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Hey all, here is the first version of my latest project; the Alternate Fighter! While the Fighter class as presented in the *Player’s Handbook* is 100% mechanically fine to play. I personally think that it lacks any sort of in-combat decision making.

With the Alternate Fighter, I’ve moved the large majority of the Battle Master Archetype into the main class. The base Fighter now has Maneuvers, combat techniques that set them apart as the elite warriors they are!

Class Features: Unchanged other than the addition of adding one Artisan’s Tool proficiency of your choice. This is a quality of life addition to help bring flavor to Fighters.

Fighting Style: The signature feature of the Fighter! I’ve added a few new ones of my own creation, so I’m open to feedback on these:

  • Finesse Fighting: Helps you play the archetypal duelist. Unlike Defensive Fighting, you cannot use a shield or a non-finesse weapon with this.
  • Grappler: For the inner wrester in your Fighter. Could be a maneuver if people feel it’s strange as a Fighting Style.
  • Improvised Fighting: A way for more Fighters to utilize improvised weapons without having to invest a feat. I’ve always thought they were a fun underutilized part of the game.
  • Mariner: An adjusted version of the old UA: Fighting Style. Again, it is only useful with specific builds so it doesn’t outshine Defensive Fighting.
  • Versatile Fighting: A lot of brewers have taken a shot at this, and this is my take!

Combat Superiority: Here is the big addition to the Fighter, Combat Superiority! You have a number of d6 Superiority Dice equal to your proficiency bonus, which recharge on a short/long rest. You also learn two Maneuvers of your choice.

Martial Archetypes: I’ve included four archetypes here (if this seems like something people would use I’ll add more). The Arcane Knight (a replacement for the Eldritch Knight), the Blade Master (the specialist), the Champion (improved), and the Commander (buffed Banneret). Each archetype has three exclusive Maneuvers!

Ability Score Increase: I’ve removed the extra ASI’s (gasp!) at 6th and 14th level. Why should the Fighter have to rely on Feats (an optional rule) for flavor?

Extra Attack: No changes.

Know Your Enemy: Slightly modifier version of the Battle Master’s ability.

Indomitable: No changes.

Relentless: A superiority die recharge mechanic. Pretty standard for a 5e class.

Maneuvers: These are the standard maneuvers from the PHB and TCoE.

Martial Archetypes:

Arcane Knight: I’ve tweaked the Eldritch Knight to provide a more satisfying spellblade experience. You are no longer limited to the wizard spell list, and instead you have your own. It includes more thematic spells (including some smites).

Blade Master: This is a pseudo-replacement for the Battlemaster, your expert Fighter that doubles down on the base class features. This one is the subclass I am most concerned about balance-wise. You can take Maneuvers from other martial archetypes, sort of like the Bard!

Champion: Still the most simple, but now you get a few maneuvers to bring even more pain. Brutal Strike operates as a pseudo-smite attack.

Commander: I’ve taken the Banneret (widely regarded as underpowered), and added some additional quality of life features.

Let me know what you think!

Files

Alternate Fighter by laserllama

A young human guard quietly slipped past his comrades out the back door of the armory where the townsfolk were hiding. A gang of bandits had come upon the village suddenly that morning, and their captain had issued a challenge. If a warrior from the town could best him in single combat, his gang of bandits would leave peacefully.

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