GalacticAxekick
2016-10-13, 11:26 PM
Exactly what it says on the tin! I aimed to make the Fighter class more versatile, and to magnify the differences between weapon and armour types.
More than anything, I'd like help coming up with roleplay features for the subclasses at 7th and 15th level, as well as advice on how balanced the different weapon/armour/subclass options are.
THE FIGHTER
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your
highest ability score, depending on the weapons and armours you want to focus on (melee or ranged/finesse, light or heavy). Your next-highest score should be Constitution, or Charisma if you plan to adopt the Warlord discipline. Second, choose the soldier background.
Proficiency Bonus Features
1. +2 Combat Expertise
2. +2 Modus Operandi
3. +2 Martial Discipline
4. +2 Ability Score Improvement
5. +3 Extra Attack & Reaction (1)
6. +3 Modus Operandi
7. +3 Martial Discipline Feature
8. +3 Ability Score Improvement
9. +4 Combat Reflexes (1)
10.+4 Modus Operandi
11.+4 Martial Discipline Feature
12.+4 Ability Score Improvement
13.+5 Extra Attack & Reaction (2)
14.+5 Modus Operandi
15.+5 Martial Discipline Feature
16.+5 Ability Score Improvement
17.+6 Combat Reflexes (2)
18.+6 Modus Operandi
19.+6 Martial Discipline Feature
20.+6 Ability Score Improvement, Achillean Prowess
CLASS FEATURES
As a Fighter you gain the following features:
HIT POINTS
Hit Dice: 1d10 per Fighter Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st
PROFICIENCIES
Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather
(a) a martial melee weapon & shield, (b) two martial melee weapons or (c) a martial melee weapon and a ranged weapon with 20 units of ammunition
(a) a dungeoneer's pack or (b) an explorer's pack
COMBAT EXPERTISE
At 1st level, you gain the ability to control your attacks more finely. You may make a Power Attack by moving your ability bonus for hit to damage, and you may make a Careful Attack by moving your ability bonus for damage to hit.
MODUS OPERANDI
When you reach 2nd level, and again at 6th, 10th, 14th, and 18th, you select a Modus Operandi, or method of operation, from any of the tables below. Each grants new or improved abilities when you use a favoured weapon or armour type.
Einhander Fighters keep an empty offhand, using it guide and counterbalance their attacks for utmost precision. As an attack, the Fighter may contest their attack roll vs their foe's Wisdom save. On success, the Fighter may inflict the Blind, Deaf or Poisoned conditions until the start of their next turn. The Fighter may spend an attack to automatically Blind, Deafen, Poison, or Restrain a creature they have grappled until the start of their next turn, or until the creature escapes the grapple.
Zweihander Fighters wield a melee weapon in two hands, tearing it through the air with Archemedes' grip. When the Fighter successfully shoves a target, they may move it up to 15' instead of 5', or they may move it up to 10' and knock it prone. As an attack, the Fighter may contest their attack roll vs their foes Wisdom save. On success, the Fighter may Frighten the target or deny them reactions until the start of the Fighter's next turn.
Dual Weapon Fighters wield a melee weapon in each hand, coordinating attacks to overwhelm single foes and match masses. The Fighter may combine two attacks (including their Bonus Attack) into one Advantaged attack, or split one attack into two Disadvantaged attacks.
Ranged Fighters wield thrown weapons or projectile weapons with unparalleled marksmenship. The Fighter may preform the Shove and Grapple manœuvres using ranged weapons, substituting the usual Strength (Athletics) check with an attack roll. When the target makes a check to escape the "Grapple" of the weapon that pins them, they contest the Fighter's original roll rather than an additional roll.
Light Fighters wear medium, light or no armour at all, relying on their agility, rather than durability, to protect them. Whenever the Fighter moves, they may instead Tumble their speed through occupied squares and difficult terrain at no penalty. They are sheltered from AoOs as they enter or leave a creature's space, but otherwise provoke AoOs as usual. The Fighter always ends the Tumble prone, and so a Fighter may only Tumble half their speed if they wish to end upright. Additionally, the Fighter gains Acrobatics proficiency, or any other Fighter skill proficiency if they already have it.
Heavy Fighters trust their lives to medium or heavy armour and make no attempts to flee danger. As a move action, the Fighter may Brace themselves, granting resistance to all but Psychic damage and Advantage on checks against forced movement. Additionally, the Fighter gains Athletics proficiency, or any other Fighter skill proficiency if they already have it.
Shielded Fighters tote their namesake, defending themselves and their allies alike. The Fighter may use an attack to Disengage themselves from a single target, to Disengage an ally within 5', or to grant an ally within 5' +2 to AC. When the ally leaves 5' reach of the Fighter, or when the Fighter's next turn begins, they lose these benefits.
Bludgeoning Fighters know how best to rattle senses. With a successful Power Attack, they may forgo damage and instead remove Dex bonuses to the target's AC until the start of the Fighter's next turn.
Piercing Fighters know how best to rend armour. With a successful Power Attack, they may forgo damage and instead remove armour bonuses to the target's AC until the start of the Fighter's next turn.
Slashing Fighters know how best to rip flesh. With a successful Power Attack, they may forgo damage and instead wound the target grievously. Until a Wisdom (Medicine) check is made against a DC equal to the attack's d20 roll, the target takes one weapon die of damage at the end of each of their turns.
MARTIAL DISCIPLINE
When you reach 3rd level, you choose a discipline that will guide you in war and peace. Choose Sentinel, Skirmisher or Warlord, all detailed below. The discipline you choose grants you features at 3rd level and again at 7th, 11th, 15th and 19th.
At 3rd level a Sentinel gains the Arrest feature. They may use a reaction to make attacks of opportunity whenever a creature enters their reach, and whenever a creature within reach targets a third party with an attack, action or spell.
At 7th level
[I]At 11th level a Sentinel gains the Parry and Riposte features. Parry allows them to add their proficiency to their AC when a melee attack is made against them. Riposte allows them to make an AoO against a creature who misses a melee attack against them.
At 15th level
[I]At 19th level a Sentinel has mastered the act of interception and gains the En Passant feature. When a moving creature is hit by the Sentinel's AoO, their speed becomes 0.
At 3rd level a Skirmisher gains the Jink feature. They may use a reaction, rather than an action, to Dash on their turn. As usual they may Dash their speed only once per round, though that Dash may be broken into smaller movements.
At 7th level
[I]At 11th level a Skirmisher gains the Bob and Weave features. Bob is a reaction that prevents all AoOs they would otherwise have provoked at a given instant. Weave is a reaction that dodges ranged attacks, as Snatch Arrows.
At 15th level
[I]At 19th level a Skirmisher gains the Castle feature. Friendly creatures between the Skirmisher and their foes provide total cover, provided they are of the Skirmisher's size or more. The Skirmisher may fall prone in such a creature's space to receive total cover from all directions.
At 3rd level a Warlord gains the Rally feature. As a reaction, they may Help a creature with a save, ability check or attack roll, provided the creature is within 5' + 5 x Cha' and can see or hear them.
At 7th level
[I]At 11th level a Warlord gains the Sic and Deploy features to command creatures within within 5' + 5 x Cha' that can see or hear them. Sic spends an attack to command a creature to attack with their reaction. Deploy spends an attack to command a creature to Dash with their reaction. As usual, a creature may Dash their speed only once per round, though that Dash may be broken into smaller movements.
At 15th level
[I]At 19th level a Warlord gains the Promotion feature. The Warlord may Sic or Deploy an incapacitated creature, and may Rally it to make it take actions when it otherwise could not. Rallying under such circumstances does not provide Advantage
COMBAT REFLEXES
When you reach 9th level, and again at 17th level, time-consuming actions in combat become easy and automatic. You may choose any one of the bonus actions from the list below.
Lash If you do not take the Attack action, you may still make a single attack as a bonus action.
Quickdraw You may equip any set of weapons you are carrying, as well as any unattended within reach, as a bonus action. This includes equipping shields and reloading ammunition.
Earmark As a bonus action, you may select a 5' space within line of sight and within your ranged weapon's effective range. This is within your reach, for the purposes of making attacks of opportunity using your ranged weapon (e.g. you may use your reaction to make a ranged attack on any creature stepping out of this space). Selecting a new target space leaves the old unattended.
Spring You may rise as a bonus action when you begin your turn prone, rather than spending any movement. Additionally, you may mount and dismount as a bonus action at any time during your turn.
ACHILLEAN PROWESS
At 20th level, the Fighter becomes totally natural with their tools and techniques of choice. They roar easy as others breathe, charge steady as others walk, and fight fluent as others speak.
When using their Weapon of Choice or Damage of Choice, the Fighter scores critical hits on a roll of 19 rather than 20. When using both, the Fighter scores critical hits on a roll of 18.
When using their Armour of Choice, the Fighter may replace the normal Dex bonus to their Dex saving throws with their bonuses to AC. A Heavy Fighter in full plate, for instance, would have 18 AC and enjoy a +8 bonus. A Light Fighter in studded leather would have 12+Dex AC and enjoy a +2+Dex bonus. Either Fighter in half plate would have 15+Dex (to a max of 2) AC, and enjoy a +5+Dex (to a max of 2) bonus. If either were also a Shielded Fighter toting a shield, which grants +2 AC, they'd enjoy an additional +2 on their Dex save.
More than anything, I'd like help coming up with roleplay features for the subclasses at 7th and 15th level, as well as advice on how balanced the different weapon/armour/subclass options are.
THE FIGHTER
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your
highest ability score, depending on the weapons and armours you want to focus on (melee or ranged/finesse, light or heavy). Your next-highest score should be Constitution, or Charisma if you plan to adopt the Warlord discipline. Second, choose the soldier background.
Proficiency Bonus Features
1. +2 Combat Expertise
2. +2 Modus Operandi
3. +2 Martial Discipline
4. +2 Ability Score Improvement
5. +3 Extra Attack & Reaction (1)
6. +3 Modus Operandi
7. +3 Martial Discipline Feature
8. +3 Ability Score Improvement
9. +4 Combat Reflexes (1)
10.+4 Modus Operandi
11.+4 Martial Discipline Feature
12.+4 Ability Score Improvement
13.+5 Extra Attack & Reaction (2)
14.+5 Modus Operandi
15.+5 Martial Discipline Feature
16.+5 Ability Score Improvement
17.+6 Combat Reflexes (2)
18.+6 Modus Operandi
19.+6 Martial Discipline Feature
20.+6 Ability Score Improvement, Achillean Prowess
CLASS FEATURES
As a Fighter you gain the following features:
HIT POINTS
Hit Dice: 1d10 per Fighter Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st
PROFICIENCIES
Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather
(a) a martial melee weapon & shield, (b) two martial melee weapons or (c) a martial melee weapon and a ranged weapon with 20 units of ammunition
(a) a dungeoneer's pack or (b) an explorer's pack
COMBAT EXPERTISE
At 1st level, you gain the ability to control your attacks more finely. You may make a Power Attack by moving your ability bonus for hit to damage, and you may make a Careful Attack by moving your ability bonus for damage to hit.
MODUS OPERANDI
When you reach 2nd level, and again at 6th, 10th, 14th, and 18th, you select a Modus Operandi, or method of operation, from any of the tables below. Each grants new or improved abilities when you use a favoured weapon or armour type.
Einhander Fighters keep an empty offhand, using it guide and counterbalance their attacks for utmost precision. As an attack, the Fighter may contest their attack roll vs their foe's Wisdom save. On success, the Fighter may inflict the Blind, Deaf or Poisoned conditions until the start of their next turn. The Fighter may spend an attack to automatically Blind, Deafen, Poison, or Restrain a creature they have grappled until the start of their next turn, or until the creature escapes the grapple.
Zweihander Fighters wield a melee weapon in two hands, tearing it through the air with Archemedes' grip. When the Fighter successfully shoves a target, they may move it up to 15' instead of 5', or they may move it up to 10' and knock it prone. As an attack, the Fighter may contest their attack roll vs their foes Wisdom save. On success, the Fighter may Frighten the target or deny them reactions until the start of the Fighter's next turn.
Dual Weapon Fighters wield a melee weapon in each hand, coordinating attacks to overwhelm single foes and match masses. The Fighter may combine two attacks (including their Bonus Attack) into one Advantaged attack, or split one attack into two Disadvantaged attacks.
Ranged Fighters wield thrown weapons or projectile weapons with unparalleled marksmenship. The Fighter may preform the Shove and Grapple manœuvres using ranged weapons, substituting the usual Strength (Athletics) check with an attack roll. When the target makes a check to escape the "Grapple" of the weapon that pins them, they contest the Fighter's original roll rather than an additional roll.
Light Fighters wear medium, light or no armour at all, relying on their agility, rather than durability, to protect them. Whenever the Fighter moves, they may instead Tumble their speed through occupied squares and difficult terrain at no penalty. They are sheltered from AoOs as they enter or leave a creature's space, but otherwise provoke AoOs as usual. The Fighter always ends the Tumble prone, and so a Fighter may only Tumble half their speed if they wish to end upright. Additionally, the Fighter gains Acrobatics proficiency, or any other Fighter skill proficiency if they already have it.
Heavy Fighters trust their lives to medium or heavy armour and make no attempts to flee danger. As a move action, the Fighter may Brace themselves, granting resistance to all but Psychic damage and Advantage on checks against forced movement. Additionally, the Fighter gains Athletics proficiency, or any other Fighter skill proficiency if they already have it.
Shielded Fighters tote their namesake, defending themselves and their allies alike. The Fighter may use an attack to Disengage themselves from a single target, to Disengage an ally within 5', or to grant an ally within 5' +2 to AC. When the ally leaves 5' reach of the Fighter, or when the Fighter's next turn begins, they lose these benefits.
Bludgeoning Fighters know how best to rattle senses. With a successful Power Attack, they may forgo damage and instead remove Dex bonuses to the target's AC until the start of the Fighter's next turn.
Piercing Fighters know how best to rend armour. With a successful Power Attack, they may forgo damage and instead remove armour bonuses to the target's AC until the start of the Fighter's next turn.
Slashing Fighters know how best to rip flesh. With a successful Power Attack, they may forgo damage and instead wound the target grievously. Until a Wisdom (Medicine) check is made against a DC equal to the attack's d20 roll, the target takes one weapon die of damage at the end of each of their turns.
MARTIAL DISCIPLINE
When you reach 3rd level, you choose a discipline that will guide you in war and peace. Choose Sentinel, Skirmisher or Warlord, all detailed below. The discipline you choose grants you features at 3rd level and again at 7th, 11th, 15th and 19th.
At 3rd level a Sentinel gains the Arrest feature. They may use a reaction to make attacks of opportunity whenever a creature enters their reach, and whenever a creature within reach targets a third party with an attack, action or spell.
At 7th level
[I]At 11th level a Sentinel gains the Parry and Riposte features. Parry allows them to add their proficiency to their AC when a melee attack is made against them. Riposte allows them to make an AoO against a creature who misses a melee attack against them.
At 15th level
[I]At 19th level a Sentinel has mastered the act of interception and gains the En Passant feature. When a moving creature is hit by the Sentinel's AoO, their speed becomes 0.
At 3rd level a Skirmisher gains the Jink feature. They may use a reaction, rather than an action, to Dash on their turn. As usual they may Dash their speed only once per round, though that Dash may be broken into smaller movements.
At 7th level
[I]At 11th level a Skirmisher gains the Bob and Weave features. Bob is a reaction that prevents all AoOs they would otherwise have provoked at a given instant. Weave is a reaction that dodges ranged attacks, as Snatch Arrows.
At 15th level
[I]At 19th level a Skirmisher gains the Castle feature. Friendly creatures between the Skirmisher and their foes provide total cover, provided they are of the Skirmisher's size or more. The Skirmisher may fall prone in such a creature's space to receive total cover from all directions.
At 3rd level a Warlord gains the Rally feature. As a reaction, they may Help a creature with a save, ability check or attack roll, provided the creature is within 5' + 5 x Cha' and can see or hear them.
At 7th level
[I]At 11th level a Warlord gains the Sic and Deploy features to command creatures within within 5' + 5 x Cha' that can see or hear them. Sic spends an attack to command a creature to attack with their reaction. Deploy spends an attack to command a creature to Dash with their reaction. As usual, a creature may Dash their speed only once per round, though that Dash may be broken into smaller movements.
At 15th level
[I]At 19th level a Warlord gains the Promotion feature. The Warlord may Sic or Deploy an incapacitated creature, and may Rally it to make it take actions when it otherwise could not. Rallying under such circumstances does not provide Advantage
COMBAT REFLEXES
When you reach 9th level, and again at 17th level, time-consuming actions in combat become easy and automatic. You may choose any one of the bonus actions from the list below.
Lash If you do not take the Attack action, you may still make a single attack as a bonus action.
Quickdraw You may equip any set of weapons you are carrying, as well as any unattended within reach, as a bonus action. This includes equipping shields and reloading ammunition.
Earmark As a bonus action, you may select a 5' space within line of sight and within your ranged weapon's effective range. This is within your reach, for the purposes of making attacks of opportunity using your ranged weapon (e.g. you may use your reaction to make a ranged attack on any creature stepping out of this space). Selecting a new target space leaves the old unattended.
Spring You may rise as a bonus action when you begin your turn prone, rather than spending any movement. Additionally, you may mount and dismount as a bonus action at any time during your turn.
ACHILLEAN PROWESS
At 20th level, the Fighter becomes totally natural with their tools and techniques of choice. They roar easy as others breathe, charge steady as others walk, and fight fluent as others speak.
When using their Weapon of Choice or Damage of Choice, the Fighter scores critical hits on a roll of 19 rather than 20. When using both, the Fighter scores critical hits on a roll of 18.
When using their Armour of Choice, the Fighter may replace the normal Dex bonus to their Dex saving throws with their bonuses to AC. A Heavy Fighter in full plate, for instance, would have 18 AC and enjoy a +8 bonus. A Light Fighter in studded leather would have 12+Dex AC and enjoy a +2+Dex bonus. Either Fighter in half plate would have 15+Dex (to a max of 2) AC, and enjoy a +5+Dex (to a max of 2) bonus. If either were also a Shielded Fighter toting a shield, which grants +2 AC, they'd enjoy an additional +2 on their Dex save.