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View Full Version : D&D 5e/Next Fighter Remix [PEACH]



Composer99
2019-07-18, 01:28 PM
Hey, all,

Here's a remix of the fighter, with a few new toys to play with and some renamed fighting styles. Also with two new archetypes!

Some pertinent context:

Combat Manoeuvres
This remix uses my combat manoeuvre system (link in my sig). DMs who want to adapt this remix without using the manoeuvres should ditch the manoeuvre proficiencies, the Stamina class feature, and copy/paste manoeuvre descriptions into special abilities or features that use manoeuvres.

Shield Bash
One of the custom fighting styles mentions a "shield bash". In my houserules, anyone with a shield can make a shield bash, which amounts to a bog-standard bludgeoning weapon attack. In this remix, only the fighting style need have that ability.



The Fighter



Level
Proficiency Bonus
Stamina
Action Surge
Weapon Tricks
Indomitable
Class Features


1st
+2
2
-
-
-
Fighting Style, Second Wind, Stamina


2nd
+2
2
One use
2
-
Action Surge, Weapon Tricks


3rd
+2
2
One use
2
-
Martial Archetype


4th
+2
2
One use
2
-
Ability Score Improvement


5th
+3
3
One use
2
-
Extra Attack


6th
+3
3
One use
2
-
Ability Score Improvement


7th
+3
3
One use
2
-
Martial Archetype Feature


8th
+3
3
One use
2
-
Ability Score Improvement


9th
+4
4
One use
2
One use
Indomitable


10th
+4
4
One use
3
One use
Martial Archetype Feature


11th
+4
4
One use
3
One use
Extra Attack (2)


12th
+4
4
One use
3
One use
Ability Score Improvement


13th
+5
5
One use
3
Two uses
Greater Fighting Style


14th
+5
5
One use
3
Two uses
Ability Score Improvement


15th
+5
5
One use
3
Two uses
Martial Archetype Feature


16th
+5
5
One use
3
Two uses
Ability Score Improvement


17th
+6
6
Two uses
3
Three uses
Extra Attack (3)


18th
+6
6
Two uses
3
Three uses
Martial Archetype Feature


19th
+6
6
Two uses
3
Three uses
Ability Score Improvement


20th
+6
6
Two uses
3
Three uses
Martial Exemplar



Fighter Features
As a fighter, you gain the following class features.

Hit Points
Hit Dice: 1d10 per fighter level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiencies
Armour: All armour and shields.
Weapons: Simple and martial weapons.
Manoeuvres: General manoeuvres and three other manoeuvre groups of your choice.
Tools: None.
Saving Throws: Strength, Constitution.
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidate, Medicine, Perception, and Survival.

Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) chain mail or (b) leather armour, a 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;
- A traveler’s outfit and two daggers.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. If some other feature allows you to select a fighting style, you can’t take the same Fighting Style option more than once.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence
While you are wearing armour, you gain a +1 bonus to AC.

Dual Wielding
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, each time you make a weapon attack, you can draw or sheathe a weapon as part of the attack.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack that you make with a two-handed or versatile weapon that you are wielding with two hands, you may reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Hand Weapon Fighting
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.

Pugilist
You gain proficiency in unarmed strikes. In addition, you roll a d4 in place of the normal damage of your unarmed strikes.

Sword and Board
When you are wielding a weapon in one hand and a shield in the other, whenever you take the Defend action, you can use a bonus action to make a shield bash attack with your shield. Make a melee weapon attack against a target within 5 feet of you, dealing 1d6 bludgeoning damage on a hit, adding your Strength modifier to the attack and damage rolls as applicable.
This is the replacement for protection fighting style, so just use that instead if you don't want to use combat manoeuvres.

Second Wind
You have a limited reserve of endurance that you can draw on to stay on your feet. On your turn, you can use a bonus action to regain hit points equal to twice your fighter level + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

Stamina
Your training allows you to fight in a way others can’t easily match. You have 2 stamina that you can use to boost any combat manoeuvre you use. The amount of stamina you have increases as you gain levels in this class, as shown in the Stamina column of the Fighter table. You recover expended stamina whenever you finish a short or long rest.

Action Surge
You can push yourself beyond your normal limits for a brief moment. Starting at 2nd level, you can take one additional action on your turn, alongside your regular action and possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use this additional action twice in between rests, but only once on the same turn.

Weapon Tricks
You have few equals when it comes to using a weapon. At 2nd level, you learn two weapon tricks of your choice from the list provided at the end of the class description. At 10th level, you learn one additional weapon trick.

Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat style and techniques. Choose one of the following martial archetypes: Champion, Battlemaster, Eldritch Knight, Martial Paragon, or Templar.
These martial archetypes are all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack
You become increasingly capable in combat. Starting at 5th level, you can attack twice, instead of once, when 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 17th level.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short or long rest.
You can use this feature twice between rests starting at 13th level, and three times between rests starting at 17th level.

Greater Fighting Style
You become ever more skilled with your specialty fighting style. At 13th level, you gain the greater fighting style from the options below corresponding to the fighting style you chose at 1st level.

Archery
When you take the Attack action on your turn while wielding a ranged weapon, as a bonus action you can use the trick shot manoeuvre to emulate any basic manoeuvre from that manoeuvre’s description.
I'm not sure what to suggest for the greater archery fighting style as it's pretty dependent upon using the manoeuvres. Possibly a bonus action ranged weapon attack dealing half damage on a hit?


Defence
If you take the Attack action on your turn, you can use your bonus action to take the Dodge or Disengage action.

Dual Wielding
When you engage in two-weapon fighting, once per round, if you use your reaction to use the parry manoeuvre or to make an opportunity attack, you regain the use of your reaction.
If you're not using combat manoeuvres, I would just let you regain the use of your reaction whenever you use your reaction to make a weapon attack, and ditch the text about opportunity attacks.

Great Weapon Fighting
While you are wielding a two-handed or versatile weapon in two hands, if you take the Attack action on your turn, you can use a bonus action to make a weapon attack with your weapon. Instead of dealing normal damage on a hit, the target takes bludgeoning damage equal to your proficiency bonus and is dazed for 1 minute.
While dazed, you can't take bonus actions or reactions. You can just use that text instead of 'dazed'.

Hand Weapon Fighting
When you are wielding a melee weapon in one hand and no other weapons, if you take the Attack action on your turn, as a bonus action you can use one of the following manoeuvres: assist, dirty trick, disarm, distract, or knockdown.
Lots of copy/pasting here, methinks. I would take out the dirty trick and distract parts, and let you use the Help action, make a shove attack, or try to disarm an opponent (using, roughly, the mechanics of the disarm manoeuvre).

Pugilist
While you aren’t wielding any weapons, if you take the Attack action on your turn, as a bonus action you can make a single unarmed strike and either make a second unarmed strike or use either the grapple or shove manoeuvre.
Pretty easy here: you can grapple or shove.

Sword and Board
As long as you are wielding a shield, once per round, if you use your reaction to use either the protect or block manoeuvre, you regain the use of your reaction.
If you're not using combat manoeuvres, I would have this allow you to regain your reaction whenever you use your reaction on the protection fighting style, once per round.

Martial Exemplar
You eventually reach the acme of fighting prowess. At 20th level, choose two of the following benefits:
Epic Ability Score Improvement. You can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1 each. You can increase ability scores above 20 using this feature.
Legendary Resistance. When you use your Indomitable class feature, you can choose to automatically succeed on the saving throw instead of rerolling it. After using this feature once, you must finish a long rest before you can use it again.
Exemplar’s Reflexes. You can take two reactions per round instead of one.


Weapon Tricks
You may learn any weapon trick associated with a weapon with which you are proficient. Whenever you are wielding that weapon, you may use its weapon trick. If a weapon trick allows you to use a combat manoeuvre, you needn’t know or have prepared that manoeuvre, and you are considered to be proficient with it. If the manoeuvre can be boosted, you can use stamina from your Stamina class feature, or from any other feature, to boost it. If a weapon trick forces another creature to make a saving throw, the save DC is 8 + your proficiency bonus + your Strength modifier unless otherwise specified.

Counter-Shot
Longbow, shortbow
When a creature you can see fires a ranged weapon using ammunition on its turn, you can use your reaction to shoot at the ammunition as it is flying through the air. Make a weapon attack roll contesting the triggering attack roll. If you tie or win, both pieces of ammunition are destroyed, and the triggering attack cannot hit its target.

Forceful Blow
Maul, warhammer
Once on each of your turns, whenever you score a critical hit with this weapon, you roll its damage die one additional time.

Gashing Strike
Greatsword, longsword, scimitar
Once on each of your turns, when you make a melee weapon attack using this weapon, you may use the slash manoeuvre.
Best to copy/paste mechanics here if you're not using manoeuvres. You might have to do some fiddling if you don't want to have bleed damage.

Pierce Armour
Battleaxe, greataxe, war pick
Once on each of your turns, when you make a melee weapon attack using this weapon, if the target of your attack is wearing manufactured armour granting an AC of 12 or higher, it must succeed on a Dexterity saving throw or its AC is reduced by 2 for that attack.

Pinning Barbs
Trident
Once on each of your turns, when you hit with a weapon attack using this weapon, you may instead use the hamstring manoeuvre.
Best to copy/paste mechanics here if you're not using manoeuvres. Just do some re-wording if you don't want the hindered condition to be 'a thing'.

Precision Strike
Rapier, shortsword
Once on each of your turns, you deal an additional 1d4 damage to one creature you hit with a melee weapon attack using this weapon if you have advantage on the attack roll.

Puncturing Shot
Heavy crossbow, light crossbow
Once on each of your turns, whenever you score a critical hit with this weapon, you roll its damage die one additional time.

Quick Dip
Blowgun
Whenever you make a ranged weapon attack using this weapon, you can envenom one blowgun needle as part of making the attack.

Rapid Toss
Dagger, dart, sling
Whenever you make a ranged weapon attack using this weapon, you may draw an identical weapon or load the weapon with ammunition as part of making the attack. In addition, if you take the Attack action on your turn and make at least one ranged weapon attack using this weapon, you may make one additional weapon attack using this weapon, or an identical weapon if you are throwing it, as part of that action.

Readied Strike
Glaive/halberd, pike/ranseur, spear
Once per round, when you use your reaction to make a melee weapon attack using this weapon, you gain a +2 bonus to your attack roll.

Smash
Greatclub, flail, mace, morningstar
Once on each of your turns, when you make a melee weapon attack using this weapon, you may instead use the slam manoeuvre.
Best to copy/paste mechanics here if you're not using manoeuvres.

Unhorse
Lance
Once on each of your turns, when you make a melee weapon attack using this weapon, you may instead use the dismount manoeuvre. If you are mounted, you have advantage on your attack roll against mounted targets.
Best to copy/paste mechanics here if you're not using manoeuvres.

Utility Whip
Whip
You may use a whip to undertake ability checks such as using it to swing across a room or over a narrow chasm or to retrieve an object no smaller than about the size of a Medium humanoid’s hand that within the whip’s reach. Consult with your GM on other possible appropriate uses of this trick.


Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battle Master
Most of this martial archetype is not described here. Only the revised features of this archetype are included.

Student of War
Also at 3rd level, you gain proficiency in any one manoeuvre group you aren’t already proficient in, and in one type of artisan’s tools of your choice.
I would give another weapon trick if you're not using combat manoeuvres.

Know Your Enemy
Same as PHB feature, only requires a bonus action instead.

Martial Superiority
At 18th level, whenever you roll a 1 on one of your Superiority Dice, you may reroll the die. You must use the new roll, even if it is also a 1.

Champion
The archetypal Champion focuses on the development of raw physical power, honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, or on a roll of 18 through 20 once you reach 15th level.

Fighting Style
Also at 3rd level, you can choose an additional option from the Fighting Style class feature.

Remarkable Athlete
Starting at 7th level, when you make a Strength, Dexterity, or Constitution ability check, you can add half your proficiency bonus (round up) to any such check you make that doesn’t already use your proficiency bonus, and double your proficiency bonus to any such check you make that does.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier, and when you make a running high jump, the height you leap into the air increases by 2 feet.

Greater Fighting Style
At 10th level, you gain the greater fighting style corresponding to the fighting style you chose for the Champion Fighting Style feature at 3rd level.

Combat Wariness
At 15th level, you can act normally on your turn even when you are surprised, except that you can’t take bonus actions or reactions.

Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, as long as you start your turn with at least 1 hit point and with no more than half your hit point maximum, you regain hit points equal to the use of your Second Wind fighter class feature.

Martial Paragon
The Martial Paragon focuses on combat training, becoming a master of specialised combat techniques known as combat manoeuvres.
This subclass relies on the combat manoeuvre system, so if you're not using that system, best to just dispense with this subclass.

Combat Training
You have advanced combat training, even compared to other fighters. When you choose this martial archetype at 3rd level, you become proficient with one additional manoeuvre group, and you learn one additional weapon trick.

Combat Manoeuvres
Also at 3rd level, your training and experience allow you to learn and use advanced combat techniques known as combat manoeuvres.
Preparing and Using Manoeuvres. You prepare the list of combat manoeuvres that are available for you to use, up to a number equal to 2 + your proficiency bonus. You may choose manoeuvres from manoeuvre groups with which you are proficient and are of a level you can use, as shown in the Manoeuvre Level column of the Martial Paragon Combat Manoeuvres table. For example, if you are a 9th-level fighter, you can prepare 6 combat manoeuvres which may be of 1st or 2nd level. You can change your list of prepared manoeuvres whenever you finish a short or long rest. Preparing a new list of combat manoeuvres requires spending 15 minutes practicing the manoeuvres to recall them to your mind and muscle memory. You can use manoeuvres of 1st level or higher that you have prepared a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.
Stamina. You replace the pool of stamina gained as part of your Stamina fighter class feature with a pool of stamina whose size is determined by the Stamina column of the Martial Paragon Combat Manoeuvres table for your fighter level. You use stamina to boost your manoeuvres. You regain expended stamina after finishing a short or long rest.
Manoeuvre Ability. Your manoeuvre ability is whichever ability is identified as the key ability of the manoeuvre you are using. You use pertinent ability modifier whenever a combat manoeuvre refers to its key ability. In addition, you use the manoeuvre’s key ability when setting the saving throw for a combat manoeuvre you use and when making an attack roll with one.
Manoeuvre save DC = 8 + your proficiency bonus + the manoeuvre’s key ability modifier
Manoeuvre attack modifier = your proficiency bonus + the manoeuvre’s key ability modifier

Martial Paragon Combat Manoeuvres


Fighter Level
Manoeuvre Level
Stamina


3rd
1st
2


4th
1st
2


5th
1st
3


6th
1st
3


7th
2nd
4


8th
2nd
4


9th
2nd
5


10th
2nd
5


11th
3rd
6


12th
3rd
6


13th
3rd
7


14th
3rd
7


15th
3rd
8


16th
3rd
8


17th
3rd
9


18th
3rd
9


19th
3rd
10


20th
3rd
10



Skillful Fighter
At 7th level, choose one of your skill proficiencies. Whenever you make an ability using that proficiency, double your proficiency bonus. In addition, choose one skill proficiency from the list of skills available to the fighter that you don't already possess. You gain proficiency in the chosen skill.

Manoeuvre Recall
Starting at 10th level, when you choose to use a combat manoeuvre of 1st level or higher, you can use a manoeuvre that you don’t have prepared as if you did have it prepared. That manoeuvre must belong to a manoeuvre group you are proficient with. After you use this feature, you can’t use it again until you finish a short or long rest.

Advanced Manoeuvres
When you reach 15th level, choose one 4th-level combat manoeuvre. This manoeuvre must belong to a manoeuvre group that you are proficient with. You can use this manoeuvre without expending one of your available uses of combat manoeuvres. After doing so, you must finish a long rest before you can use this manoeuvre in this way again. You can’t use this manoeuvre as part of your Combat Manoeuvres feature. Each time you gain a level in this class, you can replace this manoeuvre with another 4th-level manoeuvre you could learn.
At 18th level, choose one 5th-level combat manoeuvre belonging to a manoeuvre group you are proficient with. You can use this manoeuvre in the manner described above. You can’t replace this manoeuvre as you gain levels.

Mighty in Battle
Beginning at 18th level, whenever you use a combat manoeuvre of 1st level or higher, you regain hit points equal to the level of the combat manoeuvre plus your Constitution modifier.

Templar
Although paladins often serve deities, their sacred oaths do not necessarily bind them to such service. Many deities prefer holy warriors with more certain loyalty, and so bestow their divine power on willing warriors. As a templar, you command both martial mastery and the holy might of your divine patron in order to further your patron’s aims in the world.

Spellcasting
When you choose this archetype at 3rd level, you gain the ability to cast spells. See Chapter S for the general rules of spellcasting and the Spell Lists and Descriptions section for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots. The Templar Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds, and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list. The Spells Known column of the Templar Spellcasting table shows when you learn additional cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level may come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn them through meditation and prayer. You use your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.

Templar Spellcasting



Spell Slots per Spell Level


Fighter Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th


3rd
2
3
2
-
-
-


4th
2
4
3
-
-
-


5th
2
4
3
-
-
-


6th
2
4
3
-
-
-


7th
2
5
4
2
-
-


8th
2
6
4
2
-
-


9th
2
6
4
2
-
-


10th
3
7
4
3
-
-


11th
3
8
4
3
-
-


12th
3
8
4
3
-
-


13th
3
9
4
3
2
-


14th
3
10
4
3
2
-


15th
3
10
4
3
2
-


16th
3
11
4
3
3
-


17th
3
11
4
3
3
-


18th
3
11
4
3
3
-


19th
3
12
4
3
3
1


20th
3
13
4
3
3
1



Channel Divinity: Turn Undead
Also at 3rd level, you learn how to channel your deity’s power against the unnatural. As an action, you hold aloft your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. An undead that fails its saving throw is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also becomes dazed for the duration. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you have used your Channel Divinity feature, you must finish a short or long rest before you can use it again.

Divine Rebuke
When you reach 7th level, you are granted the power to rebuke your foes by calling upon your deity’s might. When you gain this feature, choose either fire, necrotic, radiant or thunder damage.
When a creature within 30 feet of you hits a creature friendly to you with a weapon or spell attack, you can use your reaction to make a ranged spell attack targeting it. On a hit, the target takes damage of your chosen type equal to 1d6 + your Wisdom modifier, and you push the target 10 feet away from the creature it hit. The damage increases to 2d6 at 15th level.

Channel Divinity: Divine Wrath
Beginning at 10th level, you can turn your deity’s power against your enemies, gaining an additional Channel Divinity option that you can use instead of Turn Undead. As an action, you hold aloft your holy symbol and speak a prayer censuring your foes, and a burst of divine fire erupts from it. Each creature hostile to you within 30 feet of you that can see or hear you must make a Dexterity saving throw, using your spell save DC. On a failed save, a target becomes dazed for 1 minute, is pushed 10 feet away from you, and takes 1d8 radiant damage, 1d8 fire damage, and 1d8 thunder damage. On a successful save, a target takes half as much radiant, fire, and thunder damage, and is otherwise unaffected.

Templar’s Magic
At 15th level, you have grown adept at melding your skill at wielding divine magic and your combat prowess. Whenever you use your action to cast a spell on your turn, you can use a bonus action to make a weapon attack.
In addition, whenever you hit a creature with your Divine Rebuke feature, you can expend a spell slot to inflict an additional 1d6 radiant damage per level of the expended slot.

Commune
By 18th level, you have developed a strong personal connection with your deity and its agents, and can use this relationship to learn information about the challenges facing you. You can cast commune without expending a spell slot. After using this feature, you must finish a long rest before you can use it again.

Lil Mordecai
2019-08-02, 04:30 PM
I like the focus on being able to do different things with different weapons. It's not balanced with other classes since you've just given the fighter more abilities than it normally has; if you're worried about that, you could take out some of the bonus extra attacks and ability score improvements, or augment/remove other fighter abilities. If you're not worried as much about balance with core rulebook material and are focusing on flavor, the maneuvers are fun and versatile!