Fighter
Base Class: Fighter

Once a great warrior, those who fall into the archetypes of the Fallen Warrior have lost the ability to fight as they once did. While they will likely never return to their previous combat prowess, they may be able to mentor others in the skills they are not longer able to use. Those who belong in this archetype focus less on direct combat, instead using their abilities to assist other party members. While those in this archetype typically have reduced physical abilities and severe disadvantages, they have access to unique talents that can aid both them and others.

Making your Fallen Warrior

When making your Fallen Warrior, there are two levels of note. Your "original level" represents your fighter at the peak of their strength. Your "effective level" represents how strong your fighter is now, in their weakened state. 

First, level up to any level above 4. This is your "original level". You can do this either as a Fallen Warrior, if you are creating your character already at your current level, or as a different martial archetype, which represents the one your fighter practiced before their fall.

Your fighter's fall has, caused them become weaker. Your level is reduced by four. Your new level is your "effective level". When leveling down, you keep the following traits from your higher level:

  • Your hit points
  • Your ability scores
  • Your feats
  • Your fighter class features

When leveling down, you lose the following traits from your higher level:

  • Your hit dice
  • Your martial archetype features

In addition, when a rule calls for a character level (such as Second Wind, or many cantrips), your effective level is used, not your original level.

As you level up, your effective level will increase, moving closer to your original level. When you level up, you are able to gain, the normal benefits of doing so (ability score increases, martial archetype features, hit point and hit dice increase, etc.) However, until your effective level surpasses your original level, you will not be able to gain new fighter class features. After your effective level reaches your original level, all future levels will ups will occur as normal.

 

Downfall

While you were once a great fighter, circumstances have greatly impeded your ability to fight. Your Downfall may be anything from a battle wound to simple aging, but it represents the reason you cannot fight as well as you could in the past.

Atrophying Skill

You have not been in combat for many years, and without practice, your skills have stagnated. If you chose this Downfall:

  • You suffer -1 to your Strength score.
  • You suffer -1 to your Dexterity score.
  • You suffer -22 to your hit point maximum. (Must be inputted manually.)
  • You lose 1 feat.
  • You lose proficiency with all martial weapons. (Must be inputted manually.)
  • Your Strength ability score maximum is reduced by 1.
  • Your Dexterity ability score maximum is reduced by 1.

Debilitating Illness

You suffer from a severe illness that has left you in a weakened state. If you chose this Downfall: 

  • You suffer -1 to your Strength score.
  • You suffer -1 to your Dexterity score.
  • You suffer -2 to your Constitution score.
  • You suffer -44 to your hit point maximum. (Must be inputted manually.)
  • You suffer disadvantage of Constitution ability checks and Saving throws.
  • You know use a d8 as your hit dice instead of a d10.
  • Your Strength ability score maximum is reduced by 1.
  • Your Dexterity ability score maximum is reduced by 1.
  • Your Constitution ability score maximum is reduced by 3.

Loss of Limb

You have sustained a heavy injury and lost an arm as a result. If you take this downfall:

  • You suffer -2 to your Strength score.
  • You suffer -2 to your Dexterity score.
  • You suffer -22 to your hit point maximum. (Must be inputted manually.)
  • You lose the ability to hold two weapons or use a two-handed weapon. All versatile weapon attacks must be made one-handed.
  • Your Strength ability score maximum is reduced by 2.
  • Your Dexterity ability score maximum is reduced by 2.

Old Age

While you were a great warrior in your youth, aging has taken a toll on your body, and your strength has deceased from what it once was. If you chose this downfall:

  • You suffer -2 to your Strength score.
  • You suffer -1 to your Dexterity score.
  • You suffer -1 to your Constitution score.
  • You suffer -22 to your hit point maximum.  (Must be inputted manually.)
  • You suffer disadvantage on Strength ability checks, skill checks, and saving throws.
  • You suffer -2 to Strength and Dexterity attack and damage rolls.
  • Your Strength ability score maximum is reduced by 3.
  • Your Dexterity ability score maximum is reduced by 1.
  • Your Constitution ability score maximum is reduced by 1.

Severe Injury

You have suffered a severe injury, which has had permanent effects on your ability to move. If you chose this Downfall:

  • You suffer -1 to your Strength score.
  • You suffer -2 to your Dexterity score.
  • You suffer -1 to your Constitution score.
  • You suffer -22 to your hit point maximum. (Must be inputted manually.)
  • You suffer disadvantage on Dexterity ability checks, skill checks, and saving throws.
  • Your movement is reduced by 15 feet in combat.
  • Your Strength ability score maximum is reduced by 1.
  • Your Dexterity ability score maximum is reduced by 3.
  • Your Constitution ability score maximum is reduced by 1.

Weakness

In addition to your Downfall, you have other weaknesses that impede your fighting ability.

Combat Aversion

You have been instilled with a deep hatred or fear of combat. If you take this weakness, you have -10 to initiative roll.

Diminished Skill

The experience you have gathered over the years has been forgotten over time. If you take this weakness, you have disadvantage on Strength, Dexterity, and Constitution ability checks.

Failing Eyesight

Your eyesight is not as good as it used to be, either due to old age or an eye injury. If you take this weakness, your vision range for sight and darkvision is halved, and you suffer disadvantage on ranged attacks and ability checks that require vision.

Poor Reflexes

Your reflexes aren't what they used to be. If you take this weakness, you have disadvantage on Strength, Dexterity, and Constitution saving throws.

Slow Recovery

Your body doesn't heal as well as those of others. If you take this weakness, you lose the ability to use Second Wind.

Weak Defenses

Your aren't able to defend yourself as well as you were once able to. If you take this weakness, you have -2 to AC.

Guide Allies

Starting at 3rd level, you can use your Class and Martial Archetype features with one willing creature within 30 feet of you that understands your language instead of yourself. The following features can be shared in the following ways:

  • Second Wind: As a bonus action, you can heal a creature in range. The target regains hit points equal to 1d10 + your Fighter level.
  • Action Surge: As an action, you can give an action to a creature in range. The target can take one additional action. This action is taken directly after the end of your turn.
  • Extra Attack: As an action, you can allow a creature in range to make extra attacks. The target may make a number additional attacks specified in your Extra Attack feature whenever they take the Attack action on their next turn.
  • Indomitable: As a reaction, you can help a creature in range with a saving throw. The target can reroll a saving throw that they fail. If they do so, they must use the new roll.

Veteran Ability

Starting at 7th level, your old experience in combat has begun to shine through, and you can learn versatile new abilities. You learn one additional Veteran Ability of your choice at 10th, 15th, and 18th level.

Aid Allies

Prerequisite: 15th level

You have studied magic with the goal of protecting and empowering your allies. You learn the cantrips Guidance and Resistance. You also learn Bless, which you can cast at will.

Counter Magic

Prerequisite: 18th level

You have spent time learning how to identify and disrupt the magical ability of others. You learn Detect Magic, Dispel Magic, and Counterspell, each of which you can cast two times without expending a spell slot. You regain the ability to cast those three spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Discern Abilities

Prerequisite: 18th level, Discern Defenses feature

Your experience lets you understand the way a monster fights after observing it. After engaging in two rounds of combat with a creature, you can use a bonus action to learn either the creature's traits or its action and legendary actions. Once you have done so, you cannot learn any more information about the creature until another two rounds have passed.

Discern Attributes

Your experience lets you recognize certain traits of monsters from the way they fight. After engaging in two rounds of combat with a creature, you can use a bonus action to learn either the creature's skill proficiencies or its saving throw proficiencies. Once you have done so, you cannot learn any more information about the creature until another two rounds have passed.

Discern Defenses

Prerequisite: 15th level, Discern Attribute feature

Your experience lets you determine the defenses of monsters when you fight them. After engaging in two rounds of combat with a creature, you can use a bonus action to learn either the creature's damage resistances and immunities or its condition immunities. Once you have done so, you cannot learn any more information about the creature until another two rounds have passed.

Elaborate Spellcasting

Prerequisite: 15th level, Simple Spellcasting feature

You have furthered you studies into the arcane arts. Choose a 1st-level wizard spell. You can cast this spells at their lowest level without expending a spell slot. You may not cast this spell at a higher level, even if you have the spell slots to do so. Intelligence is your spellcasting ability for this spell.

Expert Defense

Prerequisite: 15th level, Skillful Defense feature

You have improved you ability to defend yourself against certain attacks. You are now immune to the damage type which you chose in Skillful Defense.

Guarding Stance

You have learned to defend your weak points. Any critical hit against you becomes a normal hit.

Intricate Spellcasting

Prerequisite: 18th level, Elaborate Spellcasting feature

Your arcane skills have improved to an outstanding level. Choose a 2nd-level wizard spell. You can cast this spells at their lowest level without expending a spell slot. You may not cast this spell at a higher level, even if you have the spell slots to do so. Intelligence is your spellcasting ability for this spell.

Peerless Defense

Prerequisite: 18th level, Expert Defense feature

Your ability to defend yourself against certain attacks is without match. Whenever you are hit by the damage type which you chose in Skillful Defense, the attacker takes damage equal to half of that they would have dealt to you.

Proficiency Aptitude

You have taken the time to hone your skills. Choose one skill and two tools that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Proficiency Prowess

Prerequisite: 15th level, Proficiency Aptitude feature 

You have further practiced your skills and combat abilities. Choose one saving throw and one skill or tool that you are proficient in. Your proficiency bonus is doubled for any saving throw or ability check you make that uses either of the chosen proficiencies.

Proficiency Savant

Prerequisite: 18th level, Proficiency Prowess feature

You have mastered your skills to an exceptional extent. Choose one simple weapon that you are proficient in. Your proficiency bonus is doubled for any attack roll you make that uses either of the proficiency.

Rapid Recovery

Prerequisite: 15th level

Proper diet and exercise have allowed you to more quickly heal from wounds. Every hour, you heal 3d6 hit points.

Rush to Aid

You are determined to help your allies when they are in danger. If you have no allies within a distance equivalent to your walking speed, you may move an additional 30 feet, so long as you are able to end your turn within 30 feet of your allies.

Simple Spellcasting

You spent time tinkering with magic, and have learned some simple tricks. You learn three cantrips of your choice from the Artificer or Wizard spell lists. Intelligence is your spellcasting ability for them.

Skillful Defense

Through training and study, you have learned to defend yourself against certain types of attacks. Choose one damage type. You gain resistance to this damage type.

Stalwart

Prerequisite: 18th level

You have trained yourself to retain control over your body and mind, even in situations of great distress. You cannot be incapacitated, paralyzed, orstunned. You also cannot be unwillingly madeunconscious by any means except reaching 0 hp.

Useful Spellcasting

Prerequisite: 15th level, Simple Spellcasting feature

You have improved your knowledge of magical items. Choose a 1st-level artificer spell and a 2nd-level artificer spell, each of which you can cast two times without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You may not cast this spell at a higher level, even if you have the spell slots to do so. Intelligence is your spellcasting ability for these spells.

Versatile Spellcasting

Prerequisite: 18th level, Useful Spellcasting feature

You have achieved great progress in your study of magical artifacts. Choose a 3rd-level artificer spell and a 4th-level artificer spell, each of which you can cast one time without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You may not cast this spell at a higher level, even if you have the spell slots to do so. Intelligence is your spellcasting ability for these spells.

Careful Instruction

Starting at 10th level, the effect of your guidance are improved. The range of Guide Allies is increased to 45 feet. In addition, the effects of Guide Allies improve in the following ways:

  • Second Wind: The target now regains hit points equal to 3d10 + your Fighter level
  • Action Surge: The target may take one bonus action, in addition to their action.
  • Extra Attack: The target may make one more additional attack, in addition to the number of extra attacks they would normally make.
  • Indomitable: Two targets may now reroll a saving throw that they fail.

Uplifting Leader

Starting at 15th level, as a bonus action, you can grant special abilities to one willing creature within 45 feet of you that understands your language. You are able to choose from the following abilities, each of which can be used three times per long rest:

  • The target gains 4d6 temporary hit points.
  • The target can add your proficiency modifier to their next attack roll.
  • The the next attack roll against your target is made with disadvantage.
  • The target can add 3d6 to their damage roll.

Paragon of Battle

Starting at 18th level, the effect of Guide Allies and Uplifting Leader are improved. The range of Guide Allies and Uplifting Leader is increased to 60 feet. In addition, the effects of Guide Allies improve in the following ways:

  • Second Wind: The target now regains hit points equal to 6d10 + your Fighter level
  • Action Surge: The target may take two actions and one bonus action.
  • Extra Attack: The target may make two more additional attacks, in addition to the number of extra attacks they would normally make.
  • Indomitable: Three targets may now reroll a saving throw that they fail.

In addition, the effects of Uplifting Leader can now be used five times per long rest.

Previous Versions

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