Fighter

Description

Fighters learn the basics of all combat styles, from swinging an axe to fencing with a rapier, from using a bow to trapping with nets. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter develops a certain style to their combat, normally focusing on one specific trait or weapon. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. The sheer versatility of a fighter makes them superior combatants on and off the battlefield.
 
  • Choose from 4 subclasses, each with its own unique set of abilities
  • Any race, any personality, any land will have fighters

 

Subclasses


 

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
 

Perks


 
Fluff Spells

  Novice
Action Surge Ability
Your Action Surge grants +1 to the DC and accuracy of all Arcane Shots and +1 Attack for the remainder of your turn.
Arcane Quiver
You have 3 Arcane Shots. You gain 2 additional shots at each Adept, Expert, and Master. Once per turn when you fire an arrow from a ranged weapon, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits the target unless directed otherwise. All Arcane Shot Options count as Bonus Actions, unless stated otherwise. You regain all of your expended Arcane Shots every long rest.
  If an option requires a saving throw, your Arcane Shot save DC equals 10+INT modifier.
Arcane Shots I
Arcane Archers get two Arcane Shot abilities at Novice.
  Enfeebling Arrow Bonus Action: You weave necrotic energy into your arrow. When a creature is struck by your arrow, they take an additional 1d6+Mastery Necrotic damage, 1d6+Mastery Piercing damage, and are forced to make a CON saving throw. On a failed save, they are Slowed until the end of their turn.
 
  Piercing Arrow Bonus Action: By weaving conjuration magic into your arrow you allow it to tunnel through the astral plane and open a passage to your target. Select 1 target within 10 tiles and make a ranged attack against them, this attack can ignore line of sight. If successful, you may attack that target even if they are out of line of sight for the remainder of your turn.
  This ability can be used on Banished targets, and upon a successful hit allows your other attacks to hit the Banished target as well.

  Adept
Magical Arrows
While using a Ranged Weapon, your attacks count as Magical, overcoming Mundane Resistances. Furthermore, you gain +1 to Attack and +4 True damage while using a ranged weapon.
Arcane Shots II
Curving Arrow
Free Action: By weaving transmutation magic into your arrow, you've learned to direct it mid-flight. After missing an attack, you may choose to redirect it to make another attack. This attack is REQUIRED to be against a DIFFERENT target to your initial attack. This ability ignores the Arcane Shot per turn limits, but will still spend an Arcane Shot when used regardless of success or failure.
  Whistling Arrow
Bonus Action: By infusing illusion magic into your arrow, you cause it to make an awful whistling sound, spreading fear amongst your enemies. After making an attack, select up to 3 targets within 10 tiles. Force them each to make a WIS saving throw. On a failed save, they become Frightened until the end of their turn.

  Expert
Arcane Shots III
Bursting Arrow
Bonus Action: You imbue your arrow with evocation magic, causing it to burst upon impact. Select 1 target within 10 tiles. Force them and all targets within 2 tiles of them to make a DEX saving throw. On a failed save, they each take 1d6+Mastery Piercing Damage and 1d6+Mastery Fire Damage. Half damage taken on a successful save.
  Toxic Arrow
Bonus Action: You imbue your arrow with conjuration magic. Upon successfully hitting a target, force them to make CON saving throw. On a failed save, they take 1d6+Mastery Piercing damage, 1d6+Mastery Poison damage and become Blighted until the end of their turn. Half damage and no status effect on a successful save.
  Grasping Arrow
Bonus Action: You imbue your arrow with primal magic, causing it to create poisonous brambles on impact. Select 1 target within 10 tiles. Force them to make a CON saving throw. On a failed save, they take 1d6+Mastery Poison damage, 1d6+Mastery Piercing damage, are Entangled for 1 turn, and take 1d6 Piercing damage per turn for 3 turns. Half damage and no Entangled or damage over time on a successful save.
  Bewitching Arrow
Bonus Action: By infusing enchantment magic into your arrow, you cause it to charm the target struck. Select 1 target within 10 tiles and force them to make an INT saving throw. On a failed save they take 1d6+Mastery Piercing damage, 1d6+Mastery Psychic damage and are Charmed for 1 turn. Half damage and no Charmed on a successful save. This ability has a 1 turn cooldown.
 

  Master
Master Worked Quiver
Your quiver has become imbued with Masterful magics. Gain +1 bonus to the DC and accuracy of all Arcane Shots.



 

Banneret

A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
  A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
 

Perks


  Novice
Royal Envoy
Free common language choice. +2 Persuasion, +2 Insight.
Action Surge Ability
Your Action Surge ability grants +1 Attack for the remainder of your turn and your next Ordered Advance or Rallying Cry restores +2 additional hitpoints per target.
Knight-Tactician
Ordered Advance
Bonus Action - Select 1 target within 8 tiles. They heal for 1d8+Mastery modifier hitpoints and may immediately move 2 tiles in a direction of their choosing. This movement does not count towards their regular movement and must be used before the end of your turn. This ability cannot be used on yourself and shares charges with your Second Wind and Rallying Cry abilities.
  Rallying Cry
Bonus Action - Select up to 3 targets within 8 tiles. They each heal for 1d8+Mastery modifier hitpoints, as well as +1 Movement and +2 Attack until the end of their turn. This ability can be used on yourself and shares charges with your Ordered Advance and Second Wind ability.

  Adept
Tip of the Spear
You gain +1 Attack, +1 DT and gain bonus Initiative equal to your Charisma. Rallying Cry and Ordered Advance now grant +2 True damage to each target until the end of their turn.
Inspiring Surge
As a Free Action, select 1 target within 8 tiles. You gain the benefits of Action Surge and they can immediately spend their Reaction to use the Spirited Strike ability against any target in range. The Spirited Strike ability must be used by the target before you end your turn.
  This ability shares charges with your Action Surge ability.
  Spirited Strike / Spirited Strike, Reach
As a Reaction, select 1 target within 1 tile and spend your Reaction to make a melee weapon attack against them. If successful, they take 1d8+STR/DEX Physical damage. This attack includes the user's True damage, but does not scale with other buffs. This ability must be used before the Banneret that granted it ends turn.

  Expert
Leadership Through Deeds I
You gain an additional use of Second Wind/Rallying Cry.
Bulwark
As a Free Action, select up to 3 targets within 8 tiles. They each gain +1 saving throws for 3 turns and are immediately purged of any Charmed, Frightened and Dazed effects. This ability can be used on yourself, can be used as a pre-buff, and shares charges with your Indomitable ability.

  Master
Leadership Through Deeds II
You gain an additional use of Action Surge/Inspiring Surge. Inspiring Surge is increased to 2 targets within 8 tiles. The True damage granted by Tip of the Spear is increased to +3.



 

Battle Master

Battle Masters employ martial techniques passed down through generations. To a Battle Master, combat 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.
 

Perks


  Novice
Action Surge Ability
Your Action Surge restores 1 Superiority Die and grants you +1 Attack for the remainder of your turn
Superiority Dice
You have six superiority dice, which are D8's. You gain 2 additional dice at each level of mastery after novice. You regain all of your expended superiority dice every short rest. Superiority Dice are used to activate combat maneuvers.
  When a maneuver requires a saving throw, your Superiority DC is 14+Mastery.
Combat Maneuvers
Battle Masters get two maneuvers at Novice and one choice from Specialist Maneuvers.
  Commanding Presence: Select up to 3 targets within 5 tiles. Expend 1 Superiority Die to gain +1 to WIS and CHA saving throws until their next rest. This ability can be used as a pre-buff in addition to a regular pre-buff, unless ambushed or activating Commanding Presence/Evasive Footwork. Superiority Dice cost only applies when this ability is used in Combat.
  Exploit Weakness: Spend a bonus action to grant yourself a +3 bonus to your attack score until you make your first successful attack. After making a successful hit, you spend a superiority die and add true damage equal to your superiority dice roll to the damage roll. Superiority Die is not spent on a miss.

  Adept
Battle Strategy
You gain +1 initiative and +1 to your INT Saving throws.
Precision Attack / Reach Precision Attack
As an Action, select 1 target within 1 / 2 tiles and spend 1 Superiority Die to make a guaranteed melee attack against them. This counts as your main action and free action attack.
Specialist Maneuvers
Pick two maneuvers to add to your list of combat maneuvers, as well as gaining 2 more Superiority Die. A Battlemaster can only use one successful strike per turn. If a Strike fails they may attempt another strike after another attack, but only until a Strike successfully lands on a target.
  Brace: Bonus Action, Reaction, 1 Class Resource: You may make an attack against targets moving into your melee range. This includes targets moving into your melee range via forced movement and teleports.
  Targets moving into your range with Attack of Opportunity immunity cannot be targeted by this ability. This ability does not benefit from Mage Slayer or Sentinel and counts as a Strike if successful.
  Entangling Strike: By spending a bonus action, the Battlemaster may force a target creature within 1 tile of them to make a STR Saving throw versus their Superiority DC. If the target fails, the Battlemaster rolls a superiority dice and deals true damage to the target equal to the roll, as well as spending a superiority die to entangle the target for 1 round.
  Rally: Select 3 target within 15 tiles and expend 1 Superiority Die. They gain 5 temporary hitpoints and +1 Initiative. This effect lasts until the target's next rest and has a 120-minute casting cooldown. Superiority Dice cost only applies when this ability is used in Combat.
  Evasive Footwork: On your turn, you may expend one superiority die as a bonus action to increase your movement speed by 2 tiles, as well as gaining +2 to your DEX Saving Throws, for three rounds. This ability can be used as a pre-buff in addition to a regular pre-buff, unless ambushed or activating Commanding Presence/Evasive Footwork.
  Parry: When another creature damages you with a melee attack, ranged attack, or AC targeting spell, you may spend your reaction and a superiority dice to heal an amount of HP equal to 1d8+the Caster's DEX Modifier.
  Pushing Strike: When you hit a creature with a weapon attack, you can attempt to reposition the target. Force the target creature to roll a STR Saving throw versus your Superiority DC. On a failed roll, the battle master spends a superiority die and deals true damage to the target equal to the roll, and moves the target 2 tiles in the direction of the Fighter's choice. The battlemaster then follows up to remain in contact with the target, this does not provoke attacks of opportunity.
  Disarming Strike: You have turned battle into an artform and mastered the maneuvering of blade and body in your practice. After landing a successful weapon attack, force the same target to make a STR saving throw against your Superiority DC. On a failed save, you expend 1 Superiority Die and they take 1d8 True damage and are Disarmed until they take the appropriate Pickup Weapon Action. If they are dual wielding, this removes both weapons.
  Exposing Strike: When you hit a creature with a weapon attack, you can attempt to expose the target. Force the target creature to roll a WIS Saving throw vs your Superiority DC. On a failed roll, the battle master spends a superiority die and deals true damage to the target equal to the roll, and the target suffers -2 AC and -1 to saves for 2 rounds.
  Menacing Strike: When the Battlemaster hits a creature with a weapon attack, they may force the target creature to roll a Wisdom saving throw versus the battlemaster's Superiority DC. On a failed saving throw, the Battlemaster spends a superiority dice to Frighten the target creature for 2 rounds, and inflict true damage equal to a superiority dice roll.
  Muting Strike: When the Battlemaster hits a creature with a weapon attack, they may force the target creature to roll a Constitution saving throw versus the battlemaster's Superiority DC. On a failed saving throw, the Battlemaster spends a superiority dice to Silence the target creature for 1 round, and inflict true damage equal to a superiority dice roll.
  Sweeping Attack (2H Only): Action+Bonus Action: Select 2 targets within 2 tiles and spend 1 Superiority Die to make a reach melee attack against them both. If successful, they both take regular melee attack damage and you may also subsequently attempt a Battle Master strike against either opponent.
  Lunging Attack (1h/Dual Wield/1h+Shield Only): Action+Bonus Action: Select 1 target within 3 tiles and spend 1 Superiority Die to close the distance to make a melee weapon attack against them, moving to within 1 tile. If successful, they take regular melee attack damage plus 1d8 True Damage and you may subsequently attempt a Battle Master strike against them. This ability does NOT grant immunity to Attacks of Opportunity, does NOT break Grapple or Entangled status effects, but will move you to the intended target regardless of the ability succeeding or not.
  Commander's Strike: Select 1 target within 2 tiles and spend a Superiority Die to make a melee weapon attack against them. If this attack is successful, nominate an ally within range of the target. That ally can make an attack of opportunity against them. This ability has a 1 turn cooldown and will only spend a Superiority Die when successful.
 

  Expert
Additional Maneuvers
Pick two additional maneuvers to add to your list of combat maneuvers, as well as gaining 2 more Superiority Die.

  Master
Superior Tactician
Gain an additional +2 Superiority Die for a total of 4 and gain one additional maneuver.



 

Champion

Champions focus on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
 

Perks


  Novice
Action Surge Ability
Your Action Surge grants +1 Attack and allows you to climb and swim at full speed for the remainder of your turn
Critical Strike
When you make a melee attack with your mainhand weapon you add one extra damage dice.
Warrior's Ethos
As an Action, the Champion may use their Warrior's Ethos to cleanse themselves of Paralyzed, Entangled, Sleep, Dominated, or Charmed Effects once per short rest.

  Adept
Trained Experience
Gain +1 movement and an additional fighting style.
Remarkable Athlete
You gain +2 to your Athletics skill and may use Remarkable Athlete on your turn as a free action to dispel the Prone status without spending the required 2 movement.

  Expert
Champion's Spirit
As a free action immediately after being hit, heal yourself for 5+Con hit points and gain +2 DT for 2 turns. Once per short rest.

  Master
Warrior Champion
Warrior’s Ethos gains an additional charge and Champion’s Spirit gains an additional +2 healing, and another +1 DT.



 

Eldritch Knight

Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
  Eldritch Knights use Intelligence for their Spellcasting Modifier.
 

Perks


 
Spell List
Rituals
Expanded Arcana
At each Expert and Master, select 1 spell from the following List:

 
Blink
Catapult
Expeditious Retreat
Flame Weapon
Flesh to Stone
Ice Storm
Knock
Ray of Sickness
Silence
Shatter
Sleep
Telekinesis
Tsunami

  Novice
Action Surge Ability
Your Action Surge grants +1 Attack and +1 Spell DC for the remainder of your turn and you gain the Surging Spell ability.
  Surging Spell: Select 1 target within 8 tiles and make a ranged spell attack against their AC with +4 to hit. If successful, they take 1d10+Spellcasting Modifier+Mastery Bludgeoning damage.
 
Disarm Immunity
You are bound to your weapon. You may not be disarmed, and so long as the weapon is on the same plane of existence, you may summon the weapon to your hand.
War Magic
As a free action and for 1 Spell Point after casting a spell; the Eldritch Knight gains +2 force damage on their melee attacks for the rest of the turn.

  Adept
Arcane Preparation
Add your INT bonus to initiative.
Bound Throw
Spend 1 Spell Point and select 1 target within 5 tiles. Make an attack against their AC. If successful, they take 2d8+Spellcasting Modifier Thunder damage and the caster teleports directly in front of the target. The caster does not teleport on a missed attack, and the weapon is recalled to their hand. This attack benefits from War Magic and Cantrips which improve accuracy. This ability can be used once per short rest.
  This is a free action that can not be used in conjunction with any free action attacks or Elemental Cascade.

  Expert
Elemental Cascade
You infuse your bound weapon with elemental energy from many runes. Your bound weapon is imbued with the power of the elements. As an action, spend 1 Spell Point and select 1 target within 2 tiles. Make an attack against their AC. If successful, they take 1d6+1 of each Fire, Cold, Lightning and Thunder damage. Half damage is taken on a resisted attack. This ability can be used once per short rest.
  This may not be used in conjunction with Bound Throw.

  Master
Arcane Warrior
War Magic gains +1 additional force damage. Bound Throw and Elemental Cascade add mastery force damage.


Combative Perks


  Novice
Fighting Style
You are able to select from the list of available fighting styles. You cannot choose the same fighting style twice if your class, race, or a feat gives you an additional fighting style.
  Defense: AC +1
  Archery: +2 Physical Accuracy when wielding a ranged weapon
  Dueling: +2 Physical Damage when wielding a single, 1-handed, melee weapon. Versatile weapons count as 1-handed weapons no matter their wielded configuration.
  Great Weapon Fighting: +2 Physical Damage when wielding a 2H melee weapon.
  Two Weapon Fighting: Attacks made with off-hand weapons now add the appropriate (Strength or Dexterity) attribute bonuses to damage rolls made with that weapon.
  Spellbound: Gain +3 spell points and +1 WIS saving throw. (Available only to Paladins, Rangers, Eldritch Knights, Arcane Archers, Arcane Tricksters)
Second Wind
As a bonus action on your turn, you can heal 8 + your CON modifier. This may be used twice per short rest.
Action Surge
You gain the ability to use the Surging Strike/Shot ability as a free action this turn and gain a subclass-specific bonus. Action Surge gains one additional charge at each Expert and Master.
  Surging Strike and Surging Strike, Reach
Select 1 target within 1 / 2 tile(s) and make a melee weapon attack against them. If successful, they take 1d10+STR/DEX+Mastery Physical damage.
  Surging Shot
Select 1 target within 10 tiles and make a ranged weapon attack against them. If successful, they take 1d10+DEX+Mastery Physical damage.
  Surging Throw
Select 1 target within 5 tiles and make a thrown weapon attack against them. If successful, they take 1d10+STR/DEX+Mastery Physical damage.
  Surging Sprint
You gain +2 Movement and immunity to attacks of opportunity for the remainder of your turn. This cannot be taken alongside the Dash action and does not provide immunity to attacks of opportunity via the Sentinel or Mage Slayer feats.
  Surging Recovery
Heal yourself for 8+Mastery modifier hitpoints. This counts as a Healing Potion use.
Hit Dice
You gain +8 HP when you first become a Fighter. On each new mastery level, you gain an additional +8 to your Hit Points.
Cover Other
Reaction: Select 1 target within 2 tiles. They gain +2 AC and +1 DT until the end of their next turn, while you suffer -2 AC and -1 DT until the end of your next turn. Additional uses of this ability will not overlap.

 
  Adept
Fighter Feat
Gain an additional feat of your choice from the Combat Feats list.
Conditioned Body
Your Constitution and Strength saving throws increase by +1
Additional Hit I
Gain +1 to your chance to hit with martial weapons.
Extra Attack
Once per round, you may make another weapon attack as a Free Action.

  Expert
Action Surge II
Gain an additional Action Surge charge at Expert, for 2 total.
Indomitable
As a free action, gain +1 to all saving throws for 3 rounds. This can be used once per short rest.
Additional Hit II
Gain +1 to your chance to hit with martial weapons.

  Master
Action Surge III
Gain an additional Action Surge charge at Master, for 3 total.
Indomitable II
Gain +1 to all saving throws for 3 rounds. This grants another use, permitting for two per short rest in combination with Indomitable I. This is a free action.
Additional Hit III
Gain +1 to your chance to hit with martial weapons.

Non-Combative Perks


Armor Proficiency
You can use any armor and shields.