I wrote these glog classes some months ago for a game I didn’t end up running. I probably borrowed some of the abilities from somewhere else but I can’t find them now (inbox me if you recognise something so I can stick a link to it here and give credit where it’s due).
You are a dedicated warrior, focusing on the killing of your enemies to the exclusion of the development of wider abilities.
B: Called Attack
D: Double Attack
Focus: You have an extra chance to crit when attacking (crit on 19 or 20)
Attack Surge: When you defeat an enemy, or crit, you may make an additional attack
Called attack: You can choose a particular spot on your target to strike at when attacking. You get a -2 modifier (-4 if it is the head) to your attack roll but if you hit the attack will inflict an additional debilitating effect appropriate for the location.
Named Weapon: Name your weapon, when you kill a new type of enemy with it you can increase its damage or attack bonus by 1 up to a maximum of +3 each.
Feud: You gain advantage when attacking individuals you have previously fought against in deadly combat
Focus+: You have another extra chance to crit when attacking (crit on 18, 19 or 20)
Double attack: You can attack twice when you make an attack or an additional attack. This includes all sources of attacks.
You are a trained warrior and leader, skilled in personal combat and the inspiration of your allies, at the sacrifice of your own fighting potential.
B: Captain’s Speech
Bring it down
Guardian: You may sunder your shield to reduce incoming damage to yourself or an adjacent ally by 1d12.
Coordinate: When you defeat an enemy in combat, you may direct an ally to make an additional attack or combat maneuver.
Captain’s Speech: You may give a five minute speech to your allies before beginning a difficult endeavour, increasing their potency during the initial segment of the endeavour (+2 bonus to the first roll made by each character during the endeavour).
Battle Master: Your combat maneuvers, or combat maneuvers that you direct allies to make through your abilities, have a greater likelihood of success (+2 bonus to the roll).
Sacrifice: You may declare that you are sacrificing yourself for your allies, massively increasing your fighting potential (advantage to all attack and damage rolls), for as long as all your allies disengage and flee.
Bring It Down: You can mark a target by directing allies to focus on it, your allies will be more effective against this target (+2 bonus to their roll). This ability resets when spells reset.
Coordinate+: When you attack or make a combat maneuver, you can additionally direct an ally to make an attack or combat maneuver. [This functions like attacking twice when you attack, except your second attack goes to an ally]
Focus: You have an extra chance to crit when attacking (crit on 19 or 20).
You have wilderness expertise and some fighting skill.
A: Silent Walk
D: Silent Walk+
Silent Walk: You can move silently when outdoors in a natural environment, except when moving over/through really loud surfaces like gravel.
Practiced Eye: If you miss with an attack, your next attack against that target has advantage.
Shelter: You can always quickly (1d6 x 10 minutes) find or make shelter in the wilderness.
Tracking: This ability buffs the wandering monster/random encounter rolls [highly dependent on the other subsystems you are using. Suggestions: rerolling a dice on the reaction roll; rerolling a dice on the wandering monster table; rerolling spoors/tracks etc.]
Forager: You have a +2 bonus on rolls relating to foraging.
Animal Whisperer: Non-sapient wild animals have a more trusting view of you, as long as you do nothing to counter this view. You can easily infer what they want and what they don’t want.
Silent Walk+: You can move silently even on loud surfaces when outdoors in a natural environment.
Opportunist: Your hits are always crits if you have a situational advantage (elevated position, surprise,…) [I am almost certain I stole this ability from somewhere].
These three classes are quite strong compared to the original fighter over on goblinpunch, but I think they’re pretty in-line with each other, and with my Dragon Wyrmling class, which is a pseudo-fighter itself. The Slayer has the potential to get really dangerous at 4th level, but has no defensive or utility abilities so is pretty one note and quite vulnerable. I’d be certain to telegraph this to a player considering playing as a Slayer.
The Captain is almost entirely inspired by things that Aragon does in the LOTR movies. The Ranger forgoes the common ‘animal familiar’ trope, I’d prefer a pet focused class for that idea. Maybe a Falconer or Kennel Master or Knight. In fact I guess it could be a single Pet Master class with three subclasses: flying pet; mount; and dangerous beast. I do like the Critter Master class by Type1Ninja, but that’s more focused on manipulating a swarm.
None of the classes posted above have skills or starting equipment as those are more table-specific, but if you want guidance I would use the fighter’s setup from Goblin Guts for the Fighter and Slayer, and use the Ranger setup from the same for the Ranger.