D&D 5e Tweaks & Fixes
Fighter Revised v1.5
By Kire Exion (a.k.a, u/Kire-Ikasu)
Preface
This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game.
Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game.
Base Class Features
Source: Player's Handbook.
- Fighting Style: Improved
- Action Surge: Re-arranged progression
- Extra Attack: Re-arranged progression
- Superior Technique: Re-written into Class Feature
- Indomitable: Improved
- Fighting Style Mastery: Added
Fighting Style
(Improved 1st level feature)
You adopt a particular style of fighting as your specialty. You learn one fighting style of your choice. You can't take a Fighting Style option more than once, even if you later get to choose again.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Moreover, you can make your attack with an off-hand weapon as a part of the attack action instead of a bonus action. You can still only attack with an off-hand weapon once per turn.
Second Wind
(Improved 1st level feature)
You have a limited well of stamina that you can draw on to protect yourself from harm.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 9th level, when you use your Second Wind, your exhaustion level, if any, is decreased by 1 and any poison affecting you is immediately neutralized.
Superior Techniques
(Changed to Additional 5th level feature)
At 5th level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype. You can use only one maneuver per attack. When you gain a level in this class, you can replace one maneuver you know for another maneuver you don't know from the list of Battle Master maneuvers.
Superiority Dice. You gain two superiority dice, which are d6s (these dice are added to any superiority dice you may have). These dice are used to fuel your maneuvers. Once a superiority die is used, it is expended until you finish a short or long rest, in which you regain all expended superiority dice.
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)
Action Surge
(Re-arranged progression)
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use this feature twice between rests, but only once on the same turn.
Extra Attack
(Re-arranged progression)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Indomitable
(Improved 9th level feature)
Beginning at 9th level, when you fail a saving throw, you can choose to treat the d20 roll as a 20 instead. Once you have used this feature to turn a failed save into a success, you can't use it again until you finish a long rest.
You gain additional uses of this feature between long rests at higher levels, gaining two uses At 13th level, and three uses at 17th level.
Fighting Style Mastery
(Added 20th level feature)
At 20th level, you have achieved unrivaled prowess in your chosen form of combat. You gain additional benefits associated with a Fighting Style you choose at 1st level.
Adamant Protection
Prequisite Fighting Style: Protection
You defend your allies without fail. While you are not incapacitated, allied creatures gain your shield's AC bonus so long as they are within 5 feet of you. You must be wielding a shield for your allies to gain this benefit.
Blind Awareness
Prequisite Fighting Style: Blind Fighting
Even without vision, nothing can evade your sight. Your blindsight extends to a radius of 30 feet, allowing you to effectively see everything withing range that's not behind full cover unless a creature successfully hides from you.
Moreover, your attacks against creatures within this range can not have disadvantage.
Dueling Mastery
Prequisite Fighting Style: Dueling
When you fight, you fight to win. Once per turn, when you miss with an attack against a creature within reach while holding a weapon in one hand and no other weapons, you can make an additional attack with that weapon against that creature.
Great Weapon Brutality
Prequisite Fighting Style: Great Weapon Fighting
You strike with devastating power. Once per turn when you hit with a melee weapon that you are wielding in two hands, you can roll one additional weapon damage die. The weapon must have the two-handed or versatile property for you to gain this benefit.
Peerless Archery
Prequisite Fighting Style: Archery
Your accuracy knows no bounds. Once per turn when you make a ranged weapon attack against a target within your normal range, you can choose to grant yourself advantage on the attack roll. You can make this choice after you make the attack roll and see the result, but before the DM says whether the attack hits or misses.
Unarmed Supremacy
Prequisite Fighting Style: Unarmed Fighting
In the absence of weapons, you have honed your body into one of incredible might.
The damage die of your unarmed strikes increase to a d10 (or a d12 if you aren't wielding any weapons or a shield) and the damage you deal to a creature grappled by you increases to a d8 each turn.
Additionally, you have advantage on Strength (Athletics) checks to grapple or shove and you can grapple or shove creatures one size larger than normal.
Unbreakable Defense
Prequisite Fighting Style: Defense
Your defenses are as impenetrable as an iron-clad fortress. On your turns where you do not use any of your movement, you can use the Dodge action as a bonus action.
Two-Weapon Expertise
Prequisite Fighting Style: Two-Weapon Fighting
The speed of your attacks are simply unmatched. You can make two attacks instead of one when you attack with your off hand weapon or make an opportunity attack.
Thrown Weapon Mastery
Prequisite: Thrown-weapon Fighting
The strength of your weapon toss is staggering. Once per turn when you hit a creature with a ranged attack that you make with a thrown weapon, you can deal the maximum amount of damage possible instead of rolling.
Viscious Interception
Prequisite Fighting Style: Interception
Your skill when defending others allows you to exact immediate retribution. When you use your reaction to reduce the damage a target takes, you also deal damage to the attacking creature equal to the amount you reduced as a part of the same reaction. The weapon you wield when you make this reaction determines the type of damage the creature takes.
Battle Master
Source: Player's Handbook.
- Student of War: Unchanged
- Combat Superiority: Unchanged
- Know Your Enemy: Unchanged
- Relentless: Unchanged
Combat Superiority
(Re-written 3rd level feature)
When you choose this archetype at 3rd level, your study of martial techniques allows you to specialize in combat maneuvers.
Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers". You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level.
Superiority Die. You have four 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 7th level and one more at 15th level.
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)
Combat Versatility. You can change the list of maneuvers you know for different ones that are available from the list of Battle Master maneuvers whenever you finish a long rest, instead of replacing just one maneuver when you gain a level in this class.
Arcane Archer
Source: Xanather's Guide to Everything.
- Arcane Archer Lore: Unchanged
- Arcane Shot: Re-Written
- Magic Arrow: Unchanged
- Curving Shot: Unchanged
- Ever-Ready Shot: Unchanged
Arcane Shot
(Improved 3rd level feature)
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire a magic arrow from a shortbow or longbow 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 a number of uses equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
You also gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Eldritch Knight
Source: Player's Handbook.
- Spellcasting: Unchanged
- Weapon Bond: Re-Written
- War Magic: Unchanged
- Eldritch Strike: Unchanged
- Arcane Charge: Unchanged
- Improved War Magic: Unchanged
Weapon Bond
(Improved 3rd level feature)
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
When you reach 7th level in this class, your bonded weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Samurai
Source: Xanather's Guide to Everything.
- Bonus Proficiency: Unchanged
- Fighting Spirit: Re-Written
- Elegant Courtier: Unchanged
- Tireless Spirit: Unchanged
- Rapid Strike: Unchanged
- Strength Before Death: Unchanged
Fighting Spirit
(Re-written 3rd level feature)
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Rune Knight
Source: Tasha's Cauldron of Everything.
- Bonus Proficiences: Unchanged
- Rune Carver: Unchanged
- Giant's Might: Re-Written
- Runic Shield: Unchanged
- Great Stature: Re-Written
- Master of Runes: Unchanged
- Runic Juggernaut: Re-Written
Giant's Might
(Re-written 3rd level feature)
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Your attacks with a weapon or an unarmed strike deal an extra 1d4 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Great Stature
(Reworked 10th level feature)
By 10th level, the magic of your runes permanently alters your body, granting you a portion of a giant's strength.
You gain the powerful build trait if you don't already have it, meaning you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Moreover, when you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Runic Juggernaut
(Re-written 18th level feature)
At 18th level, you learn how to amplify your rune-powered transformation. As a result, when you use your Giant’s Might feature, your size can increase to Huge. While you are that size, you gain the following benefits:
- Your movement speed increases by 10 feet.
- Your reach increases by 5 feet.
- The damage you deal with your Giant's Might feature increases to 1d6.