The Fighter

The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Styles, Martial Archetype
2nd +2 Second Wind
3rd +2 Reactive Fighting
4th +2 Ability Score Improvement, Student of Tactics
5th +3 Extra Attack
6th +3 Martial Archetype Feature
7th +3 Read Opponent
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype Feature

Class Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per fighter level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One tool of your choice

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

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
  • (a) an artisan tool or (b) a navigation tool

Fighting Style

Your skill with weapons transcends that of others. Choose two of the following fighting styles, you gain the benefit of a fighting style when you meet the requirement. You may only use one at any given time.


Aggravator: Enemy creatures are harrassed by your mere presence. Enemies that start their turn within 5' of you are marked until the start of your next turn.


Archery: You ignore partial cover when attacking with ranged and thrown weapons.


Cunning Fighter: Whenever


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 Defense Style: You may replace your Dexterity Modifier with your Strength modifier whenever you determine your AC. You must still abide by any maximum modifier rules.


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.


Merciless: Whenever you hit a creature with a weapon attack and that creature has a source of disadvantage on attacks or is blind, frightened, restrained, incapacitated, paralyzed, prone, stunned or unconscious then you deal additional damage equal to your constitution modifier


Reckless Attacker: Whenever you attack, you may decide


Sword and Sorcery: Whenever you cast a cantrip that targets an adjacent creature, you may use a bonus action to make an off hand weapon attack against that creature if you are wielding a one handed melee weapon. Addtionally, one handed melee weapons are considered arcane focus for you.


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


Special: Whenever you level up, you may change your known fighting styles. At level 10 you may switch your known fighting styles when you take a short or long rest.

Martial Archetypes

At 1st level, choose a martial archetype. your archetype improves upon reaching 6th and 10th level. in this document you can choose from the sniper, soldier, or spellblade.

Sniper


Take Aim (Level 1): Whenever you use the attack action to make a ranged weapon attack, you may take aim. If you choose this option, you do not roll an attack roll as normal. Instead the target takes damage as if you hit with your weapon, a successful dexterity save reduces this damage by half. The DC is 8 + dex mod + prof bonus. If you have the archery fighting style, the target doesn't gain a bonus on their dexterity save for being behind partial cover.


Cunning Action (Level 6): You may use a bonus action to dash, disengage, or hide.


Shadow Shot (Level 10): Instead of a dexterity save, the target of your take aim must succeed on a Wisdom (Perception) check in order to negate the damage of your Take Aim. Additionally, if you are hidden you don't give away your position when you use your Shadow Shot to take aim.

Soldier

Superior Soldier (Level 1): You may use a bonus action to disarm, grapple, overrun, or shove a creature. Additionally you don't have disadvantage on overrun actions based on your size compared to the target.


S (Level 6):


Juggernaut (Level 10): On your turn, if you hit a huge or smaller creature with a melee weapon attack with an unmodified attack roll of 13 or higher, you may overrun the target. If the unmodified weapon attack roll is 18, you may choose to knock the target prone when you overrun the target.


Spellblade


Spellblade Cantrips (Level 1): You gain two cantrips of your choice from the following list. you may cast your cantrips as normal or one of them as a bonus action after you take the attack action to make a single weapon attack. Your spellcasting ability score is intelligence, wisdom, or charisma and once chosen it can't be changed.

  • Sacred Flame (holy or unholy spellblades)
  • Thorn Whip (warden spellblades)
  • Acid Splash
  • Chill Touch
  • Firebolt
  • Poison Spray
  • Ray of Frost
  • Shocking Grasp

Additionally, one handed melee weapons count as an arcane focus for your spellblade cantrips.


Imbue Blade (Level 6): As a bonus action, until the start of your next turn, you may imbue your weapon attacks with the rider effect or damage type of one of your cantrips. for example, if you chose shocking grasp as one of your spellblade cantrips, you may make your weapon attacks deal either lightning damage or cause the target to lose their reaction upon a hit.


Unite Cantrips (Level 10): You may combine two of your spellblade cantrips to create new ones. When you combine your cantrips like this you may use either cantrip's range, rider, or damage type.

For example, if you know the acid splash and the shocking grasp cantrips, you may have the range be 60' or touch, an attack or dexterity saving throw, deal acid or lightning damage, and target two adjacent creatures or cause the target to not have reactions if damaged.

Additionally you learn an additional cantrip from the spellblade list.

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 1d12 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Reactive Fighting

Starting at 3rd level the fighter gains two reactive maneuvers from the following list. When a fighter levels up, the fighter may replace a maneuver known with a different maneuver. To use a maneuver, the fighter must expend their reaction

  • Aggressive Charge: Whenever an enemy ends their turn within a distance equal to your movement speed of you, you may use your reaction to move in a straight line toward that creature. You must end this movement if you become adjacent to the creature that triggered this feature.
  • Speedy Assist: Whenever a creature that is adjacent to you is attacked or targeted by an effect that deals damage, you may use your reaction to give the attacker disadvantage or the target advantage on a strength, dexterity, or constitution saving throw.
  • Combat Expertise: As a reaction at the end of your turn, you may assume a defensive stance and gain a +1 to ac. This bonus lasts until the start of your next turn or you are hit with an attack against your ac.
  • Moxie: Whenever a creature within 30' is brought to 0 HP, you may use your reaction in order to work yourself up. Your next attack is done at advantage.
  • Power Throw: Whenever you succeed on a Athletics check to grapple a large or smaller creature, you may use your reaction to throw the creature. The target is thrown a number of feet up to your strength score. The DM determines if the target lands safely or falls prone.
  • Quick Riposte: In reaction to being attacked by a creature within reach of your melee weapon or 30' of you if you are wielding a ranged or thrown weapon, you may make a weapon attack against the triggering enemy. On a hit the target takes disadvantage on their next attack.
  • Reject Magic: You may use a reaction whenever you succeed on a int, wis, or cha saving throw against a spell or other magical effect. The caster of the spell or effect must make the same save versus their spell dc. They take 2d6 psychic damage from the backlash or half that on a successful save.
  • Shadow Tag: Whenever an adjacent enemy moves away from you, you may use a reaction to move with the enemy up to your speed.
  • Sucker Punch: In reaction to a creature moving within 5’ of you, you may make an unarmed weapon attack against the triggering enemy. This unarmed weapon attack deals 1d4 base damage.
  • Wrestler: Whenever an adjacent creature an athletics or acrobatics contest, you use your reaction become the target of the contest. If you fail this contest you take any effect of the contest in place of the original target.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, and 10th, 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.

Student of Tactics

Choose two skills from the following list. You are proficient with these skills. Additionally you may use a bonus action to determine information about the battle tactics of the creature you can see. The DC is 8 + [cr or level, round down w/ minimum 0]. If you succeed you learn of any attacks the target has. If you fail you can't use this feature on that creature until you finish a short or long rest.

  • Arcana: Fiends, Elementals, Arcane Magic-Users, and Undead
  • History: Creatures from the Material Plane
  • Nature: Fey, Plants, and Elementals
  • Religion: Angels, Deities, Divine Magic-Users, and Undead

Additionally, you may substitute your intelligence modifier with your wisdom modifier when you make your student of tactics ability check.

Extra Attack

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

Read Opponent

No matter the outcome of your student of tactics roll, you may determine two of the following pieces of information about the target.

  • Armor Class
  • Level or CR
  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Approximate HP (Less than 25%, less than 50%, less than 100%, or 100%)

Indomitable

You may add your constitution modifier to all saving throws. This feature does not stack with other features that add ability modifiers to saving throws, like from the paladin.

Potential Fighting Styles


Starting at 3rd level, you may choose one of the following fighting styles.

  • Heavy Weapon Fighting: you do not take disadvantage when wielding heavy weapons due to your size. you may wield a heavy melee weapon in one hand without it causing you to have disadvantage on an attack, as long as you don't have anything in your off hand at the time of the attack. additionally, you gain +1 to damage rolls when you are using a heavy weapon in one hand.

Potential Reactive Maneuvers

  • Enrage: it could be the tone in your voice, your ugly mug, or your cocky attitude but you have learned to royally piss people off. As a reaction to a creature who has the rage ability (or a simular ability) starting their turn within 30' of you, you may use your words or body language to force the creature to rage. the creature may attempt a wisdom (insight) check versus your charisma (persuasion) check in order to ignore your ability to piss them off... but they can always just give in to the anger and not attempt to resist. once you use this ability on a creature, they are immune to it until the end of their next short rest.

Potential Martial Archetype Multiclasses


Invoker

  • Spellcasting (Level 1): Choose two level 1 invoker spells. You can cast 2 spells per short rest. Your spellcasting ability is Wisdom or Charisma.
  • Feature (Level 6):
  • Feature (Level 9)

Sorcerer

  • Spellcasting (Level 1): Choose two level 1 sorcerer spells. You can cast 2 spells per short rest. Your spellcasting ability is Intelligence or Charisma.
  • Feature (Level 6):
  • Feature (Level 9)

Bandit

  • Sneak Attack (Level 1):
  • Feature (Level 6):
  • Feature (Level 9)

Working this into something where there are two or three main classes and will use subclasses as a means to diversify.

  • Bandit: Uses bonus actions and martial fighting
  • Fighter: Uses reactions and martial fighting.
  • Invokers: Makes a pact with an outsider, deity or otherwise, in order to cast spells. This class invokes the magic of others.Typically have bonus action spells that par with other actions.
  • Sorcerers: Uses the magics in or around them in order to cast spells. Typically have action spells.

New Design Rules

Subclasses should always give new things, first level is a new way to damage or fight, 6th and 10th level are just cool things.