The Fighter, Revised

by Niv

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Fighter

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

The Fighter, Revised

During the D&D Next playtest, the Fighter underwent a good deal of drastic revision. Coming out of 4th Edition, many players felt that Fighters had come to too closely resemble the spellcasters, and claimed that they no longer felt like martial characters anymore.

This sentiment led to a massive exploration of what it meant to be a Fighter in Dungeons & Dragons. As arguably the most straightforward and basic character concept in the game, the Fighter needed to be simple enough for anyone to pick it up and play with a minimal amount of arcane knowledge, but still viable at higher levels of play, to avoid the problem of spellcasters and rogues outpacing them in all ways.

Unfortunately, during the design of the Fighter, the masses were so strongly against the idea of what had taken place in 4th Edition that any resemblance to 4th Edition's fighter was voted down mercilessly. However, in so doing, the Fighter gradually became less and less interesting as a concept, and lost all of its unique flavor.

As a result, we were left with the fighter that we have today: a bland, boring class which serves its function just fine, but which is completely lacking in a core mechanic to differentiate it from a commoner.

This is my attempt to revive and better balance the parts of those early playtests, and to bring the Fighter back into the limelight as a fascinating and exciting character class. It won't be for everyone, but for players who aren't interested in this change, the core fighter of the 5th Edition works just fine.


VERSION 0.1 12/30/2018


Homebrew by /u/damnedmage


Thanks to the SoSly Discord and the Discord of Many Things for playtesting, theorycrafting, assistance, and patience while I ramble on about such silly things as "fighter is boring!"


This is unofficial Fan Content permitted under the Fan Content Policy. This document is not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The Fighter, from the Dungeons & Dragons® Player's Handbook
The Fighter
Level Proficiency
Bonus
Superiority
Dice
Features
1st +2 2 Combat Superiority, Fighting Style
2nd +2 2 Action Surge (one use)
3rd +2 2 Maneuver, Martial Archetype
4th +2 3 Ability Score Improvement
5th +3 3 Extra Attack
6th +3 3 Maneuver
7th +3 4 Martial Archetype feature
8th +3 4 Ability Score Improvement
9th +4 4 Maneuver
10th +4 5 Martial Archetype feature
11th +4 5 Extra Attack (2)
12th +4 5 Ability Score Improvement
13th +5 6 Maneuver
14th +5 6
15th +5 6 Martial Archetype feature
16th +5 7 Ability Score Improvement
17th +6 7 Action Surge (two uses), Maneuver
18th +6 7 Martial Archetype feature
19th +6 8 Ability Score Improvement
20th +6 8 Extra Attack (3)

Creating a Fighter

As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.

Human Fighter, by Orion Bodvarius

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Third, choose the soldier background.

Class Features

As a fighter, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your
    Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution

  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Combat Superiority

Your extensive weapon training has made you a deadly force on the battlefield, capable of impressive feats of martial prowess. You demonstrate your superiority in combat through a selection of combat maneuvers fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn additional maneuvers of your choice at 3rd, 6th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Additionally, your choice of martial archetype (see below) may grant additional maneuvers.

Superiority Dice. You have two 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.

You gain additional superiority dice as you gain levels in this class, as shown in the Superiority Dice column of the Fighter table.

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)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Maneuvers

The maneuvers are presented in alphabetical order.

Cleave. When you reduce a creature to 0 hit points with a weapon attack, you can expend a superiority die. If you do so, you may make an additional attack with the same weapon on the current turn. If that attack hits, it deals damage equal to the roll of your superiority die, instead of the usual weapon damage. The extra attack granted by this maneuver deals damage of the weapon's type.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack.

Composed Attack. When you make an attack with disadvantage, you can expend a superiority die to offset the disadvantage. Add the results of your superiority die to the results of your attack roll, along with any other relevant attack modifiers.

Danger Sense. When you roll for initiative, you can expend a superiority die to increase it. Add the results of your superiority die as a bonus to your initiative total.

Deadly Strike. When you hit a creature with a weapon attack, you can expend a superiority die to increase the attack's damage by the results of the dice 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. In addition to taking damage from the attack, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.

Glancing Blow. When you miss a target with a weapon attack, but your attack result is at least a 10 or higher, you can expend a superiority die to turn the miss into a glancing blow, which is not treated as a hit. The target takes damage equal to the results of your superiority die roll. The damage is of the weapon's type, but it delivers no additional effect associated with the weapon or the attack.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Indomitable. When you roll a saving throw that you fail, you can expend one superiority die, rolling the die and adding the number rolled to the results of your saving throw.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Mighty Exertion. When you make a Strength check, you can expend one superiority die and add the number rolled to your check.

Parry. When another creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die. If the damage is reduced to 0, the hit becomes a miss.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature.

Spring Attack. When you take the disengage or dash action, you can spend a superiority die to make a melee or ranged weapon attack as part of that action.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one or more superiority die to attempt to damage another creature with the same attack. For each die you spend, choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on a superiority die roll. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 

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