BerzerkerUnit
2023-06-02, 09:11 AM
Short version: I have always thought the fighter was boring to play. For a concept (person whose thing is finding a way to stop other people from breathing) Assassin is so much more evocative. Bodyguard? Guard of any kind? Maybe if you take the right feats or subclass.
What the core fighter has been missing is automatic leadership (or followership) options. The Fighter (TM) has trained with and armor and as a member of a party they should be the tactics person. The one that knows how to formulate strategies for others and knows how to capitalize on the opportunities others create. The opportunity attack should be the Fighter痴 special little boy.
As they level, getting features that move allies when they hit an enemy with an opportunity attack, disengage and fall back when an ally hits with an OA, the PAM bullet about attacking creeps that move within 5 feet, the ability to OA when an enemy gets hit with a condition by another creature. All that should be baked in. The fighter player should be rewarded for staying on top of every other creeps movement and actions because their schtick should incorporate tactics.
How to Fix- if it were up to me:
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Fierce Opportunist
Beginning at 2nd level, when you hit a creature with an attack of opportunity you deal an additional 1d8 damage.
Battle Plan
Beginning at 7th level you can formulate a battle plan for your allies to best leverage your collective strengths. At the end of a short rest choose one of the plans below. You can use the reaction described in the plan a number of times equal to your proficiency bonus. You regain all uses of this reaction when you roll initiative. You can only have one Battle Plan in effect at a time.
Hold the Center- You are a Rallying point. When a creature you can see is the target of an attack you can use your reaction to command them to fall back. The creature can move up to 15 feet toward you and does not provoke attacks of opportunity.
Lead from the Front- when you attack a foe which your allies are farther away from than you, you can use your reaction to call for focused fire from a creature you can see. That creature can make an attack against the target without using its reaction.
Shoulder to Shoulder- when an ally within 5feet of you hits a creature with an attack, you can use your reaction to attack that creature.
Final Stand- when an ally would be reduced to 0 hit points you can use your 2nd Wind as a reaction, healing yourself and granting them an equal number of temporary hit points. If this prevents your ally from being reduced to 0 hitpoints they can use their reaction to counterattack their assailant.
At 13th level you can change your Battle Plan each time you roll initiative
覧覧覧覧
I feel like that creates some groovy opportunities and you can make 10th level subclass features enhance existing battle plans or whole new ones.
I値l put the Barbarian/Monk in a separate post.
What the core fighter has been missing is automatic leadership (or followership) options. The Fighter (TM) has trained with and armor and as a member of a party they should be the tactics person. The one that knows how to formulate strategies for others and knows how to capitalize on the opportunities others create. The opportunity attack should be the Fighter痴 special little boy.
As they level, getting features that move allies when they hit an enemy with an opportunity attack, disengage and fall back when an ally hits with an OA, the PAM bullet about attacking creeps that move within 5 feet, the ability to OA when an enemy gets hit with a condition by another creature. All that should be baked in. The fighter player should be rewarded for staying on top of every other creeps movement and actions because their schtick should incorporate tactics.
How to Fix- if it were up to me:
覧覧覧覧
Fierce Opportunist
Beginning at 2nd level, when you hit a creature with an attack of opportunity you deal an additional 1d8 damage.
Battle Plan
Beginning at 7th level you can formulate a battle plan for your allies to best leverage your collective strengths. At the end of a short rest choose one of the plans below. You can use the reaction described in the plan a number of times equal to your proficiency bonus. You regain all uses of this reaction when you roll initiative. You can only have one Battle Plan in effect at a time.
Hold the Center- You are a Rallying point. When a creature you can see is the target of an attack you can use your reaction to command them to fall back. The creature can move up to 15 feet toward you and does not provoke attacks of opportunity.
Lead from the Front- when you attack a foe which your allies are farther away from than you, you can use your reaction to call for focused fire from a creature you can see. That creature can make an attack against the target without using its reaction.
Shoulder to Shoulder- when an ally within 5feet of you hits a creature with an attack, you can use your reaction to attack that creature.
Final Stand- when an ally would be reduced to 0 hit points you can use your 2nd Wind as a reaction, healing yourself and granting them an equal number of temporary hit points. If this prevents your ally from being reduced to 0 hitpoints they can use their reaction to counterattack their assailant.
At 13th level you can change your Battle Plan each time you roll initiative
覧覧覧覧
I feel like that creates some groovy opportunities and you can make 10th level subclass features enhance existing battle plans or whole new ones.
I値l put the Barbarian/Monk in a separate post.