Fighter
Base Class: Fighter

Many of these warriors wander the realms, offering their skills to any cause that might take them, or to anyone with coin. Using fast reflexes and vengeful tenacity to overcome any who stand in their way, the Man-at-Arms is a master of suprising and outpacing their enemies. Rushing into combat, they engage and neutralize opponents before they have the chance to strike, and buy time for their allies to advance, all while avenging any injury they might recieve upon the bodies of their foes.

Level 3: First Strike

You have mastered the art of striking quickly and getting the jump on your enemies. On your first turn in combat, you can move up to half your speed as a bonus action, and you gain advantage on Initiative. In addition, when you succeed on an attack roll during your first turn in combat, you can deal an additional 2d6 of the damage type dealt by the attack. The creature hit with this damage must succeed on a Wisdom saving throw against your First Strike DC or have disadvantage on all attack rolls against creatures other than you for the next minute. Your First Strike DC is equal to 8 plus your Proficiency Bonus and the modifier used to make the attack. This damage increases according to the damage on the First Strike table. You may only deal this damage once per turn. 

First Strike Damage

Fighter Level

Damage Increase

3

2d6

5

3d6

10

4d6

15

5d6

Level 3: Vengeful Blows

Whenever you take damage from a creature, you can gain advantage on your next attack roll against them. If the attack hits, you gain temporary hit points equal to your Fighter level. You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses after finishing a long or short rest.

Level 7: Canny Blows

You have learned even more effective methods for neutralizing your enemies early. When you use your First Strike feature, you can inflict one of the following effects on the target. If a Canny Blow requires a saving throw, use your First Strike DC.

Bleed: The target takes an extra (1d8) damage, and it must succeed on a Constitution saving throw or take another 1d8 damage at the start of each of its turns for the next minute, or until it succeeds the saving throw.

Hinder: The target takes an extra (1d8) damage, and it must succeed on a Dexterity saving throw or subtract 1d8 from each of its attack rolls for the next minute, or until it succeeds on a Constitution saving throw.

Bolster: The target takes an extra (1d8) damage, and you gain a bonus to AC equal to 1d8 of this extra damage until the end of your next turn.

All damage dealt by this feature increases to 2d8 at 15th level. 

 

Level 10: Adaptive Resillience

You've learned to adapt mid-fight to the assaults of your enemies. When you gain temporary hit points from your Vengeful Blows feature, you also gain resistance to the damage type(s) of the attack that triggered your Vengeful Blow for the next minute.

Level 15: Vengeful Counter

When you take damage from an enemy within attack range of you, you can use your reaction to expend a use of Vengeful Blows and make a special counterattack. You deal First Strike damage to the target, in addition to applying the usual benefits of Vengeful Blows. Canny Blows can be applied to this special attack. You can use this feature once per long rest.

Level 18: Brutal Lunge

Not only does your reputation precede you, but your First Strike has become as terrifying as it is abrupt. You gain advantage on all attack rolls during your first turn in combat. In addition, when you deal First Strike damage to a creature, it must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn. The creature must make the saving throw against your First Strike DC, and it has disadvantage on the roll.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2026 2:18:52 PM
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