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Fighter (Rework)

Disclaimer: This is a rework to the base Fighter class that has exchanged extra ASI options for new class features intended to keep the identity and mechanics of all current official subclasses intact. The new class features are acquired at 6th and 14th level.   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.
hit dice: 1d10
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
armor proficiencies: All armor, shields
weapon proficiencies: 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
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer’s pack or (b) an explorer’s pack


spellcasting:
N/A
class features:
LevelProficiency BonusFeatures
1st +2 Fighting Style, Second
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Fighter Stances
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Advanced Fighter Stances
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)

Fighting Style

  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 +2 bonus to attack rolls you make with ranged weapons.

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, 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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

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. 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.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. 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 8th, 12th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Fighter Stances

By 6th level your skills in combat have developed to such a fine point that you are able to adapt your tactics and focus at a moment’s notice to better face whatever threat presents itself. With a bonus action, you can switch to one of the different stances below and gain it’s effects.

Defensive Stance

Your AC is increased by half your proficiency bonus, rounded down. Whenever you make a saving throw, you can use your reaction to add your proficiency bonus, rounded down, to the roll. You may take the Dodge action and the Disengage action as a bonus action. Your ability modifier becomes a maximum of +2 for your damage rolls.

Combat Stance

Creatures provoke an opportunity attack from you when they move into an adjacent space to you. You may take the Help action as a bonus action.

Offensive Stance

Your AC is decreased by half your proficiency bonus, rounded down. Attacks of opportunity against you are made at advantage. You may take the Dash action as a bonus action. You may add your proficiency bonus to your damage rolls.  

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

Advanced Fighter Stances

Beginning at 14th level, your skill and tactics have become so refined that you have developed advanced forms of your stances. These advanced stances have all the benefits of their standard counterparts. Switching stances is now a free action and can be performed once per turn. Each of your stances below gain the following effects.

Bastion Stance (Defensive Stance)

You gain +1 to your AC and saving throws. Whenever you take the Dodge or Disengage action, you gain a bonus to your AC equal to half your proficiency bonus modifier, rounded down. Whenever a creature adjacent to you is targeted by an attack roll, you can choose to become the new target, you can only do this once per round. Your ability modifier becomes a maximum of +1 for your damage rolls.

Warrior Stance (Combat Stance)

Creatures provoke an opportunity attack from you when they enter your weapon’s reach or normal range. Whenever you take the Help action, the assisted creature may add half your proficiency bonus modifier, rounded down, to their roll.

Assault Stance (Offensive Stance)

Your AC is decreased by 1. Your proficiency bonus for saving throws is halved, rounded up. You may add half your proficiency bonus, rounded down, to your attack rolls. When you roll a 1 on a damage die for an attack you made, you can reroll the die and must use the new roll, even if the new roll is a 1. Once per turn, you can reroll an attack and must use the new roll.  

Optional Class Features

 

Fighting Style Options

1st-level fighter feature When you choose a fighting style, the following styles are added to your list of options.

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.

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 1d10 + 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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

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.

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.  

Martial Versatility

4th-level fighter feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:   Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
subclass options:
This is just an update to the base fighter class and provides no changes or updates to any subclass options. Please reference other sources for Fighter subclass options.

Created by

dracus07.

Statblock Type

Class Features

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