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Fighter

The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king— all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.

Fighter

Fighters are at home in nearly every society of Faerûn. While they are often overlooked for praise because their skills are so common, great leaders such as Randal Morn, Bruenor Battlehammer, and the late King Azoun IV of Cormyr are very skilled warriors with reputations greater than the reach of their swords. Of course, many have risen to infamy on their fighting skills, such as Gondegal the Lost King, or the notorious assassin Artemis Entreri.

Some countries have famous military or knightly orders. Cormyr is well known for its army, called the Purple Dragons. Tethyr has several knightly orders, the most accessible being the Champions Vigilant (worshiping Helm) and the Knights Kuldar of Barakmordin (worshiping the Triad of Ilmater, Torm, and Tyr).

Preferred Character Regions: Every part of Faerûn produces capable warriors, but the lands of Aglarond, Amn, Anauroch, Calimshan, Chessenta, Cormyr, the Dalelands, Damara, the Dragon Coast, Evermeet, Luiren, the Hordelands, Impiltur, the Lake of Steam, Lantan, the Moonsea, the Moonshaes, Mulhorand, Narfell, Nelanther Isles, the North, Rashemen, Sembia, the Shaar, Tashalar, Tethyr, Thay, Unther, the Vast, the Vilhon Reach, Waterdeep, and the Western Heartlands are renowned for their fighters. In addition, gray dwarves, gold dwarves, shield dwarves, drow, moon elves, deep gnomes, rock gnomes, lightfoot halflings, and strongheart halflings encourage the fighter class.

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: Light, Medium, and Heavy armor and Shields
weapon proficiencies: Simple and Martial weapons
tools: None
saving throws: Strength and Constitution
skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
starting equipment:

Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP



spellcasting:

None

class features:

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Maneuvers

Your attacks become enhanced in some way. You can use only one maneuver per attack and each can only be used once on the same target per combat round.
You learn one battle maneuver of your choice. You gain an additional battle maneuver at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th). Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

The maneuvers are presented here in alphabetical order. You can use only one maneuver option on a weapon attack unless otherwise noted in one of those options.

Bait and Switch

When you’re within 5 feet of a creature on your turn, switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll a d8. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander’s Strike

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding a d8 to the attack’s damage roll on a hit.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can roll a d8 add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can attempt to disarm the target. Roll a d8 and add to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can attempt to distract the target. Roll a d8 and add to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork

As a Bonus Action, you can roll ad8 and take the Disengage action. You add the number rolled to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, you can roll a d8 to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the d8 to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can roll a d8 to attempt to goad the target into attacking you. Add the d8 to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can roll a d8 and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the d8 to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can roll a d8 to maneuver one of your comrades into another position. Add the roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can attempt to frighten the target. Roll a d8 and add the number to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and reduce the damage by a d8 roll plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you miss with an attack roll, you can roll a d8 and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can attempt to drive the target back. Roll a d8 and add the number to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally

As a Bonus Action, you can roll a d8 to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the d8 roll plus half your Fighter level (round down).

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and add a d8 to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the d8 roll to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can add a d8 to the attack roll to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can roll a d8 and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can roll a d8 and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 10, you can use it twice before a rest but only once on a turn.

Level 2: Maneuver

You gain an additional battle maneuver.

Level 3: Combat Feat

You learn one combat Feat feat of your choice. You gain an bonus fighter feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th).

Level 4: Maneuver

You gain an additional battle maneuver.

Level 5: Combat Feat

You gain a combat feat.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Maneuver

You gain an additional battle maneuver.

Level 7: Combat Feat

You gain a combat feat.

Level 8: Maneuver

You gain an additional battle maneuver.

Level 9: Combat Feat

You gain a combat feat.

Level 9: Ambush

When you make an Initiative roll, you can roll a d8 and add the die to the roll, unless you have the Incapacitated condition.

Level 10: Two Extra Attacks

You can attack three times instead of twice whenever you take the Attack action on your turn.

Level 10: Maneuver

You gain an additional battle maneuver.

subclass options:

Level

Proficiency BonusFighter Class FeaturesManeuversSecond Wind

1

+2Second Wind, Maneuvers02

2

+2Action Surge, Maneuvers12

3

+2Combat Feat13

4

+2Maneuvers23

5

+3Extra Attack, Combat Feat23

6

+3Maneuvers33

7

+3Combat Feat33

8

+3Maneuvers43

9

+4Ambush, Combat Feat43

10

+4Maneuvers, Two Extra Attacks54


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