Fighter in Cynkard | World Anvil
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Fighter

You are a warrior, trained in battle and in the use of armor and weapons. Perhaps you are a ferocious Viking raider, a roaming samurai, a dashing swashbuckler, a deadly swordswoman, or a chivalrous knight. Whatever type of Fighter you choose to play, you will probably end up on the front lines of your adventuring party – going toe-to-toe with dragons, goblins, and evil cultists, hacking your way through them and taking the brunt of their attacks. The Fighter character is best equipped of all the character classes to dish out damage and absorb it, too. Clerics heal and Magic-Users cast spells, but the down-and-dirty, hack-and-slash work is generally up to you. You are going to serve as the party’s sword and shield, protecting the weaker party members and taking down the enemies before you. Perhaps one day they will tell legends of your battle prowess, and followers will flock to your castle stronghold where you revel in your fame, riches, and newly earned nobility. Fail, of course, and you will die, just another forgotten warrior in a dangerous world.

Weapon Specialization

At 1st level you choose a weapon of specialization. This weapon, once chosen, cannot be changed. You gain a +2 bonus to damage rolls when using a weapon of specialization. This damage bonus increases by 1 at fighter levels 5, 10, 15, and 20.
At 8th and 15th levels you choose another weapon of specialization. The damage bonus with these weapons is equal to that gained with your first weapon of specialization.

Second Wind

Beginning at 2nd level, you can draw from a limited well of stamina in order to protect yourself from harm. On your turn, you can use this ability to regain hit points equal to your 1d10 plus your fighter level. Use of this ability uses your bonus action for the round. Once you use this ability, you must finish a short or long rest before you can use it again.

Fighting Style

At 3rd level you adopt a particular style of fighting, represented by your choice of one of the following feats:
Charger, Cleave, Crossbow Expert, Defensive Duelist, Dual Wielder, Grappler, Great Weapon Master, Heavy Armor Master, Master Archer, Medium Armor Master, Mobile, Mounted Combatant, Polearm Master, Savage Attacker, Sentinel, Sharpshooter, Shield Master, or Tavern Brawler.
As is always the case when choosing feats, you can take each feat only once (unless the feat’s description says otherwise) and must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
At fighter levels 8 and 13 you may choose an additional feat from the list above. See chapter 6 for more information on feats.

Combat Dominance

Starting at 4th level, you double your attacks per round against opponents with hit dice or levels equal to your fighter level divided by four (rounding all fractions down).
In order to use this ability, you must direct all melee weapon attacks against opponents that meet this criterion. You can split the available attacks among qualified opponents as desired. This ability may not be used with ranged weapons.
Example: An 8th level fighter, facing a dozen 2nd level guards, could make four melee attacks per round.
In addition, you gain a +2 bonus to make and resist Disarm, Overrun, and Shove contests (see page 68), and to counter opponent’s Tumble attempts. This bonus improves by 1 at fighter levels 9, 14, and 19.

Extra Attack

You gain the ability to make more than one attack when you take an Attack action. At level 5 you may make 1 extra attack per round. At level 10 you may make two extra attacks per round.
Credit: Andrea Mazzocchetti
Ability Requirements: Strength 13 or Dexterity 13
Hit Die Type: d10
Alignment: Any
Weapon Proficiencies: All
Armor Proficiencies: All armor and shield
Skill Proficiencies: Any 4 of the following: Acrobatics, Animal Handling, Athletics, Craft (any), History, Insight, Medicine, Nature, Perception, Profession (any), Religion, Stealth, or Survival
Level Proficiency Bonus Class Features
1 +2 Weapon Specialization (+2)
2 +2 Second Wind
3 +2 Fighting Style (1)
4 +2 Combat Dominance (+2)
5 +3 Extra Attack (1), Weapon Specialization (+3)
6 +3
7 +3
8 +3 Fighting Style (2), 2nd Weapon of Specialization
9 +4 Combat Dominance (+3)
10 +4 Extra Attack (2), Weapon Specialization (+4)
11 +4
12 +4
13 +5 Fighting Style (3)
14 +5 Combat Dominance (+4)
15 +5 Weapon Specialization (+5), 3rd Weapon of Specialization
16 +5
17 +6
18 +6
19 +6 Combat Dominance (+5)
20 +6 Weapon Specialization (+6)

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