This is a homebrew version of the fighter. If you'd like to view the original version, go here.
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
|1st||+2||Fighting Style, Second Wind|
|2nd||+2||Action Surge (x1), Combat Prowess|
|4th||+2||Ability Score Improvement, Martial Versatility (Optional)|
|5th||+3||Extra Attack (x1), Combat Prowess|
|6th||+3||Ability Score Improvement, Martial Versatility (Optional)|
|7th||+3||Martial Archetype feature, Combat Prowess|
|8th||+3||Ability Score Improvement, Martial Versatility (Optional)|
|9th||+4||Indomitable (x1), Combat Prowess|
|10th||+4||Martial Archetype feature, Weapon Reliability|
|11th||+4||Extra Attack (x2)|
|12th||+4||Ability Score Improvement, Martial Versatility (Optional)|
|13th||+5||Indomitable (x2), Combat Prowess|
|14th||+5||Ability Score Improvement, Martial Versatility (Optional)|
|15th||+5||Martial Archetype feature, Weapon Reliability|
|16th||+5||Ability Score Improvement, Martial Versatility (Optional)|
|17th||+6||Action Surge (x2), Indomitable (x3)|
|18th||+6||Martial Archetype feature, Weapon Reliability|
|19th||+6||Ability Score Improvement, Martial Versatility (Optional)|
|20th||+6||Extra Attack (x3), Histerical Strength|
As a fighter, you gain the following class features.
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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
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.
- Offense. You gain a +1 bonus to attack rolls and damage rolls.
- Defense. You gain a +1 bonus to AC regardless of what you're wearing.
- Utility. You gain a +1 bonus to DC and spell attacks for Fighter related features.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon with the two-handed or versatile property, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + half your level (to a minimum of 0 damage), and you can then make a free grapple attack.
- Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack, and when performing an opportunity attack you can attack with both weapons as part of your reaction.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
- Mariner. You have a swimming speed and a climbing speed equal to your normal speed, and can use 5 ft. of movement to get out of prone.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you canuse a bonus action to take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At second level, your martial knowledge is reflected on the skillful usage of the weapon you're most familiar with.
Choose one item from the tables below: while wielding the chosen item, you gain additional moves as detailed in the following list to use with that item. You can choose one more item at 5th, 7th, 9th and 13th level
- Careful. With this weapon, you can use your Action to deal an amount of damage equal to your weapon's damage dice without the ability modifier bonus, to a number of creatures of your choosing up to your proficiency modifier, whenever they enter or start their turn within your range, until the start of your next turn.
- Charge. Using at least 15 ft. of your movement in a straight line and making a weapon attack with this weapon, you deal double the dice damage on a creature of your choice, and standard dice damage without the ability modifier bonus on a number of creatures, all of which must be within the same straight line behind the first creature, up to your proficiency modifier. You roll once for all targets, against each of their AC.
- Counterattack. When a weapon attack misses you outside of your turn, you can use your reaction to retaliate and make a weapon attack with this weapon.
- Crush. When hitting a creature with a weapon attack with this weapon, you can use your bonus action to knock the creature prone.
- Cruel. When targeted by an opportunity attack and using this weapon, you can make a weapon attack roll against the creature that is attacking you, dealing the standard damage minus the ability modifier bonus. You can do this a number of times on your turn equal to the attacks available to you for your Attack action.
- Overwhelm. When you miss a creature with this weapon, you can use your bonus action to gain advantage on the next attack roll with this weapon during your current turn.
- Precision. Before making a weapon attack with this weapon, you can use your bonus action to sacrifice the next available weapon attack of your current turn to gain advantage on the attack roll. If the attack hits, it deals double the dice damage.
- Deflect. When you are hit with a weapon attack, you can use this item as a reaction to subtract a number equal to your proficiency modifier from the weapon attack roll's result.
- Protection. On your turn, you can use your reaction with this item to give up to three willing creatures within 5 ft. of you half-cover. This effect lasts until the start of your next turn or until they move out of the 5 ft. range.
- Quick. When making an opportunity attack with this weapon, you can attack the number of times you would be able to using the Attack action on your turn.
- Reliable. As a bonus action with this weapon, you gain an extra attack for every two attacks you missed on your current turn.
- Shove. You can sacrifice one available weapon attack on your turn with this item to shove a creature equal to or less than your size and within 5 ft. of you backwards by 10 ft. If the creature has a Strength or Dexterity score 4 points lower than yours, it also falls prone.
- Smash. When missing a creature with a weapon attack with this weapon, you can force any creatures within the weapon's range to move up to 10 ft. away from you, in different directions of your choosing.
- Sunder. After successfully hitting a target with this weapon, you can use your bonus action to give advantage on the next weapon attack roll on the same target.
- Swipe. When you hit a creature with this weapon, you can sacrifice the next available weapon attack of your current turn to automatically hit any creatures within 5 ft. of both you and the target, dealing the weapon's damage without ability modifier bonus.
|Simple Melee Weapons|
|Club||Crush, Shove, Swipe|
|Dagger||Overwhelm, Reliable, Deflect|
|Greatclub||Crush, Smash, Swipe|
|Handaxe||Cruel, Quick, Swipe|
|Javelin||Careful, Reliable, Precision|
|Light Hammer||Shove, Sunder, Quick|
|Mace||Shove, Smash, Sunder|
|Quarterstaff||Careful, Counterattack, Precision|
|Sickle||Cruel, Deflect, Sunder|
|Spear||Careful, Charge, Swipe|
|Simple Ranged Weapons|
|Crossbow, Light||Deflect, Reliable, Precision|
|Dart||Counterattack, Cruel, Quick|
|Shortbow||Counterattack, Deflect, Precision|
|Sling||Cruel, Quick, Sunder|
|Martial Melee Weapons|
|Martial Ranged Weapons|
|Crossbow, Hand||Counterattack, Precision|
|Crossbow, Heavy||Shove, Sunder|
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. If you do so, you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Beginning at 10th level, when you make a weapon attack, you can treat the d20 roll as a 5. Once you use this feature, you can't use it again until you finish a short or long rest.
You can use this feature twice before a rest at 15th level, and three times at 19th level, but only once on the same turn.
At 20th level, your learn how to temporarily turn off your body's natural inhibitors, achieving maximum physical prowess.
You can activate this ability as a reaction or at the start of your turn when you drop to 0 hit points, or upon witnessing any traumatizing event or desperate circumstance approved by the DM.
For 3 turns, your Strength and Dexterity scores increase by 4, raising the maximum to 24. You gain advantage on all Strength and Dexterity related checks, attack rolls, saving throws as well as Constitution saving throws. Additionally, if you drop to 0 hit points and don't die outright, you can drop to 1 hit point instead if you succeed on a Constitution saving throw against a DC equal to 5 + half the damage taken.