[Base] d20 Fighter Class Variant

These rules are for compatibility with d20 System as represented in the Basic Rules presented in The ©Players Handbook™.

     ONLY Applicable to the Incarna d20 Variant      

Story Emphasis: It is strongly suggested that all characters have some story for the important elements of their characters.

Universal for all classes: Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.

Primary Aptitude(s): Kinetic (Battle Master and Champion).

LEVEL-UP: Leveling can be done in-game at any time if progressing in an existing class. It does not grant any spells or count as a Rest of any sort. Spells known must be studied after the knowledge is gained - typically a Long Rest in contemplative reflection and self-testing. Multiclassing follows standard Incarna d20 multi-class parameters.

Fighting Style Changes

Great Weapon: [Must be used 2 handed; including Versatile weapons used 2 handed]; +1 Initiative, +1 Damage, those with Heavy gain an automatic 5′ knockback, those with Reach gain Advantage on any attacks of opportunity.

Changes to the PHB Fighter Class

  1. Tasha’s Cauldron: Fighting Styles, Martial Versatility (Optional Features)

Changes to the Champion Path

[All paths require some story explaining their assumption.]

Solid Blows: The Champion, each time they gain an Expanded Critical increase, can either take 1 point of critical range, or gain +1 on their Attack (which effectively adds to the ability to score a Major Hit more often).

Damaging Blows: At third level, the Champion deals an additional d4(2) damage on every hit. At 10th level, the Champion deals an extra d6(3) damage on every hit. [Inspired by the Brute UA Archetype option.]

Physical Regimen: This enhances the Remarkable Athlete powers at 7th level. The character also gains the Physical Regimen feature for no Character Point cost.

Changes to Battle Master Path

[All paths require some story explaining their assumption.] The battle master is the true king of the battlefield. They specialize in discipline and combat against multiple opponents. When fighting against multiple opponents, the dynamics of the battlefield become crystal clear to them and inform their actions.

Physical Regimen: At 4th level, the Battle Master also gains the Physical Regimen feature for no Character Point cost.

They may take the benefits of the Exceptional Military Training instead of Artisans Tool Proficiency for their “Student of War” feature. This information will be augmented by setting. Additionally, if they have the Superior Technique fighting style, they use their Battle Master superiority dice type (all become the same).

Battle Masters gain all the facets “Additional Training” under the Martial Adept Feat at 4th level.

Changes to the Eldritch Knight Path

[All paths require some story explaining their assumption.]

Magic/Spell Changes

These are critical changes to how magic works - review carefully!By default, all 'spell casting' follows the d20 Empowered Magic rules that provide warranted changes to align with Incarna principles. This includes but is not limited to:

  1. Practice of Magic is divided into Low Arts and High Arts; Low Art (normal spells) ALL use, by default, Verbal, Somatic, and Material elements.
  2. The Arcane Focus or Holy Symbol is a form Focus Point Item and requires Attunement (1 Essence).
  3. Rules that remove the "each round" aspect of most spell saves
  4. This class uses Spell type castings for determining Casting Constraints (in armor/encumbered); Unfettered (from Encumbrance): +1 Spell Attack and Spell Save DC.
  5. Identifying magical Dweomers and Auras (items, places, etc.) - The Identify spell is generally replaced with the Rituals of Knowing and has different outcomes. See Identifying Items.

Mystic Tradition: The eldritch knight character learns a compliment of magic to augment their martial powers. This must have a source in one of the Mystic Traditions – the character must pick one other than Inspiration. This class uses Spell type castings for determining Casting Constraints, but suffers almost none of the penalties.

Scope of Spells It is recommended that the scope of spells be limited to martial spells – this is the core of the Eldritch Knight is to combine martial ability and arcane.

Time and Study: Characters taking this pathway of development must account for learning their magical abilities.
Means of shortening this: