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Fighter

Overview

Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings - as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.

Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in Faerûn. Even the most peaceful lands have militia for protection against their enemies, and many great rulers in the past were fighters of some sort. There are always opportunities for those who know how to handle themselves in a fight. Able-bodied folk in many parts of Faerûn learn at least the rudiments of combat as part of a local militia, serving in times of need, while a few go on to become professional soldiers, guards, or the like. Officers tend to come from the nobility, although there are opportunities for capable leaders to demonstrate their skills and rise through the ranks.

Fighters who don't make a career of soldiering find other ways to demonstrate their prowess. Mercenaries find employment with those who need skilled warriors but who lack the time or means to train them. Such employers include adventuring companies, which are almost always in need of a reliable fighter.

Merchants and guilds hire guards to protect caravans, ships, and their warehouses and guildhalls. Such work affords the opportunity for frequent travel and danger.

A good deal of danger comes from fighters who abandon legitimate employment to become bandits - raiding caravans, robbing travelers, and pillaging isolated homesteads, manors, and villages. Out-of-luck fighters might also take part in gladiatorial fights or similar blood sports to make a living off their skills, although such matches are virtually unknown on the Sword Coast, as compared to southern nations like Amn and Calimshan.

Well-Rounded Specialists


Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, 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 - few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Heraldic Sign

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.

Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.

Signiture Style

Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case - someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.

Features

As a fighter, you gain the following class features

Hit Points

  • Hit Dice: 1d10 per fighter level
  • 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 skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

  • Chain mail or leather armor, a longbow, 20 arrows, and a quiver
  • Two martial weapons or a martial weapon and a shield
  • Two handaxes or a light crossbow, 20 crossbow bolts, and a crossbow bolt case
  • A dungeoneer’s pack or an explorer’s pack


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