The Fighter
The Fighter
Level | Proficiency Bonus | Features | Maneuvers Known |
Superiority Die |
Superiority Dice Uses |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Second Wind | — | — | — |
2nd | +2 | Action Surge, Combat Superiority | 3 | d8 | 4 |
3rd | +2 | Martial Archetype | 3 | d8 | 4 |
4th | +2 | Ability Score Improvement | 3 | d8 | 4 |
5th | +3 | Extra Attack | 3 | d8 | 4 |
6th | +3 | Ability Score Improvement | 4 | d8 | 5 |
7th | +3 | Martial Archetype Feature | 4 | d8 | 5 |
8th | +3 | Ability Score Improvement | 4 | d8 | 5 |
9th | +4 | Indomitable | 4 | d8 | 5 |
10th | +4 | Martial Archetype Feature | 5 | d8 | 5 |
11th | +4 | Extra Attack (2) | 5 | d10 | 6 |
12th | +4 | Martial Archetype Feature | 5 | d10 | 6 |
13th | +5 | Indomitable (two uses) | 5 | d10 | 6 |
14th | +5 | Ability Score Improvement, Relentless | 6 | d10 | 6 |
15th | +5 | Martial Archetype Feature | 6 | d10 | 6 |
16th | +5 | Ability Score Improvement | 6 | d10 | 7 |
17th | +6 | Action Surge (two uses), Indomitable (three uses) | 6 | d12 | 7 |
18th | +6 | Martial Archetype Feature | 6 | d12 | 7 |
19th | +6 | Ability Score Improvement | 6 | d12 | 7 |
20th | +6 | Extra Attack (3) | 6 | d12 | 7 |
Variant: Fighter
This document presents several additional features for the Fighter class: Combat Superiority and Relentless, as well as a number of bonus features for each subclass. It removes the Battle Master subclass in favor of a class-wide system of battle maneuvers that all fighter subclasses can take advantage of.
All class features are identical to the ones found in the Player's Handbook. This variant is compatible with every Martial Archetype except for the Battle Master.
Note: This class variant uses all the following class features as replacements and/or variant rules for the Fighter. You must use all the features together, and may not pick and choose features from other class variants. If a feature is not listed here, it remains unchanged.
Additional Features
Combat Superiority
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers.
You can learn three maneuvers of your choice from the maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You can learn one additional maneuver of your choice at 6th, 11th, and 14th level. You can replace one maneuver you know with a different maneuver whenever you finish a long rest.
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. You gain another superiority die at 6th level, 11th level, and one more at 14th level. The die changes according to your fighter level, as shown on the Superiority Die 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
Relentless
Starting at 14th level, when you roll initiative and have less than your maximum superiority dice remaining, you regain 1 superiority die.
Archetype Maneuvers
When you choose your martial archetype at 3rd level, you can learn two additional maneuvers based on the archetype you chose, as listed in the table below. For homebrew archetypes, the DM may choose a list of possible maneuvers that best fits the archetype. The maneuvers themselves are detailed at the end of this document.
Archetype Maneuvers
Archetype | Maneuver Learned |
---|---|
Arcane Archer | Distant Attack, Evasive Footwork, Precision Attack, or Snipe |
Banneret | Commander's Strike, Maneuvering Attack, or Rally Maneuver |
Cavalier | Brace, Lunging Attack, On Guard, Parry |
Champion | Any two maneuvers of your choice |
Echo Knight | Evasive Footwork, Parry, Precision Attack, or Skill Superiority |
Samurai | Evasive Footwork, Feinting Attack, Glancing Blow, or Riposte |
Archetype Changes
Arcane Archer
Arcane Shot (Revised)
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you add Arcane Shots to the list of maneuvers you can prepare (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a reanged weapon as part of the Attack action, you can expend one Superiority Die to apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows. This replaces your Maneuver Save DC:
Arcane Shot Save DC
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 4d6 when you reach 18th level in this class.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 2d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 4d6 when you reach 18th level in this class.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Piercing Shot
Starting at 15th level, whenever you make an attack roll as part of an Arcane Shot, you may roll your Combat Superiority Die and add the value to either the attack roll or the damage roll of the effect. The damage type of your Combat Superiority Die is the same as that of the Arcane Shot effect. You may declare the use of this feature before or after making your attack roll, if the effect requires one, but before the DM declares the attack a hit or a miss.
This feature replaces the 15th level Arcane Archer feature Ever-Ready Shot
Champion
Martial Excellence
3rd-level Champion feature
You're able to bring the most out of your weapon strikes. Whenever you hit with a weapon attack, you can add your proficiency bonus to the damage roll. In addition, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
3rd-level Champion feature
You have mastered the limitations of your body. Whenever you make an Athletics or Acrobatics check, you can treat a roll of 6 or lower on the d20 as an 8.
In addition, when you make a running long jump or high jump, the distance you can cover increases by a number of feet equal double your proficiency bonus plus your strength or dexterity modifier.
Improved Second Wind
7th-level Champion feature
Whenever you use your Second Wind feature, you now regain hit points equal to 1d12 + twice your fighter level, and you ignore the effects of exhaustion for 1 minute. Additionally, you can use your Second Wind feature twice per short or long rest.
Additional Fighting Style
10th-level Champion feature
You can choose a second option from the Fighting Style class feature.
Superior Physicality
15th-level Champion feature
When you roll initiative, and have less than your maximum amount of uses of Indomitable remaining, you regain 1 use. Additionally, your weapon attacks score a critical hit on a roll of 18-20.
Survivor
18th-level Champion feature.
Your unceasing mettle allows you to shrug off assaults that would fell others. All damage you take is reduced by your Strength or Dexterity modifier + your proficiency bonus.
In addition, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Cavalier
Stablemaster's Presence
At 3rd level when you choose this archetype, your experience with animals and mounts of all kinds grants you the following bonuses.
-
You gain proficiency in the Animal Handling skill. If you already had proficiency in this skill, you may choose one of the following skills to gain proficiency with instead: History, Insight, Performance, or Persuasion. Beasts within 30 feet of you that you choose cannot be frightened
-
You may attempt to communicate with creatures through a series of gestures and sounds. When you use this feature, you must make a Wisdom (Animal Handling) check with DC equal to 10 + the creature's CR. On a successful check, the creature understands your basic meaning and intent, and you immediately learn its emotional state, and whether it has any physical needs such as food or water.
This feature replaces the 3rd level Cavalier feature Bonus Proficiency.
Unwavering Mark (Revised)
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. Whenever you expend a superiority die, you may mark a creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Warding Maneuver (Revised)
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to expend a superiority die if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
Eldritch Knight
Arcane Force
You gain the following two maneuvers. These do not count against your number of maneuvers known.
Arcane Blade. After casting a spell of 1st-level or higher, you can expend a superiority die, reclaiming lingering magic and enchanting your blade. Your next weapon attack before the end of your next turn is magical and deals additional force damage equal to your superiority die.
Expel Magic. While concentrating on a spell of 1st-level or higher, you use your bonus action to expend a superiority die, releasing that energy, ending the concentration early and dealing force damage to creatures of your choice within 10 feet of you. This damage equals 1d6 per level of the spell slot spent on the spell when it was cast.
Samurai
Inner Peace
Beginning at 3rd level, you learn to quell your emotions by performing relaxing activities and hobbies. You gain proficiency in one Artisan's tool of you choice. If you spend at least 10 minutes performing some small activity with it, such as painting or fixing a watch, you gain the following benefits:
-
You gain temporary hit points equal to 1d4 + your Fighter level.
-
You gain proficiency in one skill of the following skills of your choice, History, Insight, Performance, or Persuasion. This benefit lasts until you use this feature again.
This feature replaces the 3rd level Samurai feature Bonus Proficiency.
Echo Knight
Manifest Echo (Revised)
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. Whilst your echo is manifested, your weapon attacks count as magical, and can deal force damage instead of their regular damage type. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
-
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
-
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
-
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation (Revised)
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Alternatively, you can expend a superiority die to use this feature.
Maneuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
Brace
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
Brutal Strike
When you hit a creature with a weapon attack, you can expend up to two superiority dice, and add them to the damage roll.
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, adding the superiority die to the attack's 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. 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.
Distant Attack
When you make an attack with a ranged or thrown weapon, you can expend a superiority die to double the normal range of the weapon, and increase the maximum range by the same number of feet added, for the remainder of your turn. If your initial attack hits, add your superiority die to the attack’s damage roll.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn or until you become unable to move.
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 this turn against that creature. The advantage is lost if not used on the turn you gain it.
Glancing Blow
When you miss with an attack roll and did not roll a 1, you can expend a superiority die to make the attack a glancing blow. The creature takes half the damage your weapon would normally deal on a hit, plus half of your superiority die.
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. If you hit, you add the superiority die to the attack's damage roll.
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.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength or Dexterity modifier.
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 + your Charisma modifier (minimum of 1).
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.
Restraining Strike
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
Snipe
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
Skill Superiority
When you make an ability check, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. 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 your superiority die. 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.
Design Notes
and Changelog
This is an edited version of the Edited C0rebrew Fighter, created by /u/badooga, mixed with the Variant Fighter from Tenser's Terrific Tome of Talents.
Here are /u/badooga's notes, which sum up my thoughts on this Fighter revision:
My Notes
C0re's fighter is pretty great in concept. It's very similar to the fighter in various drafts of the D&D Next playtest. Having a maneuver at the ready once per turn is a great way to keep things interesting every turn, without having to deal with resource tracking and management.
However, having these maneuvers all the time, even with their damage removed, is a bit too strong no matter how you look at it. In particular, having maneuvers such as Menacing Attack, Trip Attack, and Distracting Strike available every turn is extremely strong and allows them to be abused in ways not intended by the original developers. Thus, I was given a choice - nerf or remove problematic maneuvers, or nerf the feature itself to have a resource. Given my experience playing a Battle Master fighter, I decided to attach the Battle Master's maneuvers to superiority dice (as shown in the class table). I then removed Goading Attack (sorry, that's what the Cavalier does), and buffed Evasive Footwork.
With that, I also decided to remove C0re's Battle Master (it's a bit too generic, even with his changes), instead giving access to all maneuvers to the Champion - after all, it's a very generalist subclass.