
Quick Introduction
Hello everybody, I am your British DM here again introducing my way too ambitious project of creating the next true edition fixing the problems of 5e while maintaining what made it so special. This year, with the tremendous help of the community I have released a many play tests showcasing system reworks from ability score redesign to expertise overhauls.
Today, we look to the fighter class! One of the most contentious classes, with some believing it's design as the simple class to be its true form while others strongly disagree. This fighter redesign aims to fulfill the original game design philosophies set out in 5e:
1. The Fighter is the best at.... Fighting!
2. The Fighter Draws on Training and Experience, not Magic
3. The Fighter Exists in a World of Myth, Fantasy, and Legend
4. The Fighter Is Versatile
5. The Fighter Is the Toughest Character
6. A High-Level Fighter and a High-Level Wizard Are Equal
Important Notes!
Now we have already made some pretty big system changes in this project, so some changes in this class might seem odd but they will be made across the board such as the changes to hit die, ASI's & feats.
Why make such substantial changes?
If you really want to fix the problems in 5e, the changes can't just be surface level, this project is fixing the broken fundamentals that have become apparent in this games magnificent 10 year run.
The Dual Ability Score System
In quick summary; this system change is designed to allow martials to be active in roleplay just as much as their half-caster counter parts. Now each class is dual ability score dependent needing both a physical and mental ability score to calculate their proficiency. Please read the full document here to get a better idea : Body & Mind: Fixing 5e's Ability Scores(A6E)
Your six ability scores are now broken down into two categories; your Physical Attributes which include strength, dexterity and constitution, and your Mental Attributes which include intelligence, wisdom and charisma.
When a feature refers to your Physical Foci, it is referring to your highest ability score out of strength, dexterity or constitution. When a feature refers to your Mental Foci, it is referring to your highest ability score out of intelligence, wisdom and charisma.
And now your Proficiency Modifier is calculated by adding the modifiers of your physical and mental foci. Now when you would normally add a ability score + proficiency, you now instead just add your proficiency modifier.
Hit Die & HP Changes
Basically we've done a whole lot of math and found that the current HP system makes everyone a little too close in HP: A fighter only gets an extra 2 HP per level over a wizard. So now, everyone can take max hit die at every character level, or roll your hit die twice and add them both to your HP.
So the fighter isn't getting double the HP of everyone else - all classes will be based off the new HP system
The ASI & Feat Changes
ASI's now start at level 2 and repeat every other level but only increase an ASI by 1. This is mostly a quality of life rework as this equals the same total ASI bonus across the twenty levels.
Feats are now separate. No longer do you have to pick between an ASI or feat, now you get both!
Why no tier 3/4
Tier 3 and 4 will come! We want to make sure each tier is balanced, so releasing play tests in sections help focus the feedback.
Why this design?
Well, I think giving fighters a spell-like system both opens up a whole can of uniqueness for them but will also help us to balance the martial & caster disparity by getting to look at what a martial would be if it was designed like a caster.
This system most likely will not be universal, I currently have no plans to use this system with the other martials, as I would like for them to have their own unique features to interact with.
Future Fighter Goals
- Greatly expand the maneuver & exploit list
- Add more weapon specific maneuvers
- Add more subclasses (Please recommend any you wish to see!)
- Release the feat compendium
- Design tier 3/4 with design philosophy 6 in mind
Fighter
The Fighter
| Level | Features | Exploits Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | Maneuvers | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | Ability Score Improvement, Martial Archetype | 2 | 3 | - | - | - | - | - | - | - | - |
| 3rd | 2 | 4 | 2 | - | - | - | - | - | - | - | |
| 4th | Feat | 3 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | Extra Attack (1) | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | Action Surge (one use) | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | Martial Archetype Feature | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | Feat | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
| 10th | Martial Archetype Feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
Class Features
As a fighter, you gain the following class features.
Hit Points (Legends: a6e)
- Hit Dice: 2d10 per fighter level
- Hit Points at 1st Level: 10 + half your Constitution modifier (rounded up)
- Hit Points at Higher Levels: 2d10 (or 10) + your half your Constitution modifier (rounded up) per fighter level after 1st
Proficiencies
- Mental Foci Options: Intelligence, Wisdom or Charisma
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from your mental or physical foci.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail 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 or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Maneuvers
As a master of battle, you can use fighter maneuvers.
Exploits
At 1st level, you know two exploits of your choice from the fighter maneuver list. You learn additional fighter exploits of your choice at higher levels, as shown in the Exploits Known column of the Fighter table.
Preparing and Utilizing Maneuvers
The Fighter table shows how many maneuver slots you have to use your fighter maneuvers of 1st level and higher. To use one of these maneuvers, you must expend a slot of the maneuver's level or higher. You regain all expended maneuver slots when you finish a long rest.
You prepare the list of fighter maneuver that are available for you to utilize, choosing from the fighter maneuver list. When you do so, choose a number of fighters maneuvers equal to your mental foci modifier + your fighter level (minimum of one). The maneuvers must be of a level for which you have maneuver slots.
For example, if you are a 3rd-level fighter, you have four 1st-level and two 2nd-level maneuver slots. With a Wisdom of 16, your list of prepared maneuvers can include six maneuvers of 1st or 2nd level, in any combination. If you prepare the 1st-level maneuver second wind, you can cast it using a 1st-level or 2nd-level slot. Utilizing the maneuver doesn’t remove it from your list of prepared maneuvers.
You can change your list of prepared maneuvers when you finish a long rest. Preparing a new list of fighter maneuvers requires time spent in preparation and training: at least 1 minute per maneuver level for each maneuver on your list.
Maneuver Ability
You can choose any physical attribute as your physical foci and any mental attribute as your mental foci, together they calculate your maneuver DC:
Maneuver Save DC
Attack Maneuvers
When a maneuvers action type is 1 attack, you make the attack as normal and if the attack hits you utilize the maneuver, you must declare the maneuver before determining if your attack hits and if your attack misses you do not expend the maneuver slot or benefit from its effects.
You can never use more than one maneuver or exploit on a single attack including when a maneuver causes the attack.
Ability Score Improvement
When you reach 2nd level, and again at every 2 levels after, you can increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Martial Archetype
At 2nd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Mountain Warrior, Cavalier, Marksmen or Samurai, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Feat
When you reach 4th level, you gain the Tooler feat granting you proficiency in one tool of your choice such as Alchemists Supplies, Calligrapher's supplies or Smith's tools.
Or instead you can pick any feat of your choice for which you qualify from the list of all available feats. You gain this feature again at 8th, 12th, 16th, and 19th level.
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.
Action Surge
Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action.
Once you use this feature, you must finish a long rest before you can use it again.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Mountain Warrior
Your so tall you make mountains feel small.
Stone in the Lake
Beginning when you choose this archetype at 3rd level, you can freely change your size.
As a bonus action, you can change your size to large, medium or small (your equipment and clothes change to match your size) and gain benefits dependent on your size, also when you reach certain levels in this class, you gain additional sizes you can transform in to.
| Size | Bonuses | Penalties |
|---|---|---|
| Tiny (10th level) | You gain +5 to your AC and stealth checks, you can also attempt to hide even in a creatures line of sight and attacking does not reveal your location. | Your weapons damage die becomes a d4. |
| Small | You gain advantage on Dexterity checks and your walking speed increases by 10ft. | Your weapons damage die decreases by one tier (to minimum of a d4). |
| Medium | ||
| Large | You gain advantage on Strength checks and while creatures are grappled by you they are considered restrained. | Your movement speed decreases by 10ft |
| Huge (10th level) | You gain advantage on Strength checks and Strength saving throws, you become immune to the prone condition and your weapon attacks deal an additional d8 damage per attack. | Your movement speed decreases by 20ft |
Shifting Defense
Starting at 7th level, immediately after you take damage or fail a saving throw, you can use your reaction to change size.
Pebble in the Ocean
At 10th level, your now able to change your size to huge or tiny with your Stone in the Lake feature.
The Weaponless Warrior
You forgoe the need of weapons and instead focus on the defense of your allies.
Shield Striker
Beginning when you choose this archetype at 3rd level, if your only wielding shields, you can make an attack roll with your shield as if it was a weapon you were proficient with. You deal no damage with these attacks but can inflict conditions with your maneuvers as normal, you gain +5 to all attacks made with your shields.
The Armless Bearer
At 7th level, whenever a creature fails a saving throw caused by any of your maneuvers they are also goaded into attacking you, having disadvantage on attacks against anyone else.
The Stout Defender
At 10th level, as reaction when a creature declares an attack against a creature within 5ft of you, you can force the attacker to make a wisdom saving throw against your maneuver DC, on failure they must attack you instead, including any subsequent attacks that turn.
You can use this feature a number of times equal to your mental foci modifier, gaining any expended uses back on a long rest.
Cavalier
When the legends tell your tale, your mount is never left out.
Rider Pact
Starting at 3rd level, during a short rest you make a special bond with a creature you can mount, from then on your mount and you share your normal hit points as long as you are mounted and act as a singular creature meaning:
- Creatures can no longer target your mount but must target you instead
- Area of effects against you act as if you were a singular creature
- And any effects or healing are only applied to you
- You and your mount both act on your initiative
Additionally, when you are reduced to 0 hit points but not killed outright, you can choose to have yourself or your mount drop to 1 hit point instead.

















Master of the Stride
Starting at 7th level, as long as you move 10ft in a straight line towards a creature while mounted, your first attack against that creature is at advantage.
Double Reaction
At 10th level, your mount and you have a instinctual connection, you have advantage against dexterity saving throws while mounted.
Marksmen
You never miss.
Instinctual Adjustment
Starting at 3rd level, when you miss an attack made with a ranged weapon you can quickly adjust your aim causing your attack to hit instead. You can use this feature a number of times equal to your mental foci modifier and regain all expended uses on a long rest.
High Ground Advantage
Starting at 7th level, while at least 10ft above a creature, you can add your dexterity modifier twice to the damage rolls of your ranged weapons against that creature.
Additionally, you gain a climbing speed equal to your walking speed.
One Shot
At 10th level, as an action you can make a single attack against a creature in your weapons range, this attack then acts as a critical hit. Once you use this feature you must finish a long rest before doing so again.
Samurai
Honor bound and strong, you withhold great morals on and off the battle field.
Solitary Focus
You excel in one on one combat, starting at 3rd level, you can mark a creature you can see, as a bonus action, allowing you to add a d4 bless die on all attacks against that creature for 1 minute, attacking another creature causes the mark to end prematurely. Once you mark a creature you must complete a short rest before you can do so again.
Anytime you successfully damage a creature marked by you with a melee weapon, your bless die increases by one magnitude up to a d12. Once your bless die is a d12, the next time you hit the marked creature you deal an additional 2d12 damage of your weapons type and your bless die is reseted to a d4. This damage increases as you reach certain levels in this class: at 6th level it becomes 3d12, at 11th it becomes 4d12 and at 17th it becomes 5d12.
Quick Rebuff
Starting at 7th level, when you hit a creature using a opportunity attack or reaction, you gain temporary hit points equal to your mental foci modifier.
Shifting Focus
At 10th level, when you kill a creature currently marked by your solitary focus ability, you can mark a new creature you can see as a bonus action.
Maneuvers
Bleeding Strike
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: Your attack must be made with any two-handed or versatile piercing weapon
- Duration: Instantaneous
You aim at a vital point to strike. If your attack hits, the creature cannot regain hit points until the start of your next turn.
Cleave Attack
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: Your attack must be made with any two-handed or versatile slashing weapon
- Duration: Instantaneous
You slice at multiple foes. Make your attack roll against one creature within reach, if your attack hits, you can split your damage in half between the creature you hit and one other creature within 5ft of you.
Dazing Strike
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements:
- Duration: Instantaneous
You attempt to daze a creature. If your attack hits, the creature can not make opportunity attacks until the start of its next turn.
Defensive Hold
Exploit
- Action Type In place of 1 attack
- Range: Weapons reach
- Requirements: Must be wielding a shield
- Duration: Instantaneous
You prepare for an onslaught to come. In replace of an attack, you prepare your defenses, giving yourself +2 AC until the start of your next turn.
Delayed Impact
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: Your attack must be made with any two-handed or versatile bludgeoning weapon
- Duration: Instantaneous
You hurt your enemies even in indirect hits. If your attack misses, the creature still takes bludgeoning damage equal to your strength modifier.
Drawing attack
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: The target must be one size larger than you or smaller and the attack must be made with a weapon with a the reach property.
- Duration: Instantaneous
You attempt to pull a creature closer. If your attack hits, the creature is pulled 5ft closer to you.
Intimidating Shout
Exploit
- Action Type In place of 1 attack
- Range: Within sight or sound
- Requirements:
- Duration: Instantaneous
You strike fear into your enemy. In place of one of your attacks, your force a creature which can see or hear you to make a wisdom saving throw or be frightened of you until the start of your next turn.
Push attack
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: The target must be one size larger than you or smaller.
- Duration: Instantaneous
You attempt to push a creature away. If your attack hits, the creature is pushed back 5ft.
Slowing Attack
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements:
- Duration: Instantaneous
You attempt to slow a creature. If your attack hits, the creature speed is reduced by 5ft until the start of your next turn.
Trip attack
Exploit
- Action Type 1 attack
- Range: Weapons reach
- Requirements: The target must be one size larger than you or smaller.
- Duration: Instantaneous
You attempt to knock a creature off balance. The creature you hit must make a Strength saving throw or be knocked prone.
Aggressive Sprint
1st-level Maneuver
- Action Type 1 bonus action
- Range: Self
- Requirements:
- Duration: Instantaneous
You sprint with great fervor. You gain the benefits of the dash action.
Disarm
1st-level Maneuver
- Action Type 1 attack
- Range: Self
- Requirements:
- Duration: Instantaneous
You attempt to knock a object out of your opponents hands. The creature you hit must make a strength saving throw or drop a item it is holding of your choice.
Mighty Jump
1st-level Maneuver
- Action Type Movement
- Range: Self
- Requirements:
- Duration: Instantaneous
Your jump distance is doubled for your next jump and additionally, your jump doesn't count against your movement speed for this jump.
Parry
1st-level Maneuver
- Action Type 1 reaction, which you take when you are hit by an attack.
- Range: Self
- Requirements:
- Duration: Instantaneous
You defend yourself against an incoming attack. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
Second Wind
1st-level Maneuver
- Action Type 1 Bonus Action
- Range: Self
- Requirements:
- Duration: Instantaneous
You have a limited well of stamina that you can draw on to protect yourself from harm. You regain hit points equal to 1d10 + your mental foci modifier.
At higher levels. When you utilize this maneuver using a maneuver slot of 2nd level or higher, the healing increased by 1d10 for each slot level above 1st.
Crushing Blow
2nd-level Maneuver
- Action Type 1 attack
- Range: Self
- Requirements: Your attack must be made with any two-handed or versatile bludgeoning weapon
- Duration: Instantaneous
You attack your opponents capabilities. If your attack hits, the creature must make a Constitution saving throw. On a failure, it can either use an action or move on its next turn, but not both.
Fluid Movements
2nd-level Maneuver
- Action Type 1 action
- Range: Self
- Requirements:
- Duration: Concentration, up to 1 minute
You focus your energy on quick and smooth movements. For the duration, any creature has disadvantage on attack rolls against you.
Haulting Attack
2nd-level Maneuver
- Action Type 1 attack
- Range: Weapons reach
- Requirements:
- Duration: Instantaneous
You attempt to stop a creature in its tracks. The creature must make a dexterity saving throw or have its speed reduced to 0 until the start of your next turn.
Indomitable
2nd-level Maneuver
- Action Type 1 reaction, which you take when you fail a saving throw
- Range: Self
- Requirements:
- Duration: Instantaneous
You push past your initial failure, allowing you to re-roll your saving throw, using the new roll in place of the original.
Silencing Strike
2nd-level Maneuver
- Action Type 1 attack
- Range: Self
- Requirements:
- Duration: Instantaneous
You attack your opponents ability to speak. If your attack hits, the creature must make a Constitution saving throw. On a failure, it is silenced until the end of its next turn.
Earthshaking Slam
3rd-level Maneuver
- Action Type 1 action
- Range: 20ft
- Requirements: A bludgeoning weapon
- Duration: Instantaneous
You slam into the ground sending a shock wave through the earth. Each creature within 20 feet of you must make a Strength saving throw, or it is knocked prone and can't get up. A creature can repeat this saving throw at the end of each of their turns, regaining the ability to stand up on a success.
Additionally, when you take damage from falling, you can use this ability as a reaction, centered on where you land. You gain resistance to the triggering damage and don't fall prone.
Fear
3rd-level Maneuver
- Action Type 1 action
- Range: Self (30-foot cone)
- Requirements:
- Duration: Concentration, up to 1 minute
Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
interrupt Spell
3rd-level Maneuver
- Action Type 1 reaction, which you take when you see a creature within your weapons reach casting a spell
- Range: Melee weapons reach
- Requirements:
- Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. Make an attack roll against the creature, if your attack hits, you deal damage as normal and additionally the creature must make a constitution saving throw, on a failure the creature's spell fails and has no effect.
Pin Point Shot
3rd-level Maneuver
- Action Type 1 attack
- Range: Weapons reach
- Requirements:
- Duration: 1 Minute
You strike at the vital of a creature. If your attack hits, the creature must make a constitution saving throw or become blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
Swift Strikes
3rd-level Maneuver
- Action Type 1 action
- Range: 10ft
- Requirements:
- Duration: Instantaneous
You stike at all foes within 10-foot of you. Make an attack roll against each of the creatures, on hit they take your weapons damage as normal, you can not use any maneuvers or exploits on these attacks. You can then finish your action adjacent to any of the creatures you hit.
Volley
3rd-level Maneuver
- Action Type 1 action
- Range: Ranged weapons reach
- Requirements: Longbow or Shortbow
- Duration: Instantaneous
You fire a barrage of shots at a point within your weapons range. Each creature in a 20-foot-radius centered on that point must succeed on a dexterity saving throw or take 4d12 piercing damage plus your bows damage bonus.
Defy Death
4th-level Maneuver
- Action Type 1 reaction, which you take when you are reduced to 0 hitpoints
- Range: self
- Requirements:
- Duration: Instantaneous
You defy death and return from the brink. Your hitpoints are set to 1. You can only use this maneuver once between long rests even if you have the required maneuver slot.
Mindful Banishment
4th-level Maneuver
- Action Type 1 attack
- Range: Melee Weapons reach
- Requirements: Melee Weapon
- Duration: 1 Minute
You strike a creature with such might that its mind reals through the nine realms. If your attack hits, the target must make a Constitution saving throw or fall unconscious for the duration. The creature wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.


















Staggering Blow
4th-level Maneuver
- Action Type 1 attack
- Range: Melee Weapons reach
- Requirements: Melee Weapon
- Duration: 1 Minute
You strike a creature with such magnitude that its body begins to falter. If your attack hits, the creature must make a Charisma saving throw or suffer the following effects.
- Its speed is halved
- Disadvantage on Dexterity checks and Dexterity saving throws
- On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
It can make a Charisma saving throw at the end of each of its turns, ending these effects on a success.
Shattering Smash
5th-level Maneuver
- Action Type 1 attack
- Range: Weapons reach
- Requirements: Melee Weapon
- Duration: Instantaneous
You attempt to destroy an opponents defenses. If your attack hits, the creature must make a Strength saving throw or have its AC reduced by 5 until it takes at least 10 minutes rest.
Impossible Rebuff
5th-level Maneuver
- Action Type 1 reaction, which you take when a creature misses you with a melee attack roll
- Range: Weapons reach
- Requirements: Melee weapon
- Duration: Instantaneous
You strike back at your opponents moment of weakness. Roll an attack, if your attack hits you can choose one of the following effects for the creature to suffer:
- It is pushed back 60ft away from you
- It is knocked prone and unable to move to start of your turn
- Or it can not make any more attacks this turn
Shot of Solar
5th-level Maneuver
- Action Type 1 action
- Range: Weapons reach
- Requirements: Ranged weapon
- Duration: Instantaneous
You focus your complete energy into this single shot, make a attack roll against a single creature within range, on hit you instead deal 10d10 of your weapons damage type.
Actual 6th Edition
With OneDND set on being closer to a 5.1 than a real 6th edition, I like many within the community are frustrated by the lack of experimentation from the designers and their seeming unwillingness to fix any of the real problems the game faces. I am but a humble long time homebrewer but am willing to try and create the next great edition!
What makes this project different?
While they're are many great 5e based systems out there, there is none that seem to do what many people want, make 5e better. Not a game with some 5e elements, not a mix between 5e and another system, not a game that changes the fundamentals that made 5e so great. A game that stays in line with the great design philosophies of 5e while fixing the problems that have come apparent during its ten year run, thats what a good chunk of the community have shown me they want and I hope with my passion I can complete this task for my game and everyones.
Design Philosophy
First: Rules stay light in roleplay to not inhibit the expression of story and remain heavy in combat but never to a hindering amount.
Second: The GM is there to have fun, the rules they utilize should never hinder this, the GM should have the ability to adapt to situations knowing the rules are their to support them.
Third: This system shall remain playable for the less savvy players and those who search for depth. Where ever possible the player should have the option of complexity or simplicity.
Further info on design philosophy can be found on the discord
Community Engagement
First and foremost, this project will tackle the problems that the community as a whole agree on. Throughout the project, I will release updates and supplements to be playtested by those who would intend to use them and then use feedback provided to improve the system as a whole. There should be no surprises when this project finishes, those who engage shall already know what to expect, too many times have people been burnt by projects failing to live up to their promises. If you want to be a part, please join us on the discord or give feedback on my reddit posts.
Helping
If you would like to add any 5e problems or missing systems to the list on the right or talk about your thoughts on creating A6E, the best place to talk to me is in the discord:
Problems to Fix
Problem Status Expertise WIP Fighting Styles Pending Adventuring Day WIP Encounter Design/CR Pending SR/LR Disparity WIP Martial/Caster Disparity WIP High level Problem spells WIP Monster Complexity Pending Mounted Combat Pending Tools WIP Darkvision Pending Bad DMG Pending Tiers of play Pending Class Design WIP* Backgrounds WIP Ability Scores & HP WIP Fighter Redesign WIP
Missing Systems to Add
System Status Downtime WIP GM Game Choice Pending GM running the game advice Pending Exploration Rules Pending Mass Combat Rules Pending Tools/Spells for mystery based arcs Pending
The Fighter Redesigned
A fundamental rework to the 5e fighter making them the true master of battle they were always meant to be.
Version 0.5 Created by /u/TheBritishDM
Cover Left - Briggitta - Amber Ye
Cover middle - The Gold Knight - Alexandre Chaudret
Cover Right - SAKER - Mr. Y
Page 5 - The battle begin - Fenghua Zhong
Page 6 - Fan Art Of The< FOR HONOR> - GASONE 晟一
Page 10 - Sha Lin - XiaoGuang Sun
Backcover - Rise of the Overlords - Greg Rutkowski
Additional A6E content and other TheBritishDM Homebrew content, including system redesigns can be found for free on GM Binder.