Fighter
Base Class: Fighter

 

Level 3 — Hero's Arsenal

You gain mastery over every style of combat.

At the end of each long rest, choose three Heroic Techniques from the list below. You can replace one whenever you finish a long rest.

Examples:

Giant Slayer

Heavy weapons deal bonus damage equal to your proficiency bonus against Large or larger creatures.


Vampire Hunter

Your weapon attacks count as magical and deal an extra 1d6 radiant damage to undead and fiends.


Dragon Hunter

When a Huge or larger creature misses you, you may immediately move up to half your speed without provoking opportunity attacks.


Guardian

Whenever a creature within 5 feet of you is attacked, you may use your reaction to become the target instead.


Duelist

When only one hostile creature is within 10 feet of you, gain +2 AC and +2 damage.


Executioner

Creatures below half hit points provoke opportunity attacks whenever they move within your reach.

The list would eventually contain 15–20 techniques, letting the player tailor the Champion before each adventure.


Level 3 — Heroic Resolve

You gain one Hero Die (d8).

You regain it after a short or long rest.

Spend it to:

  • Turn a miss into a hit.
  • Succeed on a failed saving throw.
  • Stand from prone without movement.
  • Ignore being frightened or charmed.

At 10th level it becomes a d10.

At 18th a d12.

This is your "anime protagonist refuses to lose" mechanic.


Level 7 — Adaptive Combat

After you damage a creature once:

Choose one adaptation.

Until combat ends against that creature:

  • Ignore one resistance.
  • Gain +2 AC against its attacks.
  • Add your proficiency bonus to saving throws caused by it.
  • Increase your critical range against it by 1 (maximum 18–20).

One adaptation per creature.

Boss fights become a story of gradually figuring the enemy out.


Level 10 — Impossible Skill

You become the benchmark by which all other warriors are measured.

Choose two:

  • Climb any surface without checks.
  • Jump your full movement.
  • Never suffer disadvantage from darkness.
  • Automatically succeed on checks to disarm or shove creatures no more than one size larger than you.
  • Draw or stow weapons without using your object interaction.
  • Opportunity attacks stop movement, even if they normally wouldn't.

These represent legendary martial prowess rather than magic.


Level 15 — The Turning Point

Once per long rest, when an ally within 60 feet is reduced to 0 hit points or a creature scores a critical hit against you or an ally, you may immediately take an extra turn after the current creature finishes its turn.

During that turn:

  • Move up to your speed.
  • Use the Attack action.
  • Use Second Wind without expending it.

This is the cinematic "everything changes because the hero steps in" moment.


Level 18 — Legend Never Dies

Once per long rest, if you would be reduced to 0 hit points:

Instead:

  • Drop to 1 hit point.
  • Regain all uses of Action Surge.
  • Immediately use Action Surge without expending an action.
  • Gain temporary hit points equal to twice your Fighter level.
  • Until the end of combat, whenever you use Action Surge, all allies within 30 feet may immediately move up to half their speed without provoking opportunity attacks.

When the battle ends, you gain one level of exhaustion.

Level 3 — Heroic Techniques

Choose three Heroic Techniques from the list below. You can replace one whenever you finish a long rest.

1. Giant Slayer

Your attacks against Large or larger creatures deal bonus damage equal to your proficiency bonus.

When you hit a Huge or larger creature, you may push it 5 feet.


2. Hunter of Darkness

Choose one creature type:

  • Aberration
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Monstrosity
  • Ooze
  • Undead

Against that creature type:

  • Weapon attacks count as magical.
  • Deal an additional 1d6 damage.

This choice can change every long rest.

(This replaces several separate "slayer" techniques.)


3. Guardian's Resolve

While within 5 feet of an ally:

  • Both gain +1 AC.

When an adjacent ally is hit, you may use your reaction to become the target instead.


4. Duelist's Focus

While only one hostile creature is within 10 feet:

  • +2 AC
  • +2 weapon damage

Simple.

Elegant.

Very boss-focused.


5. Monster Hunter

Advantage on:

  • Fear saves
  • Charm saves

Additionally:

Creatures cannot hide from you while within 30 feet.


6. Executioner

Against creatures below half HP:

  • Add your proficiency bonus to weapon damage.

Critical hits occur on 19–20.


7. Vanguard

Gain:

  • +10 movement during the first round.
  • Advantage on Initiative.

Perfect for the "hero charges first" fantasy.


8. Weapon Specialist

Choose one:

  • Heavy
  • Versatile
  • Reach
  • Ranged
  • Thrown

Weapons of that type gain:

  • +1 attack rolls
  • Reroll one damage die once each turn.

This is my favorite one.

It lets the Fighter prepare different equipment.


9. Relentless Pursuit

Opportunity attacks stop movement.

Creatures cannot Dash away from you without provoking opportunity attacks.

Nothing escapes.


10. Indomitable

Once each combat:

Reroll a failed saving throw.

Simple.

Always useful.


11. Battlefield Commander

Whenever you Action Surge:

Choose one ally within 30 feet.

They may immediately:

  • Move half speed without provoking opportunity attacks.

OR

  • Make one weapon attack.

Very Commander Shepard.


12. Adaptive Defense

Whenever a creature damages you:

Until combat ends against that creature:

  • +1 AC
  • +PB on saving throws it forces.

You're literally learning your opponent's fighting style.

 

Adaptive Defense

Whenever a creature damages you:

Until combat ends against that creature:

  • +1 AC
  • +PB on saving throws it forces.
  • Can only apply to one creature at a time.

Battlefield Commander

Whenever you Action Surge:

Choose one ally within 30 feet.

They may immediately:

  • Move half speed without provoking opportunity attacks.

OR

  • Make one weapon attack.

Duelist's Focus

While only one hostile creature is within 10 feet:

  • +2 AC
  • +2 weapon damage

Executioner

You know when a creature is severely wounded (Below Half Health)

Against creatures below half HP:

  • Add your proficiency bonus to weapon damage.

Critical hits occur on 19–20.

Giant Slayer

Your attacks against Large or larger creatures deal bonus damage equal to your proficiency bonus.

When you hit a Huge or larger creature, you may push it 5 feet.

Guardian's Resolve

While within 5 feet of an ally:

  • Both gain +1 AC.

When an adjacent ally is hit, you may use your reaction to become the target instead.

Hunter of Darkness

Choose one creature type:

  • Aberration
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Monstrosity
  • Ooze
  • Undead

Against that creature type:

  • Weapon attacks count as magical.
  • Deal an additional 1d6 damage.

This choice can change every long rest.

Indomitable

Once each combat:

Reroll a failed saving throw. 

If new throw is successful, you are able to use this Heroic technique within the same combat again.

Monster Hunter

Advantage on:

  • Fear saves
  • Charm saves

Additionally:

Creatures cannot hide from you while within 30 feet.

Relentless Pursuit

Opportunity attacks stop movement.

Creatures cannot Dash away from you without provoking opportunity attacks.

Vanguard

Gain:

  • +10 movement during the first round.
  • Advantage on Initiative.

Weapon Specialist

Choose one:

  • Heavy
  • Versatile
  • Reach
  • Ranged
  • Thrown

Weapons of that type gain:

  • +1 attack rolls
  • Reroll one damage die once each turn.

    Choose one:

Level 7 - Adaptive Combat

After you damage a creature once:

Choose one adaptation.

Until combat ends against that creature:

  • Ignore one resistance.
  • Gain +2 AC against its attacks.
  • Add your proficiency bonus to saving throws caused by it.
  • Increase your critical range against it by 1 (maximum 18–20).

One adaptation per creature.

Level 10 — Impossible Skill

You become the benchmark by which all other warriors are measured.

  • Climb any surface without checks.
  • Jump your full movement.
  • Never suffer disadvantage from darkness.
  • Automatically succeed on checks to disarm or shove creatures no more than one size larger than you.
  • Draw or stow weapons without using your object interaction.

Level 15 — The Turning Point

Once per long rest, when an ally within 60 feet is reduced to 0 hit points or a creature scores a critical hit against you or an ally, you may immediately take an extra turn after the current creature finishes its turn.

During that turn:

  • Move up to your speed.
  • Use the Attack action.
  • Use Second Wind without expending it.

Level 18 — Legend Never Dies

Once per long rest, if you would be reduced to 0 hit points:

Instead:

  • Drop to 1 hit point.
  • Regain all uses of Action Surge.
  • Immediately use Action Surge without expending an action.
  • Gain temporary hit points equal to twice your Fighter level.
  • Until the end of combat, whenever you use Action Surge, all allies within 30 feet may immediately move up to half their speed without provoking opportunity attacks.
Champion Of The Last Dawn Image

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