Fighter, Switched Variant 1 (5e Class)

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Switched Universe[edit]

Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers.

Dirty Fighters[edit]

Fighters from the Switched universe are very similar to rogue with fighter features. These fighters learn to practice their chosen weapon to survive the harsh life of the slums. They are hardy and determined to survive the next day.

Creating a Fighter, Switched Variant 1[edit]

As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

quick build

You can make a Fighter, Switched Variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose <!-elaborate on equipment choices->

Fighter, Switched Variant[edit]

Class Features

As a fighter, Switched Variant 1 you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter, Switched Variant 1 level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter, Switched Variant 1 level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The fighter, Switched Variant 1

Level Proficiency
Bonus
Features Sneak Attack Damage
1st +2 Fighting Style, Sneak Attack, Thieves' Cant, Weapon Mastery 1d6
2nd +2 Expertise 1d6
3rd +2 Roguish Archetype, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Extra Attack, Cunning Strike 3d6
6th +3 Ability Score Improvement Expertise 3d6
7th +3 Action Surge (one use) Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Indomitable (one use) 5d6
10th +4 Roguish Archetype feature 5d6
11th +4 Extra Attack (2) 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Indomitable (two uses), Improved Cunning Strike 7d6
14th +5 Ability Score Improvement 7d6
15th +5 Roguish Archetype feature 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Action Surge (two uses), Indomitable (three uses) 9d6
18th +6 Roguish Archetype feature 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Extra Attack (3) 10d6

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

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

Great Weapon Fighting

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

Protection

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

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Fighter, Switched Variant table

Thieves' Cant[edit]

During your fighter, Switched variant training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Weapon Mastery[edit]

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Roguish Archetype[edit]

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 10th, 15th, and 18th level.

Roguish Archetype features

Steady Aim[edit]

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack[edit]

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 20th level in this class.

Cunning Strike[edit]

At 5th level, You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success, To use this effect, you must have a Poisoner's Kit on your person.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Action Surge[edit]

Starting at 7th 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 and a possible bonus 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.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

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

Improved Cunning Strike[edit]

Beginning at 13th level, You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Roguish Archetype[edit]

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Rogue Subclasses

Fighter, Switched Variant's subclasses are exactly the same as normal Rogue subclasses except the following;

Rogue's subclass 9th level ability is moved up to 10th level ability. Rogue's subclass 13th level ability is moved up to 15th level ability. Rogue's subclass 17th level ability is moved up to 18th level ability.

Multiclassing[edit]

You cannot multiclass into or out to a class with Roguish Archetype (like rogue)

Prerequisites. To qualify for multiclassing into the Fighter, Switched Variant class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Fighter, Switched Variant class, you gain the following proficiencies: light armor, simple weapon, marshal weapon, one skill from the class's skill list, and thieves' tools.

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