CrusaderJoe
2015-01-21, 11:57 AM
The Combatant (Fighter Subclass)
Special: To choose to become a Combatant the Fighter must be proficient in Athletics.
Level 3
Combat Mastery: As a bonus action you may use the Shove (Push Back), Move Aside, or Disarm Action.
Additionally you gain Expertise in Athletics.
Level 7
Combat Stance: If it is advantageous to do so you may treat yourself as one size larger for the purpose of maneuvers and effects related to size.
Additionally when you use an Action to perform a maneuver using Strength (Athletics) and you are successful, you may deal unarmed strike damage (1+Str Modifier Damage). When you use a Bonus Action to perform a maneuver using Strength (Athletics) and you are successful, you may deal unarmed strike damage (1Damage) but you do not add your strength modifier.
Level 10
Greater Combat Mastery: You may use the Shove (Trip), Disengage, or Climb Onto A Bigger Creature as a bonus action.
Level 15
Greater Combat Stance: If it is advantageous to do so you may treat yourself as two sizes larger for the purpose of maneuvers and effects related to size.
Level 18
Combat Defense: Choose 3 maneuvers from the following list, you become immune to these maneuver. Enemies may attempt to perform this maneuver against you but it doesn't work even if you fail to notice the attack.
During a short or long rest you may change your training regimen and choose new maneuvers to become immune to.
Disengage: Disengaging creatures still provoke OA's from you.
Shove (Push Back): Your stance is strong against being pushed back.
Shove (Trip): Your stance is strong against being tripped.
Move Aside: Your stance is strong against being moved sideways.
Disarm: Your grip on items, weapons, and other such things is to strong for enemies to knock them from your grasp.
Climb Onto a Bigger Creature: Creatures can not climb on you and they automatically fall off after their action is completed. They land adjacent to you and they do not land prone.
++++
One of the issues with moderate to high level non-casters is that the awesome things to do... Well this gives the fighter options to use with their bonus action, gets something no one else gets, and had an interesting cap ability.
Climbing onto a creature as a bonus action, then use your action to shove? You will be riding larger creatures around like a god dang rodeo. If that isn't cool they I don't know what is... Grab the troll ears and use them as a steering wheel to dictate where they troll stumbles... Eventually trip it? Nice. :D
System Shock was based on the DMG varient, I'm still working on it but I didn't want it to be so strong.
Edit:
I reduced the level of Expertise in order to reduce the number of Multiclassing between Rogue/Bard and the Fighter.
Special: To choose to become a Combatant the Fighter must be proficient in Athletics.
Level 3
Combat Mastery: As a bonus action you may use the Shove (Push Back), Move Aside, or Disarm Action.
Additionally you gain Expertise in Athletics.
Level 7
Combat Stance: If it is advantageous to do so you may treat yourself as one size larger for the purpose of maneuvers and effects related to size.
Additionally when you use an Action to perform a maneuver using Strength (Athletics) and you are successful, you may deal unarmed strike damage (1+Str Modifier Damage). When you use a Bonus Action to perform a maneuver using Strength (Athletics) and you are successful, you may deal unarmed strike damage (1Damage) but you do not add your strength modifier.
Level 10
Greater Combat Mastery: You may use the Shove (Trip), Disengage, or Climb Onto A Bigger Creature as a bonus action.
Level 15
Greater Combat Stance: If it is advantageous to do so you may treat yourself as two sizes larger for the purpose of maneuvers and effects related to size.
Level 18
Combat Defense: Choose 3 maneuvers from the following list, you become immune to these maneuver. Enemies may attempt to perform this maneuver against you but it doesn't work even if you fail to notice the attack.
During a short or long rest you may change your training regimen and choose new maneuvers to become immune to.
Disengage: Disengaging creatures still provoke OA's from you.
Shove (Push Back): Your stance is strong against being pushed back.
Shove (Trip): Your stance is strong against being tripped.
Move Aside: Your stance is strong against being moved sideways.
Disarm: Your grip on items, weapons, and other such things is to strong for enemies to knock them from your grasp.
Climb Onto a Bigger Creature: Creatures can not climb on you and they automatically fall off after their action is completed. They land adjacent to you and they do not land prone.
++++
One of the issues with moderate to high level non-casters is that the awesome things to do... Well this gives the fighter options to use with their bonus action, gets something no one else gets, and had an interesting cap ability.
Climbing onto a creature as a bonus action, then use your action to shove? You will be riding larger creatures around like a god dang rodeo. If that isn't cool they I don't know what is... Grab the troll ears and use them as a steering wheel to dictate where they troll stumbles... Eventually trip it? Nice. :D
System Shock was based on the DMG varient, I'm still working on it but I didn't want it to be so strong.
Edit:
I reduced the level of Expertise in order to reduce the number of Multiclassing between Rogue/Bard and the Fighter.