Fighter

System: D&D5e

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Class Features

As an Fighter, you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons, pistols, sub machine guns, and rifles
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

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.

Firearms

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Tactical Training

You gain the feat Improved Tactical Training for free. You gain all the benefits except for the attribute increase.

Protection

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 disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

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.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.

Choose Champion, Battle Master, or ANTI Knight. 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.

Extra Attack

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.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and 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.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy

Starting at 7th level, 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 Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Maneuvers

The maneuvers are presented in alphabetical order.

     Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

     Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

     Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

     Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

     Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

     Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a W isdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

     Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

     Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

     Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

     Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

     Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

     Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

     Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

     Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

     Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

     Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Note: These maneuvers can be used interchangeably with ranged and melee attacks (so firearms or ancient weapons). Unless the maneuver specifically states that it is for a melee attack (e.g. Riposte or Lunging Attack), it can be used with firearms. If it says “melee attack” it can only be used with a melee weapon.

ANTI Knight

Athas Universal NanoTechnology Institute pioneered the field of nanotechnology. They were some of the main suppliers of nano-bots for various cybernetics and bionics. About fifty years ago, they shifted from strictly nano-technology to psi and magical implants. Those implants were affectionately call “AUNTIe” implants. Once on the market, it was discovered that many of their implants were rushed to market and not fully tested. As a result people were developing various psychoses so severe that many with the implants went on a rampage causing millions in damage and hundreds of casualties. To combat this, AUNTIe wetn back to the drawing board and developed technology that countered their previous implants. The result was the ANTI Knight.
The ANTI Knight is volunteer who is implanted with cutting-edge AUNTIe technology that disrupts magic and psionics. Though specifically developed to counter their previous generation of implants, the effects of the ANTI Knight carry over to other magic and psionics.

AUNTIe Capacitor Conversion

At level 3, when you volunteer for the ANTI Knight program, you undergo extensive surgery to gain a Small Capacitor (100 jolts) that replaces your heart and lungs and is your main source of power. Additionally, you get a Replacement Digestive system which means you can only eat a bio-paste that provides energy to your Capacitor. You gain 50 jolts for every tube you consume. Once the Capacitor is installed you can now power your AUNTIe implants. Because of the nature of the AUTIe conversion and their implants, you lose no Constitution Cost and may acquire other Cybernetics or Bionics normally. Additionally, any other implants you gain do not take away from your Constitution Cost either.

If your Capacitor reaches 0 Jolts, you go unconscious just as you would if you reached 0 HP. However, you do not die, nor will you need to be stabilized. The Capacitor recharges 1 Jolt every 10 hours. So after a long rest, you’ll have at least 1 Jolt to power yourself enough to get that yummy, delicious bio paste. Alternatively, you can charge you capacitor with a battery, see Battery rules.

You can buy upgraded Capacitors at 100 times the base cost due to it having to be converted to work with AUNTIe implants.

ANTI Field

Also at level 3, you receive your first implant: the ANTI Field. As an action, you can activate your ANTI Field. Any magic or psionic (whether it is a magic item, psionic item, or a player or NPC who uses magic or psionics) within 10 ft is now at a disadvantage to cast, manifest, or function. You gain an Advantage to any saves for spells cast on you. If a caster or psion tries to cast or manifest a spell while in your ANTI Field, they must make a Casting Ability save at a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity Bonus (whichever is higher). If the class is proficient in that ability’s saving throw (which they usually are), the caster or psion can add their Proficiency Bonus to the save as normal. Again, they are at a disadvantage for this roll and thus roll 2d20, add the appropriate bonuses to each roll, and take the lower score. If they fail the check or save, the spell or psionic power fails.

This field drains your Capacitor heavily and thus you can only keep it active for a number of rounds equal to 1/2 your level + your Constitution modifier (minimum 2 rounds). Once this period of rounds is over, you are drained and at a -2 to all actions and saves. You regain the use of your ANTI Field and lose the -2 penalty after a short rest. Unlike the other implants, you do not need to commit Jolts to powering the ANTI Field. It lasts as long as it says previously based on your level and Constitution modifier.

AUNTIe Implants

At level 5, and every 3 levels thereafter (8th, 11th, 14th, and 17th), you can choose from the list of AUNTIe implants below to unlock. At the time of volunteering for the program, you have the entire AUNTIe system implanted, but as time goes on, you “unlock” dormant implants. There is no need to go back to AUNTIe to get additional implants.

The general rules for all implants is that to use them you need to supply that implant with Jolts. Or rather, you have 100 Jolts and you use those as points to power the following implants. Each implant will be listed with an Activation Cost. This is the initial base cost to activate the implant and gain its benefits/effects. The implant’s description will have other options that cost more Jolts.

     Containment Field. Activation Cost: 80 jolts. This implant allows you to create a field of force surrounding a target, possibly more. The field is 10 ft in diameter and is a dodecahedron. To activate the field, you roll to hit normally and if you succeed, the target must make a Dexterity save or be trapped. Your spell save for this is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). The field is impenetrable physically, magically, and psionically, but not indestructible. The field comes with 50 HP and any attack from the inside or outside will reduce the HP. Once the HP of the field reaches 0, it dissipates and must be reactivated. The field lasts a number of minutes equal to 1/2 your level + your Constitution modifier or until it reaches 0 HP, whichever comes first. For every 20 extra jolts you commit, you can raise the field’s HP by 20.

     Energy Net. Activation cost: 30 jolts. This implant allows you to project a web of pure energy. This implant acts exactly like the spell Web as cast using a level 1 slot. Your spell save for this is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). For every 20 jolts you spend extra, you can cast it at one spell level slot higher.

     Super Strength. Constantly Running: reduces your max Capacitor jolts by 40. This implant grants you super strength. It does not change your Strength Score, but allows you to lift up to 5 tons of weight. Additionally, your unarmed attacks now do lethal damage (you can still choose to do stun) and do 1d6 damage instead of 1d4. You also gain +2 to all melee damage (unarmed included). At any time, as a bonus action, you can spend 20 jolts and receive a boost in Strength that will increase your lifting capacity by 5 tons and add another +2 to any melee damage.

     Super Speed. Constantly Running: reduces your max Capacitor jolts by 40. This implant grants you super speed. You add 40 ft to your base movement, but your max run speed is now 300 mph. It takes at least 150 yards of clear space to reach your full speed. Additionally, you are granted Evasion and receive a +2 to initiative. At any time as a bonus action, you can spend 20 jolts and receive a boost in Speed that will increase your max run speed by 40 mph and give you an additional +2 to initiative and any Dexterity save.

     Energy Weapon. Activation Cost: 20 jolts. This implant allows you to never be caught without a weapon. You can create any melee weapon using the energy from your Capacitor. The weapon created is like it’s non-energy equivalent in every way, including you needing to be proficient in its use. You can only create melee weapons with this implant. You cannot create ranged weapons, ammunition, or firearms. For every extra 20 jolts you spend, you can make the weapon magic and add a +1 bonus, e.g. if you spend 40 extra jolts, the weapon you create becomes a +2 magic weapon.

     Energy Pulse. Activation Cost: 20 jolts. This implant allows you to fire pulses of energy from your palms. Each pulse does 1d8 damage and has a range of (150/600). It takes one Attack action to fire, thus if you have multiple attacks, you can fire multiple times per round, but each time you do so it uses 20 jolts. For each additional 20 jolts you spend, you increase the number of dice by 1. So, if you spend 40 jolts, you will fire a pulse that does 2d8 damage, but that is for each pulse. If you use 40 jolts and then just 20 jolts, your first pulse does 2d8 and the second 1d8. The “bonus” jolts must be spent per pulse.

Consume Magic Item

At 7th level, you can destroy a magic item and consume the released energies to refill the Jolts on your capacitor. The rarity of the item increases the number of Jolts you regain. Here is the chart:

Item Rarity Jolts Recovered
Common 20
Uncommon 50
Rare 100
Very Rare 500
Legendary 1000

You cannot destroy Artifacts.

Dispelling Strike

At 10th level, your weapon strikes have a chance to dispel magic. Upon a successful hit (ranged or melee), your target is affected as if you cast Dispel Magic on them. For your spellcasting ability, you use your Strength or Dexterity. This strike will cast Dispel Magic as if it were level 3. For every 40 Jolts you use, you can cast this as a 1 level higher slot. For example, if you use 80 jolts, you can cast it as if it were a level 5 slot. All Dispel Magic rules apply. You can use this strike a number of times per day equal to 1/2 your level + your Constitution modifier. It does not use Jolts unless you cast it as a higher spell slot. Once you’ve used all of them, you can regain them after a short rest.

Improved Cyber Resilience

At 15th level, you no longer have any Constitution Cost for cybernetics. This is not retroactive, however. Any Constitution Cost you incurred from previous levels still apply.

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