Fighter (Reworked)

This Fighter Rework is a result from my own and many others grievances with the simplicity of the fighter, and a lack of options and power in higher levels compared to caster classes. This rework was inspired by laserllamas\_alternate\_fighter, and several features overlap, and has more in common with it than the base fighter from standard 5e dnd.

# 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

* (a) chain mail or (b) breastplate, or (c) leather, 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 or (c) 10 darts
* (a) a dungeoneer's pack or (b) an explorer's pack

### Fighting Style

At 1st level, 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.

* **Blind Fighting.** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

* **Classical Swordplay.** While you are wielding a finesse weapon and no other weapons, you gain a +1 to your attack rolls and a +2 to your armor class, as long as you are not wearing heavy armor.

* **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.

* **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

* **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.

* **Superior Technique.** You learn one maneuver of your choice. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
	+ You gain two superiority dice, which are d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

* **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
	+ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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

* **Unarmed Fighting.** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

* **Climbing Fighting.** When you are climbing a larger creature you can hold two Nimble or Extra Nimble weapons while climbing, you gain a +1 to all attack rolls and +2 to damage rolls made against a creature you are climbing.

* **Cavalier.** While mounted, you can make two Opportunity Attacks per round rather than one. This additional reaction cannot be used for other purposes. In addition, you gain a +1 bonus to damage rolls made with weapons while mounted.
* **Mount.** You are particularly skilled at carrying other fighters in combat. While someone is mounted on you and your movement would cause an enemy to leave your mounted combatant's reach, the mounted combatant can make an opportunity attack against that creature. In addition, combatants mounted on you gain a +1 bonus to their attack rolls.

### Combat Tactics

Starting at 1st level, you learn tactics that supplement your fighting style, providing you with a more versatile toolkit in your fights. These tactics are divided in two types: Basic Tactics and Advanced Tactics. Basic Tactics are unlimited in their usage, though they can require conditions to fulfill for them to apply. Advanced Tactics are strenuous moves that you can perform a limited number of times per day. You gain two Tactical Dice, and gain more at certain levels as shown in the Fighter Table, you expend a Tactical Dice when you perform an Advanced Tactic. Your Tactical Dice start at 1d6 and grow to higher dices as you level up. When your Tactics subject a target to a saving throw, the DC equals 8+your proficiency bonus+your dexterity, strength, or intelligence modifier (your choice).

You regain all your spent Tactical Dice on a short or long rest.

### Second Wind

Starting at 2nd level, 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.

### Know Your Enemy

Starting at 3rd level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your intelligence modifier:

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

Once you use this feature you cannot use it again on that same creature until you complete a long rest. Starting at 14th level, you can use this feature as an action or bonus action on your turn.

### Fighter Archetype

At 3rd level, you choose one Fighter Archetype to further develop and personalize your skills in combat. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

You choose a subclass from:

Master At Arms (Fighter Subclass)

Champion

Monstrous Warrior (Fighter Subclass)

Planar Aspect (Fighter Subclass),

Eldritch Knight

Clockwork Fighter (Fighter Subclass)

**Archetype Tactics:** Some Archetypes expand the options your repetoire of Basic Tactics and/or Advanced Tactics, depending on the Archetype. These Tactics do not count towards the number of known tactics in the Fighter Table and you cannot switch them out. You learn these Tactics whether you meet their stat requirements or not.

### Ability Score Improvement

When you reach 4th level, and again at 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 17th level in this class.

### Action Surge

Beginning at 6th level you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn.

### Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

### Relentless

Beginning at 20th level, if you start your turn with no Tactical Dice you immediately regain one.

## Fighter Archetypes

Sword Saint

Champion

Planar Aspect

Bonded Warrior

Eldritch Knight

## Tactics

You start with two Basic Tactics known and two Advanced Tactics known, and two Tactical Dice. Advanced Tactics spend one Tactical Dice upon usage, which are regained on a short or long rest. Tactics cost an action to perform unless stated otherwise.

Tactics have conditions that determine when and how they can be used, described by the terms:

**Opening Move.** You cannot perform an opening move if you have already made an attack this turn.

**Finishing Move.** When you perform a finishing move, you cannot make any additional attacks for the rest of the turn.

**Shift.** When you shift, you move without provoking opportunity attacks. Shifting does not cost movement, but you can't shift if your speed is 0.

**Stance:** When you take a stance, you may have lasting effects that endure until the conditions for the stance to be disrupted are met. All stances are disrupted when you are knocked prone, stunned, restrained, paralyzed or otherwise incapacitated, and some may also have different triggers that end them. The effects of a Guard do not apply to ranged weapons and you can never have two guards active at the same time.

## Basic Tactics:

Basic Tactics are based on the Exploits in this document, and these can be used without modification as Basic Tactics to learn https://www.gmbinder.com/share/-Mz2PLy49TJrlKf0is8P

Original Basic Tactics are listed here: Basic Tactics

## Advanced Tactics

Advanced Tactics are listed here: Advanced Tactics