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Amnoriath
2015-12-29, 04:28 PM
Fighter

HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+ your constitution modifier
Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per fighter level after 1st
PROFICIENCIES
Armor: All armor and shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival


Level
Proficiency Bonus
Features
Battle Opportunities


1st
+2
Battle Opportunity, Fighting Style I
1


2nd
+2
Martial Intuition, Second Wind
2


3rd
+2
Warrior's Training
2


4th
+2
Ability Score Improvement
2


5th
+3
Extra Attack, Man at Arms
3


6th
+3
Warrior's Training
3


7th
+3
Veteran's Insight
3


8th
+3
Ability Score Improvement
4


9th
+4
Born of War, Fighting Style II
4


10th
+4
Warrior's Training
4


11th
+4
Extra Attack
5


12th
+4
Ability Score Improvement
5


13th
+5
Reactive Opportunity
5


14th
+5
Warrior's Training
6


15th
+5
Equipment Mastery
6


16th
+5
Ability Score Improvement
6


17th
+6
Combat Expertise
7


18th
+6
Warrior's Training
7


19th
+6
Ability Score Improvement
7


20th
+6
Master of War
8



Class Features
Battle Opportunity: At first level as a Fighter the heat of battle often blinds people to all of the instances to sieze. These battle opportunities don't cost an action in and of themselves but you can only use them during an action on your turn unless stated otherwise. They refresh after a short or long rest. You can spend 1 opportunity for the following abilities. Regardless of what you choose though you may treat yourself as if you made an Attack action.

You may make a physical attack roll.
You may attempt to break an object, shove, or grapple an enemy.
At the beginning of your turn roll a d4 you add the result to any physical attack roll you make until the beginning of your next turn.
At the beginning of your turn roll a d4 adding the result to your AC which lasts until the beginning of your next turn.
You may move an additional 15 feet
Designate one creature who is in your reach that creature can't make opportunity attacks against you as if you had took the Disengage action.
You may pick up or take out an item that would normally take an action to do so.
You may make a Perception or Investigation check to notice one creature, hazardous object, or item as if using the Search action
You can make an Intelligence check to gain information on an enemy that pertains to the battle at hand.


Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 9th level you can select one additional Fighting Style.

Martial Intuition: At 2nd level regardless of whether you can understand the language used if you can see or hear the creatures you can understand whether a fight will break out and whom caused it. You can also understand the basics of any battle plans written or discussed. If you can understand the language and if they conceal them in a code you can sense they are talking about some kind of battle or assault but not anything specific.

Second Wind: At 2nd level your renewed spirit can help turn the tide of a losing battle. When you would take damage as a reaction you can gain 1d10+fighter level+constitution modifier in hit points. Once you have used this you must complete a short or long rest to use it again.

Warrior:'s Training: At 3rd level you can choose from one of 3 archetypes. Battlemaster, Champion, and Eldritch Knight. At levels 6, 10, 14, and 18 you gain their subsequent abilities.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At level 11 you gain one more attack this way.

Man at Arms: At level 5 you can don and doff armor in 1 minute or half the time which ever is less. You may also draw a weapon any time you can make an attack.

Veteran's Insight: At 7th level you may become proficient in any one skill or tool of your choice. Additionally you can spend a battle opportunity at the beginning of your turn to roll a d4 adding it to any Fighter skill check you make until the beginning of your next turn. You may consider the proficiency gained from this feature as a Fighter skill.

Born of War: At level 9 at the beginning of your turn you can spend a battle opportunity to roll a d4 adding to any save you make until the beginning of your next turn.

Reactive Opportunity: At 13th level when you would use the Ready action and it would trigger outside of your turn if you haven't used your bonus action you may use it outside your turn if the conditions are met. Additionally you can spend a battle opportunity to take a reaction if the conditions arise even if you already have used it and is outside your turn.

Equipment Mastery: At 15th level any item on your person may be considered magical for all purposes. If any of them are a weapon, armor, or shield they gain a respective +1 bonus if they didn't have one already. Additionally as long as you are not frightened, charmed, restrained, or incapacitated you can't be disarmed of the weapon and shield you are holding nor can your armor be forcibly removed.

Combat Expertise: At 17th level with every step and feint you make you see the subtle openings and points of cover others can not. When you would take your turn you can declare one attack roll make to be made with advantage.
Alternatively you can make one attack targeting you to be rolled with disadvantage. You must not be incapacitated as well as be able to perceive and pinpoint the enemy to use either option. If you would use one option in the round you can't use the other.

Master of War: At 20th level your timing and skill always allows you to take action when others never could. When engaged in combat if you would take the Attack action you gain 1 battle opportunity up to your maximum.

Amnoriath
2015-12-29, 04:36 PM
Now why would I redo the 5th edition Fighter? In fact I actually like the base quite a bit the problem was that it incentivised a very offensive approach in many of its features. Obviously there were extra attacks in which made a less than satisfactory capstone. Action Surge scaled with only two types of specifc actions Attack actions and Spell action. This feature also was the key hook in multi-classing only getting a second one at 17 because after all it was a free action. Then it had a smattering of lesser features while relying on two ASI's to account for utility when the Rogue was only 1 behind. Additionally the flavor of it was always conveyed a master of many fighting styles balancing offense and defense. Though it still only had one Fighting Style(unless they were a Champion) and its defensive feature were vary sparse and didn't scale well. This redo is designed to bring more of what the flavor of WoTC intended being able to use different strategies and different actions more easily without actually making it more destructive.

Amnoriath
2015-12-29, 04:40 PM
Battlemaster

http://img00.deviantart.net/b12b/i/2009/209/4/9/oc_fighter_color_by_yamao.jpg
Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at levels 6, 10, 14, and 18. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 6, 10, 14, and 18.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save: DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War: At level 3 you always add your proficiency bonus to ability checks dealing with gaining information on your foe's capabilities on the battlefield and whatever object or terrain that might be useful or hazardous in the environment during battle.
When you would gain Veteran's Insight any ability check that would fall under this feature benefit's from Veteran's Insight.

Battle Vindicator: At level 6 while engaged in combat if an ally adjacent to you makes an attack, save, or ability check as a reaction you can take the Help action to give advantage on that roll before making it. This feature also allows the Help action to give advantage on the next save an ally makes instead using the same qualifications as helping them with an ability check.
At level 14 when you would use a battle opportunity all allies that can see and hear you may benefit from the ability. Once used you must complete a short or long rest to use it again.

Improved Combat Superiority: At level 10 your superiority die increase to d10's and when you would roll for initiative you gain 1 superiority die up to your maximum. Additionally you can spend a battle opportunity to give yourself another superiority die up to your maximum.
At level 18 your superiority die become d12's.

Warlord: At level 18 if you and allies that can see as well as hear you are performing group checks you are proficient with all of you have advantage on the checks.


Level 3 maneuvers

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you and can't willingly move away from you until the end of your next turn.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end o f your next turn.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's dam age roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sidestep: When you use your reaction to make an attack you can expend a superiority die to add it to the damage. Additionally you may move 5 feet in any direction. This movement doesn't provoke opportunity attacks.

Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


Level 6 maneuvers

Distracting Strike: Fighter level 6 required, one maneuver known
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Exorcism of Steel: Fighter level 6 required, one maneuver known
You can expend a superiority die to expertly hit a creature in a way to lose the feel of their attacks. They must make a Dexterity save or take disadvantage to their attacks until the beginning of your next turn. Whether they make the save or not if they would succeed in making an attack roll you can roll your superiority die subtracting it from the damage roll they make.

Hindering Attack: Fighter level 6 required, one maneuver known
When you hit a creature with a weapon attack, you can expend one superiority die to stifle its prowess. You add the superiority die to the attack’s damage roll. The next ability check it makes is made with disadvantage as long as it is done by the end of your next turn.

Lunging Attack: Fighter level 6 required, one maneuver known
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. Though if the target had a form of cover shorter than your high jump distance they do not benefit from it for this attack.

Sweeping Strike: Fighter level 6 required, one maneuver known
When making a melee attack you can expend a superiority die to turn it into a series of swipes and blows. When you do so select 2 enemies in your reach they must make a Dexterity save or take your base attack plus superiority die in the weapon's damage.

Rallying Attack: Fighter level 6 required, one maneuver known
When you would make an attack against a creature you can spend a superiority die to give an ally that is with in 30 feet of the creature temporary hit points equal to your superiority die+charisma modifier(minimum 1). This ally though must be able to see and hear you.

Maneuvering Assault: Fighter level 6 required, one maneuver known
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature within 60 feet of you who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from any of the creatures you attacked.


Level 10 maneuvers

Action Before Thought: Fighter level 10 required, two maneuvers known
If you would be surprised you can expend a superiority die allowing you to roll for initiative adding the die to the roll. Enemies though still treat you as if you were still surprised. You may also expend it after you have rolled for initiative normally adding the die to the result in which you may make another atttack on that turn only.

Bane Strike: Fighter level 10 required, two maneuvers known
When you hit a creature with a weapon attack, you can expend one superiority die to cut down its defenses. You add the superiority die to the attack’s damage roll. The next save the creature makes is made with disadvantage as long as it is done by the end of your next turn.

Commander’s Strike: Fighter level 10 required, two maneuvers known
When you take the Attack action on your turn you can expend a superiority die, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you within 60 feet of you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. If you are adjacent to the creature the attack given to your ally has advantage.

Hamstring Strike: Fighter level 10 required, two maneuvers known
You can expend a superiority die to force a creature you hit with an attack their speed is reduced to zero until the beginning of your next turn unless they succeed on a Constitution save. You add the roll to your damage and if they succeed their speed is reduced by 10 until the end of their next turn. This doesn't stack with itself.

Mighty Throw: Fighter level 10 required, two maneuvers known
When you take the Attack action on your turn you can expend a superiority die to make a melee attack up to 30 feet away. You add the superiority die to the damage roll. Once resolved the weapon returns to your hands.

Shield Counter: Fighter level 10 required, two maneuvers known
When another creature makes an attack against you as a reaction can expend your superiority die to add the result to your AC. If successful you can reflect the attack back at the creature using its own result. You must have a shield donned to use this.


Level 14 maneuvers

Bounding Assault: Fighter level 14 required, three maneuvers known
During your movement you can expend a superiority die adding to the damage of your next successful attack. Additionally you can run up vertical surfaces as if they were regular ground and difficult terrain doesn't impede you until the end of your turn. If you were to end your turn on a vertical surface you must make an appropriate Acrobatics or Athletics check to keep from falling.

Knockout Blow: Fighter level 14 required, three maneuvers known
You can expend a superiority die after you successfuly attacked to force a creature to make a Constitution save or become stunned until the end of your next turn. You add the die to the damage after a failed save.

Lasting Wound: Fighter level 14 required, three maneuvers known
You can expend a superiority die adding it to your weapon's damage roll. The target also must succeed in making a Constitution save or suffer from a greivous injury. While afflicted they can't benefit from regeneration or healing and at the beginning of its turn you roll your superiority die in damage. It may roll the save again at the end of its turn removing the effect if successful. Non-living ceatures have advantage on this save.


Level 18 maneuvers

Aegis: Fighter level 18, four maneuvers known
As a bonus action you can expend a superiority die giving you and allies that can see and hear you temporary hit points equal to your superiority die+charisma modifier(minimum 1). While these hit points are active the next save they make is made with advantage. Once you have used this you must complete a short or long rest to use it again.

Censure Enemy: Fighter level 18, four maneuvers known
You can expend a superiority die adding it to your weapon's damage roll. The target also must succeed on a Charisma save or be turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Though if they succeed on making the save they are immune to this for 24 hours.

Strike of Perfect Clarity: Fighter level 18, four maneuvers known
You can expend a superiority die when making an attack roll. You can make an attack roll against a creature you can sense but not necessarily perceive entirely without penalty. You add your superiority die to the damage. Once struck it can't benefit from any invisibility it possesses and you as well as all allies have advantage on ability checks to track or perceive this target until the end of your next turn. Once the effect ends it is immune to this ability for 24 hours.

Amnoriath
2015-12-29, 04:49 PM
Champion

http://36.media.tumblr.com/a1eb5d9eb41d78abf88a8d392a32dad6/tumblr_n0yuuwPfFN1soxvsjo1_1280.jpg
Eclectic Form: At level 3 your vast aptitude with different fighting techniques hones your general prowess. Any weapon attack roll you make adds 1 to the roll. Additionally when you would spend a battle opportunity all your weapon attacks are considered a critical if you roll an 18-20 until the beginning of your next turn. If you would spend a battle opportunity outside your turn it lasts until the end of your next turn.
At level 18 the base damage die of your weapon attacks are increased by one step. If they are already a d12 if you would roll a 1 or 2 with them it is treated as a 3 instead.

Ability Score Improvement: When you reach 6th and 14th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Omnicapable Being: At level 10 all saves and ability checks that you aren't proficient with add half your proficiency bonus(round down). Additionally you may spend a battle opportunity to reroll any d20 roll you made in the round after it has been cast but before you know the result. You must take the result of the second roll. This may be used once per round.

Indomitable: At level 18 if you would be reduced to below half your hit points as a bonus action you heal 100 hit points and removes any negative effect that is currently afflicting you. You may even use this while incapacitated but not unconscious. Once you have used this you must complete a long rest to use it again.

Amnoriath
2015-12-29, 04:55 PM
Eldritch Knight
https://i.warosu.org/data/tg/img/0284/02/1384988087425.jpg

Bonded Armaments: At level 3 choose one two handed weapon or suit of armor that item has resistance to all kinds of damage and has advantage on any save from any effect that includes it. You also have advantage on any checks that would try to take or remove these items. You also may incorporate your weapon's or shield's movement in somatic components. Alternatively you can select two one-handed weapons or a one-handed weapon and a shield. Additionally as a bonus action you can summon these items as a bonus action in which they teleport to your hand or around you as if it was donned.
At level 10 you can choose another set of armaments to be bonded with and they may be treated as a material of your choice gaining all of its benefits but no drawbacks as long as you have encountered it before. Additionally as an action you can channel your senses through one of them as if you casted Scrying on them. You may transfer your perceptions to another bonded item as a bonus action.

Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots: The Eldritch Knight Spellcasting table show show many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the w izard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for w hich you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Battle Spell: At level 6 you can spend a battle opportunity to cast spell or cantrip of 1 action or less without taxing any actions once per round. Alternatively you can refresh a spell slot up to your maximum slot level. Once you cast or refresh an amount of spell levels equal to half your fighter level(round down) you must complete a long rest to use this again. A cantrip is treated as a 1st level spell for this feature.

Eldritch Strike: At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

War Magic: Starting at 14th level you learn how meld sword and spell in fluid action. When you cast a spell as a bonus action you can make a weapon attack.

Arcane Charge: At 18th level if you expend a slot to cast a spell you may teleport the amount of movement you can take for the turn. Additionally you may add the 1+slot level as force damage to the damage of a bonded weapon attack you make until the beginning of your next turn.

Amnoriath
2015-12-30, 07:43 AM
Okay, the maneuvers are up and it is ready to be critiqued.

Amnoriath
2015-12-31, 07:10 AM
Is there something wrong with it?

Amnoriath
2016-01-01, 09:24 AM
Nobody wants to take a crack at it?

Logosloki
2016-01-03, 06:16 AM
Impressions on the base class:

Overall I think the spirit of the base class is good. Removing one of the extra attacks allows you to justify adding more utility into the class which you have done so via Battle Opportunity.

Whilst this post is about my impressions of the base class I would like to point out here that you should probably not allow a battlemaster to both spend an opportunity and add a manoeuvre to an attack action. Or, weed through the opportunity options and designate some as being able to used with manoeuvres but not others. The opportunity "you may make a strength check against a creature" makes no sense in of itself. You may want to specify what this is meant to do, or you could amend this to "You have advantage on strength checks you make against this creature".

Giving two fighting styles to the base class is fine.

I like Martial Intuition. Mostly because I like roleplaying tidbits.

Second wind is second wind. Adding con to the hitpoints is a neutral decision as far as I am concerned but I do not think second wind needs "the next attack, ability check or save you make is made with advantage, your choice" added to it.

Warrior's training can be ignored for this post since that is subclass and this post is about base class.

Extra attack. I have mentioned that I like the move to making the fighter only gain three attacks total instead of four and that you used this removal to bring in opportunities, which I like.

Man at arms is awesome.

The first half of veteran's insight is interesting (a souped up student of war from the current battlemaster). The second half of veteran's insight could be better written but should be either part of opportunity (You may add d4 to an ability check of your choice that you make this turn) or made to be specific what you choose in veteran's insight (You may expend an opportunity to add d4 to a check you make using this skill or tool).

The first half of Born of war is a good solid feature. The second half of born of war I am iffy on.

Reactive opportunity should be either the first or the second, not both.

Equipment mastery is blatantly overloaded. Making every weapon, armour and shield you are wielding is excellent enough. Making them all +1 and making everything else you own magical as well and immunity to disarming unless you have one of a subset of conditions (did you mean to miss out prone or was prone meant to be on that list?) is overloading a single feature to the point where most would say it is overpowered. The all things magical does raise some interesting points as a DM which would lead to judgement calls on every item the fighter acquires or utilises.

Combat expertise should be either/or, not both at the same time.

Master of war is overpowered af when compared to most other capstones. At the same time I don't actually care about it being overpowered because I think this is the sort of things capstones should do.

Final notes:

I feel that you made a really good class feature - Battle Opportunity and then you wanted to add more options to that feature as the class progresses. If this is so, then I will need to re-write my impressions and you will need to re-write the features so this is conveyed better. Your features have a problem with, as I would say, the word "and". Every feature starts off with a good solid feature and then has "and" added to it, which makes almost every feature a double (and beyond!) feature.

I will look into the subclasses as some point but I would like to hear your feedback first (on matters of clarity as well, it is early in the morning as I write this and I may of gotten my words muddled).

Amnoriath
2016-01-03, 07:31 AM
Impressions on the base class:

Overall I think the spirit of the base class is good. Removing one of the extra attacks allows you to justify adding more utility into the class which you have done so via Battle Opportunity.

Whilst this post is about my impressions of the base class I would like to point out here that you should probably not allow a battlemaster to both spend an opportunity and add a manoeuvre to an attack action. Or, weed through the opportunity options and designate some as being able to used with manoeuvres but not others. The opportunity "you may make a strength check against a creature" makes no sense in of itself. You may want to specify what this is meant to do, or you could amend this to "You have advantage on strength checks you make against this creature".

Giving two fighting styles to the base class is fine.

I like Martial Intuition. Mostly because I like roleplaying tidbits.

Second wind is second wind. Adding con to the hitpoints is a neutral decision as far as I am concerned but I do not think second wind needs "the next attack, ability check or save you make is made with advantage, your choice" added to it.

Warrior's training can be ignored for this post since that is subclass and this post is about base class.

Extra attack. I have mentioned that I like the move to making the fighter only gain three attacks total instead of four and that you used this removal to bring in opportunities, which I like.

Man at arms is awesome.

The first half of veteran's insight is interesting (a souped up student of war from the current battlemaster). The second half of veteran's insight could be better written but should be either part of opportunity (You may add d4 to an ability check of your choice that you make this turn) or made to be specific what you choose in veteran's insight (You may expend an opportunity to add d4 to a check you make using this skill or tool).

The first half of Born of war is a good solid feature. The second half of born of war I am iffy on.

Reactive opportunity should be either the first or the second, not both.

Equipment mastery is blatantly overloaded. Making every weapon, armour and shield you are wielding is excellent enough. Making them all +1 and making everything else you own magical as well and immunity to disarming unless you have one of a subset of conditions (did you mean to miss out prone or was prone meant to be on that list?) is overloading a single feature to the point where most would say it is overpowered. The all things magical does raise some interesting points as a DM which would lead to judgement calls on every item the fighter acquires or utilises.

Combat expertise should be either/or, not both at the same time.

Master of war is overpowered af when compared to most other capstones. At the same time I don't actually care about it being overpowered because I think this is the sort of things capstones should do.

Final notes:

I feel that you made a really good class feature - Battle Opportunity and then you wanted to add more options to that feature as the class progresses. If this is so, then I will need to re-write my impressions and you will need to re-write the features so this is conveyed better. Your features have a problem with, as I would say, the word "and". Every feature starts off with a good solid feature and then has "and" added to it, which makes almost every feature a double (and beyond!) feature.

I will look into the subclasses as some point but I would like to hear your feedback first (on matters of clarity as well, it is early in the morning as I write this and I may of gotten my words muddled).

1. Thanks for the reply and I am glade you like it. I think I should also point out they have a basic ASI array now.
2. Actually it is a different a option entirely you can choose to spend a battle opportunity on. So all you are doing is refreshing a superiority die. It is not you choose one on the level 1 list and the other perks. It is all either/or. The only exception is the Champion's Eclectic Form simply because it doesn't provide any numerical benefit to get hits or generally increase damage.
3. It is intended to have a small duration like the d4 to attack or AC as well as similar in power. A d4 to one roll is tiny in comparison to everything else but I didn't want to copy others either.
4. Well there is always issue with murder hobo play coming up. The way I see it if some one is killing little animals for it they aren't rolling initiative in the first place because they are killing them so fast and they surprised them. If they are constantly hunting something tougher or sentient DM's should enforce against that kind of behavior in play.
5. Either one is a bit too small for level 13 in comparison to others though. One is a conditional rearranging of a bonus action on the Ready Action which is normal has action economy taxes the other is at best bringing your level 1 list outside of combat. Though having that amount of feats probably means you have small stats.
6. It also could be irrelevant unless you have a bag of weapons. Technically yes the play doesn't need it but most groups will have those kind of items at that point. It isn't meant to since either of the ones basically either makes them useless or breaks their resolve.
7. Again it is a choice and its suppose to keep with the theme of multiple strategies.
8. I am glad you think that, but it won't imbalance play simply because it specifies combat, initiative, and Attack action. This means he can't just simply assault little animals for easy prey as the intention is clear.
Overall I am happy you took your time to reply so that it is out in the open. I know I have "ands" but many classes and sub-classes have a few of those and they even have double features. So to me it is about the value of what you are adding and is it tidy rather than is it "one".

Logosloki
2016-01-05, 12:28 AM
For the base class then, since I understand your design points now, is more to do with editing and making it clearer. Initial reactions to some of the added value and power may be just me being more careful. My design approach is more barebones and then progress rather than present and regress so sometimes on a first reading I read too much into the power, after sitting on it and bit and thinking about how this will look over a combat day they aren't thaaat bad, just written fiddly. Also, I only just noticed that you mentioned five archetypes in the base class but have only named the PHB three, are you working on two more subclasses?

I will overlook the the subclasses tonight.

Amnoriath
2016-01-05, 11:14 AM
For the base class then, since I understand your design points now, is more to do with editing and making it clearer. Initial reactions to some of the added value and power may be just me being more careful. My design approach is more barebones and then progress rather than present and regress so sometimes on a first reading I read too much into the power, after sitting on it and bit and thinking about how this will look over a combat day they aren't thaaat bad, just written fiddly. Also, I only just noticed that you mentioned five archetypes in the base class but have only named the PHB three, are you working on two more subclasses?

I will overlook the the subclasses tonight.

1. Okay I cleaned up some of the language while cutting some of the fat you suggested but I upped the amount of battle opportunities they can have.
2. I get that but I often find that leads to add-ons and/or needing a different to tackle it in the first place.
3. Yes, the way I get these things on here is by a copy and paste from documents I have. A lot of the time typos occur in the transfer but I did intend to do more if it got enough attention. Kind of like I did with my Barbarian fix.

Amnoriath
2016-01-08, 11:53 AM
Anybody else?

Logosloki
2016-01-12, 06:27 AM
Having finally had time to read through the subclasses, after a while where I couldn't sit down and give a proper think over, I think they are pretty solid. The battlemaster looks very fun, the eldritch knight has had a few improvements which are welcome to it but the Champion seems a little...boring. I think it needs a 14th level feature, even though it gains an ASI there.

The reason I think it is a bit more boring probably has to do with the bonus fighting style being moved out of the subclass and the features of the subclass being rolled into a frontloading level 3. It makes champion a very tempting 3 level dip in a game where you are allowed to multiclass. You may want to spread out the goodies.

Amnoriath
2016-01-12, 08:41 AM
Having finally had time to read through the subclasses, after a while where I couldn't sit down and give a proper think over, I think they are pretty solid. The battlemaster looks very fun, the eldritch knight has had a few improvements which are welcome to it but the Champion seems a little...boring. I think it needs a 14th level feature, even though it gains an ASI there.

The reason I think it is a bit more boring probably has to do with the bonus fighting style being moved out of the subclass and the features of the subclass being rolled into a frontloading level 3. It makes champion a very tempting 3 level dip in a game where you are allowed to multiclass. You may want to spread out the goodies.

Sorry for the trouble. Though I am glad you think they are good and the only criticism is the Champion may be boring. People always said they hoped the Battlemaster to be like the Warlord with a little Tome of Battle so I gave it to them that seemed to be with in reason. The consensus of the Eldritch Knight that not only was it relying off graduation for its capstone but it didn't have any intrigue as well as little utility outside of spells. Since I took away its 2 bonus ASI's I thought giving things to do with its gear and the potential to recover slots would be helpful since it is based more on nova-strategy.
As for the Champion ultimately I believe what people can do with an ASI is more interesting than a fighting style and it gets 2 more. I would be hesitant to add more since the potential of a feat vs. other abilities. Omnicapable Being is far better both in terms of power and intrigue than Remarkable Athlete because you can spend a battle opportunity to reroll any base d20 roll as well as applying to any one. Admittedly the capstone may not be as good in terms of numbers but in terms of the shear power of neutralization it has I thought it is far cooler and significant. As for it being front-loaded honestly I thought the original was worse because of what the Barbarian can offer with advantage to attack and Brutal Critical. This only has roughly a 1 round duration after you make a battle opportunity so it scales through the amount of battle opportunities you have. Though if you have a suggestion please comment again.

notrinium
2016-01-14, 11:03 AM
I really like how this brewed fighter feels! I always thought that fighter, even with battlemaster maneuvers, lacked things to do in-combat.

Let us begin

1- Battle Opportunity: In my opinion, this is what defines your brew. I quite like it, however you should clear out the wording. Allow me to go into a little bit more detail:

"These battle opportunities don't cost an action in and of themselves but you can only use them during an action on your turn unless stated otherwise. " : As far as I understand, battle opportunities piggyback another action on your turn unless stated otherwise. This is slightly confusing, due to the following sentence that says ; "Regardless of what you choose though you may treat yourself as if you made an Attack action."

I believe this could work better

" As a part of your attack action, you can choose a battle opportunity. Battle opportinities provide additional effects to your attack. This feature replenishes after a short or a long rest"



Reactive Opportunity: I have no idea what this one stands for... Can you give some extra clarification?

Equipment Mastery: Giving an item the magical property is more than just adding a +1 enhancement bonus. Also, it is out of flavior of the fighter class. A replacement could be the following

" During a long rest, you may choose one piece of mundane fighting equipment that you are currently carrying, such as a weapon, shield or armor, or X number of arrows/bolts. During your rest you prepare this equipment for the next day. Said equipment gets a +1 bonus for the following day."

Combat Expertise: It is strong, but we are at level 17 at this point after all.

Master of War: I quite like it. I believe most of the 5e capstones are too weak, and they should be at the level of this capstone.

Call me lazy, but I haven't looked at any of the archetypes. I'll look into them tomorrow if I can

Steampunkette
2016-01-16, 06:21 AM
I'm curious as to why you took away the fighter's fourth attack and how this class makes up for that damage loss, on average. I'd be very interested to see your math (Without feat or multiclassing assumptions for both 3 and 4 attack fighters).

I do especially like the abilities of the class. Particularly the variety of combat options they gain from level 1, with short rest recharge. That is a very cool set up, in my opinion. Can a person use multiple Battle Opportunities in a turn? That could result, on the high end, with a fighter flinging 11 attacks in one round and then needing a short rest to function as intended in any other fight.

Amnoriath
2016-01-16, 01:48 PM
I really like how this brewed fighter feels! I always thought that fighter, even with battlemaster maneuvers, lacked things to do in-combat.

Let us begin

1- Battle Opportunity: In my opinion, this is what defines your brew. I quite like it, however you should clear out the wording. Allow me to go into a little bit more detail:

"These battle opportunities don't cost an action in and of themselves but you can only use them during an action on your turn unless stated otherwise. " : As far as I understand, battle opportunities piggyback another action on your turn unless stated otherwise. This is slightly confusing, due to the following sentence that says ; "Regardless of what you choose though you may treat yourself as if you made an Attack action."

I believe this could work better

" As a part of your attack action, you can choose a battle opportunity. Battle opportinities provide additional effects to your attack. This feature replenishes after a short or a long rest"



Reactive Opportunity: I have no idea what this one stands for... Can you give some extra clarification?

Equipment Mastery: Giving an item the magical property is more than just adding a +1 enhancement bonus. Also, it is out of flavior of the fighter class. A replacement could be the following

" During a long rest, you may choose one piece of mundane fighting equipment that you are currently carrying, such as a weapon, shield or armor, or X number of arrows/bolts. During your rest you prepare this equipment for the next day. Said equipment gets a +1 bonus for the following day."

Combat Expertise: It is strong, but we are at level 17 at this point after all.

Master of War: I quite like it. I believe most of the 5e capstones are too weak, and they should be at the level of this capstone.

Call me lazy, but I haven't looked at any of the archetypes. I'll look into them tomorrow if I can

1. Good to hear that, yeah it wasn't that they couldn't it is that they weren't particular nor at all incentivised to.
2. That is true but they way you stated it though means they would have to rely on an Attack action to use them. I have a two-fold reason in making this feature. One is to breakdown Action Surge to its intended components and make it more reliable. The other is to have them look at other potential actions to use without having to worry about to lose attacks or bonus actions that may rely off that action.
3. Okay I assume you mean the first part. Well when you use the Ready action not only are you using a reaction to activate when it triggers you lose out on the bonus action if it was keyed of another type of action such as an Attack action since it specifies during your turn. This part removes the on your turn restriction when you use the Ready action.
4. The feature I have currently may easily have little benefit at that point. What you suggest limits it even more. It also has a personal preference vibe which is contradictory to its intention.
5. Yes, it is but it seems to be the level in which the big guns of other classes start coming in and it doesn't overshadow other lower level abilities with similar effects.
6. Thank you, it is intended to keep with the original but also properly cap off the system without doing it for free.
7. That is fine, I would rather you have a separate comment for them anyway.

Amnoriath
2016-01-16, 01:57 PM
I'm curious as to why you took away the fighter's fourth attack and how this class makes up for that damage loss, on average. I'd be very interested to see your math (Without feat or multiclassing assumptions for both 3 and 4 attack fighters).

I do especially like the abilities of the class. Particularly the variety of combat options they gain from level 1, with short rest recharge. That is a very cool set up, in my opinion. Can a person use multiple Battle Opportunities in a turn? That could result, on the high end, with a fighter flinging 11 attacks in one round and then needing a short rest to function as intended in any other fight.

1. Well I didn't really actually. The fourth attack is the original capstone. Here is this one's "At 20th level your timing and skill always allows you to take action when others never could. When engaged in combat if you would take the Attack action you gain 1 battle opportunity up to your maximum." So according to the level 1 list you can use your new one for another attack. Your instincts though are correct in that it will probably deal less potential damage than the optimal original fighter but not because its weaker but there are probably better and smarter things to do.
2. Yes they can and they could take 12 actually, but being that the original Action Surge tended to bog down combat and with variety of things to use them for I don't see people using it that way. It also isn't all that broken considering they need a rest or at least wait an extended amount of time. Either way it doesn't change the math in comparison to the original.