Fighter

Fighters are the most versatile and skilled combatants in Dungeons & Dragons, excelling in a variety of weapon and armor types. They master all basic combat styles and then specialize in specific areas such as archery, dual-wielding, or combat magic. Their training encompasses broad combat knowledge and deep expertise in chosen techniques, making them formidable on both battlefields and in dungeons. Fighters can come from various backgrounds, including soldiers, knights, and mercenaries, and some turn to adventuring for greater rewards and challenges. Their combat skills and experience make them effective in facing both everyday and extraordinary dangers.
Expert
Novice
Skills
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Proficiency in saving throws Strength +2 and Constitution +2
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Proficiency in Athletics +2 and Perception +2
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Proficiency in Light, medium, heavy armour and shields
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Proficiency in Simple and martial weapons
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Health increase of 10 per rank.
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Second Wind:
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On your turn, you can use a bonus action to regain hit points equal to 1d10 + 3. Usable once per long rest.
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Action Surge:
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On your turn, you can take one additional action. Usable once per long rest. This action doesn't expend any action.
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Fighting styles:
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You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
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Defence: +1 AC when wearing armour.
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Two Weapon Fighting: When wielding a weapon in each hand, you get a +2 to attack.
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Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (Wielding a shield doesn't stop this Fighting Style from working)
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Archery: +2 to attack rolls made with ranged weapons.
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Great Weapon Fighting: When using a two handed weapon, you gain a +1 to damage rolls and +1 to dice sides.
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Adept
Skills
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Second Wind II:
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HP Recovery improved to 1d10 + 6
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Extra Attack:​
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You can now make two attacks a turn using your action.
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Skills
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Indomitable:
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Once per long rest, you can clear the status of stunned and prone.
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Second Wind III:
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HP Recovery improved to 1d10 + 9
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Specialist
Skills
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Action Surge II:
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Two action surges uses every long rest.
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Second Wind IV:
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HP Recovery improved to 1d10 + 12
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Extra Attack II:​
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You can now make three attacks a turn.
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Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Novice
Skills
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Magical Proficiency
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You gain proficiency in Arcana and Nature skills. (+2)
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Spell DC Attribute - Intelligence
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Cantrips Knowledge
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You gain access to Prestidigitation and Druidcraft cantrips.
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Arcane Shot
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You learn to unleash special magical effects with some of your shots and learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack Action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
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Arcane Shot options:
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Banishing Arrow (Bonus Action, requires a hit)
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You use abjuration magic to try to banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished for 1 turn.
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While banished in this way, its speed is 0, and it may only cast spells on itself or use consumables.
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At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
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Beguiling Arrow (Bonus Action, requires a hit)
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Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage.
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Choose one of your allies within 4 tiles of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn.
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This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make any saving throw.
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Bursting Arrow (Bonus Action Requires a hit)
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You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack.
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Immediately after the arrow hits the creature, the target and all other creatures within 2 tiles of it take 2d6 force damage each.
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Enfeebling Arrow (Bonus Action, Requires a hit)
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You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage.
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The target must succeed on a Constitution saving throw, or receive -3 to attack rolls on weapon attacks until the end of its next turn.
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Grasping Arrow (Bonus Action, Requires a hit)
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When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
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The creature hit by the arrow takes an extra 2d6 poison damage, receives the Restrained condition, and it takes 1d6 slashing damage once per turn.
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The target can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 3 turns or until you use this option again.
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Piercing Arrow (1 Attack Action + Bonus Action)
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You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack.
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Instead, the arrow fires forward in a line, which is 0.1 Tile wide and has the same range as your equipped weapon, before disappearing.
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The arrow passes harmlessly through objects, ignoring Line of Sight.
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Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
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Seeking Arrow (1 Attack Action + Bonus Action)
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Using divination magic, you grant your arrow the ability to seek out your target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the last turn.
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The arrow ignores Line of Sight and turns in its flight, but cannot pass through walls.
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The target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, its Invisibility status is dispelled, and you learn the target’s current location.
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On a successful save, the target takes half as much damage, and you don’t learn its location. Cannot be used on targets protected from Divination magic, Banished, or when your arrow’s path to the target is obstructed.
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Shadow Arrow (Bonus Action, requires a hit)
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You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or receive Blind condition until the end of its next turn.
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Adept
Skills
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Additional Arcane Shot Knowledge
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Your total amount of Arcane shot options goes from two to three
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Magic Arrow
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Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
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Expert
Skills
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Expert Arcane Shot Knowledge
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Your total amount of Arcane shot options goes from three to four.​
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Additional Arcane Shot use
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Your amount of uses per Rest goes from two to three.​
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Curving Shot
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You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to make an attack on a different target within your weapon’s range.
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Specialist
Skills
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Master Arcane Shot Knowledge
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Your total amount of Arcane shot options goes from four to five.​
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Master Arcane Shot use
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Your amount of uses per Rest goes from three to five.
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Ever-Ready Shots
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Your magical archery is available whenever battle starts. If you roll initiative and have 1 or 0 uses of Arcane Shot, your available uses will be set to 2.
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Battle master

Battle masters were fighters that studied and practiced longstanding fighting techniques passed down through generations of warfare. These individuals were considered among the most cultured and academically-minded warriors of the Realms. They were often practiced in non-combat trades such as smithing or other forms of crafting. By studying their foes in combat, battle masters could glean information about their martial capabilities. Battle masters developed special attacks or other moves they utilized in combat, known as 'maneuvers'. Each battle master had enough endurance to perform a few of these specialized moves each day, and developed the capacity for more as they garnered more experience in battle.
Novice
Skills
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Combat Superiority
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You learn 3 maneuvers, which add special effects to your attacks. You also gain 4 superiority dice. Each maneuver uses a superiority dice. All maneuvers use a bonus action.
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Trip Attack: As an action, attempt to knock a target prone.
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Disarming Attack: Attempt to disarm the target. Attack roll dc vs a strength saving throw. Does not deal damage.
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Precision Attack: Add the base superiority die(+4) to your attack rolls for one turn.
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Lunging Attack: You can expend one superiority die to increase your reach for that attack by 1 tile.
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Commander's Strike: As an attack action, you can use your superiority dice to command one of your allies within 12 tiles to attack the selected opponent they can reach without moving. This attack has to be performed immediately, during the Fighter’s turn. (rephrased)
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Ambush: When you make Stealth or an Initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
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Bait and Switch: When you're within 1.5 tile of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at most 1.5 tile of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
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Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
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Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. Until the end of its turn, your target’s AC and Saving Throws are reduced by 1.
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Evasive Footwork: 1 attack action. You can expend one superiority die, rolling a d4 and adding the number rolled to your AC until the start of your next.
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Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 1 tile of you as your target. On a failed Dexterity Saving Throw, your target will lose their reaction.
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Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target receives -3 to attack rolls until the end of their next turn, and has to attack you immediately. (restore 1 attack action to the target on a failed save)
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Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you within 12 tiles. That creature will use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Other opponents may still attack your ally.
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Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of their next turn.
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Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage taken by the number you roll on your superiority die + your Dexterity modifier.
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Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.
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Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature regains hit points equal to the superiority die roll + twice of your Charisma modifier. Cannot be used on self.
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Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature.
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Sweeping Attack: At the cost of one attack action you can expend one superiority die to attempt to attack two creatures within 1 tile of you instead of one.
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Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
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Adept
Skills
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Maneuver Training I:​
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You can choose Two additional maneuvers. for a total of Five.
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Know your enemy:
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If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn two of the following details about it: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels, Fighter levels
*This is purely usable for DM events. *
Expert
Skills
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Combat Superiority II:
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The number of superiority dice is now 6 instead of 4
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Maneuver Training II:​
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You can choose Two additional maneuvers. for a total of Seven.
Specialist
Skills
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Maneuver Training III:​
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You can choose Two additional maneuvers. for a total of Nine.
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Combat Superiority III:
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The number of superiority dice is now 8 instead of 6.
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Relentless:
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When you roll initiative and have 2 or less superiority dice remaining, you regain 2 superiority dice.
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Champion

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Many champions believed they could overcome challenges on the battlefield with a singular solution: pure unrivaled force. The physical conditioning maintained by champions made them vigorous athletes who demonstrated exceptional endurance.
Novice
Skills
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Improved critical:
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Bonus +3 to attack rolls
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Adept
Skills
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Champion might:
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Bonus +3 to melee damage
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Expert
Skills
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​Remarkable Athlete:
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Add +1 to Strength, +1 Dexterity, +1 Constitution check
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Your jump distance increases by 2 tiles.
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Fighting Style Training:
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You can choose a second fighting style from the Fighter’s list.
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Specialist
Skills
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Unyielding:
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You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. (free action)
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Eldritch Knight

Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation.
Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Novice
Skills
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Eldritch Spellcasting (Intelligence):
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2 cantrips and Lightning Lure, Shocking Grasp, Ray of Frost
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3 spell slots for lvl 1 spells​
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Weapon bond:
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Perform the ritual of binding on a weapon to form a bond with it. You can summon your bonded weapon to your hand from any distance as long as it’s on the same plane of existence. You cannot be Disarmed by any means.
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Adept
Skills
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War Magic
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You can replace one of your weapon attack actions with a cantrip.
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Eldritch Spellcasting II (WIP)​
Expert
Skills
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​Arcane Charge
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You gain the ability to teleport up to 4 tiles to an unoccupied space you can see when you use your Action Surge. You have to teleport before taking the additional action.
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Eldritch Spellcasting III (WIP)​
Specialist
Skills
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Eldritch Strike
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When you hit a creature with a weapon attack, you can reduce the targets savings throws by three for 1 turn.
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Eldritch Spellcasting IV (WIP)​



