Hawk Diesel
Adventurer
So 3 out of the 4 fighter archetypes had Rapid Strike as a feature for level 15. I don't know if this was due to lack of creativity, or the sense that they hit upon an ability that should be placed in the main fighter progression rather than in the archetype, but either way it bothers me. Each archetype should be unique compared to each other. Outside of this, it's really only one other flaw I've found with the Fighter UA (the other being the the Arcane Archer should only expend uses of their magic arrow if it successfully hits).
So I was wondering two things:
1) Does anyone else take issue with this?
2) What replacement abilities have individuals homebrewed to make each fighter archetype completely its own?
I've only begun pondering the possibilities, but I'd like to get a feel where the community sits with this and the direction others have taken.
Ideas I've Come Up With:
Knightly Charge
At level 15, you have learned to put your momentum behind you blows. If you move at least 20' in a straight line immediately before taking the attack action, your next successful attack before the end of your turn deals an additional 5d6 damage. This damage increases to 5d8 if you have advantage or are using a mount.
Once you have used this ability, you must finish a short or long rest to use it again.
Samurai Dash
At 15th level, you can dash through your foes supernaturally quick while making a deadly attack. As an action, you can move up to your speed and move through your enemies' spaces without penalty. This movement does provoke attacks of opportunity. After this movement, you make a single attack roll and apply it to any enemy whose space you moved through. Each target that would be hit by the attack takes your normal weapon damage + half your fighter level (rounded up). You can only hit each target with this attack once, and you cannot end your movement in a creature's space.
If you are hit and take damage by any attacks of opportunity during this movement, your damage against each target increases by +4 per successful attack made against you.
Once you have used this ability, you must wait a short or long rest before you can use it again.
Rapid Shot
Starting at 15th level, you learn to increase the quickness of your shots. When using the attack action with a ranged weapon, you can make an additional ranged weapon attack as a bonus action.
So I was wondering two things:
1) Does anyone else take issue with this?
2) What replacement abilities have individuals homebrewed to make each fighter archetype completely its own?
I've only begun pondering the possibilities, but I'd like to get a feel where the community sits with this and the direction others have taken.
Ideas I've Come Up With:
Knightly Charge
At level 15, you have learned to put your momentum behind you blows. If you move at least 20' in a straight line immediately before taking the attack action, your next successful attack before the end of your turn deals an additional 5d6 damage. This damage increases to 5d8 if you have advantage or are using a mount.
Once you have used this ability, you must finish a short or long rest to use it again.
Samurai Dash
At 15th level, you can dash through your foes supernaturally quick while making a deadly attack. As an action, you can move up to your speed and move through your enemies' spaces without penalty. This movement does provoke attacks of opportunity. After this movement, you make a single attack roll and apply it to any enemy whose space you moved through. Each target that would be hit by the attack takes your normal weapon damage + half your fighter level (rounded up). You can only hit each target with this attack once, and you cannot end your movement in a creature's space.
If you are hit and take damage by any attacks of opportunity during this movement, your damage against each target increases by +4 per successful attack made against you.
Once you have used this ability, you must wait a short or long rest before you can use it again.
Rapid Shot
Starting at 15th level, you learn to increase the quickness of your shots. When using the attack action with a ranged weapon, you can make an additional ranged weapon attack as a bonus action.
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