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Theodoxus
2021-07-11, 02:05 PM
There's been a bit of discussion on the 5E boards about the Fighter and how the D&DNext playtesters wanted a much simpler Fighter option. I've rebuilt the Fighter away from that hot take. I've put the Battle Master back into the base class and updated the Eldritch Knight to reflect superiority dice for their casting. I've also updated the Champion into something slightly less boring, but still having the options the original did. One last thing I did was allow for the permanent trading of superiority dice for fighting styles. With the additional styles from Tasha's, I felt it wasn't overly problematic for the folks who really really wanted a very generic Fighter with minimal bells and whistles to obtain up to 4 fighting styles.

So, here's what I came up with:


FIGHTER


Level
PB
Features


1st
+2
Combat Challenge, Combat Superiority, Fighting Style, Second Wind


2nd
+2
Action Surge (one use)


3rd
+2
Martial Archetype


4th
+2
Ability Score Improvement


5th
+3
Extra Attack, Improved Combat Ability


6th
+3
Ability Score Improvement


7th
+3
Know Your Enemy, Martial Archetype feature


8th
+3
Ability Score Improvement


9th
+4
Indomitable (one use)


10th
+4
Martial Archetype feature


11th
+4
Extra Attack (2)


12th
+4
Ability Score Improvement


13th
+5
Indomitable (two uses)


14th
+5
Ability Score Improvement


15th
+5
Martial Archetype feature, Relentless


16th
+5
Ability Score Improvement


17th
+6
Action Surge (two uses), Indomitable (three uses)


18th
+6
Martial Archetype feature


19th
+6
Ability Score Improvement


20th
+6
Extra Attack (3)




CLASS FEATURE
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 Higher Levels: 6 + your Constitution modifier per fighter level after 1st.

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the the equipment granted by your background:
(a) chain mail or (b) (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) 2 martial weapons
(a) a light crossbow and 20 bolts or (b) 2 handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

COMBAT CHALLENGE
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts for 1 round. While a target is marked, it has disadvantage on any attack that does not include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes an old mark.
In addition, once a round, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee attack against that enemy an opportunity attack.

COMBAT SUPERIORITY
You know maneuvers that are fueled by superiority dice.
Maneuvers: You know two maneuvers of your choice which are detailed below. Many maneuvers enhance an attack in some way. You can only use one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with another.
Superiority Dice: You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die each time you learn a new maneuver.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC =8 + your proficiency bonus +
your strength or dexterity (your choice)

MANEUVERS
The maneuvers are presented in alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend a superiority die and add the die to the roll.
Bait and Switch. When you are within 5 feet of a creature on your turn, you can expend a superiority die and switch places with that creature, provided you spend at least 5 feet of movement, and the creature is willing and not incapacitated. This movement does not provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you, or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace. When a creature you can see moves into the reach you have with the melee weapon you are wielding, you can use your reaction to expend a superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a superiority die. The creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage.
Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend a superiority die and add the superiority die to the ability check.
Disarming Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it is holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend a superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your turn.
Evasive Footwork. When you move, you can expend a superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack. You can expend a superiority die and use a bonus action on your turn to feint, choosing one adjacent creature as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Fighting Style. You can permanently exchange two superiority dice for a single fighting style.
Goading Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend a superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend a superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from your target.
Menacing Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend a superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity. Precision Attack. When you make a weapon attack roll against a creature, you can expend a superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss. As a bonus action, you can expend a superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally. On your turn, you can use a bonus action and expend a superiority die to bolster the resolve of one of your allies. When you do so, choose a friendly creature who can see or hear you. They gain temp hit points equal to the superiority die roll + your Charisma.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend a superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend a superiority die and add the superiority die to the ability check.
Trip Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

FIGHTING STYLE
You adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot take the same Fighting Style more than once, even if you later get to choose again.
Archery. +2 bonus to attack rolls with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. You can effectively see anything that is not behind total cover, even if you are blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. +1 bonus to AC while you are wearing armor.
Dueling. W+2 bonus to damage rolls when you are wielding a melee weapon in one hand and no other weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by ldl0 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. While you are wielding a shield, 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.
Superior Technique. You learn an additional maneuver of your choice. You also gain an additional superiority die, which is equal in size to your current superiority dice.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. On a hit with that attack, you gain +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability to the damage of the bonus action attack.
Unarmed Fighting. Your unarmed strikes deal bludgeoning damage equal to ld6 + your Strength on a hit. If you are not wielding any weapons or shield when you make the attack roll, the d6 increases to d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

SECOND WIND
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1dl0 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

ACTION SURGE
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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 it twice before a rest, but only once on the same turn.

MARTIAL ARCHETYPE
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose from Arcane Archer, Cavalier, Champion, Eldritch Knight, Psi Warrior, Purple Dragon Knight, Rune Knight, or Samurai all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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. As normal, you cannot increase an ability score above 20 using this feature.

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 20th level in this class.

IMPROVED COMBAT SUPERIORITY
At 5th level, the size of your superiority dice increases to d8s. They increase to d10s at 11th level and finally to d12s at 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 cannot use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

RELENTLESS
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.


The few changes I made to the Arcane Archer were to swap out their Arcane Shot for superiority dice, allowing them use them more often. The die roll replaces their Intelligence modifier for save DCs. If there isn't a save associated with the attack, they can add the die roll to the attack or damage, but that must be called out before the attack is rolled. Finally, Ever-Ready Shot grants 1 superiority die on top of the 1 superiority die granted by Relentless at the same level (for a total of 2 shots available every combat starting at 15th level).


Only change to Cavalier was using superiority dice for Unwavering Mark, swapping the die for the 1/2 fighter level damage, feeling you'll be using it far more often (up to 6 times a short rest vs up to 5 times a long, so the smaller number was warranted) and Warding Maneuver, swapping the static 1d8 for the improved die. I changed the resistance on a hit to "If the attack still hits, reduce the damage the target takes by the amount rolled on the superiority die." as again, 6 times a short rest vs up to 5 times a long...


The archetypal Champion has a massive rebuild, but keeps all the options (using the superiority dice purchase of fighting styles) available in the PHB, if a player was so inclined. Slightly better crit fishing option with a third improvement - but such a heavy commitment, there's very little MC shenanigans that can break it. None of the options should break the concept of a 'simple fighting man'.

MARTIAL CADENCE
At 3rd level, you gain your choice of one of the following:
Cleaving Attack. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is adjacent to the original target and within range of your weapon.
Improved Critical. Your critical hit range is increased by 1.
Shield Bash. Once on each of your turns, you may take a minor action to attack with your shield, dealing 1d4 + Strength on a hit. You may attempt to knock a large or smaller creature prone as part of this action. If you have the Shield Master feat, you have advantage on the shove.

IMPECCABLE TRAINING
At 7th level, you gain your choice of one of the following:
Equestrian. Gain training in Animal Handling and Intimidation. If already proficient you gain expertise instead. Mounting and dismounting only takes 1 square of movement instead of half.
Master Tactician. Gain training in History and Persuasion. If already proficient you gain expertise instead. Also, you may cast identify as a Ritual.
Remarkable Athlete. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that does not already use your proficiency.
In addition, when you make a running long jump, the distance you can cover increases in feet equal to your Strength.

FIGHTING FORM
At 10th level, you gain your choice of one of the following:
Greater Critical. Your critical hit range is increased by 1.
Rending Strike. Once per turn if you hit the same target two or more times with weapon attacks, you may deal an additional 1d8 + (Str or Dex, your choice) damage to them.
Shield Wall. Allies within 1 square of you gain +1 AC if you have a shield donned and you are not incapacitated.

DEFENSIVE FORM
At 15th level, you gain your choice of one of the following:
Armored Fortress. While wearing heavy armor, you have resistance to non-magical weapon attacks.
Survivor. At the start of each of your turns, you regain hit points equal to 5 + your Constitution if you have no more than half of your hit points left. You do not gain this benefit if you have 0 hit points.
Take Cover. While using a shield, you may use your reaction to gain three-quarters cover against all attacks until the beginning of your next turn.

MASTERY OF COMBAT
At 18th level, you gain your choice of one of the following:
Einhander. While wielding a single, one-handed weapon and no other weapons, you may add both your strength and dexterity to hit and damage you deal with it.
Pinpoint Accuracy. While wielding a weapon with the Finesse or Ranged property, if you miss with an attack, you can reroll that attack with disadvantage, once.
Superior Critical. Your critical hit range is increased by 1.


The EK has always bugged me, since the Fighter is primarily an at-will and short rest dependent class, adding long rest mechanics really stick in my craw (and don't even get me started on the AT!)
I've fixed that by making spellcasting based on superiority dice:

SPELLCASTING
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. To cast a spell (not a cantrip), expend one superiority die per spell level of the spell. Only one die roll is added to the attack roll, or to the save DC regardless of the number spent. If the spell does not have an attack or save, the roll is added to another numeric value of the spell: Effect (ex. total number rolled for sleep or color spray) or Duration (ex. mage armor or fly)
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard 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 can cast. 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 can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you can cast, and it must be an abjuration or evocation spell, unless you are replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells as you learn your spells through study and memorization. You use your Intelligence when a spell refers to your spellcasting ability. However, your Intelligence is not added to the attack or save DC.
Spell save DC = 8 + your proficiency bonus +your superiority die roll.
Spell attack modifier = your proficiency bonus +your superiority die roll.

ELDRITCH KNIGHT SPELLCASTING


Fighter Level
Cantrips Known
Spells Known
Maximum Spell Level


3rd
2
3
1


4th
2
4
1


5th
2
4
1


6th
2
4
1


7th
2
5
2


8th
2
6
2


9th
2
6
2


10th
3
7
2


11th
3
8
2


12th
3
8
2


13th
3
9
3


14th
3
10
3


15th
3
10
3


16th
3
11
3


17th
3
11
3


18th
3
11
3


19th
3
12
4


20th
3
13
4



It definitely makes it feel like Martial Adept will be a feat tax - but I'm actually ok with that. The rest of the class abilities are unaffected.


I just changed Psionic Power Die to Superiority Die and basically called it a day. Tasha's psi dice are 2xPB and come back on a long rest, sup are 1xPB and come back on a short... so mine are slightly more numerous, but you can't nova as much, which I prefer. The 'one time free, next time burn a die' powers don't get any added benefit from the sup die... mostly I couldn't think of how to add the numbers, and the original psionic die didn't anyway... it's the only place that has that weird submechanic that's different from every other archetype... but /shrug.


No changes to these archetypes. Both PDK and Samurai don't really have anything that could be swapped out for superiority dice (is it just me, or are they basically trying to be a paladin and kinda failing?) Rune Knight's mechanics already recharge on a short rest and a very unique - swapping them to sup dice didn't feel necessary and would have made more powerful than it already is. Adding maneuvers will grant the RK some interesting strategies as it is.

Baine
2021-07-11, 06:35 PM
Wow. I *really* love what you've done with the Champion. So simple, yet so interesting, the choices you can make!

PhoenixPhyre
2021-07-11, 07:06 PM
One note: the verbiage used here is not exactly 5e native. It reminds me heavily of 4e (which isn't a bad thing, just an incongruous thing).

Minor actions, shift, etc.

Theodoxus
2021-07-11, 10:42 PM
Yeah, it's a grab from my homebrew which is a 4&5E merger. You can ignore the shift. Minor Action is just bonus action with a different skin. And the distances in squares you can just multiply by 5 to get feet.

I contemplated converting them 5Ese, but figured it was easy enough to suss out...

Kane0
2021-07-12, 04:52 AM
Appears to be buffs all around, and significant ones at that. Did the fighter really need to be that much better at fighting?

Yakk
2021-07-12, 12:47 PM
Champion

Level 3

* Cleaving attack requires adjacent foes, so is completely at the mercy of the DM asto if it sucks horribly or is amazing.

Maybe change it to 15' instead of adjacent. Now foes have to really space out to avoid the cleave. The 15' limit is intended for ranged weapons, so they aren't "any two targets".

* Improved critical scales is a low level trap option. The benefit of improved critical scales at higher levels, while cleaving attack scales immediately.

Two choices, one of which sucks at level 3 and only gets good at high levels, is a poor design choice.

My math says improved crit is about a 5% DPR increase after accounting for optimal weapon choice and the like at all levels. But 5% at level 3 is much less than 5% at level 20.

An extra attack at level 3 is huge, one at level 20 is not that big. So cleave goes from about a 25% DPR (after accounting for "can't do it" and "secondary target damage sucks") down to 5%.

So the improve crit, unless you are mixing in Paladin-style crit fishing, is a trap... except your DM can make Cleaving attack completely useless on a tactical whim, or not even intentionally.

* Interacting or replacing feats is a bad design.

I might suggest a shield-sacrifice as a reaction to gain resistance against an attack or spell. If the sheild is magical, you can do this up to your proficiency bonus times without destroying it before taking a long rest.

Level 7

* There are no squares of movement in 5e. Also, expertise is not a game term.

* I'd add a minor in-combat benefit to all 3.

Equestrian: You gain proficiency in Animal Handling and Intimidation. If you have proficiency in either from another source, when you add proficiency from either, instead add double.

Mounting and Dismounting only takes 1 square of movement, and controlled mounts you are riding add your proficiency bonus to their saving throws.

Master Tactician: You gain proficiency in Animal Handling and Intimidation. If you have proficiency in either from another source, when you add proficiency from either, instead add double.

You may cast Identify as a Ritual, and at the start of each round you can reroll your initiative and change your initiative order if you roll better.

Remarkable Athlete: You can add half of your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check or saving throw you make that does not already use your proficiency. If you already add your proficiency, add an additional +1.

In addition, when you make a running long jump, the distance you can cover increases in feet equal to your Strength.

Level 10:

Greater Critical is only non-crappy if you took Improved Critical at level 1. As mentioned, crit range scales with your level in a multiplicative way.

So you end up with a bunch of choices that make you suck when you take them but pay off at high levels.

Plus, fighters have little in the way of damage dice delivery. The d12s aren't bad, but crit fishing optimization wants Rogue-level dice or Paladin-level smites to flourish.

Shield Wall is an annoying small bonus to track. It is powerful, just annoying.

Rending Strike at ~10 damage per round is better than the critical ability trap. It only sucks if you kill everything on one hit.

Level 15:

* Why non-magical weapon attacks? I'd add that unless your armor is magical, the resistance only applies to non-magical weapon attacks instead.

* Reactions should be in reaction to something. Abilities also shouldn't be "just do it, always". The only thing you are giving up is an opportunity attack.

Level 18:

* Einhander, does a versatile weapon in two hands count? Wording could be read either way.

* Rerolling every miss with disadvantage is a lot of rolls, and extremely powerful if you have advantage.

* Superior critical is fun at this point, but because you don't have any other crit-fishing kit, it doesn't do all that much.

I suppose with advantage and a flametongue polearm and a 17-20 crit range you have a 36% crit rate and 68% hit rate with GWM, and that is a significant damage boost.