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View Full Version : D&D 5e/Next CLASS: Yet Another New Fighter



WarrentheHero
2023-12-22, 04:42 PM
Hello all! This is something I've been sitting in the back of my homebrew works for a few months. As the name suggests, it's yet another attempt at making the Fighter 'feel' more dynamic. More importantly, I wanted to capitalize on the idea that a Fighter isn't just someone who fights, it's someone who is a master of combat, even at a very low level.

This version of the Fighter has a different system of FIGHTING STYLES. Each Fighting style is more robust than in 5e, and you choose a new Fighting Style every time you roll initiative. This relates to the 'master of combat' idea: as a skilled warrior, you can adapt your specific combat style both for the weapon you happen to have at the time and the enemies you are up against. Surrounded by a horde of weaker foes? You'd probably want to use FLURRY to make multiple attacks this turn to down the most amount of enemies. Do you have allies capable of extraordinary feats with just a little nudge of leadership? You'll take the role of COMMANDER to dictate the flow of battle and organize your team. Up against a single, powerful foe? You'll want to rain DESTRUCTION down upon them, breaking the armor and their bodies in equal measure.

At 5th level, you choose a FIGHTING STYLE MASTERY, representing a particular mode of combat you excel at. This doesn't lock you out of any other Fighting Style, but grants you even more power and utility when using the Fighting Style you are most fond of.

YAN Fighters also have a SPECIALTY WEAPON, a particular class of weapon such as Longsword, Warhammer, or Longbow that they choose to specialize in. A Fighter is skilled in the use of any weapon, but their Fighting Styles become more powerful while wielding a Specialty Weapon, reflecting their natural talent for such a device.

Finally, YAN Fighters have a MANEUVER DIE. This is not a resource that is expended, but rather a bonus that is rolled as part of your chosen Fighting Style. Each Fighting Style incoprorates the Maneuver Die in some capacity, as well as some class features like SECOND WIND and INDOMITABLE.

This class only effect the CORE CHASSIS of the Fighter, not the Archetypes. Theoretically, most Archetypes should work exactly as normal with this new base class. However, the last page of the document lists a few Archetypes that will be more readily effected by the change, such as Champion's 10th level feature, or Battle Master as a whole, and offers some guidance or alterante features on how to make use of them. It also includes alternate features for Eldritch Knight and Cavalcry Fighter to demonstrate how for many subclasses one could, if they wished, create a new Fighting Style around that Archetype's thesis without needing to make other changes. These are optional.

https://drive.google.com/file/d/1Cgc45miUkCfcUkXwo4aaG-jMBOyGp_Y_/view?usp=sharing

Overall, the Yet Another New Fighter is a significant improvement in the versatility and power of the published Fighter. You will be able to do more things at lower levels with fewer feats, and adapt the 'more' you do for more situations. However, the classes loses none of the Fighter's customization. Every Fighter now has access to all Fighting Styles, but you still get to choose the specific combination of Specialty Weapon and Style Mastery to demonstrate how your Fighter is a unique combatant. This class is not designed with multiclassing or feats in mind, instead striving to work in the strength of Power Feats like Sharpshooter and Great Weapon Master into the core class itself, eliminating the need for them. As such, some combinations might have unintended interactions or cause extreme power disparity. Most Feats, including Sharpshooter and Great Weapon Master, will probably be fine, with some careful observation, and multiclassing will have to be watched or restricted to ensure a healthy game experience.