Fighter: Difference between revisions

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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.<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.<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.<br>
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.<br>
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.<br>
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.<br>
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.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Fighting Style, Second Wind || 0
| 1st || +2 || [[Fighter#Fighting Style|Fighting Style]], [[Fighter#Second Wind|Second Wind]] || 0
|-
|-
| 2nd || +2 || Action Surge || 300
| 2nd || +2 || [[Fighter#Action Surge|Action Surge]] || 300
|-
|-
| 3rd || +2 || Martial League || 1,000
| 3rd || +2 || [[Fighter#Martial League|Martial League]] || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || Extra Attack || 6,000
| 5th || +3 || [[Fighter#Extra Attack|Extra Attack]] || 6,000
|-
|-
| 6th || +3 || Ability Score Improvement || 10,000
| 6th || +3 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 10,000
|-
|-
| 7th || +3 || Martial League Feature || 20,000
| 7th || +3 || [[Fighter#Martial League|Martial League Feature]] || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 40,000
| 8th || +3 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
|-
| 9th || +4 || Indomitable (Once) || 60,000
| 9th || +4 || [[Fighter#Indomitable|Indomitable (Once)]] || 60,000
|-
|-
| 10th || +4 || Martial League Feature || 80,000
| 10th || +4 || [[Fighter#Martial League|Martial League Feature]] || 80,000
|-
|-
| 11th || +4 || Extra Attack || 100,000
| 11th || +4 || [[Fighter#Extra Attack|Extra Attack]] || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 || Indomitable (Twice) || 140,000
| 13th || +5 || [[Fighter#Indomitable |Indomitable (Twice)]] || 140,000
|-
|-
| 14th || +5 || Ability Score Improvement || 160,000
| 14th || +5 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 160,000
|-
|-
| 15th || +5 || Martial League Feature || 180,000
| 15th || +5 || [[Fighter#Martial League|Martial League Feature]] || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || Endless Action, Indomitable (Thrice) || 225,000
| 17th || +6 || [[Fighter#Indomitable |Endless Action, Indomitable (Thrice)]] || 225,000
|-
|-
| 18th || +6 || Martial League Feature || 250,000
| 18th || +6 || [[Fighter#Martial League|Martial League Feature]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Extra Attack || 350,000
| 20th || +6 || [[Fighter#Extra Attack|Extra Attack]] || 350,000
|}
|}


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'''Hit Dice.''' 1d10 per Fighter Level<br>
'''Hit Dice.''' 1d10 per Fighter Level<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Fighter Level after 1st.<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>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]].<br>
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons.<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Tool Proficiencies.''' None<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Strength and Constitution.<br>
'''Saving Throw Proficiencies.''' Strength and Constitution<br>
'''Skill Proficiencies.''' Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.<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.
'''Equipment.''' [[Armor and Weapons#Heavy Armor|Chain Mail]] or [[Armor and Weapons#Light Armor|Leather Armor]] and a [[Armor and Weapons#Martial Ranged Weapons|Longbow]], a [[Armor and Weapons#Shields|Round Shield]] or a Simple Weapon]] or a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a Simple Weapon]] or a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]] or [[Armor and Weapons#Simple Melee Weapons Weapons|two Handaxes]], and one [[Equipment Packs|Equipment Pack]]
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Fighting Style || 1st || You choose a way of fighting that you're good at.
| [[Fighter#Fighting Style|Fighting Style]] || 1st || You choose a way of fighting that you're good at
|-
|-
| Second Wind || 1st || You can heal.
| [[Fighter#Second Wind|Second Wind]] || 1st || You can heal using a Bonus Action
|-
|-
| Action Surge || 2nd || You can take two actions.
| [[Fighter#Action Surge|Action Surge]] || 2nd || You can take two Actions on a single turn a few times
|-
|-
| Martial League || 3rd || You choose your subclass, and gain features at 3rd, 7th, 10th, 15th, and 18th Level
| [[Fighter#Martial League|Martial League]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 10th, 15th, and 18th Level
|-
|-
| Ability Score Improvements || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 6th, 8th, 12th, 14th, 16th, and 19th Level
| [[Fighter#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 6th, 8th, 12th, 14th, 16th, and 19th Level
|-
|-
| Extra Attack || 5th || You make an additional Attack every time you take the Attack Action
| [[Fighter#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
|-
| Indomitable (Once) || 9th || You can succeed a Save once.
| [[Fighter#Indomitable|Indomitable (Once)]] || 9th || You can succeed on a Saving Throw once
|-
|-
| Extra Attack || 11th || You make an additional Attack every time you take the Attack Action
| [[Fighter#Extra Attack|Extra Attack]] || 11th || You make an additional Attack every time you take the Attack Action
|-
|-
| Indomitable (Twice) || 13th || You can succeed a Save twice.
| [[Fighter#Indomitable|Indomitable (Twice)]] || 13th || You can succeed a Saving Throw twice
|-
|-
| Endless Action || 17th || You can use Action Surge more.
| [[Fighter#Endless Action|Endless Action]] || 17th || You can use Action Surge twice as many times
|-
|-
| Indomitable (Thrice) || 17th || You can succeed a Save thrice.
| [[Fighter#Indomitable|Indomitable (Thrice)]] || 17th || You can succeed a Save thrice
|-
|-
| Extra Attack || 20th || You make an additional Attack every time you take the Attack Action
| [[Fighter#Extra Attack|Extra Attack]] || 20th || You make an additional Attack every time you take the Attack Action
|}
|}
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==== Fighting Style ====
==== Fighting Style ====
''1st Level Fighter Feature''<br>
''1st Level Fighter Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|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.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|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 Damage Die, using the new result.
*'''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 [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''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.
*'''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 dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
*'''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 dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]].
*'''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.
*'''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 [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] 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.
*'''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 [[Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]:
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 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.
:*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|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.
:*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.
:*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] 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.
*'''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 [[Armor and Weapons#Shields|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.
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|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.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|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.
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|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.
*'''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.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|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 [[Conditions#Grappled|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.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|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.
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! Martial League !! Complexity (1-5) !! Description
! Martial League !! Complexity (1-5) !! Description
|-
|-
| Arcane Archer's League || 3 || You use various magical shots to strike down your foes.
| [[Fighter#Arcane Archer's League|Arcane Archer's League]] || 3 || You use various magical shots to strike down your foes.
|-
|-
| Banneret's League || 2 || You inspire your allies as you lead the charge in combat.
| [[Fighter#Banneret's League|Banneret's League]] || 2 || You inspire your allies as you lead the charge in combat.
|-
|-
| Barrier's League || 3 || You grow a coral coating of armor as you embody the tides.
| [[Fighter#Barrier's League|Barrier's League]] || 3 || You grow a coral coating of armor as you embody the tides.
|-
|-
| Battle Master's League || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.
|[[Fighter#Battle Mater's League|Battle Master's League]] || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.
|-
|-
| Cavalier's League || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.
| [[Fighter#Cavalier's League|Cavalier's League]] || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.
|-
|-
| Champion's League || 1 || You become an insurmountable force in combat due to your pure martial prowess.
| [[Fighter#Champion's League|Champion's League]] || 1 || You become an insurmountable force in combat due to your pure martial prowess.
|-
|-
| Echo Knight's League || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.
| [[Fighter#Echo Knight's League|Echo Knight's League]] || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.
|-
|-
| Eldritch Knight's League || 4 || You harness magic channeled through your blades to crush your foes.
| [[Fighter#Eldritch Knight's League|Eldritch Knight's League]] || 4 || You harness magic channeled through your blades to crush your foes.
|-
|-
| Meteor Knight's League || 3 || You use graviturgy magic to fire projectiles at nearby foes.
| [[Fighter#Meteor Knight's League|Meteor Knight's League]] || 3 || You use graviturgy magic to fire projectiles at nearby foes.
|-
|-
| Minuteman's League || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.
| [[Fighter#Minuteman's League|Minuteman's League]] || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.
|-
|-
| Psi Warrior's League || 4 || You use your psionic powers to guard your allies and smite your foes.
| [[Fighter#Psi Warrior's League|Psi Warrior's League]] || 4 || You use your psionic powers to guard your allies and smite your foes.
|-
|-
| Rune Knight's League || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.
| [[Fighter#Rune Knight's League|Rune Knight's League]] || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.
|-
|-
| Samurai's League || 2 || You masterfully command your will to grow your strength and vitality in combat.
| [[Fighter#Samurai's League|Samurai's League]] || 2 || You masterfully command your will to grow your strength and vitality in combat.
|-
|-
| Steel Hawk's League || 3 || You launch yourself through the air at your foes while expertly wielding lances.
| [[Fighter#Steel Hawk's League|Steel Hawk's League]] || 3 || You launch yourself through the air at your foes while expertly wielding lances.
|}
|}
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