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Fighter

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

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Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

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Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind.

arcane_archer.png
battlemaster.png
eldritch knight.png
psi warrior.png
rune knight.png
samurai.png

Subclasses

Fighter Avatar.png
Fighter Symbol Transparent.png
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Basics

  • Base Hit Points: 68

  • Hit Points per Advancement: 14

  • Actions: 2 Attack, 1 Bonus, 1 Reaction

  • Casting Attribute: Strength

    • Eldritch Knight, Arcane Archer: Intelligence

  • Starting Kit:

    • Chain Shirt​

    • Shield

    • Shortsword

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Proficiencies

  • Armor: Light armor, medium armor, heavy armor, shields

  • Weapons: Simple weapons, martial weapons

  • Saving Throws: Strength, Constitution

  • Skills: Acrobatics, Athletics

  • Attack Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

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Action Surge

You can push yourself beyond your normal limits for a moment, granting you the ability to take one additional Attack Action on your turn. Usable once per Short Rest.

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Second Wind

You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest.

Martial Archetype

Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12.

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arcane_archer.png

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their 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.

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Bonus Proficiencies

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  • Skills: Perception

  • Arcane Shot:

    • Level 10: +3

    • Level 12: +2 (5)

  • Spell Bonus:​

    • Level 10: +3

    • Level 12: +1 (4)

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Magic Arrow

Whenever your fire a nonmagical arrow from a shortbow or longbow, it is 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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​Curving Shot

You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow and miss, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer.

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Ever Ready Shot

​Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two.

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Arcane Arrows

As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot.

Beguiling Arrow

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Your enchantment magic causes your arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed a Wisdom Saving Throw or be charmed until the end of it's next turn.

Flavor Spell

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The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does not consume a spell slot. It is only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a roleplay scenario. It is unlocked at Level 10 when the subclass is unlocked.

Prestidigitation

Transmutation
1 Action
V, S

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This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.

  • You instantaneously clean or soil an object no larger than 1 cubic foot.

  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.


If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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battlemaster.png

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

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Bonus Proficiencies

  • Skills: Persuasion

  • Maneuvers

    • Level 10: +4​

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Ambush

Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll.

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Brace

When a creature you can see moves into range, you can use your reaction to spend one Manuever and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit.

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Disarming Attack

When you make an attack, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save).

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Menacing Attack

After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn.

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Pushing Attack

After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles.

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Sweeping Attack

When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit.

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Trip Attack

After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone.

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Commander's Strike

Requires Level 12

As a bonus action for 1 Maneuver, you may grant an ally the ability to make a single attack as a bonus action.

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Rally

Requires Level 12

Use your bonus action and one Maneuver 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 gains hit points equal to 1d10 + CHA.

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Relentless

Requires Level 12

When you have no class resources remaining, you may regain one class resource.

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eldritch knight.png

The archetypal 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.

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Bonus Proficiencies​

  • Skills: Arcana

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War Magic

Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC).

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Weapon Bond

You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a free action.

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Arcane Charge

Requires Level 12

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When you use your action surge, you can move up to 4 tiles.

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Spells

Spell Slots:

Level 10

  • 1st: 3

  • 2nd: 1

  • 3rd: 0

Level 12

  • 1st: 4

  • 2nd: 3

  • 3rd: 2

Fire Bolt

Evocation

1 Action

V, S

 

You hurl a mote of fire at a creature or object within range.

 

2d10 Fire Damage

(1d20 + Spell Bonus vs AC)

Flavor Spells

Control Flames

Transmutation

1 Action

S

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You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

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  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

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If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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* Flavor spell; not reflected in RPR. Used for roleplay.

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psi warrior.png

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them.

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As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

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Bonus Proficiencies​

  • Skills: Insight

  • Class Resources:

    • Level 10: +4​

    • Level 12: +2 (6)

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Psionic Power

Once per long rest, you may spend a bonus action to regain 1 class resource.

 

Guarded Mind

Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects.

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Protective Field

When you or another creature you can see within 4.5 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points.

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Psi-Powered Leap

As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn.

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Psionic Strike

You can propel your weapon with psionic force. Once on each of your turns, immediately after you hit a target within 3 tiles of you with an attack and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage.

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Bulwark of Force

Requires Level 12

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You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 3 tiles. Each of the chosen creature’s AC  and saves are increased by +1.

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Telekinetic Thrust

Requires Level 12

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When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone.

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Telekinetic Movement

Requires Level 12

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You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource.

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rune knight.png

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.

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Bonus Proficiencies​​

  • Skills: Survival

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Giant's Might

You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest.

Cloud Rune

When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. Usable once per Short Rest.

 

Fire Rune

When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest.

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Frost Rune

As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest.

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Stone Rune

When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated.  Once per Short Rest.

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Hill Rune

Requires Level 12

As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest.

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Storm Rune

Requires Level 12

Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest.

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samurai.png

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting.

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Bonus Proficiencies​

  • Skills: Intimidation

  • Class Resources

    • Level 10: +5

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Fighting Spirit

As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 hit points.

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Rapid Strike

When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two.

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Steadfast

You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn.

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Countering Strike

Requires Level 12

As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation.

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Tireless Spirit

When you have no class resources remaining you may gain one upon entering combat.

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Strength Before Death

Requires Level 12

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.

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