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= Fighter = | |||
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. | A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.<br> | ||
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.<br> | |||
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. | A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.<br> | ||
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. | |||
All of these heroes are fighters, perhaps the most diverse adventurer. 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. | All of these heroes are fighters, perhaps the most diverse adventurer. 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. | ||
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| 8th || +3 || Ability Score Improvement || 40,000 | | 8th || +3 || Ability Score Improvement || 40,000 | ||
|- | |- | ||
| 9th || +4 || Indomitable || 60,000 | | 9th || +4 || Indomitable (Once) || 60,000 | ||
|- | |- | ||
| 10th || +4 || Martial Academy Feature || 80,000 | | 10th || +4 || Martial Academy Feature || 80,000 | ||
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| 16th || +5 || Ability Score Improvement || 200,000 | | 16th || +5 || Ability Score Improvement || 200,000 | ||
|- | |- | ||
| 17th || +6 || Endless Action || 225,000 | | 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000 | ||
|- | |- | ||
| 18th || +6 || Martial Academy Feature || 250,000 | | 18th || +6 || Martial Academy Feature || 250,000 | ||
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=== Class Information === | |||
'''Hit Dice.''' 1d10 per Fighter Level<br> | |||
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | |||
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.<br> | |||
'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, and Shields.<br> | |||
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons.<br> | |||
'''Tool Proficiencies.''' None<br> | |||
'''Saving Throw Proficiencies.''' Strength and Constitution.<br> | |||
'''Skill Proficiencies.''' Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.<br> | |||
'''Equipment.''' Chain Mail or Leather and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack. | |||
<br><br> | |||
''' | ==== Fighting Style ==== | ||
''1st Level Fighter Feature''<br> | |||
You adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot 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 out to 10ft. If you already have blindsight it increases the range of your Blindsight by 10ft. | |||
*'''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 Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the die and must use the new roll. | |||
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further attacks. | |||
*'''Interception.''' When a creature you can see hits a target, other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus. You must be wielding a Shield or a Simple or Martial Weapon to use this Reaction. | |||
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you. | |||
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone. | |||
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons: | |||
*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased 40/120ft. | |||
*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll. | |||
*For you, Nets now deal 1d6 Bludgeoning Damage. | |||
*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that attack. | |||
*'''Protection.''' When a creature you can see attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield. | |||
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class. | |||
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons. | |||
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an attack made with a Thrown 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 use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack. | |||
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you. | |||
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action. | |||
<br><br> | |||
'' | ==== Second Wind ==== | ||
''1st Level Fighter Feature''<br> | |||
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. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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''' | ==== Action Surge ==== | ||
''2nd Level Fighter Feature''<br> | |||
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | |||
'' | ==== Martial Academy ==== | ||
''3rd, 7th, 10th, 15th, and 18th Level Fighter Feature''<br> | |||
You choose an academy that you strive to emulate in your combat styles and techniques. | |||
<br><br> | |||
''' | ==== Ability Score Improvement ==== | ||
''4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature''<br> | |||
Your skill and strength expands, choose one of the following: | |||
*Increase one Ability Score of your choice by 3. | |||
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1 | |||
*Increases three Ability Scores of your choice by 1. | |||
*Gain one [[Feats|Feat]] of your choice. | |||
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise. | |||
<br><br> | |||
''' | ==== Extra Attack ==== | ||
''5th, 11th, and 20th Level Fighter Feature''<br> | |||
You can perform an additional Attack as part of the Attack Action.<br> | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks. | |||
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''' | ==== Indomitable ==== | ||
''9th Level Fighter Feature''<br> | |||
Beginning at 9th level, when you fail a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.<br> | |||
At certain Levels in this class you can use this feature more times, you can use its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level. | |||
<br><br> | |||
==== Endless Action ==== | |||
''17th Level Fighter Feature''<br> | |||
Also at 17th level, Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests. | |||
<br><br> | |||
= Fighter Academies = | |||
=== Academy of the Arcane Archer === | === Academy of the 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. | 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. |