cesius
2018-12-19, 12:56 PM
A thread in the 5e subforum got me thinking about reworking the Fighter class. The core features are meant to stress two facets: a focus on technique and form, and a sense of physicality.
Class Features
Unchanged
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Combat Expertise, Unarmored Defense
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Martial Archetype Feature
7th
+3
Martial Presence (Ability Checks)
8th
+3
Ability Score Improvement
9th
+4
Action Surge
10th
+4
Martial Archetype Feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Renewed Vigor
14th
+5
Martial Archetype Feature
15th
+5
Martial Presence (Saving Throws)
16th
+5
Ability Score Improvement
17th
+6
Martial Archetype Feature
18th
+6
Extra Attack (3)
19th
+6
Ability Score Improvement
20th
+6
Indomitable
Archery
You gain a +2 bonus to attack rolls your make with ranged weapons.
Defense
Damage that you take weapon and spell attacks is reduced by two.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you are wielding a melee weapon in two hands, you gain a +1 bonus to AC. The weapon must have the two-handed or versatile property.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Almost unchanged. I made Defense more useful at lower levels and against horde or multiattack style damage to give the impression of rolling with the punches. I based GWF on the defensive applications of a two-handed weapon, but I'm not entirely pleased with it and feel like that's the one which could probably use the most revision or different ideas. I changed it from the original because that was the only Fighting Style that required rolling dice.
Second Wind
No changes.
Unarmored Defense
Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10+your Dexterity modifier+your Strength modifier.
I put this in purely because it aggravated me the trained combat expert could have worse AC than a wizard or sorcerer in an unarmored setting because they may have higher Dexterity than an armor-based fighter. The intent is this ability not be useful 90% of the time and not mesh well with most character builds. Could one double down on Str and Dex to get 20 AC (10+5+5)? Yes, but then I think the sacrifice comes from Constitution and there's no difference in to-hit and damage bonus compared to a normal Strength or Dex build which can get 20 (heavy plate and shield) and 19 AC (studded leather and shield+5 Dex), respectively. Any ideas on a more elegant solution (which is not open to abuse) to this issue would be quite welcome.
Beginning at 2nd level your physical abilities and practice in your fighting style have brought to the peak for a practitioner of your experience. You gain an expertise for your fighting style and choose one other. Expertises use a superiority die which is a d4.
Dueling - Riposte. When a creature misses you with a melee attack, you can use your reaction to inflict damage to it equal to the number you roll on your superiority die.
Defense - Parry. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your superiority die.
Archery - Precision Attack. When you make a ranged weapon attack against a creature with half cover or three-quarters cover, you can add the number you roll on your superiority die to your attack roll.
Great Weapon Fighting - Sweeping Attack. When you hit a creature with a melee attack, you can use your bonus action to deal damage equal to the number you roll on your superiority die to another creature within 5 feet of the original target and within your reach.
Protection - Goading Attack. When you hit a creature with a melee attack, you can use your bonus action to impose a penalty equal to the number you roll on your superiority die to the target’s attack rolls against targets other than you until the end of your next turn.
Two-Weapon Fighting - Feinting Attack. When you take the Attack action and miss a target and use your bonus action to make a weapon attack with a different weapon in your other hand you gain a bonus to hit and damage against the same target equal to the number you roll on your superiority die.
Disarming Strike. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to disarm the target. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest the target must drop one item of your choice that it’s holding. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you give your allies an opening. The next attack roll against the target by an attacker other than you gain a bonus to hit equal to the number you roll on your superiority die.
Evasive Footwork. When you move you gain a bonus to AC equal to the number you roll on your superiority die.
Lunging Attack. When finish a move 15 feet or more from where you started you gain a bonus to damage equal to the number you roll on your superiority die to the next melee weapon damage roll you make before the end of your turn.
Trip Attack. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to knock the target prone. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest you knock the target prone.
Push Attack. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to drive the target back. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest you push the target up to 15 feet away from you.
The largest change I made. I placed this at 2nd level and made it apply to the class as a whole because it goes with what happens in Paladin and Ranger at second level where they gain Fighting Style and more class identity in the form of spell casting (and Smite for Paladin). I made the abilities resource-independent to preserve the "sit down and play"/"fighters can just keep going" feel of the core class. To balance that I reduced the die to a d4. Roughly speaking this translates to a 68% chance of rolling a 2 or a 3 which I felt wasn't too powerful for the contexts in which it gets applied. I did limit the Disarm, Trip, and Push to once per turn as otherwise it could get a little crazy with multiple attacks. Changing those to skill contests brought them in line with the normal rules and avoided Fighter-core having a DC (like some sort of specll caster). Choosing only one superiority and the other coming from Fighting Style makes these important, impactful choices on how a character plays.
The superiority die becomes the Fighter class's 'thing' which ties together different class features and can also can tie into subclasses very well in terms of them granting new superiorities or altering the superiority die. This is why Commander's Strike, Rally, Menacing Attack, and Maneuvering Attack are in the list; I have a good idea of which subclasses they should go with.
Ability Score Improvement
As normal for everyone, 'nuff said.
I took out the extra ASIs to make room for class features. I think the ASIs, especially at higher levels, are a hold over from a problem that 3.0 and onward have had in defining it as the "anyone with a weapon and no other special qualities" class and pushing that towards a reliance on non-class features in a class based game. In some ways this is similar to my issue with Fighting Style. Just because Fighter gets is earlier doesn't help define them compared to other classes once another class has it.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.
Almost unchanged, except the last attack becomes the final tier defining class feature so Fighters can play with it before maxing out at 20 rather than the capstone which in other classes is more an enabler to pre-existing purpose(Paladin, Rogue) or resource replenisher/extender (Wizard, Warlock, Sorcerer, Bard).
Martial Presence
By 7th level you have learned to leverage the seeming effortlessness and strength of your physical actions into an air of discretion and circumspection when you lack the right words. You can add the result of rolling your superiority die to any Charisma ability check you make that doesn’t already include your proficiency bonus.
At 15th level you can add the result of result of rolling your superiority die to any Charisma saving throw you make that doesn’t already include your proficiency bonus.
I almost feel like this should come somewhere in tier one, to extend the theme of the class into non-combat scenarios earlier on in play-life. This is to get that feel of the person who isn't the face, but when they talk they're listened to because their presence is like a weight in the room: Master Chief John-117 (Halo series), Cassandra Cain (pre-52 DC comics), Darth Vader (Star Wars), Mac (Dresden Files), Teal'c (Stargate), etc. I don't know, it's kind of hard to describe, but I think most folks who are into RPGs would get the intent?
Action Surge
Mechanically the same, but moved to 9th level.
I felt this was an ability that fit in better at higher levels of play where we see more abilities that are powerful, but balanced by limited use as compared to a second level class-defining feature which is eminently dippable. I think the loss of what is usually an extra attack once per short rest cycles is made up for with Combat Expertise.
Renewed Vigor
Beginning at 13th level, you regain up to all spent Hit Dice from this class at the end of a long rest instead of up to half of the character’s total number of them. You regain spent Hit Dice from other classes, up to half the character’s total number of them.
At 20th level, you gain Advantage on saving throws made at the end of a long rest.
Reinforcing the theme of physicality, this is more a utility ability with subtle power. Being able to burn through HD for short rest healing lessens the need for healing from spell casters and leaves them more spell slots to use for other things. The 20th level upgrade is there mostly for flavor at that point; if people don't think it's too much I could add it into the 13th level portion. I was thinking about doing more with this ability interacting with saves against poison and disease at the end of long rests, but felt the few drafts I did along those lines were too complicated and required too much knowledge of the DMG to be worthwhile universally.
Indomitable
At 20th level when you regain Hit Points you can add your Constitution modifier to the amount you regain and you gain Advantage on saving throws until the end of your next turn.
Similar to other quality of life captstones, this extends the adventuring day for the Fighter and provides an okay bonus.
Class Features
Unchanged
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Combat Expertise, Unarmored Defense
3rd
+2
Martial Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Martial Archetype Feature
7th
+3
Martial Presence (Ability Checks)
8th
+3
Ability Score Improvement
9th
+4
Action Surge
10th
+4
Martial Archetype Feature
11th
+4
Extra Attack (2)
12th
+4
Ability Score Improvement
13th
+5
Renewed Vigor
14th
+5
Martial Archetype Feature
15th
+5
Martial Presence (Saving Throws)
16th
+5
Ability Score Improvement
17th
+6
Martial Archetype Feature
18th
+6
Extra Attack (3)
19th
+6
Ability Score Improvement
20th
+6
Indomitable
Archery
You gain a +2 bonus to attack rolls your make with ranged weapons.
Defense
Damage that you take weapon and spell attacks is reduced by two.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you are wielding a melee weapon in two hands, you gain a +1 bonus to AC. The weapon must have the two-handed or versatile property.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Almost unchanged. I made Defense more useful at lower levels and against horde or multiattack style damage to give the impression of rolling with the punches. I based GWF on the defensive applications of a two-handed weapon, but I'm not entirely pleased with it and feel like that's the one which could probably use the most revision or different ideas. I changed it from the original because that was the only Fighting Style that required rolling dice.
Second Wind
No changes.
Unarmored Defense
Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10+your Dexterity modifier+your Strength modifier.
I put this in purely because it aggravated me the trained combat expert could have worse AC than a wizard or sorcerer in an unarmored setting because they may have higher Dexterity than an armor-based fighter. The intent is this ability not be useful 90% of the time and not mesh well with most character builds. Could one double down on Str and Dex to get 20 AC (10+5+5)? Yes, but then I think the sacrifice comes from Constitution and there's no difference in to-hit and damage bonus compared to a normal Strength or Dex build which can get 20 (heavy plate and shield) and 19 AC (studded leather and shield+5 Dex), respectively. Any ideas on a more elegant solution (which is not open to abuse) to this issue would be quite welcome.
Beginning at 2nd level your physical abilities and practice in your fighting style have brought to the peak for a practitioner of your experience. You gain an expertise for your fighting style and choose one other. Expertises use a superiority die which is a d4.
Dueling - Riposte. When a creature misses you with a melee attack, you can use your reaction to inflict damage to it equal to the number you roll on your superiority die.
Defense - Parry. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your superiority die.
Archery - Precision Attack. When you make a ranged weapon attack against a creature with half cover or three-quarters cover, you can add the number you roll on your superiority die to your attack roll.
Great Weapon Fighting - Sweeping Attack. When you hit a creature with a melee attack, you can use your bonus action to deal damage equal to the number you roll on your superiority die to another creature within 5 feet of the original target and within your reach.
Protection - Goading Attack. When you hit a creature with a melee attack, you can use your bonus action to impose a penalty equal to the number you roll on your superiority die to the target’s attack rolls against targets other than you until the end of your next turn.
Two-Weapon Fighting - Feinting Attack. When you take the Attack action and miss a target and use your bonus action to make a weapon attack with a different weapon in your other hand you gain a bonus to hit and damage against the same target equal to the number you roll on your superiority die.
Disarming Strike. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to disarm the target. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest the target must drop one item of your choice that it’s holding. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you give your allies an opening. The next attack roll against the target by an attacker other than you gain a bonus to hit equal to the number you roll on your superiority die.
Evasive Footwork. When you move you gain a bonus to AC equal to the number you roll on your superiority die.
Lunging Attack. When finish a move 15 feet or more from where you started you gain a bonus to damage equal to the number you roll on your superiority die to the next melee weapon damage roll you make before the end of your turn.
Trip Attack. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to knock the target prone. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest you knock the target prone.
Push Attack. Once per turn when you hit a creature with a weapon attack, you can use your bonus action to attempt to drive the target back. Make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by the target’s Strength(Athletics) or Dexterity(Acrobatics) check. You can add the number you roll on your superiority die to your check. If you win the contest you push the target up to 15 feet away from you.
The largest change I made. I placed this at 2nd level and made it apply to the class as a whole because it goes with what happens in Paladin and Ranger at second level where they gain Fighting Style and more class identity in the form of spell casting (and Smite for Paladin). I made the abilities resource-independent to preserve the "sit down and play"/"fighters can just keep going" feel of the core class. To balance that I reduced the die to a d4. Roughly speaking this translates to a 68% chance of rolling a 2 or a 3 which I felt wasn't too powerful for the contexts in which it gets applied. I did limit the Disarm, Trip, and Push to once per turn as otherwise it could get a little crazy with multiple attacks. Changing those to skill contests brought them in line with the normal rules and avoided Fighter-core having a DC (like some sort of specll caster). Choosing only one superiority and the other coming from Fighting Style makes these important, impactful choices on how a character plays.
The superiority die becomes the Fighter class's 'thing' which ties together different class features and can also can tie into subclasses very well in terms of them granting new superiorities or altering the superiority die. This is why Commander's Strike, Rally, Menacing Attack, and Maneuvering Attack are in the list; I have a good idea of which subclasses they should go with.
Ability Score Improvement
As normal for everyone, 'nuff said.
I took out the extra ASIs to make room for class features. I think the ASIs, especially at higher levels, are a hold over from a problem that 3.0 and onward have had in defining it as the "anyone with a weapon and no other special qualities" class and pushing that towards a reliance on non-class features in a class based game. In some ways this is similar to my issue with Fighting Style. Just because Fighter gets is earlier doesn't help define them compared to other classes once another class has it.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.
Almost unchanged, except the last attack becomes the final tier defining class feature so Fighters can play with it before maxing out at 20 rather than the capstone which in other classes is more an enabler to pre-existing purpose(Paladin, Rogue) or resource replenisher/extender (Wizard, Warlock, Sorcerer, Bard).
Martial Presence
By 7th level you have learned to leverage the seeming effortlessness and strength of your physical actions into an air of discretion and circumspection when you lack the right words. You can add the result of rolling your superiority die to any Charisma ability check you make that doesn’t already include your proficiency bonus.
At 15th level you can add the result of result of rolling your superiority die to any Charisma saving throw you make that doesn’t already include your proficiency bonus.
I almost feel like this should come somewhere in tier one, to extend the theme of the class into non-combat scenarios earlier on in play-life. This is to get that feel of the person who isn't the face, but when they talk they're listened to because their presence is like a weight in the room: Master Chief John-117 (Halo series), Cassandra Cain (pre-52 DC comics), Darth Vader (Star Wars), Mac (Dresden Files), Teal'c (Stargate), etc. I don't know, it's kind of hard to describe, but I think most folks who are into RPGs would get the intent?
Action Surge
Mechanically the same, but moved to 9th level.
I felt this was an ability that fit in better at higher levels of play where we see more abilities that are powerful, but balanced by limited use as compared to a second level class-defining feature which is eminently dippable. I think the loss of what is usually an extra attack once per short rest cycles is made up for with Combat Expertise.
Renewed Vigor
Beginning at 13th level, you regain up to all spent Hit Dice from this class at the end of a long rest instead of up to half of the character’s total number of them. You regain spent Hit Dice from other classes, up to half the character’s total number of them.
At 20th level, you gain Advantage on saving throws made at the end of a long rest.
Reinforcing the theme of physicality, this is more a utility ability with subtle power. Being able to burn through HD for short rest healing lessens the need for healing from spell casters and leaves them more spell slots to use for other things. The 20th level upgrade is there mostly for flavor at that point; if people don't think it's too much I could add it into the 13th level portion. I was thinking about doing more with this ability interacting with saves against poison and disease at the end of long rests, but felt the few drafts I did along those lines were too complicated and required too much knowledge of the DMG to be worthwhile universally.
Indomitable
At 20th level when you regain Hit Points you can add your Constitution modifier to the amount you regain and you gain Advantage on saving throws until the end of your next turn.
Similar to other quality of life captstones, this extends the adventuring day for the Fighter and provides an okay bonus.