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
FI2 + intelligence
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
1d10+class_levelFighters are masters of combat and all have a preferred style of combat. You select one.
You unlock Martial Mastery for the fighter. Select martial mastery abilities to use.
3 + fighter_levelstrength + dexterity + fighter_level/2Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
You can swap out one of your fighter class feat on a long rest
Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
Select a Fighter Class Feat
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.
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.
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
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.
Allies within 15 feet of you gain bonus defence equal to your charisma modifier + 1
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
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.
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.
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
You always succeed fortitude saving throws at minimum and your armor value can never be reduced to more than half.
You are an arms expert who wields any weapon as an extension of their will, flowing seamlessly between swords, axes, polearms, and more.
You can use special weapons as if you have martial weapon proficiency in them
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
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 –
Blackpowder Weapons
Piercing Melee Weapons
Slashing Melee Weapons
Bludgeoning Melee Weapons
Reach Melee Weapons
• 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
Whenever your swap equipped weapons, you do so as a free action.
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.
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
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.
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.
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.
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.
Your movement speed increase by 10ft and you cannot be targeted by attack of opportunities.
Before rolling for initiative, you can move up to your movement speed.
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.
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 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.
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.
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.
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.
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.
round up(level/2) + round up(movement/10)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
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,.
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.
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.
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.
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
Once a long rest, you can spend an action on an ally within 50 feet. They can spend their reaction to do any action.
Allies within 30 feet of you can re-roll one dice per turn.
| 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 |