Fighter in Tria | World Anvil
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Fighter

Possibly the most diverse class of characters, fighters can come from a wide variety of backgrounds and might pursue adventuring for a wide variety of reasons. Soldiers on a mission, aggressive gang leaders, royal champions, special operative forces, hardened mercenaries, local vigilantes - as fighters, they all share an unparalleled mastery with weapons and armor and a thorough knowledge of the skills of combat. They are also well acquainted with death, both meting it out and staring it defiantely in the face.  

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can wield a melee weapon - be it sword, baton, or staff just to list a few, use projectile weapons - from crossbows to slugthrowers to beam weapons, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with every form of armor and most types of shielding available. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on firearms, some on fighting with two melee weapons at once, and some on augmenting their martial skills with symbiotic abilities. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and clandestine undertakings alike.  

Trained for Danger

Not every member of a police force, village militia, or standing army is a fighter. Most of these troops are are soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, special agents, and similar figures are fighters.   Some fighters feel drawn to use their training as adventurers. The survival of hazardous environments, 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 whether the lucrative nature of the most prestigous contracts or the possibility of acquiring cutting edge gear and technology not readily available.  

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 country's army or in a local police force. 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 a military position 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/or armor? They might have been military issue, family heirlooms, or perhaps you simply scrimped and saved for years to buy them from a local surplus store. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.  

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 firearms (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Symbiotic Soldier martial archetype. Second, choose the soldier background.  

Fighter Table

 

Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Sniper
You gain a +2 bonus to attack rolls you make with ranged weapons when you move 5 ft or less on your turn.   Gun-Fu
Gain +2 bonus to attack rolls with light ranged weapons when the target is within 5ft of you. Can swap a light ranged weapon for a light melee weapon as a free action once per turn.   Defense
While you are wearing armor, you gain a +1 bonus to AC.   Dueling
When you are 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 a 1 or 2 on a damage die for an attack you make with a two-handed melee weapon, 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.   Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

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 1d10 + your fighter level. Once you use 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.   Once you use 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.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Symbiotic Soldier, all 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

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.  

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.  

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.  
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.   Maneuvers: You learn three maneuvers of your choice (see end of Battle Master description for maneuver options). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice: You have four superiority dice, which are d8s. 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. You gain another superiority die at 7th level and one more at 15th level.   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)  
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.  
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.  
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.  
Maneuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.   Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.   Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.   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.   Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.   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 before the end of your turn. 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 expend 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.   Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see rules on grappling). Add the superiority die to your Strength (Athletics) check.   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.   Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.   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.   Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.   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.

Champion

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.  
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.   In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.  
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.  
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.  
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.  

Commander

A fighter capable of inspiring greatness in others by their brave deeds in battle. A lone commander is a skilled warrior but a commander leading a band of allies can transform event the most poorly equipped militia into a ferocious war band.   A commander prefers to lead thorugh deeds, not words. As a commander spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.  
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.   When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.  
Politics of War
Commanders of high standing are expected to conduct themselves with grace.   At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.   Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.  
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.   Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.  
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.  

Gunslinger

With their introduction by humanity, guns and other firearms have become prolific throughout the galaxy. Gunslingers are those who make it their life's work to perfect the art of fighting with such weapons. Knowing their weapons inside and out, gunslingers are a cut above your ordinary soldier or civilian with a gun having mastered a great variety of trick shots to pull off increadible feats.  
Firearm Properties
Firearms have some unique properties when compared to other ranged weapons. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.  
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots: You learn two trick shots of your choice (see end of Gunslinger description for trick shot options). Many trick shots enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.   Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm. You regain all expended grit points after a short or long rest.   Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:   Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier  
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.  
True Grit
Upon reaching 10th level, whenever you use your Indomitable class ability you may also regain one expended grit point.   Additionally, whenever you make a ranged firearm attack roll against a difficulty set by your GM, you may expend a number of grit points up to your Wisdom modifier (minimum of 1) to reduce the DC by 5 for each point of grit spent, to a minimum of 10. Your GM does not need to reveal the initial or modified difficulty, or how much grit you may wish to spend.   NOTE on Difficults Shots
Your GM may ask you to make an attack roll against a difficulty of their choosing when attempting impressive ranged feats such as shooting out a lock, severing a rope, or hitting a target balanced upon a person's head, and so-on. The difficulty will usually be harder the further you are from the target, the smaller the target is, and the faster it is moving.  
Deadshot
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.  
Masterful Shooter
When you reach 18th level, you may perform two or three different trick shots as part of a single firearm attack. If you do-so and miss, you may recover one expended point of grit.  
Trick Shots
Aimed Shot
When attacking with a firearm, you can use your bonus action and expend one grit point to roll the attack with advantage.   Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.   Dazing Shot
When attacking with a firearm against a creature, you can expend one grit point to daze your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.   Disarming Shot
When attacking with a firearm against a creature, you can expend one grit point to attempt to disarm them. On a hit, the target must succeed on a Strength saving throw against your trick shot DC, or drop one held object of your choice.   Flourish
Whenever you take an ability check involving a one-handed firearm, you may expend one point of grit to roll with advantage.   Examples of flourishes include attempting to conceal a pistol (Deception or Sleight of Hand), firing a pistol in the air to scare someone (Intimidation), spinning a pistol as you draw or holster it to impress or distract others (Performance), or flicking a palm pistol from your sleeve to your hand to surprise attack an enemy (Sleight of Hand).   Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.   Lethal Shot
When attacking with a firearm against a creature you can expend a number of grit points up to your Wisdom modifier (minimum of 1). For each grit point spent the attack deals an additional d6 weapon damage if it hits.   Lightning Reload
Before making a firearm attack you may use your reaction and expend one point of grit to either immediately reload one held firearm with the Reload property, or instead ignore the Loading property of one held firearm until the end of the turn.
Piercing Shot
When you make a firearm attack against a creature that is providing cover to a second creature within 10 feet of the first, you may expend one grit point to attempt to harm both. If the initial attack hits, the second creature suffers weapon damage of the same type equal to 1d6 + your Wisdom modifier (minimum of 0).   Ricochet
When attacking with a firearm, you can expend a number of grit points up to your Wisdom modifier (minimum of 1), in order to bounce the shot off the same number of objects or surfaces. This enables you to attack a target that is obscured or hidden from you, but which you know the location of. Whether the target benefits from cover will depend upon the trajectory of the final ricochet, and the range of the attack is determined by the total distance travelled to the target.   Unless you have setup surfaces for the ricochet in advance, the number of grit points you will need to spend will be determined by your GM, who will decide which objects or surfaces you are able to bounce your shot from in order to reach your target.   Surprise Shot
When a creature misses you with a melee attack, you may use your reaction and expend one grit point to make a firearm attack against the creature. If you hit, you will deal additional weapon damage equal to your Wisdom modifier (minimum of 0). If the firearm is one-handed, you will not suffer disadvantage for firing within melee range in this way.   Warning Shot
When you miss with a firearm attack against a creature, you may use your reaction and expend one grit point to make it a warning shot. The target must succeed on a Wisdom saving throw against your trick shot DC, or else become Frightened of you until the end of its next turn.   Winging Shot
When attacking with a firearm against a Large or smaller creature you can expend one grit point to attempt to topple it. On a hit, the creature must make a Dexterity saving throw against your trick shot DC, or be knocked prone.
 

Quantum Agent

A mysterious class of soldier associated with the Society of Emancipated Chronons (or possibly someone who has stolen their tech), a Quantum Agent is equipped with sym-tech that can pull fragments of themselves from timelines that were never actually realized into their own reality to aid them in battle. Surrounded by quantum echoes of their own selves, these agents fight fueled by the spacetime continuum itself.  
Acquire Echo
At 3rd level, you can use a bonus action to collapse an unrealized adjacent to your own and drag an echo of yourself from that timeline into an unoccupied space you can see within 15 feet of you. This echo is an image that appears to be you with, perhaps, some minor cosmetic differences but also seems to be slightly translucent and its image occasionally wavers. This echo lasts until it is destroyed, until you dismiss it as a bonus action, until you collapse another timeline to drag in another echo, until you're incapacitated, or until the end of your next long rest.   Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions as it isn't fully a part of your reality, only just barely. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet using any type of movement that you yourself are capable of (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.   As a bonus action, you can utilize a quantum tunnel to teleport and swap places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.  
Extradimensionl Adrenaline
At 3rd level, you can juice your echo with some additional extradimensional energy. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.  
Echo Sense
Starting at 7th level, you can utilize the quantum link with your echo to perceive the world through its senses. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.  
To Serve and Protect
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Absorb Timeline
By 15th level, you've learned to absorb the lingering extradimensional energy from your echo collapsed timeline. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.  
Legion of One
At 18th level, you can use a bonus action to create two echos with your Acquire Echo feature (one at a time) and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.   In addition, when you roll initiative and have no uses of your Extradimensional Adrenaline feature left, you regain one use of that feature.

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