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Argelia

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Bringing Fighter changes from Player's Handbook 2024 Edition.

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FIGHTER

Second Wind — Level 1

Second Wind starts at two uses and increases as you level up. Each Short Rest, you regain one expended use of the feature. On a Long Rest, you regain all expended uses. Thanks to Tactical Mind and Tactical Shift, this resource has also been made effective even when you’re not on the edge of death!

Starts with 2 Charges at Level 1 and gains an additional charge at Level 4 and Level 10.

Implemented as written.

Tactical Mind — Level 2

When you fail an ability check, you can expend a use of Second Wind to gain 1d10 to add to the roll. Plus, your Second Wind usage isn’t expended if you still fail. Who said jocks can’t be smart?

Slightly changed. 
As far as I can see, you cannot interrupt passive skill checks. So that's out of the picture. (If anyone knows how, I'll gladly accept the help.)
For active rolls, you can use it in a similar fashion to Bend Luck, before you roll. If you fail the roll, second wind charge is refunded.
Not such a big change but at least makes fighter a better avatar now.

Tactical Shift— Level 5

If your caster buddy is getting pummeled across the battlefield but you can’t risk an Opportunity Attack to get to them, all you need to do is use Second Wind as a Bonus Action. With Tactical Shift, using your Second Wind allows you to move up to half your Speed as part of the Bonus Action, and you don’t provoke Opportunity Attacks.

Second Wind gives you a boost for half of your maximum movement and lets you avoid Opportunity Attacks for a turn.

Indomitable — Level 9

This feature now lives up to its name. When you fail a saving throw, you can reroll with a bonus equal to your Fighter level. You heard that right. By the time you get this feature, that will be plus 9 to your rerolls. Eventually, you’ll be able to add 20 to your roll.

As written.
CHAMPION

Remarkable Athlete

Moved from level 7 to level 3.

Note that Larian homebrewed that passive.
In the PHB it provides Advantage to Initiative rolls and Strength (Athletics) checks.
Problem is there is no way of granting Advantage to Initiative rolls (I think). Worse yet, there is no way to check if advantage is actually granted since Initiative rolls aren't logged. So I left Larian homebrew as it is. Just moved the level that its granted.

Additional Fighting Style

Moved from Level 10 to Level 7.

Heroic Warrior

You begin your turn in combat without Heroic Advantage.

Heroic Advantage (or Inspiration)
You can expend your Heroic Advantage immediately after rolling a d20 test to gain advantage on that roll.

If I understand it correctly, it's one Lucky reroll for attacks and saving throw every turn, which is quite insane and kinda makes Champ worth playing.

ELDRITCH KNIGHT
War Magic

War Magic now allows you to replace one of your attacks with casting a cantrip, allowing the Eldritch Knight to weave magic into their attacks

You can now do Attack+Cantrip, Cantrip+Attack or Attack+Attack without using a bonus action. (At least this is my understanding from their wording.)
Extra Attack implementation in this game is pretty nonsensical so put a bug report if something is not working as intended..
Edit: After playing with a little, it works fine with Level 5 feature extra attack. But it's borked with Level 11 feature Extra Attack. Trying to fix it but hitting some roadblocks.
I made a hacky fix, it does look like it's behaving correctly. I think it won't behave correctly if you have Improved Extra Attack along with another source of Extra Attack. But that's only possible if you use ULC or Expansion. I can't test it since I don't use those. You can disable it from MCM if it behaves incorrectly, and let me know about the issues.
Note: If you use  level 20 mod, and have another Extra Attack passive together with the level 11 passive from fighter, you'll probably suffer unintended consequences. (As in, game letting you stack all those extra attacks.) In that case, you can just disable the war magic from MCM.

Not Implemented:
  • Tactical Master: I don't know what to do with it, unless somebody else implements weapon masteries Tactical Master will stay unimplemented.

To Do:
  • Action Resource Icon for Second Wind. I'll probably do that after mod tools. Adding it is too convoluted for me right now.
  • Level 13 feature: Studied Attacks. I don't play with level 20 cap so I might add it as a level 12 feature since I like it a lot.
Done on v1.0.0.2. CF automatically adds it into level 13 if you have Expansion or ULC. Adds it into 12 otherwise. Can be disabled in MCM for Rules as Written, since it's l13 feature in the source.