Fighter
Base Class: Fighter

Fighter

Class Features

As a fighter you gain the following class features.

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter level after 1st

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

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a longsword and a shield
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The fighter

Level Proficiency
Bonus
Features
1st +2 Fighting Style: Charge Blade, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Charge Blade Mastery
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

Fighting Style: Charge Blade

You gain the ability to wield a Charge Blade. The Charge Blade is a Martial Weapon that transforms from a Longsword (1d8, Special) and a Shield (AC+2) to an Great Axe (Heavy Two-Handed, Reach, Special) and vice versa.
The transformation takes an action.
Every enhancement applied to the Sword Form will also be applied to the Axe Form.
While in Axe Form your movement speed is halved.

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.

Archetype: Charge Blade Mastery

At 3rd level, you automatically choose the Charge Blade Master archetype that you strive to emulate in your combat styles and techniques. 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.

Charge Blade Mastery:

 

Fighting Style: Charge Blade

 

This Ability replaces the default Fighting Style.

You gain the ability to wield a Charge Blade. The Charge Blade is a Martial Weapon that transforms from a Longsword (1d8, Special) and a Shield (AC+2) to an Great Axe (Heavy Two-Handed, Reach, Special) and vice versa.
The transformation takes an action.
Every enhancement applied to the Sword Form will also be applied to the Axe Form.
While in Axe Form your movement speed is halved.

 

Transformation Attack

Beginning when you choose this archetype at 3rd level, you can use a bonus action instead of an action for the transformation of your Charge Blade, allowing you to first transform and then attack in the same turn. 

Guard Counter

Starting at 7th level, you learned to use the momentum of the Charge Blade to yor advantage. When struck by a melee attack, while in Sword Form, you can shift the momentum of the impact into a Transformation Attack.

Energy Charge

At 10th level, you are able to charge up to 5 Energy Phiols within your Weapon.
While in Sword Form, every time you attack or use a Guard Counter, an Energy Phiol gets charged.
Additionally as an action or every time you transform your weapon the charged Energy gets channeled into the Shield, resulting in +2AC while in Sword Form and 1d4 force damage while in Axe Form for 1 minute per Phiol spent.

Energy Discharge

Starting at 15th level, while your weapon is charged with energy, when in Axe Form you can discharge all energy into a devastating attack that hits in a cone that is 15ft long, 5ft wide and 10ft high.
Damage varies on number of phials expended, 1 phial = 1d6 force damage, 2 phials = 1d10 force damage, 3 phial = 2d8 force damage, 4 phial = 3d10 force damage, 5 phials = 5d8 force damage.
You can also use Energy Discharge instead of a Transformation Attack.

Elemental Type

At Level 18, you can add an element to your Energy Phiols by using an magical ingredient of the corresponding element.
Under this effect you gain the following benefits:
When blocking an attack with the same element, the attacker must do an disadvantage roll.
Attacks in Axe Form do elemental damage instead.

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