Base Class: Fighter
These fighters typically come from some form of military background. Due to harsh training and living conditions, they have developed robust minds and bodies. The importance of balancing attack and defense is emphasized. As is the knowledge that, typically, one cannot do both at the same time. Soldiers strain this supposed rule until it is ultimately broken.
[Changelog in Comments]
Ebb And Flow
Level 3 Feature
Starting at level 3, you can use your Bonus Action to enter either the Offensive Stance or the Defensive Stance. Both last until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one use on a Short Rest and all expended uses on a Long Rest.
Offensive Stance:
Once per turn, when you successfully hit a creature, you deal additional weapon damage equal to your level. You must be wielding a one-handed melee weapon.
Defensive Stance:
You gain a +2 bonus to AC and all saving throws until the start of your next turn. You must be wielding a shield.
Marriage of Sword and Shield
Level 7 Feature
When you make a melee weapon attack on your turn against a creature your size or smaller, you can use your Bonus Action to follow it up with a shield bash. The creature must make a Strength saving throw against a DC equal to 8 + your proficiency + your Strength or Dexterity modifier (your choice). On a failed save choose one of the following:
- The creature is knocked prone.
- The creature is stunned until the start of its turn.
You may do this a number of times equal to your proficiency bonus (minimum of once). You must be wielding a shield.
Advanced Techniques
Level 10 Feature
You gain proficiency in Intelligence saving throws.
When you finish a Long Rest roll 1d10. You gain the following benefit until you finish another Long Rest.
1-2. You gain a +2 to attack rolls you make with one-handed melee weapons.
3-4. You gain a +2 bonus to AC.
5-6. Your one-handed melee weapon attacks score a critical hit on a roll of 19 or 20.
7-8. Any 1 rolled for damage from an attack made with a one-handed melee weapon becomes max damage.
9-10. When you take the Attack action, you may make one additional attack.
Constant Flux
Level 15 Feature
At level 15 you can switch between offense and defense faster than ever. When you use Ebb and Flow, you gain the benefits of both the Offensive Stance and the Defensive Stance.
God of Battle
Level 18 Feature
You no longer roll for Advanced Techniques. Instead, you choose two of the effects. These effects last until you finish a Long Rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/5/2022 8:12:12 PM
|
35
|
4
|
1
|
Coming Soon
|
|
|
9/5/2022 8:20:12 PM
|
35
|
0
|
2.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Sep 5, 2022-Changelog-
I noticed some outright grammatical errors that I wanted to fix. Part of that was trying to make sure the wording on certain features was specific so that the mechanics would function as intended. Additionally, I've changed some of those features. I'll list the changes here and the reasoning behind them here:
Ebb and Flow
Offensive Stance no longer deals an additional weapon die of damage and now deals a flat amount equal to your overall level. The upside is this means at level 10 you effectively have the bonus from Great Weapon Master without the -5 to attack rolls (and with a one-handed melee weapon!). The trade-off is that you won't be able to crit something for 4d8+MOD at level 3 with a standard longsword or rapier. So, you know. There's that.
Defensive Stance was one of those things I hadn't fully thought out when I made it. I was thinking "Yeah, a +2 bonus to AC wouldn't be too bad" without remembering that, eventually, you can end up with a +6 proficiency bonus. Plate + Shield + Defensive Stance would make your AC a 26 without any magical bonuses, Fighting Styles, etc. Before mentioning the bonus to Saving Throws on top of that. Let's just say it needed toning down just a little. I feel a +2 bonus to AC is substantial no matter what level you are.
Marriage of Sword and Shield
I like this idea and wanted to differentiate it from Shield Master a bit, but the way it was set up before felt stiff and unsuited to the flavor of the subclass. You can still use the feature to knock certain-sized creatures prone, but now you can choose to temporarily stun them instead. Yes, I hate Monks and their repeated use of Stunning Strike too. That's why you can now only use it a certain number of times per Long Rest and why it only lasts until the start of the creature's turn.
Advanced Techniques (Previously Fortune Favors The Bold)
This was one of the cases I felt the wording could be different. I also wanted to throw just one more option into the mix to change your odds a little bit. Now at 10th level, you have the possibility of getting an extra attack whenever you take the Attack action. I'm aware that means an lvl20 Soldier could end up making 10 attacks in one turn with Action Surge, and frankly, the idea is hilarious. Swish swish stab faster my friends!
Constant Flux
Hasn't actually been changed, but the wording has been tidied up so it's more concise.
God of Battle
Also hasn't changed, but now gives you more fun combinations thanks to the change in Advanced Techniques. The wording has been cleaned up here too.