Fighter
description
Table: The Hyrulean Fighter
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Hearts, Proficiencies, Proficiency Points, Stamina Gauge, Fighting Style |
2nd | +2 | Subclass |
3rd | +2 | Subclass feature |
4th | +2 | Improvement |
5th | +3 | Extra Attack |
6th | +3 | Dashing Run, Improvement |
7th | +3 | Subclass feature |
8th | +3 | Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Fighting Style (extra) |
11th | +4 | Subclass feature |
12th | +4 | Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Subclass feature |
15th | +5 | Relentless |
16th | +5 | Improvement |
17th | +6 | Subclass feature, Indomitable (three uses) |
18th | +6 | Champion |
19th | +6 | Improvement, Stamina Wheel |
20th | +6 | Subclass feature |
Starting equipment
aaa
Hearts
Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d10. Heart Containers are used primarily during short rests to recover heart points.
If your first class level is gained as a fighter, your maximum heart points increases by 10 + your Constitution modifier.
Anytime you otherwise gain a level in this class, you roll d10 (or take the median of 6), then add your Constitution modifier to that number. Your maximimum heart points increases by an amount equal to the result.
If your Constitution modifier later increases, your maximum heart points will retroactively increase.
Proficiencies
If your first class level is gained as a fighter, you have proficiency with the following.
- All simple and martial weapons
- All armor and shields, including heavy shields
- Strength and Constitution saving throws
- Any one artisan's tool, any one musical instrument, or any one vehicle
Multiclass Proficiencies
If you gain a level in fighter as a secondary class (see multiclassing), you instead gain proficiency with the following.
- All simple and martial weapons
- Light armor, medium armor, and shields (excluding heavy shields)
Proficiency Points
If your first class level is gained as a fighter, you have a number of proficiency points equal to 7 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can invest proficiency points to gain proficiencies.
- You can invest 1 proficiency point to become proficient with the Athletics skill, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 proficiency points to become proficient in any professional tool or any skill from Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, and Survival.
- You can invest 3 proficiency points to become proficient in any other skill.
This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6, to a minimum of 0.
- Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new lessons. Each time you gain a level in any class, you can forget one proficiency you gained with this feature to regain the proficiency points you invested. You can then reassign these points into new proficiencies in accordance with this feature.
If you multiclass, you can only retrain proficiency points with the class in which you gained your first level.
Stamina Gauge
You gain a number of stamina points equal to 2 + your Constitution modifier. If your Constitution modifier later increases, so too does your number of stamina points. Each level you gain in this class after the first, you gain 2 more stamina points.
You can use your stamina points to perform called shots or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.
Called Shot
Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.
A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.
Fighting Style
At 1st level and 10th level, you adopt a particular style of fighting as your specialty. At each level, choose one of the following options. You cannot gain the same fighting style multiple times.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Courage. You have advantage on saving throws against being charmed or frightened.
Defense. While you are wearing armor, your Armor Class increases by an additional 1.
Deflection. If you are wielding any shield when you are hit with a ranged weapon attack, you can use your reaction to reduce that attack's damage by 1d6 + your Dexterity modifier. If this reduces the attack's damage to 0, it misses you.
Endurance. If you would be reduced to 0 heart points, you are instead reduced to 1 heart points. Once you use this feature, you must finish a long rest before you can use it again.
Exploration. You gain a climb speed and a swim speed, each equal to your base walking speed. You must have at least one hand unoccupied to use either speed.
Power Beam. You can use your action to cast power beam using Strength as your spellcasting ability. When you use your action to Attack and have full heart points, you can use your bonus action to cast power beam.
Recovery Heart. You draw on a deep reserve of willpower to quickly recover from injuries. You can use your bonus action to regain heart points equal to 1d4 + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.
Resilience. Gain proficiency with one saving throw of your choice.
Unarmored Defense. While you are not wearing armor, your Armor Class is never lower than 10 + your Dexterity modifier + your Constitution modifier. You can add the benefit of a shield to this Armor Class.
Fighter Subclass
At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 7th, 11th, 14th, 17th, and 20th level.
Each subclass is summarized here and covered in more detail later on this page.
- A brute specializes in simple, brunt force. You hit hard and often.
- An archer specializes in ranged combat. You focus on using ranged weapons from afar and staying out of harm's way.
- A darknut specializes in stalwart, heavily-armored defense. Your guard is virtually impenetrable.
- A spellsword mixes the study of magic with the art of war. You cast a variety of spells, from fiery blasts to restorative magic.
- A tunic specializes in combat versatility. You employ a wide range of useful battle techniques.
Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, your fighting capabilities evolve. You can forget one fighting style you know and replace it with a new one. If you have learned any fighter techniques, you can forget one of them and replace it with a fighter technique of the same tier.
At these levels, you also gain one of the following improvements:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. You cannot increase any other ability score above 20, unless you have a feature that increases your ability score maximum.
- Gain a feat of your choice.
- Master two extraordinary techniques of your choice from the fighter technique list.
- Adopt an additional Fighting Style.
Dashing Run
At 6th level, you learn to push your surplus of stamina into quicker movement. You can expend 2 stamina points at any time during your turn to double your remaining speed for the turn as if you had taken the Dash action.
Stamina Wheel
By 19th level, your endurance is unending—like a wheel, you never cease rolling once you start. You recover 1 stamina point at the start of each of your turns.
In other words, you recover 10 stamina points every minute, and need not rest to recover stamina points.
This feature can't replenish stamina points which won't recover until the end of a long rest, such as those used to cast spells.