Design Notes

There are a few things to note in this redesign of the Fighter and I will attempt to explain the reasons behind the changes that I've made. First I will discuss the issues that I believe need to be addressed and afterward I will explain how my changes attempt to reach those goals. Let us begin...

Unique Core Mechanic

Except for Action Surge, the Fighter doesn't get it's own mechanic or design space in it's base class. The Fighter just gets to do the same thing anyone else can do, but more often or slightly better. Let's be clear, bigger numbers isn't fun. This also leads to stuffing flavorless mechanics in as subclass features (UA Cavalier). Despite this, the Fighter subclasses do give you new mechanics that other classes do not get, Superiority Dice and Better Criticals.

Superiority Dice

Despite this being a unique mechanic, I believe that Superiority Dice have narrative and mechanical issues.

For example, why can any class with the Shield Master Feat push or prone a creature every turn and the Battle Master Fighter can only do it a limited amount of times per day? How do these mechanics match the narrative? How do you explain this within the fiction? Why do we have overlapping systems (feats and maneuvers) that do the same thing narratively but are represented by different mechanics (opposed checks vs saves)?

Better Criticals

This is more of an example of doing something anyone can do but better, however I have to give recognition to the fact that there aren't any other ways of increasing your critical hit range in the game. So kudos to you Champion! Despite this, the Champion falls behind the Battle Master in damage done over the course of an adventuring day and doesn't even get the additional effects provided by the Battle Master's maneuvers.

Class Features

The Fighter gets three unique class features that other classes do not get, Second Wind, Action Surge, and Indomitable.

Second Wind

While some may claim that hitpoints are meat points and that only magic should heal wounds, I do not subscribe to that belief. I'm absolutely fine with the narative of this ability, but I do find the scaling at later levels to be a little underwhelming.


Action Surge

This is a fun and unique ability that also matches mechanics to the narative. Once per rest you can push yourself harder than anyone else can.

While I enjoy the ability to alpha strike, I do have two issues with it. There is hardly a sense of progression in use or versatility until level 17, (Yes I know the fighter does more damage for each attack he gains. That's still not fun.), and it is limited to once every short rest. Compare to the Rogue's Cunning Action which opens up new posibilities every turn.

Indomitable

I've got issues with this. Not necessarily narratively (however gaining multiple daily uses without a unified stamina mechanic makes this harder to equate to exhaustion), but mechanically. Since this is a reroll, this once per day feature is wasted on any save that you are not proficient in. In addition, you waste two levels of other potential class features by spreading the additional two uses over levels 13, and 17.

Compare Indomitable to the Monk's Diamond Soul feature. In one 14th level class feature the Monk gains proficiency in all saving throws and the ability to reroll failed saving throws up to 72 times per adventuring day at 20th level (not that a monk would want to do that, but realistically they would probably spend a ki point on every failed saving throw).

Lack of Turn by Turn options

Unfortunately this over use of rest locked mechanics causes the base Fighter class to have nothing unique to do or think about round by round. From levels 1-16 the Fighter gets to Action Surge once every other combat or less if short rests aren't avilable.

Missing 2nd Level Feature

For some reason the Fighter is missing a second level feature that almost all other classes get. In addition, the classes that do not get another second level feature receive additional spells/slots or an increase to sneak attack damage instead.

Class Identity

During an interview on the Tome Show, Mike Mearls stated that his biggest regret of 5th Edition was the Fighter, specifically that the subclasses don’t have the identity that the subclasses of other classes have.

*"What’s a battlemaster or a champion? We were so involved in the mechanics (for simple and complex fighters), that the names don’t mean anything." - Mike Mearls

Interview Highlights

The Resolution

In order to resolve these issues, I've decided that the first thing I needed to do was to find an interesting design space to give to the Fighter. Something that no one else could specialize in.

Unique Core Mechanic

The Fighter's unqique core mechanic has to be something with legitimate game history, and if it is something others can do, he has to be able to do it better than anyone else. With that in mind, how about this?

Reactions

"Certain Special Abilities, Spells, and situations allow you to take a Special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction." - 5E SRD

What better way to capitalize on what the Eldritch Knight loves the most. This already is the Fighter's cool thing! This is what makes him stand out compared to a wizard! This is why you pick the Fighter! To do shit when it's not even your turn! Everyone else may get a sip, but this is your drink! (Side note: How many people do you really let sip your drink until you don't want it anymore? Nevermind...) The spotlight is on you when combat is to be had! You are the FIGHTER!

How does the Fighter compete with spellcasting? By being doubly awesome even when he can cast spells!

There's already a history of mechanics devoted to Fighters getting extra reactions:

  • 3E "Combat Reflexes" (Fighter Bonus Feat)
  • 4E "Fighter Class and Defender Role"

Not only that but opportunity attacks have a history in almost every version of D&D:

  • Holmes Basic "Withdrawing"
  • Moldvay Basic "Retreat"
  • AD&D "Breaking off from Melee"
  • 2E "Fleeing"
  • 3E "Attacks of Opportunity"
  • 4E "Opportunity Attacks"
  • 5E "Opportunity Attacks"

This is a system that's been in play from the beginning that hasn't gotten the love it deserves and the Fighter has been lost looking for a purpose. It's time to be a matchmaker!


The Current Fighter
Level Proficiency Bonus Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use), "Mising Feature"
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use) Why
10th +4 Martial Archetype feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses) separate
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses) this?
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack

Class Features

In order to resolve my issues stated above I've made some changes.

Indomitable

To remove the 2 extra levels of this ability and to make this more comparable in power to Diamond Soul yet be mechanically and distinctly different was my guide behind this design.

I've changed Indomitable from one use per day to one use per short rest and moved it to the 2nd level (Effectively giving 3 uses per day). In addition, I've made it an auto success instead of a reroll to make it different, yet equally as powerful, as the Monk's feature. Finally, I've removed the additional 2 levels of advancement.

Action Surge

In order to allow a more interesting progression, I've removed the second usage of Action Surge gained at 17th level, and I've added two features at 13th (Double Time) and 17th level (Unyielding).

Double Time

This changes your extra action into an additional turn. This ultimately gives you an additional bonus action and additional movement to use over the standard Action Surge.

While these changes may seem like uncharted game design for this edition, is it really that far fetched that a 13th level fighter can push to an entire full extra turn once every short rest? I think this is fair, it fixes the two weapon fighting issue with Action Surge, and doesn't actually increase damage, just versatility.

Second Wind

The only issue seems to be with late game scaling, so I've incorporated this into Unyielding to fix three related things into one feature.

Unyielding

This feature is actually a solution to multiple problems. This restores the ability to get 6 Action Surges over a 6 encounter day at 17th level (though you no longer have the ability to Action Surge twice per combat) and allows 3 additional uses per day of Second Wind and Indomitable.

With this ability the Fighter is able to Action Surge, Second Wind, and use Indomitable once per encounter regardless of resting situations. He's just a beast like that.

Lack of Turn by Turn options

Unfortunately, even up up till this point, we are still only playing with 3 things once per encounter at 17th level and above. In addition, these features don't really allow you to make meaningful decisions (Do you want to kill your enemy? Action Surge! Do you want to not die? Second Wind or Indomitable!).

Missing 2nd Level Feature

Due to the strength of gaining a reaction (and multiclassing balance), I've had to move indominable to 2nd level to fill this spot. Lucky for us there is an open spot ready for a class feature and we need to make sure that the Fighter is better at doing his cool thing... Reactions!

At 9th level, I've added Combat Reflexes allowing an additional reaction per round, but still only once per turn.

Class Indentity

In order to give players a choice we have to have choices to make. However meaningful mechanical choices should go hand in hand with a narrative to describe them. This is where your class identity comes from, your subclass defines your story and it should interface directly with your unique core mechanic, reactions.

The Fighter Archetypes below were created using a template. All of them are structured in the same manner. The template is as follows.

  • A Level 3 feature that gives you a once per round reaction ability that does not deal damage.
  • A Level 3 feature that gives a bonus equivalent in power to a Fighting Style.
  • A Level 7 feature that gives you proficiency and expertise in one skill and an additional equivalent benefit.
  • A Level 10 feature that gives a benefit when you succeed on a saving throw (synergizes with Indomitable).
  • A Level 15 feature that adds an attack to your level 3 reaction feature.
  • A Level 18 unique capstone ability.

Fighter

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

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: Light Armor, Medium Armor, Heavy 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

Starting Equipment

You start with the following items, plus anything provided 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

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you 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.


The Fighter
Level Proficiency Bonus Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge, Indomitable
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Combat Reflexes
10th +4 Martial Archetype feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Double Time
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Unyielding
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack

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.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

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.

Indomitable

Beginning at 2nd level, you can succeed on a saving throw that you fail.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Knight. 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 6th, 8th, 12th, 14th, 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.

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.

Combat Reflexes

Starting at 9th level, you can take two reactions per round, but still only one on each turn.

Double Time

Starting at 13th level, you can spend your Action Surge to take an additional turn.

Unyielding

Beginning at 17th level, when you roll initiative you regain any expended use of Indomitable, Action Surge, and Second Wind.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.


Knight

The archetypal Knight focuses on defending those who cannot defend themselves.

Knight's Charge

Starting at 3rd level, you gain the ability to designate a friendly creature as your charge. This process takes one hour of training and can be completed during a short or long rest. The creature is considered your charge until you designate a different creature or choose to end this effect as a bonus action.

While your charge can see or hear you, they gain a +1 bonus to AC.

Knight's Intercept

At 3rd level, once per round, when a creature you can see attacks your charge, you can spend your reaction to move up to your speed. If your movement ends adjacent to your charge, you can choose to be the target of the attack instead.

Noble Influence

At 7th level, choose one of the following skills: Animal Handling, History, Insight, Persuasion, or Religion. If you are not proficient in the chosen skill you gain proficiency in that skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

While your charge can see or hear you, they have advantage on ability checks using the skill you chose from this feature.

Knight's Inspiration

Starting at 10th level, when you succeed on a saving throw, your charge automatically succeeds on the next saving throw they make.

Knight's Vengence

At 15th level, when you use your Knight's Intercept feature, you can make a weapon attack against the attacking creature as part of that reaction.

Knight's Banner

Starting at 18th level, you can spend an action to set your knight's banner into the ground. Friendly creatures that can see your banner are considered to be your charge. A creature can spend an action to remove the banner to end this effect.

Mercenary

The archetypal Mercenary is a warrior for hire. Only the most versatile warriors can attempt to charge such a price.

Versatile Combatant

Starting at 3rd level, you can choose a second option from the Fighting Style class feature.

In addition, once per round, when a creature enters or leaves your reach, you can spend your reaction to swap equipment that you are wielding. As part of this reaction you can sheathe and draw up to two weapons and don or doff a shield.

For the Right Price

At 7th level, choose one of the following skills: Deception, Insight, Intimidation, Persuasion or Sleight of Hand. If you are not proficient in the chosen skill you gain proficiency in that skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

When you attempt to negotiate a reward for a job, you can receive up to twice the offered reward.

That was a Mistake

Starting at 10th level, when you succeed on a saving throw, you gain a bonus to the damage roll of your next attack equal to half of your fighter level.

Ready for Action

At 15th level, when you swap equipment using your Versatile Combatant feature you can make a weapon attack against a creature as part of that reaction.

This Isn't Over

Starting at 18th level, if you would die you can make a death saving throw. On a successful save you are unconsious instead.

Kensei

The archetypal Kensei focuses all of their training on the use of a chosen weapon.

Chosen Bond

Starting at 3rd level, you gain the ability to bond with a melee weapon you posess. This process takes one hour and can be completed during a short or long rest. This bond lasts until you choose to bond with a different weapon.

While bonded to a weapon, you gain a +1 bonus to attack rolls with it.

Iaijutsu

At 3rd level, once per round, when a creature hits you with a weapon attack, you can spend your reaction to draw your bonded weapon and deflect the blow. Make an attack roll with your bonded weapon, if the result is equal to or higher than the creature's attack roll, the attack misses.

Of Art & War

At 7th level, choose one of the following skills: Animal Handling, History, Insight, Performance, or Religion. If you are not proficient in the chosen skill you gain proficiency in that skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

In addition, you gain proficiency with one type of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen tools.

Of Mind & Mastery

Starting at 10th level, when you succeed on a saving throw, you gain advantage on the next attack roll you make with your bonded weapon.


Iaijutsu Strike

At 15th level, when you successfully deflect a melee weapon attack with your Iaijutsu feature, you deal damage to the attacking creature with your bonded weapon.

Kai

Starting at 18th level, as an action, you can imbue your bonded weapon with power.

For 1 minute, your weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. In addition, when you would normally roll one or more dice for damage, you instead use the highest number possible for each die.

Once you use this feature, you can't use it again until you finish a long rest.

Scout

The archetypal Scout believes that knowing is half the battle.

Duck & Cover

Starting at 3rd level, once per round, when an creature misses you with an attack, you can spend your reaction to move up to your speed. If your movement ends and you are behind cover or concealment, you can make a Dexterity (Stealth) check to hide.

You gain a +1 bonus to AC and Dexterity saving throws provided by cover.

Be Prepared

At 7th level, choose two of the following skills: Athletics, Investigation, Perception, Stealth, or Survival. If you are not proficient in a chosen skill you gain proficiency in that skill. Your proficiency bonus is doubled for any ability check you make that uses a chosen skill.

Distraction

Starting at 10th level, when you succeed on a saving throw, a friendly creature that can see you can use their reaction to move up to their speed. This movement does not provoke opportunity attacks.

Running Shot

At 15th level, when you use your Duck & Cover feature, you can make a weapon attack against the attacking creature as part of that reaction. You can make this attack before or after your movement.

Ambush

Starting at 18th level, when you start your first turn of combat, you can use your action to mark a creature that you are hidden from. Each friendly creature who can see you has advantage on attack rolls they make against that creature until the start of your next turn.