Fighter

You are an experienced warrior, capable of fighting like a master of war.

Quick Build: You can either prioritize the Strength stat or the Dexterity stat. If you prioritize the Strength stat, you will probably want to focus on the Martial and Heavy Weapons skill. If you prioritize the Dexterity stat, you will probably want to focus on the Finesse and Light Weapons skills.

Contents

Fighter Class Table

Level Tier Abilities
1
1
Bold Warrior, Favorite Weapon (3)
2
1
Experienced Attacker, Forced Attack (2)
3
2
Favorite Weapon (6), Fighting Style
4
2
Feat
5
3
Double Action, Forced Posture
6
3
Fighting Style, Favorite Weapon (9)
7
3
Forced Attack (5)
8
3
Feat
9
4
Master Warrior
10
4
Disrupt Posture
11
4
Fighting Style
12
4
Feat
13
5
Triple Action
14
5
Fighting Will
15
5
Fighting Style
16
5
Legendary Feat
17
6
Forced Attack (8), Quadruple Action
18
6
Grand Fighting Will
19
6
Legendary Feat
20
6
Fighting Style

Max HP and Posture

The Fighter gains 8 Max HP and 4 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Fighter HP List

  • Max Posture per Fighter Level: 4 Posture
  • Max HP per Fighter Level: 8 HP

Fighter Level 1

Bold Warrior

You’re bold enough in a fight, to the point where you can risk a better position to strike harder. Choose 1 of the following abilities:

Bold Aggression: When you hit an Attack, you can reroll the damage roll of it, but you must use the second result and cannot reroll it again.

Bold Defense: When you receive any damage, you can reroll that damage. You must use the second result, and cannot reroll it again.

You can switch between these 2 abilities during a Short or Long rest.

Favorite Weapon (3)

You are experienced with weapons.

Choose any 3 weapons to be your Favorite Weapons. When you finish a Full Rest, you can switch one of your Favorite weapons with another Weapon, which you can find here.

Fighter Level 2

Experienced Attacker

Once per round, when you roll a natural 1 on an Attack, you can ignore that Critical Fail and treat it as a normal miss.

Forced Attack (2)

You’re a warrior that can force your way in the battlefield.

Once per round, you can make 1 Attack with a weapon as a Free Action. This Attack does not count as an Action for other abilities that can only be used once per Action.

You can only use this ability 2 times per Short or Long rest.

Fighter Level 3

Favorite Weapon (6)

Choose 3 more weapons to be your Favorite Weapons.

Fighting Style

You developed your own Fighting Style.

Choose one Fighter Subclass for your character. You gain the abilities from Level 3 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 11, 15 and 20.

Fighter Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Fighter Level 5

Double Action

You can now use 2 Actions per turn.

Forced Posture

You know you how to regain your Posture.

As a Bonus Action, you can gain Posture equal to your Fighter Level.

Fighter Level 6

Favorite Weapon (9)

Choose 3 more weapons to be your Favorite Weapons.

Fighting Style

You gain the abilities of Level 6 of the chosen Subclass

Fighter Level 7

Forced Attack (5)

You can now use your Forced Attack ability 5 times per Short or Long rest.

Fighter Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Fighter Level 9

Master Warrior

Your experience allows you to use any weapon with perfection, making you an exceptional fighter.

You gain the following effects:

  • All weapons become your Favorite Weapon.
  • You can now use both your Bold Aggression and  Bold Defense at the same time.
  • Once per Long rest, you can regain 1 use of your Forced Attack.

Fighter Level 10

Disrupt Posture

You know exactly how to disrupt the posture of anyone.

You can spend 1 use of your Forced Attack as a Free Action to activate this ability.

Until the start of your next turn, all your Attacks deal double Posture damage.

Fighter Level 11

Fighting Style

You gain the abilities of Level 11 of the chosen Subclass.

Fighter Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Fighter Level 13

Triple Action

You can now use 3 Actions per turn.

Fighter Level 14

Fighting Will

Your will allows you to force your way out of any situation.

If you would fail on a Save, you can spend one use of your Forced Attack ability to succeed on that Save instead.

Fighter Level 15

Fighting Style

You gain the abilities of Level 15 of the chosen Subclass.

Fighter Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Fighter Level 17

Forced Attack (8)

You can now use your Forced Attack ability 8 times per Short or Long rest.

Quadruple Action

You can now use 4 Actions per turn.

Fighter Level 18

Grand Fighting Will

Your fighting will allow you to face any challenge, no matter how impossible it may seem.

As a Bonus Action, you can regain all uses of your Forced Attack. 

You can only use this ability once per Long rest.

Fighter Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Fighter Level 20

Fighting Style

You gain the abilities of Level 20 of the chosen Subclass

Fighter Subclasses

Each Fighter has his own fighting style, which defines not only his role on the battlefield, but his way of life

Your Subclass grants abilities on the Levels 3, 6 , 11, 15 and 20. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

The Arcane Knight

You are a knight that has studied the arcane arts. You have learned how to cast powerful spells, as well as how to fight with a sword.

Quick Build: As an Arcane Knight, you will need your Arcana skill to cast your spells. So you will need a good Intelligence stat for this Subclass.

Level Tier Abilities
3
2
Forced Casting, Knight Caster (Rank 0)
6
3
Knight Caster (Rank 1)
11
4
Knight Caster (Rank 2)
15
5
Knight Caster (Rank 3)
20
6
Grand Knight of the Arcane Arts, Knight Caster (Rank 4)

Arcane Knight Level 3

Forced Casting

When you use your Forced Attack, you can cast a Normal Spell as a Free Action (ignoring any restrictions of Normal Spells) instead of making a weapon Attack.

So you could use your Forced Attack to cast a Normal spell as Free Action and then use 2 Actions to Attack with the Double Action ability on later levels for example. You must still have one free hand to cast a Normal Spell in this way.

Knight Caster (Rank 0)

Choose the spells from the Wizard Spell List for you to learn. They are all considered Knight spells, which have these traits:

  • You can only learn Knight spells of Level 0.

  • The total number of Knight spells you know is equal to your Fighter Level + your Arcana. When you Level up, you can switch up to 3 Knight spells you know.

  • The Spell Skill for your Knight Spells is Arcana.

See the Spells section to learn more how spells work here.

Arcane Knight Level 6

Knight Casting (Rank 1)

You gain a Caster Rank and you can now learn Knight spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Table
Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Arcane Knight Level 11

Knight Casting (Rank 2)

You gain a Caster Rank and you can now learn Knight spells of Level 2.

Arcane Knight Level 15

Knight Casting (Rank 3)

You gain a Caster Rank and you can now learn Knight spells of Level 3.

Arcane Knight Level 20

Grand Knight of the Arcane Arts

You can now completely ignore any restrictions from Normal Spells.

Knight Casting (Rank 4)

You gain a Caster Rank and you can now learn Knight spells of Level 4.

The Archer

A good Archer never misses a shot no matter what. Your arrow is your best friend, and your aim is your biggest pride.

Quick Build: As an Archer, you will need your Perception skill to take full advantage of your Focused Aim ability. So you will need a good Wisdom stat for this Subclass.

Level Tier Abilities
3
2
Focused Aim, Opportunity Shot
6
3
Forced Shot
11
4
Bleeding Shot
15
5
Headshot
20
6
Brutal Shot

Archer Level 3

Focused Aim

As a Bonus Action, you can Concentrate on your Focused Aim, which lasts for 1 minute. While Concentrating on your Focused Aim, you gain the following effects:

  • All Ranged Attacks you make gain advantage if it is against a target that is 30 or more feet away from you.

  • You don’t have disadvantage on Attacks when using the far reach of a weapon.

Opportunity Shot

You can see openings that other archers don’t normally see.

If a creature moves within 60 feet of you without Disengaging first, you can make a Ranged Attack of Opportunity against it.

When a creature within reach loses its Posture, you can also make a Ranged Attack of Opportunity against it.

Archer Level 6

Forced Shot

You can now force your aim at the critical spot of a creature.

While Concentrating on your Focused Aim, you gain the following effects:

  • Once per round, before you make a Ranged Attack with advantage, you can spend 1 use of your Forced Attack ability to automatically score a Critical Hit with that Attack.

  • The damage from your Critical Hit with Ranged Attacks becomes equal to 1d6 + your Perception skill.

Archer Level 11

Bleeding Shot

You know how to spot the artery of any creature, leading to some devastating shots.

While Concentrating on your Focused Aim, you gain the following effect:

  • When you score a Critical Hit with a Ranged Attack, the target must succeed on an Endurance Save against your Perception skill, or start Bleeding (1d6). If the target was already Bleeding, you can make it start Bleeding (1d6) and deal extra 1d6 bleed damage on a fail instead.

Archer Level 15

Head Shot

You always aim for the head.

While Concentrating on your Focused Aim, you gain the following effects:

  • When you score a Critical Hit with a Ranged Attack, the target you hit must then succeed on an Memory Save against your Perception skill, or take 1d6 brain damage and become Confused.

Archer Level 20

Brutal Shot

Your aimed shots are brutal, and are now able to kill any creature in existence.

While Concentrating on your Focused Aim, you gain the following effects:

  • The damage from your Critical Hit with Ranged Attacks becomes equal to 4d6 + your Perception skill.

  • When you score a Critical Hit with a Ranged Attack, you can spend 2 uses of your Forced Attack and make that target weak against the damage of your Attack for that hit.

The Battle Master

You have learned powerful maneuvers, which gives you tactical control over the battlefield.

Quick Build: Battle Master are focused on using Battle Maneuver, which can greatly change your Forced Attack or give powerful Passive abilities. For this reason, there are many ways to build a Battle Master.

Level Tier Abilities
3
2
Battle Maneuvers, Battle Edge
6
3
Superior Fighter
11
4
Combine Maneuvers
15
5
Master of Maneuvers
20
6
Master of War

Battle Master Level 3

Battle Maneuvers

You know how to perform multiple Maneuvers that give you control over the battlefield.

You learn 3 Battle Maneuvers in the end of this Subclass description.

Some Maneuvers can alter your Forced Attack. You can only use 1 Maneuver per Attack, unless the Maneuver effect specifies otherwise.

You cannot repeat the same Maneuver on the same Forced Attack.

Whenever you Level up, you can switch 1 Battle Maneuver you know with another Maneuver you don’t know.

Battle Edge

Your experience gives you an extra edge on the battlefield.

You gain advantage on all Attacks you make with your Forced Attack ability.

Battle Master Level 6

Superior Fighter

Your large experience in combat shaped you to be the best fighter possible.

You gain 1 extra uses of your Forced Attack ability, which doesn’t count against the total uses that you already have.

In addition, you also learn 2 new Battle Maneuvers.

Battle Master Level 11

Combine Maneuvers

You can now use 2 Battle Maneuvers per Attack instead of just 1 Maneuvers per Attack.

In addition, you also learn 2 new Battle Maneuvers.

Battle Master Level 15

Master of Maneuvers

You can now use 3 Battle Maneuvers per Attack instead of 2 Maneuvers per Attack.

In addition, you also learn 2 new Battle Maneuvers.

Battle Master Level 20

Master of War

You gain 4 extra uses of your Forced Attack ability, which doesn’t count against the total uses that you already have.

In addition, you can now use 4 Battle Maneuvers per Attack instead 3 Maneuvers per Attack.

Moreover, you know how to use all Battle Maneuvers.

Battle Maneuvers List

Advanced Accuracy

Before you make your Forced Attack, you can gain advantage on that Attack. If the Forced Attack was already made with advantage, you can make it automatically hit instead.

Cleave

When you deal slash damage with your Forced Attack, you can choose 1 other creature within your reach. That creature must succeed on a Agility Save against your Reflex, or also take 1 hit from that same Attack.

Commander Tactics

As an Action, you can choose 1 friendly creature within 30 feet of you. That creature can take 1 Action during your turn, but it cannot cast any Normal Spells with that Action.

You can only use this Maneuver once per round.

Defense Piercer

When you deal thrust damage with your Forced Attack, you ignore all AP and deal extra +2 damage.

Light Weapon Attacks deal extra +1 damage instead.

Defensive Strike

When you hit a Melee Attack with your Forced Attack, you can also Dodge as a Bonus Action on that same turn.

Disarming Hit

When you hit an Attack with your Forced Attack, you can impose a Reflex Save against your own Reflex skill to that target. On a fail, the target becomes Disarmed.

Dirty Hit

Before you make your Forced Attack, you can throw dirt, sand or another appropriate thing with 1 free hand at 1 target within 5 feet of you. The target must then succeed on a Reflex Save against your Sleight of Hand, or become completely Blinded for 1 turn.

Endure

When you take any damage, you can use your Reaction to reduce that damage by 1d4.

In addition, before you make any Saves that would leave you Bleeding or Poisoned, you can use your Reaction to gain advantage on that Save.

Guard Tactics

When a creature within 5 feet of you would be hit by an Attack, you use your Reaction to transfer that Attack to you using the same Attack roll against your AC.

Posture Pressure

When you deal Posture damage with your Forced Attack, that creature must succeed on a Reflex Save against your own Reflex, or become Stunned. Creatures with 10 or more Posture make this Save with advantage and creatures with 20 or more Posture automatically succeed.

Quick Formation

When you roll for Initiative, you can move 30 feet in any direction without triggering Attacks of Opportunity.

You cannot be Surprised in order to use this Maneuver.

Rally

As an Action, choose 1 creature you can see within 60 feet of you. That creature regain Posture equal to 1d8 + your Performance skill.

Reckless Strike

Before you make your Forced Attack, you can give yourself disadvantage on that Attack, but if you hit it, you can deal extra 1d8 damage.

Light Weapon Attacks deal extra 1d4 damage instead.

Riposte

When an Attack misses against you, you can spend 1 use of your Forced Attack to make an Attack of Opportunity against the target that missed.

This Attack Opportunity counts as an Attack made with your Forced Attack, and you can also use other Battle Maneuvers to this Attack.

Stay Down

When you deal strike damage with your Forced Attack against a target the same size as you or smaller, you can impose an Athletics Save against your Reflex skill to that target. On a fail, the target becomes Knocked Prone.

If the target was already Knocked Prone, it takes 2d6 extra damage instead. Light Weapon Attacks deal extra 1d6 damage instead.

Shield Bash

When you use your Reaction to defend an Attack with a Shield, and that Attack misses, the target must succeed on a Athletics Save against your Reflex, or be pushed 10 feet away from you. The target must be the same size as you or smaller.

The Samurai

Honor defines your value and power, and there is no warrior with more Honor than the Samurai.

Quick Build: As a Samurai, you will need your Concentration for your Focused Counter ability. So you will need a good Strength or Wisdom stat for this Subclass.

Level Tier Abilities
3
2
Focused Counter, Honorable Pride
6
3
Forced Counter
11
4
Focused Reaction Speed
15
5
Disruptive Counter
20
6
Brutal Counter

Samurai Level 3

Focused Counter

The samurai code has taught you how to maintain your focus to strike after your opponent has acted.

As a Bonus Action, you can Concentrate on your Focused Counter, which lasts for 1 minute. While Concentrating on your Focused Counter, you gain the following effects:

  • You gain advantage on all Attacks of Opportunity that you make with weapons.

  • If a creature misses an Attack against you, you can make 1 Melee Attack of Opportunity against that creature.

Honorable Pride

You take pride in a fight and the taste of victory always replenishes your energies.

When you reduce a hostile creature to 0 Posture, you can then gain Posture equal to your Fighter Level.

Samurai Level 6

Forced Counter

You can force yourself to make the perfect counter.

While Concentrating on your Focused Counter, you gain the following effects:

  • Once per round, before you make an Attack of Opportunity with advantage, you can spend 1 use of your Forced Attack to automatically score a Critical Hit with that Attack.

  • The damage from your Critical Hit with Melee Attacks becomes equal to 1d6 + your Concentration skill.

Samurai Level 11

Focused Reaction Speed

Your Discipline as a warrior has allowed you to keep your focus no matter what.

While Concentrating on your Focused Counter, you gain the following effect:

  • You can use a total of 2 Reactions per round.

Samurai Level 15

Disruptive Counter

Your strikes can completely disrupt your opponents moves.

While Concentrating on your Focused Counter, you gain the following effect:

  • When you score a Critical hit with an Attack of Opportunity, the target you hit must then succeed on an Endurance Save against your Concentration skill, or become Stunned.

Samurai Level 20

Brutal Counter

You have become the strongest samurai that ever existed.

While Concentrating on your Focused Counter, you gain the following effects:

  • The damage from your Critical Hit with Melee Attacks becomes equal to 4d6 + your Concentration skill.

  • You can use a total of 3 Reactions per round.