Be it the wilderness at the outskirts of civilization, the cursed tombs of antiquity, the high seas, or the alleys and halls of the large trade metropolises of the subcontinents, there has never been more need for a man with a good skill with a blade. A fighter is the archetypal warrior, one who knows he has embarked on the path of battle, and the responsibility that this path demands.
1 / +2 / Fighting skills, second wind
2 / +2 / Ability score improvement, exert
3 / + 2 / extra attack
4 / + 3 / 1st archetype
5 / +3 / Ability score improvement
6 / +3 / Extra attack
7 / + 4 / 2nd archetype
8 / +4 / Ability score improvement
9 / +4 / Extra attack
10 / +5 / 3rd Archetype
11 / +5 / Ability score improvement
12 / +5 / Extra attack
Hit dice: 1d10
Armor proficiencies: all armor, all shields
Weapons: simple weapons, 4 martial weapong groups.
Tools: choose 1 from: carpenter's tools, smith's tools, leatherworker's tools, cook's utensils, vehicles(water)
Saving throws: Strength, Dexterity
Skills: choose two skills from: Acrobatics, Animal handling, Athletics, History, Insight, Intimidation, Perception, Investigation, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) Ring shirt and buckler, (b) Chain coat and round shield, (c) metal breastplate, or (d) leather armor, longbow and 20 arrows.
two weapons of choice.
(a) a dungeoneer's back or (b) an explorer's pack
At 1st level, gain access to the fighting skill tree, and choose two abilities. Whenever you level up, gain an extra fighting skill. The abilities are organized as a tree, allowing you to take a skill if you have taken the required fighting skill. Any DC is equal to 8 + your proficiency bonus + your strength or dexterity bonus, whichever is higher.
Armor training - Gain a +1 bonus to AC while wearing armor.
Heavy armor training - heavy and medium armor provides an additional instance of block at the start of combat.
Weight shifting - Ignore 1 bulk from your armor when calculating AC.
Custom fittings - You can spend a rest dice on a piece of armor during a rest, specializing it for yourself. You ignore one further bulk from it while wearing it.
Armor absorption - When receiving an instance of damage while wearing light or medium armor, you can gain resistance to the damage as a reaction at the cost of granting your armor a -1 penalty.
Bracing - When using armor absorption, instead make an athletics check vs 5 + the damage taken. On a success, the armor does not suffer any penalty.
Armored sprint - Ignore 1 slow from armor.
Juggernaut - For every two points of your combined bulk(before any reductions, rounded up) add +1 damage to your melee and unarmed attacks.
Armor heft - While wielding medium or heavy armor, treat your weapons as having the heft property.
Shield training - The critical range of your shield bash attacks is increased by 1.
Defensive training - Gain a +2 bonus to all block checks while wielding a shield.
Shield bracing - When at 0 block, you can choose to still block the attack, taking a critical hit if you do not succeed the block check. You drop the shield afterwards and it takes a -1 penalty.
Surge of strength - When you roll a natural 20 on a block check while wielding a shield, no block is spent for the check.
Guard training - When a nearby ally within melee range is attacked, you can spend block and attempt the block check yourself to block the attack. The attack still hits the ally if you fail the block check.
Bodyguard - You can spend a reaction to swap tiles with an ally being attacked within 5ft, and become the target of the attack.
Agile armor training - While at 0 bulk (after any reductions) you gain a +2 bonus to all block checks and dexterity saves.
Combat roll - When subject to an attack, or a strength or dexterity save, you can spend a reaction to gain 1 of the following: either a +1d4 bonus to AC against the attack, the next block check, or the save. At the end of this, move 5 ft without provoking a reaction.
Modify constraints - You can modify a piece of armor during a rest to reduce both it's AC and bulk by 1. This can be repaired during a short rest, and cannot be applied to a piece of armor more than once.
Weapon expertise - Choose a weapon group you are proficient with and gain a +1 bonus to all damage dealt by weapons in that group.
Counter - When a maneuver is used against you that requires a block check or a save, you can spend a reaction to roll a weapon attack instead, and determine the outcome.
Parry - If you succeed on a counter check, you can also make an attack against the attacker as a free action.
Expert counter - Gain a +2 bonus to the counter weapon roll.
Edge strike - Your reach weapons deal an additional 1d4 damage at the last 5 feet of their range.
Reach straps - You can modify a weapon with the reach property during a rest to grant it an extra 5ft of reach. This can only apply when you or other creatures with this skill wield it.
Extra weapon proficiency - Choose 2 other weapon groups to gain proficiency with and apply weapon expertise to 1 of them.
Battle focus - While retaining one hand free during combat, you gain an extra reaction.
Grip - You can use the weapons versatile damage dice even when wielding it in one hand.
Power striking - Your two-handed weapon attacks deal an additional 1d4 damage to targets within 5 feet.
Overpower - Your overpower dice are increased by 1 size category.
Two weapon fighting - When attacking with your offhand weapon, you can add your modifier to the damage of the off-hand attack. You gain a +1 bonus to AC while wielding two weapons. The bonus to AC stacks with the two weapon fighting feat.
Twin maneuvers - You can perform one weapon maneuver per turn without spending a bonus action while wielding two weapons.
Attack mastery - Choose a weapon type. You can reroll an attack with this weapon type by spending a rest dice. Can only be done once per turn.
Attack art - You can use attack mastery to reroll an attack up to twice per turn.
Dire attack - The attack mastery reroll can be done by taking 1 damage to fatigue instead.
Expert cleave - Your cleave attacks still critically strike if the ignored disadvantage dice is a natural 20, if they hit.
Power cleave - Your cleave attacks can target an additional creature.
Expert throw - Your thrown weapon range is doubled.
Pinning throw - Your thrown weapon attacks can pin grounded targets on a critical hit if they deal piercing damage. The target has to make a strength save as an action or bonus action to break free if it is hit.
Anatomical aim - Your thrown weapon attacks can stun their targets on a critical hit instead of dealing additional damage. The target must make a constitution save. On a failure, it becomes stunned for 1 round. On a success, it takes regular critical strike damage.
Grenadier - Any splash or AOE thrown weapon or tool that you use has its target or effect area increased by 5 feet.
Calculated throw - Your thrown weapon attacks ignore 1/2 cover and gain a +1 bonus to hit if the target is not behind cover.
Sharpshooting - Your ranged attacks gain a +2 bonus to their block DC.
Snipe - You can forego your entire turn to make a single ranged attack at advantage. The attack deals an extra 1d6 damage, which is multiplied on a critical hit.
Improved snipe - Increase the bonus damage from snipe to 2d6.
Rapid reload - Reduce the reload property of your weapons by 1.
Rapid reload II - Further reduce the reload property of your weapons by 1.
Rapid reload III - Further reduce the reload property of your weapons by 1.
Point blank shot - Your ranged attacks against targets within 5 feet no longer have disadvantage.
Execution - Your crossbow attacks against targets within 5 feet gain a 1d6 bonus to damage. This damage is multiplied on a critical hit.
Volley - When attacking with a ranged weapon, you can make an extra attack at disadvantage by spending a move action.
Improved volley - The volley attack is no longer made at disadvantage.
Battle engineering - You gain a +1d4 bonus on checks made to disarm, activate, create, or prepare traps or tools of combat. Weapons with the tool property have their bonuses doubled.
Arson tactics - When dealing fire damage to a creature, increase any damage dealt by 1. You can ignite a weapon with the ignite property as a bonus action.
Igniting critical - When critically striking with a weapon that deals fire damage, apply the on fire condition
Bomb tinkering - During a rest, you can tinker with bombs you possess or create in one of the following ways: exchange 1 dice of damage, 1 turn of duration, a +1 bonus worth of DC, or a +1 bonus to hit for one another. This ends up swapping around values. No value can be modified further than twice (more than -2 or +2.)
Explosives expertise - Increase the damage dice of any thrown area of effect item or bomb-like thrown weapon you use by 1 size category.
Poison preparation - When you apply poison to a weapon or trap, it gains the following benefits, if applicable: damage dealt is increased by 1d4, duration is increased by 1 turn, DC is increased by 1.
Toxin preparation - Any oil, poison or similar substance that you apply to a weapon or ammunition has it's damage dice, if any, increased by 1 size category.
Siege engineering - Gain a +1d4 bonus on all checks made to reload, repair, or prime siege equipment and mounted ranged equipment. Weapons with the cartridge reload property can now be fully reloaded as a bonus and move action.
Bolt preparation - You can spend 1 rest dice during a short rest to prepare 1d6 incendiary or poison arrows or bolts, which deal an additional 1d8 fire, acid, or poison damage respectively. All arrows do not need to be of the same type. You can apply this effect to other non-basic ammunition you create.
Alchemy bolt training - Increase the bolt preparation bolt damage and amount to 3d4, and also allow for necrotic and acid damage.
Mechanical training - Gain proficiency with mechanics tools. Reduce the reload property of weapons with the launcher type by 1.
Tool training - Gain proficiency with a kit or set of tools of your choice. Weapons with the tool property now grant a +3 bonus instead.
Weapon modification - You can spend 1 rest dice during a short rest to modify a weapon with the tool property, or one with less than 6 properties, and grant it one of the following modifications: 1d4 slash, 1d4 overpower, thrust, swing, or slam.
Survival training - Gain a +1 bonus to nature, survival, stealth, and perception checks.
Ambush training - Gain an extra attack and extra reaction on your first acting turn of combat.
Opportunism - When an attack of opportunity, a shield bash, or a reaction that requires a d20 roll rolls a natural 20, the reaction cost is refunded.
Situational awareness - Gain an extra reaction while wielding one hand free. Gain a +3 bonus to initiative.
Bag and capture - Treat all grapple, snare, and hook properties as being 1 tier higher.
Smoke powder - You can prepare 1d4 smoke pellets during a rest by spending a rest dice. A smoke pellet can be thrown at a range of 30 feet and fill a 5ft space with smoke. Creatures that start or end their turn in the smoke must make a constitution save to not be blinded for 1 round.
Surprise attack - Once per combat you can grant one of you attacks a 1d10 damage bonus. This damage is multiplied on a critical hit.
Improved surprise attack - Upgrade surprise attack damage to 2d8.
Alchemical insight - Increase all health restored from potions by 1d4 and all fatigue restored from potions by 1. Applies to potions you consume and potions you create.
Conditioning - Gain a +1 bonus to physical saves
Blood infusion - Increase max HP by 1d10.
Extended conditioning - Gain a further +2 bonus to a physical save of your choice.
Extensive training - Gain a +1 bonus to an ability score of your choice.
Fortified will - Gain a +2 bonus to wisdom saves.
Pain tolerance - Reduce all incoming damage by 1.
Ignore pain - Once per long rest, you can choose to make a insight or intimidation check vs damage taken and reduce it to 1 on a success.
Make do - Once during a rest, you can create one of the following at no rest dice cost, depending on what set of tools you are proficient with:
* Alchemists kit - 1 basic alchemists fire bomb.
* Brewer's tools - a 1d8 healing flask
* Carpenter's tools - 1d8 splinter bolts, each applying bleed on a critical hit.
* Cook's utensils - 1d4 strength rations, each restoring 1 fatigue over 10 minutes.
* Herbalists kit - 1 herbal potion, which allows you to remake a wisdom or constitution save vs an ongoing effect.
* Jeweler's tools - 1d4 rock crystals, which can be thrown at a range of 40/80 feet, causing a rainbow spark and noise, and revealing invisible creatures for 1 round with their shards if any are within 5 feet of the target.
* Leatherworkers tools - 1 net
* Thieves tools - 1d2 spool keys, which can be used to grant a +2 bonus to a check made to undo a lock-like mechanism, but fails and lock up in the keyhole on a failure. They can be deliberately misused/triggered in a lock to automatically lock a door.
* Smiths tools - 1 bear trap.
Pack mule - Gain a +2 bonus to all checks made to carry, lift, or move creatures or heavy objects. Ignore 1 bulk from armor.
Self defense training - While wielding no weapons or shields, gain a +1 bonus to AC and block checks. Otherwise, gain 1 extra block at the start of combat.
Brawl tactics - Your unarmed attacks deal an extra 1d4 damage if your previous attack was not an unarmed attack.
Dodge roll - The first time you take damage each turn, you can immediately reduce it by 1d4 and move 5 feet.
Footwork - You can move 5 feet as a free action before or after an attack, allowing you to attempt to attack targets 5 feet further if you commit to the movement.
Unarmed combat - Your unarmed and improvised weapon attacks gain a +1 bonus to hit and damage. You can treat improvised weapons as having the force critical property, but using it will break the improvised weapon.
Tactical training - Once per long rest, you can grant an ally within 30 feet advantage on a d20 roll. They must be able to at least see or hear you, or you must be able to interact with them or the subject of the roll.
Charge tactics - Your movement speed is increased by 10 feet. Animals you ride have their movement speed increased by 10 feet.
Evasive maneuvers - The first attack of opportunity against you each turn has disadvantage.
Flanking presence - Enemies within reach have a -2 penalty to block checks. This effect cannot stack from multiple sources.
Rallying call - Once per rest you can do a rallying call for you allies. All allies within hearing restore 1 fatigue, and gain a +1 to their next save, attack, ability check, or death save.
Marching orders - You can spend 1 rest dice to restore 1 fatigue to an ally and grant them an immediate movement action.
Rudimentary arcane ward training - You can spend a reaction to gain a +1d4 bonus to a save against a spell. If you fail the save, you can choose to either spend 1 rest dice or take 1 damage to fatigue.
Crude counterspell - You can choose to attempt to counterspell a spell or magical ability that is targeting you by taking 1d3 points of fatigue damage. You can use either your arcana, sleight of hand, dexterity, wisdom, or intelligence bonus as the bonus to the counterspell roll.
Sigil training - Gain a +1 bonus to arcana. Increase the rudimentary arcane ward bonus to 1d6, and gain a +1 bonus to all checks made to interact with magical items and objects.
Cantrip training - Learn an arcana or oath cantrip. Use intelligence or wisdom as the casting attribute. If the cantrip has only somatic components, you can use dexterity as the casting attribute. If the cantrip has only a verbal casting component, you can use constitution as the casting attribute.
Hex training - Learn 2 lesser hexes.
Hex training II - Learn 1 major hex.
Hex training III - Learn either 2 lesser hexes or 1 major hex. Upgrade 1 hex of choice once.
Hex training III - Learn 1 greater hex. Upgrade one hex of choice once.
Tactical preparation - Your rest dice maximum is increased by 1.
Vital strike - Your critical attacks deal an extra 1d8 damage.
Brutal tactics - Increase the regards weapon property damage dice by 1 size category.
Critical mastery - Treat all force critical weapon properties as being 1 tier higher.
Improved vital strike - Increase the extra damage to 2d8.
At 1st level, you may spend any number of rest dice (up to your constitution bonus, min 1) as a bonus action do one of the following per rest dice spent
heal 2d4 health, gaining overhealing as temporary health
restore 1 point of fatigue
At 2nd, 5th, 8th, and 11th level you gain an ability score improvement. You may increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, gain a feat.
Also, a fighter gains an extra fighting skill per feat or ability score increase(from classes only) that they have.
At 2nd level, you can spend 1 rest dice as a free action on your turn to gain an extra turn right after. After the second turn ends, you take 1d3 damage to fatigue.
You can only use this ability once per round.
At 3rd level, when making an attack action, you can make an additional attack. This increases to 2 attacks at 6th, 3 attacks at 9th level, and 4 attacks at 12th level.
At 4th level, choose a martial archetype to follow. This archetype grants features at 4th, 5th, and 6th level. The following martial archetypes are available:
At 7th level, choose a martial archetype to follow. This archetype grants features at 7th, 8th, and 9th level. The following veteran archetypes are available:
At 10th level, choose a martial archetype to follow. This archetype grants a feature at 10th level, as well as a powerful capstone feature at 12th level.