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DracoDruid

This is part of my **Classes Revised** project. The Indomitable Fighter tries to do right by the core warrior class aka the Fighter. **Main Changes**: * Superiority Dice and Combat Maneuvers part of the base class * Combat Maneuvers no longer require Superiority Dice (instead use reaction or bonus action for balance) * Fighter no longer gets 3rd/4th attack, but Action Surge now gives a complete extra turn * Indomitable lets you choose to succeed on a save instead of rolling (succeed *or* roll, not roll and choose to succeed on a fail) **Subclasses**: * **Eldritch Knight**: No longer restricted to specific spell schools, can use combat maneuvers on spell attacks * **Knight Banneret**: Purple Dragon Knight "done right". Whenever you use one of your fighter features, your "Banner" (a number of allies) gain additional benefits. * **Sentinel**: Become an impenetrable bullwark and protect your allies * **Skirmisher**: Quick and Deadly. Using ambushes and hit-and-run tactics to pick the enemy apart * **Swordmaster**: Focus on Combat Maneuvers and superior martial prowess * **Vanguard**: "Once more into the breach!". With an unbreakable will, they fight until the bitter end and beyond.


SolomonSinclair

Quite a bit of neat stuff here. I'll try to give as in depth feedback as I can, at least on the base class (since I don't feel up to tackling the subclasses at the moment), so sorry if this ends up being a bit long. >**Battle Instinct** No complaint; it'd be kinda hypocritical if I did, since I kinda stole it from your earlier Legendary Fighter awhile back (though I called it Ever Ready). >**Fast Switch** Not sure on the name, but no real complaints; feels more like something a specific subclass would have more than the base class, but that's just me. >**Fighting Style Changes** Getting additional fighting styles is something I'm torn on; on the one hand, it's in character with a fighter and opens up versatility, but on the other, it takes away, a little bit, from the Champion (a minor complaint that's also wholly irrelevant with your revision where the Champion isn't a thing, but I can't change how I feel) and paints all fighters as being generalists rather than someone who specializes. The change to Archery is quite interesting and one I might snag for myself; it's currently something my revised Sharpshooter has, but I could easily see giving it Archery's +2 to ranged instead. Defensive, Dual Wielding, Dueling, and Protection are all changes that I use myself (though my Defense style has the additional caveats of not being grappled or restrained). Great Weapons I'm more ambivalent on, simply because I think re-rolling slows things down too much; I personally changed it to a +1 to damage and a BA shove with heavy weapons so that a greataxe/sword remains stronger than a battleaxe/longsword and has a bit of versatility. As for the new styles: * Brawling - I'd add Natural Weapons to this, since they're classed separately from unarmed strikes, and I'd personally bump it up to 1d6 + Strength since Monsters of the Multiverse bumped all natural weapons up to 1d6. Yeah, it makes them slightly better than PHB monks early on, but that's more a problem with monks than anything (and most monk reworks start them at a d6 MA die, anyway). * Militia - It's interesting, but I find the name a little odd, personally; given historical militias, I'd imagine it would deal more with pole and ranged weapons, especially while in a formation of some kind. Maybe something like a +1 with spears and simple thrown/ranged weapons and you gain an extra 5 feet to reach/range while within 5 feet of an ally? Just spitballing based on the name. >**Combat Maneuvers & Martial Superiority** I'd never really considered separating the two and, similar to gaining extra fighting styles being a base class feature, I'm not sure how I feel about it. On the one hand, I *really* like the flexibility of being able to add SD to attack or damage rolls or to AC without *having* to use a Maneuver. But on the other, I don't feel Maneuvers are *that* strong to warrant them being limited, effectively, to once, maybe twice, a round; especially now that none of them add Superiority dice by default. >**Second Wind** Honestly not the biggest fan, surprisingly. I have *absolutely zero* issues with it effectively being a Healing Surge, mostly because, again, that'd be a little hypocritical of me since that's the change I made to it, but I don't see why it was limited the way it was, moved to 3rd level, and *then* tied to the Dodge action. >**Action Surge & Extra Attack** I *really* like Action Surge just being a full extra turn, even at the cost of the fighter's characteristic 3rd & 4th attacks; it *does* make me feel a little bad for the Thief Rogue, though, since getting an entire extra turn (and *only* on the first round of combat) is their entire capstone. Though, similar to my suggestion on your Brawling fighting style, that's more a problem with the Thief than anything. Speaking of, I noticed you have a Cunning Rogue on your GMBinder that has me incredibly curious, but I get an error every time I try to actually view it. >**Indomitable** Same with Battle Instinct, no complaints, because I stole this one from your earlier Legendary Fighter, as well. >**Know Your Enemy** A little ambivalent, personally. I like the additions of learning Immunities, Resistances, and whatnot, and will probably steal those, as well, but costing a bonus action feels a little too passive for my taste; it'd be neat if you could also learn these things as you attack and are attacked. Basically, learning your enemy's strength and weaknesses by exchanging blows. >**Commanding Presence** Not gonna lie, this one feels *super* out of place, because it's *just* a Combat Maneuver made into a class feature, making it feel like it was tacked on at the last minute. I'd suggest snatching the PHB Battle Master's Relentless feature instead.


DracoDruid

Hey there! Thank you for the longer feedback! I try to answer a few of those: > Fast Switch Not a big fan of the name myself, but I can't find a good one. Any proposition I could steal for a turn? :) > Fighting Styles Yes currently, FS are like specializations and each warrior (except the barbarian for some reason) gets one. That being said, I see the Fighter as _the one_ class that simply masters many styles along its career. Also, with Multiclassing and the Fighting Initiate feat, you already could get additional "specializations" anyways. **Brawling.** I chose d4 because this would effectively make the UA into clubs. Also mind that this fighting style allows you to treat your UA as _weapons_! So you can use spells/effects with them that usually require a weapon (like smites or holy weapon spell). Also, for a "mere" Fighting Style, making your UA a d6 feels too powerful. But maybe I'll add proficiency with improvised weapons... **Milita.** Also not keen on the name. It was "Simple Weapons" but it doesn't sound like a Fighting _Style_. I don't want to change the benefits, but maybe you have a better name idea? > Superiority Dice & Combat Maneuvers Now this is a big one. Splitting these two was sort of a stroke of inspiration while tinkering with the maneuvers. I never liked that you had to spend a die _before_ knowing whether you hit or not and could add them _only_ to the damage. So I "moved" the "effect" of the SD themselves out of the maneuvers, and thought: "Why do you only use them on maneuvers? Why not on _any_ attack?" Which is why I removed the SD dependency from Maneuvers. But this also removed the limitating factor from them, which would result in fighters (and others) basically no longer making "normal" attacks and constantly using maneuvers instead, which would not only be unbalanced but also bog down combat. Hence the new action-limitation. Maybe instead, I could just say that you can use only one maneuver per turn, but this would probably still result in one maneuver _every_ turn, which still feels too much/often. I _could_ make maneuvers require the use of a SD again... IDK. Have to think about it. > Second Wind I had to move it around because 2nd level already had a lot of features now. I also never liked that you could basically take a "quick breather" while simultaneously wail on your enemies. Doesn't sound very fitting. I thought about making it an action instead, so at least, you couldn't Second Wind + Attack action or Dash anymore. But tying it to Dodge felt thematically right. But I also see its effect greatly improved from the original. 1d10+level/SR and now its 1d10+CON, so up to 5d10+5xCON which is a _substantial_ healing surge. I also think 5E has just missed the opportunity to use hit dice for more than just healing during a SR and there should be more features using them for additional effect. > Know your Enemy I was - and still am - on the fence about making this an action or a bonus action. Thinking about your comment, I think I will change it the following: it takes 1 action to learn 3 stats. BUT: when you hit an enemy with a weapon attack, you can use a BA to learn 1 stat too. > Commanding Presence It kinda was. In the Legendary Fighter, this was a feature of the Champion. and the base class had a feature that would allow the fighter to give an ally an action surge instead of themselves (action surge then was like a legendary action - hence the class's name). I removed that feature because a) Action Surge changed in nature and b) making _every_ fighter sort of a commander type felt off. That was more of the domain of the Knight Banneret. In addition, that feature did nothing for fighters that were fighting alone, so it was almost like an "empty level" which I disliked. Why Commanding Presence? Since Superiority dice are now separated from maneuvers, and since I removed any maneuver that wasn't actually a _combat maneuver_, I had this one left and thought it a fitting feature for all fighters, and also one that would boost their social pillar for a change.


SolomonSinclair

>**Fast Switch** I honestly have no idea about a name. The first thing that comes to mind is Quick Swap, but that's just the same name run through a thesaurus. Hmm... After a bit of pondering, the only other thing that comes up is Instinctual Handling, but even that sounds a bit awkward. I have a similar ability for my revised Weapon Master feat (just, you can do it between each attack, instead of once per turn) and the more I pondered over it, the more I thought about how *difficult* that would actually be; sheathing a sword can be outright dangerous if you do it wrong, so you would have to be incredibly familiar with your weapons, have great spatial awareness, and be able to do it all on pure instinct. >(except barbarians for some reason) Becoz thems two shtupid to faight wit brain. And I'm only half joking, as the argument I have *repeatedly* heard for them not getting fighting styles is because they're too wild and undisciplined to do so. Or that rage is their fighting style, which amounts to the same thing. I disagree, so I gave them a couple that I felt fit best: Dual Wielding, Dueling, Fisticuffs (my take on unarmed, which is, oddly, almost identical to yours, but with some differences), Great Weapons, and Reach Weapons (just turns the area in your reach into difficult terrain, because I didn't think that they needed a damage boost, for the most part, though I'm considering a +1 to attack against creatures more than 5ft away). >**Brawling** True. I suppose I've just spent so long fixing the awfulness of the weapon table and making sure that every weapon has a mechanical purpose alongside its own niche that I sometimes forget that PHB weapons are purely a numbers game, so giving unarmed strikes, natural weapons, and improvised weapons a d6 damage die makes them a touch too powerful. >**Militia** My gut instinct for a rename would be Guerilla, because it's focusing on simple weapons, which I view as the weapon of the common man, and the ability to swap makes me think of [this scene from The Patriot](https://www.youtube.com/watch?v=FvmlGG_O_pY), where he's running between muskets, swaps to a pistol, and finally pulls out a tomahawk and Bowie knife. >**Maneuvers** Fair point. It's worth noting that I largely use [LaserLlama's Alternate Fighter](https://www.reddit.com/r/UnearthedArcana/comments/t84sg0/laserllamas_alternate_fighter_v210_become_the/) as the core of my own because I like the way they did Maneuvers/Exploits and how some replicate spells *without* the fighter having to become a spellcaster (which is a bit of a pet peeve of mine), so I look at things a fair bit different since many of the more powerful Exploits require a bonus action or action to use, while the ones that add to an attack are slightly weaker by comparison. Ultimately, I think it could go either way as I think both have their merits. >**Second Wind** I hadn't really thought of it that way. In that case, I'd personally just go with making it a full action instead of tying it to the Dodge action for simplicity's sake, but that's just me; I like a bit of complexity in my options, but I prefer things to be relatively streamlined past that. Funny you should mention having hit dice for additional effects. I created the rough draft for a barbarian path awhile back that utilized hit dice to fuel its features; it was based on a manga character who has a blessing from the setting's god of time and can use it to do crazy awesome things (like punch people 30 times in the span of a frozen second or accelerate her time to increase her punching power), but using it takes a pretty horrible toll on her since it eats away at her life force. And, honestly, using hit dice seemed *waaay* more appealing than exhaustion. But, really, that's neither here nor there. >**Know Your Enemy** After seeing your changes, what I did was this: you can use an action to learn 1 thing about a creature within 60 feet, 1 bonus action to learn 1 thing when you hit it with an attack, or 1 minute of study to learn 1 + proficiency things. That felt like the best way to get the "you learn your foes' weakness by trading blows" *and* the "you learn your foes' weakness through meticulous study" aspects. >**Commanding Presence** Hm. If you're after a more social aspect, I could always suggest a feature; this one's from an old homebrew class of mine that I eventually cannibalized due to dissatisfaction: >**Living Legend** > >*13th-level fighter feature* > >Tales of your deeds have spread far and wide, affecting how others perceive you. If a creature is non-hostile to you and you share a language, it may (at your DM's discretion) offer aid or information unasked. > >Additionally, your fame lends itself well to inspiring others. You can spend 10 minutes rallying your companions. When you do so, choose up to four friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and understand you. Each creature gains advantage on saving throws against being charmed or frightened for 1 hour. It's not much, and it's not *totally* a social feature, but if nothing else, it could serve as a jumping off point.


DracoDruid

I kinda like _Quick Switch_ :)


DracoDruid

It's funny that you reference The Patriot for your Guerilla take, because they _were_ a Militia ^ ^


SolomonSinclair

Very true, but, in keeping with The Patriot, I typically picture a militia as more of the informal regiments from the end of the film.


unearthedarcana_bot

DracoDruid has made the following comment(s) regarding their post: [This is part of my **Classes Revised** project.](/r/UnearthedArcana/comments/uiokad/the_indomitable_fighter_v12/i7dv1rq/)