Ziegander
2016-12-23, 11:08 AM
AUTHOR'S NOTES
I personally dislike Action Surge on principle and find the basic fighter chassis a bit bland. To rectify this, I tweaked the Indomitable class feature and a few other things to replace dead levels and add a bit more color to the class. Now this Fighter is truly a master of combat with two fighting styles and four attacks before 20th level, but as in the days of old, with the change made to Indomitable, it's also a master of saving throws.
With these changes, some necessary changes must be made to the Champion Archetype as well, but it's much maligned as the most bland of the Fighter Archetypes anyway, so that's probably for the best anyway. Let me know what you think of the tweaks and help me figure out a capstone and some replacement features for the Champion. I figure to add more flavor to the Archetype it should reflect actually being a champion in the eyes of the people. Inspiration dice and/or other charisma-based mechanics wouldn't be out of place, I don't think, in addition to the basic, solid, combat prowess upgrades.
Tweaked Fighter
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Indomitable (d6)
2nd
+2
Additional Fighting Style, Remarkable Athlete
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, Indomitable (d8)
6th
+3
Ablilty Score Improvement
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
Indomitable (d10), Never Give In
10th
+4
Archetype Feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (d12), Resolute
14th
+5
Ability Score Improvement
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
Extra Attack (3)
18th
+6
Archetype Feature
19th
+6
Ability Score Improvement
20th
+6
Capstone Feature
INDOMITABLE
You have Prowess Dice which begin as d6s. As a bonus action on your turn you may spend one of these dice, roll it, and regain that many hit points. As a reaction when you are forced to make a saving throw, after your roll is made but before you know if it is a success or fail, you may spend one of these dice, roll it, and add the result to your saving throw.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended dice when you complete a long rest.
Your Prowess Dice change when you reach certain levels in this class. These dice become d8s at 5th level, d10s at 9th level, and d12s at 13th level.
REMARKABLE ATHLETE
Starting at 2nd level, you add half your proficiency bonus to any Strength, Dexterity, or Constitution checks you make that do not already benefit from your proficiency bonus and for all Strength, Dexterity, and Constitution checks you make that you add your proficiency bonus to, instead add double your proficiency bonus.
When you make a successful running long jump, or a swim or climb check, the distance you cover is increased by a number of feet equal to your Strength modifier + your Dexterity modifier (to a minimum of 2ft).
NEVER GIVE IN
Beginning once you reach 9th level, you regain all expended Prowess Dice when complete a short or long rest.
RESOLUTE
At 13th level you gain proficiency in the saving throw of your choice.
I personally dislike Action Surge on principle and find the basic fighter chassis a bit bland. To rectify this, I tweaked the Indomitable class feature and a few other things to replace dead levels and add a bit more color to the class. Now this Fighter is truly a master of combat with two fighting styles and four attacks before 20th level, but as in the days of old, with the change made to Indomitable, it's also a master of saving throws.
With these changes, some necessary changes must be made to the Champion Archetype as well, but it's much maligned as the most bland of the Fighter Archetypes anyway, so that's probably for the best anyway. Let me know what you think of the tweaks and help me figure out a capstone and some replacement features for the Champion. I figure to add more flavor to the Archetype it should reflect actually being a champion in the eyes of the people. Inspiration dice and/or other charisma-based mechanics wouldn't be out of place, I don't think, in addition to the basic, solid, combat prowess upgrades.
Tweaked Fighter
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Indomitable (d6)
2nd
+2
Additional Fighting Style, Remarkable Athlete
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, Indomitable (d8)
6th
+3
Ablilty Score Improvement
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
Indomitable (d10), Never Give In
10th
+4
Archetype Feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (d12), Resolute
14th
+5
Ability Score Improvement
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
Extra Attack (3)
18th
+6
Archetype Feature
19th
+6
Ability Score Improvement
20th
+6
Capstone Feature
INDOMITABLE
You have Prowess Dice which begin as d6s. As a bonus action on your turn you may spend one of these dice, roll it, and regain that many hit points. As a reaction when you are forced to make a saving throw, after your roll is made but before you know if it is a success or fail, you may spend one of these dice, roll it, and add the result to your saving throw.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended dice when you complete a long rest.
Your Prowess Dice change when you reach certain levels in this class. These dice become d8s at 5th level, d10s at 9th level, and d12s at 13th level.
REMARKABLE ATHLETE
Starting at 2nd level, you add half your proficiency bonus to any Strength, Dexterity, or Constitution checks you make that do not already benefit from your proficiency bonus and for all Strength, Dexterity, and Constitution checks you make that you add your proficiency bonus to, instead add double your proficiency bonus.
When you make a successful running long jump, or a swim or climb check, the distance you cover is increased by a number of feet equal to your Strength modifier + your Dexterity modifier (to a minimum of 2ft).
NEVER GIVE IN
Beginning once you reach 9th level, you regain all expended Prowess Dice when complete a short or long rest.
RESOLUTE
At 13th level you gain proficiency in the saving throw of your choice.