Base Class: Fighter
TBD
Level 3: Imposing Presence
Proficiency times per long rest the fighter may spend a bonus action to assert their presence upon the battlefield. The fighter gains resistance to bludgeoning, piercing, and slashing damage until the end of their next turn and all enemies within sight of the fighter must make an Intelligence save (DC= 8+proficency+Constitution Modifier), on a fail the creature cannot target another creature with an attack or spell until it has made an attack roll against the fighter.
Defensive Stance
When the fighter takes the attack action they may spend one attack to instead adopt a stalwart defensive stance. When they do so the fighter gains the following benefits until their next turn: They may add half their Constitution Modifier (minimum of 1) to their AC and they gain an additional reaction on that round. The fighter may choose this option multiple times on the same action as long as at least one attack is made. The benefits of this option can stack.
Bulwark
The fighters maximum hit points increase by 2 for every level in this class. Unless the fighter is unconscious, they cannot be moved against their will and are immune to the prone condition.
Instinctive Deflection
Whenever a creature misses with an attack roll within the fighters melee range the creature takes damage equal to the fighters Constitution Modifier of the attacks damage type.
Get behind me!
When an ally within 15 feet of the fighter is forced to make a dexterity saving throw they may spend a reaction to move in front of them. This grants advantage on the roll and, if the ally succeeds but would still take half damage, the fighter takes the damage instead.
Stalwart Defender
Imposing Presence now lasts for one minute. Its affect is activated at the end of each of your turns without need of the bonus action. Enemies have disadvantage on the save.







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Posted Dec 1, 2024This is a first draft of an idea one of my players had. He wanted to build his fighter to be a front liner focused on countering enemies plans instead of just attacking a bunch. My thought was to sacrifice the many attacks fighters get for more reactions. The hard taunt was also an ask of him and since he'd be getting attacked a lot more than usual I thought it'd feel cool to be able to punish enemies for missing with those attacks. I'm going for a fighter that doesn't actually do much damage on his turn but can aid allies and punish enemies on theirs instead. I'll admit I don't really know what to do with the later levels as I have rarely played in games above level 10. Please let me know what I can do to improve upon the central gameplay style I'm going for.