Fighter

You must have a STR and DEX score of 13 or higher in order to multiclass in or out of this class.


Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.


Hitpoints (HP):

  • Hit Dice: 1d10 per Fighter level
  • HP at lv1: 10 + CON
  • HP increase: 1d10 (6) + CON per level

Proficiencies:

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving throws: STR, CON
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Equipment:

  • Chain mail, or leather armor, a longbow and 20 arrows
  • A martial weapon and a shield, or two martial weapons
  • A light crossbow and 20 bolts, or two hand axes
  • A dungeoneer's pack, or an explorer's pack

Proficiency bonus: +2

Level 1

Choose one of the following. You cannot take a style option more than once, even if you get to choose again. You may replace your fighting style with a different one if you gain a level in this class.

  • Archery. You gain +2 to attack rolls you make with ranged weapons.

  • Blind fighting. You have blindsight with a range of 10ft.

  • Defense. While you are wearing armor, you gain +1 to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain +2 to damage rolls with that weapon.

  • Great Weapon Fighting. Whenever you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you may reroll the die and must use the new roll. The weapon must have the two-handed or versatile property.

  • Interception. Whenever a creature you can see hits a target, other than you, within 5ft. of you with an attack, you may 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 either a shield, or a simple or martial weapon to use this trait.

  • Protection. Whenever a creature you can see attacks a target other than you that is within 5ft. of you, you may use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this trait.

  • 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 STR or DEX, your choice. You gain one superiority die, which is 1d6 (which is added to any superiority dice you have from different sources). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended dice during a short rest.

  • Thrown Weapon Fighting. You may draw a weapon that has the thrown property as part of the attack you make with that weapon. Additionally, you gain +2 to damage if you hit a ranged thrown weapon attack.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.

  • Unarmed Fighting. Your unarmed strikes deal bludgeoning damage equal to 1d6 + STR on a hit. If you aren't wielding any weapons or shields when you make this attack roll, the damage becomes 1d8 + STR instead. Additionally, at the start of each of your turns, you may deal 1d4 bludgeoning damage to one creature you are grappling.

You may use your bonus action on your turn to regain hitpoints equal to 1d10 + your fighter level. You may use this trait once every short rest.

Level 2

On your turn, you may take one additional action. You may use this trait once every short rest.


Level 3

Choose a subclass:

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.


Barrow Guards are warriors who harness the power of the dead, taking upon themselves spectral energies normally forbidden to the living. Some Barrow Guards are those returned from the dead through magical miracles or the whims of the gods. Others stand at the doors of sacred crypts, ready to push back any who attempt to desecrate the dead. No matter their origin, these stoic sentinels are unconcerned with matters of the living. They are separate, other, and duty-bound to their role as crypt-keepers, ensuring the dead - heroes and villains alike - remain at rest.


Level 4

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +3

Level 5

You may attack twice instead of once whenever you take the attack action on your turn.

Level 6

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Level 7

You gain a feature depending on your martial archetype.

Level 8

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +4

Level 9

You may reroll a saving throw that you failed. If you do, you must use the new roll. You may use this trait once every long rest.

Level 10

You gain a feature depending on your martial archetype.


Level 11

You may attack three times instead of twice whenever you take the attack action on your turn.

Level 12

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +5

Level 13

You may reroll a failed saving throw, twice every long rest.

Level 14

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Level 15

You gain a feature depending on your martial archetype.

Level 16

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +6

Level 17

On your turn, you may take two additional actions, for a total of three, given all actions are made within the same turn. You may use this trait once every short rest.

You may reroll a failed saving throw, twice every long rest.

Level 18

You gain a feature depending on your martial archetype.


Level 19

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.

Level 20

You may attack four times instead of three whenever you take the attack action on your turn.