ChubbyRain
2015-03-18, 01:09 PM
What is a Fighter? A Fighter isn't just someone that can fight, anyone can just fight. A Fighter is someone that takes combat to the next level. They can use maneuvers and abilities that make not only themselves fight better, but their allies as well. This can be from how they control the battlefield, defend their allies, or lead their allies into battle.
Fighters have many names over the years such as Samurai, Knight, Pirate, or Spartan. However not all of them were fighters. No, many of them were just common soldiers. The leaders who transcended mediocrity became known as The Fighter.
Afro (Samurai), Gimli (Knight), Blackbeard (Pirate), and Leonidas (Spartan) are some of the more popular known Fighters from history and literature. They used their Intelligence, Wisdom, or Charisma to become more than just a dude that hit things. To be a Fighter means more than just swinging a sword or donning armor, your identity is set by what you can do not what you use to do it.
As a Fighter you are more than just a samurai, knight, pirate, or spartan. You are their leader, their defender, and their protector. Without you there is no samurai, there is no pirates, and there is no knights. Because without you those names would have been lost and forgotten in the sea of mediocrity.
The Fighter
Level
Proficiency Bonus
Features
1
+2
Fighting Style, Rally
2
+2
Remarkable Athlete
3
+2
Leadership Style
4
+2
ASI
5
+3
Extra Attack
6
+3
Warning Shout
7
+3
Improved Weapon Combat (1d12)
8
+3
ASI
9
+4
Leadership Feature
10
+4
ASI
11
+4
Reactionary
12
+4
ASI
13
+5
Leadership Feature
14
+5
Indomitable
15
+5
Greater Weapon Combat (2d12)
16
+5
ASI
17
+6
Leadership Feature
18
+6
Survivor
19
+6
ASI
20
+6
Glorious Assault
HP and Proficiencies
As the common fighter
Fighting Style
Choose a Fighting style as the common fighter.
Rally
A number of times per short or long rest as indicated on the table above you may use a bonus action on your turn to rally yourself or an ally. Choose one target within 30' that can see and hear you (including yourself). That creature may choose one of the following ways to be rallied. You typically have a catch phrases which your allies know quite well. This may be anything from "And my AXE!" or "Tonight we dine in HELL" but whatever it is, it really gets the blood boiling. When they hear you rally they know it is time to give 110%.
May make a saving throw against an ongoing effect that allows a save. This includes Death saves but failing this save doesn't count as a failed save.
May gain 1d6 + Your Fighter Level temp HP. These Temp HP lasts until you take damage or you or the target takes a short or long rest. If you are brought to 0 HP then the temp HP is also lost.
Remarkable Athlete
You gain double your proficiency bonus to Athletics and Acrobatics. Fighters who never multiclass also gain their proficiency bonus to their initiative checks, however if a fighter later multiclasses they lose this part of remarkable athlete.
Leadership
Depending on your style of leadership you primarily use your Intelligence, Wisdom, or Charisma to help win battles. Choose one of the following abilities and gain training in a skill that shares the same mental ability score. For example if you choose Rousing Commander you gain training in a Charisma based skill of your choice.
Tactical Genius (Intelligence): When you hit a large or smaller creature with a weapon attack you knock them off balance and may move the 10' backwards or 5' to the side.
Gritty Veteran (Wisdom): When you hit a creature with a weapon attack they must succeed on a Wisdom save (DC 8 + Prof + Str or Dex Modifier) or slip up on their next weapon damage roll. If they fail then they do not add their ability score modifier on their next weapon damage roll.
Rousing Commander (Charisma): When you attack you may decide to flourish. It doesn't do as much damage but it looks and sounds cool as hell. An ally within 30' that can see or hear you gains advantage on their next weapon attack against the target. However your flourished attack does not add your ability score modifier to the damage roll.
Warning Shout
As a reaction you may give a creature advantage on a saving throw or remove advantage from an attacker. The Fighter must be able to see, or otherwise know about, the threat to give a warning shout.
Improved Weapon Combatant
Your weapon damage deals an additional 1d12 damage of the same type as your weapon. At level 15 this improved to 2d12 and your weapon attacks overcomes resistance and immunity to non-magical weapon damage.
This damage is rolled twice on a critical hit just as sneak attack damage would be.
Reactionary
The number of reactions you gain per round is equal to 1 + Your Leadership Style Ability Score Modifier.
A Rousing Commander with 16 Cha would have a number of Reactions each round equal to 1 + 3 (16 Cha) = 4.
Indomitable
As a reaction, once per turn, you may re-roll a saving throw that you failed. You may choose any choose to make any type of save you wish take the place of the initial save but it must stay among the mental/physical side of saves. Additionally you gain proficiency in saves that match your leadership style.
A Rousing Commander Fighter would gain proficiency in Charisma saves and could re-roll a failed Intelligence save as a Charisma Save. The same fighter could re-roll a failed Dexterity save as a Constitution or Strength save as they see fit.
Survivor
Gain the PHB Fighter Champion Class feature.
Glorious Assault
Weapon damage made by yourself and each of your allies within 60' gain a bonus to damage equal to your leadership ability score modifier. Yourself and each ally may apply this bonus damage once to their weapon attack on their turn.
===
Leadership Features
Level 9
Intelligence: You may use any maneuver available to you as a bonus action. This includes Shove, Grapple, Disarm, Climb Onto Bigger Creatures.
Wisdom: Creature within your threatened area provoke OA when they initiate a maneuver based attack. On a hit the target takes damage as normal and have disadvantage on their attack roll for the ability. Maneuver based attacks count as any maneuver or ability that has a rider effect that simulates a maneuver.
Charisma: When you rally a dying creature (one that has to make death saving throws) that creature counts their next roll of 10+ as if they rolled a 20. If you target a creature with rally that is making a saving throw against an ongoing effect that a save can end then they gain advantage on their saving throw.
Level 13
Intelligence: When you use a maneuver you may target any sized creature. You never take disadvantage for being smaller or larger than your target with skill challenges. Your tactical genius ability now works on any sized creature.
Wisdom: The reach of your melee weapon attacks increase by 5'. Your ranges attacks gain a threatened range of 5' (thus you may make OAs). You do not have disadvantage for firing when you make an OA.
Charisma: The target of your Rally gains a bonus to any save equal to your charisma modifier. The range of your Rally is 120' as your voice rings out along the entire battlefield. Additionally you may use rally a number of times per short rest equal to your Charisma Modifier.
Level 17
Intelligence:
Wisdom:
Charisma:
Fighters have many names over the years such as Samurai, Knight, Pirate, or Spartan. However not all of them were fighters. No, many of them were just common soldiers. The leaders who transcended mediocrity became known as The Fighter.
Afro (Samurai), Gimli (Knight), Blackbeard (Pirate), and Leonidas (Spartan) are some of the more popular known Fighters from history and literature. They used their Intelligence, Wisdom, or Charisma to become more than just a dude that hit things. To be a Fighter means more than just swinging a sword or donning armor, your identity is set by what you can do not what you use to do it.
As a Fighter you are more than just a samurai, knight, pirate, or spartan. You are their leader, their defender, and their protector. Without you there is no samurai, there is no pirates, and there is no knights. Because without you those names would have been lost and forgotten in the sea of mediocrity.
The Fighter
Level
Proficiency Bonus
Features
1
+2
Fighting Style, Rally
2
+2
Remarkable Athlete
3
+2
Leadership Style
4
+2
ASI
5
+3
Extra Attack
6
+3
Warning Shout
7
+3
Improved Weapon Combat (1d12)
8
+3
ASI
9
+4
Leadership Feature
10
+4
ASI
11
+4
Reactionary
12
+4
ASI
13
+5
Leadership Feature
14
+5
Indomitable
15
+5
Greater Weapon Combat (2d12)
16
+5
ASI
17
+6
Leadership Feature
18
+6
Survivor
19
+6
ASI
20
+6
Glorious Assault
HP and Proficiencies
As the common fighter
Fighting Style
Choose a Fighting style as the common fighter.
Rally
A number of times per short or long rest as indicated on the table above you may use a bonus action on your turn to rally yourself or an ally. Choose one target within 30' that can see and hear you (including yourself). That creature may choose one of the following ways to be rallied. You typically have a catch phrases which your allies know quite well. This may be anything from "And my AXE!" or "Tonight we dine in HELL" but whatever it is, it really gets the blood boiling. When they hear you rally they know it is time to give 110%.
May make a saving throw against an ongoing effect that allows a save. This includes Death saves but failing this save doesn't count as a failed save.
May gain 1d6 + Your Fighter Level temp HP. These Temp HP lasts until you take damage or you or the target takes a short or long rest. If you are brought to 0 HP then the temp HP is also lost.
Remarkable Athlete
You gain double your proficiency bonus to Athletics and Acrobatics. Fighters who never multiclass also gain their proficiency bonus to their initiative checks, however if a fighter later multiclasses they lose this part of remarkable athlete.
Leadership
Depending on your style of leadership you primarily use your Intelligence, Wisdom, or Charisma to help win battles. Choose one of the following abilities and gain training in a skill that shares the same mental ability score. For example if you choose Rousing Commander you gain training in a Charisma based skill of your choice.
Tactical Genius (Intelligence): When you hit a large or smaller creature with a weapon attack you knock them off balance and may move the 10' backwards or 5' to the side.
Gritty Veteran (Wisdom): When you hit a creature with a weapon attack they must succeed on a Wisdom save (DC 8 + Prof + Str or Dex Modifier) or slip up on their next weapon damage roll. If they fail then they do not add their ability score modifier on their next weapon damage roll.
Rousing Commander (Charisma): When you attack you may decide to flourish. It doesn't do as much damage but it looks and sounds cool as hell. An ally within 30' that can see or hear you gains advantage on their next weapon attack against the target. However your flourished attack does not add your ability score modifier to the damage roll.
Warning Shout
As a reaction you may give a creature advantage on a saving throw or remove advantage from an attacker. The Fighter must be able to see, or otherwise know about, the threat to give a warning shout.
Improved Weapon Combatant
Your weapon damage deals an additional 1d12 damage of the same type as your weapon. At level 15 this improved to 2d12 and your weapon attacks overcomes resistance and immunity to non-magical weapon damage.
This damage is rolled twice on a critical hit just as sneak attack damage would be.
Reactionary
The number of reactions you gain per round is equal to 1 + Your Leadership Style Ability Score Modifier.
A Rousing Commander with 16 Cha would have a number of Reactions each round equal to 1 + 3 (16 Cha) = 4.
Indomitable
As a reaction, once per turn, you may re-roll a saving throw that you failed. You may choose any choose to make any type of save you wish take the place of the initial save but it must stay among the mental/physical side of saves. Additionally you gain proficiency in saves that match your leadership style.
A Rousing Commander Fighter would gain proficiency in Charisma saves and could re-roll a failed Intelligence save as a Charisma Save. The same fighter could re-roll a failed Dexterity save as a Constitution or Strength save as they see fit.
Survivor
Gain the PHB Fighter Champion Class feature.
Glorious Assault
Weapon damage made by yourself and each of your allies within 60' gain a bonus to damage equal to your leadership ability score modifier. Yourself and each ally may apply this bonus damage once to their weapon attack on their turn.
===
Leadership Features
Level 9
Intelligence: You may use any maneuver available to you as a bonus action. This includes Shove, Grapple, Disarm, Climb Onto Bigger Creatures.
Wisdom: Creature within your threatened area provoke OA when they initiate a maneuver based attack. On a hit the target takes damage as normal and have disadvantage on their attack roll for the ability. Maneuver based attacks count as any maneuver or ability that has a rider effect that simulates a maneuver.
Charisma: When you rally a dying creature (one that has to make death saving throws) that creature counts their next roll of 10+ as if they rolled a 20. If you target a creature with rally that is making a saving throw against an ongoing effect that a save can end then they gain advantage on their saving throw.
Level 13
Intelligence: When you use a maneuver you may target any sized creature. You never take disadvantage for being smaller or larger than your target with skill challenges. Your tactical genius ability now works on any sized creature.
Wisdom: The reach of your melee weapon attacks increase by 5'. Your ranges attacks gain a threatened range of 5' (thus you may make OAs). You do not have disadvantage for firing when you make an OA.
Charisma: The target of your Rally gains a bonus to any save equal to your charisma modifier. The range of your Rally is 120' as your voice rings out along the entire battlefield. Additionally you may use rally a number of times per short rest equal to your Charisma Modifier.
Level 17
Intelligence:
Wisdom:
Charisma: