C.F. 🤺 Fighter - JulTob/DnD GitHub Wiki
“The blade itself incites to deeds of violence.”
—$Homer$ ,$The$ $Odyssey$
Fighters embody the essence of martial excellence. Masters of combat, they wield their weapons with an artistry that transcends mere skill, blending strength and strategy into a seamless dance of death. In every battlefield clash, the Fighter stands as a paragon of physical might, forging their destiny through iron, sweat, and relentless determination. Unlike those who rely on the fickle nature of magic, the Fighter’s power is born of discipline and the indomitable will to conquer.
Heraldry is more than a mere symbol; it is the heart of a fighter’s identity, a declaration of their lineage, ideals, and the battles they have fought. Each emblem tells a story of courage, honor, or tragedy, and serves as a beacon of hope or a warning to enemies. To carry a banner is to carry the weight of history, to fight not only for oneself but for the ideals it represents.
d6 | Heraldry Description |
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1 | The Rampant Griffin: A majestic griffin, wings unfurled and claws bared, symbolizes the untamed spirit of freedom and the warrior’s fierce heart. |
2 | The Silver Crescent: A moon partially veiled by clouds, evoking the mysteries of the night and the silent, deadly grace of a fighter who strikes unseen. |
3 | The Crimson Rose: A delicate rose entwined with thorns, representing the bittersweet beauty of love and loss, and the fighter’s willingness to bleed for a cause. |
4 | The Iron Gauntlet: A mailed fist raised in defiance, embodying unyielding strength, honor in battle, and the resolve to protect the innocent. |
5 | The Twin Swords: Crossed blades gleaming under a starry sky, signifying the balance of might and mercy, and the eternal duel between light and darkness. |
6 | The Golden Phoenix: A bird reborn from flames, embodying resurrection, hope in despair, and the relentless spirit that refuses to fall. |
7 | The Gold Dragon: A rampant golden dragon on a green field, representing valor and a quest for wealth |
A Fighter’s path is shaped by those who came before them: the mentors who instilled in them the art of war and the principles that guide their blade. These masters of combat, whether fallen knights or enigmatic duelists, impart more than technique; they pass down a legacy, a way of life. The influence of a master is seen in every parry, every strike, and in the fighter’s unwavering resolve.
d12 | Instructor Description |
---|---|
1 | The Exiled Knight: A once-noble warrior fallen from grace, who now roams the land, imparting wisdom through tales of honor lost and battles fought in the heart’s shadows. |
2 | The Enigmatic Duelist: A mysterious swordsman who appears in the mists of dawn, teaching the art of the blade through riddles and the poetry of motion. |
3 | The Battle-Weary Veteran: A soldier with eyes that have seen too much, who teaches you the harsh truths of war and the small, sacred joys worth fighting for. |
4 | The Hermit Sage: A warrior-philosopher living in isolation, who reveals the secrets of inner peace and outer strength, where the sword becomes an extension of the soul. |
5 | The Wandering Gypsy: A free spirit who dances with blades as they would with a lover, teaching you that combat is not just survival but also an art of passion and expression. |
6 | The Cursed Champion: A hero bound by a tragic fate, who instructs you in the deadly techniques that have brought them both glory and sorrow, hoping to break the cycle through you. |
7 | Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame. |
8 | Military. Your trainer served with a group of soldiers and knows much about working as a team. |
9 | City Watch. Crowd control and peacekeeping are your instructor's specialties. |
10 | Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence. |
11 | Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency. |
12 | Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively. |
Every Fighter cultivates a signature style, a unique approach to combat that becomes their hallmark. Whether it is a precise, calculated strike or a wild, furious onslaught, this style is a reflection of the Fighter’s soul. It is the embodiment of their training, experience, and the essence of who they are as warriors.
d6 | Signature Style Description |
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1 | The Dance of Shadows: Your movements are a graceful ballet of light and dark, weaving between strikes like a wraith, leaving your enemies bewildered by your spectral grace. |
2 | The Thunderous Onslaught: Every swing of your weapon is a tempest, each blow resonating with the raw power of the storm, shattering all defenses and heralding your unstoppable advance. |
3 | The Serene Tempest: Your combat is a study in contrasts—calm yet violent, measured yet furious—striking with the precision of a poet penning his final, fatal verse. |
4 | The Whirling Dervish: You spin through the battlefield like a cyclone, a flurry of steel and motion, embodying the chaos and beauty of a living storm. |
5 | The Iron Bastion: Your style is one of immovable strength, each parry a mountain, each strike a landslide, standing as the unyielding guardian of all that is just. |
6 | The Eclipsing Moon: You fight as if under the influence of a dark star, your strikes both mesmerizing and terrifying, a perfect blend of elegance and lethal intent. |
d6 | I became a fighter because... |
---|---|
1 | I wanted to hone my combat skills, and so I joined a war academy. |
2 | I grew up in a harsh environment where I had to fight to survive. |
3 | I lost everything in a war, and so I dedicated myself to mastering the art of combat. |
4 | I joined a mercenary company and learned the ways of war from veterans. |
5 | I was always a natural athlete, and I wanted to apply my talents to combat. |
6 | I sought to escape a mundane life and found purpose in a life of combat. |
A Fighter’s expertise is born from exhaustive training in a wide array of weapons and armor. Their proficiency with all forms of combat gear—be it a longsword, a bow, or a shield—makes them versatile and deadly in any battle. Whether engaging in close combat or striking from afar, the Fighter’s mastery is evident in every move.
At 1st level, Fighters select a Fighting Style, a reflection of their combat focus. Each style enhances specific aspects of battle, whether it be the precision of Archery or the resilience of Defense. This choice not only defines their combat effectiveness but also helps to shape their identity as warriors.
- Archery: +2 bonus to attack rolls with ranged weapons.
- Blind Fighting: Blindsight within 10 feet.
- Defense: +1 bonus to AC while wearing armor.
- Dueling: +2 bonus to damage rolls with a melee weapon in one hand.
- Great Weapon Fighting: Reroll damage dice that land on 1 or 2.
- Interception: Reduce damage to an ally within 5 feet.
- Protection: Impose disadvantage on attacks against an ally within 5 feet.
- Superior Technique: Gain a maneuver and a superiority die.
- Thrown Weapon Fighting: +2 bonus to damage with thrown weapons.
- Two-Weapon Fighting: Add ability modifier to the damage of the second attack.
- Unarmed Fighting: Unarmed strikes deal 1d6 (or 1d8 if not wielding a weapon).
At 1st level, the Fighter can draw upon deep reserves of stamina with Second Wind. As a bonus action, they regain hit points equal to 1d10 + their Fighter level, allowing them to fight on when others would fall.
At 2nd level, the Fighter gains Action Surge, enabling them to push beyond their limits and take an additional action on their turn. This surge of effort can turn the tide of battle, making the Fighter a relentless force.
At 3rd level, Fighters choose a Martial Archetype, defining their path as warriors. Whether mastering the strategic prowess of the Battle Master or the mystical abilities of the Eldritch Knight, this choice shapes their combat style and unlocks powerful abilities.
At 5th level, Fighters gain the ability to strike multiple times in a single turn with Extra Attack. This ability grows as they advance, making them unmatched in delivering sustained, overwhelming offense.
Beginning at 9th level, Fighters gain Indomitable, reflecting their unyielding will. This ability allows them to reroll a failed saving throw, demonstrating their ability to defy even the direst of fates.
At 18th level, the Fighter attains Survivor, an embodiment of their unparalleled endurance. This ability allows them to regain hit points at the start of their turn when below half their hit point maximum, ensuring they can withstand even the most grueling battles.
You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
The Fighter | . | . |
---|---|---|
Level | Proficiency Bonus | Features |
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (x1) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) |
5th | +3 | Extra Attack (x1) |
6th | +3 | Ability Score Improvement, Martial Versatility (Optional) |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement, Martial Versatility (Optional) |
9th | +4 | Indomitable (x1) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (x2) |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) |
13th | +5 | Indomitable (x2) |
14th | +5 | Ability Score Improvement, Martial Versatility (Optional) |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) |
17th | +6 | Action Surge (x2), Indomitable (x3) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) |
20th | +6 | Extra Attack (x3) |
You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
As a fighter, you gain the following class features.
1d10 per fighter level
10 + your Constitution modifier
1d10 (or 6) + your Constitution modifier per fighter level after 1st
- All armor
- shields
- Simple weapons
- martial weapons
- None
- Strength
- Constitution
- Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- (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 crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
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.
-
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 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 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, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-
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.
-
Superior Technique.
- You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-
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, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
-
Two-Weapon Fighting.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
-
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.
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.
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.
At 3rd level, you choose an archetype 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.
Archetype |
---|
Arcane Archer Xanathar's Guide to Everything |
Banneret Sword Coast Adventurer's Guide |
Battle Master Player's Handbook |
Cavalier Xanathar's Guide to Everything |
Champion Player's Handbook |
Echo Knight Explorer's Guide to Wildemount |
Eldritch Knight Player's Handbook |
Psi Warrior Tasha's Cauldron of Everything |
Rune Knight Tasha's Cauldron of Everything |
Samurai Xanathar's Guide to Everything |
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
-
Replace a fighting style you know with another fighting style available to fighters.
-
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
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.
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.