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Fighter

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Class Features

As a fighter, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons, wands, staves
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

The Fighter

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Note: In this campaign, Fighter Martial Archetypes will be customized to reflect The Gods Are Bastards setting. Standard D&D subclasses from the SRD are not used. See custom Martial Archetype options for details.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Martial Archetypes

Spell Breaker

Spell Breakers are warriors from the Themynrite Drow tradition, trained to counter and suppress magical threats. These fighters combine martial prowess with limited magical ability, using small reserves of Arcane and Divine mana to enhance their combat effectiveness and disrupt enemy spellcasters.

Spell Breakers typically wield polearms or dual-ended weapons alongside shields, allowing them to maintain defensive positioning while threatening spellcasters at range. Their training focuses on identifying magical auras, interrupting spellcasting, and using their own limited magic to empower physical attacks.

Hybrid Mana Pool

When you choose this archetype at 3rd level, you gain access to two small mana pools that fuel your spell-breaking abilities.

Arcane Mana Pool: You gain a small arcane mana pool. Your arcane mana equals your Intelligence modifier (minimum 1) + one-quarter your Fighter level (rounded down). This mana pool recovers after a long rest. You can use this mana to cast certain spells and enhance your attacks (see features below).

Divine Channeling: You also gain limited divine channeling ability. You have a divine daily limit equal to your Wisdom modifier (minimum 1). This represents your ability to briefly channel divine power for protection and disruption. Divine mana recovers after a long rest or a short rest spent in prayer or meditation.

Magic Sense

Also at 3rd level, your training allows you to detect and identify magical effects. You gain proficiency in Intelligence (Arcana) and Wisdom (Divine/Religion). If you are already proficient, you instead gain expertise (double your proficiency bonus).

Additionally, you can use a bonus action to sense magical auras within 30 feet. You learn if any creatures within range are spellcasters, and you can make an Intelligence (Arcana) check to identify the type of magic system they use (Arcane, Divine, Fae, or Infernal).

Counterspell Strike

Starting at 3rd level, you learn to disrupt spellcasting through physical attacks. When a creature within your weapon's reach casts a spell, you can use your reaction and spend 1 arcane mana or 1 point from your divine daily limit to make a melee weapon attack against that creature. If you hit, the creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or have their spell disrupted, causing it to fail without expending the spell's resource.

Mana-Enhanced Strikes

At 7th level, you learn to channel your mana pools into your weapon attacks. When you hit a creature with a melee weapon attack, you can choose to spend arcane mana or divine mana to enhance the attack:

  • Arcane Enhancement: Spend 1-3 arcane mana. For each mana spent, add 1d4 force damage to the attack. If you spend 2 or more mana, the target has disadvantage on their next saving throw against spells until the end of your next turn.
  • Divine Enhancement: Spend 1-2 points from your divine daily limit. For each point spent, add 1d4 radiant damage to the attack. If you spend 2 points, the target cannot cast spells until the end of your next turn (this effect can be ended early if the target succeeds on a Wisdom saving throw against your spell save DC).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Magic Suppression Aura

At 10th level, you emit an aura that disrupts magic. While you are holding a shield and a melee weapon, you create a 10-foot radius aura of magical suppression. Spellcasters within this aura have disadvantage on concentration checks, and the save DCs of spells cast within or into this aura are reduced by 2.

You can activate or deactivate this aura as a bonus action. While the aura is active, you cannot cast spells or use mana-enhanced abilities (except Counterspell Strike).

Enhanced Counterspelling

At 15th level, your counterspelling abilities become more sophisticated. When you use Counterspell Strike, you can choose one of the following enhancements by spending additional resources:

  • Spell Reflection: Spend 2 arcane mana. If your Counterspell Strike succeeds in disrupting a spell, you can attempt to reflect the spell back at its caster. The caster makes a saving throw against the spell's original save DC. On a failure, the spell affects the original caster instead.
  • Magic Dispel: Spend 1 point from your divine daily limit. Your Counterspell Strike also dispels one magical effect on the target (as if you had cast dispel magic). If the spell you disrupted had a level, you can dispel effects of that level or lower.
  • Enhanced Disruption: Spend 1 arcane mana. The Constitution saving throw DC for Counterspell Strike increases by 2, and the target cannot cast spells for 1 round on a failure.

Master Spell Breaker

At 18th level, you become a true master of magical disruption. When you use Counterspell Strike, you can spend 3 arcane mana and 1 point from your divine daily limit to create a Spell Nullification Field. This effect:

  • Disrupts the target spell automatically (no attack roll or saving throw needed)
  • Creates a 15-foot radius antimagic field centered on you that lasts for 1 minute
  • All spells of 5th level or lower cast within this field automatically fail
  • Spells of 6th level or higher require the caster to succeed on a spellcasting ability check (DC = 15 + spell level) or fail

You can use this master ability once per long rest.

Additionally, your Arcane Mana Pool and Divine Channeling daily limit both increase by 2, and you regain one use of Mana-Enhanced Strikes whenever you successfully use Counterspell Strike.


Swashbuckler

Swashbucklers are pirates and street fighters who excel at quick, dirty combat. Based on the fighting style of legendary figures like Zaruda Punaji, these fighters specialize in cheap shots, deceptive tactics, and Dexterity-based combat. They rely on speed, agility, and cunning rather than brute strength.

Dirty Fighting

When you choose this archetype at 3rd level, you learn to fight dirty and use cheap shots. You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.

Additionally, you can use Dexterity instead of Strength for attack and damage rolls with melee weapons that have the finesse property.

Cheap Shot

Also at 3rd level, you learn to exploit openings and deliver devastating cheap shots. When you hit a creature with a melee weapon attack and that creature hasn't taken a turn in the combat yet, you can deal extra damage equal to one roll of your weapon's damage die. You can use this feature a number of times equal to your proficiency bonus per long rest.

Additionally, when you make a melee weapon attack against a creature that is surprised, you have advantage on the attack roll, and if you hit, the attack is a critical hit.

Cunning Action

At 3rd level, your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide action as a bonus action on your turn.

Street Fighter Techniques

At 7th level, you master the brutal techniques of street fighting. When you hit a creature with a melee weapon attack, you can use one of the following techniques:

  • Kick to the Knee: The target's speed is reduced by 10 feet until the end of your next turn.
  • Eye Jab: The target has disadvantage on its next attack roll before the end of your next turn.
  • Gut Punch: If the target is casting a spell, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or lose the spell.
  • Crowd Control: If there are other hostile creatures within 5 feet of you, you can make a melee weapon attack against one of them as a bonus action.

You can use each technique a number of times equal to your proficiency bonus per long rest.

Evasive Movement

At 7th level, your evasive movement makes you harder to hit. When you take the Dash or Disengage action, opportunity attacks against you have disadvantage until the start of your next turn.

Precision Strike

At 10th level, you can strike with deadly precision. Once per turn when you make a melee weapon attack, you can choose to add your Dexterity modifier to the damage roll (in addition to your normal damage modifier). If the attack hits, you can also force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, the target cannot take reactions until the end of your next turn.

Unpredictable Combatant

At 15th level, your fighting style becomes erratic and unpredictable. You gain the following benefits:

  • Attack rolls against you have disadvantage if you moved at least 10 feet on your turn
  • When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature
  • You can use Cheap Shot against any creature that you have advantage against, not just creatures that haven't acted yet

Master Swashbuckler

At 18th level, you become a true master of chaotic combat. You gain the following benefits:

  • When you use Action Surge, you can make one additional melee weapon attack as a bonus action
  • Once per turn when you hit a creature with a melee weapon attack, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature is frightened of you until the end of your next turn
  • When you score a critical hit with a melee weapon, you can immediately use Cunning Action without using a bonus action
  • You have advantage on saving throws against being charmed or frightened

Enforcer

Enforcers are intimidation specialists who use unarmed combat to deliver quick, brutal strikes designed to debilitate and cause pain. These fighters specialize in close-quarters combat, using their fists, elbows, knees, and any available object to subdue opponents through fear and physical dominance.

Unarmed Mastery

When you choose this archetype at 3rd level, your unarmed strikes become lethal weapons. You gain the following benefits:

  • Your unarmed strikes deal 1d6 bludgeoning damage
  • You can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes
  • When you make an unarmed strike, you can choose to deal bludgeoning, piercing (from strikes with fingers, elbows), or slashing damage (if using improvised weapons)
  • You have advantage on ability checks made to grapple

Intimidating Presence

Also at 3rd level, your combat style and reputation instill fear. You gain proficiency in the Intimidation skill. If you are already proficient, you add double your proficiency bonus to Intimidation checks (expertise).

Additionally, when you reduce a creature to 0 hit points with an unarmed strike, you can use your reaction to force each creature of your choice within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, a creature becomes frightened of you until the end of your next turn.

Painful Strikes

Starting at 3rd level, your strikes are designed to cause debilitating pain. When you hit a creature with an unarmed strike, you can choose to impose one of the following effects. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or suffer the effect:

  • Stunning Blow: The target is stunned until the end of your next turn
  • Painful Strike: The target has disadvantage on attack rolls until the end of your next turn
  • Wind Knocked Out: The target cannot take reactions until the end of your next turn and has disadvantage on concentration checks

You can use this feature a number of times equal to your proficiency bonus per long rest.

Relentless Assault

At 7th level, you can deliver rapid, brutal combinations. When you take the Attack action and make an unarmed strike, you can make one additional unarmed strike as a bonus action. Additionally, when you use Action Surge, you can make two additional unarmed strikes as part of that same action.

Debilitating Techniques

At 7th level, you learn techniques that cripple your opponents. When you hit a creature with an unarmed strike and use Painful Strikes, you can choose one additional effect:

  • Joint Lock: The target's speed is reduced by half until the end of your next turn
  • Pressure Point: The target has disadvantage on saving throws until the end of your next turn
  • Nerve Strike: If the target is concentrating on a spell, it automatically fails its next concentration check

Brutal Intimidation

At 10th level, your mere presence in combat can demoralize enemies. As a bonus action, you can force each creature of your choice within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, a creature becomes frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Enhanced Unarmed Damage

At 10th level, your unarmed strikes become more devastating. Your unarmed strike damage increases to 1d8.

Master of Pain

At 15th level, you have mastered the art of causing debilitating pain. When you use Painful Strikes, you can apply two different effects instead of one. Additionally, you can choose from these additional effects:

  • Crippling Strike: The target has disadvantage on Dexterity saving throws until the end of your next turn
  • Disorienting Blow: The target has disadvantage on ability checks until the end of your next turn
  • Pain Overload: The target takes 1d6 additional psychic damage

Unstoppable Enforcer

At 18th level, you become an unstoppable force of intimidation and pain. You gain the following benefits:

  • Your unarmed strike damage increases to 1d10
  • When you score a critical hit with an unarmed strike, the target is paralyzed until the end of your next turn (no saving throw)
  • You can use Painful Strikes twice per turn
  • When you use Brutal Intimidation, creatures that fail their saving throw are also stunned until the end of your next turn
  • You have advantage on all Charisma (Intimidation) checks, and you can use your Intimidation proficiency bonus in place of your Strength or Dexterity modifier for Painful Strikes and Brutal Intimidation saving throw DCs

Related: Classes Reference | Mana | Magic System Interactions | Mechanics Index