Fighters are Champions

by

Search GM Binder

Fighter


all credit goes to c0re#0999 on Discord


You can find the unmodified c0re version here.


All Archetypes from the PHB and XGE are compatible. Use the included modified battlemaster here instead of the PHB battlemaster.

Class Features

Hit Points


  • 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: Any one Artisan Tool, Instrument, or Gaming Set

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts, (b) two thrown weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
 
The Fighter
Level Proficiency Bonus Features Maneuvers & Dice
1 +2 Fighting Style, Second Wind
2 +2 Action Surge, Combat Superiority 2/3
3 +2 Martial Archetype 3/3
4 +2 Ability Score Improvement 3/3
5 +3 Extra Attack, Martial Superiority 3/3
6 +3 Ability Score Improvement 5/3
7 +3 Martial Archetype Feature 5/4
8 +3 Ability Score Improvement 5/4
9 +4 Improved Fighting Style, Indomidable 5/4
10 +4 Martial Archetype Feature 5/5
11 +4 Extra Attack (2), Improved Martial Superiority 7/5
12 +4 Ability Score Improvement 7/5
13 +5 Indomidable Improvement 7/5
14 +5 Ability Score Improvement 9/5
15 +5 Martial Archetype Feature 9/6
16 +5 Ability Score Improvement 9/6
17 +6 Action Surge (two uses), Indomitable Improvement 9/6
18 +6 Martial Archetype Feature 9/7
19 +6 Ability Score Improvement 9/7
20 +6 Extra Attack (3), Masterful Martial Superiority 9/7

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: While you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon.
  • Protection: You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus.
  • Tunnel Fighter: Creatures within 5ft of you provoke opportunity attacks with they move more than 5ft within your reach. You can use your action to enter a defensive stance, while in this stance you gain an additional reaction.
  • Two-Weapon Fighting: When you engage in two weapon fighting you can make the extra attack as part of the attack action instead of as a bonus action.

Second Wind

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.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

As a 2nd level fighter you learn maneuvers that can be used in combat to control the tides of battle.

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects, calculated as:


Maneuver save DC = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)


Superiority. You have three uses of superiority. You expend a use of superiority when you use a Maneuver. You gain one more usage of superiority when you reach 7th, 10th, 15th, and 18th levels respectively. When you take a short or long rest you regain all expended uses of Superiority.

 

Fighter Maneuvers

You learn two maneuvers of your choice, which are listed in the Fighter Maneuver list. The full list of maneuvers is detailed at the end of the fighter section.

Your Class allow you some maneuvers, and your Martial Archetype will let you choose from an expanded list of maneuvers when you learn a maneuver, which are listed in the Archetype Maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn.

You learn one additional maneuver of your choice at 3rd level, and two additional maneuvers of your choice at 7th, 10th and 15th level. You can replace one maneuver you know for a different one each time you gain new maneuvers or level up.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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, or you can take a Feat from the Feat List. 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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Martial Superiority

Also at 5th level, your weapon attacks score a critical hit on a roll of 19-20.

Indomitable

Beginning at 9th level, 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 again until you finish a short or long rest.

You can use this feature twice between rests starting at 13th level and three times between rests starting at 17th level.

Improved Martial Superiority

At 11th level you learn a second Fighting Style from the Fighter list.

Masterful Martial Superiority

At 20th level you are a master of martial combat. You score critical hits on a roll of 18-20.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Archetype Maneuvers

This is a list of maneuvers available to fighters of different archetypes. The Fighter Maneuver list is available to all fighters regardless of archetype, and the archetype specific lists are available to fighters who choose that particular archetype at 3rd level. You may choose maneuvers only from the lists you have access to. The maneuvers themselves are detailed at the end of this document.

Archetype Maneuvers
Archetype Maneuvers
Fighter Feinting Attack, Lunging Attack, Parry, Pushing Attack, Sweeping Attack
Arcane Archer Disarming Attack, Evasive Footwork, Precision Attack, Trip Attack
Battlemaster All
Cavalier Distracting Strike, Goading Strike, Maneuvering Attack, Rally
Champion Agressive Attack, Precision Attack, Riposte, Trip Attack
Eldritch Knight Commander's Strike, Distracting Strike, Maneuvering Strike, Menacing Attack
Purple Dragon Knight Commander's Strike, Disarming Attack, Goading Strike, Rally
Samurai Aggressive Attack, Evasive Footwork, Precision Attack, Riposte

Advanced Maneuvers

  • Aggressive Maneuver. As a bonus action you can move up to your speed toward a hostile creature that you can see.
  • Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
  • Disarming Attack. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike. When you hit a creature with a weapon attack, you distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork. When you move, you can gain a bonus to your AC equal to your proficiency bonus until you stop moving.
  • Goading Attack. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack. When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Precision Attack. When you make a weapon attack roll against a creature, you can roll a 1d6 and add the result to the attack roll.
  • Rally. On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d6 + your proficiency bonus.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and to make a melee weapon attack against the creature.
  • Trip Attack. When you hit a creature with a weapon attack, you can attempt to knock the target down.If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
 

Base Maneuvers

  • Feinting Attack. You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature until the start of your next turn.
  • Lunging Attack. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.
  • Parry. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6 + your proficiency bonus.
  • Pushing Attack. When you hit a creature with a weapon attack you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.
  • Sweeping Attack. When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to 1d6 + your ability modifier. The damage is of the same type dealt by the original attack.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.