th level grants 3/2/3 uses per day.
Hunter of the Shades
Level
Special
3
Skill Focus (Hide)
5
Shifting Shadows
9
Shadow of Death
Skill Focus (Hide): The fighter gains skill focus (hide) as a bonus feat.
Shifting Shadows (Su): The fighter can see in all darkness, even magical darkness. As a swift action, he can envelop a 5 ft. radius area centered on himself with darkness as per the darkness spell. This magical darkness lasts for 1 round.
Shadow of Death (Su): Once per day as an immediate action, the fighter can create a 30 ft. radius cloud of darkness as per the deeper darkness spell. Allies within the magical darkness can see despite it. This magical darkness lasts for 1 round. As a 1-round action, the fighter can focus to regain the daily usage of this ability.
Expert Tactician
Requested by spikeof2010
Level
Special
3
Tactical Aid
5
Tactical Insight
9
Tactical Mastery
Tactical Aid (Ex): You can use aid another in combat as a move action, and no longer have to be in melee combat to do so. Being able to hit the target with any weapon will suffice.
Tactical Insight (Ex): Your aid another attempts grant an addition +2 bonus. You can always make an aid another check for an ally using a skill, and may make all aid another skill checks even if you are untrained.
Tactical Mastery (Ex): You can use aid another in combat as a swift action. Even when you fail your aid another check, you can still grant a +2 bonus as if aiding another (this is not increased by Tactical Insight).
Fighter of Gond
Level
Special
3
Craftmaster
5
Knowledge of the Forge
9
Gond's Blessing
Craftmaster (Ex): The fighter gains a +3 bonus to every craft check he makes. This qualifies as the feat skill focus (craft (any)) for the purposes of prerequisites.
Knowledge of the Forge (Ex): The fighter gains a caster level equal to his highest ranks in a craft skill for the purposes of crafting magic items. This class feature does not grant him knowledge of any spells, so he must obtain those from another source (items that cast spells, friendly casters, multiclassing, etc). He may also use another willing creature's experience points when crafting in lieu of his own.
In addition, bonus fighter feats he gains can be spent on [Item Creation] feats.
Gond's Blessing (Ex): The fighter gains knowledge of one spell per fighter level, which may only be used for the purposes of creating magic items. Each fighter level afterwards, he learns a new spell.