5e Fortune Fighter

Last 3 Edits

April 26th, 2019. Shifted some features around. Removed extra fighting style. Double Up now the 18th level feature. Also reduced gains in maneuvers from 2 to 1 at each step.
April 23rd, 2019. Removed the duration for temporary hit points from Hold Your Nerve, as I had it originally. Temp hps don't stack anyway and are all depleted after a long rest anyway.
Nov 13th, 2017. Whole maneuver list changed. Hexblade refs removed. Some wording different. (Not coloured here as it was done in massive list in forums). Added a short blurb regarding the subclass in the world.



This archetype focuses on the ebb and flow of combat. Fortune fighters take advantage of favourable conditions and revel in the chaotic nature of combat. Although using a blade is not necessary, many are referred to as Luckblades.

The flexible maneuvers you choose determine what sort of fighting style you develop (much like the Battle Master). Luckblades are mostly associated with halfling fighters. It is rare outside halfling society to find anything but solitary fortune fighters who discovered the talents by chance and then honed them. Followers of deities associated with fortune, luck, the moon, chance and fate may also take up this subclass.

A fortune fighter's combat abilities rely heavily upon the roll of the dice. Features trigger on certain 'natural' rolls of the d20, or on misses and hits. These triggering rolls only apply to attack rolls, not saves or ability checks. (This is an idea adapted from 13th Age, where the fighter's attacks are referred to as 'Flexible Maneuvers'.) The biggest distinction in play between flexible attacks and other features, is that instead of deciding upon a feature first and then rolling the attack, you take the Attack action, roll the die and THEN decide which flexible maneuver to apply to the roll. Other than the pool of luck points you gain with the Lucky edge, there are no dice pools, momentum or maneuver points that you use to perform maneuvers; flexible maneuvers depend purely upon what you roll for your attack.


Starting at 3rd level when you adopt this archetype you gain the Luck feat. If you already have the feat or gain it in the future, you increase your Luck Pool by 2.


When you choose this archetype at 3rd level you learn 4 flexible maneuvers of your choice, which are detailed under "Flexible Maneuvers" below.
You can only apply one flexible maneuver to any roll.
You learn an additional flexible maneuver of your choice at 7th, 10th, and 15th level. Each time you learn a new flexible maneuver, you can also replace one maneuver with a different one.


At 7th level, choose one of your six ability scores. When making saving throws with this ability you suffer no partial effects or damage on a successful save.


At 10th level you can use a bonus action or reaction to designate one creature within 30 feet to be able to access your luck pool. You still choose when to use any luck points. This effect lasts until the start of your next turn.



At 15th level you can roll 1d6 and add that total to your luck pool. However, these additional luck points are lost after one minute if you have not used them. You must complete a long rest before you can use this feature again.

Double Up

At (this level) you are able to apply 2 flexible maneuvers to a roll. Both must still qualify to be used.


Brace For It. Triggering Roll: Any melee attack miss
Until the start of your next turn you benefit from having the Defense Fighting Style (+1 AC if in armor). If you already have this fighting style, the bonus doubles to +2 AC. In addition, you reduce the first critical hit you take in this time to a normal hit.

Building Fortunes. Triggering Roll: Any natural odd roll.
Your critical range for weapon attacks increases to 19-20. Each time you use this maneuver it increases your critical range with weapon attacks by 1. After 1 minute or if you score a critical hit in that time, your critical range drops back to normal.

Deadly Strike. Triggering Roll: Any natural even hit.
You can re-roll all 1s and 2s from your damage dice with this attack. If you have the Great Weapon Fighting Style, you may also reroll any 3s for damage. You must accept rerolled damage rolls.

Florentine. Triggering Roll: Any natural even hit with a melee weapon attack.
You apply the benefits of the Dueling Fighting Style (+2 damage if wielding a melee weapon in one hand and nothing in the other) to this hit. If you already have this fighting style, the damage bonus doubles to +4.

Fortifying Strike. Triggering Roll: Natural 20.
As a bonus action, you can spend any number of hit dice, as if you had completed a short rest.

Hack and Slash. Triggering Roll: Any natural even roll on a melee attack.
Repeat the exact same attack against a different target within reach. Damage dealt using this feature is halved. You may not apply the effects of a flexible maneuver to the second attack.

Hold Your Nerve. Triggering Roll: Any natural even miss.
You gain temporary hit points equal to your 1+ Constitution modifier (minimum of +1).

Hero's Luck. Triggering Roll: Any natural even miss.
Add 1d6 to your attack roll. If you now hit, you deal a glancing blow for half damage (minimum of 1). Damage bonuses due to Strength or Dexterity do not add to this damage.

Intuitive Strike. Triggering Roll: Any natural even hit.
Add your Intelligence modifier to the damage of this attack.

Mark Your Target. Triggering Roll: Any natural even hit.
Until the end of your next turn, any opportunity attack you make against the target struck by this attack has advantage. This opportunity attack does not expend your reaction but you must be able to take reactions.

Never Give In. Triggering Roll: Any natural even roll.
You, or an ally that you have granted access to your Luck Pool, can use a reaction to make a saving throw against any temporary effect that can be ended with a save.

Pop Free. Triggering Roll: Any natural even hit with a melee attack.
Any time until the end of your next turn, you can take the Disengage action as a bonus action or a reaction.

Protective Fighting. Triggering Roll: Any even natural roll with a melee attack. You must be using a shield to benefit from this maneuver.
Until the start of your next turn, you gain the benefits of the Protection Fighting Style. If you already have this fighting style, allies within 5 feet of you also benefit from your shield bonus whilst this effect lasts.

Punishing Opportunist. Triggering Roll: Any hit with a natural 16 or higher on an opportunity attack.
The target hit is stunned until the start of your next turn.

Shield Bash. Triggering Roll: Any natural even roll with a melee attack. You must be using a shield to benefit from this maneuver.
As a bonus action, you can make an off-hand attack with your shield, which is considered to have the light property for this attack. If you hit with an even roll on the shield bash, you can also push a target of size Large or smaller 5 feet. You cannot apply another flexible maneuver to this shield attack.

Sighter. Triggering Roll: Any miss with a ranged attack.
Until the end of your next turn, you gain the benefits of the Archery Fighting Style (+2 on attacks with ranged weapons). If you already have this style, the bonus doubles to +4 with ranged weapon attacks.

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