Fighter
Base Class: Fighter

Fight in the footsteps of Fiore dei Liberi, Johannes Liechtenauer and Joachim Meyer. This subclass focuses on giving your fighter sword tactics and techniques based on HEMA(Historical European Martial Arts)

With this subclass you will get new sword stances giving you the ability to deal big, high risk high reward strikes unto your foes. Each stance and strike is loosely based on real historical combat, giving your fighter a more historical flair and making it a bit more complex than just rolling to hit. 

At least as of now, I will however lock you into using only a longsword since this is only an 1.0 version. I might expand to other swords later if this gets finished first.

I am also a total D&D noob and  I have no clue if this is balanced.

Level 3: Longsword guards

Your guards, each giving flavor to your combat abilities suited best for certain situations.

You can also crit on 19-20

  • All guard specific special attacks require both your action and bonus action.
  • All your guard specific special attacks deal extra damage equal to the character´s fighter level. In case of AoE attacks this applies only to the main target.

 

List of guards

Neutral guard

Your normal guard that you start each fight in. You deal standard damage with standard hit chance. You cannot make guard-spesific attacks unless you change guards first.

  • Changing to all guards except this costs a bonus action.

 

Wrath guard

Pull your sword back behind your head, ready to unleash the wrath of hell on your enemies.

  • Your attacks deal +3 slashing damage but you apply -1 to your hit rolls.

 

Half-sword

Using half-sword techniques you gain the ability to choose between blunt and piercing damage. However you cannot slash in this guard. You also better succeed at grappling with the enemy.

  • Your range is shortened to 3ft.
  • Choose between blunt or piercing damage each turn. You deal +2 dmg with the chosen type until next turn.
  • Gain advantage when attempting to grapple.
  • You cannot deal slash damage in this guard.

 

Longpoint

Hold your sword at longpoint, extending your striking reach.

  • You extend your striking reach by 1ft at the cost of -1 to your dmg roll.
  • You cannot make opportunity attacks in this guard.

Level 3: Masterful footwork

Due to your excessive movement training, you have Advantage on Initiative rolls. In addition, after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attack.

Level 7: Snappy backstep

Use a bonus action to step back up to 3ft without spending your movement or triggering opportunity attacks.

This is useful when stepping out of range, possibly giving you either a chance to run away or trigger an opportunity attack of your own.

Level 10: Undying morale

You recognize and draw strength from the fact that each fallen foe brings you closer to the victory.

Each 10 DMG that you´ve dealt to an enemy heals you by 1d4 when that foe falls regardless of who dealt the killing blow.

Level 15: Superior training

You've so used to sword combat that you gain permanent +1 to hit or avoid strikes. Applicable only when when fighting against opponent who is wielding a weapon.

Level 18: Relentless assault

You're determined to fight to the bitter end. When death nears, sometimes the only option is to go out swinging.

When below quarter health, you roll twice when attempting to hit enemies with guard special attacks and use the higher result. In addition when the perk is active you can sacrifice 15 health to do a special attack even if you are out of charges.

Previous Versions

Name Date Modified Views Adds Version Actions
7/21/2025 6:17:28 AM
8
0
0,5
Coming Soon
7/28/2025 11:44:26 AM
12
0
1.0
Coming Soon

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