JNAProductions
2020-10-14, 11:21 AM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, and Heavy armor, plus Shields
Weapons: All Simple and Martial weapons
Tools: Any one artisan tool
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Animal Handling, Insight, Medicine, Perception, Survival, and Intimidation.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-Any two weapons you have proficiency in, with additional two copies (if thrown) or 20 pieces of ammo (if it uses ammo)
-(a) Any one simple weapon, with two additional copies (if thrown), or (b) a shield
-Any one pack
G&G Fighter
Level
Proficiency Bonus
Features
Talent Pool
1st
+2
Archetype, Talent Pool
1d4
2nd
+2
Fighting Styles, Second Wind
1d4
3rd
+2
Armor Mastery
1d4
4th
+2
Ability Score Improvement
2d4
5th
+3
Extra Attack, The Bigger They Are
2d4
6th
+3
Archetype Feature, The Power Of Steel
3d6
7th
+3
Grit, Quick Swap
3d6
8th
+3
Ability Score Improvement
4d6
9th
+4
Action Surge, Archetype Feature
4d6
10th
+4
Storm Of Steel, The Bigger They Are II
5d8
11th
+4
Improved Talent Pool
5d8
12th
+4
Ability Score Improvement
6d8
13th
+5
Archetype Feature, Immediate Swap
6d8
14th
+5
Flow Of Battle
7d8
15th
+5
The Bigger They Are III
7d8
16th
+5
Ability Score Improvement
8d10
17th
+6
Extra Attack II
8d10
18th
+6
Action Surge II
9d10
19th
+6
Ability Score Improvement
9d10
20th
+6
The Bigger They Are IV, Perfect Warrior
10d10
Archetype
At level one, a Fighter chooses their Archetype. They may choose from Adept, Leader, and Tactitian.
Talent Pool
Also at level one, a Fighter gains a Talent Pool. This initially consists of a single d4, but grows as indicated on the table. No more than one die may be expended at a time on any given roll. These dice are recovered at a rate of one per minute. Additionally, all dice are immediately recovered when initiative is rolled for combat.
These dice may be spent without an action to add to any damage roll made with a weapon or unarmed strike, to add to a saving throw the Fighter makes, or to add to any Strength, Dexterity, or Constitution check made. Adepts may also apply a die to Wisdom checks, Leaders to Charisma checks, and Tacticians to Intelligence checks.
Second Wind
At level two, a Fighter may, once per short rest, spend their bonus action to restore 1d10+Fighter Level HP to themselves.
Fighting Styles
Also at level one, a Fighter gains all Fighting Styles. They may only use one at a time-switching between Fighting Styles takes a minute of concentration and practice with an appropriate piece of gear.
Armor Mastery
At level three, a Fighter gains various benefits depending on what armor is worn. If they are wearing Light armor or no armor, they may force a single attack against them to be made at disadvantage with their reaction. If they are wearing Medium armor, when an ally would be attacked, you may use your reaction to move up to your speed towards the ally. If you end adjacent to the ally or attacker, the attack is redirected to you. If they are wearing Heavy armor, they may use their reaction to gain resistance to a single attack, effect, or spell that deals damage to them.
Additionally, they are never slowed by wearing armor.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, the Fighter increases any one stat by two, or any two stats by one, up to their maximum.
Extra Attack
At level five, a Fighter may make a second attack when they take the Attack action on their turn. At level seventeen, this increases to two additional attacks.
The Bigger They Are...
Also at level five, the Fighter may treat themselves as being one size larger for the purposes of shoving, grappling, and other similar techniques. This increases to two sizes at level ten, three at level fifteen, and four at level twenty. Note that Medium creatures who achieve twenty Fighter levels are treated as larger than Gargantuan, allowing them to grapple Huge creatures and move without penalty.
The Power Of Steel
At level six, any weapon wielded by the Fighter, as well as their unarmed strikes, are treated as magical.
Grit
At level seven, a Fighter who is subjected to a Strength or Constitution save that has a partial effect on a successful save ignores all effects of the ability on a successful save.
Quick Swap
Also at level seven, a Fighter may switch between Fighting Styles as an action.
Action Surge
At level nine, a Fighter may, once per short rest, take an additional action on their turn. At level eighteen, they may do so twice between short rests, though not more than once a turn.
Storm Of Steel
At level ten, when a Fighter would make an attack outside of their turn (such as from an Attack of Opportunity), they may instead make two attacks.
Improved Talent Pool
At level eleven, you may now spend two dice when you use your talent pool on a check, damage roll, or save. When you do so, you do not add them together-instead, roll both and pick the higher result.
Immediate Swap
At level thirteen, you may now swap Fighting Styles as a bonus action.
Flow Of Battle
At level fourteen, all opportunity attacks made against you are made with disadvantage.
Perfect Warrior
At level twenty, you may choose to take 10 on an attack roll rather than rolling it normally.
Adept
Superior Position
At level one, you may expend a Talent Die as a reaction to a missed attack from an enemy to move five feet.
Adaptive Defense
At level six, you may expend a Talent Die as a reaction when targeted by an attack to gain a bonus to AC equal to the number rolled until the start of your next turn.
On The Edge
At level nine, you may expend a Talent Die when initiative is rolled to grant the number rolled as a bonus to the initiative check of you and all allies within 30' who can see or hear you.
My Turn
At level thirteen, you may expend a Talent Die as a reaction to an enemy making an attack or special attack action against you to attempt the same against them. For example, if an enemy attacks you, you may expend a Die to attack them immediately, or if an enemy attempts to grapple you, you may expend a Die to immediately attempt to grapple them.
Leader
Inspire
At level one, you may expend a Talent Die as a bonus action to grant a Frightened or Charmed ally within 30' an immediate save against that effect, with a bonus equal to the Talent Die.
Lead From The Front
At level six, you may expend two Talent Dice as a bonus action to let an ally within 30' use their reaction to move their speed.
Press The Attack
At level nine, when you or an ally drops a foe to zero HP, you may expend a Talent Die as a reaction to allow that ally to immediately make a single attack.
Squad Combat
At level thirteen, you may expend a Talent Die as a bonus action to grant all adjacent allies a bonus to AC and damage rolls equal to your proficiency bonus until the start of your next turn.
Tactician
Halt
At level one, when you strike an enemy, you may expend a Talent Die to reduce their move speed by 5' times the number rolled until the start of your next turn.
Denial
At level six, when an enemy attempts to cast a spell within your reach, you may expend a Talent Die as a reaction to immediately make an attack against them, forcing a Concentration check to successfully cast the spell.
Called Shot
At level nine, you may expend a Talent Die when you hit with an attack to inflict the Blinded or Deafened condition on the enemy until the start of your next turn, if they fail a Constitution save. The DC is equal to 8+your Strength or Dexterity modifier+your Proficiency bonus.
13thFeature
At level thirteen, [TBD]
This is based on Grod's G&G Fighter Fix (https://forums.giantitp.com/showthread.php?276280-GitP-Fighter-Fix-18343-3-Ziegander-Grod-Tag-Team-Action!), so thank you to Grod for making that!
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, and Heavy armor, plus Shields
Weapons: All Simple and Martial weapons
Tools: Any one artisan tool
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Animal Handling, Insight, Medicine, Perception, Survival, and Intimidation.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-Any two weapons you have proficiency in, with additional two copies (if thrown) or 20 pieces of ammo (if it uses ammo)
-(a) Any one simple weapon, with two additional copies (if thrown), or (b) a shield
-Any one pack
G&G Fighter
Level
Proficiency Bonus
Features
Talent Pool
1st
+2
Archetype, Talent Pool
1d4
2nd
+2
Fighting Styles, Second Wind
1d4
3rd
+2
Armor Mastery
1d4
4th
+2
Ability Score Improvement
2d4
5th
+3
Extra Attack, The Bigger They Are
2d4
6th
+3
Archetype Feature, The Power Of Steel
3d6
7th
+3
Grit, Quick Swap
3d6
8th
+3
Ability Score Improvement
4d6
9th
+4
Action Surge, Archetype Feature
4d6
10th
+4
Storm Of Steel, The Bigger They Are II
5d8
11th
+4
Improved Talent Pool
5d8
12th
+4
Ability Score Improvement
6d8
13th
+5
Archetype Feature, Immediate Swap
6d8
14th
+5
Flow Of Battle
7d8
15th
+5
The Bigger They Are III
7d8
16th
+5
Ability Score Improvement
8d10
17th
+6
Extra Attack II
8d10
18th
+6
Action Surge II
9d10
19th
+6
Ability Score Improvement
9d10
20th
+6
The Bigger They Are IV, Perfect Warrior
10d10
Archetype
At level one, a Fighter chooses their Archetype. They may choose from Adept, Leader, and Tactitian.
Talent Pool
Also at level one, a Fighter gains a Talent Pool. This initially consists of a single d4, but grows as indicated on the table. No more than one die may be expended at a time on any given roll. These dice are recovered at a rate of one per minute. Additionally, all dice are immediately recovered when initiative is rolled for combat.
These dice may be spent without an action to add to any damage roll made with a weapon or unarmed strike, to add to a saving throw the Fighter makes, or to add to any Strength, Dexterity, or Constitution check made. Adepts may also apply a die to Wisdom checks, Leaders to Charisma checks, and Tacticians to Intelligence checks.
Second Wind
At level two, a Fighter may, once per short rest, spend their bonus action to restore 1d10+Fighter Level HP to themselves.
Fighting Styles
Also at level one, a Fighter gains all Fighting Styles. They may only use one at a time-switching between Fighting Styles takes a minute of concentration and practice with an appropriate piece of gear.
Armor Mastery
At level three, a Fighter gains various benefits depending on what armor is worn. If they are wearing Light armor or no armor, they may force a single attack against them to be made at disadvantage with their reaction. If they are wearing Medium armor, when an ally would be attacked, you may use your reaction to move up to your speed towards the ally. If you end adjacent to the ally or attacker, the attack is redirected to you. If they are wearing Heavy armor, they may use their reaction to gain resistance to a single attack, effect, or spell that deals damage to them.
Additionally, they are never slowed by wearing armor.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, the Fighter increases any one stat by two, or any two stats by one, up to their maximum.
Extra Attack
At level five, a Fighter may make a second attack when they take the Attack action on their turn. At level seventeen, this increases to two additional attacks.
The Bigger They Are...
Also at level five, the Fighter may treat themselves as being one size larger for the purposes of shoving, grappling, and other similar techniques. This increases to two sizes at level ten, three at level fifteen, and four at level twenty. Note that Medium creatures who achieve twenty Fighter levels are treated as larger than Gargantuan, allowing them to grapple Huge creatures and move without penalty.
The Power Of Steel
At level six, any weapon wielded by the Fighter, as well as their unarmed strikes, are treated as magical.
Grit
At level seven, a Fighter who is subjected to a Strength or Constitution save that has a partial effect on a successful save ignores all effects of the ability on a successful save.
Quick Swap
Also at level seven, a Fighter may switch between Fighting Styles as an action.
Action Surge
At level nine, a Fighter may, once per short rest, take an additional action on their turn. At level eighteen, they may do so twice between short rests, though not more than once a turn.
Storm Of Steel
At level ten, when a Fighter would make an attack outside of their turn (such as from an Attack of Opportunity), they may instead make two attacks.
Improved Talent Pool
At level eleven, you may now spend two dice when you use your talent pool on a check, damage roll, or save. When you do so, you do not add them together-instead, roll both and pick the higher result.
Immediate Swap
At level thirteen, you may now swap Fighting Styles as a bonus action.
Flow Of Battle
At level fourteen, all opportunity attacks made against you are made with disadvantage.
Perfect Warrior
At level twenty, you may choose to take 10 on an attack roll rather than rolling it normally.
Adept
Superior Position
At level one, you may expend a Talent Die as a reaction to a missed attack from an enemy to move five feet.
Adaptive Defense
At level six, you may expend a Talent Die as a reaction when targeted by an attack to gain a bonus to AC equal to the number rolled until the start of your next turn.
On The Edge
At level nine, you may expend a Talent Die when initiative is rolled to grant the number rolled as a bonus to the initiative check of you and all allies within 30' who can see or hear you.
My Turn
At level thirteen, you may expend a Talent Die as a reaction to an enemy making an attack or special attack action against you to attempt the same against them. For example, if an enemy attacks you, you may expend a Die to attack them immediately, or if an enemy attempts to grapple you, you may expend a Die to immediately attempt to grapple them.
Leader
Inspire
At level one, you may expend a Talent Die as a bonus action to grant a Frightened or Charmed ally within 30' an immediate save against that effect, with a bonus equal to the Talent Die.
Lead From The Front
At level six, you may expend two Talent Dice as a bonus action to let an ally within 30' use their reaction to move their speed.
Press The Attack
At level nine, when you or an ally drops a foe to zero HP, you may expend a Talent Die as a reaction to allow that ally to immediately make a single attack.
Squad Combat
At level thirteen, you may expend a Talent Die as a bonus action to grant all adjacent allies a bonus to AC and damage rolls equal to your proficiency bonus until the start of your next turn.
Tactician
Halt
At level one, when you strike an enemy, you may expend a Talent Die to reduce their move speed by 5' times the number rolled until the start of your next turn.
Denial
At level six, when an enemy attempts to cast a spell within your reach, you may expend a Talent Die as a reaction to immediately make an attack against them, forcing a Concentration check to successfully cast the spell.
Called Shot
At level nine, you may expend a Talent Die when you hit with an attack to inflict the Blinded or Deafened condition on the enemy until the start of your next turn, if they fail a Constitution save. The DC is equal to 8+your Strength or Dexterity modifier+your Proficiency bonus.
13thFeature
At level thirteen, [TBD]
This is based on Grod's G&G Fighter Fix (https://forums.giantitp.com/showthread.php?276280-GitP-Fighter-Fix-18343-3-Ziegander-Grod-Tag-Team-Action!), so thank you to Grod for making that!