Fighter
Base Class: Fighter

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. 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.

Fighting Style Mastery

Also at 10th level, you have reached a point where you have honed your preferred style of fighting, turning it into a more improved fighting style. your chosen Fighting Style from the Fighter class gains an improvement:

  • Interception

    • You have slowly honed your techniques of intercepting attacks to the point where you can even reduce any income damage to none. When a creature you can see hits a target, including yourself, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + half of your fighter level (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Superior Technique

    • You learn two maneuvers 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 two superiority dice, which is a d8 (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.
  • Thrown Weapon Fighting 

    • Throwing weapons have become a staple of your own style of combat allowing you to aim with thrown weapons with deadly accuracy.  You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll and attack roll.

  • Unarmed Fighting

    • Your time fighting with only your empty hand has granted you the knowledge to strike with an even greater force. Your unarmed strikes can deal bludgeoning damage equal to 1d10 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d10 becomes a d12. Additionally, at the start of each of your turns, you can deal 2d4 bludgeoning damage to one creature grappled by you.

  • Defense 

    • You become a master of defending yourself. While wearing armor, you gain +2 to AC.

 
  • Protection 

    • As the vigilant defender you are, you mastered your techniques to protect others. While you're wielding a Shield and an enemy attacks an ally within 5ft of you, you can use your Reaction to impose Disadvantage on the attack rolls made by that enemy to that ally until the end of the turn. The protected ally also benefits from half cover because of your shield.

  • Great Weapon Fighting 

    • Your mastery with two-handed weapons becomes evident, as you finally perfectioned your attunement with them. When you roll 1, 2 or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. In addition, when you roll a damage die on a melee weapon that you are wielding with two hands, you can treat the damage die's roll of 1 as a 2.

  • Dueling 

    • Whenever you engage an enemy in a duel, your superior dueling skills make the real difference. 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. Under the same conditions, if you're fighting against an enemy and there's no other creature within 5ft of you and that enemy, you gain +2 to attack rolls in all melee attacks against that enemy.

  • Archery 

    • Your steady aim with ranged weapons is almost unmatched. You gain a +2 to attack rolls you make with ranged weapons, and they ignore half cover and three-quarters cover. In addition, if you Ready your action to make a ranged weapon attack against an enemy, you gain Advantage on that attack.

  • Two-Weapon Fighting 

  • Dual Wielding is an unusual technique, often found impractical by most people. You devoted to this fighting style in such a way that you can be a master of offense and defense at the same time. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, you gain a +1 to AC while wielding 2 weapons. Finally, whenever you're hit by a weapon attack, you can use your Reaction to parry that attack with your off-hand weapon. Roll the damage die of your off-hand weapon and add the result + half your proficiency bonus to your AC for that attack only.

Relentless

Starting at 15th level, whenever you use a Maneuver, you can roll a d6 and use it instead of expending a Superiority die.

You can only use this feature once per turn.

Combat Unity

Starting at 18th level, you have learned that not all battles can be won by your techniques alone, thus you have learned to share your knowledge to your allies and lead them to victory. Once per round

 

 

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