Class: Fighter
The Fighter |
Fighter Mindset |
Playing a Fighter
Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.Roleplay
During Social Encounters; youcan be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.
While Exploring; you keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.
In Downtime; you might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you’ve established your reputation, you might build an organization or a stronghold of your own.
You Might...
- Know the purpose and quality of every weapon and piece of armor you own.
- Recognize that the danger of an adventurer’s life must be balanced out with great revelry or ambitious works.
- Have little patience for puzzles or problems that require overly obtuse solutions.
Others Probably...
- Find you intimidating until they get to know you—and maybe even after they get to know you.
- Expect you’re all brawn and no brains.
- Respect your expertise in the art of warfare and value your opinion on the quality of armaments.
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
Strength or Dexterity is helpful for many of the Fighter's features, relying on their attacks or attack-like abilities to get things done.
Key Terms
BONUS/PENALTY DIE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Fighter Class Table |
Class Level | Class Features |
---|---|
1 |
Fighting Styles, Fighter, Second Wind |
2 | Action Surge, Combat Vocation (Subclass) |
3 | Bravery, Subclass Feature |
4 | +Fighting Styles, Fighter: Fighting Style Mastery, 1st Class Enhancement |
5 | Additional Attack, Martial Training, Reliable Attacker |
6 | Subclass Feature |
7 | +Second Wind: Saving Exercises (2nd Class Enchancement) |
8 | Combat Flexibility |
9 | Subclass Feature |
10 | +Additional Attack: Extra Attack, 3rd Class Enhancement |
11 | Unnamed Class Feature (WIP) |
12 | Subclass Feature |
13 | +Combat Flexibility: Additional Feat Choice, 4th Class Enhancement |
14 | Dogfighting |
15 | Subclass Feature |
16 | +Action Surge: Additional Actions, 5th Class Enhancement |
17 | Unnamed Class Feature (WIP) |
18 | Subclass Feature |
19 | X Class Feature: WIP, Class Enhancement |
20 | Class Capstone |
Fighter Basics |
Initial Character Additions
If the Fighter is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
Attribute Boosts |
Health |
Starting / Leveled Health: 10 (6 or 1d10 )
Proficiencies and Gear |
Gear Profs
Armor: All Armor (Light Armors, Medium Armors, Heavy Armors), All Shields
Weapons: All Simple Weapons, Martial Weapons, and all Advanced Weapons (Bombs, Rays).
Saving Throws: Reflex (Str/Dex) and Fortitude (Con/Cha)
Skills
Choice of 3 primary skills from the following list:
- Acrobatics (Dex)
- Adventuring (Int/Wis)
- Athletics (Str)
- Concentration (Con)
- Diplomacy (Wis/Cha)
- Insight (Wis)
- Intimidation (Str/Cha)
- Knowledge: History (Int)
- Knowledge: Martial (Str/Int)
- Knowledge: Medicine (Int/Wis)
- Knowledge: Nature (Int/Wis)
- Perception (Int/Wis)
- Quickness (Dex/Con)
Choice of 1 secondary skill from the following list:
- Lore - Any Available (Int)
- Navigate - Any Available (Dex/Int))
- Profession - Any Available (Dex/Int/Wis & Others)
Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.
Starting Gear
You gain either 3d6 times 10 sp (or 175 sp / 17 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs:Fighter's Class, Initiator Group, Warrior Group, Dungeoneer's Pack, Explorer's Pack.Multiclass Additions |
Minimum Requirements: Str OR Dex +2
If you are multiclassing into the Fighter, you gain the following proficiencies:
- Armor Proficiency increases by 1 step (up to Heavy)
- Proficiency in all shields
- Proficiency in all Simple and Martial Weapons
Other Class Info |
Class Hit Die: D10
Class Group(s): Warrior
Favorite Class Bonus: You gain a Stance-based Fighting Style of your choice. Additionally, you gain more maneuvers from all Fighting Styles gained from this class, equal to Half-Proficiency.
Core Class Features |
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
(1st) Fighting Style, Fighter |
All Fighters know how to fight, and this isn't a surprise. To this end, you gain a Fighting Style from the list below. The Fighter will gain more as they specialize and become more experienced.
Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
Additionally, you gain the Focus Point Pool, Half common feature to use with all your fighting styles.
(1st) Last Stand |
You gain the ability to use Last Stand, a special free action.
You have a limited well of stamina that you can draw on to protect yourself from harm.
You gain the ability to use a special free action / ◇ you can only active on your turn, called Last Stand. Using a free action regain hit points equal to 1d10 + Your CON + Fighter class level. Additionally, you can instead spend Hit Dice, healing an additional 1d10 per hit dice spent.
Once you use this feature, you must finish a Short or Long Rest before you can use it again.
(2nd) Action Surge |
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. As a free action / ◇, you gain 3 additional Standard Actions.
They cannot be used for Stride or Rush Action(s). Once you use this feature, you must Short or Long Rest before you can use it again.
(2nd): Additional Fighting Style |
You gain another fighting style of your choice. Like before, you can only pick one of those available from your Fighter Class.
(2nd) Combat Vocation (Subclass Choice) |
At class lvl 2, all Fighters choose their Combat Vocation. This is their chosen way of training, going further beyond what others are capable of doing. This is their subclass.
Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19.
(3rd) Bravery |
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting.
You gain proficiency in Will Saves, and you gain a bonus die against gaining and on ending the Frightened condition.
(3rd) Subclass Features |
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
(4th) MF: Additional Fighting Style, Fighting Style Mastery |
Your Additional Fighting Style feature improves with your mastery. All your Fighting Styles gain the following passive benefits.
Your Fighting Style feature is improved. If you have the following Fighting Style(s), you gain additional passive benefits exclusive to you.
- All Fighting Styles = You gain an additional maneuver from those fighting styles.
- Stances = You gain +1 to your AC and Attacks per maneuver (Once per Maneuver) you use from a Stance, until the end of the turn.
- Arts = You focus your energy, regaining your Focus Points when you miss or critically strike with a maneuver that came from an Art.
You also gain your choice of the following below.
- A: Ambidextrous Assault
- B: : Attacks of Oppertunity
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Fighter Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
(5th) Additional Attack |
As a character capable of fighting well, you're trained in pressing the attack.
You gain an instance of the Additional Attack common feature, if you don't already have it.
(5th) Martial Practices |
You’ve learned various tricks of the trade, and know how to use your combat prowess and battlefield experience for non-combat situations.
You gain advantage on Deception, Diplomacy, Insight, Knowledge: Martial, and Perception checks with or against creatures that are wielding a Simple or Martial Weapons that you can see. Additionally, you gain a bonus die to any Acrobatics, Athletics, Intimidate, and Quickness skill checks.
(5th) Reliable Attacker |
At 5th class level, you gain the Reliable Attack common feature. Additionally, all weapon attacks you make gain a Bonus Dice (base d4) to hit.
(7th) MF: Last Stand, Saving Exercises |
Your Last Stand feature improves with your mastery, granting you two features from the below choices.
Great Fortitude: You can reroll a saving throw that you fail or critically fail. If you do so, you must use the new roll. You can this feature a number of times equal to your proficiency bonus every Long rest.
Iron Will: You can spend Focus Points on your Last Stand, allowing you to heal for an additional 1d10 per focus point spent. Additionally, If you succeed on a save, you may treat it as a Critical Success.
Lighting Reflexes: Once per round, whenever you would be knocked prone, forcefully moved, or need to make a Reflex saving throw; you can ignore the effect via dodging or standing your ground, doing so as a free action.
While other classes would normally get a Mastery Talent this class level, the Fighter does not, unless they are a Champion Fighter. This feature can also be swapped for a Dedication Template Feature, as per normal.
(8th) Combat Flexibility |
You gain an(other) instance of the Bonus Feat Choice common feature, and you gain the Focus Point Pool, Full common feature if you haven't already.
(8th) Initiator's Flexibility |
When you make your daily preparations or have a Short Rest, you may switch any number of your maneuvers for ones on your Fighting Style(s) list(s), up to an amount equal to Half-Proficiency. You must meet all of the new maneuvers other prerequisites.
(10th) MF: Additional Attack, Extra Attack |
You gain another instance of the Additional Attack common feature. If you are using the Multiattack Penalty optional rule, your added attacks do not raise the Multiattack Penalty.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[ (11th) 6th Unique, 1st High Tier Feature |
WIP.
(13th) (13th) MF: Combat Flexibility, Additional Feat |
Following the path of previous fighters, you get yet another Bonus Feat Choice.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(14th) Dogfighting |
You gain the Evasion and Weapon Prowess common features.
Additionally, your the benefits from these features (and all Specialization Passive/Critical effects) are kept while and are applied to your Mounts and Vehicles.
(15th) Full Attack Bonus |
As a bonus class feature, you gain another instance of Additional Attack.
(16th) MF: Action Surge, Additional Actions |
You gain an additional use of Action Surge before a Short or Long Rest. Additionally, you gain the Bonus Action common feature.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(17th) Named Class Feature |
(18th) Subclass Feature(s) |
(19th) MF: Last Class Enhancements |
(20th) Capstones |
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
!!th: Warrior's Pinnacle |
You've found the limit that many have faced, and have broken past it.
Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).
Subclasses and Archetypes |
Subclasses
Archetypes
Sample Builds |
To come.