Fighter in Galir | World Anvil
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Fighter

Not every member of the city watch, the village militia, or the king’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.   Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword, 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.   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.  

Hit Points

Hit Dice: d10 per Fighter level
Hit Points at 1st Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier  

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival.  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Class Features

Fighting Styles

Choose one of the following options. You can't choose the same twice, even if you later get to choose again.  
  • Archery: You gain a +2 bonus on attack rolls you make with ranged weapons
  • Defender: When wearing armor, you gain a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll damage dice for an attack you make with a weapon held in two hands, you can roll one extra die and ignore the lowest die roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a martial weapon to use this reaction.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two Weapon Fighting: When you engage in two-weapon fighting, you can make an off-hand attack as part of the Attack action rather than using a bonus action. Additionally, only the off-hand weapon must have the light property.
  • Versatile: When you are wielding a versatile weapon and no other weapons, you gain a +1 bonus to damage rolls with that weapon, and a +1 bonus to AC when wielding it two-handed. Additionally, when you attack with a Versatile weapon, you can use your bonus action to Grapple or Shove the target.

Second Wind

You can draw upon your impressive well of stamina to fight through pain that would cause lesser warriors to waiver. Starting at 1st level, you can use your bonus action on your turn to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   At 14th level, you can use this feature twice before you must finish a short or long rest.  

Combat Superiority

Beginning at 2nd level, your skill with the armaments of war sets you apart from other warriors, even other adventurers. This skill with arms is represented with special maneuvers that you can use in combination with your attacks, and are fueled by a pool of superiority dice. See the Maneuver Options page for a list of maneuvers.  

Superiority Dice

At 2nd level, you gain 2 superiority dice, which are d6’s. To use a maneuver, you must expend one of these dice, and you regain all spent dice upon completing a short or long rest.   As you gain fighter levels, you gain more superiority dice, and your superiority dice increase in size, as indicated in the respective columns in the fighter class table.  

Maneuvers Known

You begin with two maneuvers of your choice from the Maneuver Options page. The Maneuvers Known column of the fighter class table shows when you learn new maneuvers of your choice.   Additionally, when you gain a level in this class, you may replace one of your known maneuvers with another maneuver that is available to you.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
  • Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.   Arcane Knight
Battlemaster
Cavalier
Champion
Marksman
Rune Knight
Samurai  

Archetype Maneuvers

Your Archetype grants you signature maneuvers. When you learn a new maneuver, or replace an old one, you may choose from your archetype list in addition to the maneuvers available to all fighters.  

Ability Score Increase

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.  

Action Surge

Your skill allows you to push yourself beyond the normal limits for a moment. Starting at 6th level, on your turn you can choose to take one additional action as part of your current turn.   Once you use this feature, you must finish a short or long rest before you can use it again. At 17th level, you can use this feature twice before a rest, but only once on the same turn.  

Indomitable

Your undying determination allows you to succeed where other warriors would falter. Beginning at 9th level, when you fail a saving throw, you can choose to re-roll that saving throw. Once you have turned a failure into a success, you must finish a long rest until you can use this feature again.   You can use this ability twice between long rests at 13th level, and three times at 17th level.  

Relentless

Your skill in battle rivals that of the legendary heroes of old. Upon reaching 20th level in this class, when you begin your turn with none of your superiority dice remaining, you immediately regain one of your expended superiority dice.  

Fighter Class Table

Level Proficiency Bonus Features Maneuvers Known Superiority Dice Superiority Die
1st +2 Fighting Style, Second Wind - - -
2nd +2 Combat Superiority 2 2 d6
3rd +2 Martial Archetype 3 2 d6
4th +2 Ability Score Improvement 3 2 d6
5th +3 Extra Attack 4 3 d6
6th +3 Action Surge 4 3 d6
7th +3 Martial Archetype Feature 4 3 d8
8th +3 Ability Score Improvement 5 3 d8
9th +4 Indomitable 5 4 d8
10th +4 Ability Score Improvement, Martial Archetype Feature 5 4 d8
11th +4 Extra Attack (2) 5 4 d8
12th +4 Ability Score Improvement 6 4 d8
13th +5 Indomitable (2) 6 5 d10
14th +5 Second Wind (2) 6 5 d10
15th +5 Martial Archetype Feature 6 5 d10
16th +5 Ability Score Improvement 7 5 d10
17th +6 Action Surge (2), Indomitable (3) 7 6 d10
18th +6 Martial Archetype Feature 7 6 d12
19th +6 Ability Score Improvement 8 6 d12
20th +6 Extra Attack (3), Relentless 8 6 d12

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