The Fighter in The New Order | World Anvil

The Fighter

Some want to defend those who can’t defend themselves, others seek to use their muscle to carve their own place in the wider world. In a continent ravaged by war, the Fighter is an indispensable force to be reckoned with, and can take the form of guards, bounty hunters, mercenaries, freedom fighters or simply armed explorers. Whatever their profession, they have received at least a basic amount of formal training which they put to use in the field.
Level Proficiency Bonus Features Superiority Dice Maneuvers known
1 +2 Fighting Style, Second Wind - -
2 +2 Action Surge (1x), Combat Superiority 2 2
3 +2 Fighter Specialty 2 2
4 +2 Ability Score Improvement 2 2
5 +3 Extra Attack 2 2
6 +3 Ability Score Improvement 3 3
7 +3 Fighter Specialty Feature 3 3
8 +3 Ability Score Improvement 3 3
9 +4 Indomitable (1x) 3 3
10 +4 Fighter Specialty Feature 3 3
11 +4 Greater Extra Attack 3 4
12 +4 Ability Score Improvement 3 4
13 +5 Indomitable (2x) 3 4
14 +5 Ability Score Improvement 3 4
15 +5 Fighter Specialty Feature 4 5
16 +5 Ability Score Improvement 4 5
17 +6 Action Surge (2x), Indomitable (2x) 4 5
18 +6 Fighter Specialty Feature 4 5
19 +6 Ability Score Improvement 4 5
20 +6 Master of Combat 4 5

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: 2 + your Constitution modifier  

Proficiencies

Armor: All Armour
Weapons: All Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Mechanics, Insight, Intimidation, Perception and Survival  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) Steel Chestplate or (b) Full Steel Plate Rig
  • (a) a common rifle and four magazines or (b) a common submachine gun and two magazines
  • A combat knife, a helmet, a faceplate, a handgun and two magazines, a bedroll, 50 ft. of rope and 10 rations
 

Fighting Styles

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed below. You can't take a Fighting Style option more than once, even if you later get to choose again.  

Second Wind

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 1 + 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

Starting at 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 and a possible bonus action. Once you've used this feature, you must nish 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

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are detailed under "Maneuvers" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Fighter class 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 class 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.

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).  

Maneuvers List

Maneuvers
COMMANDER’S STRIKE
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.   DISARMING ATTACK
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   DISTRACTING STRIKE
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die 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
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   FEINTING ATTACK
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.   GOADING ATTACK
When you hit a creature with a weapon attack, you can ex end one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   LUNGING ATTACK
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.   MANEUVERING ATTACK
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.   MENACING ATTACK
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.   PARRY
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   PRECISION ATTACK
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   PUSHING ATTACK
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.   RALLY
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   RIPOSTE
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   SWEEPING ATTACK
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. 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 on your superiority die. The damage is of the same type dealt by the original attack.   TRIP ATTACK
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 

Fighter Specialty

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Indomitable

Beginning at 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

Beginning at 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 two-weapon fighting, you can make two attacks instead of one.  

Master of Combat

At 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.  

Assault Specialist

 
  Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.   When you choose this specialty at 3rd level, whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Assault Bonus Damage table.
Level Bonus Damage
3rd 1d4
10th 1d6
16th 1d8
20th 1d10
 

Brutish Durability

Beginning at 7th level, whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.  

Additional Fighting Style

At 10th level, you can choose a second Fighting Style option.    

Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your fighter level.  

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.    

Fire Support Specialist

The heavy specialist has years of training in the arts of using weapons of superior firepower. They are no stranger to the weight they carry - both physically and mentally. They support their allies through devastating firepower and keep the heads of their enemies down while the rest advance.   When you choose this specialty at 3rd level you ignore the Heavy property of all weapons, allowing you to attack normally even if you are not prone or mounting the weapon on a surface.   In addition, if you mount your weapon or go prone before firing it you gain advantage on any attacks against creatures within your weapon’s short range.  

Hail of Fire

Beginning at 7th level, whenever you choose to perform a suppressive fire action you may cover a 15 foot cube instead of a 10 foot cube, and a 45 foot line instead of a 20 foot line. In addition, the Dexterity saving throw DC to avoid your suppressive fire increases from a 14 to a 16. In return, the ammunition expended for a suppressive fire action increases by 10 to 20.  

Quantity and Quality

Starting at 10th level, when an enemy attempts a saving throw against your suppressive fire action and succeeds they take half of your weapon damage instead of none.  

Heavy Shock Troop

At 15th level you gain +1 to your Armor Class while wearing heavy armor.
 
 

Bulwark

At 18th level you gain advantage on your attack roll when targeting enemies in both your weapon’s short or normal range while either prone or having your weapon mounted. Additionally, you gain +1 to your Armor Class while wearing heavy armor and an additional +2 when you remain stationary on your current turn, lasting until the start of your next turn.

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