Alternate Fighter Class v3.3.0
🕑 Added 2025-01-21 18:32:53 +0000 UTCHello all!
After just over a year, I’m back with an update for my Alternate Fighter! My never-ending (?) quest to bring the mechanics of playing a Fighter in line with the class fantasy! This update incorporates well over a year of feedback and play testing by you all, so thank you for everything and I hope you like the update!
As always, please let me know what you think of the update in the comments here. I’m always open to constructive criticism and feedback.
~laserllama
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Alternate Fighter Class v3.3.0
The theme of this update really was incorporating a ton of play test feedback from the past year. This highlights of which were (1) finding a way for higher-level Fighters to use more Exploits, and (2) making Fighting Styles a bit more relevant.
Fighting Styles:
One of the core Fighter features has gotten a glow up! Fighting Styles are now *slightly* more complex. Most of them have prerequisites, and now you learn more than one as you gain levels. I’ve added many “Expert” Fighting Styles that build on the core Styles, all with a prerequisite of 6th level.
Many of these “Expert Styles” cannibalize popular Feats for Fighters, many of which are “necessary” for them to keep up at high levels. Now you can gain these benefits without having to forgo your Ability Score Improvements or other Feats.
Second Wind:
This can now be used CON mod times per long rest, and you regain one expended use on a short rest. Help those beefy boys (or gals) feel more beefy!
Marital Exploits:
No big changes to the Exploits, but I’ve streamlined the language. Now, whenever a feature adds an Exploit Die, you ALWAYS roll the die.
Eye for Talent:
Formerly known as *Know Your Enemy*, this feature has been reworked around the Search action, and should actually be useful in play (I hope).
Extra Attack:
My half-casters have enjoyed some flexibility with this, and now it makes its way to the Fighter. Don’t be afraid to Dash, Dodge, or Disengage, because now you can still make an attack with your bonus action!
Action Surge:
You can now push your luck with this feature, using it multiple times but gaining Exhaustion.
Martial Superiority:
Reworked, now you just regain one Exploit Die at the start of each turn in combat - you love the fight and the fight fuels you! I can do this all day.
Warrior Archetypes:
Not a ton of big changes amongst the subclasses, just a bunch of small quality of life updates that will make them operate smoother in play (I hope)! The biggest changes came for the Master at Arms and Mystic (see change log below), but even those weren't that big.
Martial Exploits:
As I said, not a ton of big changes here. The biggest two are (1) Arresting Strike only halving a foe’s speed, and (2) 5th-degree Exploits going back to once per short or long rest use.
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Alternate Fighter v3.3.0 - CHANGE LOG
Major art/formatting updates along with grammatical fixes!
Fighting Style // You now learn additional Styles at 6th, 12th and 18th level.
Fighting Style // Actual Fighting Styles moved to the end of the class description.
Second Wind // Now recovers 1d10 + CON mod hit points, but is useable CON mod times per rest. Regain one per short rest, and all on a long rest.
Martial Exploits // Exploit Dice // Clarified you ALWAYS roll the die when adding it.
Martial Exploits // Exploit save DC cannot be changed once you choose STR/DEX.
Eye for Talent // Renamed (Know your Enemy) and reworked to actually be useful.
Extra Attack // If you Dash/Dodge/Disengage you can make a bonus action attack.
Action Surge // You can use it additional times at the price of Exhaustion each time you do so. Cut the extra use of Action Surge at 20th level.
Martial Superiority // Reworked! Regenerate an Exploit Die each round in combat.
Relentless // No more limit on 3rd-degree Exploits.
Fighting Styles
Added new “Expert” Fighting Styles for many of the standard options!
Moved Featherweight Fighting and Improvised Fighting to Alt Fighter: Expanded.
Archery // DEX prerequisite. Reworked around cover rules.
Brawler // Athletics prerequisite. Free BA strike/shove/grapple when hands are free.
Classical Swordplay // DEX prerequisite.
Defensive Fighting // No longer works with light armor.
Dual Wielding // DEX prerequisite. No bonus action attacks.
Great Weapon Fighting // STR prerequisite. Reworked around average damage.
Melee Marksman // CUT.
Mounted Warrior // Added from Alt Fighter: Expanded.
Polearm Fighting // NEW Fighting Style
Protector // Now requires a shield.
Strongbow // STR prerequisite.
Arcane Knight
Enchanted Armaments // Renamed (Weapon Bond). Can now use on shields.
Enchanted Strikes // Now works through your Enchanted Armaments.
Spell List // Reworked around utility (as opposed to damage spells).
Captain
Renamed (Commander)
Captain Exploits // Expanded rules around your Tactical Exploits from the Warlord.
Student of War // Added Deception as an option.
Legendary Captain // Pseudo-new feature. Replace Captain Exploits on a long rest.
Champion
Champion Exploits // Changed out for more thematic options.
Peak Athlete // Moved to 3rd level. Grants Athletics proficiency along with climb/swim.
Remarkable Strength // Moved to 7th level. Uses Feat of Strength + Heroic Fortitude.
Knight Errant
“Promoted” to one of the core subclasses!
Courtly Pedigree // Split part of this off into the Trained Knight Feature.
Chivalric Mark // Cut Exploit Die to gain advantage/damage.
Trained Knight // Pseudo-new feature. Free Mounted Warrior Fighting Style.
Noble Guardian // No longer uses the Protection Fighting Style.
Unyielding Knight // Reworked.
Legendary Knight Errant // Updated Special bonus reaction.
Marksman
Marksman Exploits // Updated.
Deadly Focus // Renamed (Marksman’’s Focus).
Elite Reflexes // Renamed (Elite Training). Now only applies when you are FORCED to make a DEX save/check. No free Exploit Die to all Dexterity ability checks.
Quick Shot // Renamed (Cunning Shot). Free ranged attack on initiative instead of ignoring resistance to piercing damage.
Legendary Marksman // Rewritten so it works better with Deadly Focus.
Master at Arms
Advanced Technique // Split into two features. Bonus Fighting Style.
Combat Theorist // Ribbon feature!
Student of Combat // 2nd half of Advanced Technique. No more swapping Fighting Styles with a bonus action. Clarified how Exploits work.
Master of Forms // Updated language so this is clearer.
Masterful Focus // Renamed (Masterful Surge). Reworked.
Warrior Savant // NEW feature - replace one Exploit on a short/long rest.
Legendary Superiority // NEW Capstone feature!
Advanced Martial Classes // Added links to the Brawler and Wanderer Classes.
Exploits
All “Skill Exploits” no longer assume the default base ability score (ie: Intimidation using your Charisma)
1st // Arresting Strike // Now halves speed on a failure.
1st // Brace Up // Now Exploit Die + CON. Only last for 1 minute.
1st // First Aid // Added Medicine prerequisite.
1st // Hurl // Added Athletics prerequisite.
1st // Lunge // Moved to Alt Fighter: Expanded.
1st // Mighty Leap // Added Athletics prerequisite.
1st // Mighty Thrust // Added Athletics prerequisite.
1st // Parry & Riposte // Split!
1st // Skilled Rider // prerequisite changed to Animal Handling proficiency.
1st // Warding Strike // Moved to Alt Fighter: Expanded.
2nd // Aggressive Sprint // CUT. Redundant with new Extra Attack.
2nd // Blinding Debris // No damage, but takes an Action to remove the Blinded effect.
2nd // Concussive Blow // Target can’t speak. Cut disadvantage on checks/attacks.
2nd // Defensive Stance // Roll the AC buff once. Lasts until you move.
2nd // Dirty Hit // Moved to Alt Fighter: Expanded.
2nd // Menacing Shout // Removed requirement to run away.
2nd // Rending Strike // Clarified this effect is cumulative.
2nd // Volley // Now deals your weapon’s damage.
2nd // Whirlwind Strike // Now deals your weapon’s damage.
3rd // Heroic Focus // Requires 15 CON. No drawbacks at the end!
3rd // Mythic Athleticism // Removed concentration!
3rd // Mythic Resilience // You no longer add your CON mod to the total.
3rd // Thunderous Shot // Damage reworked around your weapon.
3rd // War Cry // Added CON/CHA prerequisite.
4th // Fluid Movements // Streamlined descriptive text.
4th // Unbreakable // Temp hit points reduced to 2x Exploit Die spent.
5th // No longer limited to once per long rest (now once per short/long).
Mystic
Psionics // Psi Point numbers reduced to reflect a 1/3 caster Psion.
Mystic Spells // Gave them their own unique spell list!
Minor Telekinesis // CUT
Mystic Empowerment // CUT
Psionic Talents // NEW 3rd level feature that lets you learn Mystic Talents!
Inscrutable Mind // Reworked.
Mental Ward // Renamed (Psionic Ward). Projects your Inscrutable Mind benefits.
Ronin - No Changes.
Runecarver
Rune Carving // Any creature holding the Rune object learns the Exploit and can use it at will, but only you can Invoke your Runes.
Runic Might // Free once per long rest, then you need to use Second Wind.
Runic Ward // Can Invoke a Rune to use this when out of uses.
Elder Insight // Can only re-Invoke a Rune once each with an Exploit Die.
Runes // Fire Rune // Now grants Imposing Presence. Reworked Invoke effect.
Runes // Frost Rune // Also grants a speed increase.
Runes // Hill Rune // Grants Hurl and Mighty Thrust.
Runes // Storm Rune // Grants Mighty Leap and Scholarly Recall.
Runes // Storm Rune // Invoke effect requires your concentration.
Shadowdancer
Shadowdancer Exploits // Updated.
Conjure Shade // Rewritten with headings for clarity.
Shade Statblock // Cut languages (it can’t speak). Streamlined abilities.
Dance of Shadows // Now requires an action. Scales at 7th and 15th levels.
Shade Strike // Merged with Dance of Shadows.
Transfer Consciousness // Renamed (Umbral Voyage). Rewritten for clarity.
Dark Sacrifice // Automatically destroys the Shade.
Restorative Shadows // Temp hit points equal 2x Exploit Die.
Sylvan Archer
Sylvan Shot // Rewritten. Moved Shot damage buffs at 7th level here.
Enchanted Shots // Rewritten for clarity.
Comments
PotatoGolem
This is a really good update. I'll join the chorus- progressive fighting styles and letting the Fighter get more as you level is a very nice touch to reward not just dipping fighter. It does seem a little weird that Archery and GWM don't get the "Power Attack" features of the feats, since that's often their main function. I assume your Masterful Technique feat will no longer require switching fighting styles, since the Fighter is now supposed to stack them? Also, I LOVE martial superiority. It really feels like a strong reward/incentive for staying straight Fighter and cements them as the master exploiter class.
Caramelo
Will the progressive fighting styles be updated to the other classes like Paladin, Barbarian, Ranger...? And will each class have its own tree of Fighting Styles to choose from? It will be nice and interesting to think about how the alternative martial classes will look like after each one has its update.
Andrew Downs
Someone just learned the Ceremony spell!
laserllama
Correct - at least that's how I've always thought it would work.
laserllama
That's what I was thinking - might be a bit overkill though.
laserllama
You'd get the bonus attack as part of that hasted action!
laserllama
GM Binder is just kinda weird - I have a PDF at the bottom of the post above if you want to download it.
Tomas Glover
Is anybody else having issues viewing gmbinder files? I've experienced text cutoff before in Firefox, but I'm on chrome and the only visible text that shows is the headers. Even if I generate a PDF, it does the same thing.
David-sun provencher doucet
This. I share the opinion and feelings 💛
Sean P Havern
Not to be that guy, but the first reference to Martial Exploits reads Marital Exploits. Which is funny but I’m sure not intended. Love the updates!
Rain Coat
how would great weapon expert work with a hasted action?
Jeff Potato
A high level Master at Arms is going to know an *insane* level of detail about niche military history topics. But then, this doesn't seem like a problem for game balance, so I have no problem with it. It'd be fun to play a big tough warrior who is somehow a giant nerd about famous battle lore.
Leaps
With the shadowdancer i notice the sentence "If it originates from your Shade, you make the attack as if you were in its space, with all of your normal benefits." Which makes me realize i've probably been running this wrong at my table? I've ruled that the shade would not be able to apply extra poison or necrotic damage (for ex) from a magic sword, just the weapon attack damage. But according to that sentence you apply all bonuses? So 1d8 plus strength plus 1d6 necrotic from the magic sword (for ex)?
laserllama
My bad! It got moved to Alt Fighter: Expanded. I'll edit the post.
Gabriel Geraldeli
Nice update, also happy about the progressive fighting styles idea! You mentioned a Hurler fighting style in the changelog but I think it's missing from the document.
23BLUENINJA
Progressive fighting styles has been a feature Ivve wanted for a long time, really excited to see that come into being. I'm also glad to see there aren't any radical changes, alt fighter was already masterpiece but these additions are gonna make gameplay even more dynamic, which is great.