Fighter
⬇ Archetypes ⬇
Fighter is one of the Playable Classes in Starbies.
You adopt a particular strategy of fighting as your specialty. Choose one of the fighting strategy options, detailed at the end of this class description. You adopt another strategy at 7th, 13th, and 17th level. Some strategies have level prerequisites.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you’ve used this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
You learn maneuvers that are fueled by special dice called superiority dice. See the Maneuvers section on the SW5e website.
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You can attack three times, instead of once, whenever you take the Attack action on your turn. Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.
You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2. Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.
ALL IN A DAY’S WORK
Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.CODE RED
Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death. While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?QUICK BUILD
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.| Level | Proficiency | Features | Superiority Die Type | # of Superiority Die | Maneuvers Known |
|---|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind | - | - | - |
| 2 | +2 | Action Surge (one use), Combat Superiority | d4 | 2 | 1 |
| 3 | +2 | Fighter Strategies, Fighter Specialty | d4 | 2 | 2 |
| 4 | +2 | Ability Score Improvement | d4 | 2 | 2 |
| 5 | +3 | Extra Attack | d6 | 3 | 4 |
| 6 | +3 | Ability Score Improvement | d6 | 3 | 4 |
| 7 | +3 | Specialty feature | d6 | 3 | 5 |
| 8 | +3 | Ability Score Improvement | d6 | 3 | 5 |
| 9 | +4 | Indomitable (one use) | d8 | 4 | 6 |
| 10 | +4 | Specialty feature | d8 | 4 | 6 |
| 11 | +4 | Greater Extra Attack | d8 | 4 | 7 |
| 12 | +4 | Ability Score Improvement | d8 | 4 | 7 |
| 13 | +5 | Indomitable (two uses) | d10 | 5 | 9 |
| 14 | +5 | Ability Score Improvement | d10 | 5 | 9 |
| 15 | +5 | Specialty feature | d10 | 5 | 10 |
| 16 | +5 | Ability Score Improvement | d10 | 5 | 10 |
| 17 | +6 | Action Surge (two uses), Indomitable (three uses) | d12 | 6 | 11 |
| 18 | +6 | Specialty feature | d12 | 6 | 11 |
| 19 | +6 | Ability Score Improvement | d12 | 6 | 12 |
| 20 | +6 | Master of Combat | d12 | 6 | 12 |
CLASS FEATURES
As a Fighter, you gain the following class features.HIT POINTS
Hit Dice: 1d10 per Fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1stPROFICIENCIES
Armor: All armor Weapons: All blasters, all vibroweapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and SurvivalEQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background- (a) mesh armor or (b) a combat suit, blaster rifle or simple blaster, and two power cells
- (a) a vibroweapon or heavy pistol and a light or medium physical shield or (b) two vibroweapons
- (a) a light pistol and a power cell or (b) two vibrodaggers
- (a) a dungeoneer’s pack or (b) an explorer’s pack
VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:Class Funds
8d4 x 100 crFIGHTING STRATEGY
Fighter: 1st, 3rd, 7th, 13th, and 17th levels
You adopt a particular strategy of fighting as your specialty. Choose one of the fighting strategy options, detailed at the end of this class description. You adopt another strategy at 7th, 13th, and 17th level. Some strategies have level prerequisites.
SECOND WIND
Fighter: 1st level
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you’ve used this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE
Fighter: 2nd level
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
COMBAT SUPERIORITY
Fighter: 2nd level
You learn maneuvers that are fueled by special dice called superiority dice. See the Maneuvers section on the SW5e website.
MANEUVERS KNOWN
You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.SUPERIORITY DICE
You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.MANEUVER ABILITY
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use. Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifierFIGHTER SPECIALTY
Fighter: 3rd, 7th, 10th, 15th and 18th level You choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description.ABILITY SCORE IMPROVEMENT
Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
INDOMITABLE
Fighter: 9th level
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
GREATER EXTRA ATTACK
Fighter: 11th level
You can attack three times, instead of once, whenever you take the Attack action on your turn. Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.
MASTER OF COMBAT
Fighter: 20th level
You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2. Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.
FIGHTER STRATEGY
BLASTER STRATEGY
You gain a +2 bonus to attack rolls with ranged weapons.BLINDFIGHTING STRATEGY
You are skilled at fighting without sight. You gain the following benefits:- You gain blindsight out to 2 meters. If you already have blindsight, it instead increases by 2 meters.
- You can use your bonus action to double the range of your blindsight until the start of your next turn.
GUERRILLA STRATEGY
You are skilled at maneuvering across the battlefield. You gain the following benefits:- You can take the Disengage action as a bonus action.
- When you take the Disengage action, you ignore unenhanced difficult terrain, and you have advantage on the first ability check or saving throw to avoid an effect that impairs your movement speed or forces you to move before the start of your next turn.
ARMORED STRATEGY
While you are wearing armor, you gain a +1 bonus to ACGUNNING STRATEGY
You are skilled at using blasters in unique ways. You gain the following benefits:- When a creature rolls a 1 on the saving throw against your burst or rapid property, or a specialized power cell or slug cartridge, that you control, they treat the effect’s damage as if it had rolled the maximum.
- When you use the burst property of a weapon, you can instead spray a line 4 meters long and 1 meter wide within range with shots.
- When you use the rapid property of a weapon, when you roll the weapon’s damage dice twice, you can double one set of the weapon’s damage dice and forgo the other instead of adding them together.
DUALWIELDING STRATEGY
You are skilled at fighting with two melee weapons. You gain the following benefits:- When you engage in Two-Weapon Fighting with two melee weapons, you can add your ability modifier to the damage roll of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.
- When you make an opportunity attack, you can attack with both of your melee weapons.
HEAVY WEAPON STRATEGY
When you roll a 1 or 2 on a damage die for an attack you make with a melee or ranged weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.VIBROWEAPON STRATEGY
You gain proficiency in all vibroweapons. Additionally, you gain a +2 to damage rolls with vibroweapons.COUNTERSTRIKE STRATEGY
You are skilled at returning attacks at those who dare strike you. Once per round, when a creature successfully hits you with an attack, you may use your reaction to make a melee or blaster weapon attack against them.THROWN WEAPON STRATEGY
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.TANK STRATEGY
You are skilled at returning pain to those who deliver it. You gain the following benefits:- When you hit with a melee weapon attack using Strength, you deal additional damage equal to your Strength modifier if that creature dealt damage to you since the start of your last turn.
- When an ally within 1 meter of you takes damage, you can choose to block them, each of you taking half damage, potentially triggering the previous effect.
COVERT STRATEGY
You are skilled at fighting from unseen angles. You gain the following benefits:- You can take the Hide action as a bonus action. If you could already take the Hide action as a bonus action, you can instead take it as a reaction on your turn.
- Creatures you’ve dealt damage to since the start of your last turn have disadvantage on Wisdom (Perception) checks made to find you.
SHIELD BASH STRATEGY
When wielding a shield, you can use your bonus action to make a shield bash attack against an enemy within 1 meter. Roll a d20 and add your strength modifier and proficiency bonus. On a hit you deal 1d4 + Strength mod kinetic damage.UNARMED STRATEGY
Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Additionally, so long as you are not holding any items, your off hand can be used as a bonus action second weapon attack.EXPLOSIVES STRATEGY
You are skilled at fighting with explosives. You gain the following benefits:- You can throw grenades and set mines with your bonus action, instead of your action.
- When a creature rolls a 1 on the saving throw against a charge, grenade, mine, missile, or rocket you control, they treat the effect’s damage as if it had rolled the maximum.
AKIMBO STRATEGY
You are skilled at fighting with two blasters. You gain the following benefits:- When you engage in Two-Weapon Fighting with blasters, you can add your ability modifier to the damage roll of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.
- Reloading a weapon no longer requires a free hand.
AREA STRATEGY
You are skilled with weapons that affect an area. You gain the following benefits:- When a creature successfully saves against a weapon attack that affects an area (cube, radius, line, etc.) that you control, you may use your bonus action to force them to reroll their save.
- When a creature rolls a 1 on the saving throw against a weapon attack that affects an area (cube, radius, line, etc.) that you control, they treat the effect’s damage as if it had rolled the maximum.
FORMATION STRATEGIST
Prerequisite: 3rd level Fighter You are skilled at fighting with a partner. You gain the following benefits:- You can take the Guard action as a bonus action.
- When you move on your turn, you can use a bonus action to allow a willing ally within 1 meter of you to move with you (no action required by the ally). The ally must end this movement within 1 meter of you, and this movement can’t exceed the ally’s speed.
MANEUVER STRATEGIST
Prerequisite: 3rd level Fighter You learn two additional maneuvers. You can take this strategy multiple times.SKILLED STRATEGIST
Prerequisite: 3rd level Fighter You gain proficiency in a skill and a tool, or two tools. This strategy cannot be swapped in or out using Versatile Strategist.INTERCEPTION STRATEGIST
Prerequisite: 3rd level Fighter When a creature you can see hits a target, other than you, within 1 meter 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 melee weapon to use this reaction.DEFENSE STRATEGIST
Prerequisite: 3rd level Fighter You are skilled at the art of defending yourself. You gain the following benefits: While you are wearing medium or heavy armor with which you are proficient, you can use your bonus action to mark a target within 6 meters that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, minimum of one) while marked. You can only have one creature marked in this way at a time. You have advantage on Strength checks and Strength saving throws to avoid being moved.COVER STRATEGIST
Prerequisite: 3rd level Fighter You treat partial cover as one step higher (from one-quarter to half or half to three-quarters). While in cover, your attacks reduce partial cover by one step partial cover as one step lower (from three-quarters to half or half to one-quarter).ENDURING STRATEGIST
Prerequisite: 3rd level Fighter Critical hits made against you are treated as normal hits.CUNNING STRATEGIST
Prerequisite: 7th level Fighter Choose two from the following. You can perform each of the chosen options with your bonus action, instead of your action:- Dash
- Disengage
- Guard
- Help
- Hide
- Search
- Throwing grenades and setting mines
- While mounted on a controlled beast, having your beast make a single melee attack against a creature within its reach
- While mounted on a vehicle, taking a vehicle action (you can’t take the same action twice in one turn)
VERSATILE STRATEGIST
Prerequisite: 7th level Fighter When you complete a long rest, you can change one of your strategies out for another one. When switching strategies, consider each of your known strategies to have its own “level slot” equivalent to the levels at which you learned your strategies. Any strategies with level prerequisites cannot go into a slot of a lower level, even if you meet its prerequisite. Ask your GM if you are confused because she is bad at wording things.REACTIVE STRATEGIST
Prerequisite: 7th level Fighter You can use two reactions per round. When you make an attack of opportunity, creatures do not benefit from AC bonuses granted by attack of opportunity rules.BRAWLING STRATEGIST
Prerequisite: 7th level Fighter You are skilled at using your weight to your advantage. You gain the following benefits:- You are proficient with improvised weapons.
- Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
- When you take the Attack action and attempt to grapple, shove, or trip a creature, or make an attack against a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can use your bonus action to make an unarmed strike, grapple, shove, or trip against the same creature.
CLOSE QUARTERS SHOOTING STRATEGIST
Prerequisite: 15th level Fighter You are skilled at getting up close and personal with blaster weapons. While you are wielding any blaster weapon that is not a sniper, you gain the following benefits:- When making a ranged weapon attack while you are within 1 meter of a hostile creature, you do not have disadvantage on the attack roll.
- Your ranged weapon attacks ignore half cover against targets within 3 meters of you.
- You gain a +1 bonus to attack rolls you make with blaster weapons.
SENTINEL STRATEGIST
Prerequisite: 15th level Fighter You are skilled at techniques that take advantage of every drop in any enemy’s guard. While you are wielding a melee weapon with which you are proficient, you can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction. Additionally, any successful attacks of opportunity while this stance is active reduces your enemies speed to 0. You can use this 3 times, and it resets on a long rest.SHARPSHOOTING MASTERY
Prerequisite: 15th level Fighter You have mastered blaster weapons and can easily make shots that others find impossible. While you are wielding a blaster weapon with which you are proficient, you gain the following benefits:- Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a blaster weapon that you are proficient with, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
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