## Redesigned Fighter
##### The Fighter | Level | Proficiency Bonus | Features | Additional Inspiration| |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style, Second Wind | 0 | | 2nd | +2 | Martial Archetype | 0 | | 3rd | +2 | Additional Inspiration | 2 | | 4th | +2 | Ability Score Improvement | 3 | | 5th | +3 | Extra Attack | 3 | | 6th | +3 | Martial Archetype Feature | 3 | | 7th | +3 | Improved Fighting Style | 3 | | 8th | +3 | Ability Score Improvement | 3 | | 9th | +4 | Indomitable | 3 | | 10th| +4 | Martial Archetype Feature | 4 |
## 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 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, 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 ``` ``` ### 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. Additionally, you may replace your dexterity modifier with your strength modifier when determining your AC bonus while in medium armor (max bonus still applies). * **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:** Choose a creature other than yourself that is within 5' of you. Whenever that creature is attack by another creature that you can see, the attack roll has disadvantage. 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. ___ At 7th level, you may choose a second fighting style. Your fighting styles improve. * **Improved Archery:** The bonus to attack rolls increases to +3. * **Improved Defense:** The bonus to AC increases to +2. * **Improved Dueling:** The bonus to damage increases to +3. * **Improved Great Weapon Fighting:** You may reroll the initial damage roll if you rolled a 1, 2, or 3. * **Improved Protection:** You may choose two creatures within 5' of you to protect. * **Improved Two-Weapon Fighting:** You gain a +1 to AC. ### Second Wind Once per short or long rest, you restore a number of hit points equal to 1/4 your maximum hit points (round down) + your Fighter level. ### Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The three options presented in this document are... * **Champion:** Sweet and simple. Primarily uses actions. * **Battlemaster:** Gain bonus action and reaction abilities. * **Eldritch Knight:** Gain a dash of magic. \page ### Additional Inspiration As a fighter, you inspire your allies with your sheer competence in battle. You don't lead by words, you lead by actions... But sometimes a friendly reminder to "duck" or "keep formation" goes a long way. ___ You gain a number of additional inspiration dice as shown on the fighter table. This is in addition to any inspiration that you gain normally. You may use these additional inspiration dice as you would normally use inspiration. ___ Unlike normal inspiration, you may give inspiration to another player even if they're doing something boring. As long as they are performing some sort of action that you can normally gain inspiration for, they may receive your additional inspiration. ___ You may only hand out one inspiration once per round. Additionally, you regain your additional inspiration after a short or long rest. ### Indomitable Your will to survive another day and your ability to overcome all odds on the battlefield has made you an indomitable force to be reckoned with, starting at 9th level, you have advantage on all saving throws. ___ Additionally, once per turn when you roll damage for a weapon attack, you may roll an additional d12 and add it to the damage. This damage is the same type of damage as your weapon attack. \page ## Martial Archetypes ### Battlemaster #### Quick Combat (2nd Level) ___ Choose two of the following basic combat maneuvers from the following list. * **Climb Onto a Bigger Creature** * **Disarm** * **Grapple** * **Overrun** * **Shove (Aside)** * **Shove (Back)** * **Shove (Trip)** * **Tumble** ___ You may use your choice as a bonus action. ___ When you level up you may change your Quick Combat choices. At 10th level you may change out your Quick Combat choices when you take a long rest. #### Reactionary Combat (2nd Level) You can use your reaction to use a Quick Combat when a creature provokes an OA. If you have overrun or tumble, you may use that maneuver to step in front of the creature's path. #### Goading Inspiration (6th Level) As a reaction to a creature within 30' making an attack roll that scores a critical hit, you may use an inspiration die to make that hit turn from a critical hit to a normal hit. The attacking creature must be able to see or hear you. #### Inspiration of Battle (10th Level) Starting at 10th level, whenever you use Quick Combat or Reactionary Combat and you use inspiration to give yourself advantage, the minimum roll you can have for your inspiration die roll is 10. ___ Additionally you don't have disadvantage on your roll for being smaller than your target or for shoving a creature to the side. ``` ``` > ##### Alternate Kits: Skald > **Skald**: Skalds are much like Bards, except not as much of a wuss. For the Skald kit, your options for Quick Combat are Disarm, Shove (Back), or Shove (Trip). Although you have a limted choice, you can use a Charisma (Intimidation) or Charisma (Performance) check in place of the Strength (Athletics) check when performing a quick combat. >___ > > \page ### Champion #### Improved Critical (2nd Level) Beginning when you choose this archetype at 2nd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Champion's Health (2nd Level) At 2nd level you gain an additional 2 hit points. For each level in Fighter after 2nd, you gain an additional hit point. #### Bonus Ability Score Improvement (6th Level) You gain an additional ability score improvement. If feats are allowed, you may exchange this ASI with a feat. #### Remarkable Athlete (10th Level) Starting at 10th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. ___ If you are proficient with Acrobatics or Athletics you may double your proficiency when making an ability check that calls for those skills. This does not stack with any other features that allows you to add more of your proficiency bonus. ``` ``` > ##### Alternate Kits: Arbalist, Samurai, and Viking >**Arbalist**: You do not gain Improved Critical at 2nd level, you however do gain the Crossbow Expert feat. >___ >**Samurai**: You do not gain Improved Critical at 2nd level, you however do gain the Dual Wielder feat. >___ >**Viking**: You do not gain Improved Critical at 2nd level, you however do gain the Sentinel feat. > \page ### Eldritch Knight #### Eldritch Weaponry (Level 2) As an eldritch knight, you've learned to mix your use of magic and weaponry. You learn Mage Hand or Presdigitation and may use your choice as a bonus action. ___ Additionally, you may choose two additional wizard cantrips that deal damage. You may use these cantrips as normal or through your weapon, via Eldritch Weaponry, as an action. The cantrip becomes a weapon attack versus AC using the range or reach of the weapon to determine the range of the cantrip. Upon a hit you deal cantrip damage and effect, if any. ___ Fighting Styles do not apply to the Eldritch Weaponry attack, but other features and bonuses for weapon attacks do. ___ If you gain a damage dealing cantrip from your race, you may use it as part of your Eldritch Weaponry. ___ For example, at second level you can learn the Acid Splash cantrip. You can use your action to use Eldritch Weaponry to make a weapon attack using your longsword against one or two targets (two, if they're adjacent to each other and within your reach). On a hit the target(s) take 1d6 acid damage each. #### Eldritch Knight Spellcasting (2nd Level) You learn a number of first level wizard spells equal to your Intelligence modifier (minimum 1) + your proficiency modifier. When you gain a new level, you may forget a spell and learn a new one of a level you can cast. The table below shows the highest level spell you may learn. ___ Your spells always counts as their highest possible level. ##### Eldritch Knight Spell Table | Fighter Level | Max Spell Level | |:----:|:-------------:| | 2nd | 1st | | 5th | 2nd | | 9th | 3rd | ___ You may cast two spells per short rest. Intelligence is your spellcasting ability score when not using Arcane Strike. #### Maximum Effort (6h Level) On your turn, you may regain an expended spell slot. ___ You must finish a long rest before you can use this feature again. #### Battle Magic Whenever you hit a creature with your Eldritch Weaponry feature, they have disadvantage on the next saving throw they attempt against a spell you cast. ``` ``` > ##### Alternate Kits: Crusader and Warden > **Crusader**: For a holier, god fearing, Eldritch Knight, one can switch the Wizard spell list with the Cleric spell list. >___ > **Warden**: For a warden of nature, one can switch the Wizard spell list with the Druid spell list. >___ >**Herald**: For a herald of the end times, one can switch the Wizard spell list with the Bard spell list. > > \page ### Vargas Wayward Pupil * Medoken (Level 2) * Sword-chucker (Level 2)