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Fighter

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0% found this document useful (0 votes)
61 views6 pages

Fighter

Uploaded by

remy2002
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
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FIGHTER

A human in clanging plate armor holds her shield


before her as she runs toward the massed goblins. An
elf behind her, clad in studded leather armor, peppers
the goblins with arrows loosed from his exquisite
bow. The half-orc nearby shouts orders, helping
the two combatants coordinate their assault to the
best advantage,
A dwarf in chain mail interposes his shield between
the ogre's club and his companion, knocking the deadly
blow aside. His companion, a half-elf 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.
All of these heroes are fighters, perhaps the most
diverse class of characters in the worlds of DUNGEONS &
DRAGONS. 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.

WELL-ROUNDEDSPECIALISTS
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.

TRAINED FOR DANGER


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.

PART (DA-ASSES
THE FIGHTER
Proficiency
Level Bonus Features
+2
3-1.
1st Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th Indomitable (one use)
10th Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement f'b.,t_

13th +5 Indomitable (two uses)


14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Some fighters feel drawn to use their training as to buy them. Your armaments are now among your
adventurers. The dungeon delving, monster slaying, and most important possessions—the only things that stand
other dangerous work common among adventurers is between you and death's embrace.
second nature for a fighter, not all that different from
the life he or she left behind. There are greater risks, QUICK BUILD
perhaps, but also much greater rewards—fewfighters in You can make a fighter quickly by following these
the city watch have the opportunity to discover a magic suggestions. First, make Strength or Dexterity your
flame tongue sword, for example. highest ability score, depending on whether you
want to focus on melee weapons or on archery (or
CREATING A FIGHTER finesse weapons). Your next-highest score should be
Constitution, or Intelligence if you plan to adopt the
As you build your fighter, think about two related Eldritch Knight martial archetype. Second, choose
elements of your character's background: Where did the soldier background.
you get your combat training, and what set you apart
from the mundane warriors around you? Were you
particularly ruthless? Did you get extra help from a CLASS FEATURES
mentor, perhaps because of your exceptional dedication? As a fighter, you gain the followingclass features.
What drove you to this training in the first place? A
threat to your homeland, a thirst for revenge, or a need HIT POINTS
to prove yourself might all have been factors. Hit Dice: Idl() per fighter level
You might have enjoyed formal training in a noble's Hit Points at 1st Level: 10 + your Constitution modifier
army or in a local militia. Perhaps you trained in a war Hit Points at Higher Levels: Id10 (or 6) + your
academy, learning strategy, tactics, and military history. Constitution modifier per fighter level after 1st
Or you might be self-taught—unpolished but well tested.
Did you take up the sword as a way to escape the limits
PROFICIENCIES
of life on a farm, or are you following a proud family Armor: All armor, shields
tradition? Where did you acquire your weapons and
Weapons: Simple weapons, martial weapons
armor? They might have been military issue or family Tools: None
heirlooms, or perhaps you scrimped and saved for years Saving Throws: Strength, Constitution
you must finish a short
Skills: Choose two skills from Acrobatics, Animal Once you use this feature, or
long rest before you can use it again. Starting at 17th
Handling, Athletics, History, Insight, Intimidation,
a rest, but only once
Perception, and Survival level, you can use it twice before on
the same turn.
EQUIPMENT
You start with the following equipment, in addition to MARTIAL ARCHETYPE
the equipment granted by your background:
At 3rd level, you choose an archetype that you strive to
• (a) chain mail or (b) leather armor, longbow, and 20 emulate in your combat styles and techniques. Choose
arrows Champion, Battle Master, or Eldritch Knight, all detailed
• (a) a martial weapon and a shield or (b) two martial at the end of the class description. The archetype you
weapons choose grants you features at 3rd level and again at 7th
• (a) a light crossbow and 20 bolts or (b) two handaxes 10th, 15th, and 18th level.
• (a) a dungeoneer's pack or (b) an explorer's pack
ABILITY SCORE IMPROVEMENT
FIGHTING STYLE When you reach 4th level, and again at 6th, 8th, 12th,
You adopt a particular style of fighting as your specialty. 14th, 16th, and 19th level, you can increase one ability
Choose one of the following options. Youcan't take a score of your choice by 2, or you can increase two ability
Fighting Style option more than once, even if you later scores of your choice by 1. As normal, you can't increase
get to choose again. an ability score above 20 using this feature.
ARCHERY EXTRA ATTACK
You gain a +2 bonus to attack rolls you make with
ranged weapons. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
DEFENSE The number of attacks increases to three when you
While you are wearing armor, you gain a +1 bonus to AC. reach 1Ith level in this class and to four when you reach
20th level in this class.
DUELING
When you are wielding a melee weapon in one hand and INDOMITABLE
no other weapons, you gain a +2 bonus to damage rolls Beginning at 9th level, you can reroll a saving throw that
with that weapon. you fail. If you do so, you must use the new roll, and you
can't use this feature again until you finish a long rest.
GREAT WEAPON FIGHTING Youcan use this feature twice between long rests
When you roll a 1 or 2 on a damage die for an attack you starting at 13th level and three times between long rests
make with a melee weapon that you are wielding with starting at 17thlevel.
two hands, you can reroll the die and must use the 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 to gain MARTIAL ARCHETYPES
this benefit. Different fighters choose different approaches to
perfecting their fighting prowess. The martial archetype
PROTECTION you choose to emulate reflects your approach.
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your CHAMPION
reaction to impose disadvantage on the attack roll. You The archetypal Champion focuses on the development
must be wielding a shield. of raw physical power honed to deadly perfection.
TWO-WEAPON FIGHTING Those who model themselves on this archetype combine
When you engage in two-weapon fighting, you can add rigorous training with physical excellence to deal
your ability modifier to the damage of the second attack. devastating blows.
IMPROVEDCRITICAL
SECOND WIND Beginning when you choose this archetype at 3rd
You have a limited well of stamina that you can draw on level, your weapon attacks score a critical hit on a
to protect yourself from harm. On your turn, you can use roll of 19 or 20.
a bonus action to regain hit points equal to Id10 + your
fighter level. Once you use this feature, you must finish a REMARKABLEATHLETE
short or long rest before you can use it again. Starting at 7th level,you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or
ACTION SURGE Constitution check you make that doesn't already use
Starting at 2nd level, you can push yourself beyond your your proficiency bonus.
normal limits for a moment. On your turn, you can take In addition, when you make a running long jump, the
one additional action. distance you can cover increases by a number of feet
equal to your Strength modifier.

PART 1 CLASSES
72
ADDITIONALFIGHTING STYLE
At 10th level, you can choose a second option from the
Fighting Style class feature.
SUPERIORCRITICAL
Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18—20.
SURVIVOR
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
have no more than half of your hit points left. You don't
gain this benefit if you have 0 hit points.

BATTLE MASTER
Those who emulate the archetypal Battle Master
employ martial techniques passed down through
generations. To a Battle Master, combat is an academic
field, sometimes including subjects beyond battle such
as weaponsmithing and calligraphy. Not every fighter
absorbs the lessons of history, theory, and artistry
that are reflected in the Battle Master archetype, but
those who do are well-rounded fighters of great skill
and knowledge.
COMBAT SUPERIORITY
When you choose this archetype at 3rd level,you
learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers. You learn three maneuvers of your
choice, which are detailed under "Maneuvers" below.
Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack.
You learn two additional maneuvers of your choice
at 7th, 10th, and 15th level. Each time you learn new
maneuvers, you can also replace one maneuver you
know with a different one.
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
when you finish a short or long rest.
Yougain another superiority die at 7th level and one
more at 15th level.
Saving Throws. Some of your maneuvers require
your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated
as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)

STUDENT OF WAR
At 3rd level, you gain proficiency with one type of
artisan's tools of your choice.
KNOW YOUR ENEMY
Starting at 7th level, if you spend at least 1 minute 9XltTlS
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if
the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice:
• Strength score Maneuvering Attack. When you hit a creature With
• Dexterity score a weapon attack, you can expend one superiority
• Constitution score die to maneuver one of your comrades into a more
• Armor Class advantageous position. You add the superiority die to
• Current hit points the
attack's damage roll, and you choose a friendly creature
• Total class levels (if any) who can see or hear you. That creature can use its
• Fighter class levels (if any) reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
IMPROVED COMBAT SUPERIORITY Menacing Attack. When you hit a creature with a
At 10th level, your superiority dice turn into d IOS.At weapon attack, you can expend one superiority die to
18th level, they turn into d12s. attempt to frighten the target. You add the superiority
die to the attack's damage roll, and the target must
RELENTLESS make a Wisdom saving throw. On a failed save, it is
Starting at 15th level, when you roll initiative and frightened of you until the end of your next turn.
have no superiority dice remaining, you regain one Parry. When another creature damages you witha
superiority die. melee attack, you can use your reaction and expendone
superiority die to reduce the damage by the numberyou
MANEUVERS roll on your superiority die + your Dexterity modifier.
The maneuvers are presented in alphabetical order. Precision Attack. When you make a weapon attack
Commander's Strike. When you take the Attack roll against a creature, you can expend one superiority
action on your turn, you can forgo one of your attacks die to add it to the roll. You can use this maneuver
and use a bonus action to direct one of your companions before or after making the attack roll, but before any
to strike. When you do so, choose a friendly creature effects of the attack are applied.
who can see or hear you and expend one superiority die. Pushing Attack. When you hit a creature with
That creature can immediately use its reaction to make a weapon attack, you can expend one superiority
one weapon attack, adding the superiority die to the die to attempt to drive the target back. You add the
attack's damage roll. superiority die to the attack's damage roll, and if the
Disarming Attack. When you hit a creature with a target is Large or smaller, it must make a Strength
weapon attack, you can expend one superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcing it to drop one item to 15 feet away from you.
of your choice that it's holding. Youadd the superiority Rally. On your turn, you can use a bonus action and
die to the attack's damage roll, and the target must expend one superiority die to bolster the resolve of one
make a Strength saving throw. On a failed save, it drops of your companions. When you do so, choose a friendly
the object you choose. The object lands at its feet. creature who can see or hear you. That creature gains
Distracting Strike. When you hit a creature with a temporary hit points equal to the superiority die roll+
weapon attack, you can expend one superiority die to your Charisma modifier.
distract the creature, giving your allies an opening. You Riposte. When a creature misses you with a melee
add the superiority die to the attack's damage roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to make a melee weapon attack against
than you has advantage if the attack is made before the the creature. If you hit, you add the superiority die to the
start of your next turn. attack's damage roll.
Evasive Footwork. When you move, you can expend Sweeping Attack. When you hit a creature with a
one superiority die, rolling the die and adding the melee weapon attack, you can expend one superiority
number rolled to your AC until you stop moving. die to attempt to damage another creature with the
Feinting Attack. Youcan expend one superiority die same attack. Choose another creature within 5 feet
and use a bonus action on your turn to feint, choosing of the original target and within your reach. If the
one creature within 5 feet of you as your target. You original attack roll would hit the second creature, it
have advantage on your next attack roll against that takes damage equal to the number you roll on your
creature this turn. If that attack hits, add the superiority superiority die. The damage is of the same type dealt by
die to the attack's damage roll. the original attack.
Goading Attack. When you hit a creature with a Trip Attack. When you hit a creature with a weapon
weapon attack, you can expend one superiority die to attack, you can expend one superiority die to attempt
attempt to goad the target into attacking you. You add to knock the target down. Youadd the superiority die
the superiority die to the attack's damage roll, and to the attack's damage roll, and if the target is Large or
the target must make a Wisdom saving throw. On a smaller, it must make a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you knock the target prone.
rolls against targets other than you until the end of
your next turn. ELDRITCHKNIGHT
Lunging Attack. When you make a melee weapon
attack on your turn, you can expend one superiority die The archetypal Eldritch Knight combines the martial
to increase your reach for that attack by 5 feet. If you hit, mastery common to all fighters with a careful study Of
magic. Eldritch Knights use magical techniques similar
you add the superiority die to the attack's damage roll. to those practiced by wizards. They focus their study

PAPI
78
on two of the eight schools of magic: abjuration and ELDRITCH KNIGHT SPELLCASTING
evocation.Abjuration spells grant an Eldritch Knight
—Spell Slots per Spell Level—
additional protection in battle, and evocation spells deal Fighter Cantrips Spells
damage to many foes at once, extending the fighter's Level Known Known 1st 2nd 3rd 4th
reach in combat. These knights learn a comparatively 3rd 2 3 2
small number of spells, committing them to memory 4th 2 4 3
instead of keeping them in a spellbook. 5th 2 4 3
6th 2 4 3
SPELLCASTING 4 2
7th 2 5
When you reach 3rd level, you augment your martial 4 2
8th 2 6
prowess with the ability to cast spells. See chapter 10 4
9th 2 6 2
for the general rules of spellcasting and chapter 11 for
10th 3 7 4 3
the wizard spell list.
11th 3 8 4 3
Cantrips. You learn two cantrips of your choice from
3 8 4 3
the wizard spell list. You learn an additional wizard 12th
cantrip of your choice at I()th level. 13th 3 9 4 3 2
Spell Slots. The Eldritch Knight Spellcasting table 14th 3 10 4 3 2
shows how many spell slots you have to cast your 15th 3 10 4 3 2
wizard spells of 1st level and higher. To cast one of 16th 3 11 4 3 3
these spells, you must expend a slot of the spell's level 17th 3 11 4 3 3
or higher. You regain all expended spell slots when you 18th 3 11 4 3 3
finish a long rest. 19th 3 12 4 3 3
For example, if you know the Ist-level spell shield and 3 13 4 3 3
1
20th
have a Ist-level and a 2nd-level spell slot available,you
can cast shield using either slot.
during a short rest. The weapon must be within your
Spells Known of 1st-LeveI and Higher. Youknow
reach throughout the ritual, at the conclusion of which
three Ist-level wizard spells of your choice, two of which you touch the weapon and forge the bond.
you must choose from the abjuration and evocation Once you have bonded a weapon to yourself, you
spells on the wizard spell list. can't be disarmed of that weapon unless you are
The Spells Known column of the Eldritch Knight incapacitated. If it is on the same plane of existence,
Spellcasting table shows when you learn more wizard you can summon that weapon as a bonus action on your
spells of 1st level or higher. Each of these spells must be turn, causing it to teleport instantly to your hand.
an abjuration or evocation spell of your choice, and must You can have up to two bonded weapons, but can
be of a level for which you have spell slots. For instance, summon only one at a time with your bonus action.
when you reach 7th level in this class, you can learn one If you attempt to bond with a third weapon, you must
new spell of 1st or 2nd level. break the bond with one of the other two.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. WAR MAGIC
Whenever you gain a level in this class, you can Beginning at 7th level,when you use your action to
replace one of the wizard spells you know with another cast a cantrip, you can make one weapon attack as a
spell of your choice from the wizard spell list. The new bonus action.
spell must be of a level for which you have spell slots,
and it must be an abjuration or evocation spell, unless ELDRITCH STRIKE
you're replacing the spell you gained at 3rd, 8th, 14th,or At 10th level, you learn how to make your weapon
20th level from any school of magic. strikes undercut a creature's resistance to your spells.
Spellcasting Ability. Intelligence is your spellcasting When you hit a creature with a weapon attack, that
ability for your wizard spells, since you learn your creature has disadvantage on the next saving throw
spells through study and memorization. Youuse your it makes against a spell you cast before the end of
Intelligence whenever a spell refers to your spellcasting your next turn.
ability.In addition, you use your Intelligence modifier
when setting the saving throw DC for a wizard spell you ARCANE CHARGE
cast and when making an attack roll with one. At 15th level,you gain the ability to teleport up to 30
feet to an unoccupied space you can see when you use
Spell save DC = 8 + your proficiency bonus + your Action Surge. Youcan teleport before or after the
your Intelligence modifier additional action.
Spell attack modifier = your proficiency bonus +
IMPROVEDWAR MAGIC
your Intelligence modifier
Starting at 18th level, when you use your action to
cast a spell, you can make one weapon attack as a
WEAPON BOND bonus action.
At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform
the ritual over the course of 1 hour, which can be done

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