The Fighter


A knight in clanging plate cleaves a path across a battlefield, lancing through rank after rank in a long, smooth mounted charge. A veteran in chainmail braces his pike and waits in her path, gambling to unseat her or die trying.

An archer in leather studies a dragon's scaly armor, calm even as the dragon spits its fiery breath his way. A shield maiden dives between the two and smothers the flames, buying precious seconds for the archer to take aim.

A medic in half plate wanders a desolate battlefield, lifting the fallen from death's door. Among her patients is a foe of hers, who opens his eyes to find a grizzled captain staring back, and to hear the captain growl "Start talking."

All of these heroes are fighters: perhaps the bravest heroes in the worlds of Dungeons & Dragons. While others rely on superhuman might, underhanded tactics, or world-bending spells to face the herculean labours ahead of them, fighters dare to rely on skill and will alone. Mortal though they are, there is nothing "mere" about them.

Artists Among Boors

Not every member of the village militia, the city watch, the gladiator's barracks or the tavern's pits is a fighter. Most of these warriors are relatively untrained, with only the most basic knowledge of a limited variety of weapons and armors.

True fighters—veteran soldiers, elite guards, decorated prizefighters, and hardened thugs—recognize that fighting is an art form, and that proficiency with various arms & armors is only the first step towards mastery. The masterpieces of martial arts—like all masterpieces—are the stuff of history and legend: from singlehandedly mowing through armies, to shooting true through pitch darkness, to parrying bolts of lightning and smothering fiery explosions.


More Than Warriors

Battles are not always won on the battlefield. Rallying allies, cowing foes, studying terrain and dressing old wounds are life-or-death matters, and just as important to the art of war as combat itself.

Knowing this, every fighter couples their fighting skills with peaceful ones. Charismatic warlords are often charming diplomats or respected celebrities. Scouts and sentinels often double as cunning sleuths. Merciless killers in the rage of battle might be skilled doctors in the silence afterwards.

This combination of martial arts and gentle arts is what makes fighters functional in the combat, exploration, and interaction pillars of adventure alike.

Creating a Fighter

As you build your fighter, ask yourself three questions: what are you fighting for, where did you recieve your training, and what equipment and skills did your training focus on?

Perhaps you were drafted by a noble's army to fight their battles, and trained by grizzled veterans to survive the task. To keep foes, fatal blows, and festering wounds at bay, you might favor spears, shields, and the skill of medicine.

Or perhaps you volunteered to join the city watch: both to train under your local heroes and to defend your friends and family. To spot miscreants and catch them alive, you might favor clubs, nets, and the skill of perception.

You might be an aristocrat who learned to fence and joust for sport in exclusive clubs and prestigious academies. And as such, you might favor the rapier, the lance, and the skill of animal handling that these sports require.

Or you might a lowly thug who's learned from experience how to protect your meager possessions from the scoundrels you live among. With no wealth and no scruples, you might favor your bare hands and the skill of intimidation.

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: Light armor, medium armor, heavy armor, & shields
  • Weapons: Simple weapons & martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Perception, Performance and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armour, (b) a chain shirt or (c) chainmail.
  • (a) any one weapon & a shield or (b) any two weapons
  • (a) a set of thrown weapons or (b) any one weapon
  • (a) a dungeoneer's pack or (b) an explorerer's pack.

Combat Role

Though you are proficient with all forms of combat, you specialize in the combat role of a Brawler, Guardian, Sharpshooter, Speedshooter, Spellslinger or Warlord. Your choice grants you features at 1st, 3rd, 7th and 15th level.

Size Up

Starting at 1st level, when you either observe a creature in combat or spend at least 1 minute observing a creature outside combat, you learn its current hit points.

Action Surge

Starting at 2nd level, you can take two actions on your turn.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you regain use of this feature every time that you roll initiative.

Gentle Art

At 2nd level, you hone skills to help you in and out of combat alike. Choose the art of a Herald, Medic or Scout. Your choice grants you features at 2nd, 10th and 18th level.

Ability Score Improvement

At 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 two ability scores of your choice by 1.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th.


The Fighter
Level Proficiency Bonus Features .......................................
1st +2 Combat Role, Size Up
2nd +2 Action Surge, Gentle Art
3rd +2 Combat Role Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack (1), Indomitable
6th +3 Ability Score Improvement
7th +3 Combat Role Feature
8th +3 Ability Score Improvement
9th +4 LW Agility, HW Grit
10th +4 Gentle Art Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Improved Indomitable
14th +5 Ability Score Improvement
15th +5 Combat Role Feature
16th +5 Ability Score Improvement
17th +6 Extra Attack (3)
18th +6 Gentle Art Feature
19th +6 Ability Score Improvement
20th +6 Improved Action Surge

Indomitable

Starting at 5th level, you can reroll an attack roll or a saving throw that you fail. If you do so, you must use the new roll.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you regain use of this feature every time that you roll initiative.

Lightweight Agility

Starting at 9th level, when you are not wearing heavy armor, you gain the ability to move along vertical surfaces on your turn without falling during the move. In addition, you can use your reaction to reduce any falling damage you take by an amount equal to 5 x your fighter level.

Heavyweight Grit

Starting at 9th level, when you are wearing medium or heavy armour, you can crash through up to 3 feet of wood, 1 foot of stone, or 1 inch of common metal as if it were not there. In addition, you do not take damage when you move through thorns, open flames, or other hazardous terrain.

Quick Build: Brawler

You can make a brawler easily by following these suggestions:

  • First, choose whether Strength or Dexterity will be your highest ability score.
  • If you chose Strength, begin with chainmail, a greatsword, a pike, and a pair of handaxes.
  • If you chose Dexterity, begin with leather armor, a pair of scimitars, and a set of darts.

Combat Role #1: Brawler

Some fighters take a simple, direct approach to combat: to hit the enemy until it stops hitting back. With no defense but an overwhelming offense, brawlers bet their lives on their power to mow through crowds, throttle hordes and topple giants.

Power Attack

Starting at 1st level, your melee attacks and thrown weapon attacks deal an extra 2 points of damage on hit.

Brace

Starting at 1st level, you can use your action to prepare to hold back a charging mob. When you do so, you can make any number of melee weapon attacks before the start of your next turn: each against a different target that moves into your reach. On hit, your attacks deal half damage.

Once you gain Extra Attack 1, your attacks do full damage. Once you gain Extra Attack 2, you can attack any targets within reach at the moment you take this action. Once you gain Extra Attack 3, you can Cleave as part of this action.

Cleave

Starting at 1st level, you can use your action to hew through a mob. When you do so, make any number of simultaneous melee weapon attacks: each against a different target within your reach. On hit, your attacks deal half damage.

Once you gain Extra Attack 1 your attacks do full damage. Once you gain Extra Attack 2, your attacks don't need to be simultaneous, allowing you to move between them. Once you gain Extra Attack 3, you can Brace as part of this action.

Awesome Blows

Starting at 3rd level, when you hit a creature with a melee or thrown weapon attack or successfully shove a creature, you can push it an extra 10 feet away from yourself.

Staggering Blows

Starting at 3rd level, when you hit a creature with a melee or thrown weapon attack, you can choose not to deal damage. Instead, your target is stunned until the start of its next turn or until it takes any damage

Likewise, when you score a critical hit with a melee or thrown weapon attack, you can choose not to deal damage. Instead, your target is stunned until the start of your next turn

Charge

Starting at 7th level, when you use your action to Dash or Disengage, you can use your bonus action to make one melee or thrown weapon attack.

One Man Army

Starting at 15th level, when you damage a creature of CR 1 or less with a melee or thrown weapon attack, you can instantly reduce that creature to 0 hit points.

Combat Role #2: Guardian

Some fighters take a cunning, oblique approach to combat: to dodge and parry, waiting for the moment to riposte. With no offense but an airtight defense, guardians aim to outrun, outlast or outmanoeuvre the enemy, whatever it may be.

Bodyguard

Starting at 1st level, when an attack or a Magic Missile that you can see deals damage to a target within 5 ft of you, you can choose to take the damage instead.

Likewise, when you grant a target that cover against an effect that you can see, you can choose to give full cover.

Guardian's Ward

Starting at 1st level, you possess greater defenses than the typical fighter, which are represented by a pool of hit points equal to your fighter level + either your Strength or Dexterity modifier. This pool is called your ward.

When an attack or Magic Missile that you can see damages you, you can let your ward take the damage instead. When you are wielding a shield, your ward can also take damage from effects that force you to make Dexterity saving throws.

Your ward cannot absorb damage while it has 0 hit points, while you are incapacitated, or while your speed is reduced to 0. Your ward's hit points are restored when you use your action to Dash, Disengage, Dodge, Help, Hide or Search.

Deflect

Starting at 3rd level, when a ranged attack misses you, you can choose to reduce your ward to 0 hit points and deflect the attack to a new target within range. Make a new attack roll to determine whether the attack hits, adding your proficiency bonus and either Strength or Dexterity modifier.

Likewise, when you are wielding a sheild and you succeed on a Dexterity saving throw against a line effect, you can use choose to reduce your ward to 0 hit points and bend the line in a new direction of your choice.

You cannot use this feature if your ward has 0 hit points.

Dive

Starting at 3rd level, you can use your reaction to move up to your speed at any moment, whether it is your turn or not. You can use this movement to intercept any event you can see, or to escape area effects, but not to evade effects that target you.

You can't move on your next turn after using this feature, unless an effect (such as the Dash action) grants you extra movement on top of your speed.

Deflect Anything

Starting at 7th level, you can Deflect a ranged attack or line effect when you reduce its damage to 0 using your ward.

Last Man Standing

Starting at 15th level, you do not fall unconscious when you are reduced to 0 hit points. Sheer willpower and unwavering purpose allow you to fight until your dying breath.


Quick Build: Guardian

You can make a guardian easily by following these suggestions:

  • First, choose whether Strength or Dexterity will be your highest ability score.
  • If you chose Strength, begin with chainmail, a longsword, a shield, and a set of javelins.
  • If you chose Dexterity, begin with leather armor, a rapier, a shield, and a sling.

Combat Role #3: Sharpshooter

Quick Build: Sharpshooter

You can make a sharpshooter easily by following these suggestions:

  • First, choose whether Strength or Dexterity will be your highest ability score.
  • If you chose Strength, begin with chainmail, a pair of handaxes, and a set of javelins.
  • If you chose Dexterity, begin with leather armor, a pair of daggers, and a heavy crossbow.

Some fighters take a cold, patient approach to battle: to stand still, take aim, and fire when the time is right. While others scramble to win the killing blow, sharpshooters are free to take their time and pick foes apart from the sidelines.

Precise Shot

Starting at 1st level, you gain a +2 bonus to ranged attacks.

Trick Shots

Starting at 1st level, you can use the Attack action to make a special ranged attacks called trick shots, which harmlessly move or manipulate targets within your weapon's range.

If your trick shot targets an object that is neither worn nor carried, it simply succeeds. You might light a match, snuff a torch, cut a rope, or perform any other concievable trick.

Otherwise, you must perform one of the following tricks:

Trick Shot Effect
Ranged Nudge Your target must succeed on a Strength saving throw or be either pushed 5 feet away from you or knocked prone.
Ranged Sleight  Your target must succeed on a Dexterity saving throw or drop one item it is carrying in a space of your choice within 5 ft of it.
Ranged Snare Your target must succeed on a Dexterity saving throw or have its speed reduced to 0 as you pin it to a nearby surface using a sharp projectile.

A creature can use its action to make a Strength save, freeing a target within its reach on a success. Dealing 2 damage to the projectile (AC 10) also frees the target.

The DC for a saving throw against your trick shots is equal to 6 + any modifiers you would add to your attack roll.

Take Aim

Starting at 3rd level, when you take the Attack action, you can forgo one or more of your attacks and aim ranged weapon at a target that you can see. You must concentrate on aiming, and your concentration breaks if you lose sight of your target.

At any moment before the start of your next turn, you can make a ranged weapon attack or trick shot against the target you are aiming at. You can do this a number of times equal to the number of attacks that you forwent.

Alternatively, at the start of your next turn, you can make a ranged weapon attack that automatically scores a critical hit or a trick shot that automatically succeeds. You can do this a number of times equal to the attacks that you forwent.

Reposition

Starting at 7th level, when you Dash or Disengage, you can use your bonus action to make one ranged weapon attack.

You can use Take Aim to forgo and aim this attack.

Bullseye

Starting at 15th level, when you damage a creature of CR 1 or less with a ranged attack, you can instantly reduce that creature to 0 hit points.

Combat Role #4: Speedshooter

Some fighters take a headlong approach to battle: to carpet the field with missiles, without a care about where the enemy hides or how many they are. While others deal with fine details, speedshooters manage the big picture.

Manyshot

Starting at 1st level, when you attack using a ranged weapon, you can expend a second piece of ammunition or a second thrown weapon to gain a +2 bonus to the damage roll.

Volley Fire

Starting at 1st level, you can use your action to choose a point within your ranged weapon's range and make a ranged attack against each target within 5 feet of that point. On hit, do not add any bonuses to the damage rolls of these attacks.

As you gain Extra Attacks, the potential area and damage of your Volley Fire increases as shown on the table below. For example, once you gain Extra Attack 1, you can choose either a 5 ft radius volley which deals 2 dice of damage on hit, or a 10 ft radius volley which deals 1 die of damage on hit.

Finally, when you use thrown weapons for your Volley Fire, you can expend two pieces of ammunition per target to double the number of damage dice you roll.

Extra Attacks 5 ft 10 ft 15 ft 20 ft
None 1 die
1 2 dice 1 die
2 3 dice 2 dice 1 die
3 4 dice 3 dice 2 dice 1 die

Cloud of Missiles

Starting at 3rd level, when you take the Volley Fire action, you can choose not to make any attacks immediately. Instead, you rain missiles over the area until the start of your next turn.

When a creature either enters the area for the first time on a turn or ends its turn in the area, it suffers the effect of being hit by your volley, without you needing to make an attack roll.

Storm's Eye

Starting at 7th level, when you take the Volley Fire action, you can choose to ignore one target that you can see. The chosen target is unaffected by your Volley Fire.

Fire & Forget

Starting at 15th level, when you make a ranged attack, you can choose not to make an attack roll. Instead, your target must make a Dexterity saving throw (DC = 8 + any modifiers you would add to your ranged weapon attack roll).

On a failed save, your target suffers the normal effects of being hit by your ranged attack. On a successful save, your target takes half damage and suffers no other effect.


Quick Build: Speedshooter

You can make a speedshooter easily by following these suggestions:

  • First, choose whether Strength or Dexterity will be your highest ability score.
  • If you chose Strength, begin with chainmail, a pair of handaxes, and a set of darts.
  • If you chose Dexterity, begin with leather armor, a pair of daggers, and a longbow.

Combat Role #5: Spellslinger

Quick Build: Spellslinger

You can make a spellslinger easily by following the Brawler, Guardian, Sharpshooter or Speedshooter's "Quick Build" suggestions.

Next, make your spellcasting ability your second highest ability score, and begin with one of the following sets of cantrips;

  • For bard cantrips, choose Minor Illusion, Thunderclap, and Vicious Mockery
  • For cleric cantrips, choose Sacred Flame, Spare the Dying, and Word of Radiance
  • For druid cantrips, choose Create Bonfire, Druidcraft, and Frostbite
  • For sorcerer, warlock or wizard cantrips, choose Chill Touch, Prestidigitation and Sword Burst

Some fighters train to wield might and magic with the same technical skill and tactical wit. What a spellslinger lacks in the raw power of a pure spellcaster, they make up in the ability to overwhelm foes with flurries of sword and sorcery.

Cantrips

At 1st level, you learn three cantrips of your choice from one of the following class's spell list: bard, cleric, druid, sorcerer, warlock, or wizard. Your spellcasting ability is Charisma for bard, sorcerer, or warlock cantrips, Wisdom for cleric or druid cantrips, or Intelligence for wizard cantrips.

When you gain a level in this class, you can replace one cantrip you learned from this feature with another cantrip from the same spell list.

Spellslinging

Starting at 1st level, you can treat any simple weapon, martial weapon, or shield as a spellcasting focus.

In addition, starting when you gain Extra Attack, you can cast a cantrip in the place of one or more of your Attack action attacks. When you do so, the cantrip does not benefit from any effects that it would normally gain at higher levels.

Mystic Strikes

Starting at 3rd level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you hit a creature with a weapon attack, you can replace your weapon's damage type with a type dealt by one of your cantrips.

Potent Cantrips

Starting at 3rd level, you can add your spellcasting ability modifier to the damage of any spellslinger cantrips involving spell attacks or saving throws.

Parryspell

Starting at 7th level, you can use your reaction to interrupt a creature within your reach in the process of casting a spell.

If the spell is a cantrip, it fails and has no effect. If the spell is of 1st level or higher, make a spellcasting ability check against a DC equal to 10 + the spell’s level. On a success, the spell fails and has no effect.

Mystic Riposte

Starting at 15th level, when you successfully parry a spell, you gain the ability to cast that spell once without expending spell slots. You lose this ability at the end of your next turn.

Combat Role #6 Warlord

Some fighters take to heart that few battles can be won alone and that a good team is greater than the sum of its parts. With the tactical genius to lead by words and the technical skill to lead by example, warlords make heroes of anyone.

Call to Action

Starting at 1st level, you can use your action to order a willing creature who can see or hear you to either take any action that it is capable of on its turn, or to move up to half its speed without provoking opportunity attacks. In either case, your target must spend its reaction to comply with your order.

If you order a creature to take an action that requires it to concentrate, you can choose to concentrate on its behalf. If your concentration is broken, or if your target can no longer see or hear you, your target must concentrate on its own.

Coordinated Action

Starting at 3rd level, when the target of your Call to Action grants you advantage on attacks against a creature (e.g. by using the help action, or by shoving the creature prone), you can use your bonus action to disarm, grapple, shove, or make a melee weapon attack against that creature.

Master of Tactics

Starting at 3rd level, when you take any action except Call to Action, you can Help as a bonus action. In addition, when you use the Help action, your target can be within 60 feet of you, rather than 5 feet of you, if your target can see or hear you.

Coordinated Movement

Starting at 7th level, you can use your action to order any number of willing creatures who can see or hear you to move up to half of their speeds without provoking opportunity attacks. Each target must spend its reaction to comply.

Coach Through

Starting at 15th level, unless you are incapacitated, friendly creatures who can see or hear you do not fall unconscious when they are reduced to 0 hit points. Your inspiring presence allows your allies to fight until their dying breaths.


Quick Build: Warlord

You can make a warlord easily by following the Brawler, Guardian, Sharpshooter or Speedshooter's "Quick Build" suggestions.

Which build you choose depends on the teammates who surround you.

  • If your party includes a spellcaster, you may use Call to Action to concentrate on their spells. Follow the Sharp- or Speedshooter's Quick Build to fight from a safe distance.
  • If your party includes a martial, you might use Coordinated Action take gang up on enemies in close range. Follow the Brawler's Quick Build to gain powerful, far-reaching melee weapons.
  • If your party includes a rogue, you might use Master of Tactics to help them score Sneak Attacks. Follow the Guardian's Quick Build to avoid light weapons and free your bonus action.

Gentle Art #1: Herald

Some fighters understand that the mind is a battlefield: that fear and doubt can cripple a warrior, and that courage can empower one. With booming voices and silver tongues, heralds can win battles without striking a single blow.

Peaceful Negotiation

Starting at 2nd level, you can use your action to inspire fear and respect from a group of creatures whose total hit points are equal to or less than your current hit points.

Each target who can see or hear you is Charmed by you until you move or take an action. A creature immune to the Frightened condition is also immune to this effect.

Violent Negotiation

Starting at 2nd level, when you would reduce a creature to 0 hit points with an attack, you can choose to reduce it to 1 hit point instead.

If the creature can see or hear you, it is either (a) Charmed by you or (b) compelled to follow one order, as if you had successfully cast Suggestion on it. In either case, the effect lasts until the creature regains hit points. A creature immune to the Frightened condition is immune to this effect.

Inspiring Leader

Starting at 10th level, unless you are charmed, frightened or incapacitated, friendly creatures who can see or hear you cannot be Charmed or Frightened except by you.

Unshakeable Leader

Starting at 18th level, you are immune to psychic damage, the Charmed condition and the Frightened condition.

Quick Build: Herald

Even at 1st level, you can set a foundation for your herald by following these suggestions:

  • First, make Charisma your highest mental ability score.
  • Second, choose proficiency in Intimidation and Insight.
  • Third, choose one of these backgrounds:
    • Courtier, to specialize in Persuasion
    • Criminal, to specialize in Deception
    • Gladiator, to specialize in Performance

Gentle Art #2: Medic

Some fighters understand that it's not enough to win today's battle: that they must recover quickly and be ready to fight tomorrow. With the same strength, speed and skill they use to tear enemies apart, medics learn to stitch bodies together.

Diagnosis

Starting at 2nd level, Size Up tells you additional information about the creatures you observe: their maximum hit points, whether or not they are diseased, and whether or not they are Blinded, Deafened, Paralysed, Poisoned or Stunned.

Field Medicine

Starting at 2nd level, immediately before or after you use your action to perform first aid or otherwise use a healer's kit, you can use your bonus action to Dash, Disengage or Dodge.

Field Surgery

Starting at 10th level, if you have a healer's kit, you can use your action to touch a creature who died in the last minute and restore it to life. Alternatively, you can spend one hour reviving a creature who died in the last hour. In either case, the revived creature has 0 hit points and is dying.

You cannot revive a creature that has died of old age, nor can you revive a creature missing any vital organs.

Medical Breakthrough

Starting 18th level, if you have a healer's kit, you can use your action to touch a creature and end one of the following conditions affecting your target: Blinded, Deafened, Paralysed, Poisoned or Stunned.

Once a creature has benefited from this feature, they can't benefit from it again until they complete a short or long rest.

Quick Build: Medic

Even at 1st level, you can set a foundation for your medic by following these suggestions:

  • First, make Intelligence your highest mental ability score.
  • Second, choose proficiency in Medicine and Survival.
  • Third, choose one of these backgrounds:
    • Soldier, for access to medical supplies
    • Outlander, for access to food & water
    • Folk Hero, for access to shelter


Gentle Art #3: Scout

Some fighters understand that knowledge is power: that only a warrior who did his homework can pick the time and place, plan his every move, and draw first blood. With keen senses and detective wits, scouts can win battles before they begin.

Keep Watch

Starting at 2nd level, you can Search as a bonus action.

In addition, you can percieve your surroundings and speak normally, even when you are unconscious (e.g. during a long rest, while you are reduced to 0 hit points, or while you are under the effects of Sleep).

Know Your Enemy

Starting at 2nd level, when you observe a creature using a feature, you learn its description. The feature must have some observable effect in order for you to identify it.

In addition, when you see a creature expending spell slots, points, or "uses" of a feature, you learn how many it expended and how many the creature has remaining.

Sixth Sense

Starting at 10th level, you can spend 1 minute focusing your powers of perception. When you do so you gain one of the following benefits, which lasts until you use this feature to gain a different benefit:

  • Blindsight. You gain blindsight to a range of 10 feet.
  • Darkvision. You gain darkvision to a range of 120 feet.
  • Eagleeye. You can see up to 1 mile away with no difficulty. When you do so, you can discern fine details as if looking at something no more than 100 feet away from you.

Unerring Eye

Starting at 18th level, as an action, you can detect illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet. You sense that an effect is meant to trick you, but you gain no insight into what is hidden or into its true nature.

Quick Build: Scout

Even at 1st level, you can set a foundation for your scout by following these suggestions:

  • First, make Wisdom your highest mental ability score.
  • Second, choose proficiency in Perception and Insight
  • Third, choose one of these backgrounds
    • Investigator to specialize in Investigation
    • Outlander to specialize in Survival
    • Spy to specialize in Stealth

Variant Features: Unarmed & Unarmored

Unarmed Defense

Replaces proficiency with light, medium, & heavy armor


When you have at least one empty hand and are not wielding a two-handed weapon, or when you are grappling a creature, your base AC = 13 + your Strength or Dexterity modifier.


Grappler

Replaces proficiency with martial weapons


Your empty hand is a simple melee weapon, which deals 1d4 bludgeoning damage on a hit and has the light property.

When you hit a creature with your empty hand, you can choose to grapple or shove them instead of dealing damage. In addition, when you choose to release a grappled creature on your turn, you can choose to shove them as well.

Pugilist

Replaces proficiency with martial weapons


Your empty hand is a simple melee weapon, which deals 1d4 bludgeoning damage on a hit and has the light property.

When you damage a creature with your empty hand and its remaining hit points are equal to or less than your fighter level + your Strength modifier, your target falls unconscious for 1 minute, until it takes damage, or until a creature uses their action to shake it awake.

Work-In-Progress Role: Gunslinger

Some fighters take a bold approach to combat: to set aside oldfangled arms and tired fundamentals to test firearms and their wildest applications. With the knowledge that gunpowder—not mere bullets—is the soul of their weapon, gunslingers command blinding light, thunderous noise, choking smoke and searing flames.

Misfire

Starting at 1st level, you can use the Attack action to make a special ranged attacks called misfires: intentional misuses of a firearm which affect an 5 foot cube within your reach.

You are capable of the following misfires:

Misfire Effect
Blinding Flash Each creature in the area must succeed on a Constitution saving throw or be blinded until the start of its next turn.
Deafening Bang Each creature in the area must succeed on a Constitution saving throw or be deafened and incapacitated until the start of its next turn.
Smoke Screen Smoke fills the area, spreading around corners, such that the area is heavily obscured until the start of your next turn.

Recoil

Starting at 1st level, when you make a ranged attack using a firearm, you can choose for the attack to push you 5 feet away from your target.


Delayed Misfire

Starting at 3rd level, you learn to delay a misfire until a precise moment in your bullet's trajectory. Your misfires can target any 5 foot cube within your firearm's range with your misfires..

Grand Misfire

Starting at 3rd level, you learn to produce violent explosions with a single bullet. Your misfires can target a 15 foot cube originating from you.

DDD

Starting at 7th level,

DDD

Starting at 15th level,