Fighter
Fighters are the cream of the martial world, the best soldiers, the best knights, the best monster hunters. Weapons might as well be their religion. Specializing in anything from a knife to the spear and sheild, a bow to more exotic fare, fighters train their entire lives to weild their favorite tools of death. But don't get the wrong idea, most are not viscious monsters bent on killing. Instead the are consummate professionals of the martial trade. Though the path is not easy for the fighter, the payoffs for them can be huge.
C r e a t i n g a F i g h t e r
As you build your fighter, think about two related elements o f 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 o f 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 noble’s army or in a local militia. 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 the sword as a way to escape the limits o f life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.Starting Equipment
• (a) chain mail or (b) leather, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light c rossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer’s pack or (b) an explorer’s packClass Features
F i g h t i n g S t y l e
You adopt a particular style o f fighting as your specialty. Choose one o f the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.A r c h e r y
You gain a +2 bonus to attack rolls you make with ranged w eapons.D e f e n s e
While you are wearing armor, you gain a +1 bonus to AC.D u e l in g
When you are wielding a melee w eapon in one hand and no other w eapons, you gain a +2 bonus to damage rolls with that weapon.G r e a t W e a p o n F ig h t in g
When you roll a 1 or 2 on a damage die for an attack you make with a melee w eapon 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.P r o t e c t io n
When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be w ielding a shield.T w o -W e a p o n F ig h t in g
When you engage in two-weapon fighting, you can add your ability modifier to the damage o f the second attack.S e c o n d W i n d
You have a limited well o f 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 1d 10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.A c t i o n S u r g e
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 o f 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.M a r t i a l A r c h e t y p e
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end o f the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.A b i l i t y S c o r e I m p r o v e m e n t
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores o f your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.E x t r a A t t a c k
Beginning at 5th level, you can attack twice, instead o f once, whenever you take the Attack action on your turn. The number o f attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.I n d o m i t a b l e
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
C h a m p i o n
The archetypal Champion focuses on the development o f raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.Im p r o v e d C r i t i c a l
Beginning when you choose this archetype at 3rd level, your weapon attacks sco re a critical hit on a roll o f 19 or 20.R e m a r k a b l e A t h l e t e
Starting at 7th level, you can add half your proficiency bonus (round 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 o f feet equal to your Strength modifier.A d d i t io n a l F ig h t in g St y l e
At 10th level, you can choose a second option from the Fighting Style class feature.Su r v iv o r
At 18th level, you attain the pinnacle o f resilience in battle. At the start o f each o f your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half o f your hit points left. You don’t gain this benefit if you have 0 hit points.B a t t l e M a s t e r
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 o f history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters o f great skill and knowledge.C o m b a t Su p e r io r i t y
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 o f your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers o f 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 o f 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 o f 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)St u d e n t o f W a r
At 3rd level, you gain proficiency with one type of artisan’s tools o f your choice.K n o w Y o u r E n e m y
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 DM 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)Im p r o v e d C o m b a t Su p e r io r i t y
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d l2 s .R e l e n t l e s s
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.M a n e u v e r s
The maneuvers are presented in alphabetical order.Commander’s Strike
When you take the Attack action on your turn, you can forgo one o f your attacks and use a bonus action to direct one o f 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 w eapon 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 o f 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 o f 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 o f 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 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 W isdom 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 w eapon attack, you can expend one superiority die to maneuver one o f 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 o f 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 W isdom saving throw. On a failed save, it is frightened o f you until the end o f 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 o f 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 o f one o f your companions. When you do so, choose a friendly creature w ho 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 w eapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet o f the original target and within your reach. If the original attack roll w ould hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is o f 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.El d r i t c h K n i g h t
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools o f magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number o f spells, committing them to memory instead o f keeping them in a spellbook.Sp e l l c a s t in g
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules o f spellcasting and chapter 11 for the w izard spell list.Cantrips
You learn two cantrips o f your choice from the w izard spell list. You learn an additional w izard cantrip o f your choice at 10th level.Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one o f these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.Spells Known of 1st-Level and Higher
You know three 1st-level w izard spells of your choice, two o f which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column o f the Eldritch Knight Spellcasting table shows when you learn more w izard spells o f 1st level or higher. Each o f these spells must be an abjuration or evocation spell o f your choice, and must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell o f 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school o f magic. Whenever you gain a level in this class, you can replace one o f the w izard spells you know with another spell o f your choice from the wizard spell list. The new spell must be o f a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.Spellcasting Ability
Intelligence is your spellcasting ability for your w izard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifierW e a p o n B o n d
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course o f 1 hour, which can be done during a short rest. The w eapon must be within your reach throughout the ritual, at the conclusion o f which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed o f that w eapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded w eapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third w eapon, you must break the bond with one o f the other two.W a r M a g ic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one w eapon attack as a bonus action.E l d r i t c h St r ik e
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.A r c a n e C h a r g e
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.Im p r o v e d Wa r M a g ic
Starting at 18th level, when you use your action to cast a spell, you can make one w eapon attack as a bonus action.Class Features
Hit Dice:
1d10Hit Points at 1st Level:
10+ConHit Points after 1st:
1d10+ConArmour Proficiencies:
All armor, shieldsWeapon Proficiencies:
Simple weapons, martial weaponsTools:
NoneSaving Throws:
Strength, ConstitutionSkills:
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