🦸♀️5e - Fighter🦸♀️
Bildrechts
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
| Level | PB | HP | Hit Die | Ability Increase | Second Wind | Features |
|---|---|---|---|---|---|---|
| 1st | +2 | 10 + CON | +1d10 | 2 | Know your Enemy, Precise Strike, Second Wind | |
| 2nd | +2 | +6 + CON | +1d10 | 2 | Class Feat, General Feat, Skill Feat | |
| 3rd | +2 | +6 + CON | +1d10 | 2 | Archetype (Subclass) | |
| 4th | +2 | +6 + CON | +1d10 | +1 (max +4) | 2 | Class Feat, General Feat, Skill Feat |
| 5th | +3 | +6 + CON | +1d10 | 3 | Maneuver Specialization, Tactical Master | |
| 6th | +3 | +6 + CON | +1d10 | 3 | Class Feat, General Feat, Skill Feat | |
| 7th | +3 | +6 + CON | +1d10 | 3 | Archetype Feature | |
| 8th | +3 | +6 + CON | +1d10 | +1 (max +5) | 3 | Class Feat, General Feat, Skill Feat |
| 9th | +4 | +6 + CON | +1d10 | 4 | Fighting Expert | |
| 10th | +4 | +6 + CON | +1d10 | 4 | Class Feat, General Feat, Skill Feat | |
| 11th | +4 | +6 + CON | +1d10 | 4 | Archetype Feature | |
| 12th | +4 | +6 + CON | +1d10 | +1 (max +5) | 4 | Class Feat, General Feat, Skill Feat |
| 13th | +5 | +6 + CON | +1d10 | 4 | Master of Combat | |
| 14th | +5 | +6 + CON | +1d10 | 4 | Class Feat, General Feat, Skill Feat | |
| 15th | +5 | +6 + CON | +1d10 | 4 | Archetype Feature | |
| 16th | +5 | +6 + CON | +1d10 | +1 (max +5) | 4 | Class Feat, General Feat, Skill Feat |
| 17th | +6 | +6 + CON | +1d10 | 5 | Unrelenting | |
| 18th | +6 | +6 + CON | +1d10 | 5 | Class Feat, General Feat, Skill Feat | |
| 19th | +6 | +6 + CON | +1d10 | 5 | Archetype Feature | |
| 20th | +6 | +6 + CON | +1d10 | +1 (max +6) | 5 | Warmaster, Epic Boon, Class Feat, General Feat, Skill Feat |
Core Class Traits
Starting Proficiencies
Armor Training All Armor, All Shields Weapon Proficiencies Simple, Martial Saving Throw Proficiencies Choose one proficiency of each A and B: (A) Dexterity OR Constitution, (B) Strength OR Intelligence Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival Tool Proficiencies 1 set of Artisan’s tools Starting Equipment Choose 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
Level Exertion Maneuvers Known Maneuver Degree Attacks per Attack Action 1st 3 2 1st 1 2nd 3 3 1st 1 3rd 5 4 1st 1 4th 6 5 1st 1 5th 8 6 2nd 2 6th 9 7 2nd 2 7th 11 8 2nd 2 8th 12 9 2nd 2 9th 13 10 3rd 2 10th 14 10 3rd 2 11th 15 11 3rd 3 12th 16 11 3rd 3 13th 17 12 4th 3 14th 17 12 4th 3 15th 18 13 4th 3 16th 18 13 4th 3 17th 19 14 5th 4 18th 19 14 5th 4 19th 20 15 5th 4 20th 20 15 5th 4
Class Maneuvers
| Name | Description | Classes |
|---|---|---|
| 5e - Tradition of Attentiveness | Insightful, Reactive, Perceptive | Adept, Blood Hunter, Fighter, Hunter, Marshal, Paladin, Rogue |
| 5e - Tradition of Comradery | Teamwork, Supportive, Social | Barbarian, Fighter, Marshal, Paladin, Rogue |
| 5e - Tradition of Cunning | Diversion, Feinting, Mental, Stealth | Adept, Blood Hunter, Fighter, Hunter, Marshal, Rogue |
| 5e - Tradition of Might | Power, Hardiness, Tough, Brutal | Adept, Barbarian, Fighter, Paladin |
| 5e - Tradition of Prowess | Tactical, Skilled, Confidence, Conviction, Resist Magic | Barbarian, Blood Hunter, Fighter, Hunter, Marshal, Paladin |
| 5e - Tradition of Swiftness | Mobility, Speed, Fast Strikes, Ranged | Adept, Barbarian, Blood Hunter, Fighter, Hunter, Rogue |
Fighting Style Feats
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.
| Archetype | Description |
|---|---|
| 5e - Corsair | - |
| 5e - Defender | - |
| 5e - Hero | - |
| 5e - Knight | - |
| 5e - Marksman | - |
| 5e - Rune Knight | - |
| 5e - Sentinel | - |
| 5e - Soldier | Soldiers 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
2additional 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
