Fighter

Class Features

As a Fighter, you gain the following class features.

Hit Points

Hig 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

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, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Fighter
The Fighter
LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial archetype feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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 melee weapon that you are wielding with two hands, you can re-roll 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.

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 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 on top of your regular action and a possible bonus 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

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

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. 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 levels, 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 by 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.

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.

Ability Score Improvement (lvl 6)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Indomitable

Beginning at 9th level, you can re-roll 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.

Extra Attack (3 total)

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.

Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 14)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, 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 by 20 using this feature.

Extra Attack (4 total)

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.

Martial Archetypes

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

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 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.

Fighting Style

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.


Copy Left Notice: The Champion is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Dragon Slayer

The crackling of lightning through the sky gives you a brief glimpse of wings flapping as the dragon turns for another pass. You ready your spear and just as it is about to open its great maw to breath another blast of doom your pitch your spear forward down its throat.

Dragon slaying is not for the light hearted, but for those bold, and possibly stupid enough to seek the profession they will find great appreciation from those they save.

Dragonslayer's Spear

Item Coding

Dragonslayer's Spear

Description

At 3rd Level, whenever you touch a spear it becomes a Dragonslayer Spear. A spear will only remain a Dragonslayer Spear for 1 round after leaving your hand.

You will use a Dragonslayer's Spear to perform the following abilities at higher levels:

Electrified Charge

At 7th level, while wielding a Dragonslayer's Spear, you can take a Dash action and strike everything in a straight line. Any creature in a straight line from you up to your movement speed must make a Dexterity saving throw, DC 8 + your dexterity modifier + proficiency, taking 1d4 slashing and 2d4 lightning damage on a fail and half as much on a success. If they fail they cannot take reactions until their next turn. This ability may be used a number of times equal to your Dexterity modifier per short or long rest.

Dragonslayer's Lightning

At 10th level, you understand more about your lightning abilities. You can cast Shocking Grasp at will. Also, you can cast the spell Lightning Spear a number of times per long rest equal to your Intelligence modifier. The energy residing in you to do this makes Shocking Grasp deal 2d8. This energy builds over time allowing Shocking Grasp to increase in damage to 3d8 at level 11 and 4d8 at level 17.

Electrified

Starting at 15th level the spear's lightning regularly courses through your body. Your body is used to this and is unaffected but when an enemy hits you with a metallic melee weapon you may choose to use your reaction to send electricity up their weapon to them. This has an effect equivalent to Shocking Grasp.

Dragonslayer's Lightning

At 18th level you can imitate lightning itself. Once per long rest you may use a bonus action to leap a distance equal to your movement speed. The vertical height of this jump is equal to half your maximum movement speed.

When you hit a wave of electricity pulses out hitting creatures within 10 feet of you. They make a dexterity saving throw, DC 8 + dexterity + proficiency, taking 4d10 lightning damage and cannot take reactions until their next turn on a failed save. If they pass then they take half the damage and can still take reactions.


Copy Left Notice: The Dragon Slayer is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Paragon

A fighter who epitomizes training and seeks perfection over their martial prowess. These warriors focus on the art of combat, and train their reflexes to deadly speeds. In combat, the paragon becomes an engine of destruction and resilience, able to find the perfect position and the precise moment to strike.

Combat Stances

At 3rd level, you learn two stances as detailed below. You can enter or switch stances as a bonus action on your turn. A stance lasts for one minute, or until you are Incapacitated. You learn an additional stance every 2 levels:

LevelStances Known
32
53
74
95
116
137
158
179
1910

Stances

Agile Harrier . While in this stance, creatures have disadvantage on opportunity attacks made against you.

Artful Dodger . While in this stance, when you take the Dodge action, you can use your reaction to force a creature to re-roll one attack roll made against you, and take the lower result.

Bodyguard. As your reaction you may push an adjacent ally one tile when an attack is aimed against them. The attack you protect them from automatically hits you. No one may take a reaction against the player you push for the movement of the push.

If they are unwilling then this is treated as a shove action.

Deceptive Posture . While in this stance, creatures have advantage on melee attack rolls made against you. When a creature makes a melee attack roll against you, you may use your reaction to make a melee attack against it before it gets to attack you. If you hit, their attack is instead made with disadvantage (or not at all if you kill them).

Defensive Rebuke . While in this stance you can use your bonus action to select a foe. If that foe attacks you, you may use your reaction to get an attack of opportunity.

Duelist's Parry . While in this stance, and while you wield a melee weapon in each hand, you may make an opportunity attack as a reaction against a creature who misses you with a melee attack.

Focused Listening . While in this stance, if you can hear, you suffer no disadvantage on melee weapon attack rolls due to being unable to see your target (because of blindness, invisibility, etc.). However, your speed is halved.

Focused Momentum . While in this stance, if you miss with a melee attack on your turn, you gain advantage on your next attack roll against the same target before the end of your turn.

Nimble footed . You may ignore difficult terrain from a single source (slippery floor or strong wind, but not both at the same time). You have advantage from those affected by difficult terrain while they are in difficult terrain.

Patient Study . While in this stance, you may use your bonus action to gain 1d4 to attack. If this attack hits, you gain 1d4 to damage.

Pressured Fire . While in this stance, when you take damage from an attack made by another creature, the next ranged weapon attack roll that you make before the end of your next turn is made with advantage.

Retaliative Blow . While in this stance, when you take damage from a melee attack made by another creature, the next melee weapon attack roll that you make before the end of your next turn is made with advantage. If you hit, add 1d4 to the damage.

Stable Footwork . While in this stance, you can use your reaction to negate an effect that would have pushed you, pulled you, or knocked you Prone. Damage is still dealt as normal.

Vigilant Defense . While in this stance, when you take damage you can use your reaction to reduce that damage by 1 + your constitution modifier.

Weighted Persistence . While in this stance, and while wielding a two-handed or versatile melee weapon in two hands, you gain a +2 bonus to attack and damage rolls on an attack made with it if the previous attack made with that weapon hit within the last round. This bonus is not cumulative.

Wild Strike . While in this stance, you have disadvantage on weapon attacks. When you hit you may use your reaction to add your fighter level in damage to the attack. While in this stance any 1 rolled for an attack is treated as a 2.

Martial Intuition

At level 7, if you spend at least 1 minute observing or interacting with another creature you can learn certain information about its capabilities compared to your own. The GM tells you if a creature is 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)
  • You may also learn any information regarding their personality (aggressive, passive, or defensive) and if the creature is friendly, fearful, or hostile.
  • Blended Stances

    At level 10, you can enter two stances simultaneously. When switching stances, you can switch one or both.

    Superior Reflexes

    At level 15, you gain proficiency in Dexterity saves. If you already have proficiency in Dexterity saves then you have advantage on Dexterity Saves.

    Perfect Form

    At level 18, you can take two reactions per round, however you can only use one reaction per turn.


    Copy Left Notice: The Paragon is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Fighter is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.