Base Class: Fighter
Frontline Warriors are the first to charge where battle is fiercest, forming a living shield between danger and their companions. Their bodies and wills become the bulwark that protects the weak, while their presence rallies allies and keeps the enemy at bay.
Driven by honor and an unshakable sense of duty, these fighters endure terrible wounds without faltering. Their near-supernatural stamina lets them hold the line, repel foes, and inspire courage in everyone fighting at their side.
3rd level: Well of Life
Your vitality is unmatched.
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Your hit point maximum increases by 5 immediately.
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In addition, whenever you gain a fighter level, you add twice your Constitution modifier (minimum +1) instead of once to determine the hit points you gain.
3rd level: Superior Constitution
Your endurance hardens. You gain proficiency in Constitution saving throws.
7rd level: Elemental Bulwark
Choose one damage type: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder. You gain resistance to that damage type. You can change the chosen type each time you finish a long rest.
7rd level: Fortress Stance
You cannot be moved against your will, even magically, while conscious.
As a bonus action, you can emit a 10-foot aura for 1 minute (as if concentrating on a spell). When you activate it, each ally in the aura gains temporary hit points equal to a roll of your fighter Hit Die + your Constitution modifier.
10rd level: Steadfast Initiative
You add your proficiency bonus to initiative rolls.
15rd level: Forward March!
Your mastery of battlefield momentum grants escalating benefits as combat continues:
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1st round: Your speed increases by 10 feet.
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2nd round: You unleash a battle cry. A number of creatures of your choice equal to your proficiency bonus have disadvantage on attack rolls against creatures other than you until the start of your next turn.
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3rd round: If you use Second Wind this turn, you gain 1d10 extra temporary hit points.
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After the 3rd round: A number of times per long rest equal to your Strength modifier + Constitution modifier (minimum 1), you can use your reaction to gain advantage on a saving throw against a spell.
18rd level: Veteran of the Frontline
Your scars are lessons in survival.
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Skill Mastery. Choose one of the following skills: Athletics, Intimidation, Persuasion, Survival, or Perception. You gain expertise with that skill (your proficiency bonus is doubled for checks using it).
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Blood for Victory. As a bonus action, you may roll one of your fighter Hit Dice and lose a number of hit points equal to the roll. Your next weapon attack before the end of your turn is made with advantage. If the Hit Die roll is 8 or higher, that attack deals an additional 1d10 damage of the weapon’s damage type.
Previous Versions
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