Part of an ongoing reinterpretation of the game’s character classes, collected list and accompanying design musings contained here.
Unnecessary Introduction to the Fighter Class (design notes)
Fighters are masters of the
battlefield, starting at the individual and rising through the ranks to the
tactical and finally the battlefield level. They are the quintessential martial
class and the most straightforward one can get.
Starting here is obviously easy-level fare, as the features presented already conform with a workable vision of the fighter class, the first two levels requiring only a little tuning. I did
tweak each of the features, streamlining dissociated mechanics whenever
possible. The biggest change being the expansion of the fighting styles: instead
of most options being reduceable to a solvable damage output equation (one that
ends up favouring two-handed weapons by a fair margin, once multiple attacks join the tally), I wanted each fighting
style to become as a tool for a specific situation while allowing for some
minor sinergy, generalist options kept for those happy with numerically stable boredom.
The Fighter
Level
|
Proficiency Bonus
|
Features
|
1st
|
+2
|
Fighting Style, Second Wind
|
2nd
|
+2
|
Action
Surge
|
3rd
|
+2
|
…
|
Class Features
Hit Dice:
1d10 per level
Proficiencies:
All armour types, shields, all simple and martial weapons
Saving Throws:
Strength, Constitution
Skills: Choose
two from Acrobatics, Animal Handling, Athletics, History, Insight,
Intimidation, Perception, and Survival
Level 1
Second Wind
The first time each day that the fighter would be reduced to 0 hit points or less he immediately gains back one
HD + level Hp, negating exhaustion or dismemberment rolls, if any. This feature
will not activate again until a long rest is completed.
Fighting Style
Character learns fighting style
of choice. Each option can only be picked once.
·
Archery:
+2 bonus to attack rolls with ranged weapons.
·
Defensive:
+1 bonus to AC while wielding a melee weapon.
·
Dueling:
While unencumbered and armed with a single one-handed melee weapon may perform
the Feint, Disarm, Shove or Trip combat maneuvers as a bonus action.
·
Great
Weapon Fighting: Attacks with two-handed melee weapons deal +5 damage
against creatures of Large size and
above.
·
Shield
Fighting: Can use reaction to extend shield’s AC bonus to adjacent ally. Shield
bash attacks are made with proficiency and inflict d6 damage.
·
Two
Weapon Fighting: Adds ability modifier to off-hand attack roll and does not
expend bonus action for additional attack.
·
Unarmed:
Proficient with unarmed strikes, inflicting d4 damage. May stage combat
maneuvers as attacks of opportunity.
·
Weapon Mastery:
+1 bonus to attack rolls with melee weapons.
Level 2
Action Surge
Once each turn a fighter may
take an additional physical action (or reaction, if in combat). Doing this more
than once without resting requires a DC 15 Constitution saving throw to avoid exhaustion.
Level 3
Work in progress…
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