5e Fighter Class and Subclass Improvements

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5e Fighter Improvements

Fighter Class

Improved Martial Versatility

(3rd-level Fighter Feature)

Whenever you finish a long rest you may exchange a battle maneuver (if any) you know with another battle maneuver. Additionally whenever you gain an Ability Score Increase you may change your Fighting Style with another Fighting Style you can learn.

Indomitable

(9th level Fighter feature)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. When used Indomitable on a saving throw and you take damage you reduce the amount of damage taken equal to your Constitution modifier (minimum of 1). The damage cannot be reduced to 0.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

5e Fighter Improvements

Fighting Styles

Buffed Fighting Styles

Great Weapon Master

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 may treat the roll as 3 if it would be lower. 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, if you are wielding a shield you can use your reaction to impose disadvantage on the attack roll and increase the AC of the creature you're protecting by the AC bonus of the shield.

Two-Weapon Fighting*

You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition you may add your ability modifier to the damage of any attack made with an off-hand weapon made using two-weapon fighting.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands. You can deal 1d4 bludgeoning damage to a creature you grappled at the start of your turn. If you are holding no weapons both of these dice increase by one size (maximum of d12).

Changed Fighting Styles

Blind Fighting*

Being unable to see a creature doesn’t impose disadvantage on your attack rolls and you effectively see everything with 5ft that isn’t behind total cover or an invisible creature which is actively hiding from you.

New Fighting Styles

Arcane Warrior

(Prerequisite 4th level Fighiter)

You learn two cantrips of your choice from the Wizard spell list. They count as Wizards spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.

Key

Purple- Added or Changed text

Black*-Completely Reworked feature

Battle Master Maneuvers Changes

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, the creature can use your proficiency bonus in place of it’s own and adds the superiority die to the attack's damage roll.

Deflect (New)

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 (minimum of 1) + Proficiency bonus.

Evasive Footwork*

When you move, you can expend one superiority die, you gain +5 of movement and until the end of the turn add the number rolled to your AC when you are 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 may re-roll a dice on any attack roll this turn against that creature. If you make an attack with the re-roll, if that attack hit adds the superiority die to the attack's damage roll.

The re-roll is lost if not used on the turn you gain it.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the creature (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Parry*

When another creature hits you with a melee attack, you can use your reaction. You expend a superiority dice + half Proficiency Bonus and add the number roll your AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding a melee weapon.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier (minimum of 1) + Proficiency Bonus.

Twin Strike (New)

When you hit a creature with a melee weapon attack on your turn, you can use your bonus action and expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to a normal weapon attack + the number rolled on the superiority dice. The damage is of the same type dealt by the original attack.

Sweeping Attack*

When you hit with a melee attack immediately after the attack you can use your bonus action and expend a Superiority dice you deal damage to all creatures within 5ft of you equal to the result rolled.

Martial Precision*

(20th-level Fighter [additional feature])

You are flawless in the way you fight and your prowess secedes the training of other warriors. You chose one of your known Fighting styles to enhance. This replaces the Fighting style with the Enhanced Version.

  • Enhanced: Arcane Warrior

You learn three cantrips of your choice from the Wizard spell list and a 1st level Wizard spell from the Abjuration or Evocation School, you may cast this freely without requiring non-consumable components. Once this spell has been cast this way you cannot do so freely until you complete a short or long rest although you may use spell slots to cast the spell as normal. They count as Wizard spells for you, and Intelligence is your spellcasting ability for them.

  • Enhanced: Archery

You gain +4 bonus to attack rolls you make with a ranged weapon.

  • Enhanced: Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls and you effectively see everything with 15ft that isn’t behind total cover, and you have a blindsight of 15ft.

  • Enhanced: Defense

Your AC increases by +1. You also get an additional +1 to your AC when wearing any amour and a further you gain +1 to your AC if your are wielding a shield. For a total +3 bonus if your wearing armour and wielding a shield.

  • Enhanced: Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.

  • Enhanced: Great Weapon Fighting

When you roll 1, 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll even if the roll is 1, 2. You may treat all 1, 2 as a 3 if it would be lower. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Enhanced: Protection

When a creature within 5 feet of you is being attacked, and you are wielding a shield. You can use your reaction and grant the creature the following bonuses. The creature gains your shield’s AC bonus to their AC. You impose disadvantage on all attacks until the creature you're protecting is hit. If an enemy creature makes an attack against your target. They can’t target another creature to attack until they hit the target creature, unless they are forced to attack another by other means used on the attacking creature.

  • Enhanced: Superior Technique

You learn two maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Enhanced: Thrown Weapon Fighting

You can draw up to two weapons that have the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +4 bonus to the damage roll.

  • Enhanced: Two-weapon fighting

You can draw up to two weapons that can be eligible dual wielded as part of the attack you make with the weapon. In addition you may add your 2 + your ability modifier to the damage of any attack made with an off-hand weapon made using two-weapon fighting.

  • Enhanced: Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands. You can deal 1d4 + Strength modifier bludgeoning damage to a creature you grappled at the start of your turn. If you are holding no weapons both of these dice increase by two sizes (maximum of d12).

5e Fighter Improvements

Fighter Subclass

Martial Archetype: Arcane Archer Fighter

Arcane Shot*

(3rd-level Martial Archetype feature)

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice

Once per turn when you fire a piece of arrow from a bow, or crossbow (interchange any mention of arrow with a crossbow bolt) as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th. You gain all 8 options and each option also improves when you become an 18th-level fighter.

Arcane Shot Options

(3rd-level Martial Archetype feature)

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

Arcane Shot save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location into a bordering plane (of your choice), such as the Feywild, Shadowfell or Ethereal plane (if your on the material plane). The creature hit by the arrow takes 2d6 force damage when the arrow hits it and must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 4d6 force damage when the arrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 4d6 when you reach 18th level in this class.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 2d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 4d6 when you reach 18th level in this class.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.

Ever-Ready Shot*

(15th-level Martial Archetype feature)

Your magical archery is available for any battle situation. You gain a an one use of your Arcane Shot for a total of 3.Additionally if you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

(No further changes to the Martial Archetype)

Martial Archetype: Commander Fighter

(Complete re-work of the Purple Dragon Knight)

Rallying Cry*

(3rd-level Martial Archetype feature)

When you use your Second Wind feature you no longer restore hit points to yourself directly. Instead of rolling to heal yourself as normal, roll 2d10 and then add three times your fighter level to the result. You may then choose two other creatures within 60ft of you that can see or hear you and distribute the pool of hit points however you wish between the chosen creatures and yourself.

United Call*

(7th-level Martial Archetype feature)

A bellow for aid can push your body to assist your allies. Whenever you use all your movement during your turn and you are more than 60ft away from one or more allies that can see or hear you. Each creature can simultaneously use it’s reaction, doing so allows you to take the dash action for each ally that uses their reaction. You must use this movement to move closer to any allied creature that uses its reaction. If you move more than walking speed using this feature, you must make a Constitution saving throw DC 15 or gain a level of exhaustion.

Inspiring Surge*

(10th-level Martial Archetype feature)

When you use your Action Surge feature, you can choose another creature within 60 feet of you that is allied with you. The creature gains an Action Surge until the end of it’s next turn. An action gained by your Action Surge can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action. A creature may only benefit from Inspiring Surge once between long rests.

Uncrushable Spirit*

(15th-level Martial Archetype feature)

When you use the Indomitable feature, you can choose an ally with 60ft of you, another creature can benefit from your Indomitable. A creature gains all the benefits of your Indomitable as you do. If you roll more than once with Indomitable (and your using the enhanced version) you may choose the same or a different ally within 60ft of you. To gain an Indomitable

Additionally when roll a 20 on a death saving throw and regain consciousness you may choose an ally within 60ft that is also unconscious and at 0 hitpoints. They may roll a death saving throw, the creature cannot gain a failed death save from making a death saving throw in this way.

Leader of Hope*

(18th-level Martial Archetype feature)

Your trained abilities and inspiration presence is able to enhance all battle-field allies in their moments of victory. Rallying Cry, Inspiring Surge and Uncrushable Spirit features all gain additional benefits.

  • Rallying Cry: Whenever you restore another creature’s hitpoints with an amount greater than half the total using Second Wind, that creature gains its own Second Wind regaining 1d10 + Character level when used, this Second Wind until the creature completes a long rest. Once used it can’t be recovered by that creature.

  • Inspiring Surge: The creature instead gains an Action Surge until it completes a long rest, not until the end of the round. Once used it can’t be recovered by that creature.

  • Uncrushable Spirit: If the creature succeeds on it’s saving throw using your Indomitable, it gains its own Indomitable until the creature completes a long rest. Once used it can’t be recovered by that creature.

A creature may only gain one use each of Second Wind, Action Surge and Indomitable between long rests.

Fighter Subclass

Martial Archetype: Champion Fighter

Improved Critical

(3rd-level Martial Archetype feature)

Your weapon attacks score a critical hit on a roll of 19-20.

At 7th level your weapon attacks score a critical hit on a roll of 18-20.

At 18th level your weapon attacks score a critical hit on a roll of 17-20.

Additional Fighting Style

(7th-level Martial Archetype feature)

You can choose a second option from the Fighting Style class feature.

Remarkable body*

(10th-level Martial Archetype feature) You may add your Dexterity or Strength score (your choice) to your maximum hit points. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier + Dexterity Modifier (minimum of 1 each).

Tireless Warrior*

(15th-level Martial Archetype feature) You push your body and it’s limits even further in the midst of battle. During combat when you use your Action Surge you gain an additional bonus action. This bonus action cannot be used to cast spells or activate magical items. Additionally, when you use Second Wind, decrease your level of exhaustion by 1. You may only decrease your exhaustion this way once between long rests.

Survivor

(18th-level Martial Archetype feature) You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Martial Archetype: Eldritch Knight Fighter

Spell Casting

(3rd-level Martial Archetype feature)

You learn a cantrip from Abjuration or Evocation school, and two cantrips of any school from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Eldritch Strike*

(7th-level Martial Archetype feature)

Your battle focused magic leaves a mark of evocation that when struck wounds your opponents. When you deal damage with a Wizard spell of 1st level or higher. Choose one of the creature that took damage and mark that creature. If you cast an evocation spell, you may choose any number of creature that were damage by the spell. The mark lasts up to 1 round or until you hit with a number of successful attacks equal to 1 + spell’s level (minimum of 2). When you hit with your Bonded Weapon against a Marked creature. You deal an additional 1d4 + 1 force damage to that creature.

War Magic

(10th-level Martial Archetype feature)

When you use your action to cast a Cantrip, you can make one weapon attack as a bonus action.

Improved War Magic

(15th-level Martial Archetype feature)

When you use your action to cast a spell you make one weapon attack as a bonus action.

Disruptive Pulse*

(18th-level Martial Archetype feature)

You can now disrupt enemies' magic, vanish and appear before your foes and leave them open to your own evocation spells. The first time you hit a marked creature during your turn you may choose one of the following effects.

  • You may teleport instead of using your movement speed to any unoccupied space closer to the marked creature, the amount of distance you teleported is deducted from your movement speed.
  • You grant the enemy creature disadvantage on saving throws against any evocation spell you cast until the end of your next turn
  • You halve the casting range of all their spells until the end of their next turn. (minimum of 5ft).
 

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