Fighter homebrew

The Sand Spire

A desert-centered 5e fantasy fighter archetype revolving around the men and women who guard the wild borders.

Designing fighter archetypes is a lot of fun. There is a lot of room to hit combat, social, and exploration pillars within the archetype, while also making sure nothing is short changed. Theme is the most important part of any design – in my opinion – and fighter allows for it in spades. My first pass at expanded, standalone fighter concepts was a lot of fun to design, and the theme came across pretty well. This time around, I look at another ragtag group of warriors – the Sand Spire.

The Tundra Guard | The Sand Spire

The Sand Spire

The endless sand looks as peaceful as a calm sea, but those who guard both know that terror lurks just out of sight. The men and women of the Sand Spire defend the borders of civilization from rampaging ghuls, the power-hungry reach of the genie-led empire over the dunes, and the mysterious invaders from beyond the sea. The Sand Spire are the elite soldiers dedicated to the protection of their home, knowing that a single mistake could lead to their demise – either through the deadly environment or the from the threats within it. Either way, your story will be told through the banner you carry on your back, and inscribe with your deeds.

Daylight Vigil

Beginning when you choose this archetype at 3rd level, you have advantage on saving throws against becoming exhausted from extreme heat. If you are wearing appropriate hot weather gear, you automatically succeed on these saving throws, instead.

Additionally, you have advantage on Wisdom (Perception) checks made while in the desert. If you are making this check in extreme weather – such as a sandstorm or locust swarm – you may double your proficiency bonus. Once you have doubled your proficiency bonus, you may not do so again until you take a short or long rest.

Stick and Move

Starting when you choose this archetype at 3rd level, you have learned how to fight carefully – balancing offense and defense.

When you are hit by an attack, you may spend your reaction roll a 1d4, increasing your AC against the attack by the result.

If an attack would miss you, you may spend your reaction to increase the damage of your next successful attack made before the end of your next turn deals an additional 1d4 weapon damage.

Each option increases to 2d4 at 10th level, and 3d4 at 18th level.

Banner Poems

When you reach 7th level, you have spent time studying under the warrior poets of the Sand Spire, and have began to craft your own banner to tell your tale.

You gain proficiency with tools: artisan tool’s (calligrapher’s supplies) and your choice of Wisdom (Performance) or Intelligence (History).

As a bonus action, you may recite part of your banner poem. You and allies within 10 feet of you have advantage on resistance to poison damage, and advantage on saving throws against the poisoned condition, and against contracting diseases. This is a concentration effect.

Once the recitation portion of this feature has been used, it may not be used again until you complete a long or short rest.

Unyielding Pillar

Beginning at 10th level, you gain resistance to fire damage.

In addition, whenever you use your indomitable class feature you may double your Strength or Dexterity modifier for all attack and damage rolls, ability checks, and saving throws until the end of your next turn. You may gain a level of exhaustion to roll 1d4 and extend this bonus for a number of rounds equal to the result.

Aggressive Charge

Starting at 15th level, you have mastered the measured advance. Swift enough to get you where you are going, but careful enough to punish those who oppose you.

Whenever you take the Dash action, you may make a single melee attack against an eligible target as part of the action. If this attack is successful, melee attacks against you are made with disadvantage until the beginning of your next turn.

Stinging Sands

Upon reaching 18th level, you have mastered the mobility crucial to being an effective member of the Sand Spire.

As a reaction to rolling initiative, whenever you successfully hit with a melee attack, you deal an additional 1d10 damage. This additional damage is lost when you are successfully hit by a weapon attack.

Whenever you spend your second wind, you may spend your reaction to use this feature again.

3 comments

  1. Zing.
    The fighter has always been my favorite class, just considering how it resonates with me through its sense of limitless versatility. The 5e fighter makes me feel that humans, as we are, have a place in D&D besides all the other unique races and classes. It speaks to me through its possibility, and I really appreciate what you’re doing here with the fighter, proving how archetypes can be valuable without borrowing aspects from other classes.

    1. I am glad you like the two I have presented thus far. I have a few more I want to get down, time permitting. Fighter is a very versatile class, and there are a lot of different expressions of fighter throughout different genres and mediums. Lots of room for expansion, honestly.

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