Fighter 5E Revised

Greetings and Salutations adventurers. I have been participating in the Dungeons and Dragons 5th edition revision playtest over the last few months. I mainly play Casters, so this has been a great opportunity for me to expand my knowledge of the other classes. So after playing a Fighter for a couple of playtests, I now have a better understanding of the issues but let me be clear, the Fighter changes I propose here are not purely selfless. I don’t want to lose my caster tools because the Fighter players feel like they don’t have any tools and the only option they have after not receiving any tools is to demand the nerfing/killing of ours.

So without further ado, I humbly present a reimagined Fighter building upon the 5e revised changes and taking them further.

Fighter
Level Proficiency Bonus Features Second Wind Weapon Mastery
1st +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2nd +2 Action Surge, Goading Attack 2 3
3rd +2 Fighter Subclass 2 3
4th +2 Feat 3 4
5th +3 Extra Attack, Inspiring Leader Feat 3 4
6th +3 Subclass Feature 3 4
7th +3 Weapon Expert 3 4
8th +3 Feat 3 4
9th +4 Indomitable 3 4
10th +4 Subclass Feature 4 5
11th +4 Two Extra Attacks 4 5
12th +4 Feat 4 5
13th +5 Weapon Adept 4 5
14th +5 Subclass Feature 4 5
15th +5 Subclass Feature 4 5
16th +5 Feat 4 5
17th +6 Unconquerable 5 5
18th +6 Three Extra Attacks 5 5
19th +6 Feat 5 5
20th +6 Epic Boon 5 5

Class Features

Note about Class Changes

Class features use the One D&D playtest 5 unless otherwise noted. The Playtest can be downloaded from Dnd Beyond.

Hit Points

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

Proficiencies

Armor:
Light, Medium, Heavy, Shields
Weapons:
Simple, Martial weapons
Tools:
Blacksmith Tools
Saving Throws:
Strength, Constitution
Skills:
Choose Int, Wis, or Cha. Gain proficiency with all skills that use that Stat. Additionally, gain proficiency in Athletics and Acrobatics.

1st Level:

Fighting Style:
You gain all fighting styles
Second Wind

Weapon Mastery

2nd Level:

Action Surge

Goading Attack:
Once per turn, when you hit with an attack, in addition to dealing damage you can goad the target to attack you. On a failed Wis Saving Throw (DC = 10 + PB + Str or Dex (your choice)), the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

3rd Level:

Fighter Subclass:
see new subclasses below

4th Level:

Feat

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5th Level:

Extra Attack

Gain the Inspiring Leader Feat:
the stat increase of the feat is the same as you picked for your skills

6th Level:

Subclass Feature

7th Level:

Weapon Expert:
Whenever you finish a Long Rest, you can replace the Mastery property with another Mastery property on all the Mastery Weapons that you are using.

8th Level:

Feat

9th Level:

Indomitable

10th Level:

Subclass Feature

11th Level:

Two Extra Attacks

12th Level:

Feat

13th Level:

Weapon Adept:
When you use Weapon Expert, you can now apply two Mastery properties to all Mastery Weapons you are using. You choose which property to use after rolling to hit but before damage is calculated.

14th Level:

Subclass Feature

15th Level:

Feat

Improved Action Surge

16th Level:

Feat

17th Level:

Unconquerable

18th Level:

Three Extra Attacks

19th Level:

Feat

20th Level:

Epic Boon

New Subclasses

Butcher

3rd Level:

Gain the Great Weapon Master Feat

6th Level:

Devastating Blow:
Once per turn, when you hit with an attack, you may double the damage dice and Str modifier when calculating damage. On a crit, instead of doubling damage again, you deal max damage.

10th Level:

Improved Cleave:
Once per turn, when you make 1 melee attack with a Heavy weapon, you may make 1 D20 roll to hit all creatures of your choice within 5ft. Devastating Blow can be applied to all creatures hit with this attack, but the Proficiency Bonus is not doubled when using Heavy Weapon Mastery.

14th Level:

Heavy Weapon Mastery now applies to all attacks.

Bleeding Cleave:
Improved Cleave now has a 10ft reach, targets take an additional 2d4 bleed damage on hit, and at the start of their turn. Creatures may make a DC 15 Con Saving Throw at the end of their turn to end the bleed effect.

Archer

3rd Level:

Gain the Sharpshooter Feat

6th Level:

Custom Broadheads:
You may determine the damage type dealt (P,B,S) on shots you make. In addition, each arrow adds an additional die of damage of its type. (ex: Longbows would deal 2d8) This is only available on ranged weapons that do not use gunpowder.

10th Level:

Magical Ammo:
You may now choose elemental (fire, cold, lightning, acid, poison, or thunder) as your damage type. Your damage die increases an additional time. (ex: Longbows deal 3d8) This is only available on ranged weapons that do not use gunpowder.

14th Level:

Fire At Will:
You ignore Loading on non-gunpowder weapons.
Fire Everything:
You can add your PB to your damage on all ranged attacks.

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Gunslinger

3rd Level:

Gain the Sharpshooter Feat

Custom Firearm:
You have created a personal firearm. Choose between a single-shot musket or 4 shot pistol.
  Musket - 2d12 dmg Loading; 150/300ft range

  Pistol - 1d10 dmg; 4 shots; Loading; 40/120ft range

6th Level:

Elemental Shot:
Your custom weapon gains an elemental d10 (pistol)/d12 (musket). Elements: Fire, cold, lightning, acid, thunder, radiant, or necrotic.

10th Level:

Growing Arsenal:
You create the other version of custom weapon that you did not choose at level 3. It also uses the Elemental Shot.

14th Level:

Fire At Will:
Ignore Loading on guns.
Weapon of Choice:
Pick one of your custom weapons to upgrade.
  Musket - 4d12 dmg/shot

  Pistol - 2d10 dmg/shot and fires 2 shots per attack

Defender

3rd Level:

Gain the Shield Master Feat.

Interpose shield is expanded to allow you to include 1 ally within 5ft.

6th Level:

Shield Throw:
You can replace one of your attacks to make a ranged attack with your shield using strength. Can be used for Opportunity Attacks. Your shield returns to you automatically after each throw.

10th Level:

Heroic Shield Throw:
Your shield throws ignore 1/2 and 3/4 cover. You don’t take a penalty for throwing your shield in melee. You can throw your shield at long range without penalty.

14th Level:

Saving Grace:
When an ally within shield range is hit with a weapon attack, you can use your reaction to throw your shield and block the hit. Additionally, when you Interpose Shield you can include all allies within 15 ft of you.
New Shields
Name Thrown Damage AC Str Req Prof Required Range
  Buckler 1d4 bludgeoning +1 None Shields 30/120 ft
  Rondel/Target 1d6 bludgeoning +2 None Shields 30/120 ft
  Kite 1d8 bludgeoning +4 None Martial Weapons 30/120 ft
  Full 1d10 bludgeoning +5 Str 13 Martial Weapons 30/120 ft
  Tower 1d12 bludgeoning +6 Str 16 Martial Weapons 20/90f t

Female Hunter

Sangmin Park

Defender

Erak Note

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Duelist

3rd Level:

Gain the Defensive Duelist Feat.
Riposte:
if you made a creature miss you with parry, immediately perform a full attack action.

Gain the Sentinel Feat.

6th Level:

One with My Weapon:
While wielding only one weapon with the finesse property, add your Int +2 Modifier to your AC. You cannot be disarmed while wielding only one weapon with the finesse property. Cannot be used when wielding a shield.

10th Level:

Stab the Hand:
Once per turn, when you hit with a melee finesse weapon attack, you can make the target make a Con Saving Throw (DC = 8 + Int + Dex) or be disarmed. You may take the weapon as part of this attack or fling it away 15ft.

14th Level:

Lucky Strike:
When you miss with a melee attack, you can hit instead. You cannot use this feature again until the next time you roll initiative.
Storm of Steel:
When you make an opportunity attack, you can Riposte instead.

Two-Weapon Fighter

3rd Level:

Gain the Dual Wielder Feat

Twin Steel:
When you make an attack while wielding a light weapon in each hand and you hit, you deal both weapon’s damage.

6th Level:

Whirling Dervish:
You can take the following actions as bonus actions: Dash, Disengage, Dodge. While wielding two light weapons, add +2 to your AC.

10th Level:

Spin Cut:
You can choose to forgo your normal attacks to make one attack against all creatures around you within reach with both weapons. Make 1 D20 roll for all creatures. You can still make your Bonus Action attack.

14th Level:

Blade Storm:
You can now use Spin Cut for all attacks during your attack action. You cannot use Spin Cut on your Bonus Action attack or Opportunity Attacks.

Dragoon

3rd Level:

Gain Polearm Master Feat
Jump:
You have a 40ft Jump Speed. Your jumps do not provoke Opportunity Attacks.

6th Level:

Dragon’s Grace:
When falling, ignore 60ft of fall damage.
Falling Fang:
Once per turn, while wielding a weapon with the Heavy and Reach properties and you are jumping, you may replace one attack and make an aerial attack landing on a creature. On a hit, you deal an additional 1d10 force damage and the creature must make a Strength Saving Throw (DC = 8 + Str + Wis) or they are knocked prone. You land in an unoccupied space within 5ft of the creature.

10th Level:

Hawkeyed:
You have advantage on Perception checks when at least 10ft above ground. Additionally, your falling fang attack’s to hit add your Wis Modifier.
Vault Over:
You can use your Bonus Action to jump off a creature or an open space to an unoccupied space up to 15ft away. If you vault off of a creature, make a single attack against that creature as part of the movement. This movement does not provoke opportunity attacks.

14th Level:

Falling Star:
Your Falling Fang, after landing a successful hit, creates a shockwave of force energy. All creatures within 15ft of impact must succeed on a Strength Saving Throw (DC = 8 + Str + Wis) or take 2d10 force damage and be knocked prone. On a successful save, creatures take 1/2 damage and are not prone.

Falling Fang now deals weapon damage + 2d10 force damage to the creature you land on.

Dragoon

Square Enix

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