0% found this document useful (0 votes)
130 views12 pages

Expanding Classes (The Fighter)

The document describes the fighter class in Dungeons & Dragons, including its features like Fighting Style, Action Surge, and Martial Archetypes. Fighters are proficient with all armor and weapons, and gain additional abilities as they level up like Extra Attack.

Uploaded by

Tom Miskey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
130 views12 pages

Expanding Classes (The Fighter)

The document describes the fighter class in Dungeons & Dragons, including its features like Fighting Style, Action Surge, and Martial Archetypes. Fighters are proficient with all armor and weapons, and gain additional abilities as they level up like Extra Attack.

Uploaded by

Tom Miskey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Expanding Classes:

The Fighter

Introduction: 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.

by ROBERT L. RATH

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
Uxbridge, Middlesex, UB11 1ET, UK.

1|Expanding Classes – The Fighter


HIT POINTS
THE FIGHTER Hit Dice: 1d10 per fighter level
Hit 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

Fighters share an unparalleled mastery with EQUIPMENT


weapons and armor, and a thorough knowledge of the
You start with the following equipment, in addition to
skills of combat. They are well acquainted with death,
the equipment granted by your background:
both meting it out and staring it defiantly in the face.
 (a) chain mail or (b) leather, longbow, and 20
You must have a Dexterity or Strength score of
arrows
13 or higher in order to multiclass in or out of this class.
 (a) a martial weapon and a shield or (b) two martial

THE FIGHTER weapons


 (a) a light crossbow and 20 bolts or (b) two
As a fighter, you gain the following class features.
handaxes
 (a) a dungeoneer's pack or (b) an explorer's pack

2|Expanding Classes – The Fighter


ARCHERY

THE FIGHTER You gain a +2 bonus to attack rolls you make with
ranged weapons.
Proficiency
Level Features
Bonus
BLIND FIGHTING
1st +2 Fighting Style, Combat Prowess
You have blindsight with a range of 10 feet. Within that
2nd +2 Action Surge (x1) range, you can effectively see anything that isn't behind
3rd +2 Martial Archetype total cover, even if you're blinded or in darkness.
4th +2 Ability Score Improvement Moreover, you can see an invisible creature within that
range, unless the creature successfully hides from you.
5th +3 Extra Attack (x1)

6th +3 Combat Prowess DEFENSE


7th +3 Martial Archetype Feature While you are wearing armor, you gain a +1 bonus to
8th +3 Ability Score Improvement AC.
9th +4 Combat Prowess
DUELING
10th +4 Martial Archetype Feature
When you are wielding a melee weapon in one hand and
11th +4 Extra Attack (x2) no other weapons, you gain a +2 bonus to damage rolls
12th +4 Ability Score Improvement with that weapon.
13th +5 Combat Prowess
GREAT WEAPON FIGHTING
14th +5 Combat Prowess
When you roll a 1 or 2 on a damage die for an attack
15th +5 Martial Archetype Feature you make with a melee weapon that you are wielding
16th +5 Ability Score Improvement with two hands, you can reroll the die and must use the
17th +6 Action Surge (x2), Combat Prowess new roll, even if the new roll is a 1 or a 2. The weapon
must have the two-handed or versatile property for you
18th +6 Martial Archetype Feature
to gain this benefit.
19th +6 Ability Score Improvement

20th +6 Extra Attack (x3) INTERCEPTION


When a creature you can see hits a target, other than you,
FIGHTING STYLE within 5 feet of you with an attack, you can use your
You adopt a particular style of fighting as your specialty. reaction to reduce the damage the target takes by 1d10 +
Choose one of the following options. You can't take a your proficiency bonus (to a minimum of 0 damage).
Fighting Style option more than once, even if you later You must be wielding a shield or a simple or martial
get to choose again. weapon to use this reaction.

3|Expanding Classes – The Fighter


PROTECTION COMBAT PROWESS
When a creature you can see attacks a target other than
Starting at 1st level, you dial in your combat capabilities,
you that is within 5 feet of you, you can use your
making yourself the ultimate in ranged and melee
reaction to impose disadvantage on the attack roll. You
combat. Choose a combat prowess option from below.
must be wielding a shield.
As you gain levels, you gain additional combat prowess
options from the list below. You gain a new combat
SUPERIOR TECHNIQUE
prowess option at 6th, 9th, 13th, 14th, and 17th levels.
You learn one maneuver of your choice from among
those available to the Battle Master archetype. If a ADRENALINE SURGE
maneuver you use requires your target to make a saving
You can sacrifice your ability to heal later by calling
throw to resist the maneuver's effects, the saving throw
upon your adrenaline reserve. As an action, you can use
DC equals 8 + your proficiency bonus + your Strength
a healing surge and spend up to half your Hit Dice. For
or Dexterity modifier (your choice.)
each Hit Dice spent in this way, you can roll the die and
You gain one superiority die, which is a d6 (this die is add your Constitution modifier to the roll. You regain
added to any superiority dice you have from another hit points equal to the total. You can then decide if you
source). This die is used to fuel your maneuvers. A want to expend more Hit Dice or not after each roll.
superiority die is expended when you use it. You regain Remember, these Hit Dice will be deducted from the
your expended superiority dice when you finish a short amount you would normally receive to heal yourself
or long rest. during a short rest (or long rest if you using the house
rules).
THROWN WEAPON FIGHTING
You can use this feature once, then you require a short
You can draw a weapon that has the thrown property as
or long rest before you’re able to use it again.
part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a ARMOR MASTERY
thrown weapon, you gain a +2 bonus to the damage roll. Prerequisite. Armor Optimization
You wear armor so effortlessly that you can move
TWO-WEAPON FIGHTING
around almost as if you’re not wearing it. You can apply
When you engage in two-weapon fighting, you can add
your full Dexterity bonus to Armor Class when wearing
your ability modifier to the damage of the second attack.
Medium Armor and up to +2 Dexterity bonus even
UNARMED FIGHTING when wearing heavy armor.

Your unarmed strikes can deal bludgeoning damage ARMOR OPTIMIZATION


equal to 1d6 + your Strength modifier on a hit. If you
You wear armor like it’s a second skin. You never need
aren't wielding any weapons or a shield when you make
to worry about armor reducing your movement speed
the attack roll, the d6 becomes a d8.
when you wear it. In addition, your armor doesn't count
At the start of each of your turns, you can deal 1d4 against your weight for encumbrance.
bludgeoning damage to one creature grappled by you.

4|Expanding Classes – The Fighter


BRAVERY LUCK WINNER
You are stout hearted and have advantage on saving When you are struck with a critical hit, you may choose
throws against being frightened and charmed. to ignore the hit completely. If you do, your armor is
completely destroyed, but you take no damage from the
COMBAT ENDURANCE attack.
Prerequisite. Constitution 13 or Greater
You have ample grit to remain standing against the odds. POWER SHOT
Whenever you take damage and it would reduce you to Prerequisite. Strength 13 or Greater
0 hit points, you may spend your Inspiration point to You have the ability to pull the bow back, giving it a
automatically stabilize, remain conscious and continue little more oomph from its release. When you use a
to take actions. longbow, you add not just your Dexterity modifier, but
half of your Strength modifier as well (rounded down).
COMBAT REFLEXES
You have advantage on initiative checks. SECOND WIND
You have a limited well of stamina that you can draw on
FOLLOWING FOOTWORK to protect yourself from harm. On your turn, you can use
Whenever a hostile creature uses the Disengage action a bonus action to regain hit points equal to 1d10 + your
or just moves away from you, you may use your fighter level. Once you use this feature, you must finish
reaction to move up to your speed value toward the a short or long rest before you can use it again.
target that disengaged or moved.
TURTLE STANCE
HEAVY SWINGS You can enter a defensive stance while in combat. If
Before you make a melee attack with a heavy weapon you choose to give up your movement during a round,
with which you are proficient, you can choose to take a you gain a +2 bonus to Armor Class.
penalty to the attack roll equal to your proficiency bonus.
If you do so and the attack hits, it deals additional WEAPON FOCUS
damage equal to twice your proficiency bonus. You are particularly good with use of a two weapon
types. Choose any two weapons in which you are
INDOMITABLE proficient with. With those weapons, you gain a +1
Prerequisite. Level 9 Fighter bonus to attack rolls made with them.
You can reroll a saving throw that you fail. If you do so,
you must use the new roll, and you can't use this feature WEAPON OPTIMIZATION
again until you finish a long rest. Prerequisite. Weapon Focus
You can take this prowess multiple times, each time it Whenever you make a successful attack with a weapon
adds an additional indomitable usage per long rest that you have the Weapon Focus prowess, you deal
period. more damage with that weapon than normal according
to the table below:

5|Expanding Classes – The Fighter


WEAPON DAMAGE MARTIAL
ARCHETYPE
SOURCE

DIE INCREASE Arcane Archer Xanathar's Guide to Everything


Old Damage Die New Damage Die
Banneret Sword Coast Adventurer's Guide
1d3 1d4

1d4 1d6
Battle Master Player's Handbook
1d6 1d8
Bodyguard Homebrew (See End of Class Features)
1d8 1d10

1d10 1d12
Breaker Homebrew (See End of Class Features)
1d12 1d20
Cavalier Xanathar's Guide to Everything
2d6 2d8

Champion Player's Handbook

ACTION SURGE
Echo Knight Explorer's Guide to Wildemount
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
Eldritch Knight Player's Handbook
one additional action.
Once you use this feature, you must finish a short or Psi Warrior Tasha's Cauldron of Everything

long rest before you can use it again. Starting at 17th


Rune Knight Tasha's Cauldron of Everything
level, you can use it twice before a rest, but only once
on the same turn.
Samurai Xanathar's Guide to Everything

MARTIAL ARCHETYPE
Warlord Homebrew (See End of Class Features)
At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The
ABILITY SCORE IMPROVEMENT
archetype you choose grants you features at 3rd level
and again at 7th, 10th, 15th, and 18th level. When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

6|Expanding Classes – The Fighter


survival. Often this leader will search far and wide for a
The number of attacks increases to three when you reach companion that is the best of the best in defending. At
11th level in this class and to four when you reach 20th other times, bodyguards seek out others to protect,
level in this class. making it their own personal duty to make sure that the
individual is safe. Either way, the bodyguard is the
ADDITIONAL MARTIAL pinnacle of protection and uses their ability to ensure the
safety of someone else, by putting themselves in harm’s
ARCHETYPES way.
The following are additional divine domain options.
They each have been play-tested and are ready for DEFENDER
adventure. Upon choosing this archetype at 3rd level you gain the
ability to nominate a Charge. At the end of a long rest
THE BODYGUARD you can name a person that you will defend. This charge
remains in place until either it is killed, or you change
your charge during a long rest. While within 30-feet of
your charge, you gain temporary hit points equal to your
Fighter level plus your Wisdom modifier. You can
benefit from these temporary hit points only once per
long rest period.
In addition, any time your charge takes hit point damage
or suffers a condition, if you are within 10 feet of your
charge you may use a reaction to throw yourself in
harm’s way, suffering the damage or condition instead.
You gain additional charges as you advance in level. At
10th level, you can take on two charges, at 15th you can
have three charges and at 18th level, you can have up to
four charges at a time.

INTO ACTION
At 7th level, if you find yourself more than 30 feet away
from your charge at any time, you can use your reaction
to move your speed toward your charge.
Also, you can use your reaction to increase or decrease
your initiative value by an amount up to your fighter
level. You can use this feature once, then require a short
Every good leader knows that having a fierce or long rest before using it again.
companion by your will increase the likelihood of their

7|Expanding Classes – The Fighter


DRAW ATTENTION THE BREAKER
At 10th level, you can draw attention to yourself in
order to protect your charge. You gain the compelled
duel spell. The saving throw against this effect is equal
to 8 + your Proficiency bonus + your Charisma modifier.
At 15th level, if they fail their Wisdom saving throw
against compelled duel, they are compelled to move and
attack you. Not only do they have disadvantage on
attacks against creatures other than you, they must make
a Wisdom saving throw each to avoid moving more than
30-feet away from you.
At 18th level, if they fail their Wisdom saving throw,
the target not only gets the disadvantages listed in
previous levels, but can only attack you, however, they
receive a +2 bonus to damage against you due to being
enraged.
You can use this feature once, then you require a short
or long rest before it can be used again.

REACTIVE DEFENDER
At 15th level, whenever you are adjacent to your charge,
your charge receives whatever shield bonus you A breaker is a fighter that is able to channel their inner
currently receive. In addition, should your charge be power into feats of concentration so intense that the
attacked and the attack misses, you can use your target struck either loses confidence within themselves
reaction to make an opportunity attack against the or their protective armors simply fail as the fighter finds
attacker so long as they are within reach of your attack. the exact chink, the exact weakness within it. By using a
In addition, should you hit with this opportunity attack, heavy and two-handed weapon, these fighters are able to
you may add your proficiency bonus to the damage. weaken and then break their opponents.

RELENTLESS PROTECTOR BREAK


At 18th level, so long as you are within 30 feet of your At 3rd level when you adopt this archetype, when you
charge, you and your charge are immune to the strike an opponent with a melee attack with a heavy
Charmed, Frightened and Stunned conditions. two-handed weapon, you may choose to apply one of
Furthermore, you cannot become unconscious or the following effects:
incapacitated unless you have failed three death saves
 You reduce the target’s AC by 1.
(at which point you die).
 You reduce the target’s attack rolls by 1.

8|Expanding Classes – The Fighter


 You reduce the target’s damage rolls by 1. ABILITY SCAN
 You reduce the target’s speed value by half.
At 10th level, by taking an action to do nothing but
At 7th level, you add the following breaks to the list of study an opponent, you can focus your concentration on
those that can be selected: them, perceiving a weakness or capability that your foe
 You cause the target to lose one damage resistance might have. At the end of your turn, you gain insight
(DM’s choice). onto one of the target’s following features:
 You reduce a target’s damage Immunity to only  Natural Armor (if any)
resistance.  Damage Resistances
At 10th level, you add the following breaks to the list of  Damage Immunities
those that can be selected:
 Senses Special Abilities (DM’s discretion)
 You remove a target’s capability to fly.
 You give the target disadvantage on all saving POWER BREAKER
throws. At 15th level, whenever you use a break on a target, you
 All saving throws made against the target are at also deal them additional damage equal to your fighter
advantage. level.
At 15th level, you add the following breaks to the list of
those that can be selected: ULTIMO BREAKER
 You break your targets ability to use tremorsense or At 18th level, you have maximized your concentration,
blindsense. being able to completely rip the confidence and
capabilities from most enemies. When you use your
 You remove a target’s condition immunity.
Breaker ability, you may apply up to 5 breaks instead of
 You break one of the target’s special abilities (DM’s
just two.
discretion) and they cannot use it.
The effects of your “break” last for 1 minute. You can
use this feature once, then you require a short or long
rest before it can be used again.

COMBO BREAKER
At 7th level, you’ve learned to develop your
concentration in order to apply multiple effects when
you use your Break feature. You may now apply 2
different “breaks” to the target with one use of this
feature. You may still only use the break feature once
per rest though.

9|Expanding Classes – The Fighter


THE WARLORD You can use this feature a number of times equal to your
proficiency bonus and then require a long rest to regain
all uses.

BE PREPARED
You encourage your companion to be ready for anything,
inspiring their dexterity and agility. For the duration,
you and all allies within 10-feet of you, add 1d4 to all
Dexterity-based checks, skill checks, and initiative.

BETTER TACTICS
You encourage your companion to think about strategy
and using tactics to the best of their ability. For the
duration, you and all allies within 10-feet of you gain
the use of one maneuver from the Battle Master’s
Maneuver list and add 1d4 in place of the normal
supremacy die. You are not limited on how many times
you can use the duration.

CAREFUL STRIKE
A warlord is a warrior that is a martial leader of men You encourage your companion to strike carefully and
and women who strives to conquer lands of others. They concentrate on their target. For the duration, you and all
might be nobly motivated, trying to restore the ancient allies within 10-feet of you, add 1d4 to all attack rolls.
empire of their ancestors. They could also be a leader
that has banded a group together to join under their HEAVE HO
personal banner to wage war. You give motivational words to encourage a companion
to push themselves physically. For the duration, you and
LEADERSHIP AURA all allies within 10-feet of you, add 1d4 to all Strength-
Starting at 3rd level when you select this archetype, the based checks and skill checks.
Warlord’s primary advantage comes from their ability to
lead and direct others. You gain auras of leadership HIT THEM HARD
which are used to inspire those around you. You yell for your companion to hit harder and to really
By giving a command, you exude an aura of follow through their blows. For the duration, you and all
competence that can benefit your allies. Choose two allies within 10-feet of you add 1d4 to damage on all
auras from the list below, you can activate this aura by successful melee attack rolls.
using a bonus action and it lasts for 1 minute.
You gain an additional aura at 7th, 10th, 15th and 18th
levels.

10 | E x p a n d i n g C l a s s e s – T h e F i g h t e r
INSPIRE MAGICAL WILL STAND TOUGH
You encourage a spellcaster to push harder, letting them You yell motivation to a companion to be tough and
unleash a spell that is harder to resist. For the duration, stand ready for combat. For the duration, you and all
you and all allies within 10-feet of you add 1d4 to their allies within 10-feet of you gain 1d4 temporary hit
Spell Save DC. points at the beginning of their turn.

MOVE TRY AND REMEMBER


You yell for your companion to move quickly and close You motivate your companion to remember details or
in on an opponent. For the duration, you and all allies recall lore. For the duration, you and all allies within 10-
within 10-feet of you can take the Dash action as bonus feet of you add 1d4 to all Intelligence-based checks,
action. Intelligence skill checks, and Intelligence saving throws.

READY WARLORD’S INFLUENCE


You encourage a companion to take a defensive stance Also at 3rd level, you can use your position and
when needed and be ready to defend. For the duration, reputation to gain advantage in social situations.
you and all allies within 10-feet of you that take the
At 3rd level, you gain the ability to cast the command
Dodge action, add 1d4 to their AC during their dodge.
spell once without needing a spell slot and only needing
STAND FAST a verbal component. Charisma is your spellcasting
ability for this spell. Once you use this spell, you cannot
You demand fortitude from your companion asking
use it again until you finish a long rest.
them to be ready and be tough. For the duration, you
and all allies within 10-feet of you add 1d4 to all At 7th level, you can use the suggestion spell once
Constitution checks and Constitution saving throws. without needing a spell slot and only needing a verbal
component. Charisma is your spellcasting ability for this
SPEAK CLEARLY spell. Once you use this spell, you cannot use it again
You can inspire glibness to a target, reminding them to until you finish a long rest.
speak clearly. For the duration, you and all allies within At 10th level, you can cast the fear spell once without
10-feet of you add 1d4 to all Charisma-based checks, needing a spell slot and only needing a verbal
Charisma skill checks, and Charisma saving throws. component. Charisma is your spellcasting ability for this
spell. Once you use this spell, you cannot use it again
STEADY MIND until you finish a long rest.
You inspire the force of willpower within a creature, At 15th level, you can cast the compulsion spell once
reminding them to keep their mind calm and concentrate without needing a spell slot and only needing a verbal
on overcoming mental attacks. For the duration, you and component. Charisma is your spellcasting ability for this
all allies within 10-feet of you add 1d4 to all Wisdom- spell. Once you use this spell, you cannot use it again
based checks, Wisdom skill checks, and Wisdom saving until you finish a long rest.
throws.
Finally, at 18th level, you can cast the geas spell once
without needing a spell slot and only needing a verbal
11 | E x p a n d i n g C l a s s e s – T h e F i g h t e r
component. Charisma is your spellcasting ability for this level worth of temporary hit points, which last until you
spell. Once you use this spell, you cannot use it again finish your next long rest.
until you finish a long rest.
LIVING LEGEND
BODYGUARD At 18th level, you remain standing and urge others to do
th
At 7 level, You gain the assistance of a loyal so as well. If you drop to 0 hit points and don’t die
bodyguard. If you spend at least 8 hours looking for a outright, you can make a DC 10 Constitution saving
proper candidate that you deem loyal within a civilized throw. If you succeed, you drop to 1 hit point instead.
place, you can take them on as a bodyguard. Your Each time you use this feature after the first, the DC
bodyguard can be any creature of Challenge Rating 1/2 increases by 5. When you finish a long rest, the DC
or less. resets to 10.
A bodyguard need not be the same race or even same In addition, when an ally within 10 feet of you is
species, it just represents a loyal companion to you. The reduced to 0 hit points and not incapacitated or dies
bodyguard obeys your commands as best it can. It rolls outright, they have 1 Hit Point instead. An ally who has
for initiative like any other creature, but you determine benefited from this ability, cannot do so again until you
its actions, decisions, attitudes, and so on. If you are have completed a long rest.
incapacitated or absent, your bodyguard acts on its own.
The bodyguard you select has the typical stat block for
its kind, with the following exceptions:
 It adds your proficiency bonus to Armor Class,
Damage Rolls, and Saving Throws
 It has hit points equal to 5 X your fighter level or
its own HP whichever is higher
If your bodyguard dies or you release your companion
from service, you may gain a new one upon visiting a
location where an appropriate bodyguard can be found.

IMPROVED LEADERSHIP
At 10th level, whenever you use your Leadership Aura,
you now use 1d6 instead of 1d4 to determine the bonus
you receive.

WARLORD GRIT
At 15th level, you are tough and have seen many battles.
At the end of a long rest, you gain 10 + your Fighter

12 | E x p a n d i n g C l a s s e s – T h e F i g h t e r

You might also like