About this mod
Overhauls the Fighter Class, giving them fun and interesting options to change up their playstyle.
- Requirements
- Permissions and credits
- Action Surge moved to level 6 (replacing extra ASI)
- Second Wind moved to Maneuvers list.
- Fighters now have unique abilities known as maneuvers, including things such as Whirlwind, Stampede of Steel, Steel Wind Strike, Reposition, and Press the Attack. These new abilities transform the fighter's playstyle, allowing them to be customized into supportive, aggressive, and defensive roles.
- Learn 1 Maneuver and gain 1 superiority dice at levels 1 and 2. Gain an additional Maneuver and die on levels where you receive an Ability Score Improvement or feat.
Battlemaster:
- Grants allies recurring healing upon defeating foes.
- Improve Action Surge at lvl 7 to also grant an additional Bonus Action and restore half your superiority dice. (This currently will allow you to end up with something like 3.5 dice. I'm looking into fixing that, but for now, it shouldn't affect anything outside of being funny.)
- At level 10, gain an Aura that grants a small amount of damage reduction, a +1 attack roll bonus, and a +1 bonus to saving throws to nearby allies and yourself.
Champion:
- Moved Peerless Athelete: Jump to level 3.
- Grants Goad, frightening or charming a nearby foe once per short rest as a bonus action.
- Gave Immunity to being Critically Hit at level 7.
- Gains another Critical Hit Range increase at level 10 (they still gain the extra fighting style).
Eldritch Knight:
- Gains Arcane Cascade, allowing them to cast a Cantrip once per Short Rest without spending any actions.
- War Magic at level 7 now instead grants you an extra attack when you use your action to cast a cantrip.
- Eldritch Strike at level 10 now grants you an extra attack when you use your action to cast a leveled spell.
- At level 11, gain two extra attacks instead when you use your action to cast a cantrip (so it scales with Extra Attack 2).
Manuevers:
- Whirlwind. A huge cleave attack that hits everyone around. Costs 1 Superiority Die and 1 Attack. Requires level 5+
- Stampede of Steel. A rush attack that tramples enemies. Costs 1 Superiority Die and 1 Attack.
- Press the Attack. Allows an Ally to make a free weapon attack on their turn. Costs 1 Superiority Die and 1 Bonus Action.
- Reposition. Grants an Ally half their movement speed as a bonus and causes them to Disengage. Costs 1 Superiority Die and 1 Bonus Action.
- Rally. Applies Temporary Hit Points and a movement speed increase in an AOE. Costs 1 Superiority Die and 1 Attack.
- Second Wind. Regain 1d6 + your Level in HP. Costs 1 Bonus Action and 1 Superiority Dice.
- Reinforce. Gain Resistance to all damage and become unmovable for 1 round. Costs 1 Superiority Die.
- Bait and Switch. Switch positions with an adjacent Ally, granting them or yourself +4 AC for 1 round. Costs 1 Superiority Die.
- Challenge. Cause an Enemy to have Disadvantage on its attack rolls against anyone other than you for 2 rounds. Costs 1 Superiority Die.
- Precision Attack. Normal Precision Attack from the BM maneuvers. Adds a d8 to your next weapon attack roll.
- Zephyr Strike. Casts the Zephyr Strike Spell. Costs a Bonus Action and 1 Superiority Die.
- Steel Wind Strike. Casts the Steel Wind Strike spell, dealing your weapon's damage instead of 6d10 force damage. Costs 1 Attack and 3 Superiority Dice. Requires level 9+
I hope you all enjoy! I've been having a blast playing it myself and am excited to reveal it to you all now. I will be gone for 2 weeks after posting so unfortunately I cannot fix any possible bugs that pop up until afterwards. Feel free to post to let me know of their existence regardless.