Fighter, TDM Variant (5e Class)
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Fighter, TDM Variant[edit]
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fighter level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, and Shields
Weapons: Simple Weapons and Martial Weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose four from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Perception, andd Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a chain mail or (b) a leather armor, longbow and quiver of 20 arrows
- (a) a martial weapon and a shield or (b) a Two martial weapon
- (a) a light crossbow and 20 bolts or (b) Two handaxe
- (a) a dungeoneer's pack or (b) a explorer's pack
Level | Proficiency Bonus |
Features | Weapon Mastery |
---|---|---|---|
1st | +2 | Fighting Style, Second Wind | - |
2nd | +2 | Action Surge (one use), Weapon Mastery | 2 |
3rd | +2 | Martial Archetype | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Ability Score Improvement | 3 |
7th | +3 | Martial Archetype, Weapon Mastery Improvement | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Indomitable (one use) | 4 |
10th | +4 | Martial Archetype | 4 |
11th | +4 | Extra Attack (2) | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Indomitable (two uses), Weapon Mastery Improvement | 5 |
14th | +5 | Ability Score Improvement | 5 |
15th | +5 | Martial Archetype | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Action Surge (two uses), Indomitable (three uses) | 6 |
18th | +6 | Martial Archetype | 7 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | Extra Attack (3) | 7 |
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.
- Bashing - While you are wearing a shield, you may now make a melee attack with your shield of which is considered a martial weapon with the Heavy property and a damage die of 1d6. You may not do two-weapon fighting with a shield in your off-hand.
- Blind Fighting - You have blindsight within a range of 15ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- Interception - When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- 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.
- Superior Technique - You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Thrown Weapon Fighting - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind[edit]
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.
Action Surge[edit]
Starting at 2nd 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.
Weapon Mastery[edit]
Starting at 2nd level, you've come to master a variety of weapons and the unique differences they each all have, allowing you to unleash their full potential. From the list below, you can select 3 masteries from the list below. Only one mastery at the time may be applied when making an attack using the appropriate weapon. The number of masteries you can have increases as you gain levels in this class as shown by the Weapon Mastery column.
- Cleave — Melee weapon, Heavy property: If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5ft of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to the damage roll, unless that modifier is negative. You can make this extra attack only once per turn.
- Flex — Versatile property: When you hit with a melee attack using this weapon, you deal its Versatile damage even if you're using it with one hand. In addition, you may choose to either deal bludgeoning, slashing, or piercing when dealing damage with this weapon.
- Graze — Melee weapon, Heavy property: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by this weapon, and the damage can't be increased in any other way other than increasing the ability modifier.
- Nick — Light property: While wielding a Light weapon in your off hand, you can now make your extra attack with your offhand Light weapon as part of your attack action, instead of a bonus action. You can still only make this extra attack once per turn.
- Push — Heavy property, Versatile or Two-Handed property: If you hit a creature with this weapon and deal damage to the creature, you can push the creature up to 10ft away from you if it is no more than one size larger than you.
- Sap — No other properties: If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
- Slow — No prerequisite property: If you hit a creature with this weapon and deal damage to the creature, you can reduce its speed by 10ft until the start of your next turn. If you hit the creature more than once with this property, the speed reduction doesn't exceed by 10ft.
- Topple — Heavy, Reach, or Versatile property: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your proficiency modifier + the ability modifier you used to make the attack roll. On a failed save, the creature is knocked Prone.
- Vex — Ammunition, Finesse or Light property: If you hit and deal damage to a creature with this weapon, you have Advantage on your next attack roll against the creature before the end of your next turn.
This feature improves at the 7th and 13th level. At the 7th level, when making an attack with the appropriate weapon, two masteries may now be applied for a single attack. At the 13th level, the you may now freely use any mastery when making an attack with a weapon.
Martial Archetype[edit]
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
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.
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.
Multiclassing[edit]
You cannot multiclass into or out to a class with Roguish Archetype (like rouge)
Prerequisites. To qualify for multiclassing into the Fighter, Alternative Variant class, you must meet these prerequisites: Strength/Dexterity 13
Proficiencies. When you multiclass into the Fighter, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.
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