Revised Fighter and Archetypes

by Alchahest

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Revised Fighter

Revised Fighter

Our fiction is filled with tales of martial heroes; the very source books we use for the world's most popular role playing game have listed such luminaries as Hercules, Beowulf, Achilles, Cu Chulainn and more over the years as inspiration for playing a fighter. However, more often than not these notables, heroes of song and story tend to fall to the wayside in actual play. Relegated to making the same attacks over and over, unless they also happen to be casting spells. There is little room inside the mechanics of this edition of Dungeons and Dragons to have a martial character who is not also slinging spells like a wish dot com Gandalf.

With that in mind, I've made the following changes to the Fighter class:

1. Superiority Dice and Maneuvers.

Among the mechanics presented within this edition, I had fallen in love with that of the battlemaster fighter. Originally the superiority dice were an element of all martial classes, not just one archetype within one class. While this document only covers Fighter, my aim was to bring the idea of a skilled combatant more to the forefront of the class as a whole, making maneuvers a core part of the class, to give all fighters a resource they can manage and meaningful choices they can make turn to turn to better interact with the rules at large. Don't worry, though, the battlemaster still exists, and is still the best at maneuvers!.

2. Extra Attack.

In accordance with my aim to bring mechanical contributions in line with other classes, I have moved Extra Attack from 20th level, to 17th. This brings it in line with when casters receive the fourth die or fourth attack on their resourceless attack cantrips. This is a change that helps raise up the falloff Fighter has in later levels.

3. Indomitable.

Through an incredible amount of play experience, and the comments and concerns of others whose expertise I'd heeded, I have updated Indomitable to function the same as Legendary Resistance, as suggested by a legend in his own right, u/Badooga1. I also shifted the third use of it to 20th level, where it is joined by...

4. An Actual Capstone.

With Extra Attack (3) moved to 17th level, and it being a rather uninspiring 20th level ability to begin with, I have provided a new 20th level ability that that allows you to further embody the different archetypical heroes we grew up reading about.

5. Updated Player Options.

With changes to the core of the class, I have also included updates for all of the official Martial Archetypes, and a few of my own, Chosen to either fulfill a particular fantasy, or re-create something that I felt was better realized in a previous edition. New Maneuvers (most donated by Badooga1) and feats!

© 2021 Dave Thompson. All rights reserved.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. This
work is not for sale in any way shape or form - if it turns up for sale somewhere just contact me on discord ( Dave#7137 ) and you
can have it for free, as it was intended to be.

While this isn't a long document it can be a little clumsy to navigate, and as it grows it will only become more clumsy, so I've included a linked table of contents (Thanks to Fungus for keeping his source visible so I could shamelessly copy/paste it from The Warrior's Codex a fantastic book that I recommend fully.)

If you've enjoyed anything here, or even hated it but thought the art was cool, please check out the Credits, All of the artists deserve recognition for their amazing work.

Warning!

This document does increase the mechanical potency, and particularly, narrative agency of Fighters, and while I aim for solid balance with regards to other classes and multiclassing, I have not tested every single multiclass choice that exists, and there may yet be unforeseen power spikes that can alter your encounter planning. So, as with any homebrew, I recommend reading this through prior to bringing it to your table. Remember that the goal of this document is the same as the goal of any good Dungeon Master: to help empower your players to have fun. If something stands out as harmful to the fun of the table, I certainly won't be offended if you let me know. I welcome and appreciate any and all feedback.

Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind, Martial Superiority
2nd +2 Action Surge,
3rd +2 Heroism, Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Adaptable Combatant
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Improvement
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses), Extra Attack (3)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Indomitable (Three Uses), Legendary Hero

Class Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Fighter level
  • 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: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

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



Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chainmail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Strength 13 or Dexterity 13
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons

Revised Fighter (V0.9.042423) - Be the Hero

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the options available to Fighters (PHB pg. 72, TCE pg. 41). You can't take the same Fighting Style option more than once, even if you get to choose again.

Second Wind

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.

Martial Superiority

At 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are listed under "Fighter Maneuvers" below. Martial Archetypes allow selection from an expanded list of additional Maneuvers, found in the archetype descriptions in the following pages. Many maneuvers enhance an attack in some way. Unless otherwise noted, you can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Maneuvers learned from other sources such as archetypes or feats do not limit the number of maneuvers you learn via fighter levels.

Superiority Dice. You gain a number of superiority dice equal to 2 + your proficiency bonus. These dice are d6s. A superiority die is expended when you use it, and you regain all expended superiority dice when you finish a short rest.

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

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 17th level, you can use it twice before a rest, but only once on the same turn.

Heroism

At 3rd level, any time you are forced to make a Wisdom saving throw to avoid being frightened, you can make a Constitution saving throw instead.

Martial Archetype

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th, 6th, 8th, 12th, 14th, 16th, and 19th 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. If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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.

Adaptable Combatant

Starting at 6th level, once per round, you can use a maneuver without expending a superiority die. The numerical bonus is equal to half your proficiency bonus, rounded down.

Indomitable

Beginning at 9th level, if you fail a saving throw, you can choose to succeed instead, and you can't use this feature again until you finish a long rest. If you use this feature on a death saving throw, it counts as rolling a 15 on the d20.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 20th level.

Legendary Hero

When you reach 20th level, you are renowned for your legendary prowess. Choose one of the following benefits to reflect the form your greatness takes. You gain +2 to one of the listed ability scores. Your maximum for the chosen score is now 22.

Genius Tactician (Intelligence or Wisdom): The save DCs and additional damage of your maneuvers are increased by your Intelligence or Wisdom Modifier. After initiative is rolled, you may swap positions in the initiative order with an enemy.

Speed of Thought (Dexterity): Your speed increases by 10ft, and you can move along vertical surfaces. Additionally you can use a bonus action to dash. If you do, your movement this turn does not provoke opportunity attacks.

Titanic (Strength or Constitution): You have advantage on all Strength and Constitution ability checks, and any of your maneuvers that affect only large or smaller creatures can now affect huge or smaller creatures.

Larger than Life (Charisma): Enemies within 10ft of you that are not immune to fear suffer a penalty to attack rolls equal to your charisma modifier. When you successfully influence a creature, you regain one expended superiority die.


Fighter Maneuvers

A fighter may select any of the following maneuvers
Break Free
Disarming Attack
Fast Footwork
Feinting Attack
Lunging Attack
Parry
Precision Attack
Pushing Attack
Riposte
Sweeping Attack
Survivalist

Revised Fighter (V0.9.042423) - Be the Hero
Please remember to purchase things, so WOTC keeps making them. I've included page numbers to the official content, as these
updates and additions still require it. While there will be similarities in content to the official items, there are mechanical
differences found in every updated item. Here is a neat little guide to the book title abbreviations used:
PHB - Player's Handbook
XGE - Xanathar's Guide to Everything
TCE - Tasha's Cauldron of Everything
EGW - Explorer's Guide to Wildemount
SCAG - Sword Coast Adventurer's Guide
Revised Fighter (V0.9.042423) - Be the Hero

Updated Martial Archetypes

As the core identity and capability of the Fighter class is altered in this variant, So too have some Martial Archetypes been updated. Some Martial Archetypes do not receive any changes at this point and will be noted as such. Others
may gain access to unique
maneuvers or
ways to interact with the
Martial Superiority
mechanics.


The following pages describe these
changes and additions to
existing Martial Archetypes.

Revised Fighter (V0.9.042423) - Be the Hero

Arcane Archer (XGE, pg. 28)

Arcane Shot (updated)

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", XGE, pg. 28).

Once per turn when you fire an arrow from a shortbow, longbow, or other similar bow 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 can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You 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.

Bonus Maneuver

You learn the Elemental Strike Maneuver, and you can use it without spending a maneuver die. When done in this way you do not add any additional damage, simply convert the attack's damage to the element of choice.

Improved Superiority Dice

At 10th level, your Superiority Dice become d8s instead of d6es

Arcane Archer Additional Maneuvers

As an Arcane Archer, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list:
Ambush
Arcane Instinct
Bob and Weave
Defensive Roll
Distracting Strike
Steely Restoration
Great Leap

Battlemaster (PHB pg. 73)

Replace "Combat Superiority" in the Battlemaster archetype features with "Peerless Mastery" as below:

Peerless Mastery

At 3rd level, your focus on maneuvers grants you a command of them unparalleled by others.

Master of Maneuvers. You learn two additional maneuvers of your choice. Once per turn, you can use two different maneuvers on the same attack, expending both dice and applying both effects.

Superiority Dice. You gain two additional superiority dice. All of your superiority dice become d8s.

Tactical Reserves. When you use Action Surge, you regain a number of Suoerority dice equal to half of your proficiency bonus, rounded down.

Battlemaster Additional Maneuvers

As a Battlemaster, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list:
Ambush
Bait and Switch
Brace
Commanding Presence
Crippling Attack
Defensive Roll
Distracting Strike
Grappling Strike
Goading Attack
Iron Will
Knock Away
Menacing Attack
Quick Toss
Revitalising Surge
Spring Attack
Tactical Assessment
Trip Attack
Great Leap

Revised Fighter (V0.9.042423) - Be the Hero

Cavalier (XGE pg. 30)

Unwavering Mark (updated)

replace the last line of Unwavering Mark with the following:

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Whenever you use your action surge feature, you regain one use of Unwavering Mark.

Bonus Maneuver

You learn the Guardian Stance and Defender's Wrath Maneuvers. they do not count against your maneuvers known.

Improved Superiority Dice

At 10th level, your Superiority Dice become d8s instead of d6es


Cavalier Additional Maneuvers

As a Cavalier, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list:
Bait and Switch
Brace
Goading Attack
Iron Will
Steely Restoration
Spring Attack
Survivalist

Revised Fighter (V0.9.042423) - Be the Hero

Champion (PHB pg. 72)

Bonus Maneuver

You learn the Exploit Weakness Maneuver. When you use this manevuer, you immediately recover the die you expend for it.

Improved Superiority Dice

At 10th level, your Superiority Dice become d8s instead of d6es

Champion Additional Maneuvers

As a Champion, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Acrobatic Recovery
Bob and Weave
Crippling Attack
Defensive Roll
Grappling Strike
Great Fortitude
Knock Away
Quick Toss
Revitalising Surge
Surprising Combination
Trip Attack
Great Leap

Echo Knight (EGW pg 183)

Echo Avatar (updated)

At 7th Level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Additionally, You and your echo are both considered "you" for purposes of using maneuvers that activate during attacks.


Echo Knight Additional Maneuvers

As an Echo Knight, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Acrobatic Recovery
Bob and Weave
Brace
Defensive Roll
Distracting Strike

Eldritch Knight (PHB pg. 74)

Bonus Maneuver

You learn the Arcane Instinct Maneuver.

Arcane Arithmatic

Starting at third level, when you take this subclass, you gain the ability to use your Intelligence Modifier instead of Strength or Dexterity when determining the save DC of your maneuvers. If you do this, increase the die size of the maneuver to d8.

War Magic (Updated)

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Additionally, spells you cast that require an attack roll count as weapon attacks for the purposes of using maneuvers.


Eldritch Knight Additional Maneuvers

As an Eldritch Knight, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Bait and Switch
Distracting Strike
Elemental Strike
Iron Will
Great Leap

Revised Fighter (V0.9.042423) - Be the Hero

Psi Warrior (TCE pg. 42)

Psionic Versatility

When you take this archetype at 3rd level, you are able to channel your psionic reserves into fueling your maneuvers; You can expend Psionic dice to use maneuvers. When used in this way any additional damage the maneuver would provide is psychic damage.

Minor Telekinesis

Additionally, you are able to manipulate things around you with your mind. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and the spectral hand is invisible. Your spellcasting ability is Intelligence.

Bonus Maneuver

You learn the Menacing Attack Maneuver.

Psi Warrior Additional Maneuvers

As an Psi Warrior, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Acrobatic Recovery
Ambush
Bait and Switch
Knock Away
Steely Restoration
Spring Attack

Purple Dragon Knight / Banneret (SCAG pg. 128)

Born Leader

When you take this archetype at 3rd level, your leadership becomes a tangible force on the battlefield. When you expend a superiority die to affect an ally's saving throw or damage roll, they may also add your Intelligence or Charisma modifier to the total.

Bonus Maneuver

You learn the the Banner of Succor and the Banner of War Maneuvers.

Purple Dragon Knight / Banneret Additional Maneuvers

As an Purple Dragon Knight or Banneret, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Commanding Presence
Commander's Strike
Maneuvering Strike
Rally
Revitalising Surge

Rune Knight (TCE pg. 44)

Giant's Might (Updated)

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. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 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.

While your Giant's might is active and you are Large or larger, any damage dealt by your superiority dice are increased to d8s.

Rune Knight Additional Maneuvers

As Rune Knight, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Brace
Bait and Switch
Body Blow
Grappling Strike
Great Fortitude
Trip Attack

Revised Fighter (V0.9.042423) - Be the Hero

.

Samurai (XGE pg. 31)

Bonus Maneuver

You learn the Ambush Maneuver.

New Feature: Quick Draw

Starting at 3rd level, you are at your deadliest when you strike before your enemies can react. Any maneuvers that deal damage to an enemy that hasn't acted yet in a combat are
d12s instead of d6s



Samurai Additional Maneuvers

As Samurai, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Acrobatic Recovery
Commanding Presence
Iron Will
Knock Away
Menacing Attack
Tactical Assessment


Revised Fighter (V0.9.042423) - Be the Hero

New Martial Archetypes

The following Martial Archetypes are new, created for myself or my players to fulfill a particular fantasy. Some are completely new, others are based on previous editions or altered from other class subclass options.

You may notice archetypes that share a name with subclasses for other classes - As a rule of thumb, a player character may not take a subclass with the same name as another subclass they currently have (Current Example being Hexblade - You cannot be both a Warlock hexblade and a Fighter Hexblade, as this can cause mechanical issues with named features)

Revised Fighter (V0.9.042423) - Be the Hero

Adept

A master of martial maneuvers, the Adept is an artisan with weaponry — a blade wizard whose knowledge of the combined arms techniques lets him unlock potent abilities.

Adept Additional Maneuvers

As an Adept, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Defensive Roll
Grappling Strike
Steely Restoration
Surprising Combination
Tactical Assessment

Martial Prowess

When you select this archetype at third level, you have honed your fighting skills, both with and without weapons. you gain the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strike.

  • When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a warhammer, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

  • When you attack with a magic melee weapon, any unarmed strikes made until the start of your next are magical and gain the numerical benefits granted by the magic weapon. your unarmed strikes only benefit from one magic weapon at a time.

Discipline

Also at third level, as a part of your rigorous training, you have learned or created a martial practice that grants you a skill and new maneuvers. Select a discipline. you learn the associated maneuvers. These maneuvers do not count against your maneuvers known.

Whenever you roll initiative, you gain the benefits of the stance associated with your discipline.

Heightened Mind

When you reach 7th level, You become proficient in Initiative rolls. Battle is your home, and you are a master at reading the split seconds prior to an engagement.

Greater Technique.

When you achieve 10th level, you gain the benefits of the greater technique from your discipline selection while in your discipline's stance. Additionally, Your proficiency bonus is doubled for any ability check you make that uses your discipline's granted proficiency.

Martial Prowess Improvement

at 15th level, you gain the following benefits to your Martial Prowess feature:

  • Your unarmed strike now deals d6
  • When you use a bonus action to make an unarmed strike with your Martial Prowess feature, you instead can make two unarmed attacks.
  • Your Superiority dice are now d8s

Martial Mastery

When you reach 18th level, you do not need superiority dice to fuel maneuvers. Whenever you use a maneuver, you can roll a d4 and use it instead of expending a Superiority die.

Disciplines

Shadow Hand

Shadow Hand pracitcioners are masters of unseen steel - masters of death by a thousand cuts.
Granted Proficiency. stealth
Granted Maneuvers. Bob and Weave, Throat Strike
Stance Benefits. While not wearing heavy or medium armor, you gain a bonus to your armor class and Dexterity saving throw equal to your proficiency bonus.

When you make an attack roll with advantage using a light weapon, if both dice meet or exceed the target's AC, you can roll one additional weapon die.
Greater Technique. While adjacent to an enemy creature, you are considered to have 1/2 cover

Swordsage

Swordsages dance in and out of engagements, hit and run masters that attack from every angle at once.
Granted Proficiency. acrobatics
Granted Maneuvers. Acrobatic Recovery, Uppercut
Stance Benefits. While not wearing heavy armor, you gain a bonus to your armor class and Dexterity saving throws equal to half of your proficiency bonus.

When you make a melee attack with a one-handed weapon on your turn, your reach for it is 5 feet greater than normal.
Greater Technique. When you hit a target with a melee attack, you can immediately move to an unoccupied space you can see within 5 feet of the target.

Vanguard

Vanguards are implacable combatants, their measured strikes batter opponents like a waterfall batters rocks.
Granted Proficiency. athletics
Granted Maneuvers. Body Blow, Knock Away
Stance Benefits. While wearing medium or heavy armor, if an effect moves you against your will, you can reduce the distance you are moved by up to 10 feet, and you cannot be knocked prone.

If you successfully shove a creature with an attack, you can move 5 feet toward it. You do not provoke an opportunity attack with this move.
Greater Technique. Any maneuver dice added to damage for attacks made with versatile melee weapons increase to d10s. Any maneuver dice added to damage for attacks made with heavy melee weapons increase to d12s.

Revised Fighter (V0.9.042423) - Be the Hero

Destroyer

Destroyers are hulking brawlers and titans on the battlefield. While many also use weapons, most Destroyers would prefer to tear down the stone towers of their enemies with bare hands. Destroyers can often be found making coin in fighting pits, mercenary companies, and as living siege weapons - crumbling fortifications is something they are expert at, and they are uniquely capable of enhancing their already formidable abilities by absorbing magical weapons.

Destroyer Additional Maneuvers

As a Destroyer, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Acrobatic Recovery
Body Blow
Crippling Attack
Exploit Weakness
Grappling Strike
Surprising Combination
Throat Strike
Uppercut

Breaching Charge

When you select this archetype at 3rd level, your speed increases by five feet, and you can move across difficult terrain made of earth or stone without expending extra movement. One of your most distinct pleasures is being first through the wall.

Fists of Stone

Additionally, at 3rd level, your fists have become as stone - Your unarmed strikes are considered martial melee weapons with the light property that you are proficient with, and deal bludgeoning damage equal to 1d6 + your Strength modifier. For the purposes of making offhand attacks, your fists count as you holding a light melee weapon in each hand.

Your unarmed strikes deal double damage to Objects and structures.

Your unarmed strike damage die increases to 1d8 at level 10, and 1d10 at level 18

No Greater Weapon Than These

At 7th level, at the end of a long rest, you can transfer the enchantment from a non-intelligent magic weapon into your body. One of your fists (your choice) gains the numerical bonuses and additional abilities of the weapon, which embeds itself into your forearm.

The base damage of the weapon is discarded, along with all mundane properties (damage type, two-handed, heavy, finesse, etc) and you use your own unarmed strike damage instead. The weapon requires attunement, even if it normally would not, and it cannot be removed except willingly by you at the end of a short or long rest. You can absorb the abilities of up to two weapons in this manner (one for each fist).

If you absorb a weapon made of a material with properties not found in steel (such as Adamantine), you may apply these properties to your Fist of Stone attacks.

When you have a weapon bonded in this way, it will manifest conspicuously - commonly this means a tattoo, your skin fading to a metallic sheen, or a segmented gauntlet, though you may choose a different manifestation.

Flesh of Steel

Starting at 10th level, You gain a +1 bonus to your armor class.

If any spell or effect allows you to repeat its saving throw against it at the end of your turn, you can make the save at the start of each of your turns instead.

Your unarmed strikes deal are always treated as Adamantine weapons in addition to any other properties they have, and you treat constructs as objects for purposes of attack and damage resolution with your unarmed strikes.

Improved Superiority Dice

At 10th level, your Superiority Dice become d8s instead of d6es

Unstoppable Force

Upon reaching 15th level, when you use your Indomitable class feature, you gain temporary hit points equal to your fighter level. If you succeed on the saving throw, you may immediately move up to your movement speed towards the creature or effect that imposed it.

Instruments of Destruction

At 18th level, your ferocity is unmatched. When you you hit a target with an unarmed strike, the target must make a Constitution saving throw against a save DC of 8+Strength modifier + proficiency bonus or suffer one level of exhaustion. A target may receive multiple levels of exhaustion in this way, all of which end at the start of your next turn. This effect cannot make a target exceed three levels.

Revised Fighter (V0.9.042423) - Be the Hero

Hexblade

Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe. This is a take on the original Hexblade, an arcane-tinted martial class from days of yore.

Hexblade Additional Maneuvers

As a Hexblade, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Iron Will
Menacing Attack
Trip Attack
Throat Strike

Hex Warrior

Deep within you is a coiling, writhing mass of malignant energy - hatred, fear, disdain, all these and more, made manifest. This energy is represented by your Hex dice, which are each a d6. You have a number of these dice equal to your proficiency bonus, and they fuel various accursed powers you have, which are detailed below.

Some of your powers expend the hex die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended hex dice when you finish a long rest.

When you reach certain levels in this class, the size of your hex dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Hex dice.

Hex Shield.

When a creature makes an attack roll against you, you can use your reaction to expend one hex die, roll the die, and and increase your AC against the triggering attack by the number rolled. You expend the die only if your adjusted AC prevents the attack from hitting. If the die is expended, you have advantage on attack rolls against the attacker until the end of your next turn.

Hex Strike.

You can channel malevolent necrosis through your weaponry. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one hex die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier. On the next attack roll or saving throw that the target makes, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Hexblade's Curse.

As a bonus action, you can expend a hex die to cast hex as a first level spell without expending a spell slot and without requiring concentration. Instead of the normal d6, the additional damage from the spell equals your hex die size.

Accursed techniques

Your mastery of the vile energies within has deepened and broadened, and manifests in new, horrible things you can do to your opponents.

Unfettered Transgressor.

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hexblade's Curse or Malefactor feature. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Hex die to take it again.

Bale Eye.

When you take the Attack action on your turn, you can forgo one of your attacks to expend a Hex die. Make a ranged spell Attack against a target you can see within 60 ft. On a hit, roll the hex die. The target takes necrotic damage to the target equal to the number rolled plus your Charisma modifier. The target must make a saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, they are poisoned until the end of their next turn.

Mettle

Beginning at 10th level, you can resist the potency of certain effects. When you are subject to an effect that allows you to make a Wisdom or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Baneful Presence

Starting at 15th level, whenever an enemy creature within 10 feet of you makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Malefactor

Beginning at 18th level, When you hit a creature under the effect of your hex spell with a weapon attack, you can expend one hex die to cast bestow curse as if with a fifth-level spell slot using Charisma as your spellcasting ability.

Revised Fighter (V0.9.042423) - Be the Hero

Ironblooded

Ironblooded are anathema to creatures of magic. They don't intrinsically hate magic, but rather accutely aware of it's impact on the world - and are inured to it's potency. Ironblooded are often loners, but most welcome companionship and are potent allies.

Ironblooded Additional Maneuvers

As an Ironblooded, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following
Defensive Roll
Iron Will
Revitalising Surge
Throat Strike

Antidweomer

At third level, Your affinity for antimagic manifests in a strange way - you may still gain benefits from magic items, however the effects are altered slightly. Magic Items you use are not detectable as magical, they do not show as coming from any school of magic and they do not have any elemental affinity. In the case of weapons, any additional damage is now of the same type as the weapon. They do, however, still count as magical for the purposes of resistance and immunity. Magic weapons you use do not ever glow, even if that is one of the normal effects of the weapon. Magic items you possess cannot be dispelled, and function as normal (For you, that is) in the effects of an anti-magic field.

Bonus Maneuver

You learn the Arcane Instinct Maneuver.

Stench of Magic

When you select this archetype at third level, you gain the ability to smell magic. You are permanently under the effects of the detect magic spell, though it manifests in smell, rather than visual auras. You may track using scent if your quarry is under the effects of any spells or possesses any magic items. In addition, you have advantage on any Intelligence (investigate), Wisdom (perception), or Wisdom (survival) rolls to identify or locate magical effects. At the DM's discretion, the trail dissipates over time.

Additionally, you gain proficiency in Arcana, and you can use Constitution instead of Intelligence when making arcana skill checks.

Arcane Destroyer

At 7th level, You gain the ability to destroy magic in your area. As an action, you may cast dispel magic by expending three hit dice. Make a Constitution (arcana) roll. Any spells or effects you choose within 10 feet of you are dispelled unless the caster's save DC is higher than the result of your roll.

Additionally, as a reaction, you may cast counterspell by expending three hit dice. Make a Constitution (arcana) roll. If you beat the save DC of the spellcaster, the spell is countered.

Cold Iron Veins

The iron in your blood becomes tainted by the antimagic that fills your body. Starting at tenth level, whenever you must make a saving throw against a spell that targets only you, you gain a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1).

As a side effect, you have disadvantage on all Charisma (persuasion) and Charisma (deception) rolls against Creatures with the Fae, Undead, or Fiend type, but advantage on all Charisma (Intimidation) and Wisdom (Insight) rolls against creatures of those same types.

Ruinous Censure

Upon reaching 15th level, your ability to sense magic becomes even more potent - You always know the source of any spell affecting you. You may attempt to counter spells targeting you even if you do not have line of sight, and at any range, including crossing planar barriers. Additionally, whenever you dispel or counter a spell using Arcane Destroyer, Roll all of the hit dice you expended to use the feature. The caster of any one of the spells dispelled or countered takes psychic damage equal to the total of the roll plus your Constitution modifier.

Salt and Stone

At 18th level, You become resistant to damage from any magical source. Additionally, any time you hit with a melee attack, if the target is capable of casting spells, under the effect of any spells, or currently possesses any magical items, You deal an additional 1d8 force damage to your target.

Revised Fighter (V0.9.042423) - Be the Hero

Maneuvers

The following is an listing
of all available maneuvers.
This is a living document,
though, and more maneuvers
may show up here (and listed
in the various archetype
lists!) It can be a good idea
to record your selected Maneuvers on
your character sheet for ease of use!

Thissection provides a reference for
where to find the existing maneuvers
and new additions - either modifications
of existing maneuvers or entirely
new maneuvers that you can use
to enact your martial dreams.

Revised Fighter (V0.9.042423) - Be the Hero

Existing Maneuvers

The following Maneuvers are found in the Player's Handbook, p73. These function as normal and are not modified in any way.


Disarming Attack
Distracting Strike
Feinting Attack
Goading Attack
Lunging Attack
Maneuvering Attack
Menacing Attack
Parry
Precision Attack
Pushing Attack
Rally
Riposte
Trip Attack



And these Maneuvers are found in Tasha's Cauldron of Everything, p41. like the above, these maneuvers function as normal and are not modified in any way.


Ambush
Bait and Switch
Brace
Commanding Presence
Grappling Strike
Quick Toss
Tactical Assessment

Revised Fighter (V0.9.042423) - Be the Hero

New Maneuvers

Acrobatic Recovery

When you are knocked prone, as a reaction you can expend a superiority die to immediately stand up. Roll the superiority die, rolling the die and add the number rolled to your AC, and Strength and Dexterity saves and skill rolls until the end of the current turn.

Arcane Instinct

As a reaction when you are the target of a spell that requires a saving throw, you can expend one superiority die to shield yourself from enemy magics. Roll the superiority die, and add the number rolled to your saving throw.

Banner of War

You can use your reaction to expend a superiority die when an ally within 30 feet hits an enemy you can see with an attack, the ally may roll the die to apply the benefit of one of your known maneuvers that requires hitting an enemy.

Banner of Succor

When an ally within 30' fails a death saving throw, you can use your reaction to expend one superiority die, rolling it and adding it to the result of the Saving throw. If successful, it counts as two successes.

Bob and Weave

When you take the Disengage or Dash action on your turn, you can use your bonus action to expend one superiority die and attempt to hide, add the superiority die to the Dexterity (Stealth) check.

Body Blow

When you hit a creature with an unarmed strike made with advantage, you can expend one superiority die to attempt to disorient the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the end of it's next turn.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Break Free

When you start your turn while grappled or restrained, you can expend one superiority die and use a bonus action to immediately attempt to break free from each effect causing those conditions. Roll the superiority die and add the number rolled to the skill check or saving throw for each effect.

Commander's Strike (updated)

When you take the Attack action on your turn, 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 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.

Crippling Attack

When you hit a creature with a weapon attack, you can expend one superiority die to temporarily cripple the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is slowed until the end of it's next turn

Defender's Wrath

When a creature marked by you deals damage to anyone other than you, 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.

Defensive Roll

When you make a Dexterity saving throw, you can use your reaction and expend one superiority die to add it to the save. You can use this maneuver before or after making the save, but before any consequences of the roll take effect. After the effect occurs, you can then move up to half your speed.

Elemental Strike

When you hit a creature with a weapon attack, you can expend one superiority die to channel an element into your ammunition. You add the superiority die to the attack's damage roll. Both this additional damage and the initial damage of the attack are changed to your choice of one of the of the following: acid, cold, fire, lightning, or thunder.

Exploit Weakness

Immediately after rolling damage for a critical hit, you may expend one superiority die. Roll two additional weapon damage die when determining the extra damage for the critical hit.

Fast Footwork (Replaces Evasive Footwork)

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn or until you become unable to move.

Great Fortitude

When you make a saving throw against disease, exhaustion, poison, or being paralyzed or stunned, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.

Great Leap

When you make a high or long jump, you can expend one superiority die, rolling the die and adding the number rolled plus your proficiency bonus to the distance you cover. This extra distance costs you no movement and does not provoke opportunity attacks.

Guardian Stance

As a bonus action, you can expend a superiority die to enter a stance that lasts until the start of your next turn. While in this stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Revised Fighter (V0.9.042423) - Be the Hero

Iron Will

When you make a saving throw against being charmed or frightened, or against taking psychic damage, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.

Knock Away

When you attempt to shove a creature, you can expend one superiority die and add it to your Strength (Athletics) check. You can then attempt to push another creature within 5 feet of the original target as part of the same motion. If your original check beats the creature's contested check, you successfully shove the second creature as well.

Revitalising Surge

When you use your Second Wind class feature, you may expend a superiority die to bolster your reserves. Roll the superiority die, and add the number rolled to the number of hit points you recover from the second wind. You also gain this many temporary hit points.

Steely Restoration

When you use your Second Wind class feature, you may expend a superiority die to defend yourself as you recover. Roll the superiority die, rolling the die and adding the number rolled to your AC until you the start of your next turn, or you move (voluntarily or non-voluntarily).

Spring Attack

When you take the Disengage or Dodge action on your turn, you can use your bonus action to expend one superiority die and make a single weapon attack. If you hit, add the superiority die to the attack's damage roll.

Surprising Combination

As a bonus action, you can expend one superiority die and make an unarmed strike at a target within your reach. If you hit, add the superiority die to the weapon's damage roll and gain advantage on your next attack against the same target this turn.

Survivalist

When you make an Intelligence (Nature), a Wisdom (Animal Handling), or a Wisdom (Survival) check, you can expend one superiority die and add the superiority die to the ability check.

Sweeping Attack (updated)

When you hit a creature with a melee weapon attack, you can 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 the number you roll on your superiority die plus your Strength modifier. The damage is of the same type dealt by the original attack.

Throat Strike

When you hit a creature with an unarmed strike you made with advantage, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is silenced until the end of it's next turn. If this attack causes a concentration check, that check is made at disadvantage.

Uppercut

When you hit a creature with an unarmed strike you made with advantage, you can expend one superiority die to attempt to disorient the target. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, the target is dazed until the start of it's next turn.

Revised Fighter (V0.9.042423) - Be the Hero

Martial Feats

The feats in this section are either
modified from the original or
completely new, to provide better
mechanical choices for Martial
characters - though unless
otherwise noted these feats are
indeed available to anyone
who meets the prerequisites.

As with the maneuvers list, this is a
living document and more feats will be
added as I finish, playtest, and
format them.

A series of feats have been added
as a sort of experiment in bringing the
class-like style differentiation between
gladiators in to 5e. These are meant to
be seperate from the rest of the feats
as an optional plug-in. I would love to
hear your feedback!

Revised Fighter (V0.9.042423) - Be the Hero

Martial Feats

Bulwark (by Badooga1)

The defensive uses of your shield can be extended to your allies as well. You gain the following benefits while you are wielding a shield:

  • Each ally within 5 feet of you that isn't wielding a shield gains half cover while you aren't incapacitated or prone.
  • When a creature enters the area within 5 feet of you, or is in that area when they attack an ally of yours that isn't wielding a shield, you can use your reaction to shove them with your shield.

Dagger Frenzy

Prerequisite: Extra Attack You are adept at fighting with small paired blades.

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you are wielding a dagger in both of your hands, and you use your bonus action to make a melee attack with your offhand dagger, you can instead make two melee attacks.
  • When you attack with a dagger using Strength, your damage roll gains a bonus equal to your Dexterity modifier.

Defender's Mark

Your canny awareness of the battlefield and ability to harry your opponents grants you the following benefit:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn when you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. Until the end of the your next turn, any opportunity attack you make against the marked target has advantage. An opportunity attack against a marked target doesn't expend your reaction, but you can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing you from taking reactions. You are limited to one opportunity attack per turn.

Grappler (updated)

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • When you have a target grappled and they are prone, the target is also restrained.
  • If a target breaks your grapple with an opposed (Strength) Athletics or Dexterity (Acrobatics) check, you may immediately use your reaction to attempt a new grapple.

Great Weapon Master (updated)

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • When you hit with a melee attack made with a heavy weapon that you are proficient with using Strength, it deals additional damage equal to your proficiency bonus.

Hawkeye

Your eyes are sharp, and you can spot fine details both up close and at extreme distances.

  • Increase your Wisdom by 1, to a maximum of 20.
  • You can take the search action as a bonus action.
  • You add your proficiency bonus to your AC against ranged attacks from 60 or more feet away

Heavy Armor Master (updated)

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • It takes you half the normal time to don or doff armor you are proficient in.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus.

Legion Training

Prerequisite: Proficiency with Martial Weapons and Shields

You have trained to fight with spear and shield, and excel at formation fighting.

  • While you have a shield equipped, You gain the Leverage trait.
  • When you use the Help action to assist an adjacent ally's attack, The ally can attempt a shove as a part of the same attack. Your ally's Strength (Athletics) check is made at advantage.
  • While allies are adjacent to you, opportunity attacks against them are made at disadvantage.

Leverage

You have the ability to wield two-handed melee weapons in one hand. When you use a weapon with the Versatile property, you always use the damage value in parentheses that appears with the property.

Revised Fighter (V0.9.042423) - Be the Hero

Martial Adept (updated)

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Fighter class and to the Battle Master archetype in the fighter class. 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). If you have maneuvers from your class, these do not count against the number of maneuvers known.
  • You gain two superiority dice, which are d6es (these dice are added to any superiority dice you have from another source). These dice are 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.

Martial Dilletante

Prerequisites: 4th level, Must have at least one Maneuver

You do not limit yourself to the maneuvers of your chosen path.

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You learn two maneuvers of your choice. If you have maneuvers from your class, these do not count against the number of maneuvers known.
  • Once per turn, after rolling superiority dice, you may reroll the dice after seeing the result

Massive

You are very large. This comes with the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You gain the powerful build trait.
  • As a bonus action, you can choose to spend a Hit Die. Roll the die and regain hit points equal to the total plus your Consitution modifier. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any Hit Dice spent in this way when you finish a long rest

Medium Armor Master (updated)

Prerequisites: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  • While you are wearing medium armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your half of your proficiency bonus.

Mounted Combatant (updated)

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • at the end of a short rest, you may select a suitable creature as a mount, that gains a bonus to it's HP equal to 3x your level + your proficiency bonus, and it gains a bonus to its Armor Class equal to your proficiency bonus. These bonuses remain until the mount dies or you select a different creature as a mount.

Polearm Master (updated)

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, pike quarterstaff, trident or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, trident or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Sharpshooter (updated)

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Your ranged weapon attacks reduce the effects of target cover by one step - 3/4 cover becomes 1/2 cover, 1/2 cover becomes no cover. Targets do not gain a bonus to their armor class from using shields.
  • Targets within range that are not in your long range that dodge do not impose disadvantage to you for ranged attack rolls against them.

Tandem Tactician (by Badooga1)

Prerequisite: Intelligence 13 or higher
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

  • You can use the Help action as a bonus action. If you could already do this, you can take the Help action twice as a part of the same bonus action.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help an additional ally that is targeting the same creature within range when you use the Help action this way.
Revised Fighter (V0.9.042423) - Be the Hero

Gladiator Feats


Latin? in my fantasy game?

While not a panoply of the different types of gladiators, the following feats represent broad gladiator archetypes. Please don't look for historical accuracy here, that's not the aim. These feats are intended to open up dramatic methodologies that aren't universally applicable, but can be potent under the right circumstances. This section includes both the more recognizable gladiators such as the Retiarius or Secutor, and some of the more esoteric methodologies, such as the Bestarius, but it also includes some of the supporting staff that keep the ludus in fighting shape.


Bestarius (Gladiator)

Prerequisites: Proficiency in Animal Handling

Your ability to understand and train animals has been put to use in the arena - When dangerous game enters the arena, it is you that directs their teeth and claws.

  • Increase your Wisdom Score by 1 to a maximum of 20
  • You add double your proficiency bonus to Wisdom (Animal Handling) checks.
  • You have advantage on Charisma (Intimidate) and Wisdom (Insight) checks made against creatures of the beast type.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and isn't currently following the command of someone else. You decide now what action the beast will take during it's next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Carnifex (Gladiator)

Prerequisites: Proficiency with Martial Weapons and Shields

As a Carnifex, you are the finisher; the executioner. When a gladiator is beyond saving, beyond fighting back, you are called in to speed their passage. Your visage is feared, for it always spells doom to the injured.

  • On your turn, when you score a critical hit with a melee weapon, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength bonus) or take an additional 2d4 necrotic damage
  • When you hit a prone creature with a Warhammer, Maul, Battle Axe, or Great Axe, their movement is reduced to zero until the end of their next turn, while you are adjacent to them.
  • When you reduce an enemy to 0 hit points, you gain Temporary hp equal to the number of allies and enemies that can see you, with a maximum number equal to your Charisma score.

Cestus (Gladiator)

Prerequisite: Strength 13 or higher

Used to fighting in small clothes or even completely nude, you are adept at grappling and deadly accurate punches that can cause brutal internal bleeding and broken bones.

  • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
  • While you have an opponent grappled, you can attempt to restrain your opponent. as an attack, make a new Strength (Athletics) roll as if you were attempting a grapple. If successful, your opponent is restrained until the grapple is broken. While restraining your opponent you are grappled by them.
  • While you have an opponent grappled or restrained, your unarmed strikes deal an additional 1d4 necrotic damage to them.

Revised Fighter (V0.9.042423) - Be the Hero

Hoplomachus (Gladiator)

Prerequisites: Proficiency with Martial Weapons and Shields

With Spear, Shield, and Dagger, your skills mirror that of professional soldiers.

  • You can wield a light weapon in the same hand as a shield with no penalty
  • When you wield a versatile weapon, it gains the Reach trait, and its damage and its versatile damage both increase by one die step
  • Allies may not be targeted by opportunity attacks while adjacent to you.

Medicus (Gladiator)

Prerequisite: Proficiency in Medicine

Arena fights are rarely to the death. That makes for a short season. You are skilled at patching up your fellow gladiators, but are also capable of shedding blood.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You add double your proficiency bonus to Wisdom (Medicine) checks.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. on a success, if a creature spends a hit die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature may use this for a number of hit dice equal to your proficiency modifier.
  • You can add additional 1d4 necrotic damage when determining the extra damage for a critical hit with a melee attack made with a
    piercing weapon.

Luctator (Gladiator)

Prerequisite: Strength 13 or higher

You are a skilled and powerful wrestler, able to control your foes with your mighty techniques

  • When you successfully grapple or push an opponent, they must make a strength saving throw (save DC = 8 + your proficiency bonus + your Strength modifier). On a failure they are knocked prone and take 1d10+ your Strength modifier damage.
  • When you win an ability contest to shove a creature prone or to avoid being shoved by a creature, you can choose to push that creature up to 5 feet away from you.
  • When you push a creature, instead of directly away from you, you can choose to push them to any space you are adjacent to.

Retiarius (Gladiator)

Prerequisites: Proficiency with Martial Weapons and Shields

You've mastered the ability to control your opponent, keeping them at range or entangled in your net using clever rope tricks and leverage.

  • You treat nets as having a range of 10/20 and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls made with a net, when that creature is the target of the attack. When attacking with a net you are no longer limited to only one attack per action.
  • When restraining an enemy with a net, the escape DC is 8 + your Strength bonus + your proficiency bonus.
  • When you wield a trident, its damage and its versatile damage both increase by one die step, and the distance of your pushes is increased by 5 feet.











Scutarius (Gladiator)

Prerequisites: Proficiency with Martial Weapons and Shields

You intentionally draw out fights to spur the cheering of the crowd, being a master of your large shield, useful both in defense and offense.

  • When you take the dodge action, your shield bonus is doubled from 2 to 4.
  • You can attack with your shield as a bonus action. for the purposes of the attack, your shield is a martial melee weapon with the Heavy property. it deals 1d8 + your Strength modifier bludgeoning damage.
  • You have advantage on Strength (Athletics) rolls made to shove opponents.

Revised Fighter (V0.9.042423) - Be the Hero

Secutor (Gladiator)

Prerequisites: Proficiency with Martial Weapons and Shields

As a secutor, you chase your opponents down, drawing blood over and over while close in to slake the blood-thirsty sands of the arena.

  • Your speed increases by 5 feet.
  • When grappling or being grappled by an opponent, the damage of daggers you wield increases by one die step (1d4->1d6)
  • When you have a shield equipped, if not holding anything else, your shield arm is an open hand for the purposes of grappling.

Superstes (Gladiator)

Prerequisite: At least one other gladiator feat

You are a veteran of many battles, and you have the scars to show it.

  • When a creature makes an attack roll against you, you can use your reaction to negate the advantage. No attack roll has advantage against you until the end of the current turn, including the triggering attack. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • When you win an ability contest to shove a creature or to avoid being shoved by a creature, you can choose to push that creature up to 5 feet away from you (no reaction required).
  • When you take the dodge action, you may make one melee weapon attack.

Venator (Gladiator)

Prerequisite: Proficiency in Survival

You have spent time hunting creatures, both in and out of the arena, gaining the following benefits:

  • You add double your proficiency bonus to Wisdom (Survival) checks.
  • You know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot equal to your Proficiency modifier. You regain all expended uses when you finish a long rest. When you use this ability against a creature of the (Beast) subtype, it does not expend one of your uses.
  • You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower.

Tyrannus (Gladiator)

Prerequisite: Proficiency in Intimidation

You are a fearsome competitor, your strikes sow fear in even the bravest foes.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You add double your proficiency bonus to Charisma (Intimidation) checks.
  • When you score a critical hit, If the target can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + double your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.

Reference

New Actions

The following Actions are updated

Influence

With the Influence Action, you can try to influence another creature to do one thing or course of action that you request or demand. This Action can be used only on creatures controlled by the DM, and it isn’t mind control; it can’t force a creature to do something that is counter to the creature’s alignment or that is otherwise repugnant to the creature. This Action has three main parts: Attitude, interaction, and a Charisma Check.

ATTITUDE

A creature’s Attitude determines how a character can influence that creature. Each DM controlled creature has one of the following Attitudes toward the player characters:

Indifferent. This is the default Attitude for DM controlled creatures. An Indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature’s indifference doesn’t necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma Check is usually necessary when the adventurers try to influence an Indifferent creature to do something.

Friendly. A Friendly creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, Friendly creatures often help happily, with the Charisma Check succeeding automatically. If an element of personal risk is involved, a successful Charisma Check is usually required to convince a Friendly creature to take that risk.

Hostile. A Hostile creature opposes the adventurers and their goals but doesn’t necessarily attack them on sight. The adventurers need to succeed on one or more Charisma Checks to convince a Hostile creature to do anything on the party’s behalf; however, the DM might determine that the Hostile creature is so ill-disposed toward the characters that no Charisma Check can sway it, in which case the first check fails automatically and no further Influence attempts can be made on the creature unless its Attitude shifts

INTERACTION

When you take the Influence Action, either roleplay how your character interacts with the creature or describe your character’s behavior— focusing on your character’s request or demand. If the interaction is especially suited to the creature’s desires and outlook, the DM might temporarily shift a Hostile creature to Indifferent or an Indifferent creature to Friendly. Similarly, if the interaction is particularly irksome to the creature, the DM might temporarily shift a Friendly creature to Indifferent or an Indifferent creature to Hostile.

ABILITY CHECK

To determine whether your request or demand is successful, you make a Charisma Check. You have Advantage on the check if the creature is Friendly, and you have Disadvantage if the creature is Hostile.

Choosing a Skill. The Influence Skills table suggests which Skills are applicable when you make the Charisma Check, depending on the interaction that precedes the roll.

Skill Interaction
Animal Handling Gently coaxing a Beast or a Monstrosity
Deception Deceiving a creature that can understand you
Intimidation Intimidating a creature
Persuasion Persuading a creature that can understand you

Setting the DC. The minimum DC for the check is 15 or the creature’s Intelligence score, whichever is higher.

Outcome. If your check succeeds, the creature does as asked. If your check fails, you must wait to make the same request again. The default wait time is 24 hours, which the DM may shorten or extend depending on the circumstances

Help

When you take the Help Action, you do one of the following: Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn’t use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. The DM has final say on whether your assistance is possible.

Assist Attack Roll. You momentarily distract an enemy within 5 feet of you, granting Advantage to the next Attack Roll by one of your allies against that enemy. This benefit expires at the start of your next turn

Hide

With the Hide Action, you try to conceal yourself. To do so, you must make a DC 15 Dexterity Check (Stealth) while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you are Hidden. Make note of your check’s total, which becomes the DC for a creature to find you with a Wisdom Check (Perception).

Jump

With the Jump Action, you attempt to leap more than 5 feet (a jump of 5 feet or less is treated as Difficult Terrain). When you take this Action, your Speed must be greater than 0, and you must make a DC 10 Strength Check (Acrobatics or Athletics). If you don’t Move at least 10 feet immediately before this Action, you have Disadvantage on the check. On a failed check, you leap 5 feet horizontally or vertically. On a successful check, the check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round down). This jump doesn’t expend your movement.

Study

When you take the Study Action, you make an Intelligence Check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which Skills are applicable when you take this Action, depending on the area of knowledge the Intelligence Check is about.

Skill Thing to Detect
Arcana Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)
History Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)
Investigation Traps, ciphers, riddles, and gadgetry
Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)
Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)

New Conditions

The following conditions referenced within the subclasses and maneuvers.

Dazed

While Dazed, you experience the following effect:

  • Limited Activity: You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

Exhausted

While Exhausted (known in older books as Exhaustion), you experience the following effects:

  • Levels of Exhaustion: This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
  • d20 rolls affected: When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
  • Save DCs affected: Subtract your exhaustion level from the save DC of any spell or effect you impose.
  • Ending the Condition: Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.

Hidden

While Exhausted (known in older books as Exhaustion), you experience the following effects:

  • Concealed: You aren’t affected by any effect that requires its target to be seen.
  • Surprise: If you are Hidden when you roll Initiative, you have Advantage on the roll.
  • Attacks Affected: Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.
  • Ending the Condition: The Condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with a verbal component, or you aren’t Heavily Obscured or behind any Cover

Silenced

While Silenced, you experience the following effects

  • No Verbal Speech: You are unable to speak any spoken languages; sign is unaffected
  • Limited Casting: You cannot cast any spells that include a verbal component.

Slowed

While Slowed, you experience the following effects

  • Limited Movement: You must spend 1 extra foot of movement for every foot you move using your Speed.
  • Attacks Affected: Attack Rolls against you have Advantage
  • Dexterity Saves Affected: You have Disadvantage on Dexterity Saving Throws.

Art Credits

Watercolor Stains
Cover Art: The Islands of the Blessed by Richard Anderson
Page 4: Samurai Battle by David Benzal
Page 5: Unknown title by Richard Anderson
Page 6: Unknown title by Kekai Kotaki
Page 7: Dextarius With Riding Ywain by Yasmine Putri
Page 8: Unknown Title by Danny Burgess
Page 9: The Last Warforged by Capt Diablo
Page 10: Gatekeeper by DenmanRooke
Page 11: Unknown title by Richard Anderson
Page 13: Trifarian Shieldbreaker by SIXMOREVODKA
Page 14: Adolin Kholin by Thamburnsh on reddit
Page 15: Northman by Darya Kozhemmyakina
Page 16: Unknown title by Richard Anderson
Page 17: unknown title by Stefan Kopinski
Page 19: Flawless maneuver by Zoltan Boros
Page 20: Unknown title by Richard Anderson
Page 23: Unknown title by Leo Hao
Page 24: Iason by Yasmin Putri
Back Page: Valen by Yasmin Putri
All art used without permission, not for profit. This document is presented as a fan work and not to be sold or printed. I will respect the wishes of any artists who request art be removed, and offer my greatest thanks for the inspiration and creativity they bring to our hobby.

Special thanks:

A lot of this work (especially the indomitable change, which has been stolen whole cloth, and many of the new maneuvers) comes from conversations with Badooga, so special thanks to this gal. u/Badooga1. Her work can be found Here

Also, Fungus for giving me, and others, a place to bounce ideas off of one another, and providing valuable feedback and advice with both content and formatting.

Additional thanks:

To the various clever, creative folks on the various discords I frequent:
Kroth#4109
Toni, Snake Holder#6754
DrGoo282#5334,
El Joscar Magnifico#6353
i_suppose#4479
And especially to my patient and loving partner, without whom I would probably have left this in an unformatted notepad mess.

Fite me on discord:

You can get in touch with me at Dave#7137 on Discord. Most of my homebrewing happens at the Fungal Brewery Discord. If you have any suggestions, criticisms, or other feedback, I'm happy to hear it. If you have any ideas for you'd like to work with me on, by all means - but be aware this document is not now nor will it ever be a for-profit piece of work..

Thank you for reading the credits!

Revised Fighter (V0.9.042423) - Be the Hero

Swing

Your

Sword

Fighting Man. Fighter. Martial Combatant - In most editions of the world's most popular roleplaying game, these are the second stringers, relegated to "realism" in the face of the unreal.

This revision aims to put the power of God and Anime in your hands, by making you tougher, more skilled, and more heroic. Relive the glory days of the Book of Several Long Blades or the fourth edition (aka the one that likes fighters!)

Do not humble yourself at the feet of the nerds in pointy hats or those who pray for muscles. Cleave through the hordes and bring down the titans as only a Hero can. Your destiny awaits...

Be the Hero



















 

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