Fighter, Rework

The Fighter excels at combat without a doubt, but the thing which makes the Fighter least appealing is its out of combat abilities. Additionally, the Champion and Purple Dragon Knight are boring play styles, the Battlemaster has a bit of a dice limit and isn’t the most rewarding as you level, and the Eldritch Knight could use just a few tweaks to make its play style a little better.As per the Player’s Handbook except as follows. This Rework is a Work in Progress.

Minor Changes

Second Wind. You can use this ability a second time at level 11. This gives some progression to an ability that receives little as the fighter levels.

Major Changes

The Champion

[details=Champion]Removed as an Archetype, as is the Purple Dragon Knight (blech).

The Champion’s features Remarkable Athlete, Additional Fighting Style, and Survivor are now base Fighter features, given to both the Battle Master and the Eldritch Knight at the level they would be granted normally. This applies to any other homebrew Fighter archetype.

These greatly enhance a fighter’s combat ability, setting them up as masters of combat, survivability at high levels, encouraging daring and risky actions, and versatility inside and outside of combat.

Level Ability
7 Remarkable Athlete
10 Additional Fighting Style
11 Second Wind, 2/Short Rest
18 Survivor
[/details]

Battle Master

[details=Battle Master]
Level Ability
3 Combat Superiority, Student of War
7 Know Your Enemy
10 Fighting Stances
15 Dire Blows
18 Signature Move
**Combat Superiority**: Beginning at level 3, a Battle Master learns maneuvers that are fueled by special dice called superiority dice. _Maneuvers_. You learn four maneuvers, which are detailed in the “Maneuvers” section of the Player’s Handbook. You can only use one maneuver per attack. You can replace a known maneuver each day at dawn by spending an hour training. _Superiority Dice_. You have four superiority dice, which are d8s. 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. _Dice Recovery_: When a Battle Master scores a critical hit, he regains 1 superiority die. If a Battle Master rolls an 8 or higher on a superiority die, that die is not spent; this can only occur once per turn. _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 modifier (your choice). _Additional Maneuvers and Dice_: You learn two additional maneuvers of your choice, and you learn two more maneuvers at 7th, 10th, 15th, and 18th level. You gain an additional die, and also gain one additional superiority dice at levels 7, 10, 15, and 18. Finally, your superiority dice increase in size at level 10 to 1d10, and at level 18 to 1d12.

Student of War: You gain proficiency in an extra skill. Additionally, you gain Expertise in one skill or tool for which you have proficiency. Any such skill or tool receives double your proficiency bonus on all of its skill checks.

**Know Your Enemy: As per Player’s Handbook, page 73. Additionally, you learn one bonus language.

Fighting Stances: You learn two of the following Stances at level 10. As a bonus action, you can set or switch between your Stances. You gain the benefit of a Stance whenever you land a blow that has Advantage or is a critical hit for 1d4 rounds. You lose your stance and any active bonuses provided by it if you cannot maintain Concentration and must set a stance as a bonus action.
Agile: Your base land speed increases by 10 feet.
Arms: When you make an Opportunity Attack, your Reaction is not spent. This can only happen once per round.
Berserker: Your critical threat range is increased by 1 and 5 temporary hit points for the duration.
Brawler: You deal an additional 1d4 damage with every successful attack.
Defender: You gain damage resistance to either Slashing, Bludgeoning, or Piercing. Additionally, you gain 5 temporary hit points for the duration.

Dire Blows: Your critical threat range with weapon attacks increases by one.

Signature Move: Choose one of your maneuvers. You always know this maneuver and it does not count against your maximum maneuvers known. If you roll the max die roll when using your signature move, your Stance bonus activates.[/details]


The Eldritch Knight

[details=The Eldritch Knight]**Spellcasting** **Spells Known** An Eldritch Knights can switch one spell on their spell list each day by spending an hour meditating on their magical power. An Eldritch Knight who does not obtain a full night's rest (the long rest is interrupted) cannot switch their spell.

Spell Schools
Eldritch Knights can also choose spells from one additional school in addition to Evocation and Abjuration.

Bonded Weapon
The Eldritch Knight’s Bonded Weapon functions as an Arcane Focus. An Eldritch Knight can cast spells with somatic components while wielding their bonded weapon or weapons as if they had a free hand.

Arcane Charge. In addition to its normal benefit, you can teleport up to 30ft to an unoccupied space you can see once per short rest without using Action Surge as a bonus action.[/details]


Modified & New Maneuvers

These are general changes and additions for all classes with the combat superiority ability.

Modified

[details=Modified Maneuvers]Commander’s Strike. You can use a Superiority Die to allow an ally who can see or hear you to make one weapon attack as a Reaction, which they add the superiority die to the damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s 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 flies to land in a space adjacent to the creature (Player’s choice). It has no force and causes no harm to bystanders.

Pushing Attack. Applicable target size increase by one step when the Superiority Die increases (Huge at d10, Gargantuan at d12).

Trip Attack. Applicable target size increase by one step when the Superiority Die increases (Huge at d10, Gargantuan at d12).

Riposte. You may also use this maneuver when you successfully Parry an opponent’s attack.[/details]

New

[details=New Maneuvers]Long Shot. You can spend a superiority die to increase the range of a ranged weapon by a number of squares equal to double the result of your superiority die. You add the superiority die as bonus damage to the attack. You may use this with thrown weapons, but you only increase the range by a number of squares equal to the result of the superiority die.

If you are using the Parry and block options present in New Actions: Block, Defense Roll, & Parry, these maneuvers are also available.

Block. You add your superiority die to one Block reaction you make.

Parry. You add your superiority die to one Parry reaction you make. This replaces the standard Parry in the Player’s Handbook.[/details]


New Fighting Styles

These fighting styles are made available to any class which can choose them. In general, I operate under a class can choose any fighting style, rather than the normal limited selection given to some.

[details=Fighting Style Options]Cavalier.
While you are mounted, you gain +1 to attack rolls and your mount gains +1 to armor class.

Fencing.
When you are wielding a light or finesse weapon and no weapon or shield in your off-hand, you gain +2 to attack rolls. You can carry other objects in your hand.

Versatile.
While wielding only a versatile weapon and nothing in your offhand, you gain +1 to attack rolls and +1 to weapon damage rolls. You can carry other objects in your hand.

Throwing.
Thrown weapons you wield have double their normal and max range and you gain a +1 to attack rolls with thrown weapons.[/details]

For today’s final notes on the new Fighter suggestions, I propose the following.

Combat Superiority is now a Battle Master only ability. This is more than compensated for by the benefits of the Champion being folded into all Fighters.

My proposed new version of the Battle Master is as follows.

Level: Bonus

3: Combat Superiority, Student of War

7: Know Your Enemy

10: Fighting Stances

15: Dire Blows

18: Signature Move

Combat Superiority: Beginning at level 3, a Battle Master learns maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn four maneuvers, which are detailed in the “Maneuvers” section of the Player’s Handbook. You can only use one maneuver per attack. You can replace a known maneuver each day at dawn by spending an hour training.
Superiority Dice. You have four superiority dice, which are d8s. 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.
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 modifier (your choice).
You learn two additional maneuvers of your choice, and you learn two more maneuvers at 7th, 10th, 15th, and 18th level. You gain an additional die, and also gain one additional superiority dice at levels 7, 10, 15, and 18. Finally, your superiority dice increase in size at level 10 to 1d10, and at level 18 to 1d12.

Student of War: You gain proficiency in an extra skill. Additionally, you gain Expertise in one skill or tool for which you have proficiency. Any such skill or tool receives double your proficiency bonus on all of its skill checks.

Know Your Enemy: As per Player’s Handbook, page 73. Additionally, you learn one bonus language.

Fighting Stances: You learn two of the following Stances at level 10. As a bonus action, you can switch between your Stances. You gain the benefit of a Stance whenever you land a blow that has Advantage or is a critical hit for 1d4 rounds.
Agile: Your base land speed increases by 10 feet.
Arms: You gain an additional reaction each round. This allows you to make up to two opportunity attacks per round.
Berserker: Your critical threat range is increased by 1.
Brawler: You deal an additional 1d6 damage with every successful attack.
Defender: You gain damage resistance to either Slashing, Bludgeoning, or Piercing. Additionally, you gain 5 temporary hit points for the duration.

Dire Blows: Your critical threat range with weapon attacks increases by one.

Signature Move: Choose one of your maneuvers. You always know this maneuver and can use it once per short rest without expending a superiority die. Additionally, if you add the die to its roll, you roll 2d6 rather than the normal value, unless the normal value would be higher. This means a Battle Master Fighter’s Signature Move would roll 2d6 rather than 1d12 in this homebrew.

An additional change is implemented for the Protection fighting style. The following action is a variant rule from the Dungeon Master’s Guide called Marking.

[details=Marking, from D&D 5e DMG]This option makes it easier for melee combatants to harry each other with opportunity attacks.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction , but the attacker can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
[/details]

Changed Signature move from the following:

Signature Move: Choose one of your maneuvers. You always know this maneuver and can use it once per short rest without expending a superiority die. Additionally, if you add the die to its roll, you roll 2d6 rather than the normal value, unless the normal value would be higher. This means a Battle Master Fighter’s Signature Move would roll 2d6 rather than 1d12 in this homebrew.

To the following:
Signature Move: Choose one of your maneuvers. You always know this maneuver and it does not count against your maximum maneuvers known. If you roll the max die roll when using your signature move, your Stance bonus activates.

Why was the Champion archetype removed and implemented to be base Fighter features?
[November 17, 2015 at 3:14 am]

Main reason is because the champion sucks, lacking interest in play. It was to direct it to the subclasses of battlemaster, warlord, and eldritch knight. I’m not set on it, but I think it had nice features that could work as global fighter abilities.

I saw it in other players’ homebrew and I thought the idea was simple yet effective.

There are some things I’m not happy about, but I feel this is a strong rough draft towards a more interesting fighter.

My main concern would be the champion’s fast healing, but it is only when below half hp.

I think the class needs to be modified for damage output, which the fighter has never lacked (except when compared to fireballs) and for utility. I primarily like the skill changes the fighter gets from champion.

Also, the way maneuvers and the disarm, sunder, trip mechanics mess with these abilities.

Also, I’m not completely satisfied with the warlord’s commander’s dice.

And the battlemaster stances I’m not too happy about.

I think pulling the warlord maneuvers from the battlemaster would help.

Edit: Removed the increased crit range and kept the more interesting and utility-expanding abilities. The fighter is now the best athlete (gained at 7), the most skilled in fighting styles (gained at 10), and is the best for long days of deadly adventuring (gained at 18).
[November 17, 2015 at 3:22 am]

For today’s final notes on the new Fighter suggestions, I propose the following.

Combat Superiority is now a Battle Master only ability. This is more than compensated for by the benefits of the Champion being folded into all Fighters.

My proposed new version of the Battle Master is as follows.

Level: Bonus

3: Combat Superiority, Student of War

7: Know Your Enemy

10: Fighting Stances

15: Dire Blows

18: Signature Move

Combat Superiority: Beginning at level 3, a Battle Master learns maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn four maneuvers, which are detailed in the “Maneuvers” section of the Player’s Handbook. You can only use one maneuver per attack. You can replace a known maneuver each day at dawn by spending an hour training.
Superiority Dice. You have four superiority dice, which are d8s. 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.
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 modifier (your choice).
You learn two additional maneuvers of your choice, and you learn two more maneuvers at 7th, 10th, 15th, and 18th level. You gain an additional die, and also gain one additional superiority dice at levels 7, 10, 15, and 18. Finally, your superiority dice increase in size at level 10 to 1d10, and at level 18 to 1d12.

Student of War: You gain proficiency in an extra skill. Additionally, you gain Expertise in one skill or tool for which you have proficiency. Any such skill or tool receives double your proficiency bonus on all of its skill checks.

Know Your Enemy: As per Player’s Handbook, page 73. Additionally, you learn one bonus language.

Fighting Stances: You learn two of the following Stances at level 10. As a bonus action, you can switch between your Stances. You gain the benefit of a Stance whenever you land a blow that has Advantage or is a critical hit for 1d4 rounds.
Agile: Your base land speed increases by 10 feet.
Arms: You gain an additional reaction each round. This allows you to make up to two opportunity attacks per round.
Berserker: Your critical threat range is increased by 1.
Brawler: You deal an additional 1d6 damage with every successful attack.
Defender: You gain damage resistance to either Slashing, Bludgeoning, or Piercing. Additionally, you gain 5 temporary hit points for the duration.

Dire Blows: Your critical threat range with weapon attacks increases by one.

Signature Move: Choose one of your maneuvers. You always know this maneuver and can use it once per short rest without expending a superiority die. Additionally, if you add the die to its roll, you roll 2d6 rather than the normal value, unless the normal value would be higher. This means a Battle Master Fighter’s Signature Move would roll 2d6 rather than 1d12 in this homebrew.
[September 10, 2016 at 12:11 am]

Any thoughts on allowing the spell Find Steed for Eldritch Knights? I think it would be a good addition.