Homebrew Fighter

This version of the Fighter started with three major design principles:

-There should be a universal list of maneuvers that are tactically interesting and available to all characters.
-We should have a fighter who operates off of a relatively simple, intuitive mechanic, but doesn't just spam his best attack over and over.
-We should have a fighter who can contribute to the rest of the group in all three pillars of gameplay:  Combat, Exploration, and Interaction.

No homebrew exists in a vacuum.  Allow me to list the assumed fixes and changes in the system surrounding this class:

On Hit Points
Each creature has a hit point maximum, which is the total of its Hit Die rolls (or the average of those rolls), its Constitution score, and any other modifiers.

On Actions in Combat
Bull Rush:
You shove a creature 5 feet, provided it is no more than one size category larger than you, by making a successful Strength check contested by that creature’s Strength check or Dexterity check (the creature chooses the ability).

Block:
When you wield a shield you are proficient with in your off-hand, you can use your reaction to block an incoming attack.  Roll your skill die and subtract its result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.
 
Two­ Weapon Fighting:
When you wield two light melee weapons you are proficient with, you can use your reaction to make an attack with your off-hand weapon.  You don’t add your ability modifier to the damage of this attack.  Alternatively, you may use your reaction to block as though you were wielding a shield.

On Heavy Weapons
Heavy:
A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Small creatures reduce the damage die on all attacks made with heavy weapons by one step.  In addition, when rolling for damage with a heavy weapon, all creatures add their strength modifier twice to the result.

On Specialties and Feats
Combat Maneuver
Benefit:  You learn one maneuver, and have one expertise die, a d6.  You can spend expertise dice to use combat maneuvers that you have learned.  In order to use a maneuver, you must spend the minimum number of expertise dice listed for that maneuver before resolving the effect.  You may then add additional expertise dice for greater effect, depending on the maneuver you are using.  Once you use an expertise die, it is expended.  You have two ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.  Every instance of weapon damage you deal with the deadly strikes class feature counts as an attack for the purposes of recharging expertise dice.
Special:
  If you already have expertise dice, you do not gain any more with this feat.

And there is a blog post detailing the hypothesized changes to the skill system and the rogue here.

FIGHTER


Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score
Starting Hit Points: Your Constitution score
Hit Die:  1d10 per fighter level
Hit Points:  1d10 (or 6) per fighter level gained
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons

            Attack      Expertise       Combat
Level   Bonus      Dice                Surge                Class Features
1          +1            2d6                  1/day                Combat Superiority, Combat Surge,
                                                                             Fighting Style, Maneuvers (2)
2          +1            2d6                  1/day                Maneuver (1)
3          +1            3d6                  1/day                Style Benefit
4          +2            3d6                  1/day                Maneuver (1)
5          +2            3d6                  2/day                Deadly Strikes (2), Style Benefit
6          +2            4d6                  2/day                Maneuver (1)
7          +2            4d6                  2/day                Style Benefit
8          +3            4d6                  2/day                Maneuver (1), Unstoppable
9          +3            4d6                  2/day                -
10        +3            5d6                  3/day                Deadly Strikes (3), Maneuver (1)

Level 1:  Combat Superiority
You have two d6s called expertise dice.  You can spend expertise dice to use combat maneuvers that you have mastered.  In order to use a maneuver, you must spend the minimum number of expertise dice listed for that maneuver before resolving the effect.  You may then add additional expertise dice for greater effect, depending on the maneuver you are using.  Once you use an expertise die, it is expended.  You have two ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.  Every instance of weapon damage you deal with the deadly strikes class feature counts as an attack for the purposes of recharging expertise dice.
 
You must be able to take actions to spend an expertise die. As you gain levels you gain additional dice, as noted on the Fighter table.

Level 1:  Combat Surge
Once per day, you can use a combat surge on your turn.  During that turn, you can take a second action, and in addition you can either:

-Recharge one expertise die you have already expended this turn.
-Roll one hit die and regain that many hit points.

At 5th, 10th, 15th and 20th level, the number of times per day that you can use a combat surge increases by one, and the number of expertise dice or hit dice you may recharge or roll increases by one.  You may only ever use a combat surge once per turn.

Level 1:  Fighting Style
Choose one of the following:

Knight
Suggested Maneuvers:  Jab, Parry
Suggested Specialty:  Guardian
Level 1:  Skills
You gain the ride and sense motive skills.
Level 1:  Maneuvers
You gain Protect as a bonus maneuver.
Level 1:  Knight’s Prowess
When none of your expertise dice are expended, you gain damage reduction equal to your Wisdom modifier.
Level 3:  Steely Resolve
Once per turn, you can recover your strength while under assault.  When you reduce the damage of an attack made against you or a friendly creature to 0, you may recharge one of your expertise dice.
Level 5:  Knight's Challenge
You can spend an expertise die to issue a challenge to an enemy that can see or hear you.  You can sustain this challenge as long as you wish, but while doing so you cannot use that expertise die for any other purpose.  While this challenge is active, you have advantage on all attacks made against that target.

Gladiator
Suggested Maneuvers:  Glancing Blow, Shift
Suggested Specialty:  Reaper
Level 1:  Skills
You gain the intimidate and perform skills.
Level 1:  Maneuvers
You gain Knockdown Assault as a bonus maneuver.
Level 1:  Gladiator’s Flair
When you make an attack without using a maneuver, and none of your expertise dice are expended, you gain a bonus to damage with that attack equal to your Charisma modifier.
Level 3:  Morituri Te Salutant
Once per turn, you can exult in the glory of blood you have spilled.  When you reduce a creature to 0 hit points or fewer with your attack, you may spend a reaction to exult.  If it is glorious, you may recharge one of your expertise dice.
Level 5:  Gladiator’s Cunning
You can spend an expertise die to single out one creature to avoid.  You can sustain this effect as long as you wish, but while doing so you cannot use that expertise die for any other purpose.  While this effect is active, whenever that creature moves within 5 feet of you, you can move 5 feet without provoking opportunity attacks.

Fightmaster
Suggested Maneuvers:  Glancing Blow, Punish
Suggested Specialty:  Field Medic
Level 1:  Skills
You gain the administer first aid and recall military lore skills.
Level 1:  Maneuvers
You gain Tide of Iron as a bonus maneuver.
Level 1:  Fightmaster’s Prescience
Once per turn, when none of your expertise dice are expended, you can choose one friendly creature that can see or hear you, and that creature gains a bonus to damage with its next attack equal to your Intelligence modifier.
Level 3:  Turning the Tide
Once per turn, you can redouble your efforts in the face of overwhelming violence.  When a creature that you can see or hear critically hits, you may spend a reaction to capitalize on the violence.  If it is overwhelming, you may recharge one of your expertise dice.
Level 5:  Fightmaster’s Command
Once per turn, you can spend an expertise die to direct the actions of a friendly creature that can see or hear you.  You can sustain this direction as long as you wish, but while doing so you cannot use that expertise die for any other purpose.  While under your command, that target has advantage on one attack roll it makes every turn.

Level 1:  Maneuvers
Choose two of the following.  At 2nd, 4th, 6th, 8th, and 10th level, choose one more:

Brash Strike
You don’t just hit a dude, you flip out all over his junk and don’t even care.
Expertise Cost:  2 or more dice
Activation Time:  None
Effect:  When you hit with a weapon attack, you can spend expertise dice to deal additional damage.  For every two dice you spend in this fashion, roll both and add only the highest to the total damage you deal.

Cleaving Assault
You can carry your momentum forward from an attack, carving through one foe into the body of another.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect: Make a melee weapon attack, and if you hit you can deal additional damage to one creature adjacent to your target.  Roll any expertise dice you spend in this way, and the adjacent creature takes damage equal to the result.

Disarming Strike
You wanted to chop off his whole hand, but you’ll settle for knocking the weapon out of his grasp.
Expertise Cost:  1 or 2 dice
Activation Time:  1 Action
Effect:  Make a weapon attack, and if you hit, your target has disadvantage on its next attack.  If you spent 2 dice on this maneuver, the target is disarmed instead.

Glancing Blow
Even when your strike is only a glancing blow, you find a way to damage your opponent.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect: Once per turn when you miss a creature with a weapon attack but roll at least an 8 on the d20, you can spend expertise dice to turn the miss into a glancing blow. Roll any expertise dice you spend in this way, and the target takes damage equal to the result. The damage is of the same type as the attack, but the glancing blow has none of the attack’s other effects and is not considered to have hit.

Jab
You can make quick, shallow attacks even when you focus your attention on other things.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect: When you take an action other than making a melee or a ranged attack, you can spend expertise dice to make a melee or ranged attack against a creature within range during that action.  If you hit, instead of rolling damage normally, you roll the expertise dice and use the result for your damage.

Knockdown Assault
The force of a blow, whether from an axe or an arrow, in just the right spot can cause a creature to stagger and fall.
Expertise Cost:  1 or 2 dice
Activation Time:  None
Effect: When you hit a creature with a weapon attack and that creature is no more than one size category larger than you, you can spend a single expertise die to also knock that creature prone.  If you spend a second die on this maneuver, roll that die.  The target takes additional damage equal to the result rolled.

Parry
You can use your weapon or shield to turn aside an attack, reducing its impact on you.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect: When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice as a reaction to reduce the damage.  Roll any expertise dice you spend in this way, and subtract the result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.

Precise Shot
You have expert aim, allowing you to make even the most improbable shots.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect:  When you make a ranged attack against a creature that has half cover or three quarters cover, you can spend a single expertise die.  Roll the die, and add its result as a bonus to your attack roll.  If the target has half cover, the maximum bonus from this die is +2. If the target has three-quarters cover, the maximum bonus from the die is +5.

Protect
By splitting your attention between your opponents and your allies, you can intervene with a weapon or a shield when one of your friends would be harmed.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect:  When a creature next to you takes damage from an attack while you are wielding a weapon or a shield, you can spend expertise dice as a reaction to reduce the damage.  Roll any expertise die you spend in this way, and subtract the result from the damage against the creature.  If the damage drops to 0 or lower, the creature is still subject to any other effects of the attack.

Punish
You keep a watchful eye on your friends, and stand ready to defend them at a moment’s notice.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect:  When a friendly creature within 5 feet takes damage from an attack while you are wielding a weapon, you can spend expertise dice as a reaction to make a melee or ranged attack against the creature that attacked them. If you hit, instead of rolling damage normally, you roll the expertise dice and use the result for your damage.

Shift
You can adopt a more nimble stance, focusing some of your effort on stepping into safe spots on the battlefield.
Expertise Cost:  1 die
Activation Time:  None
Effect:  Once per turn, when you take an action to make an attack, you can spend a single expertise die to move up to 10 feet before or after the attack. This movement does not provoke opportunity attacks.

Smash and Grab
Not content with simply beating the piss out of your opponent, you grab his skinny ass and throttle him like the rag doll he is.
Expertise Cost:  1 or 2 dice
Activation Time:  1 Action
Effect:  Make a melee weapon attack against a creature within 5 feet of you, and if you hit and have a free hand, you can grapple that creature.  If you spend a second expertise die on this maneuver, you can restrain that creature as if you had succeeded on two grapple checks.

Tide of Iron
As you strike with a weapon, you can use a combination of your attack’s precision and the leverage of your strike to drive a target back.
Expertise Cost:  1 or 2 dice
Activation Time:  1 Action
Effect:  Make a melee weapon attack, and if that creature is no more than one size category larger than you, you can push that creature up to 10 feet away from you.  If you spend a second expertise die on this maneuver, roll that die.  You can then push that creature up to 15 feet away from you, and if that creature comes into contact with any hard surface or another creature during that movement, you deal damage equal to the result rolled.

Level 5:  Deadly Strikes
Benefit:  Once per turn, when you attack, you can either roll extra damage or target multiple creatures as part of that attack.  Choose up to two creatures within range and divide up to two of your damage dice between them.  You may then make an attack roll against each target and roll damage for each attack.

You can target up to three creatures and roll the damage dice three times starting at 10th level.

Level 8:  Unstoppable
Benefit:  You have advantage on saving throws against effects that would result in a complete or partial loss of control of your character.


Iron Age

 

I've removed content from this thread. Forum disruption is a violation of the Code of Conduct

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As I still can't edit the OP (don't feel like reporting myself or something silly to get their attention), this post is where I'll have the complete class written up, with all revisions and changes as discussed later in the thread.

The Fighter
On Hit Points
Each creature has a hit point maximum, which is the total of its Hit Die rolls (or the average of those rolls), its Constitution score, and any other modifiers.

On Actions in Combat
Bull Rush:
You shove a creature 5 feet, provided it is no more than one size category larger than you, by making a successful Strength check contested by that creature’s Strength check or Constitution check (the attacker chooses the ability).

Charge:
You can move up to half your speed and make a single melee attack.  You cannot move any farther in your turn.

Grapple:
Using at least one free hand, you try to grab and hold a creature no more than one size larger than you by making a successful Strength check contested by the creature’s Strength check or Dexterity check (the attacker chooses the ability). If you succeed, the creature’s speed becomes 0 and cannot increase until the grapple ends.

Knock Down:
You knock a creature prone, provided it is no more than one size category larger than you, by making a successful Strength check contested by that creature’s Strength check or Dexterity check (the attacker chooses the ability).

Block:
When you wield a shield you are proficient with in your off-hand, you can use your reaction to block an incoming attack.  Roll your skill die and subtract its result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.

Overwhelm:
When you wield a heavy weapon you are proficient with, you can use your reaction to make your attacks bite a little deeper.  When you hit with an attack, you may spend a reaction to roll your skill die and add the result to the total damage of that attack.
 
Two­ Weapon Fighting:
When you wield two light melee weapons you are proficient with, you can use your reaction to make an attack with your off-hand weapon.  You don’t add your ability modifier to the damage of this attack.  Alternatively, you may use your reaction to block as though you were wielding a shield.

On Heavy Weapons
Heavy:
A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Small creatures reduce the damage die on all attacks made with heavy weapons by one step.

On Specialties and Feats
Combat Maneuver
Benefit:  You learn one maneuver, and gain one expertise die, a d6.  You can spend that die to use combat maneuvers that you have learned.  Once you use an expertise die, it is expended.  You have three ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.
-Every physical contest you initiate with a creature recharges one of your expertise dice.

Special:  You can select this feat multiple times, but must choose a new maneuver each time.  If you already have expertise dice from this feat or another class feature, you do not gain any more.


FIGHTER

Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score
Starting Hit Points: Your Constitution score
Hit Die:  1d10 per fighter level
Hit Points:  1d10 (or 6) per fighter level gained
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons

            Attack    Expertise      Combat
Level  Bonus      Dice              Surge                Class Features
1          +1            2d6                  1/day                Combat Superiority, Combat Surge,
                                                                                  Fighting Style, Maneuvers (2)
2          +1            2d6                  1/day                Maneuver (1)
3          +1            3d6                  1/day                Style Benefit
4          +2            3d6                  1/day                Combat Reflexes, Maneuver (1)
5          +2            3d6                  2/day                Deadly Strikes (2), Style Benefit
6          +2            4d6                  2/day                Maneuver (1)
7          +2            4d6                  2/day                Unstoppable
8          +3            4d6                  2/day                Maneuver (1)
9          +3            5d6                  2/day                -
10        +3            5d6                  3/day                Deadly Strikes (3), Maneuver (1)

Level 1:  Combat Superiority
You have two d6s called expertise dice.  You can spend expertise dice to use combat maneuvers that you have mastered.  In order to use a maneuver, you must spend the minimum number of expertise dice listed for that maneuver before resolving the effect.  You may then add additional expertise dice for greater effect, depending on the maneuver you are using.  Once you use an expertise die, it is expended.  You have three ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.
-Every physical contest you initiate with a creature recharges one of your expertise dice.
 
You must be able to take actions to spend an expertise die. As you gain levels you gain additional dice, as noted on the Fighter table.

Level 1:  Combat Surge
Once per day, you can use a combat surge on your turn.  During that turn, you can take a second action, and in addition you can either:
-Recharge one expertise die.
-Roll one hit die and regain that many hit points.
At 5th, 10th, 15th and 20th level, the number of times per day that you can use a combat surge increases by one, and the number of expertise dice or hit dice you may recharge or roll increases by one.  You may only ever use a combat surge once per turn.

Level 1:  Fighting Style
Choose one of the following:

Duelist
Suggested Maneuvers:  Disarming Strike, Parry
Suggested Specialty:  Swashbuckler
Level 1:  Skills
You may choose to gain either the Bluff or Tumble skill.
Level 1: Maneuvers
You gain Flurry of Blows as a bonus maneuver.
Level 1: Duelist's Finesse
When you make an attack without using a maneuver and have one hand free, you gain a bonus to damage with that attack equal to your Dexterity modifier.  In addition, you gain a bonus to checks made to climb or jump equal to your Dexterity modifier.
Level 3: Deft Riposte
Once per turn, you can capitalize on an opponent's failed attack.  When a creature within 5 feet of you misses you with a melee attack, you may recharge one of your expertise dice.
Level 5: Duelist's Grace
Once per turn, you can spend an expertise die to single out one creature to avoid.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While this effect is active, whenever that creature moves within 5 feet of you, you can move 5 feet without provoking opportunity attacks.

Juggernaut

Suggested Maneuvers:  Cleave, Tide of Iron
Suggested Specialty:  Reaper
Level 1:  Skills
You may choose to gain either the break an object or drive skill.
Level 1:  Maneuvers
You gain Barreling Charge as a bonus maneuver.
Level 1:  DON'T YOU KNOW WHO I AM?  HE MUST NOT KNOW WHO I AM
When you make an attack without using a maneuver, you deal damage equal to your Constitution modifier to one creature adjacent to your target.  You must deal this damage even if the only creatures adjacent to the target are friendly.  In addition, you gain a bonus to checks made to break objects equal to your Constitution modifier.
Level 3:  YEAH IT'S THE JUGGERNAUT BITCH
Once per turn, you can build up a furious head of steam.  When you move more than 15 feet on your turn and an Opportunity Attack misses you, you may recharge one of your expertise dice.
Level 5:  JUGGERNAUT I GOT THE FEELING SOMETHING'S SERIOUSLY WRONG WITH YOU
Once per turn, you can spend an expertise die to lend a frightening weight to your attacks.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While this effect is active, you push every creature you hit with a weapon attack 5 feet.

Knight

Suggested Maneuvers:  Jab, Protect
Suggested Specialty:  Guardian
Level 1:  Skills
You may choose to gain either the ride or sense motive skill.
Level 1:  Maneuvers
You gain Parry as a bonus maneuver.
Level 1:  Knight’s Prowess
When you make an attack without using a maneuver, you can reduce the damage of the next attack that hits you this round by an amount equal to your Wisdom modifier.  In addition, you gain a bonus to checks made to socialize or follow proper etiquette equal to your Wisdom modifier.
Level 3:  Steely Resolve
Once per turn, you can recover your strength while under assault.  When you reduce the damage of an attack made against you or a friendly creature to 0, you may recharge one of your expertise dice.
Level 5:  Knight's Challenge
Once per turn, you can spend an expertise die to issue a challenge to an enemy that can see or hear you.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While this challenge is active, you have advantage on all attacks made against that target.

Gladiator
Suggested Maneuvers:  Glancing Blow, Shift
Suggested Specialty:  Reaper
Level 1:  Skills
You may choose to gain either the intimidate or perform skill.
Level 1:  Maneuvers
You gain Knock Down as a bonus maneuver.
Level 1:  Gladiator’s Flair
When you make an attack without using a maneuver, you gain a bonus to damage with that attack equal to your Charisma modifier.  In addition, you gain a bonus to physical contests equal to your Charisma modifier.
Level 3:  Morituri Te Salutant
Once per turn, you can exult in the glory of blood you have spilled.  When you reduce a creature to 0 hit points or fewer with your attack, you may recharge one of your expertise dice.
Level 5:  Gladiator’s Cunning
Once per turn, you can spend an expertise die to single out one creature to guard against.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While this effect is active, that creature cannot gain advantage against you.

Sharpshooter
Suggested Maneuvers:  Punish, Shift
Suggested Specialty:  Sniper
Level 1:  Skills
You may choose to gain either the climb or spot skill.
Level 1:  Maneuvers
You gain Precise Shot as a bonus maneuver.
Level 1:  Sharpshooter’s Eye
When you make a ranged attack without using a maneuver, you gain a bonus to damage with that attack equal to your Dexterity modifier.  In addition, you gain a bonus to checks made to spot or search equal to your Dexterity modifier.
Level 3:  Long Shot
Once per turn, you can be reinvigorated by a lucky hit.  When you make an attack roll and hit a target that is obscured, behind cover, or at long range, you may recharge one of your expertise dice.
Level 5:  Sharpshooter’s Mark
Once per turn, you can single out an enemy to keep an eye on.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While this mark is active, you have advantage on all attacks made against that target.

Warlord
Suggested Maneuvers:  Glancing Blow, Punish
Suggested Specialty:  Field Medic
Level 1:  Skills
You may choose to gain either the administer first aid or recall military lore skill.
Level 1:  Maneuvers
You gain Tide of Iron as a bonus maneuver.
Level 1:  Warlord’s Prescience
When you make an attack without using a maneuver, you can choose one friendly creature that can see or hear you.  That creature gains a bonus to damage with its next attack this round equal to your Intelligence modifier.  In addition, you gain a bonus to inspire or motivate others equal to your Intelligence modifier.
Level 3:  Turning the Tide
Once per turn, you can redouble your efforts in the face of overwhelming violence.  When a creature that you can see or hear critically hits, you may recharge one of your expertise dice.
Level 5:  Warlord’s Command
Once per turn, you can spend an expertise die to direct the actions of a friendly creature that can see or hear you.  You can sustain this effect as long as you wish, but while doing so you cannot recharge that expertise die by any means.  While under your command, that target has advantage on one attack roll it makes every turn.

Level 1:  Maneuvers
Choose two of the following.  At 2nd, 4th, 6th, 8th, and 10th level, choose one more:

Barreling Charge
When you get going, your entire body becomes a weapon.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect:  Move up to your speed and make a melee weapon attack.  Roll all the dice you spent on this maneuver.  You may assign each die rolled to a creature you moved within 5 feet of during this maneuver, but may not assign more than one die to a creature.  You deal damage to that creature and reduce any damage dealt to you with that creature's opportunity attack by the result.

Brash Strike
You don’t just hit a dude, you flip out all over his junk and don’t even care.
Expertise Cost:  2 or more dice
Activation Time:  None
Effect:  When you hit with a weapon attack, you can spend expertise dice to deal additional damage.  For every two dice you spend in this fashion, roll both and add only the highest to the total damage you deal.

Cleaving Assault
You can carry your momentum forward from an attack, carving through one foe into the body of another.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect:  Make a melee weapon attack, and if you hit you can deal additional damage to one creature adjacent to your target.  Roll any expertise dice you spend in this way, and the adjacent creature takes damage equal to the result.

Disarming Strike
You wanted to chop off his whole hand, but you’ll settle for knocking the weapon out of his grasp.
Expertise Cost:  1 or 2 dice
Activation Time:  1 Action
Effect:  Make a weapon attack, and if you hit, your target has disadvantage on its next attack.  If you spent 2 dice on this maneuver, the target is disarmed instead.

Flurry of Blows
You unleash a flurry of light, quick attacks.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect:  Make a weapon attack with a light weapon you are proficient with.  Make one additional attack per die spent on this maneuver, and on a hit, roll the expertise die in place of your damage die, and add no bonuses to the damage.

Glancing Blow
Even when your strike is only a glancing blow; you find a way to damage your opponent.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect:  Once per turn when you miss a creature with a weapon attack you can spend expertise dice to turn the miss into a glancing blow. Roll any expertise dice you spend in this way, and the target takes damage equal to the result. The damage is of the same type as the attack, but the glancing blow has none of the attack’s other effects and is not considered to have hit.

Jab
You can make quick, shallow attacks even when you focus your attention on other things.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect:  When you take an action other than making a melee or a ranged attack, you can spend expertise dice to make a melee or ranged attack against a creature within range during that action.  If you hit, instead of rolling damage normally, you roll the expertise dice and use the result for your damage.

Knockdown Assault
The force of a blow, whether from an axe or an arrow, in just the right spot can cause a creature to stagger and fall.
Expertise Cost:  1 or 2 dice
Activation Time:  None
Effect:  When you hit a creature with a weapon attack and that creature is no more than one size category larger than you, you can spend a single expertise die to also knock that creature prone.  If you spend a second die on this maneuver, roll that die.  The target takes additional damage equal to the result rolled.

Lunge
You stretch out to strike at an enemy just out of your normal reach.
Expertise Cost:  1 die
Activation Time:  None
Effect:  Once per turn, when you take an action to make an attack, you can spend a single expertise die to increase your reach with that attack by 5 feet.

Parry
You can use your weapon or shield to turn aside an attack, reducing its impact on you.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect:  When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice as a reaction to reduce the damage.  Roll any expertise dice you spend in this way, and subtract the result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.  If you spend 2 or more dice on this maneuver, it does not cost you a reaction.

Precise Shot
You have expert aim, allowing you to make even the most improbable shots.
Expertise Cost:  1 or more dice
Activation Time:  None
Effect:  When you make a ranged attack against a creature that has half cover or three quarters cover, you can spend a single expertise die.  Roll the die, and add its result as a bonus to your attack roll.  If the target has half cover, the maximum bonus from this die is +2. If the target has three-quarters cover, the maximum bonus from the die is +5.  If you spend 2 or more dice on this maneuver, roll all the expertise dice you spend.  You gain a bonus to the damage of this attack equal to the highest result only.

Protect
By splitting your attention between your opponents and your allies, you can intervene with a weapon or a shield when one of your friends would be harmed.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect:  When a creature next to you takes damage from an attack while you are wielding a weapon or a shield, you can spend expertise dice as a reaction to reduce the damage.  Roll any expertise die you spend in this way, and subtract the result from the damage against the creature.  If the damage drops to 0 or lower, the creature is still subject to any other effects of the attack.  If you spend 2 or more dice on this maneuver, it does not cost you a reaction.

Punish
You keep a watchful eye on your friends, and stand ready to defend them at a moment’s notice.
Expertise Cost:  1 or more dice
Activation Time:  1 Reaction
Effect:  When a friendly creature within 5 feet takes damage from an attack while you are wielding a weapon, you can spend expertise dice as a reaction to make a melee or ranged attack against the creature that attacked them. If you hit, instead of rolling damage normally, you roll the expertise dice and use the result for your damage.  If you spend 2 or more dice on this maneuver, it does not cost you a reaction.

Shift
You can adopt a more nimble stance, focusing some of your effort on stepping into safe spots on the battlefield.
Expertise Cost:  1 die
Activation Time:  None
Effect:  Once per turn, when you take an action to make an attack, you can spend a single expertise die to move up to 10 feet before or after the attack. This movement does not provoke opportunity attacks.

Smash and Grab
Not content with simply beating the piss out of your opponent, you grab his skinny ass and throttle him like the rag doll he is.
Expertise Cost:  1 or 2 dice
Activation Time:  None
Effect:  When you hit with a melee weapon attack against a creature within 5 feet of you, you can spend an expertise die to grapple that creature.  If you spend a second expertise die on this maneuver, you can restrain that creature as if you had succeeded on two grapple checks.

Tide of Iron
As you strike with a weapon, you can use a combination of your attack’s precision and the leverage of your strike to drive a target back.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect:  When you hit with a melee weapon attack against a creature no more than one size category larger than you, you may spend an expertise die to push that creature.  You may move 5 feet forward for every die you spend on this maneuver, pushing the creature as far as you move.  If you spend at least 2 dice on this maneuver, roll all the expertise dice you have spent.  If that creature comes into contact with any hard surface or another creature during this movement, you deal damage equal to the result rolled.

Level 4:  Combat Reflexes
Benefit:  You gain the Combat Reflexes feat as a bonus feat.  If you already have the Combat Reflexes feat, you may gain another martial feat as a bonus feat instead.

Level 5:  Deadly Strikes
Benefit:  Once per round, when you make a weapon attack on your turn, you can make a second attack as part of the same action. If you have movement remaining, you can move between the attacks.

You can make a third attack as part of the same action starting at 10th level.

Level 7:  Unstoppable
Benefit:  You have advantage on saving throws against effects that would result in a complete or partial loss of control of your character.
I like the idea that 'maneuvers' are able to be used by anyone. I would rather see Improved Maneuver as a martial feat and not tied to the Class. Specifying maneuvers limits options to only those listed in many players minds.
XD is a cool concept. I would rather see a stance system that uses XD. Level determines Die type. Start with 2 stances, one adds XD to damage, one to AC. More stances every few levels. Stances add to move, protect, disarm, lead, etc.
Combat Superiority reminds me of Favored Enemy from Ranger, while the theme is specific the mechanics are broad. Stick with Class Features that are useful at all times. On the right track here...
1st level seems soon for Combat Surge. 

Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throw, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations.

I was going to take exception to this, because I have a serious problem with the way that D&D all too often degrades martial combat to "easy stuff that anyone can do". IE, you don't need any combat training or experience to perform martial techniques, ANYONE, even those who haven't ever been in a fight, can do them, cause it's just swinging metal around amirite??? It seems that under your system, a character resource investment is required to gain access to maneuvers (a feat), and for non-Fighters it is very limited in comparison to what the class that is supposedly the master of martial prowess can do. As long as there is also a feat to gain limited usage of spells (and if that feat is actualy able to scale WITHOUT a feat chain so that it doesn't become useless later), I have no problem with this.

I believe this class is significantly better than the one presented in the latest playtest, although I'm still not 100% satisfied with the "expertise dice" model. At least yours makes the sensible choice that using an entire action to restore ED gives them ALL back, and gaining them back with basic strikes is pretty handy too.
EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS. Everything makes me ANGRY (ESPECIALLY you, reader)
I would rather see a stance system that uses XD. Level determines Die type. Start with 2 stances, one adds XD to damage, one to AC. More stances every few levels. Stances add to move, protect, disarm, lead, etc.
1st level seems soon for Combat Surge. 

I've rough drafted several types of stance abilities, and never been quite happy with any of them.  I don't deny that it is a compelling idea for scrappy melee types, but I think there are a lot of potential pitfalls in the execution.

Let's all comment on Combat Surge.  I first put it at 5th level, because, eh, the fighter still doesn't have much going on, and then decided it made sense as a very core ability for the class.  The fighter, I might contend, is the class that periodically breaks the action economy.  They get deadly strike sooner than anyone else, and they're meant to just sort of be the guy that 'does it better or more often', perhaps to compensate for not getting unique things to do.

But I think it's a good identity for the class.

Who here wants to see Combat Surge later on?  5th level?  10th level?  Give a shout out.

I was going to take exception to this, because I have a serious problem

Thanks.  Haha, just messin' with your quote. 

The balance between what everybody can do, to what clerics can do, to what rangers/paladins can do, to what fighters can do...  Is a doozy.  I started this homebrew with at-will dice and just found it didn't give me the flexibility to add solid improvements to basic attacks, so ended up with this compromise between at-will and encounter.

The idea is most characters with maneuvers get to use their thing once every other round, while fighters get one opportunity after another to recharge them.  If I could get that piece of balance right, the mechanic would be well on its way to being pretty successful I think.

This leads into a pretty cool bit of design theory I've been mulling over recently:

Ability Frequencies
At-will abilities are roughly 1x the power of a basic attack.  Cantrips are meant to be the equivalent of weapons, and with a little less damage and a little more utility they succeed quite well at this.  The Skill Tricks we've seen in earlier packets and I've written up in the rogue homebrew are deliberately balanced to appear as valid choices next to basic attacking, with the ones costing an action often being quite powerful in ways that don't have to do with dealing damage immediately.

All at-will abilities designed from here on should, for the most part, present the player with a compelling choice between it, and a basic attack.  Okay, that's pretty simple to understand.

Encounter abilities are (legacy from 4e) roughly 2x the power of a basic attack, and as such are always a delicate balance.  When some combats last only 4 or 5 rounds, I would hesitate (to say the least) to give any character the ability to use more than 2 such abilities per encounter.  Not much more to say about this, as there are no current examples in the playtest.  I think it's the perfect frequency of use for hybrid classes, though.  I want to see paladins and swordmages (or whatever you wanna call 'em) working within a framework of basic attacks, a maneuver or two every other turn, and every battle getting a few signature 'turn the tide' type abilities with magic seamlessly growing from swordplay.

Daily abilities are you know what, who even has a clue.  Not gonna touch this one right away.  I think the extended rest rules need a good tweak, but I'm not there yet.  Probably gonna tackle it when I do the cleric and the wizard.

That leaves a fourth category, an interesting one that has to do with active recharge mechanics and conditional triggers.  Actually, you might want to break this up into a fourth and fifth category:

-Active recharge (spending specific, less powerful actions to get more powerful abilities back)
-Conditional triggers (rogues getting advantage!)

I'm tiredblue and I won't go into these deeply.  I'll let you imagine how more of those could work.  However, I will say that these two are probably somewhere around 1.5x the power of a basic attack, and they should show up in a lot more classes.  Every time (almost every time) mechanics like these are attempted in my experience (3e and 4e), they've been not only successful, but wildly popular too.  Avengers, Warblades, Swordsages, Warlocks (4e 'locks), and so on and so forth.


Anyway, thanks for all the feedback.  It's much appreciated.
I keep reading this as "Hebrew Fighter" Tongue Out
I put combat surge on my homebrew fighter at level 2.  I agree that it is a class defining feature.  I would play this fighter.

"The Apollo moon landing is off topic for this thread and this forum. Let's get back on topic." Crazy Monkey

I actually think I could really enjoy this fighter, it reminds me of the 4e fighter but with more flexibility and hopefully less of the issues some of the old guard have with it.

The regen a  dice on a non-augmented attack I think really provides an interesting gameplay decision between turns. It also helps prevent the "encounter power nova, then at-will spam" 4e can sometimes devolve into. 


If the D&D Next fighter resembled this, I could actually probably get people on board to give this playtest/edition a try.  
Looks decent to me.  I'd include a way for 'superior' bull rush and ToI results (probably by the difference in die numbers), but overall everything is well-explained in the game world and it's something that the martials aren't arbitrarily limited in doing.

"Lightning...it flashes bright, then fades away.  It can't protect, it can only destroy."

I keep reading this as "Hebrew Fighter"

Heh.  Well, the current thread title wasn't my first choice.

On that note, Mister ORC, can I edit my first post again a little bit?  I promise to be good.  I'm planning on a few more fighting styles and maneuvers, as well as bringing certain maneuvers up to a 3+ dice/slightly more spectacular effect type levels.  I'm not going to make any more jokes, and if I do, I swear they will be in good taste.
Wonder how I can safely get their attention...  Report myself, I guess.

Miladoon brings up a good point regarding 2nd level features.  I nearly always tend to frontload my class features, leaving the rest of the table looking like a trail of bread crumbs, that is, if bread crumbs were more like murderous options you got to choose from to utterly decimate kobolds with.

I think that's me following a 4e tradition.  However, I really like the return of up-leveled class benefits that don't just fit into the 'ability' or 'power' structure, and this is a plus for pushing combat surge back.  Are there any other ideas for high level class features you'd like to see implemented?

On a related note, how silly/overpowered is the Unstoppable feature?  Let me know if it's just too much and needs to be toned down.

Been thinking about the Combat Maneuver feat, and turning it into a specialty.  May be a bit too much in there for just one feat, so my idea is:

Playing Featsies
Combat Expertise
Benefit:  You have one expertise die, a d6.  You can spend expertise dice to use combat maneuvers that you have learned.  In order to use a maneuver, you must spend the minimum number of expertise dice listed for that maneuver before resolving the effect.  You may then add additional expertise dice for greater effect, depending on the maneuver you are using.  Once you use an expertise die, it is expended.  You have two ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.  Every instance of weapon damage you deal with the deadly strikes class feature counts as an attack for the purposes of recharging expertise dice.

In addition, you learn the Glancing Blow maneuver.
Special:
  If you already have expertise dice, you do not gain any more with this feat.

Combat Maneuver

Prerequisite:  Combat Expertise feat, or Expertise Dice from a class feature
Benefit:  You learn one maneuver of your choice from the general maneuvers list.

Does that give it just the right learning curve, or was it fine beforehand?  Also, what kind of feats could we see afterwards in that specialty?
question, can you recover dice beyond your initial count? for example if I'm a 10th level ftr with 5 expertise die can I spend the first two rounds just chewing through the front line of mooks with deadly strikes and then unleash a 7-dice maneuver on whatever nastyness is hiding being the mook screen?

 
Congratulations rampant!  You have guessed the theme behind the hitherto unknown level 7 fighting style benefit!  Boons and rewards, they are yours.

Actually, you didn't guess the theme.  You GAVE it to me.  Much honest thanks.  I had no idea what I was going to put there (Don't think I don't still hate you though, because I do rampant, I do).  ;)

Each fighting style should have by that point some sort of conditional way to overcharge their XD totals, or gain free bonus dice somehow.  Suggestions are very welcome.  My caveat is that it be limited, and it exude the flavor of that fighting style.

...Also, ideas for additional fighting styles are very welcome, as well as what could go in them.  Maneuvers too.

Matter of fact, just give me all your ideas.  I wish there was some way I could physically pump the same amount of life into small idea-oriented/homebrew threads, as you see in those 50-page long ones about... something.
No homebrew exists in a vacuum.  Allow me to list the assumed fixes and changes in the system surrounding this class:


I think these might be as interesting as your class.

On Hit Points
Each creature has a hit point maximum, which is the total of its Hit Die rolls (or the average of those rolls), its Constitution score, and any other modifiers.


Arright.  Seems reasonable.

On Actions in Combat
Bull Rush:
You shove a creature 5 feet, provided it is no more than one size category larger than you, by making a successful Strength check contested by that creature’s Strength check or Dexterity check (the creature chooses the ability).

Block:
When you wield a shield you are proficient with in your off-hand, you can use your reaction to block an incoming attack.  Roll your skill die and subtract its result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.
 
Two­ Weapon Fighting:
When you wield two light melee weapons you are proficient with, you can use your reaction to make an attack with your off-hand weapon.  You don’t add your ability modifier to the damage of this attack.  Alternatively, you may use your reaction to block as though you were wielding a shield.

On Heavy Weapons
Heavy:
A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Small creatures reduce the damage die on all attacks made with heavy weapons by one step.  In addition, when rolling for damage with a heavy weapon, all creatures add their strength modifier twice to the result.


The only thing that bugs me about those is my (quite personal, I know) favor toward parallelism where possible.  Sword-and-Board and Two-Weapon-Fighting are both tied into the use of reactions - I would love to see Two-Handed Fighting handled in a similar (and parallel) manner.

I don't know how or what, but I'd still love to see the attempt.  Maybe something as simple as making the extra damage require you to spend your reaction for it.

That would leave a character using a single one-handed, non-heavy weapon with the "benefit" of just... having more "freedom" with his reactions (due to not "needing" - or at least being tempted - to spend them on his fighting style).


EDIT: Just wanted to add, this is great, because it's in the same direction I was planning on taking it, and suitably awesome that I don't feel the need to rebuild the class for myself now - I can just use yours. 
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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
It's not bad overalll

First, what I didn't like:
1) Tide of Iron
2) "Fightmaster" is a worse name than "Warlord" (something I didn't think was going to occur).

What I really liked
1) Easier ED regeneration, including passive mid-combat
2) Fightmaster/Warlord/Commissar/Whatever powers that lead without feeling the need to heal.
3) Combat surge is a nice counterpart to X/Day Rage

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Last Edited by Ralph on blank, 1920

Well what if you allowed surges to overcharge? I mean it's the "daily power" of the class right? let's have it be awesome.

As for the feats I don't like them.

Two things bug me especially, the way it's written the first feat talks abut multiple dice which you can only get if you're a fighter with this feat, and then you don't get extra dice. Also the bit where glancing blow is the assumed 1st maneuver.

COnsider renaming the feat combat prodigy, allow it to grant you one chosen maneuver with a minimum cost of 1 dice, and one dice, then have a feat that grants an extra maneuver, and one for an extra dice, but you can take each one only once.

Wow, this is great!  Simple enough, but manages to still be very interesting.

One thing that I don't see here – you mentioned that you wanted to have the fighter to be able to contribute to all three pillars of gameplay, but I don’t see anything that really applies to out-of-combat.  Are you still working on that stuff?

Those who fail to learn from history are doomed to repeat it. Those who do learn are inspired to do the same. Warning: I am a compulsive homebrewer / houseruler. Show me any rule or design, and I will probably be trying to modify it, elaborate upon it, or improve it in some way.
Okay, a more detailed, and less "I'm so tired I can't even really see the screen, let alone read most of this" response:



  • Incidental RulesAs I said before, I think I like your little rules notes as much as the class itself.

  • Combat Superiority - The recharges are great.  This is much more of what I was actually expecting to see WotC do with the Fighter.

  • Combat Surge - If you're going to give him a daily power, this is how I'd like to see it done.  As someone else suggested, why not let it "overcharge" your dice temporarily?

  • Fighting Styles - Overall, I like them.  I agree with Tevish_Szat that Fightmaster is the worst name ever, but besides that, again, I like them.  Some of the level 5 features really abuse the Advantage mechanic, but... I don't really know how problematic that actually would be.  Also, the level 3 benefits are, generally, worded really weird.  I would guess to be funny/clever sounding?  I think you could just be clear about it, without any problem.

  • Maneuvers - Quantity - 3 at the start, and 8 by level 10, works for me.  It could get to be quite a lot later, though I have enough confidence in my fellow human being (especially one playing mid-to-high-level D&D) being able to handle 8 options (that they should mostly be familiar with, anyways).

  • Maneuvers - Quality - Yes.  These are much closer to the maneuvers that I liked, and the playtest material that actually got me excited about this (future) game.  I like the humor.  I like the balance point.  I'm hoping you'll add some higher-die-cost features to many of them, ala the monk's previous "Use X Dice, this mutha' gets magical" level of augmentation.  I think that's all that's needed to bring them up to the level of badassery that I'm actually looking for at some point.  Overall, great.

  • Maneuvers - Specifics - A few nitpicks. 



  1. On the defensive maneuvers, have you considered either (a) offering one that enhances the default shield "block" option, or (b) perhaps augmenting the defensive maneuvers [specifically if they cost your reaction] if you are using a shield?  Power-wise, it might be a problem if you just flatly let them stack, but what about making it an "augment level"?  "If you spend at least X dice and are using a shield, you can also add your skill die to the blah blah blah"? 

  2. My only other real nitpick is Tide of Iron - I honestly don't know what the heck I'm reading there.  Is it Push 10ft, OR Push 15ft?  Is it Push 10ft, and then Push 15 more ft?  I suspect it's the latter (that's the reading of it that seems intended), but that feels like... a lot, I guess?  Personally, I think you should keep Tide of Iron pretty minor for those first two upgrades... and then when you implement a higher-tier upgrade, just go completely nuts with it.  Or - here's a thought - have the character actually have to follow a bit in order to get the second Push.  Conceptually, make it so that it's either (a) just a big slamming push, or (b) a little set-up Push, followed by a big slamming push.  (At 1 die, push the target 10 feet.  At 2 dice, first push the target 5 feet and move into his previous space, and then push the target 10 feet.)  I also think you might be able to just make the damage aspect of it just automatic - it would step on Brash Strike's toes a bit, but is more circumstantial.



  • Deadly Strikes - That's fine.  That's more of how it should have worked anyways.

  • Unstoppable - That's... potentially a lot.  And honestly, I don't really know when it would apply.  Could use some cleaning up, but not a bad idea.



Again, overall: Very positive.

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A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I like your version of a homebrewed fighter. I am only going to list the things I don't like as much (there really isn't much).


I don't particularly like deadly strike. However, I love the combat surge.

I would almost be willing to drop deadly strike completely if you could dramatically increase the number of combat surges. The extra combat surges easily fill the gap of deadly strike and add a fatigue like component to the class.

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I'd prefer deadly strikes stays, it bings a certain flexibility to base function of the class that allows a fighter to maintain a certain minimum threat level regardless of enemy composition. 
Not impressed: a very underpowered (not)-air-breathing mermaid.
THe problem with calling somehting OP or UP right now is that the classes are all over the damned place. With druid and cleric once more near the top, and the fighter putzing near the bottom.

Until wizards get's its act together and decides how powerful classes should be then the homebrewers don't have a good baseline, this is why I hated trying to homebrew classes in 3e. 
Ironblue!! Absolutely. Blown. Away.
Homebrewing the homebrew...

Fighting Style...

Duelist
Suggested Maneuvers:  Disarming Strike, Jab
Suggested Specialty:  Swashbuckler  [Note: I have no idea which packet you were drawing from, so I just used the current packet.]
Level 1:  Skills
You gain the Bluff and Tumble skills.  [Note: I didn't use the current packet's skills because (a) you didn't, and (b) the current packet's approach to skills is stupid.]
Level 1: Maneuvers
You gain Parry as a bonus maneuver.
Level 1: Duelist's Finesse
When you make an attack without using a maneuver, have one hand free, and none of your expertise dice are expended, you gain a bonus to damage with that attack equal to your Dexterity modifier.
Level 3: Deft Riposte
Once per turn, you can capitalize on an opponent's failed attack.  When you reduce the damage of an attack made against you to 0, you may recharge one of your expertise dice.
Level 5: Duelist's Grace
You can spend an expertise die to single out one creature to guard against.  You can sustain this effect as long as you wish, but while doing so you cannot use that expertise die for any other purpose.  While this effect is active, that creature cannot gain advantage against you.


Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)

Level 1: Duelist's Finesse
When you make an attack without using a maneuver, have one hand free, and none of your expertise dice are expended, you gain a bonus to damage with that attack equal to your Dexterity modifier.


I am glad to see somebody else thinks that single 1H weapon, no shield, should be a viable option.  Not sure I like the idea that you only get the bonus until you use your other bonuses, though.  Weird incentive.

Level 3: Deft Riposte
Once per turn, you can capitalize on an opponent's failed attack.  When you reduce the damage of an attack made against you to 0, you may recharge one of your expertise dice.


I like this.  Sort of saying, "If you use your expertise die to perfect effect, you don't lose it."  In general that's a mechanic/philosophy I like.  Makes resource utilization less predictable.

Level 5: Duelist's Grace
You can spend an expertise die to single out one creature to guard against.  You can sustain this effect as long as you wish, but while doing so you cannot use that expertise die for any other purpose.  While this effect is active, that creature cannot gain advantage against you.


Not sure how you distinguish that expertise die from your other expertise dice.  Maybe just say the effect lasts until you use expertise dice for anything else?

"Therefore, you are the crapper, I'm merely the vessel through which you crap." -- akaddk
[stuff]


Just to be clear, I was following the general outline/concepts Ironblue had established with his styles.  I think all of your feedback applies equally to the whole style schematic he's kind of set forth.

In order:


  • Yes, it's a weird incentive.  I'm not sure I like it yet, myself.

  • It follows Ironblue's "Knight" style directly - a more restricted version of its own feature.

  • I think it's easy enough - it's a point that you've "set aside" for the time being.  I think the wording should probably be cleaned up - as it is, once you "spend" it, you can't use it for any other purpose anyways.  It should probably say, instead: "You can spend an expertise die to [insert fluff effect].  You can sustain this effect as long as you wish, but while doing so you cannot recover that expertise die in any fashion."  Now, that's not really a big limiter (effectively just -1 to your maximum expertise), so, I don't know.  It might still need to be adjusted.

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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Ah, top notch feedback!  Wonderful, thanks everyone.  In no particular order...

Regarding the name 'Fightmaster':  I'm just laughing so hard at the reaction to this.  I'm sorry, I really am, it's just more evidence of my oddball humor showing through.  It is quite clearly supposed to be named the warlord.  Or captain.  Or first company veteran terminator sergeant, you get the idea.  The OP is locked to me though and I can't change it, and this is only making me laugh harder.

Regarding the balance between weapon types:  Very good critique.  Let's just spitball something here.

Overwhelm:
When you wield a weapon bearing the heavy property you are proficient with, you can use your reaction to make your attacks bite a little deeper.  When you hit with an attack, spend a reaction to roll your skill die and add the result to the total damage of one attack.

Heavy weapons no longer deal 2x str damage, back in line with the core fighting reactions shared by the other two setups.  One hander and a free hand has the subtle, minimalist benefit of being less reaction dependent too.

Regarding Tide of Iron:  Yes, hard to understand.  Here we go.

Tide of Iron
As you strike with a weapon, you can use a combination of your attack’s precision and the leverage of your strike to drive a target back.
Expertise Cost:  1 or 2 dice
Activation Time:  1 Action
Effect:  Make a melee weapon attack, and if that creature is no more than one size category larger than you, you can push that creature up to 5 feet away from you for every die spent on this maneuver.  If you spend a second expertise die on this maneuver, roll that die.  If that creature comes into contact with any hard surface or another creature during that movement, you deal damage equal to the result rolled.

That's just a simple fix based on the original vision of what I wanted to do with the maneuver, but I will change it more soon.  More than 5 feet is really an absurd distance to push anybody unless you move with them, and I like having an advance as the secondary effect.  Good suggestions there...

Regarding the feats:  Agreed, and will revise.  1 feat to get a die and a maneuver, then a feat for more maneuvers.  I would jump at extra die for a feat, but that's a class 'power' resource we're talking about there, and it can stack.  Not convinced it should be available through feats except in it's current, weaker form.

Regarding pillars of gameplay:  I admit that was a bit of a cop out for me.  I just threw a few skill trainings at the fighter, and while I like 'em, it's not there yet.  Notice the skill trick mechanic mentioned in the rogue homebrew.  I deliberately made it possible for characters of any class to both feat into skill tricks, and choose them during their level 2/7/12/17 skill increases.  Is it enough?

Regarding the Duelist:  I am in love.  I will take it to a good home immediately, where it can expect food and shelter and an abundance of tender care.

Keep 'em coming!
"You can spend an expertise die to [insert fluff effect].  You can sustain this effect as long as you wish, but while doing so you cannot recover that expertise die in any fashion."

QFT.  It was a holdover from a similar skill trick mechanic.

Also I think there needs to be maneuvers for use against larger opponents. That way being a halfling isn't a pure penalty tio being a fighter.
More Homebrew (and maybe I won't refresh the page away before I post it this time - Multitasking for the win!) - mostly just additional adaptations of things I liked from previous packets.

Flurry of Blows
You unleash a flurry of light, quick attacks.
Expertise Cost:  1 or more dice
Activation Time:  1 Action
Effect:  Make a weapon attack, and make an additional attack roll for each expertise die you spend on this maneuver.  For each attack roll that would hits the target, instead of rolling damage normally, you roll an expertise die and use the result as your damage.

Lunge
You stretch out to strike at an enemy just out of your normal reach.
Expertise Cost:  1 die
Activation Time:  None
Effect:  Once per turn, when you take an action to make an attack, you can spend a single expertise die to increase your reach with that attack by 5 feet.


Comments:  I know "flurry of blows" is a monk thing, but I honestly think it works perfectly well on a Fighter as well (especially if it's representing duelists/fencers/etc).  Not sure if that's clear at all, or functional (or even overpowered maybe), but it sounds about right.  Lunge is lunge is lunge.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Also I think there needs to be maneuvers for use against larger opponents. That way being a halfling is a pure penalty tio being a fighter.


That... shouldn't be too hard to do, depending on how crazy (or clever, from some points of view) you want to get with it.

An easy one would be something that lets you move through the space of enemies 2 sizes larger than you (though, does that go to Rogues?).  A more "out there" would be something that lets you "climb/cling on to" an enemy 2 sizes larger than you when you grapple it.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Do you have a 4th level Pre-Gen of your Homebrew Fighter? I'll put that in my play-test with the Sorcerer.
That... shouldn't be too hard to do, depending on how crazy (or clever, from some points of view) you want to get with it.

An easy one would be something that lets you move through the space of enemies 2 sizes larger than you (though, does that go to Rogues?).  A more "out there" would be something that lets you "climb/cling on to" an enemy 2 sizes larger than you when you grapple it.


Heh, that's some Shadow of the Colossus jazz right there.  Way to forcibly induce a nostalgia trip.

If anyone is looking for a current, up to date version of this homebrew fighter, it is either in the blog (signature), or in the third post of this thread.  Many concerns raised in the thread have been addressed, hopefully to the satisfaction of most.  Two things I haven't done yet:  take up any of the back-and-forth regarding the position and necessity of Deadly Strikes vs. Combat Surge (they're fine to me for now, I just want to take it on a test run), and start creating higher-level XD cost effects.  That one's on the way.

I have cheerfully inhaled everything you had to suggest for this fighter, Greatfrito.  If I were the kind of guy who puts credits sections in my stuff (maybe I am now?) you would (will) be on it.  Be advised I have made some changes, especially to your duelist.  I think overall I've kept to the spirit of the proposed style.

Well I have to say, I'm getting more and more excited about this rendition of martial expertise.  It was the one last major holdout between me and tackling the ranger and paladin classes, which are most likely next on the docket.  Of all the huge letdowns of the last packet, a boring ranger and a boring paladin were the woooorst.

Have a Preview
RANGER
 
            Attack      Expertise
Level    Bonus      Dice                  Class Features
1          +1            1d6                  Combat Expertise, Favored Enemy, Favored
                                                    Terrain, Maneuver (1), Skill Trick (1)
2          +1            1d6                  Favored Enemy Benefit, Skill Trick (1)
3          +2            2d6                  Favored Terrain Benefit, Maneuver (1)
4          +2            2d6                  Skill Trick (1), Wary
5          +2            2d6                  Deadly Strikes (2), Maneuver (1)
6          +2            3d6                  Skill Trick (1)
7          +2            3d6                  Maneuver (1)
8          +3            3d6                  Favored Enemy Benefit
9          +3            3d6                  Favored Terrain Benefit
10        +3            3d6                  Deadly Strikes (3), Feral Senses

PALADIN

Attack                  Expertise        Channel
Level    Bonus      Dice                 Divinity              Class Features
1          +1            1d6                  1/day                Channel Divinity, Combat Expertise,
                                                                             Divine Favor, Maneuver (1), Oath
2          +1            1d6                  2/day                Divine Aura (1), Divine Sense
3          +2            2d6                  2/day                Maneuver (1)
4          +2            2d6                  2/day                Divine Aura (1)
5          +2            2d6                  2/day                Deadly Strikes (2), Maneuver (1)
6          +2            3d6                  3/day                Divine Aura (1)
7          +2            3d6                  3/day                Divine Health, Maneuver (1)
8          +3            3d6                  3/day                Summon Mount
9          +3            3d6                  3/day                -
10        +3            3d6                  3/day                Deadly Strikes (3)


To those keeping track at home, that's roughly half the progression for the same abilities that their parent classes get.  All that stuff is very early in the planning stages (As much as one guy can 'plan' anything.  Call it lucid daydreaming), and open to feedback and change.  A few basic probes into the forum hivemind:

1.  Do we want a spell-less ranger?
2.  Do we want a spell-less paladin?
3.  Do we find expertise that follows a few levels behind the fighter is suitable for a hybrid class and isn't too weak/too strong?
4.  What is the difference between a subclass and a build option?  (Protip:  Not a trick question.)
5.  Would you, only if you were sufficiently interested, design your own ranger/paladin/something else?  (Protip:  Also not a trick question!  I love seeing other ideas.)
Do you have a 4th level Pre-Gen of your Homebrew Fighter? I'll put that in my play-test with the Sorcerer.

Robo-calculating...  Robo-calculating...  Please wait.

Robo-calculated
LEVEL 4 HUMAN FIGHTER
AC                   16            Hit Points  32
Speed             30 ft.        Hit Dice    4d10
 
Strength            18            (+4)
Dexterity           14            (+2)
Constitution      13            (+1)
Intelligence        9             (-1)
Wisdom             11            (+0)
Charisma           16            (+3)
*Due to your armor, you have disadvantage on any check you make to hide or move silently.
 
ATTACKS
Halberd:  +6; 1d10 + 4 slashing damage
Halberd (hafted end):  +6; 1d4 + 4 bludgeoning damage
Cestus:  +6; 1d4 + 4 bludgeoning damage
Bolas:  +6; 1 bludgeoning damage; special; range (30/90)
 
SKILLS
Skills:  Climb, intimidate, perform, recall lore (military lore), ride, sense motive
 
RACE: HUMAN
Languages:  Common
 
BACKGROUND: SOLDIER
Trait—Military Rank:
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses, and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
 
CLASS: FIGHTER
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
 
Combat Superiority:  You have 3 d6s called expertise dice.  You can spend expertise dice to use combat maneuvers that you have mastered.  In order to use a maneuver, you must spend the minimum number of expertise dice listed for that maneuver before resolving the effect.  You may then add additional expertise dice for greater effect, depending on the maneuver you are using.  Once you use an expertise die, it is expended.  You have two ways to regain use of your expended expertise dice:
 
-You can use your action to regain all of your expended dice.
-Every attack you make that is not augmented by a maneuver recharges one of your expertise dice.
-Every physical contest you initiate that you succeed at recharges one of your expertise dice.
 
You must be able to take actions to spend an expertise die. As you gain levels you gain additional dice, as noted on the Fighter table.

Combat Surge:  Once per day, you can use a combat surge on your turn.  During that turn, you can take a second action, and in addition you can either:

-Recharge one expertise die you have already expended this turn.
-Roll one hit die and regain that many hit points.
 
Maneuvers:  You know the Cleaving Assault, Knockdown Assault, Parry, Punish, and Shift maneuvers.

FIGHTING STYLE:  GLADIATOR
Gladiator’s Flair:  When you make an attack without using a maneuver you gain a bonus to damage with that attack equal to your Charisma modifier.

Morituri Te Salutant:  Once per turn, you can exult in the glory of blood you have spilled.  When you reduce a creature to 0 hit points or fewer with your attack, you may recharge one of your expertise dice.

SPECIALTY: POLEARM MASTER
Polearm Training:  You gain proficiency with the glaive, the halberd, the pike, and the quarterstaff. You have advantage on opportunity attacks using these weapons.

Hafted Weapon:  When you are wielding a glaive, a halberd, or a pike, the weapon functions as a double weapon that has a second end that deals 1d4 bludgeoning damage.

EQUIPMENT
Scale mail, halberd, cestus, net, 4 bolas, traveler’s clothes, a belt pouch containing 20gp, and an adventurer’s kit


I deliberately merged it with the rules in the current packet, so you could use it in your playtest.  The only real differences in this fighter are his maneuvers, how often he gets to use them, and a few cool fighting style features.  All in all, it took a fair bit of time to put together, but most of that was nice formatting and hunting down equipment and stuff.  The big decisions (what background, what style, what specialty) all fell into place quickly.
I'd say battlemaster or tactician would be better than 'fightmaster'.
Also I think there needs to be maneuvers for use against larger opponents. That way being a halfling is a pure penalty tio being a fighter.


That... shouldn't be too hard to do, depending on how crazy (or clever, from some points of view) you want to get with it.

An easy one would be something that lets you move through the space of enemies 2 sizes larger than you (though, does that go to Rogues?).  A more "out there" would be something that lets you "climb/cling on to" an enemy 2 sizes larger than you when you grapple it.


A (first draft) delivery on this concept:


Clinging Assault
You use your smaller size as an advantage, climbing onto a larger foe to press the attack.
Expertise Cost:  1 or more dice
Activation Time:  1 Action or 1 Reaction
Effect:  You can spend one or more expertise dice to try to grapple a creature at least two sizes larger than you as an action.  You may choose to make either a Strength or Dexterity check for this grapple.  Roll the expertise dice you spend, and add only the highest to your check.  If you succeed, the creature's speed is not reduced, but you may move into its space, and move with the creature whenever it moves, until the grapple ends.
     In addition, whenever you are required to make an opposed check as a part of the grapple, you can spend one expertise die as a reaction.  Roll the die, and add its result to the check.

Scuttle
You move fast and low, carefully avoiding your foes as you weave in and out of them.
Expertise Cost:  1 or 2 dice
Activation Time:  None
Effect:  When you move, you can spend a single expertise die to be able to move through spaces occupied by creatures at least 2 sizes larger than yourself during this movement.  If you spend a second expertise die on this maneuver, this movement also does not provoke opportunity attacks.


Notes: The general idea is there with "clinging assault", but it's rough - too rough, personally.  And wordy.  Scuttle is more clean-cut.  It still feels more like a Rogue thing... until I consider it with medium-sized characters and huge-sized opponents.  Then it stops feeling so inherently Rogue-ey, and looks more like something you might expect out of a skilled warrior.

Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)

Bolas:  +6; 1 bludgeoning damage; special

What is the range in feet for the bolas?
I'd say battlemaster or tactician would be better than 'fightmaster'.

Either would work, true.  But this has been addressed.  Look at the third post of the thread, or click on the fighter link in my signature.  I just can't edit the OP right now because an ORC moderated it.

A (first draft) delivery on this concept:

And the greatest frito strikes again.  I share your misgivings in this case...  Personally, I've tried to separate maneuvers from skill tricks with this whole batch of homebrewing.  Clinging Assault as written is a grapple check for sure, but it doesn't happen as part of a weapon attack, which is kind of the rub.  Not that all maneuvers have to be weapon attacks!  That's just the fuzzy line I'm imagining.  Clinging Assault would make an excellent climb skill trick.

However, I'm thinking I like scuttle as written.  It's just powerful enough an effect to justify the pseudo-encounter XD resource being spent on it.


Bolas:  +6; 1 bludgeoning damage; special

What is the range in feet for the bolas?

Same as it is in the packet:  (range 30/90).  Let me know how the playtest goes if you end up using it.  Good luck!

I think that queueing the Knight's recharge off of DR and giving them protect as a bonus pushes them a little to hard into the defender role.

I would suggest giving them parry
Early submit, can't edit on phone. Append:

Give the knight parry as a bonus man. Move protect to suggested. And give the duelist riposte as a bonus man. Move parry to suggested.