Fighter
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.
The Art of The Fighter
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Fighters tend to focus on a martial archetype when they train, to specialize in a particular fighting style. Sometimes these styles are cultural or traditionally specific, like the samurai or the psi warrior, while other times these archetypes are more flexible in nature, like the battlemaster, encompassing a wider variety of different styles. Some are also more rare than others, and sometimes archetypes are tied to single areas or societies. Generally, the archetypes of the fighter are divided into two groups; martial or magick-martial techniques. The martial techniques rely mostly, sometimes entirely, on abilities that do not require mastery of the arcane, while magick-martial archetypes combine martial and arcane prowess, its users becoming something akin to a battle-wizard.Martial:
The first martial archetypes, and perhaps one of the best known, is the Battle Master. Those who emulate the archetypal Battle Master 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. The second martial archetype is similar to the battle master, and just as common, but are less focused on strategy and more focused on physical prowess. The archetypal Champion focuses 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. The next archetype is the Cavalier. The archetype cavalier excels at mounted combat. Usually born among the nobility and raised at court, often in Veileux, Karamorn or the high societies of the imperial south, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. Most common in Veileux and Karamorn, the fourth martial archetype is the 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. The next martial archetype, the Samurai, is a class rarely seen on Antreia. Originally hailing from the island to the far east; Primordia, the samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting. The sixth martial archetype is the Monster Hunter. As an archetypal monster hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced monster hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. Although it isn't tied to any magick per se, many monster hunters eventually learn to adopt the fighting styles of their supernatural foes to gain the upper hand. Seventh and last of the martial archetypes is the Gunslinger. Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.Magic-Martial:
The first magick-martial archetype is the Arcane Archer. An arcane archer studies a unique high-elven method of archery that weaves magic into attacks to produce supernatural effects. Their magick work in much the same way as a wizard's magick would, and study of the weave is important to master this archetype. Arcane Archers are some of the most elite warriors among the sun elves. They stand watch over the fringes of Anar Tal, 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. The next magick-based archetype is the Echo Knight. A mysterious and feared frontline warrior of the Lolth-drow, the echo knight has mastered the art of using dunamis, time magick, to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. This is the newest of all the archetypes, developed after the Lunar Cataclysm by the dark elves who began research on Sine Tharid and the aetherical imbalance that was left in the crater of the moonshard, where they discovered tiny rifts in time and space. The archetypal 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. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. The fourth magick-martial archetype is the Psi Warrior. Feared and misunderstood, they awaken to the psionic power within, a power that stems from the supernatural beings of the space outside of the material plane. A psi warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. To learn to become a psi warrior is dangerous and difficult. Many learn the art through some otherworldy patron with their own agenda, while others stumble upon secrets of the otherworld, and through fierce study and solo discipline, unlock the abilities in their own bodies. The high elves of the ancient elven empire used techniques similar to today's psi warriors, and there are still academies in Anar Tal dedicated to unlocking the secrets of the mind. The last magick-martial archetype is that of the Rune Knights. These warriors enhance their martial prowess using the supernatural power of crystal-enchanced runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and in some jotnar settlements, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the work carved into a hill or cave, learned of the runes from a jotnar sage, or met the giant in person, you studied the craft and learned how to apply magic runes to empower your equipment. Most rune knights are jotnar, but there are also those who have learned it from jotnar or giant masters. The imperial south have also, quite recently, developed their own technique for rune-infusing, and it has become popular in areas like Antium.Learned Through:
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. Some archetypes are very culture-centered, like the samurai of Primordia, the rune knight of the giants or the arcane archers of the sun elves. These techniques are usually learned through study with the people who know the techniques best. Other more general archetypes are often learned in the military or in academies dedicated to the study of magick or martial prowess. These schools can be expensive however, and it is usually a higher percentage of privilieged members of society who learn advanced fighter techniques.History
Fighters have existed for as long as wars have existed, and for as long as the people of Gaea have created weapons and armour, fighters have been on the front lines of every battle. All fighters draw on a wealth of experience built by others who have come before them, though some have more formal training than others. Many fighters come to their profession through membership in a militia or army, while others acquire their skills in military academies. Others are more or less self-educated, their skills hardened through hard-earned experience rather than formal instruction. Some fighters are brought to the ways of martial combat by a threat to their home and others are a part of a long family tradition. These diverse backgrounds and motivations means most fighters do not see themselves as part of a greater brotherhood or fellowship. Instead, fighters perceive their friends and brothers in those with whom they would face danger together with, distinguishing little by profession.Demography
Among the most common adventurers, fighters come from an innumerable set of backgrounds. Some are knights in the service of a quest or elite foot soldiers whilst others are ambitious would-be overlords or hardened mercenaries. What brings fighters together, however, is their common roots as warriors who put themselves in the thick of battle, between their comrades and harm's way; while many fighters can be called disreputable, few, if any, are true cowards.Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.Remove these ads. Join the Worldbuilders Guild




Comments