The Fighter

The Fighter
Level Proficiency Bonus Features Inspiration
1st +2 Dynamic Fighting Style, Inspiration d4
2nd +2 Jack of All Trades, Second Wind d6
3rd +2 Martial Archetype d6
4th +2 Ability Score Improvement, Font of Inspiration d6
5th +3 Extra Attack d6
6th +3 Martial Archetype Feature d8
7th +3 Rally d8
8th +3 Ability Score Improvement d8
9th +4 Indomitable d8
10th +4 Martial Archetype Feature d10

Class Features

As a fighter, you gain the following 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: All weapons
  • Tools: None

  • Saving Throws: Full proficiency with Strength and Constitution saves. Half proficiency with Wisdom and Charisma saves.
  • Skills: Athletics, choose any two additional skills

Equipment

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

  • (a) leather armor, (b) scale mail, or (c) chain mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a heavy crossbow and 20 bolts or (b) a longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Dynamic Fighting Styles

If there's one thing you know about weapons, it's how to use them, fighting is your speciality after all.


Beginning at 1st level you may choose one of the following options and gain its benefits. As you gain additional levels you may learn more fighting styles, this number is equal to 1/2 your fighter level rounded down, to a maximum of 5.


You may have one fighting style you know readied at any given time, which means you can use that fighting style whenever it applies. You may change your fighting style to another one you know as an action. Whenever you gain a level in this class, you may switch a known style with another from the list.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged or thrown weapons.
  • Defense: While you are wearing armor or using a shield, 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.
  • Brawling: Your unarmed strikes deal 1d4 damage and you may use the two-weapon fighting rules found in the combat section of the PHB when attacking with unarmed strikes.
  • Channeling: If you have a cantrip, you may apply its non-damaging effects to one weapon attack per turn.
  • Unarmored Defense: While not wearing armor or wielding a shield, your AC is equal to 13 + your Constitution, Dexterity, or Wisdom modifier.

DRAFT 1.5 | SpawnOfMorbo

Inspiration

You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d4.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.


You can use this feature a number of times equal to your Intelligence or Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Your Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 2nd level, d8 at 6th level and a d10 at 10th level as shown on the Fighter table.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

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.


Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Bard, Barbarian, Battle Mage, Battle Master, Champion, Gate Guard, or Monk. All martial archetypes are detailed at the end of the class description. The archetype you choose grants you features at 3rd, 6th, and 10th level.

Ability Score Improvement

When you reach 4th level, and again at 8th 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 18 using this feature.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.

Extra Attack

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

Rally

At 7th level, you gain the ability to use words to rally your allies in order to disrupt mind-influencing effects. As an action, you can start a motivation string of words that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.


A creature must be able to hear you to gain this benefit. The rally ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Indomitable

Beginning at 9th level, you can add half your proficiency bonus to any saving throw that you don't add your full proficiency to.

Martial Archetypes

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

Bard

Spellcasting

Starting at 3rd level, you have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.


Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know the Vicious Mockery cantrip.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 3rd level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know a number of 1st-level spells equal to your charisma modifier plus 1/2 your fighter level from the bard spell list.


Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in the fighter class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in fighter, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a musical instrument (see Equipment) as a spellcasting focus for your bard spells. If you are playing the instrument loudly in two hands, that counts as your verbal and somatic components.

Bard Spell Slots per Spell Level
Level 1st 2nd 3rd
3rd 2 - -
4th 3 - -
5th 3 2 -
6th 3 3 -
7th 3 3 1
8th 3 3 2
9th 3 3 3
10th 3 3 3

Cutting Words

Starting at 6th level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When you use an action to cast Vicious Mockery you may use a bonus action to make a weapon attack against the same target. This weapon attack deals 1d4 base damage.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the bard table, or a cantrip.


The chosen spells count as bard spells for you and are added to your spells known.

Barbarian

Rage

Starting at 3rd level, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.


While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength or attempt to grapple or shove a target, you may use a bonus action to make a melee weapon attack as a bonus action. This attack deals 1d4 base damage.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.


Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Barbarian Rage Table
Fighter Level Rages
3 2
6 3
10 4

Danger Sense

Also starting at 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.


You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated

Feral Instinct

By 6th level, your instincts are so honed that you have advantage on initiative rolls.


Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Relentless Rage

Starting at 10th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.


Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Battle Master

Skilled combatants often find that discipline combined with training is the key to a long life -- and a great battle.

Advanced Fighting Styles

Starting at 3rd level, you learn two advanced fighting styles. You may change one or both of your choices whenever you level up.


To use an advanced fighting style, you must be concentrating on battle.


You gain the features of any style you know while concentrating. You may start concentrating anytime during your turn as a bonus action. This concentration has no time limit, but can be broken with damage, becoming incapacitated, or while you're taking a short or long rest. You can not concentrate on a spell if your are concentrating on battle.

  • Advanced Brawling: While concentrating and and have a free hand, you may use a reaction to attempt grapple a creature within 5' of you that attacked you.
  • Advanced Protection: While concentrating, you can use your reaction to deflect a missile when you or a creature/item within 5' is hit by a ranged weapon attack and wielding a shield. When you do so, the damage taken from the attack is reduced by 1d10 + your Strength or Dexterity modifier + your fighter level.
  • Advanced Offensive: While concentrating on this advanced fighting style, you have advantage on weapon damage rolls.
  • Charge: While concentrating on battle, you may use an action to
  • Co-Operation: While concentrating, you may use the Help action as a bonus action (but can't use it for yourself).
  • Glare: While concentrating, you may use your action to glare at your enemy. Roll a intimidation versus insight contest versus a creature within 30' that can see you. On a failure the creature's speed becomes 0 and it drops anything it's holding.
  • Goading: While concentrating, you may use an action to goad enemies into attacking you. Roll a charisma (deception) or charisma (performance) versus wisdom (insight) contest versus a number of creatures within 30' that can see you equal to your proficiency bonus. Any creature that fails this contest must target you on their next turn with an attack. Any creature that passes or fails this contest has advantage on your goading for the next 24 hours.
  • Lock-Down: While concentrating, the first enemy hit by your weapon attack on each turn has their speed reduced by half till the start of your next turn.
  • Perfect Footwork: While concentrating, you do not provoke OA for moving.
  • Siege Monster: While concentrating, you deal max damage against objects.
  • Swift Switch: While concentrating, you may use a bonus action to switch places with an adjacent ally. Neither you or your ally provoke OA for this movement.

Combat Expertise

Beginning at 6th level, you have learned to fight defensively. Whenever you take the dodge action, you make make a weapon attack as a bonus action against an adjacent target. If you hit with this attack, you deal 1d4 base damage with the weapon attack.

Stance Change

Beginning at 10th level, you can change your fighting style at the start or end of your turn without spending an action.


Additionally, you may know three advanced fighting styles at any given time.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Champions typically inspire others through actions.

Actions Over Words

Beginning when you choose this archetype at 3rd level, if you score a critical hit with a weapon attack, you may use inspiration as a reaction. A creature only needs to see or hear you to be inspired.

Improved Critical

Also at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Juggernaut

Starting at 6th level, you have advantage on strength and constitution checks.

Superior Fighting

Beggining at 10th level, anytime you roll a 1 or 2 on a weapon attack roll it is treated as a 3.


Gate Guard

Gate guards typically find themselves as adventurers when they screw up and need to fix said screw up or when their employer/boss screws up and they have to go after some adventurers to clear up any misunderstandings.

Guard Duty

When you take this martial archetype at 3rd level, when you take this subclass, you gain advantage on insight, perception, and investigation checks.

Halt!

Also starting at 3rd level, you learn to stop enemies in their tracks. Choose grapple or shove, you may to use your choice as a bonus action.

Get Them!

Starting at 6th level, whenever an ally rolls an acrobatics or athletics check, you may use your reaction to give them inspiration on the check.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.


If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Hoplite

Phalanx Wall

Starting at 3rd level when you take this subclass, you become a master at using a shield. While wielding a shield you count as having partial cover. Additionally, you grant partial cover to targets of attacts and spells that are adjacent to you.


The bonus to AC for having partial cover from this feature does not stack with a shield's bonus to AC


You and other creatures may only benefit from this bonus from one Hoplite at a time.

Tactical Training

Also beginning at 3rd level, you gain your Int or Wis bonus to initiative checks. This does not stack with any other bonus to initiative checks that add an ability score (such as the swashbuckler's feature to add your Charisma bonus).

Advanced Formation

At 6th level you gain advantage on checks to shove or resist being shoved while wielding a shield.


Additionally, you may shove creatures as if you were one size larger.

Advanced Positioning

Starting at 10th level you have learned to protect your allies, even if you are beyond the reach of your shield. As a reaction to an enemy making an attack or casting a spell that requires a dexterity save, but before the results are known, you may move up to your speed and end this movement...

  • Closer to the attacker
  • Closer to the target
  • Between the attack and target

The attack roll or saving throw is modified based on your new position. If you are between the attacker and target, the target would have partial cover versus the attack or spell. If you end adjacent to the attacker who is using a range attack, their attack would have disadvantage.


Monk

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Wisdom or Charisma modifier.

Superior Martial Arts

At 3rd level you gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • You can use a bonus action to take the Dash or Disengage action.
  • You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
  • You gain a martial arts die, a d4, which is the base damage of your unarmed strikes and monk weapons. This is the base damage for these weapons unless you're proficient with them through other means and they deal more damage than your martial arts die. As you gain fighter levels, your martial arts die increases as shown on the table below.
Martial Arts
Level Martial Arts Die
1st d4
5th d6
7th d8
9th d10

Way of the Open Hand

Starting at 6th level, your martial arts ability improves further. Whenever you are called on to make an Athletics check, you may use Acrobatics instead.


Additionally whenever you successfully deflect a missile, you may instantly make a melee or ranged monk weapon attack against a target within 30'.

Evasion

At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Paladin

Spellcasting

By 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a paladin does.


Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know the Sacred Flame or Toll of the Dead cantrip.

Spell Slots

The paladin table shows how many spell slots you have to cast your paladin spells of 3rd level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know a number of 1st-level spells equal to your wisdom modifier plus 1/2 your fighter level from the paladin spell list.


Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in the fighter class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in fighter, you can choose one of the paladin spells you know and replace it with another spell from the paladin spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your paladin spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Widsom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol (see Equipment) or a weapon as a spellcasting focus for your paladin spells.

Paladin Spell Slots per Spell Level
Level 1st 2nd 3rd
3rd 2 - -
4th 3 - -
5th 3 2 -
6th 3 3 -
7th 3 3 1
8th 3 3 2
9th 3 3 3
10th 3 3 3

Aura of Courage

Starting at 6th level, friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Aura of Protection

Beginning at 10th level, friendly creatures within 10 feet of you can add half your proficiency bonus to any saving throw that they don't add their full proficiency to.

Alternative Class Features

Some people like their fighters simple, below are two options that simplfies the fighter even more than it already is.


Sub-classes were made with the original fighter above in mind so some features may not work with the Simple Fighting Styles or Simple Inspiration as well.

Simple Fighting Styles

Replaces:Dynamic Fighting Styles


If there's one thing you know about weapons, it's how to use them, fighting is your speciality after all.


Beginning at 1st level you may choose one of the following options and gain its benefits. As you gain additional levels you may learn more fighting styles, this number is equal to 1 at first level, and then an additional fighting style at 3rd, 6th, and 9th level. All simple fighting styles known are readied and apply whenever you meet the requirements.


Fighting styles don't stack, if two fighting styles would apply to the same roll or feature, you apply only one of the fighting styles. Whenever you gain a level in this class, you may switch a known style with another from the list.

  • Armored: You have +1 AC whenever you wear armor or wielding a shield.
  • Cantrips: You have +1 to attacks and +2 to damage with cantrips that have an attack rolls. You must know a cantrip with an attack roll to take this fighting style.
  • Melee Weapons: You have +1 to attacks and +2 to damage with melee weapons.
  • Ranged Weapons: You have +1 to attacks and +2 to damage with ranged weapons.
  • Thrown Weapons: You have +1 to attacks and +2 to damage with thrown weapons.
  • Two-Weapon Fighting*: When you engage in two-weapon fighting, you gain +1 to attacks with your off-hand weapon attacks and can add your ability modifier to your off hand weapon damage.
  • Protective: If you are wielding a melee weapon or a shield, adjacent creatures that you chose have +1 to AC.
  • Unarmored Defense: While not wearing armor or wielding a shield, your AC is equal to 13 + your Constitution, Dexterity, or Wisdom modifier.

Simple Inspiration

Replaces: Inspiration


Starting at 1st level, you can use a bonus action to give an ally within 30' advantage on an attack roll or ability check.


Replaces: Font of Inspiration


Starting at 4th level, you can use a reaction to give an ally advantage on a saving throw.

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