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.
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.
[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.
|10||Additional Fighting Style|
|11||Second Wind, 2/Short Rest|
Battle Master[details=Battle Master]
|3||Combat Superiority, Student of War|
|7||Know Your Enemy|
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.
Eldritch Knights can also choose spells from one additional school in addition to Evocation and Abjuration.
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.
[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]
[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.
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.
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.
Thrown weapons you wield have double their normal and max range and you gain a +1 to attack rolls with thrown weapons.[/details]