AvatarVecna
2017-06-04, 01:55 PM
A word up-front: this fighter class, and the sub-classes I'm putting together for it, are part of a massive personal project where I'm ramping up the power and versatility, making more options and capabilities for most classes. At times, these remixes will reference rules changes I made over here (http://www.giantitp.com/forums/showthread.php?526311-Remixes-Of-Existing-Mechanics) to flanking, two-weapon fighting, grappling, and shoving.
Level
Proficiency
Features
1
+2
Fighting Style, Second Wind (1)
2
+2
Technique, Indomitable (1)
3
+2
Martial Archetype Feature
4
+2
Ability Score Increase
5
+3
Extra Attack 1
6
+3
Ability Score Increase
7
+3
Martial Archetype Feature, Second Wind (2)
8
+3
Ability Score Increase
9
+4
Technique, Indomitable (2)
10
+4
Martial Archetype Feature
11
+4
Extra Attack 2
12
+4
Ability Score Increase
13
+5
Second Wind (3), Indomitable (3)
14
+5
Ability Score Increase
15
+5
Martial Archetype Feature, Technique
16
+5
Ability Score Increase
17
+6
Extra Attack 3
18
+6
Martial Archetype Feature
19
+6
Ability Score Increase
20
+6
Harbinger Of War
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
Proficiencies
Armor: All armor and shields
Weapons: All simple and martial weapons
Saving Throws: Sterngth and Constitution
Skills: Choose two 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 armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
Class Features
As a fighter, you gain the following class features.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of these (http://www.giantitp.com/forums/showthread.php?526360-Fighting-Style-Upgrades-Remixes-Homebrew) options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Second Wind
On your turn, you can spend a Bonus action to heal hit points as if you had spent a Hit Die (although you do not actually need to spend a Hit Die to use this ability); additionally, you add your Fighter class level to the hit points regained. Any healing above and beyond your hit point maximum is turned into Temporary Hit Points. You regain uses of this ability when you complete a long rest. You gain an additional use of this ability per long rest when you attain 7th level and 13th level.
Technique
At 2nd level, 9th level, and 15th level, you may select one of the following options, reflecting a lesser aspect of your personal style. You cannot take a Technique option more than once.
Land Speed +10 feet
AC +1
Gain proficiency in a tool or Fighter class skill of your choice
Gain half proficiency (rounded up) to two skills or tools of your choice
Weapons you wield have their damage stepped up one die size
You have resistance to a damage type of your choice other than slashing, piercing, or bludgeoning
Indomitable
Starting at 2nd level, when you fail a saving throw, you can spend a use of this ability to automatically save against the triggering effect. Using this ability does not cost any action, but can only be done once per round. Uses of this ability are regained after a long rest. You gain an additional use of this ability at 9th level and 13th level.
Martial Archetype
At 3rd level, select a Martial Archetype from the options detailed below (Note: NOT ALL ARCHETYPES ARE DONE YET, I WANTED TO GET THIS UP REAL QUICK FIRST). You gain Martial Archetype features at 3rd level, 7th level, 10th level, 15th level, and 18th level.
Extra Attack
Starting at 5th level, when you take the Attack action, you can make an additional attack. You gain another additional attack at 11th level, and another at 17th level.
Harbinger Of War
You now recover Second Wind uses and Indomitable uses on a short rest.Archetypes
Your ancestry is filled with mighty heroes and warriors from across the ages! And apparently, it's also full of bear DNA. Hmm...
Level 3: Bearer Of Bad News
Wherever you go, danger (in the form of bears) is sure to follow. As an action, you can summon forth a number of bears within 120 feet (of a mix of whatever bears you wish to summon) such that they constitute an encounter of a CR equal to half your Fighter level (rounded down). These bears are friendly to you and your allies, and disappear after one minute or after dying, whichever comes first. Once you have used this ability, you cannot use it against until you have taken a long rest.
Level 7: For The Honor Of My Forebears
You call upon the ursome power of your heritage to power through tricksy magicks that would ensnare your mind. When you would be called upon to make an Intelligence, Wisdom, or Charisma saving throw, you can choose to make a Strength saving throw instead. You may do this a number of times per long rest equal to your Constitution modifier.
Level 10: Living Bearier
It may very well be easier to break through a wall than through a bear of a person like you. When you gain this feature, you gain a number of hit points equal to your current Fighter level; every time you gain a new Fighter level, you gain an additional hit point on top of what you would normally gain.
Whenever you would be Shoved, you can reduce the distance you are forcibly moved by 10 feet, to a minimum of 0 feet.
Level 15: Barbearian
You fight with the ferocity and savagery of some unspecified large mammalian predator. A number of times per long rest equal to your Constitution modifier, you may fly into a fearsome rage as a bonus action, granting you a bonus to damage rolls equal to your proficiency bonus, and advantage on Strength checks. This rage ends if you end your turn without having attacked a foe, without having taken any damage, or if a minute has gone by since you activated it.
Level 18: Right to Bear Arms
You have become one with the bear within you. You sprout thick, coarse hair all over your body, your teeth and nails sharpen, and your muscles grow thick and hefty. Your Strength score, and your Strength score maximum, increase by 2. Your Constitution score, and your Constitution score maximum, increase by 2.
You are a versatile master of your chosen style, a physical paragon. You are the standard against which all other fighters are measured.
Level 3: Improved Critical
You score a critical hit on a natural 19 or 20 on the die. Additionally, when you score a critical hit, you deal additional damage equal to your proficiency bonus.
Level 7: Remarkable Athlete
Whenever you roll a Strength, Dexterity, or Constitution check without proficiency, you may add half your proficiency bonus (rounded up) to the result. Additionally, a number of times per short rest equal to your Constitution modifier, you may retry a Strength, Dexterity, or Constitution check you just attempted before suffering consequences of the first roll.
Level 10: Versatile Warrior
You gain another Fighting Style.
You gain another Technique.
Level 15: Superior Critical
You score a critical hit on a natural 18, 19, or 20 on the die. Additionally, when you score a critical hit, you deal additional damage equal to either your Strength or Dexterity modifier (your choice when this feature is gained).
Level 18: Survivor
You have attained the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Your defenses are unparalleled, even among warriors of equal measure.
Level 3: Determination
You gain an additional use of Second Wind and Indomitable.
Level 7: Unbreakable
Whenever you use your Second Wind class feature, you also gain Temporary Hit Points equal to the amount your Second Wind healed you.
Level 10: Unstoppable
You may select a second Fighting style from the following list: Brawler, Defense, Great Weapon, Mobility, Resilient, or Shock Trooper.
Whenever you Shove a target, you may increase the distance they are pushed by 10 feet, or the distance they are slid by 5 feet. Whenever you are Shoved, you may decrease the distance you are pushed by 10 feet, or the distance you are slid by 5 feet.
Level 15: Invulnerable
Whenever you take damage from any source, you can reduce the damage taken by your Constitution modifier.
Level 18: Immortal
When you are reduced to 0 hit points, you may spend a Hit Die as a reaction.
You are an inspiration to your allies and a threat to your enemies.
Rallying Cry
When you spend a Second Wind, you can choose to only gain half the normal amount of healing (rounded down). In exchange, an ally within 60 feet who can see or hear you is healed the amount your Second Wind would normally heal you.
Level 7: Lead From The Front
You have advantage on initiative rolls. Additionally, when you give others a bonus due to the Distracted Opponent rules, increase the bonus you grant by +1. This does not bypass the maximum limit on such bonuses, though.
Level 10: Commander's Presence
A number of times per short rest equal to your Charisma modifier, you may cause a creature within 60 feet who can see or hear you to reroll an attack roll or saving throw they just made by spending a reaction.
Level 15: Martyr
When you use your Rallying Cry, you can select a second ally to receive the full Second Wind healing if you give up the remaining half of your own healing.
Level 18: Legendary Leadership
Any ally affected by your Rallying Cry or Commander's Presence gains a bonus to saving throws and damage rolls equal to your Charisma modifier until the end of your next turn. Any enemy affected by your Commander's Presence takes a penalty to all attack and damage rolls equal to your Charisma modifier until the end of your next turn.
You are a flurry of motion on the battlefield, striking with a speed and ferocity few warriors can match.
Level 3: Follow-Up Strike
You're quick to capitalize on any advantage in a fight, striking swiftly when opportunity strikes. Whenever you score a critical hit or reduce a foe to 0 HP with a non-Heavy melee weapon, you may spend a reaction to make a Follow-Up Strike: when you do so, you may move up to (5 times your proficiency bonus) feet without expending any movement for this turn (although this movement provokes Opportunity Attacks as normal), and then make an additional attack using the same weapon.
Level 3: Lightning Fast
You blur around the fight faster than most anyone else. Your speed increases by 5 feet. At level 10 and level 18, your speed increases by an additional 5 feet.
Level 7: Dervish Dance
You dance with death across the battlefield, weaving in between foes and striking amidst the confusion. A number of times per long rest equal to your Dexterity bonus, you can perform a Dervish Dance: until the beginning of your next turn, whenever you roll an attack, you may treat every previous attack you've made this turn as if it was an additional ally adjacent to your target for the purposes of the Distracted Opponent mechanic.
Level 10: Living Whirlwind
You may select a second Fighting style from the following list: Dervish, Dueling, Mobility, Opportunist, Reactive, Or Two-Weapon Fighting.
Level 15: Tireless Dance
You now regain one use of Dervish Dance whenever you take a short rest, if you do not have all uses currently available.
Level 18: Dance of A Thousand Cuts
When performing a Dervish Dance, you can choose to gain an additional Action this turn, which can only be used to take the Attack action. Once this ability has been used, you may not use it again until you have completed a short or long rest.
Level
Proficiency
Features
1
+2
Fighting Style, Second Wind (1)
2
+2
Technique, Indomitable (1)
3
+2
Martial Archetype Feature
4
+2
Ability Score Increase
5
+3
Extra Attack 1
6
+3
Ability Score Increase
7
+3
Martial Archetype Feature, Second Wind (2)
8
+3
Ability Score Increase
9
+4
Technique, Indomitable (2)
10
+4
Martial Archetype Feature
11
+4
Extra Attack 2
12
+4
Ability Score Increase
13
+5
Second Wind (3), Indomitable (3)
14
+5
Ability Score Increase
15
+5
Martial Archetype Feature, Technique
16
+5
Ability Score Increase
17
+6
Extra Attack 3
18
+6
Martial Archetype Feature
19
+6
Ability Score Increase
20
+6
Harbinger Of War
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
Proficiencies
Armor: All armor and shields
Weapons: All simple and martial weapons
Saving Throws: Sterngth and Constitution
Skills: Choose two 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 armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
Class Features
As a fighter, you gain the following class features.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of these (http://www.giantitp.com/forums/showthread.php?526360-Fighting-Style-Upgrades-Remixes-Homebrew) options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Second Wind
On your turn, you can spend a Bonus action to heal hit points as if you had spent a Hit Die (although you do not actually need to spend a Hit Die to use this ability); additionally, you add your Fighter class level to the hit points regained. Any healing above and beyond your hit point maximum is turned into Temporary Hit Points. You regain uses of this ability when you complete a long rest. You gain an additional use of this ability per long rest when you attain 7th level and 13th level.
Technique
At 2nd level, 9th level, and 15th level, you may select one of the following options, reflecting a lesser aspect of your personal style. You cannot take a Technique option more than once.
Land Speed +10 feet
AC +1
Gain proficiency in a tool or Fighter class skill of your choice
Gain half proficiency (rounded up) to two skills or tools of your choice
Weapons you wield have their damage stepped up one die size
You have resistance to a damage type of your choice other than slashing, piercing, or bludgeoning
Indomitable
Starting at 2nd level, when you fail a saving throw, you can spend a use of this ability to automatically save against the triggering effect. Using this ability does not cost any action, but can only be done once per round. Uses of this ability are regained after a long rest. You gain an additional use of this ability at 9th level and 13th level.
Martial Archetype
At 3rd level, select a Martial Archetype from the options detailed below (Note: NOT ALL ARCHETYPES ARE DONE YET, I WANTED TO GET THIS UP REAL QUICK FIRST). You gain Martial Archetype features at 3rd level, 7th level, 10th level, 15th level, and 18th level.
Extra Attack
Starting at 5th level, when you take the Attack action, you can make an additional attack. You gain another additional attack at 11th level, and another at 17th level.
Harbinger Of War
You now recover Second Wind uses and Indomitable uses on a short rest.Archetypes
Your ancestry is filled with mighty heroes and warriors from across the ages! And apparently, it's also full of bear DNA. Hmm...
Level 3: Bearer Of Bad News
Wherever you go, danger (in the form of bears) is sure to follow. As an action, you can summon forth a number of bears within 120 feet (of a mix of whatever bears you wish to summon) such that they constitute an encounter of a CR equal to half your Fighter level (rounded down). These bears are friendly to you and your allies, and disappear after one minute or after dying, whichever comes first. Once you have used this ability, you cannot use it against until you have taken a long rest.
Level 7: For The Honor Of My Forebears
You call upon the ursome power of your heritage to power through tricksy magicks that would ensnare your mind. When you would be called upon to make an Intelligence, Wisdom, or Charisma saving throw, you can choose to make a Strength saving throw instead. You may do this a number of times per long rest equal to your Constitution modifier.
Level 10: Living Bearier
It may very well be easier to break through a wall than through a bear of a person like you. When you gain this feature, you gain a number of hit points equal to your current Fighter level; every time you gain a new Fighter level, you gain an additional hit point on top of what you would normally gain.
Whenever you would be Shoved, you can reduce the distance you are forcibly moved by 10 feet, to a minimum of 0 feet.
Level 15: Barbearian
You fight with the ferocity and savagery of some unspecified large mammalian predator. A number of times per long rest equal to your Constitution modifier, you may fly into a fearsome rage as a bonus action, granting you a bonus to damage rolls equal to your proficiency bonus, and advantage on Strength checks. This rage ends if you end your turn without having attacked a foe, without having taken any damage, or if a minute has gone by since you activated it.
Level 18: Right to Bear Arms
You have become one with the bear within you. You sprout thick, coarse hair all over your body, your teeth and nails sharpen, and your muscles grow thick and hefty. Your Strength score, and your Strength score maximum, increase by 2. Your Constitution score, and your Constitution score maximum, increase by 2.
You are a versatile master of your chosen style, a physical paragon. You are the standard against which all other fighters are measured.
Level 3: Improved Critical
You score a critical hit on a natural 19 or 20 on the die. Additionally, when you score a critical hit, you deal additional damage equal to your proficiency bonus.
Level 7: Remarkable Athlete
Whenever you roll a Strength, Dexterity, or Constitution check without proficiency, you may add half your proficiency bonus (rounded up) to the result. Additionally, a number of times per short rest equal to your Constitution modifier, you may retry a Strength, Dexterity, or Constitution check you just attempted before suffering consequences of the first roll.
Level 10: Versatile Warrior
You gain another Fighting Style.
You gain another Technique.
Level 15: Superior Critical
You score a critical hit on a natural 18, 19, or 20 on the die. Additionally, when you score a critical hit, you deal additional damage equal to either your Strength or Dexterity modifier (your choice when this feature is gained).
Level 18: Survivor
You have attained the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Your defenses are unparalleled, even among warriors of equal measure.
Level 3: Determination
You gain an additional use of Second Wind and Indomitable.
Level 7: Unbreakable
Whenever you use your Second Wind class feature, you also gain Temporary Hit Points equal to the amount your Second Wind healed you.
Level 10: Unstoppable
You may select a second Fighting style from the following list: Brawler, Defense, Great Weapon, Mobility, Resilient, or Shock Trooper.
Whenever you Shove a target, you may increase the distance they are pushed by 10 feet, or the distance they are slid by 5 feet. Whenever you are Shoved, you may decrease the distance you are pushed by 10 feet, or the distance you are slid by 5 feet.
Level 15: Invulnerable
Whenever you take damage from any source, you can reduce the damage taken by your Constitution modifier.
Level 18: Immortal
When you are reduced to 0 hit points, you may spend a Hit Die as a reaction.
You are an inspiration to your allies and a threat to your enemies.
Rallying Cry
When you spend a Second Wind, you can choose to only gain half the normal amount of healing (rounded down). In exchange, an ally within 60 feet who can see or hear you is healed the amount your Second Wind would normally heal you.
Level 7: Lead From The Front
You have advantage on initiative rolls. Additionally, when you give others a bonus due to the Distracted Opponent rules, increase the bonus you grant by +1. This does not bypass the maximum limit on such bonuses, though.
Level 10: Commander's Presence
A number of times per short rest equal to your Charisma modifier, you may cause a creature within 60 feet who can see or hear you to reroll an attack roll or saving throw they just made by spending a reaction.
Level 15: Martyr
When you use your Rallying Cry, you can select a second ally to receive the full Second Wind healing if you give up the remaining half of your own healing.
Level 18: Legendary Leadership
Any ally affected by your Rallying Cry or Commander's Presence gains a bonus to saving throws and damage rolls equal to your Charisma modifier until the end of your next turn. Any enemy affected by your Commander's Presence takes a penalty to all attack and damage rolls equal to your Charisma modifier until the end of your next turn.
You are a flurry of motion on the battlefield, striking with a speed and ferocity few warriors can match.
Level 3: Follow-Up Strike
You're quick to capitalize on any advantage in a fight, striking swiftly when opportunity strikes. Whenever you score a critical hit or reduce a foe to 0 HP with a non-Heavy melee weapon, you may spend a reaction to make a Follow-Up Strike: when you do so, you may move up to (5 times your proficiency bonus) feet without expending any movement for this turn (although this movement provokes Opportunity Attacks as normal), and then make an additional attack using the same weapon.
Level 3: Lightning Fast
You blur around the fight faster than most anyone else. Your speed increases by 5 feet. At level 10 and level 18, your speed increases by an additional 5 feet.
Level 7: Dervish Dance
You dance with death across the battlefield, weaving in between foes and striking amidst the confusion. A number of times per long rest equal to your Dexterity bonus, you can perform a Dervish Dance: until the beginning of your next turn, whenever you roll an attack, you may treat every previous attack you've made this turn as if it was an additional ally adjacent to your target for the purposes of the Distracted Opponent mechanic.
Level 10: Living Whirlwind
You may select a second Fighting style from the following list: Dervish, Dueling, Mobility, Opportunist, Reactive, Or Two-Weapon Fighting.
Level 15: Tireless Dance
You now regain one use of Dervish Dance whenever you take a short rest, if you do not have all uses currently available.
Level 18: Dance of A Thousand Cuts
When performing a Dervish Dance, you can choose to gain an additional Action this turn, which can only be used to take the Attack action. Once this ability has been used, you may not use it again until you have completed a short or long rest.