We wrap up this discussion that was prompted by a piece I recently wrote on how the mechanics do not define your character in Dungeons and Dragons 5th Edition. And we do so by looking into a third fighter build that plays just as different as the previous two choices.
Jo Deephollow
Stout Halfling Fighter (Battle Master) 3
Armor Class 14 (leather)
Hit Points 28 (3d10+6)
Proficiency Bonus +2
Speed 25 ft
Alignment chaotic good
Languages Common, Halfling
Ability Scores
Strength 14 (+2)
Dexterity 17 (+3)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 12 (+1)
Attacks
Melee Attack: Scimitar +5 1d6+3 slashing damage. Finesse, light.
Melee or Ranged Attack: Handaxe +4 1d6+2 slashing damage. Light, thrown (range 20/60)
Ranged Attack: Shortbow +5 1d6+3 piercing damage. Ammunition (range 80/320), two-handed
Skills Acrobatics +5, Animal Handling +0, Arcana -1, Athletics +4, Deception +1, History -1, Insight +0, Intimidation +3, Investigation -1, Medicine +0, Nature -1, Perception +0, Performance +3, Persuasion +1, Religion -1, Sleight of Hand +3, Stealth +3, Survival +0
Equipment leather armor, shortbow, quiver of 20 arrows, 2 scimitars, 2 handaxes, explorer’s pack, hand drum, hair tie given to you by a young fan, costume, belt pouch w. 15 gp.
Racial Features
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Class Features
Fighting Style (Two-Weapon Fighting). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 3. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Combat Superiority. You learn maneuvers that are fueled by special dice called superiority dice. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn additional maneuvers as you gain higher levels. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional superiority dice at higher levels. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is 13.
–Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
–Parry. When another creature damages you with a melee attack, you can use your reaction to and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
–Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Student of War. You gain proficiency with one type of artisan’s tools of your choice.
Proficiencies
Armor Proficiencies: All armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tool Proficiencies: Disguise kit, drum, calligrapher’s tools
Saving Throws: Strength, Constitution
Skill Proficiencies: Acrobatics, Athletics, Intimidation, Performance
Background: Gladiator
By Popular Demand. You can always find a place to perform, usually in a gladiatorial arena or secret fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality Traits: I’ll settle for nothing less than perfection
Ideals: Creativity. The world is in need of new ideas and bold action.
Bonds: I want to be famous, whatever it takes.
Flaws: I’m a sucker for a pretty face.
Background: Jo was born into servitude. Both of her parents were indentured servants to a lord. When she was old enough, she was put into service as well, but the fiery halfling girl proved to be a poor fit for domestic life. She wanted action, and after much friction, her master agreed to sell her contract to a local arena where she would become a gladiator in the mock combats that took place for the amusement of the citizenry. After many years performing this violent pageant, she finally earned enough to buy her freedom along with that of her parents. But again, she found that she could not settle down with them and live the boring and safe life that they wanted. She knew she could use her skills to continue to make a name for herself and become known across the land, while challenging herself to become the best she could be.
Design Notes: Quick and nimble, Jo Deephollow thrives on attention and the glory of battle. Once again, I chose the Battle Master archetype in order to really drive home the point I have been trying to make. Where Orric simply pulls from a deep well of willpower and Theodoric uses his survival skills, I see Jo as being the consummate performer and joker, much like Spider-Man. She makes quips at her enemy’s expense in order to take the focus off of how dire the situation might actually be, and this is how her Second Wind and Action Surge abilities enter play. She is able to catch enemies off guard and either capitalize on their mistake with more punishing blows or step back and take a quick breather and re-evaluate the situation at hand. She’s all about putting on a good show, and her combat maneuvers help her do so, increasing her defense and making her harder to hit, turning powerful hits into glancing blows, and punishing an opponent’s mistake by lashing out with biting steel.
I could honestly go on and on with just the Fighter class to continue to make my point, but I trust that these last few weeks have done their job in backing up my argument. The mechanics themselves don’t matter – they are simply the teeth that drive the cogs and gears of your character. The machine those gears and cogs drive is the most important.