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Fighter

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
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather armor, 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
spellcasting:
class features:

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options listed here. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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 Eldritch Knight, 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.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.

Extra Attack

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
subclass options:
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.  

Adventurer

An adventurer is a well rounded fighter that specializes in preparation. They are resourceful survivors that excel at tackling a wide range of situations with preparation.
They are generalists who are always useful to have around. They come from any walk of life, sharing only a spirit of adventure and knack for being useful.

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

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.

Blademaker

Blademakers call weapons to their aid, slaying their foes with conjured blades. The weapons leave as fast as they came, and what weapons are called—as well as how the blademaker received this power (either training, or had it bestowed on them) can vary by warrior.

Blood Knight

The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn’t winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost.

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.

Combat Medic

Fighters who study the art of combat healing are invaluable allies on the battlefield. These specialized medics dash into danger, putting their own lives at risk, while under fire. They can be found anywhere there is danger and a combatant needs healing. Their knowledge of herbs and poultices allows them to create a combat medic’s bag to heal their companions, cure diseases, and craft potions of healing. Unlike other healers, however, their aptitude for battle allows them to ward off foes with weapon strikes coated in noxious fumes. A combat medic’s presence can prove to be the turning of the battle’s tide as they dash into the fray.

Contract Killer

Contract Killers are the boogeymen of the criminal underworld, typically only employed by creatures who understand that sometimes to make sure a loose end stays tied up, you need a professional who can... go the distance. Also known as Soulstealers, unscrupulous individuals of this way of life make a goodly amount of coin working with devils, the most desperate to use their talents to acquire rare or particularly irritating souls. Students of this archetype usually work in pairs, master and pupil passing their trade on down the line, although also working in groups occasionally on bigger targets.

Corsair

With a blade in one hand a gun in the other, the corsair lives and breathes their unique combination of footwork and weaponry to strike at the heart of their enemies. The first corsair's learned their techniques working the decks of Sanctum's largest ships, however their skills have become widely adopted, particularly by scoundrel types who seek practicality and adaptability in their fighting style.

Devout

An archetypical Devout bears a distinct resemblance to paladins and clerics, particularly in the way they present themselves. While they lack the divine magic offered by these classes, their divine fervor is far from lacking. A Devout fights for their deity, commonly acting as crusaders or, less commonly, inquisitors of the faith. These fighters come from all walks of life, united by their zealotry and unbreakable faith. In their training, they become capable combatants, devoted friends, and learned scholars of their faith. A Devout’s way of life is arduous—they are always fighting for something, whether it be for their god, their companions, or simply for a moral cause.

Echo Knight

An encounter with a being that emerged from the Ethereal Plane—perhaps a ghost, night hag, or phase spider—changed you forever. You may have been drawn into the Border Ethereal itself or touched an object or creature imbued with its energies. Whatever the cause, you can now enhance your martial prowess with a limited ability to cross such planar borders yourself. Against beings that can hide in the Ethereal Plane, your ability to step over and battle such creatures (if only briefly) can be the difference between victory and defeat.

Eldritch Knight

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 of 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 of spells, committing them to memory instead of keeping them in a spellbook.

Ether Knight

An encounter with a being that emerged from the Ethereal Plane—perhaps a ghost, night hag, or phase spider—changed you forever. You may have been drawn into the Border Ethereal itself or touched an object or creature imbued with its energies. Whatever the cause, you can now enhance your martial prowess with a limited ability to cross such planar borders yourself. Against beings that can hide in the Ethereal Plane, your ability to step over and battle such creatures (if only briefly) can be the difference between victory and defeat.

Firebrand Knight

You are a knight born of flames; you wield them like a part of you without fear. Your dominion over fire, combined with your martial prowess, can devastate battlefields. In ancient lore these soldiers stood in the from lines of armies to incinerate the enemy, now lost to time the remining Firebrand Knights hope to one day regain their glory.

Frost Knight

Regarded with caution, the Frost Knights are fighters who has made cold their weapon of choice. They have communed with the cold winds and cracking ice, opening themselves to and learning to weaponize the elements.

Green Knight

The Green Knights, also known as the Woad Warriors, are a revered order of knights with an unparalleled bond to the natural world. guided by the wisdom granted to them by the ancients, these guardians draw strength from the whispers of the leaves as they stand watch over the wilderness. Their devotion to protecting nature's mysteries and their unwavering dedication to preserving the beauty of the forests make them a formidable force to be reckoned with.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

Pugilist

These unarmed warriors have eschewed traditional weaponry in favor of honing their own bodies into lethal instruments. Pugilists are known for their unyielding determination and raw physical power. Their fists become weapons capable of delivering devastating blows with unparalleled precision, as they embody the raw force of a fighter who relies on nothing more than their own strength.

Quartermaster

Every successful adventurer comes to know the importance of teamwork, but none value it more than the Fighters known as Quartermasters. Rather than improve their own individual abilities, these supportive warriors work to help companions reach their potential. Always putting the needs of their allies first, they keep their team in top condition with fresh Rations.

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Sentry

The archetypal Sentry is a watcher in the darkness, ready to take action at a moment's notice to protect its charges from harm. Fighters who model themselves after this archetype keep a suspicious eye open, which allows them to detect and halt enemy movements with extreme prejudice. Stalwart and reactive, they guard critical points against known threats while they prepare for unforeseen consequences.

Spellscorn

Some fighters master specialized equipment, or spend their lives developing a single style of combat. The archetypal Spellscorn ignores specialized martial disciplines and instead masters combat against a specific type of enemy: spellcasters.

Spiritsworn

A Spiritsworn fighter is one that masters their martial prowess in tandem with a special spirit weapon, forming an unbreakable bond of shared growth and becoming a peerless martial team.

Underdog

In a world of undead hordes and magical demigods, a mere mortal with just their wit and weaponry might feel a little... outclassed. Nonetheless, there are plenty of seemingly mundane individuals who succeed time and time again in overcoming the odds through a combination of skill, luck, and sheer grit. A fighter who embodies this archetype might be anything from a plate-wearing knight who faces down dragons, to an urchin alley brawler run afoul of the local gangs.

Created by

That.One.Guy.

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