Fighter

The Fighter is the pinnacle of martial excellence and combat. Experts in all sort weaponary and armor. FIghters master varying aspects of warfare, some are brilliant commanders, others are guardians and protectors, while some revel in the challenge of combat. They combine their actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, their skills in warfare has been honed to create art out of combat and warfare

Class Details

Class ID
FI
Starting Skills
2 + intelligence
Key Abilities
Dexterity, Strength
Tags
Martial

Proficiencies & Hit Die

Baseline Weapon Proficiency: Martial, Simple, Unarmed.
Baseline Armor Proficiency: Heavy, Light, Medium, Shield, Unarmored.

Proficiency Trained Expert Master Legendary
Armor L11 L17
Dodge L1 L11 L17
Fortitude Save L1 L9
Initiative L1 L8 L16
Perception L1 L8
Reflex Save L1 L15
Spell/DC L1 L11 L19
Weapon L5 L19
Will Save L1 L3

Hit Die: d10

Class Features

Level 1

Second Wind (FI1-SW)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use an 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.
Kind
Class Trait
Scope
Class Feature
Action
One Action
Usage
Active
Uses
1
Formula Target
Temporary Hitpoints
Formula
1d10+class_level

Combat Styles (FI1-CSC)

Fighters are masters of combat and all have a preferred style of combat. You select one.

Kind
Class Trait
Scope
Subclass Choice
Usage
Passive

Level 2

Martial Mastery (FI)

You unlock Martial Mastery for the fighter. Select martial mastery abilities to use.

Kind
Martial Mastery
Scope
Class Feature
Usage
Active
Martial Points
3 + fighter_level
Masteries Available
strength + dexterity + fighter_level/2

Level 3

Fighter Class Feat (FI3-CF)

Select a Fighter Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 4

Fighter Class Feat (FI4-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 6

Level 7

Fighter Class Feat (FI7-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 8

Fighter Class Feat (FI8-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 9

Fighter Class Feat (FI9-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 11

Fighter Class Feat (FI11-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Adaptive Warfare (FI12AW)

You can swap out one of your fighter class feat on a long rest

Kind
Class Trait
Scope
Class Feature
Usage
Passive

Level 13

Fighter Class Feat (FI13-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 14

Level 16

Fighter Class Feat (FI16-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 17

Fighter Class Feat (FI17-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 18

Level 20

Fighter Class Feat (FI20-CF)

Select a Fighter Class Feat


Kind
Class Feat
Scope
Class Feature
Usage
Active

Subclasses

Combat Style

Banneret

Clad in colors and symbols of their order, the Banneret plants their standard in the heart of battle. Their presence turns the tide—bolstering allies’ courage, forging unbreakable formations, and wreathed in rallying cries that steel hearts against despair.

Level 2

Rallying Cry (FI2-BN)

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level or twice that value in temporary hitpoints(they choose), provided that the creature can see or hear you.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Rallying Banner (FI6-BN)

Banner of Wrath

Your allies within 25 feet gain +1 to attack rolls


Banner of Valor

Your allies within 60 feet gain advantage on saving throws against the frightened effect


Banner of Indomitable Will

Your allies within 30 feet gain +1 to will saving throws.


Banner of Valiant Charge

Allies within 30 feet gain a +2 bonus to damage rolls on the first melee attack they make on their turn when moving at least 20 feet before attacking.

Enemies within 30 feet suffer a -1 penalty to opportunity attack rolls when an ally moves out of their reach.

Banner of Iron Phalanx

Allies within 40 feet gain a +2 bonus to melee attack rolls when adjacent to another ally.

Allies can use their reaction to impose disadvantage on an attack targeting another adjacent ally.

Banner of Tireless March

Allies within 120 feet ignore non-magical difficult terrain.

Allies within range gain a +5 feet bonus to movement speed


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Raise the Banners (FI14-BN)

You revel at the center of battle.


In combat, at the start of third round if you have not been downed, you spend an action to use this ability. You increase the range of your banner by 10 feet. Allies within range of your banner gain temporary hit points equal to five times your 1 + charisma modifier. and gain a +1 to hit roll and saving throws for the next minute.


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 18

Bulwark (FI18-BN)

Allies within 15 feet of you gain bonus defence equal to your charisma modifier + 1


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Fortress Sentinel

These warriors are often guardians of critical places or people, experts at holding the lines against hordes of enemies without fear. They are the stalwart bulwarks of any battle

Level 2

Warden (FI2-FS)

Allies within 10 feet of you come under the Warden effect. You can also expend an action to mark an ally within 30ft to be under the warden effect.


If an ally is marked, you can expend your reaction to move at least 5 feet to maximum of 15ft of an ally and force the enemy to make an attack against you instead.

Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 6

Sentinel (FI6-FS)

When you hit a creature with an opportunity attack, the creature's speed is reduced to 0 provided it is large or smaller. If it is not, you reduce its speed by 30t instead. When a creature within 5 feet of you makes an attack against a target other than you , you can use your reaction to make a melee weapon attack against the attacking creature.


Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Passive
Level 14

Behind me! (FI14-FS)

When allies within your warden field are forced to make a reflex saving throw, you can use your reaction to move up to 15ft to be within 5 feet of that ally and to make that saving throw roll


Your ally automatically gain a +10 to their saving throw, while you make the saving throw with disadvantage. If the spell target area is 10x10ft or is a single target, your ally is unaffected while you become the spell's target.


Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 18

Frontliner (FI18-FS)

You always succeed fortitude saving throws at minimum and your armor value can never be reduced to more than half.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Weapon Master

You are an arms expert who wields any weapon as an extension of their will, flowing seamlessly between swords, axes, polearms, and more.

Level 2

Weapon Specialist (FI2-WM)


You can use special weapons as if you have martial weapon proficiency in them


Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 6

Master of Handling (FI6-WM)

Whenever you end a long rest. Select two weapon types, you can give it one of the following traits each until your next long rest. If it already has that trait, it can only replace that trait.

On-Crit D8

Lethal D8

Armor Piercing 1

Parry 1

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Critical Specalisation Effects (FI14-WM)

When you land a critical hit on an enemy, select and apply one of the following effects, depending on the weapon used:


Ranged (Non-Blackpowder) Piercing Weapons – Impalement

The target’s movement speed is reduced to 0.

They must spend 1 Action to remove the projectile before they can move normally again.


Blackpowder Weapons

The target becomes Stunned 1.


Piercing Weapons (General)

The target is Off-Guard until the start of your next turn.


Slashing Weapons

When you land a critical hit on an enemy, select and apply one of the following effects, depending on the weapon used:



Ranged (Non-Blackpowder) Piercing Weapons – 

  • The target’s movement speed is reduced to 0.
  • They must spend 1 Action to remove the projectile before they can move normally again.




Blackpowder Weapons



  • The target becomes Stunned 1.




Piercing Melee Weapons 



  • The target is Off-Guard until the start of your next turn.




Slashing Melee Weapons



  • The target is Off-Balance until the start of your next turn.




Bludgeoning Melee Weapons



  • The target is knocked 5 ft. back.




Reach Melee Weapons



  • You forcibly move the target 5 ft. in any direction.


The target is Off-Balance until the start of your next turn.


Bludgeoning Weapons

The target is knocked 5 ft. back.


Reach Weapons

You forcibly move the target 5 ft. in any directi

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Deft Swap (FI18-WM)

Whenever your swap equipped weapons, you do so as a free action.

Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Marksmen

The Marksman is a master of ranged warfare: a disciplined sharpshooter who controls the battlefield from afar, picking off high-value targets and weaving deadly geometry with every shot.

Level 2

Headshot (FI2-MM/RN)



When you make a basic ranged weapon attack. You can do a headshot if you are proficient in the weapon. When you do so, your attack gains the following traits


- Your attack gains a -5 to hit

- Gain +3 to armor piercing


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 6

Steady Aim (FI6-MM)

You hold your breath and take steady aim, your movement speed is reduced to 0 and you gain advantage and a +2 on your next ranged attack, your effective range is further increased by 50% and you ignore the volley rule. 
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 14

Fire Superiority (FI14-MM)

When you hit an enemy creature with ranged attacks more than twice and they done damage to you in less instance than you have to them, you gain fire superiority.


When you gain fire superiority, your ranged attacks against the creature gain +1 to hit per successful hit, stacking up to a +3. If the creature did not move that turn, this bonus is doubled.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Honed Shot (FI18-MM)

When you make a ranged attack against a off-guard target or a target you have advantage against, you can do a headshot without taking the -5 penalty.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Raider

The Raider is the quintessential skirmisher: a lightning-fast harasser who thrives on surprise, mobility, and sowing chaos. Raiding parties follow their lead into enemy territory and vanish like ghosts—striking hard, disappearing, and leaving confusion in their wake.

Level 2

Onslaught and Retreat (FI2-FT)

You can use one of the passives on each turn

Onslaught:

When you move at least 40ft towards an enemy, you gain +2 to damage and armor piercing rolls

Retreat:

When you move at least 40ft towards an ally, you gain a +2 to defence.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Swift Footed (FI6-RD)

You gain advantage in initiative rolls, you also ignore non-magical difficult terrain and gain a +1 to defence if you have used an action to move.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Hit and Run (FI14-RD)

Your movement speed increase by 10ft and you cannot be targeted by attack of opportunities.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

One step ahead (FI18-RD)

Before rolling for initiative, you can move up to your movement speed.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Duelist

The blade-flourishing fencer who thrives on one-on-one challenges. Duelists dance along the edge of blades, parrying with uncanny timing and riposting with lethal precision. Their art is personal honor, winning combat not by sheer force but by outthinking and outmaneuvering a single adversary.

Level 2

Dueler’s Challenge (FI2-DL)

As an action, you issue a challenge to an enemy. Once you issue a challenge, you cannot issue another one until the enemy is slain or you have left combat with it. You can only issue once per short rest, but upon killing a marked enemy, you can issue a second challenge.


  • You gain +1 to attack rolls and armor piercing against it.
  • Increase your defence by one against attacks from that  creature
  • Landing attacks against this creature grants you 2 temporary hit points and 5 feet of movement once per turn, you lose the extra movement speed at the start of your next turn.
  • If you attack or target creatures that do not include the challenge, you gain disadvantage on attack rolls.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 6

One on One (FI6-DL)

You can choose to gain a +2 to defence, saving theows and parry roles against attacks, spells and abilities from your challenged target. 

However you are considered off guard against all creatures that is not your challenged targets and have disadvantage on reflex saves from them.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Flourishing Confidence (FI14-DL)

When you succeed a saving throw from a challenged target, you gain advantage on saving throws from the same effect from that target for the next 48 hours.


For the first time this happens gain <charisma modifier + your level> temporary hit points and advantage on your next attack against your challenged target.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Grand Challenge (FI18-DL)

You can issue a grand challenge instead of a duelerm/ challenge once per long rest. When you do so, non challenged creatures who are within 50ft must make a will saving throw. On a basic failure, all of their attacks gain disadvantage against you.

Against non challenged targets,you are counted as dashing against their attacks of opportunity. Your critical threshold is reduced by one against your challenged targets.

You gain a +2 bonus to defence and parry but this is lost if you fail a saving throw or have an attack hit you from a source other than your challenged target.

When you kill a grand challenge target, you gain hit points equal to your level, or twice if the enemy had more than 200 hitpoints. Allies who saw the kill within 60 feet likewise gain the same amount of temporary hit points.





Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Cavaliar

A mounted noble whose steed and rider become a single striking force. Cavaliers thunder into battle on horseback, lancing foes with momentum and expert horsemanship. They are knight-errants of battlefield romance, delivering crushing charges and deftly parrying while aloft in the saddle.

Level 2

Devestating Charge (FI2-CV)

You can declare a devastating charge as an action. The next time you make a melee attack, you gain extra damage based on half your level(round down) + <amount you moved> /10(to a max of 20) rounds up in feet as long as you move in a straight line in a consistent direction.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Formula
round up(level/2) + round up(movement/10)
Level 6

Ramming Charge (FI6-CV)

When you use devastating charge and hit a creature with an attack, you can knock it prone if it fails a fortitude saving throw against your fighter DC

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Shattering Strike (FI14-CV)

When you use devastating charge, your next attack also gains 5 Armor Piercing. If the target fails the fortitude save for ramming charge, your next attack if it hits and is not reduced by more than 10 armor, applies stun 1,.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Momentum of the Charge (FI18-CV)

After using devastating charge, until the start of your next turn, you gain a +3 to attack rolls and damage and you and your mount gain +5 to defence.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Battle Stratergist

A master of the chessboard that is war, the Battle Strategist reads the battlefield like an open map. With deft commands and rousing signals, they position allies for advantage, exploit enemy weaknesses, and turn the clash of steel into a symphony of coordinated strikes.

Level 2

Battle Stratagems (FI2-BS)


You learn stratagems equal to your 1+ intelligence modifier + round up(fighter level/4) Each stratagems can only be used once combat round. You can change one stratagem when you level up


Counter Offensive

As a reaction, select an ally within 30 feet who had been attacked in melee, that ally may spend a reaction to attack once.


Insane Bravery

Spend an action to select an ally within 60 feet. They cannot be frightened for the next minute


Tactical Repositioning

As an action select an ally within 60 feet, they can spend their reaction to move 15 feet


Advance Warning

As an action Select an ally and an enemy within 60 feet, the enemy gains disadvantage on attacks against that ally until the start of your next turn and your ally gains advantage on saving throws against the enemy. 


Expose Weakness

Select an enemy and take the Study action. On a successful check, the next attack against the enemy from all allies within 60 feet gains +2 to attack rolls.


Double Time

As an action Allies within 60 feet gain +10 feet of movement 


Brace for Impact

As an action Allies within 15 feet gain +2 to defence and saving throws until the start of the next turn. 


Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Uses
round up(fighter_level/4) + intelligence
Level 6

Know your Enemy (FI6-BS)

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score

  • Dexterity score

  • Constitution score

  • Armor and Defence 

  • Current hit points

  • Total class levels, if any

  • Fighter class levels, if any


Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 14

Command (FI14-BS)

Once a long rest, you can spend an action on an ally within 50 feet. They can spend their reaction to do any action.


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 18

Superlative Strategist (FI18-BS)

Allies within 30 feet of you can re-roll one dice per turn.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Feature / Skill Feat / Skill Point Summary by Level

Level Features Skill Feats at this Level Skill Points from this Class
L1 FI1-SW–Second Wind, FI1-CSC–Combat Styles 1
L2 Combat Style, FI–Martial Mastery 1 1
L3 FI3-CF–Fighter Class Feat 1
L4 FI4-CF–Fighter Class Feat 1
L5 1 1
L6 Combat Style 1
L7 FI7-CF–Fighter Class Feat 1 2
L8 FI8-CF–Fighter Class Feat 2
L9 FI9-CF–Fighter Class Feat 2
L10 1 2
L11 FI11-CF–Fighter Class Feat 2
L12 FI12AW–Adaptive Warfare 1 2
L13 FI13-CF–Fighter Class Feat 3
L14 Combat Style 3
L15 1 3
L16 FI16-CF–Fighter Class Feat 3
L17 FI17-CF–Fighter Class Feat 3
L18 Combat Style 1 4
L19 4
L20 FI20-CF–Fighter Class Feat 1 4