🦸♀️(Legacy) 5e - Fighter🦸♀️
Kurzbeschreibung
A master of martial techniques with expertise in a wide variety of weapons and combat maneuvers.
Bildrechts
A scout moves from tree to tree with effortless leaps, nocking an arrow to their bow along the way. Mid-jump they loose their arrow,sending it through the upraised hand of a marauder. The marauder howls with pain, sword dropping to the ground as the scout readies to fire again.
The duelists took positions opposite one another. As one raised her sword, the other’s eyes narrowed, then relaxed. With a grim smile, the second duellist slid into a well practiced stance, waiting for what he knew would come next.
A twig breaks and a sentinel rises from her seeming sleep, halberd falling into her hand as she confronts her would-be ambushers. She directs a hard, withering glare their way and they falter, hesitation setting in as they read her expression. Without a word, the ambushers withdraw.
Well Rounded Specialist
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style 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 general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
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.
Core Class Traits
Primary Ability Strength and/or Dexterity Hit Point Die D10 per Fighter level Saving Throw Proficiencies Strength and Constitution Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival Tool Proficiencies One set of Artisan’s tools of your choice Weapon Proficiencies All Armor Training All Starting Equipment Choose A or B: (A) Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack; (B) Longbow and 20 arrows, pike, shortsword, medium shield, hardened leather, backpack, bell, lantern (standard), manacles, signal whistle
Becoming a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among yourmost important possessions—the only things that stand between you and death’s embrace.
As a Level 1 Character
- Gain all the traits in the Core (Legacy) 5e - Fighter Traits table.
- Gain the (Legacy) 5e - Fighter’s level 1 features, which are listed in the (Legacy) 5e - Fighter Features table.
As a Multiclass Character
- Gain the following traits from the Core (Legacy) 5e - Fighter Traits table: Hit Point Die,
- Gain the (Legacy) 5e - Fighter’s level 1 features, which are listed in the (Legacy) 5e - Fighter Features table. See the multiclassing rules to determine your available spell slots.
General Character Table
This table shows the general progression of every character class. Every column, except for the “Features” Column is applicaple, even if your character is multiclassed
General Character Table
Level Proficiency Bonus Skill Specialty Ability Score Increase Features 1 +2 2 - Class Features 2 - - - Class Features, Feat 3 - - - Subclass Features 4 - - +1 in one ability score of your choice up to a maximum of +4 Feat 5 +3 1 - Class Features 6 - - - Subclass Features 7 - - - Feat 8 - - +1 in one ability score of your choice up to a maximum of +5 Class Features 9 +4 1 - Subclass Features 10 - - - Feat 11 - - - Class Features 12 - - +1 in one ability score of your choice up to a maximum of +5 Feat 13 +5 1 - Subclass Features 14 - - - Feat 15 - - - Class Features 16 - - +1 in one ability score of your choice up to a maximum of +5 Feat 17 +6 1 - Subclass Features 18 - - - Feat 19 - - - Class Features 20 - - +1 in one ability score of your choice up to a maximum of +6 Epic Boon, Feat
Class Features
Class Features Table
Level Features Maneuver Specialization Second Wind Soldiering Knacks 1st Combat Maneuvers, Fighting Style, Second Wind - 2 - 2nd Action Surge, Soldiering Knacks, Feat - 2 1 3rd Martial Archetype - 2 1 4th Feat - 2 1 5th Extra Attack, Maneuver Specialization, Reserves 1 2 2 6th Martial Archetype Feature 1 2 2 7th Feat 2 3 2 8th Martial Lore, Inflexible 2 3 2 9th Martial Archetype Feature 2 3 3 10th Feat 2 3 3 11th Second Extra Attack, Studied Attacks 3 3 3 12th Feat 3 3 3 13th Martial Archetype Feature 3 3 4 14th Feat 3 3 4 15th Unrelenting 4 3 4 16th Feat 4 3 4 17th Martial Archetype Feature 4 3 5 18th Feat 4 3 5 19th Warmaster 5 3 5 20th Epic Boon, Feat 5 3 5
Martial Maneuver Table
Level Exertion Maneuvers Known Maneuver Degree 1st = 2 x PB 3 1st 2nd = 2 x PB 4 1st 3rd = 2 x PB 4 1st 4th = 2 x PB 5 1st 5th = 3 x PB 6 2nd 6th = 3 x PB 7 2nd 7th = 3 x PB 7 2nd 8th = 3 x PB 8 2nd 9th = 3 x PB 9 3rd 10th = 3 x PB 10 3rd 11th = 3 x PB 10 3rd 12th = 3 x PB 11 3rd 13th = 3 x PB 12 4th 14th = 3 x PB 13 4th 15th = 3 x PB 13 4th 16th = 3 x PB 14 4th 17th = 3 x PB 15 5th 18th = 3 x PB 16 5th 19th = 3 x PB 16 5th 20th = 3 x PB 17 5th
Level 1: Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. When you gain a level in this class, you can replace your Fighting Style with another option from the list below.
Fighting Styles
Archery
You gain a
+2bonus to attack rolls with ranged weapons.Blind Fighting
You have 👁️Blindsight with a range of 10 feet.
Close Quarters Shooter
When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have DISADV on the attack roll. Your ranged weapon attacks ignore 🏔️Half Cover and 🏔️Three-Quarters Cover against targets within 30 feet of you. Finally, you have a
+1bonus to attack rolls on ranged attacks.Defensive Fighting
While wearing armor or wielding a shield, you gain a
+1bonus to your Armor Class.Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2bonus to damage rolls with it.Featherweight Fighting
While you are wielding only light weapons, and no other weapons, your speed increases by 10 feet. You also gain a
+1bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any
1or2on a damage die as a3. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.Heavyweight Fighting
You use the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a
+2bonus to damage rolls and you have ADV on Athletics checks made to 🤺Shove.Improvised Fighting
You gain proficiency with improvised weapons. Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll.
Interception
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 DISADV on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.
Mounted Fighting
While you are riding a controlled mount, both you and your mount gain a
+1bonus to your Armor Class, and you can use a Bonus Action on your turn to command your mount to take one Action from its stat block.Shield Warrior
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals
2d4bludgeoning damage. If you are wielding a shield and nothing else, you gain a+1bonus to your shield attack damage rolls and to your Armor Class.Standard Barer
When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant them ADV on their attack roll as a Reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction.
Swordsplay
While wielding a finesse weapon and no other weapons, you gain a
+1bonus to your attack rolls and a+1to your Armor Class so long as you are not using heavy armor or a shield.Technical Fighting
Whenever you use a combat maneuver any damage dealt by attacks using it deal an additional
2damage, and your Maneuver Save DC increases by1.Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a
+2bonus to the damage roll of that attack.Tireless Fighting
Whenever you expend Hit Dice to recover exertion points, you recover
3exertion points per Hit Die expended (instead of1d4exertion points as normal).Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + STRon a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, thed6becomes ad8. At the start of each of your turns, you can deal1d4bludgeoning damage to one creature 🤺Grappled by you.Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one- or two-handed until the start of your next turn. When wielding it one-handed you gain a
+1bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a+2bonus to your damage rolls.Wrestler
When you hit a creature with a melee attack, you can attempt to 🤺Grapple that creature as a Bonus Action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level.
You can use this feature a number of times as shown in the Second Wind column of the Fighter 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 1: Combat Maneuvers
You gain the ability to use 🤺Combat Maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.
You gain an 🤺Exertion pool equal to 2 x your proficiency bonus, regaining any spent exertion at the end of a 😴Short or 😴Long Rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter 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.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
| Name | Description | Classes |
|---|---|---|
| (Legacy) 5e - Adamant Mountain Tradition | Hardiness, Might, Power | Barbarian, Fighter |
| (Legacy) 5e - Arcane Knight Tradition | Martial Magic, Arcana, Elemental | Artificer, Blood Hunter, Fighter |
| (Legacy) 5e - Biting Zephyr Tradition | Distance, Sharpshooting, Thrown Weapons | Blood Hunter, Fighter, Hunter, Marshal, Rogue |
| (Legacy) 5e - Eldritch Blackguard Tradition | Martial Magic, Terror, Death | Blood Hunter, Fighter, Paladin |
| (Legacy) 5e - Mirrors Glint Tradition | Flowing, Insightful, Reactive | Adept, Barbarian, Blood Hunter, Fighter, Hunter, Marshal |
| (Legacy) 5e - Mist and Shade Tradition | Diversion, Feinting, Mental | Blood Hunter, Fighter, Marshal, Rogue |
| (Legacy) 5e - Rapid Current Tradition | Fast Strikes, Mobility, Swiftness | Adept, Barbarian, Fighter, Hunter, Marshal, Rogue |
| (Legacy) 5e - Razors Edge Tradition | Awareness, Concentration, Discipline | Adept, Fighter, Hunter, Marshal |
| (Legacy) 5e - Sanguine Knot Tradition | Legion, Teamwork, Trust | Fighter, Marshal, Paladin |
| (Legacy) 5e - Spirited Steed Tradition | Mounted, Soldiering, Warfare | Fighter, Hunter, Marshal, Paladin |
| (Legacy) 5e - Tempered Iron Tradition | Confidence, Conviction, Zealotry | Barbarian, Fighter, Paladin |
| (Legacy) 5e - Tooth and Claw Tradition | Animalistic, Movement, Natural | Barbarian, Fighter |
| (Legacy) 5e - Unending Wheel Tradition | Mastery, Patience, Training | Adept, Blood Hunter, Fighter, Hunter, Marshal |
| 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 |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Agile Feint (Maneuver) (Legacy) | 2 | Mirrors Glint | BA | 30 ft. | — | ADV |
| 5e - Assisted Roll (Maneuver) (Legacy) | 2 | Mirrors Glint | R | Melee | — | Movement |
| 5e - Knockdown Assault (Maneuver) (Legacy) | 1 | Mirrors Glint | Att | Melee | DEX | Prone |
| 5e - Leading Throw (Maneuver) (Legacy) | 1 | Mirrors Glint | R | Melee | DEX | Movement |
| 5e - Off-Balancing Strikes (Maneuver) (Legacy) | 2 | Mirrors Glint | BA | Melee | Attack | Impaired, Slowed, DISADV |
| 5e - Take Weapon (Maneuver) (Legacy) | 2 | Mirrors Glint | R | Melee | DEX | Disarm |
| 5e - Warning Strike (Maneuver) (Legacy) | 1 | Mirrors Glint | R | Melee | Attack | Movement |
| 5e - Wary Stance (Maneuver) (Legacy) | 1 | Mirrors Glint | BA - Stance | Self | — | Social |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Knockdown Assault (Maneuver) (Legacy) | 1 | Mirrors Glint | Att | Melee | DEX | Prone |
| 5e - Leading Throw (Maneuver) (Legacy) | 1 | Mirrors Glint | R | Melee | DEX | Movement |
| 5e - Warning Strike (Maneuver) (Legacy) | 1 | Mirrors Glint | R | Melee | Attack | Movement |
| 5e - Wary Stance (Maneuver) (Legacy) | 1 | Mirrors Glint | BA - Stance | Self | — | Social |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Agile Feint (Maneuver) (Legacy) | 2 | Mirrors Glint | BA | 30 ft. | — | ADV |
| 5e - Assisted Roll (Maneuver) (Legacy) | 2 | Mirrors Glint | R | Melee | — | Movement |
| 5e - Off-Balancing Strikes (Maneuver) (Legacy) | 2 | Mirrors Glint | BA | Melee | Attack | Impaired, Slowed, DISADV |
| 5e - Take Weapon (Maneuver) (Legacy) | 2 | Mirrors Glint | R | Melee | DEX | Disarm |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Charge (Maneuver) (Legacy) | 1 | Rapid Current | A | Self | Melee | Movement |
| 5e - Eye Slash (Maneuver) (Legacy) | 1 | Rapid Current | Att | Melee | CON | Blinded |
| 5e - Parrying Counter (Maneuver) (Legacy) | 2 | Rapid Current | R | Self | — | AC |
| 5e - Rapid Drink (Maneuver) (Legacy) | 2 | Rapid Current | BA | Melee | — | Utility |
| 5e - Rolling Strike (Maneuver) (Legacy) | 2 | Rapid Current | BA | Self | Melee | Movement |
| 5e - Speed over Strength (Maneuver) (Legacy) | 1 | Rapid Current | R | Melee | — | Attack |
| 5e - Swift Stance (Maneuver) (Legacy) | 1 | Rapid Current | BA - Stance | Self | — | Movement |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Charge (Maneuver) (Legacy) | 1 | Rapid Current | A | Self | Melee | Movement |
| 5e - Eye Slash (Maneuver) (Legacy) | 1 | Rapid Current | Att | Melee | CON | Blinded |
| 5e - Speed over Strength (Maneuver) (Legacy) | 1 | Rapid Current | R | Melee | — | Attack |
| 5e - Swift Stance (Maneuver) (Legacy) | 1 | Rapid Current | BA - Stance | Self | — | Movement |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Parrying Counter (Maneuver) (Legacy) | 2 | Rapid Current | R | Self | — | AC |
| 5e - Rapid Drink (Maneuver) (Legacy) | 2 | Rapid Current | BA | Melee | — | Utility |
| 5e - Rolling Strike (Maneuver) (Legacy) | 2 | Rapid Current | BA | Self | Melee | Movement |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Dangerous Strikes (Maneuver) | 1 | Razors Edge | A | Weapon | Attack | Critical |
| 5e - Exploit Footing (Maneuver) (Legacy) | 1 | Razors Edge | R | Melee | DEX | Prone |
| 5e - Iron Will (Maneuver) (Legacy) | 1 | Razors Edge | R | Self | — | ADV |
| 5e - Perceptive Stance (Maneuver) (Legacy) | 1 | Razors Edge | BA - Stance | Self | — | Utility |
| 5e - Practiced Roll (Maneuver) (Legacy) | 2 | Razors Edge | BA | Self | — | Movement |
| 5e - Twist the Blade (Maneuver) (Legacy) | 2 | Razors Edge | R | Melee | — | Critical |
| 5e - Use the Pain (Maneuver) (Legacy) | 2 | Razors Edge | R | Melee | — | — |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Dangerous Strikes (Maneuver) | 1 | Razors Edge | A | Weapon | Attack | Critical |
| 5e - Exploit Footing (Maneuver) (Legacy) | 1 | Razors Edge | R | Melee | DEX | Prone |
| 5e - Iron Will (Maneuver) (Legacy) | 1 | Razors Edge | R | Self | — | ADV |
| 5e - Perceptive Stance (Maneuver) (Legacy) | 1 | Razors Edge | BA - Stance | Self | — | Utility |
| Name | Degree | Tradition | Time | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|
| 5e - Practiced Roll (Maneuver) (Legacy) | 2 | Razors Edge | BA | Self | — | Movement |
| 5e - Twist the Blade (Maneuver) (Legacy) | 2 | Razors Edge | R | Melee | — | Critical |
| 5e - Use the Pain (Maneuver) (Legacy) | 2 | Razors Edge | R | Melee | — | — |
Level 2: Action Surge
You can push yourself past your limits, if only for a moment. On your turn, you can take one additional Action, except the ⚔️Magic Action.
Once you do so, you must finish a short or long rest before you can use this feature again.
When you reach 15th level, you can use this feature twice between each short or long rest, but only once per turn.
Level 2: Soldiering Knacks
Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At 2nd level you gain a soldiering knack of your choice. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks.
Soldiering Knacks
When you gain access to a new soldiering knack, choose one of the following.
Amphibious Combatant
You gain a swimming speed equal to your Speed, and may spend
1 exertionto reroll a failed STR, DEX, or CON check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend1 exertionto hold your breath for an additional minutes equal to your proficiency bonus.Burst of Strength
You may spend
1 exertionto add your proficiency bonus to a STR check, even if you already add your proficiency bonus to the check.Campaigner
You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your STR when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk ☠️Fatigue from a forced march.
Clearsight Sentinel
You gain 👁️Darkvision with a range of 60 feet.
Extreme Leap
When you take the ⚔️Dash-Action and make a 🏃♀️Long Jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend
1 exertionto triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.Mountaineer
You gain a climbing speed equal to your Speed, and may spend
1 exertionto reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical 🏔️Difficult Terrain costs you no extra movement.Nightwatch
When taking a 😴Long Rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
Stable Footing
A steady stance and careful footwork is instinctive to you. You have ADV on any check or saving throw to avoid falling ☠️Prone or handle difficult ground (such as against a ☄️Grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to
PB × 10.Weather Beaten
Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain ADV on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.
Level 2: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 3: 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass
You choose one 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass, which represents you best.
Your 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.
| Subclass | Description |
|---|---|
| (Legacy) 5e - Bladeseer | Fighters always strive to be two steps ahead of their opponents, studying their techniques, predicting their moves, and outmaneuvering them by precision and skill. The bladeseer takes this approach one step further, using their weapon as a focus to manipulate fate and see beyond normal means. |
| (Legacy) 5e - Cavalier | Often raised at court or in the upper circles of the nobility, the archetypal Cavalier is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. |
| (Legacy) 5e - Charging Shield | Though primarily an armament for defense, in the hands of a properly trained combatant a shield can become a powerful weapon. Charging Shield warriors are thus terrifying to behold in battle, battering away the blows of their foes while surging through combat to deliver shattering strikes at the edge of their chosen tool of war. |
| (Legacy) 5e - Crusader | Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of paladins or clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. |
| (Legacy) 5e - Duelist | Dueling is about reading an opponent, getting into their head and knowing what they’ll do before they do. A duelist moves with grace and style, attacks with finesse and biting wit, and lives a life of flamboyance and honor. |
| (Legacy) 5e - Dungoneer | A dungeoneer is at home in underground lairs, winding caves, and labyrinthian passages. They have adapted to the harsh conditions of dungeon environments and turned them to their advantage. |
| (Legacy) 5e - Echo Knight | A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using magic powers to summon the fading shades of unrealized timelines to aid them in battle. |
| (Legacy) 5e - Gladiator | Gladiators are athletes of bloodsports and performers to mass applause—more than simple warriors, they’re entertainers with a dramatic flair who have survived and triumphed where countless others have failed. Gladiator fighters are champions, feared or beloved but always respected. |
| (Legacy) 5e - Houndmaster | Whether on a lonely hunt in the deep forest or blazing a path through the battlefield, the image of a rugged figure moving as one with their faithful hound is an iconic one. |
| (Legacy) 5e - Marksman | While all fighters learn to draw a bow or hurl a javelin, those who train as Marksmen dedicate themselves to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence. |
| (Legacy) 5e - Master at Arms | While most fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite fighters learn all they can about the theory of combat. |
| (Legacy) 5e - Militarist | As comfortable in a war council as they are on the front lines, militarists are always looking for ways to exploit the weaknesses of their enemies. |
| (Legacy) 5e - Rune Knight | In the times of ancient, humans made pacts with giants and learned their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Rune Knights. |
Level 4: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 5: Extra Attack
You can attack twice, instead of once, when you take the ⚔️Attack-Action on your turn.
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. At levels shown in the Fighter table you may choose to master a combat maneuver you know. You cannot master the same maneuver more than once in this way.
- 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 (including triggering attacks) deals
2additional damage.
Level 5: Reserves
Your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by an amount equal to your Proficiency Bonus.
Level 6: 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass
Your 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.
Level 7: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 8: Martial Lore
Your knowledge of martial lore deepens. Choose one of the following options:
Military Traditions
You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on INT checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on CHA checks made to influence soldiers, guards, or other organized martial forces.
Size Up
Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a Bonus Action to determine the CR of a creature you can see within 200 feet, and that creature’s Maneuver DC.
Weapon Lore
You gain an expertise die on INT checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an Action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).
Level 8: Inflexible
Your Body and Mind are sturdy. Whenever you fail a Save, you can choose to reroll that Save.
You can use this Feature once and must finish a Long Rest, before you can use it again.
Level 9: 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass
Your 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.
Level 10: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 11: Second Extra Attack
You can attack three times, instead of twice, when you take the ⚔️Attack-Action on your turn..
Level 11: 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 12: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 13: 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass
Your 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.
Level 14: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 15: Unrelenting
Your Body and Mind are unbreakable. Whenever you use your Inflexible Feature, you gain a bonus to the roll equal to your Fighter Level. Also you can use the feature twice between long rests.
Level 16: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 17: 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass
Your 🦸♀️(Legacy) 5e - Fighter🦸♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.
Level 18: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Level 19: Warmaster
You have become an undisputed master of battle. You gain the following benefits:
Third Extra Attack
You can attack four times, instead of thrice, when you take the ⚔️Attack-Action on your turn.
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.
Indomitable
You can use your Inflexible feature thrice between Long Rests, before you can use it again. Also when using it you can choose to succeed on the saving throw, instead of rolling the saving throw again.
Level 20: Epic Boon
You gain one Epic Boon feat of your choice, for which you qualify.
Level 20: Feat
As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.
Inspiration/Quelle
Inspiration/Quelle
Class Artwork: Nèstor Ossandón Leal; Class Artwork Monk D&D5e 2024 Player’s Handbook
