Fighter

There is a common tendency for players to treat the Fighter class in particular as just "a guy" or "a soldier" that fell into adventuring, but please remember that player characters and classed NPCs are more than that - especially in the mythic fantasy setting of Iroa. Such characters are extraordinary, and Fighters no less so. A Fighter who started as a soldier, brigand, or the like still clearly stood out from their peers as a paragon of ability - though of course like anyone, they may well have had a rough start before finding their niche and truly launching their career! To use an example you should all be familiar with, Disney's Mulan pre-montage was an NPC; Mulan post-montage was a Fighter.  

Errata

  TCoE lists the following changes to Fighters.   Fighting Style Options simply expands the list of fighting styles that a Fighter can choose from when they get to pick one, and all of these are allowed.   Martial Versatility simply expands retraining options at level up so you don't get stuck with an option that no longer feels like the best choice, and it is allowed.  

Fighter Changes

  The Fighter class is almost entirely reworked, and it is now the marquee example of access to and use of Martial Exploits as a full martial.   The Fighter now gets ASIs (ability score improvements) at the same levels as every other class. The Battle Master subclass is removed and rolled into the base Fighter, since I have made it as per the original 5E playtest where every martial character gets exploit dice to do stuff. Fighter subclasses still apply as printed to this revised Fighter, with their Martial Archetype abilities still coming online at the same levels as the published Fighter so nothing has to be changed. Other Fighter abilities appearing on the table are still the same as published, although sometimes at different levels than the published class.  
  See the following descriptions for abilities not part of the 5E Fighter writeup, or that are modified from the base Fighter. All other fighter abilities are as published.  

Bonus Exploits and Dice

At 1st level and every four fighter levels thereafter, increase your maximum exploit dice by one and learn a bonus exploit. Again, see Martial Exploits.  

Combat Superiority

Every time you attack an enemy, whether the attack hits or misses, you can choose to Mark that target. This has the normal effect of a Mark (disadvantage on attacks against anyone other than the one who bestowed the mark), and more besides. When a creature within your reach that you have Marked moves (even "safely"), or takes hostile action that does not include you as one of the targets, this provokes a bonus opportunity attack from you that does not use up your opportunity attack for the round. If this opportunity attack hits, you add your exploit die to the damage (without actually expending a die). You can only have a number of creatures Marked up to your proficiency bonus.  

Fighting Styles

You pick a fighting style at first level, and again at 8th and 16th level. You cannot pick the same Fighting Style more than once. In addition to the fighting styles from allowed published sources, the following new and revised styles are also options. Revised versions below (e.g., Great Weapon Fighting) supercede those from the published material. These styles are also available to non-Fighters who gain access to a Fighter fighting style, either via class ability, feat, or Origin.   Great Weapon Fighting (revised): When you roll damage for a melee weapon that you are wielding with two hands, you can elect to reroll any number of the damage dice, including extra dice from other abilities, although you must keep the new rolls even if they are lower. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.   Hoplite: You treat all shields, staves, spears, polearms, and bidents / tridents as finesse weapons. You can wield a two-handed weapon of these types in one hand, but if you do so it is heavy and no longer finesse. If you are wielding a shield, you get a +1 bonus to AC while you are within 5 feet of an ally with a shield, and a +2 bonus while you are within 5 feet of two or more allies with shields.   Improvisario: You gain proficiency with improvised weapons. Your improvised weapons do not break unless you choose them to; on an attack where you break an improvised weapon, add your exploit die to the weapon's damage (without actually spending one), though this disarms you, and you can't break magic items in this way. At 5th level, improvised weapons count as magic weapons in your hands and have a +1 magic weapon bonus to attack and damage, increasing to +2 at 11th level and +3 at 17th level.   Melee Marksman: When you make a ranged attack against a target within 5 feet of you, you do not have disadvantage on the attack roll. When you make a ranged attack against a target within your weapon's normal range, allies do not grant the target cover.   Protection (revised): 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 melee weapon or a shield to use this reaction. If your weapon has reach, you can use this ability at a 10 foot range instead.   Strongbow: You can use your Strength modifier, in place of your Dexterity modifier, for attack and damage rolls with longbows and shortbows.   Two Weapon Fighting (revised): This replaces the printed Two-Weapon Fighting style. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.  

Second Wind

At 2nd level, you may spend a bonus action to regain 1d10 hit points plus your Fighter level. If you are at less than your full amount of exploit dice, you also regain exploit dice equal to your "Bonus Exploits and Dice" for your level, not to exceed your maximum number of exploit dice. Once you use this feature, you must finish a short or long rest to use it again; but at 14th level, you can use it twice between rests.  

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any
 

Relentless

At 11th level, if you have less than your full amount of exploit dice when you roll initiative, you regain exploit dice equal to your "Bonus Exploits and Dice" for your level, not to exceed your maximum number of exploit dice.  

Unstoppable

At 20th level, reduce the cost of your exploits by 1 die. You can use first rank exploits for free, second tier exploits for one die instead of two, and so on. This does not reduce any other secondary costs of the exploit, so for instance if the exploit requires the expenditure of hit dice that remains unchanged.  

Subclasses

  All subclasses from the PHB, XGtE, and TCoE are allowed, except the Battlemaster as noted above.   Eldritch Knight sees enough changes that it is an article below.   The Warlord is also added as a subclass you can choose.

Articles under Fighter


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