(Thematically, operators are based on real life modern close quarters combat, with many liberties taken to make it fit into a fantasy fighter. It is similar to the battlemaster, but the resource is less versatile, and doesn't include any bonuses to hit.)
Tactics Dice
You have two tactics dice, which are d8s. A tactics die is expended when you use it. You regain all of your expended tactics dice when you roll initiative. You gain another tactics die at 7th level and one more at 15th level.
Ballistic Armor
At 3rd level, you gain a magical suit of breastplate that can reduce damage from ranged attacks by spending a tactics die. The damage is reduced by the amount rolled.
(Giving out free breastplate might be imbalanced. I don't know. This should give the operator some defense against ranged weapons in exchange for a slightly lower AC, though I feel it might be too weak. Should the damage reduction last a full round? Should it be AC instead? Both?)
Close Quarters Combat
Additionally at 3rd level, you can spend one tactical die to attack with a dagger as a bonus action, which is created as part of the attack. You roll the tactical die and add it to the damage. If you miss with this attack, the tactical die is not spent. The dagger vanishes after the attack. This attack cannot be a thrown attack.
(2 bonus action attacks per encounter. This definitely seems powerful, though there isn't much other damage in this subclass. I am worried about feature overload. This does force melee.)
Room Clearing
Starting at 7th level, you have advantage on perception and investigation checks made to locate traps.
(Ribbon ability for level 7. More useful when you don't have a rogue who got these abilities.)
Improved Tactics
At 10th level, your tactics dice turn into d10s. At 18th level, they turn into d12s.
(+1 average damage increase or reduction.)
Tactical Revolver
At 15th level, you gain a magical revolver. It cannot be taken from you, and can hold eight bullets. This revolver cannot be loaded with bullets. Instead, when you roll initiative, all unspent tactics dice become bullets in this gun. During combat, you can use an action or bonus action and a tactical die to load the gun with one bullet. The gun has a maximum of eight bullets.
(If you had spare tactics dice at the end of a combat, your next combat has some nice burst damage.)
The revolver is a ranged simple weapon with 2d8 magical piercing damage and a 40/120 range.
(Just a copy of the revolver stat block. It does not have the loading or ammunition properties though. I don't know if the damage is too much or too little for these higher levels.)
Sorry, but... this subclass is incredibly weak. At 3rd level I get 2x bonus action non-magical dagger attacks for 1d4+1d8+mod damage, whereas if I just take 2 weapon fighting and use two scimitars I get a 1d6+mod bonus action attack on every round, or at 4th level if I take PAM I get 1x bonus action attack for 1d4+mod damage every round, or if I take XbowXpert I get 1d6+mod bonus action attack every round. And I get a Breastplate that will be suboptimal the moment I get a +5 dexterity as I could wear Studded Leather for 12+5, vs a Breastplate for 14+2, or if I get any magical armour.
Then I get nothing else until 15th level, when I probably have at least a +2 magical weapon, and I get a handful of 2d8+mod ranged attacks with a gun.
If it's based on modern day combat where's my grenades? Where's my night vision goggles? Where's my machine gun? Where's my riot shield? or my taser? Modern day combat is designed around machine guns and explosives, in hand-to-hand combat modern soldiers would not be effective against a medieval knight, because medieval knights were designed for close quarters combat, and modern soldiers are designed for long-range combat.
So both level 3 features are quite close to monk features, but arguably weaker. Ranged defense is very conditional, and CQC forces you to engage making ranged attacks even less likely. In this way, the features kind of push tactics in opposite directions.
The gun at 15th level is exciting, but it could be frustrating to build your character out as a melee fighter for 14 levels and now suddenly you're a ranged attacker. These kinds of baseline "how do you operate?" features should generally be introduced early, with later features expanding on or supporting those defining tactics.
To Aglie's point, a modern combatant shades a lot more towards Ranger in my eyes. I'm not sure what "modern close quarters combat" even means aside from like a crowd control/riot police kind of getup.
I think the first question is what is the playstyle & archetype do you want to achieve?
When you say modern "close quarters" fighting what do you envision? I could see a police / crowd control type character where you get features that help you bash through a crowd and/or block enemies from running past you and ways of imposing debuffs on the enemies like flash-bangs that blind them, tear gas that poisons them, smoke grenades that create obscurement, and abilities to let you knock enemies prone - sort of like a cross between the Cavalier and the Battlemaster and the Alchemist Artificer.
Or there's the more military take as like a special commando / US Army Ranger type character, that has emphasis on stealth, ambushing, disguises/deception, maneuverability, and grappling.
There is also the question of context - is this a character in a modern world setting where anyone can go out an buy a gun at a gun shop? Or does it fit more of a renaissaince setting where they would have to build their own gun & bullets? Or should it be suitable for a medieval world? IMO things like guns, kevlar vests, etc.. should just be equipment that is or isn't available to a character not a class feature unless you are either a warlock and the equipment is a gift from your patron, or an artificer and you built the equipment yourself.
To a large extent if you want to play a modern soldier, you could just use any of the existing Fighter subclasses and just homebrew equipment for them to use.
So, essentially if being part of the SWAT was a subclass. The ribbon ability is probably the best representation of that. Going from room to room, tactical knife, powerful ranged option that is per encounter or rest (early burst damage when you kick open a door to shoot people)
Should fit most settings optimally. Of course all homebrew is subject to approval, but room clearing is also a vital part of adventuring in a fantasy setting, especially in a dungeon crawl.
I guess warlock or artificer could work, I just don't like DND spellcasting, though all spells can be reflavored for your build.
Ah, ok. I got the vibe you are going for. If you want it to work in any setting then it is best not to specify the specific weapons being used and make the features work with whatever. E.g. I could see a SWAT-type character in heavy armour using a maul smashing through the door, running in and smashing, or a more lightly armoured SWAT standing in the door way and sniping the people inside. Or a character that picks the locks of the door then throws a shower of daggers into the room.
The Operator
Open 'er Up 3rd level
You gain proficiency in one set of tools of your choice from: Thieve's tools, Carpenter's tools, Mason's tools, Tinker's tools. You have advantage on checks made to open doors, or windows or to breach walls using these tools. In addition, your weapon attacks deal double damage to structures and objects. (This is to represent kicking down the door)
Opening Salvo 3rd level
You have advantage on all attacks you make during your first turn in combat. (this incentivizes them to use their Action Surge on Turn 1 to mimic going in guns blazing)
Room Clearing 7th level
You have advantage on perception and investigation checks to locate traps or hidden doors.
Shocking Intensity 10th level
When you roll initiative, each hostile creature within 30ft of you and that can see you must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) on a failure they are frightened until the end of their first turn. (this is to incentivize them being in the doorway when they open a new room, and mimics that moment of surprise/shock when heavily equiped SWAT break into your house)
Always Ready 15th level
When you roll initiative you regain one use of your Action Surge, and the use of your Second Wind. (This is to support dungeon clearing when they might not be able to get a SR after clearing each room).
The Operator Archetype
(Thematically, operators are based on real life modern close quarters combat, with many liberties taken to make it fit into a fantasy fighter. It is similar to the battlemaster, but the resource is less versatile, and doesn't include any bonuses to hit.)
Tactics Dice
You have two tactics dice, which are d8s. A tactics die is expended when you use it. You regain all of your expended tactics dice when you roll initiative. You gain another tactics die at 7th level and one more at 15th level.
Ballistic Armor
At 3rd level, you gain a magical suit of breastplate that can reduce damage from ranged attacks by spending a tactics die. The damage is reduced by the amount rolled.
(Giving out free breastplate might be imbalanced. I don't know. This should give the operator some defense against ranged weapons in exchange for a slightly lower AC, though I feel it might be too weak. Should the damage reduction last a full round? Should it be AC instead? Both?)
Close Quarters Combat
Additionally at 3rd level, you can spend one tactical die to attack with a dagger as a bonus action, which is created as part of the attack. You roll the tactical die and add it to the damage. If you miss with this attack, the tactical die is not spent. The dagger vanishes after the attack. This attack cannot be a thrown attack.
(2 bonus action attacks per encounter. This definitely seems powerful, though there isn't much other damage in this subclass. I am worried about feature overload. This does force melee.)
Room Clearing
Starting at 7th level, you have advantage on perception and investigation checks made to locate traps.
(Ribbon ability for level 7. More useful when you don't have a rogue who got these abilities.)
Improved Tactics
At 10th level, your tactics dice turn into d10s. At 18th level, they turn into d12s.
(+1 average damage increase or reduction.)
Tactical Revolver
At 15th level, you gain a magical revolver. It cannot be taken from you, and can hold eight bullets. This revolver cannot be loaded with bullets. Instead, when you roll initiative, all unspent tactics dice become bullets in this gun. During combat, you can use an action or bonus action and a tactical die to load the gun with one bullet. The gun has a maximum of eight bullets.
(If you had spare tactics dice at the end of a combat, your next combat has some nice burst damage.)
The revolver is a ranged simple weapon with 2d8 magical piercing damage and a 40/120 range.
(Just a copy of the revolver stat block. It does not have the loading or ammunition properties though. I don't know if the damage is too much or too little for these higher levels.)
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Sorry, but... this subclass is incredibly weak. At 3rd level I get 2x bonus action non-magical dagger attacks for 1d4+1d8+mod damage, whereas if I just take 2 weapon fighting and use two scimitars I get a 1d6+mod bonus action attack on every round, or at 4th level if I take PAM I get 1x bonus action attack for 1d4+mod damage every round, or if I take XbowXpert I get 1d6+mod bonus action attack every round. And I get a Breastplate that will be suboptimal the moment I get a +5 dexterity as I could wear Studded Leather for 12+5, vs a Breastplate for 14+2, or if I get any magical armour.
Then I get nothing else until 15th level, when I probably have at least a +2 magical weapon, and I get a handful of 2d8+mod ranged attacks with a gun.
If it's based on modern day combat where's my grenades? Where's my night vision goggles? Where's my machine gun? Where's my riot shield? or my taser? Modern day combat is designed around machine guns and explosives, in hand-to-hand combat modern soldiers would not be effective against a medieval knight, because medieval knights were designed for close quarters combat, and modern soldiers are designed for long-range combat.
So both level 3 features are quite close to monk features, but arguably weaker. Ranged defense is very conditional, and CQC forces you to engage making ranged attacks even less likely. In this way, the features kind of push tactics in opposite directions.
The gun at 15th level is exciting, but it could be frustrating to build your character out as a melee fighter for 14 levels and now suddenly you're a ranged attacker. These kinds of baseline "how do you operate?" features should generally be introduced early, with later features expanding on or supporting those defining tactics.
To Aglie's point, a modern combatant shades a lot more towards Ranger in my eyes. I'm not sure what "modern close quarters combat" even means aside from like a crowd control/riot police kind of getup.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Any suggestions for feature movements and replacements?
I was thinking of adding things like grenades and riot shields, but I was worried about having too many features.
Perhaps monk really would be the best way to accomplish this, rather than fighter. Monks do get stunning strike and deflect missiles already.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
I think the first question is what is the playstyle & archetype do you want to achieve?
When you say modern "close quarters" fighting what do you envision? I could see a police / crowd control type character where you get features that help you bash through a crowd and/or block enemies from running past you and ways of imposing debuffs on the enemies like flash-bangs that blind them, tear gas that poisons them, smoke grenades that create obscurement, and abilities to let you knock enemies prone - sort of like a cross between the Cavalier and the Battlemaster and the Alchemist Artificer.
Or there's the more military take as like a special commando / US Army Ranger type character, that has emphasis on stealth, ambushing, disguises/deception, maneuverability, and grappling.
There is also the question of context - is this a character in a modern world setting where anyone can go out an buy a gun at a gun shop? Or does it fit more of a renaissaince setting where they would have to build their own gun & bullets? Or should it be suitable for a medieval world? IMO things like guns, kevlar vests, etc.. should just be equipment that is or isn't available to a character not a class feature unless you are either a warlock and the equipment is a gift from your patron, or an artificer and you built the equipment yourself.
To a large extent if you want to play a modern soldier, you could just use any of the existing Fighter subclasses and just homebrew equipment for them to use.
So, essentially if being part of the SWAT was a subclass. The ribbon ability is probably the best representation of that. Going from room to room, tactical knife, powerful ranged option that is per encounter or rest (early burst damage when you kick open a door to shoot people)
Should fit most settings optimally. Of course all homebrew is subject to approval, but room clearing is also a vital part of adventuring in a fantasy setting, especially in a dungeon crawl.
I guess warlock or artificer could work, I just don't like DND spellcasting, though all spells can be reflavored for your build.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Ah, ok. I got the vibe you are going for. If you want it to work in any setting then it is best not to specify the specific weapons being used and make the features work with whatever. E.g. I could see a SWAT-type character in heavy armour using a maul smashing through the door, running in and smashing, or a more lightly armoured SWAT standing in the door way and sniping the people inside. Or a character that picks the locks of the door then throws a shower of daggers into the room.
The Operator
Open 'er Up
3rd level
You gain proficiency in one set of tools of your choice from: Thieve's tools, Carpenter's tools, Mason's tools, Tinker's tools. You have advantage on checks made to open doors, or windows or to breach walls using these tools. In addition, your weapon attacks deal double damage to structures and objects.
(This is to represent kicking down the door)
Opening Salvo
3rd level
You have advantage on all attacks you make during your first turn in combat.
(this incentivizes them to use their Action Surge on Turn 1 to mimic going in guns blazing)
Room Clearing
7th level
You have advantage on perception and investigation checks to locate traps or hidden doors.
Shocking Intensity
10th level
When you roll initiative, each hostile creature within 30ft of you and that can see you must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) on a failure they are frightened until the end of their first turn.
(this is to incentivize them being in the doorway when they open a new room, and mimics that moment of surprise/shock when heavily equiped SWAT break into your house)
Always Ready
15th level
When you roll initiative you regain one use of your Action Surge, and the use of your Second Wind.
(This is to support dungeon clearing when they might not be able to get a SR after clearing each room).
This fits. Thank you. I am worried that Opening Salvo might be strong, though I suppose so are Gloomstalkers and Assassins.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Have a look at Samurai subclass of Fighter as well. They also get a similar feature.