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Fighter Homebrew Class

Fighters share an unparalleled mastery with weapons and armour. They are the paradigm of martial prowess and have a thorough knowledge of the skills of combat. Fighters are familiar with all forms of weapons and armour, but beyond this, each fighter specialises in a style of combat that shines in their weapon use and abundance of feats. Because of the fighter’s versatile skill with weaponry and armour, each fighter is unique and can perform any martial role, whether it be the strong gladiator dealing devastating blows to its enemies, the enduring warrior protecting its allies, the tactical soldier guiding its allies, or the long range archer with deadly precision.

This broad ability of tactical martial capabilities, and the customizability its broad knowledge offers makes fighters the superior combatant on the fields of battle.

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Psi Warrior martial archetype. Second, choose an origin that increases your Strength or Dexterity.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once if you get to choose another option. When you gain a level in this class, you can swap out one of your Fighting styles for another.

Archery

When you miss an attack on your turn using a ranged weapon, you can reroll the attack roll if you have not moved on your turn. You must take the new attack roll. After this your speed is 0 until the end of that current turn.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armour, you reduce non-magical damage by 2.

Dual Wielder

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dueling

When you are wielding a melee weapon in one hand that has the versatile property and no other weapons, the damage of that weapon is the die stated in the versatile property.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee 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.

Interception

When a creature you can see hits a target other than you that is within 10ft of you, you can choose to have the attack hit you instead, taking the damage instead regardless of your AC. When you do this, you reduce the damage of the attack by 1d8+your Strength or Dexterity modifier (minimum of 0 damage). You must be wielding a shield or a simple or martial weapon.

Protection

When a creature you can see attacks a target other than you that is within 10ft of you, you can impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, attacking at long range with weapons that have the thrown property does not impose disadvantage on ranged weapon attack rolls.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

At 1st level, you have a well of stamina that you can draw on to protect yourself from harm and heal your wounds. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

When you use this feature, you regain all expended uses of this feature once you complete a short or long rest. Starting at 6th level you can use this feature twice before needing a rest, and at 14th level you can use this feature three times before needing a rest.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a brief moment. Once on your turn, you can take one additional action that isn't the Cast a Spell action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest, but only once on the same turn. At 17th level, you can use it three times before a rest, but only once on the same turn.

Battle Dice

Starting at 2nd level, you can draw from your training to boost your abilities and strike harder with your weapons. You gain a pool of battle dice, which are two d6s. Whenever you deal damage with a weapon attack, you can choose to use one die from this pool to deal extra damage in addition to the weapon’s damage. You can use this battle die after seeing the damage roll, but before the damage is dealt.

Additionally, whenever you make a skill check with a skill you’re proficient in, you can choose to use one die from this pool to add to the skill check. You can use this battle die after seeing the number on the d20, but before the DM determines if the check is a failure or a success.

You regain all expended battle dice when you complete a short rest. At certain levels, your pool of battle dice changes into different dice, turning into d8s at 10th level, and d10s at 18th level. The number of battle dice in this pool increases as you gain fighter levels, as shown in the Battle Dice column of the Fighter table.

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Blitz Attack

Starting at 5th level, you can unleash a large devastating attack onto multiple foes. As an action, you can choose to perform a special attack from a list of options below if you meet the prerequisites of the Blitz Attack. As you gain levels in this class, you gain access to more Blitz Attack options.

If you perform a blitz attack that requires you to make an attack roll, roll a d20 and add the attack bonus of the weapon you’re wielding to the roll. If you roll a 9 or lower on the d20, treat this roll as a 10. If you perform a Blitz Attack that requires a target to make a saving throw, the DC = 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice). If wield a weapon that forces a saving throw on hit (such as a poisoned blade or ammunition) and perform a Blitz Attack that requires a saving throw to deal damage, the creature must make two separate saving throws.

Once you perform this special action, you must complete a long rest before you can perform one again.

Fighter: Blitz Attack Options

Indomitable

Beginning at 9th level, you harbour a perseverance to push your body and get you out of hazardous situations. If you fail a saving throw, you can choose to succeed it instead. You can choose to use this feature after you roll the d20 and the DM determines you fail the saving throw. Once you use this feature you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 17th level.

Weapon Expert

At 10th level, you learn how to wield your weapons with more efficiency. When you’ve already used a special strike on a weapon you’re wielding, you can use this feature to use the weapon’s special strike an additional time. You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses after completing a long rest.

Extra Attack Improvement

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Skillful Combatant

Starting at 13th level, your time in battle has given you some useful experience you can apply to other activities. You can now use your battle dice on any skill check. Additionally, if you add a battle die to a skill check and still fail that check, you do not spend that die.

Ever-Ready Battler

Starting at 15th level, you learn to always be prepared for when combat arises. You regain spent battle dice equal to half your maximum number of battle dice whenever you roll initiative.

Weapon Mastery

At 17th level, you become a master at wielding your weapons in battle. You can use the special strike feature of a weapon you’re wielding an unlimited number of times.

Grand Warrior

At 20th level, your martial prowess has elevated to its most powerful form. When you take the Attack action, you can attack four times instead of three.

In addition, you can use your Blitz Attack feature twice before needing to complete a long rest.

Fighter 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 1st

Proficiencies

Armour: Light armour, Medium armour, Heavy armour, Shields
Weapons: Simple weapons, Martial weapons, Firearms
Tools: Land & Sea Vehicles, one Gaming set
Saving Throws: Strength, Constitution
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Endurance, History, Insight, Intimidation, Martial, Perception, and Survival.

Starting Equipment

Each character begins their journey with equipment to aid in their adventuring. Some classes will give you a choice between certain equipment, your options are shown with the letters (a), (b) etc. When given this choice, you can only take one option from the choices. Your character starts with the following items on them:  
  • (a) padded armour, (b) hide armour, or (c) ring mail armour
  • (a) battleaxe, (b) flail, (c) light crossbow, (d) longsword, (e) war pick, or (f) warhammer
  • (a) greatclub, (b) shortsword, (c) shortbow, or (d) spear
  • (a) buckler shield, (b) heater shield, or (c) two handaxes
  • (a) dungeoneer’s pack or (b) explorer’s pack

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