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Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level above 1st.

Proficiences

Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons, 3 Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.


Class Features


Fighter

 
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind, Feat
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, Feat
5th +3 Extra Attack, Combat Stances
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement, Feat
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2), Additional Combat Stance
12th +4 Ability Score Improvement, Feat
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement, Additional Combat Stance
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement, Feat
17th +6 Action Surge (two uses), Indomitable, (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement, Feat
20th +6 Extra Attack (3)
Combat Stances
Starting at 5th level, you learn how to hone your body posture to devastating effect. You learn 2 stances of your choice, which are detailed under "Stances" below. When you take the attack action, you can choose to activate a stance you know. The effects of the stance remains until the start of your next turn. You can only have 1 stance active at a time.
Stances
Power Stance. Your attacks deal bonus damage equal to twice your proficiency bonus. But, your attack rolls suffer a penalty equal to your Proficiency bonus.
Precision Stance. Double your Proficiency bonus added to your melee attack rolls, reduce your damage by double your Proficiency modifier.
Defensive Stance. Add your proficiency bonus to your AC, your damage rolls are reduced by your proficiency bonus.
Reckless Stance. Your critical range is increased by your proficiency modifier (at level 3, your critical range would go from 19-20 to 17-20), your AC is reduced by twice your proficiency modifier.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail, or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial melee weapons
  • (a) a light crossbow and 20 bolts or (b) two simple light melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

 


Subclass Options

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion


The archetypal Champion focuses on the development of raw physical power and technique honed to deadly perfection.
Fighter Level Feature
3rd Improved Critical
7th Fighting Style Expertise
10th Additional Fighting Style
15th Fighting Style Mastery
18th Survivor

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  

Fighting Style Expertise

At 7th level, you learn how to maximize your chosen fighting style, you gain additional bonuses based on the fighting style you chose at 1st level.
Archery
When you take the attack action while wielding a ranged weapon, you can forgo the attack bonus granted by this fighting style to instead make one additional attack with that ranged weapon.
Blind Fighting
The range of your blindsight increases to 20 feet.
Defense
When you take the dodge action, you have advantage on opportunity attacks until the beginning of your next turn.
Dueling
As a bonus action, you can mark a creature you can see; you have advantage against that creature until the beginning of your next turn, as long as you're wielding a melee weapon in one hand and no other weapons.
Great Weapon Fighting
When you roll a maximum result on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can roll that die again and add the result to the damage.
Interception
When you use this feature to reduce damage, you can also make an opposed strength (athletics) check against the attacker; if you win, the attacker is knocked prone.
Protection
When you use your reaction to impose disadvantage, you can attempt to knock your opponent off balance. If the attack misses, that ally can make one attack against the target using a reaction.
Superior Technique
You gain one more superiority die and learn one more maneuver of your choice.
Thrown Weapon Fighting
As a bonus action, you can increase the range of your thrown weapon attacks. Until the end of your turn, your thrown weapon attacks have double range.
Two-Weapon Fighting
If you hit a creature with both weapons, you can make another attack with the weapon you attacked with using your bonus action.
Unarmed Fighting
When you make an unarmed attack against an opponent, you can attempt to grapple that creature as part of the same action.  

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.  

Fighting Style Mastery

Your skill with your chosen specific fighting styles becomes legendary.
Archery
Once per turn, if you have advantage on a ranged weapon attack roll against a creature, you can forgo the advantage to fire two extra pieces of ammunition using the same attack roll. If the attack hits, roll one of the weapon's damage dice 2 additional times, add the results to the damage total.
Blind Fighting
The range of your blindsight is increased to 30 feet, and you have truesight out to 5 feet.
Defense
If you would be hit by an attack, you can use your reaction to make your opponent reroll that attack.
Dueling
Whenever you roll a 20 when making an attack with a weapon you're wielding in one hand and no other weapons, you regain a use of your Action Surge feature.
Great Weapon Fighting
You are able to cleave through foes, when you make an attack using a versatile or heavy weapon with two hands, you can make an extra attack against another creature that is adjacent to the first and within reach of your weapon.
Interception
If you succeed in knocking an opponent prone with your interception feature, that creature also has disadvantage on saving throws until the end of your next turn.
Protection
When your ally hits an opponent due to this feature, you both gain temporary hit points equal to the damage dealt.
Superior Technique
Your superiority dice become d8s and you learn one additional maneuver of your choice.
Thrown Weapon Fighting
When you use the attack action using a thrown weapon, you can forgo an attack to use your weapon to pin your target to the ground; the creature makes a Strength (Athletics) check against the attack roll to avoid being pinned. The creature can use an action to free itself.
Two-Weapon Fighting
When you hit a creature with both weapons, that creature's first attack against you has disadvantage.
Unarmed Fighting
You can add your Proficiency bonus to the damage you deal against grappled creatures.  

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.  


Battle Master


Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, com bat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.  
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in someway. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. 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 another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier  
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.  
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current Hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
  • You also have advantage on your first attack against the creature.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. You can use your reaction to make an opponent reroll an attack if it would hitYou can use your reaction to make an opponent reroll an attack if it would hit

Samurai


Fighter Level Feature
3rd Bonus Proficiency, Iaijutsu Master
7th Elegant Courtier
10th Aura Strike
15th Frightful Presence
18th Projected Strike
Some Samurai features require saving throws, the DC is equal to 8 + your Proficiency modifier + your Wisdom modifier.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

Iaijutsu Master

Starting at 3rd level, your intense aura allows you to strike your opponent when he is most vulnerable, directly after he misses an attack against you. As an action, you can add your Proficiency bonus to your ac until the start of your next turn. If a creature misses you with an attack, you can use your reaction to make a number of attacks equal to your proficiency modifier against that creature. At the beginning of your turn, if you were not attacked since your last turn, you can use your reaction to make one attack. You also can use your dexterity instead of strength when using longswords.  

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

Aura Strike

Starting at 10th level, you learn to project your aura through your blade. You can add your Wisdom modifier to your weapon damage rolls, and your attacks made using your Iaijutsu strike are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Frightful Presence

Starting at 15th level, you can use your aura to demoralize your opponents. As an action, each creature within 30 feet of you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for up to 1 minute. If you are damaged, your frightful presence ends. You can use this feature 3 times, and you regain all expended uses of it when you finish a long rest.  

Projected Strike

Starting at 18th level, you can use a bonus action to use your aura to create blasts of energy when you strike. Each creature in a 30 foot cone must succeed on a Wisdom saving throw. A target takes 3d8 + Wisdom modifier Radiant damage on a failed save, or half as much damage on a successful one.


Created by

aberrantdrone.

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