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MY ASS

Revised Fighter

hit dice: 1d10
hit points at 1st level: 10 + CON modifier.
hit points at higher levels: 1d10 + CON modifier.
armor proficiencies: 3 shields. Pick 2 from light, medium, or heavy.
weapon proficiencies: 4 simple weapons, 3 martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
(a) chain mail or (b) leather armor or (c) scale mail
(a) a martial weapon and a shield or (b) two martial weapons or (c) two simple weapons
(a) a ranged martial weapon or (b) a ranged simple weapon or (c) two simple weapons with the thrown property
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
class features:

Fighting Style (1st Level)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +1 bonus to attack rolls you make with ranged weapons.  
  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
     
  • 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 or a shield, 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 melee weapon that you are wielding with 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 this benefit.
     
  • Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d6 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
     
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
     
  • Superior Technique: You may choose a Tier One Command from the Battlefield Commands list. You have a number of uses of this command equal to half of your proficiency bonus unless you are already a Battlemaster.
     
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the 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 engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     
  • Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 

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. This feature recharges on a short rest.  

Weapon Specialization (2nd Level)

Pick two Weapon Specializations in weapons you are proficient in from the list linked here.
Some Specializations may require a saving throw DC, which is calculated from 8 + your proficiency bonus + either your strength or your dexterity modifier.
You have a total number of uses of Weapon Specializations equal to your proficiency bonus, and they recharge on a short rest.
 

Martial Archetype

You may pick one Martial Archetype from the options below. You will gain features from this archetype at 3rd, 7th, 10th, 15th, and 18th level.
 

Ability Score Increase

At 4th, 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. Optionally, you can also select a feat in place of increasing any of your ability scores. You cannot raise an ability score above 20 with this feature.
 

Martial Versatility

At fighter levels at which you recieve an Ability Score Increase, you can also swap out either a Fighting Style, a Weapon Specialization, or a Battlefield Command if you are a Battlemaster.
 

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.
 

Extra Weapon Proficiency

At 5th, 11th, and 17th level, you gain an additional weapon proficiency of your choice.
 

Indomitable (Level 9 and Level 17)

Your training has advanced to the point that you gain advantage on a saving throw you are proficient in of your choice.
 

Extra Weapon Specialization (Level 9 and Level 15)

You gain an additional Weapon Specialization in a weapon you are proficient in.
 

Action Surge (Level 13)

You can push yourself beyond your limits for a turn. You gain one additional action for your turn. This ability recharges on a short rest.
 

Ultraspecialized (Level 20)

Whenever you are out of uses of your Weapon Specializations at the start of your turn in combat, you regain one use.
subclass options:
Martial Archetype
Battlemaster
Cavalier
Champion
Echo Knight
Eldritch Knight
Samurai
LevelAbilities
1Fighting Style, Second Wind
2Weapon Specialization
3Martial Archetype
4Ability Score Increase, Martial Versatility
5Extra Attack, Extra Weapon Proficiency
6Ability Score Improvement, Martial Versatility
7Martial Archetype Feature
8Ability Score Improvement, Martial Versatility
9Indomitable, Extra Weapon Specialization
10Martial Archetype Feature
11Extra Attack (x2), Extra Weapon Proficiency
12Ability Score Improvement, Martial Versatility
13Action Surge
14Ability Score Improvement, Martial Versatility
15Martial Archetype Feature, Extra Weapon Specialization
16Ability Score Improvement, Martial Versatility
17Indomitable (x2) ,Extra Weapon Proficiency
18Martial Archetype Feature
19Ability Score Improvement, Martial Versatility
20Extra Attack (x4), Ultraspecialized

Created by

PunchRat.

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