Fighter

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Note: Implemented the 17th level portion of the feature, partly by modifying the base Action Surge to become per turn but posssessing an invisible resource that replenishes on short rest to emulate the necessary behavior.

Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Note: Implemented only the first bullet as is through the script extender specifically and is a part of the Fighter config to enable or disable as desired. Just a note, the second is likely undoable for the Battlemaster due to issues with having multiple passives on a list and attempting to replace any of them (likely the reason Warlocks can't replace theirs).

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Note: Implemented the 4th attack as is.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Note: Implemented the 13th and 17th level portions as is.

Fighter: Battle Master

Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Note: Implemented the 18th level portion as is through the script extender. It might require switching from one character to another if you're currently selecting the Battle Master.

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Note: Implemented as is.

Fighter: Champion

Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Note: Implemented as is.

Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Note: Implemented as is.

Fighter: Eldritch Knight

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Note: Implemented the rest of the spell accordingly, especially the 14th and 20th levels which can choose any Wizard spell instead of an evocation or abjuration one.

Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Note: Implemented as is in the form of a temporary spell appearing on the right side of the hotbar.

Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Note: Implemented as is.

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DiZ91891