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View Full Version : Here's my changes to the One D&D Fighter class



Ryuu Hayato
2023-05-05, 12:22 PM
Since the appearance of the Fifth Edition of Dungeons and Dragons, the Fighter class has had a frequent problem of identity and prowess, after all what is the Fighter? How does it differ from other classes?

The Fighter can be understood as a self-sufficient combatant, specialist in weapons and the art of war, in this way, it is understood that the Fighter, as his name already says, is specialized in fighting, however his skills, especially the of higher levels, do not represent this definition of superiority, because part of his skills are shared with other martial classes, which further diminishes his identity, making him only "good" at what everyone already do. Also, in the higher tiers there is another structural issue with spellcaster vs martials. In this scenario, as a means of mitigating these problems, the One Dungeon and Dragons playtest brought three timid solutions: Weapon Expert, Weapon Adept and Unconquerable. It happens that these skills, despite being interesting solutions, appear very late.

In this scenario, I decided to create an alternative to the class presented in the One Dungeons and Dragons playtest which I present to you (https://www.enworld.org/attachments/fighter-pdf.283744/). My intention was to deliver skills that scale as the Warrior progresses in the game, as well as in tiers 3 and 4 to bring skills that, in some way, can rival spellcasters. Finally, as QoL, I decided to change any "Short Rest" skill into "Long Rest", as well as putting a progression that evolves along with the proficiency bonus. Want to spend it all at once and make a "nova"? Go ahead!!


1st level: Fighting Style
You have honed your martial prowess and gain the Fighting Style: Defense feat, or you gain another Fighting Style feat of your choice.

1st level: Second Wind
You have a limited well of stamina that you can draw on to recover from harm. As a Bonus Action, you can regain Hit Points equal to 1d10 + your Fighter level.
You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table.

1st level: Weapon Mastery
Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of weapons you chose.
When you reach certain Fighter levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter table.

2nd level: Action Surge (new)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, chosen from the following action options: Attack, Dash, Disengage, or Dodge.
You can use Action Surge twice before a Long Rest but no more than once on your turn.
When you reach certain Fighter levels, you gain more uses of this ability, as shown in the Action Surge column of the Fighter table.

2nd level: Weapon Expert (new)
Whenever you finish a Long Rest, you can choose one of the kinds of Mastery weapons you’re using and replace its Mastery property with another Mastery property. The chosen kind of weapon must qualify for the new property.
In addition, when you use this feature on a kind of weapon, you can give that kind of weapon two properties rather than one, but you then use only one property at a time; whenever you make an attack roll against a target with that kind of weapon, you decide which of the two properties applies to that attack. You make this decision before the attack hits or misses.
When you reach certain Fighter levels, you can choose more Mastery property, as shown in the Weapon Expert column of the Fighter table.

3rd level: Fighter Subclass

4th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

5th level: Extra Attack.
You can attack twice, instead of once, whenever you take the Attack action on your turn.

5th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

6th level: Subclass Feature

7th level: Remarkable Athlete (new)
You gain the following benefits:
Athlete. You gain proficiency in Athletics. If you already have it, you can choose another skill of your choice from the list of skills available to Fighter at 1st level.
Improved Physical Conditioning. You have Advantage on Strength, Dexterity, and Constitution checks.
Versatile Initiative. Whenever you make an Initiative Roll, you can choose between Strength or Dexterity modifier to add to the roll.

8th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th level: Indomitable (new)
If you fail an ability check or a saving throw, you can expend a use of your Second Wind to cause yourself to succeed instead, which also heals you.

10th level: Subclass Feature

11th level: Two Extra Attacks
Your Extra Attack feature now confers two extra attacks rather than one.

12th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th level: War’s Experience (new)
Ultra Instinct. On your turn, you can take one of the following Actions as a Bonus Action: Dash, Disengage or Dodge.
Superior Physical Prowess. You can Grapple, Shove and Push targets two Sizes larger than you. At level 17, you can do it in targets three Sizes larger than you.

14th level: Subclass Feature

15th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

16th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

17th level: Three Extra Attacks (new)
Your Extra Attack feature now confers three extra attacks rather than two.

18 - Legendary Will (new)
Whenever you roll Initiative, you regain one expended use of Second Wind and Action Surge.

19th level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Strength or Dexterity score. That score increases by 2, and its maximum is now 30.
Epic Boon Feat. You gain the Epic Boon of Recovery or another Epic Boon feat of your choice.

Ryuu Hayato
2023-05-05, 04:31 PM
Do you guys have any feedback about it?

Saelethil
2023-05-05, 05:27 PM
Overall I like it. I do have a couple questions and things I might change. But they probably just come down to preference.


Second Wind: I've considered adding additional d10s at cantrip intervals. With shifting it to a long rest resource this becomes a lot more powerful but might still be worth it.
Weapon Mastery: The text doesn't match the table. Maybe 1 + mono-classed PB? So just add 1 to what is currently on the table.
Improved Physical Conditioning: This negates any other possible means of gaining advantage and I feel like it steps on the toes of the Barbarian who only gets advantage on Str. checks when they spend a limited resource. Maybe "Your choice of Proficiency and Expertise in Acrobatics or Athletics (maybe both?)" with ability to grab another proficiency from the Fighter skills list if they're already proficient in their choice? I also have a house rule that "full-Martials" (Fighters, Barbs, Rogues, and Monks) can add their martial level to the distances they can jump without making a check. If that's not an overarching rule then a similar feature would fit nicely here.
Versatile Initiative: I would give the option to use both Str. & Dex. to incentivize a well rounded warrior as well as benefiting a fighter that dumped one or the other.
Indomitable: I like the change but might clarify how much you heal (I'm assuming you heal as if you used Second Wind).
Ultra Instinct. BA dodge is really strong. I might replace it with Help (a true warrior should be able to maneuver and engage enemies in ways that aid their allies) and move dodge to another feature of War's Experience. Superior Physical Prowess feels much more fitting as a Barbarian Feature that could fit into a Fighter subclass. I might replace it with the Dodge change alluded to earlier, "Offensive Defense: When you take the Dodge action you can make 1 attack as a part of the same action. When you reach level 17 in this class you can make 2 attacks when you take the Dodge action."