🦸‍♀️5e - Fighter🦸‍♀️

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Regelwerk Klasse Fighter 5e.png

Fighters rule many battlefields. Knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.

Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles 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 ability and extensive specialization makes Fighters superior combatants.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Class Table

LevelPBHPHit DieAbility IncreaseSecond WindFeatures
1st+210 + CON+1d102Know your Enemy, Precise Strike, Second Wind
2nd+2+6 + CON+1d102Class Feat, General Feat, Skill Feat
3rd+2+6 + CON+1d102Archetype (Subclass)
4th+2+6 + CON+1d10+1 (max +4)2Class Feat, General Feat, Skill Feat
5th+3+6 + CON+1d103Maneuver Specialization, Tactical Master
6th+3+6 + CON+1d103Class Feat, General Feat, Skill Feat
7th+3+6 + CON+1d103Archetype Feature
8th+3+6 + CON+1d10+1 (max +5)3Class Feat, General Feat, Skill Feat
9th+4+6 + CON+1d104Fighting Expert
10th+4+6 + CON+1d104Class Feat, General Feat, Skill Feat
11th+4+6 + CON+1d104Archetype Feature
12th+4+6 + CON+1d10+1 (max +5)4Class Feat, General Feat, Skill Feat
13th+5+6 + CON+1d104Master of Combat
14th+5+6 + CON+1d104Class Feat, General Feat, Skill Feat
15th+5+6 + CON+1d104Archetype Feature
16th+5+6 + CON+1d10+1 (max +5)4Class Feat, General Feat, Skill Feat
17th+6+6 + CON+1d105Unrelenting
18th+6+6 + CON+1d105Class Feat, General Feat, Skill Feat
19th+6+6 + CON+1d105Archetype Feature
20th+6+6 + CON+1d10+1 (max +6)5Warmaster, Epic Boon, Class Feat, General Feat, Skill Feat

Core Class Traits

Starting Proficiencies

Armor TrainingAll Armor, All Shields
Weapon ProficienciesSimple, Martial
Saving Throw ProficienciesChoose one proficiency of each A and B: (A) Dexterity OR Constitution, (B) Strength OR Intelligence
Skill ProficienciesChoose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival
Tool Proficiencies1 set of Artisan’s tools
Starting EquipmentChoose A or B: (A) 1 Armor worth less than 150 SP, a Shield, 2 Weapons, 10 SP; (B) 150 SP

Martial Class

Maneuver Ability: Strength or Dexterity
Maneuver Attack: STR/DEX + Proficiency Bonus
Maneuver Save DC: 8 + STR/DEX + Proficiency Bonus
Combat Traditions: You gain proficiency in two of the following Combat Traditions: 🤺Attentiveness, 🤺Comradery, 🤺Cunning, 🤺Might, 🤺Prowess, 🤺Swiftness
Exertion: The Martial Table shows how much Exertion you have to use Manuevers. To use one of these Maneuvers, you must expend an amount of Exertion as defined by the Maneuver. You regain any spent Exertion at the end of a Short or Long Rest.
Maneuvers: You know a number of Maneuvers from Combat Traditions you are proficient in as shown in the Martial Table. The Maneuvers Known column of the Martial table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. Whenever you gain a Level in this Class you can replace one of your Maneuvers with another Maneuver of your choice.
Fighting Style: You gain one Fighting Style 🥇Class Feat of your choice.
Weapon Masteries: You can use the 🗡️Mastery Properties of all 🗡️Weapons you are proficient in.
Extra Attack: Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 11th Level you can attack three times and starting at 17th level you can attack four times. This is shown in the Martial table below.

Martial Table

Martial Table

LevelExertionManeuvers KnownManeuver DegreeAttacks per Attack Action
1st321st1
2nd331st1
3rd541st1
4th651st1
5th862nd2
6th972nd2
7th1182nd2
8th1292nd2
9th13103rd2
10th14103rd2
11th15113rd3
12th16113rd3
13th17124th3
14th17124th3
15th18134th3
16th18134th3
17th19145th4
18th19145th4
19th20155th4
20th20155th4

Class Maneuvers

Showing 6 of 6 entries
NameDescriptionClasses
5e - Tradition of AttentivenessInsightful, Reactive, PerceptiveAdept, Blood Hunter, Fighter, Hunter, Marshal, Paladin, Rogue
5e - Tradition of ComraderyTeamwork, Supportive, SocialBarbarian, Fighter, Marshal, Paladin, Rogue
5e - Tradition of CunningDiversion, Feinting, Mental, StealthAdept, Blood Hunter, Fighter, Hunter, Marshal, Rogue
5e - Tradition of MightPower, Hardiness, Tough, BrutalAdept, Barbarian, Fighter, Paladin
5e - Tradition of ProwessTactical, Skilled, Confidence, Conviction, Resist MagicBarbarian, Blood Hunter, Fighter, Hunter, Marshal, Paladin
5e - Tradition of SwiftnessMobility, Speed, Fast Strikes, RangedAdept, Barbarian, Blood Hunter, Fighter, Hunter, Rogue

Fighting Style Feats

Showing 15 of 15 entries
NameCategoryLevelPrerequisiteRepeatableSource
5e - Fighting Style - ArcheryClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - Blind FightingClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - DefensiveClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - DuelingClass1Martial ClassSelf
5e - Fighting Style - Featherweight FightingClass1Martial ClassSelf
5e - Fighting Style - Great Weapon FightingClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - Heavyweight FightingClass1Martial ClassSelf
5e - Fighting Style - Improvised FightingClass1Martial ClassSelf
5e - Fighting Style - MountedClass1Martial Class
5e - Fighting Style - OpportunistClass1Martial ClassGrim Hollow: Player's Guide (2024)
5e - Fighting Style - Shielded FightingClass1Martial ClassSelf
5e - Fighting Style - Technical FightingClass1Martial Class
5e - Fighting Style - Thrown Weapon FightingClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - Two-Weapon FightingClass1Martial ClassPlayer's Handbook 2024
5e - Fighting Style - Unarmed FightingClass1Martial ClassPlayer's Handbook 2024

Class Features

Level 1: Know your Enemy (Flavor)

After observing a Creature for 1 Minute or as a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself. Make a DC15 Insight Check. Success: You learn if one of the following stats of the Creature is higher, lower, or the same as yours: STR, DEX, CON, INT, WIS, CHA, AC, HP. Alternatively you can learn if the Creature has any Immunities, Resistances, or Vulnerabilities, and if the Creature has any, you know what they are.

Level 1: Precise Strike

Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have ADV.

Number of Uses: You can use this feature a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a Long Rest.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on.

Healing Surge: As a Bonus Action, you can expend a use of your Second Wind to regain Hit Points equal to 1d10 + your Fighter level. Additionally you can move up to half your Speed without provoking ⚔️Opportunity Attacks.

Tactical Mind: When you fail an Ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the Ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Number of Uses: You can use this feature a number of times as stated in the Fighter Class Table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 2: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 3: Archetype (Subclass)

Choose one Archetype, which represents you best. Your Archetpye grants you new abilities at 3rd, 7th, 11th, 15th, and 19th level.

ArchetypeDescription
5e - Corsair-
5e - Defender-
5e - Hero-
5e - Knight-
5e - Marksman-
5e - Rune Knight-
5e - Sentinel-
5e - SoldierSoldiers are battlefield hardened Fighters, who earn their living by fighting in wars. They could be mercenaries, men-at-arms, or unlucky peasants, who were drafted into an army.

Level 4: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 5: Maneuver Specialization

As you experience combat and perfect your techniques they get easier for you to perform and more difficult for your foes to overcome. You master 2 of your known Maneuvers. You cannot master the same maneuver more than once in this way. Mastering a Maneuver grants you the following benefits:

  • The Exertion Point cost of mastered maneuvers is reduced by 1 (minimum 1).
  • Your Maneuver Save DC for mastered maneuvers increases by 1.
  • Any attack you make as part of a mastered maneuver deals 2 additional damage.

Level 5: Tactical Master

You gain the following benefits:

Combat Maneuver Tradition: You gain proficiency in one additional Combat Tradition of your choice, that is available to Fighters at 1st level.

Flexible Mastery: When you attack with a weapon, you can replace that weapon’s 🗡️Mastery Property with the 🗡️Push, 🗡️Sap, or 🗡️Slow mastery property for that attack.

Level 6: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 7: Archetype Feature

You gain the 7th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 8: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 9: Fighting Expert

You gain the following benefits:

Maneuver Specialization: You master another maneuver (see Level 5: Maneuver Specialization).

Indomitable: If you fail a Save, you can reroll it with a bonus equal to your Fighter level, and you must use the new roll.

Number of Uses: You can use this feature a number of times equal to your Fighter level / 6 (rounded down) and you you regain all expended uses when you finish a Long Rest. When you have no uses left, you can spend 2 Exertion to use it again.

Level 10: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 11: Archetype Feature

You gain the 11th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 12: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 13: Master of Combat

You gain the following benefits:

Maneuver Specialization: You master another maneuver (see Level 5: Maneuver Specialization).

Studied Attacks: You masterfully study your opponents and learn from each attack you make. If you make an Attack roll against a creature and miss, you have ADV on your next attack roll against that creature before the end of your next turn.

Level 14: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 15: Archetype Feature

You gain the 15th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 16: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 17: Unrelenting

You gain the following benefits:

Immovable: When you roll 🎲Initiative, you regain 2d6 Exertion and 2 uses of Second Wind.

Maneuver Specialization: You master another maneuver (see Level 5: Maneuver Specialization).

No Surrender: When you take damage that reduces you to 0 hit points but doesn’t kill you, you don’t fall ☠️Unconscious and can continue acting normally. You still make 🎲Death Saves at the start of your turn, suffer Death Saves whenever you take damage, and die after three failed Death Saves. If you are stabilized during this time, you remain conscious, but fall ☠️Unconscious after 1 minute if you do not regain at least 1 hit point.

Saving Throw Proficiency: You gain Saving Throw Proficiency with in both Ability Scores that you didn’t pick at 1st level. If you are already proficient in one of those Saves, you gain Saving Throw Proficiency with another Ability Score of your choice.

Level 18: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 19: Archetype Feature

You gain the 19th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 20: Warmaster

You have become an undisputed master of battle. You gain the following benefits:

Master of Combat: You master every Maneuver you know and any future maneuvers you learn as per Maneuver Specialization. Additionally, choose one maneuver of 3rd degree or less that you know. You are able to use the chosen maneuver without expending any Exertion Points.

Stronger Maneuvers: Your 🤺Maneuver Save DC increases by 2 and every time you deal damage using a Maneuver, that damage is increased by 3.

Truly Indomitable: When you use your Indomitable feature, you can choose to succeed on the Save, instead of rolling it again.

Level 20: Feats

You gain one 🥇Epic Boon Feat, one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork: Nèstor Ossandón Leal; Class Artwork Monk D&D5e 2024 Player’s Handbook

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