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Fighter, “The Martial Master”

The Essence of the Fighter

In the realm of Dungeons & Dragons, the Fighter stands as a paragon of martial prowess, discipline, and resilience. Unlike spellcasters who weave magic or clerics who channel divine power, Fighters rely on their honed skills, tactical minds, and unyielding spirit. They are the stalwart defenders, the vengeful avengers, and the unbreakable warriors who face the world’s dangers head-on.

Fighters are versatile combatants, adept with a vast array of weapons and armor. Their training allows them to adapt to various combat styles, from the disciplined formations of a phalanx to the fluid movements of a duelist. Whether leading a charge into battle or standing firm as the last line of defense, Fighters embody the ideals of strength, strategy, and perseverance.


Real-World Inspirations

The Fighter class draws inspiration from numerous historical figures renowned for their martial prowess and leadership:

1. William Wallace (Scotland)

A Scottish knight and national hero, William Wallace led his countrymen in the Wars of Scottish Independence against England. His leadership and valor at battles like Stirling Bridge exemplify the Fighter’s role as a leader and warrior.​

2. Nakano Takeko (Japan)

A female warrior during the Boshin War, Nakano Takeko led a unit of women in the Battle of Aizu. Armed with a naginata, she fought valiantly to defend her homeland, embodying the Fighter’s courage and combat skill.​

3. Spartacus (Thrace)

A gladiator who led a major slave uprising against the Roman Republic, Spartacus demonstrated exceptional leadership and combat abilities. His ability to rally and lead a diverse group of slaves against one of the most powerful armies of the time showcases the Fighter’s resilience and tactical acumen.​

4. Joan of Arc (France)

A peasant girl who rose to prominence during the Lancastrian phase of the Hundred Years’ War, Joan of Arc led French troops to several important victories. Her unwavering faith and leadership in battle reflect the Fighter’s determination and strategic mind.​


Pop Culture Parallels

In modern media, several characters embody the essence of the Fighter class:

1. Brienne of Tarth (Game of Thrones)

A paragon of honor and martial skill, Brienne’s dedication to her oaths and exceptional swordsmanship make her a quintessential Fighter. Her heavy armor and unwavering resolve in battle exemplify the class’s core attributes.​

2. Madmartigan (Willow)

As a skilled swordsman with a flair for the dramatic, Madmartigan showcases the Fighter’s adaptability and combat expertise. His journey from a roguish mercenary to a heroic warrior mirrors the growth potential within the Fighter class.​CBR

3. Caramon Majere (Dragonlance)

Caramon’s evolution from a simple warrior to a seasoned veteran underscores the Fighter’s capacity for growth through experience and perseverance. His reliance on physical strength and martial training, devoid of magical influence, aligns perfectly with the Fighter archetype.​

4. Link (The Legend of Zelda)

Armed with the Master Sword and Hylian Shield, Link embodies the Fighter’s proficiency with weapons and dedication to combat training. His role as Hyrule’s defender, often without magical abilities, highlights the class’s essence.​Game Rant

5. Steve Rogers / Captain America (Marvel Cinematic Universe)

Captain America’s enhanced physicality, strategic mind, and mastery of his iconic shield position him as a modern representation of the Fighter. His leadership and battlefield tactics resonate with the Battle Master subclass.


In essence, the Fighter class in Dungeons & Dragons is a tribute to the warriors of history and legend. They are the embodiment of martial excellence, standing tall amidst the chaos of battle, unwavering in their resolve, and ever ready to face the challenges that lie ahead.


  • Fighter
  • Fighter, Pathfinder

Fighter Class (2024 D&D 5e)

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
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two 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

Class Features by Level

LevelProficiency BonusFeaturesSecond Wind UsesWeapon Mastery Count
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge (1), Tactical Mind23
3+2Fighter Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass Feature34
8+3Ability Score Improvement34
9+4Indomitable (1), Tactical Master34
10+4Subclass Feature45
11+4Two Extra Attack45
12+4Ability Score Improvement45
13+5Indomitable (2), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass Feature45
16+5Ability Score Improvement46
17+6Action Surge (2), Indomitable (3)46
18+6Subclass Feature46
19+6Epic Boon46
20+6Three Extra Attack46

Detailed Class Features

Fighting Style (1st Level)

You adopt a particular style of fighting as your specialty. Choose one Fighting Style feat. You can select additional Fighting Style feats later as you gain Ability Score Improvements.​

Second Wind (1st Level)

You have a limited well of stamina that you can draw upon to protect yourself from harm. As a bonus action, you can regain hit points equal to 1d10 + your Fighter level. You can use this feature twice. You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.​

Weapon Mastery (1st Level)

Your training with weapons allows you to use the Mastery property of three kinds of simple or martial weapons of your choice. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices.​

Action Surge (2nd Level)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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 between rests.​

Tactical Mind (2nd Level)

You can expend a use of your Second Wind to add 1d10 to a failed ability check. If the check still fails, the use of Second Wind is not expended.​

Fighter Subclass (3rd Level)

You choose a subclass that reflects your approach to combat. Options include Battle Master, Champion, Eldritch Knight, and Psi Warrior.​

Extra Attack (5th Level)

You can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level and four attacks at 20th level.​

Tactical Shift (5th Level)

When you use your Second Wind, you can move up to half your speed without provoking opportunity attacks.​

Indomitable (9th Level)

You can reroll a saving throw that you fail. If you do so, you must use the new roll and add your Fighter level to it. You can use this feature once, and you regain all expended uses when you finish a long rest. You gain additional uses at 13th and 17th levels.​

Tactical Master (9th Level)

You can replace a weapon’s Mastery property with another property (such as Push, Sap, or Slow) during an attack, providing strategic versatility in combat.

Studied Attacks (13th Level)

When you miss an attack against a creature, you gain advantage on your next attack roll against that creature before

Summary

Fighters select a Martial Archetype at 3rd level, gaining subclass features that define their combat style. The Player’s Handbook introduced Champion, Battle Master, and Eldritch Knight; later books added Purple Dragon Knight (SCAG), Arcane Archer, Cavalier, and Samurai (XGtE), Echo Knight (EGtW), and Psi Warrior and Rune Knight (TCoE).


Champion (Player’s Handbook)

  • Improved Critical (3rd): Your weapon attacks score a critical hit on a roll of 19–20.
  • Remarkable Athlete (7th): Add half your proficiency bonus to Str, Dex, or Con checks not already using it; increase running long jump by your Str modifier.
  • Additional Fighting Style (7th): Gain one more Fighting Style option.
  • Superior Critical (15th): Critical hits on rolls of 18–20.
  • Survivor (18th): Regain hit points each turn when below half HP; advantage on death saves.

Battle Master (Player’s Handbook)

  • Combat Superiority (3rd): Gain four d8 superiority dice and three maneuvers (e.g., Disarming Attack), expanding to five dice at 7th and six at 15th.
  • Student of War (3rd): Proficiency with one type of artisan’s tools.
  • Know Your Enemy (7th): Spend 1 minute observing a creature to learn two of its capabilities compared to yours.
  • Improved Combat Superiority (10th): Superiority dice enlarge to d10, then d12 at 18th.
  • Relentless (15th): Regain one superiority die if none remain when you roll initiative.

Eldritch Knight (Player’s Handbook)

  • Spellcasting (3rd): Learn two cantrips and three 1st‑level spells (Abjuration/Evocation only), gaining more spells and slots as you level.
  • Weapon Bond (3rd): Bond with up to two weapons; recall one as a bonus action if it’s on the same plane.
  • War Magic (7th): After taking the Attack action, cast a cantrip as a bonus action.
  • Eldritch Strike (10th): Hit targets have disadvantage on saving throws vs. your spells.
  • Arcane Charge (15th): Teleport up to 30 ft. when you use Action Surge.
  • Improved War Magic (18th): When you cast a spell, you can make one weapon attack as a bonus action.

Purple Dragon Knight / Banneret (SCAG)

  • Rallying Cry (3rd): When you use Second Wind, up to three allies within 60 ft. regain HP equal to your Fighter level.
  • Royal Envoy (7th): Gain Persuasion proficiency (or another skill) and double proficiency bonus on Persuasion checks; learn one language.
  • Inspiring Surge (10th): When you use Action Surge or score a critical, one ally within 30 ft. gains temp HP equal to your Cha mod and can attack or cast a cantrip as a reaction.
  • Bulwark (15th): When you use Indomitable, you can also allow an ally to reroll that failed save.

Arcane Archer (Xanathar’s Guide to Everything)

  • Arcane Archer Lore (3rd): Gain proficiency in one skill and one Wizard cantrip.
  • Arcane Shot (3rd): Imbue arrows with magical effects (e.g., Banishing Arrow) twice per short rest, learning more options over levels.
  • Curving Shot (7th): Reroll a missed Arcane Shot against another target within 60 ft. as a bonus action.
  • Ever‑Ready Shot (15th): Regain one use of Arcane Shot when you roll initiative and have none remaining.

Cavalier (Xanathar’s Guide to Everything)

  • Bonus Proficiency (3rd): Proficiency in one skill (Animal Handling, History, Insight, Performance, or Persuasion) or one language.
  • Born to the Saddle (3rd): Advantage on saves to avoid falling off a mount; mount/dismount costs only 5 ft. of movement.
  • Unwavering Mark (3rd): Mark a target you hit; it has disadvantage attacking others, and you can use a reaction to attack it if it hits someone else.
  • Warding Maneuver (7th): Use a reaction to impose disadvantage on an attack against an ally within 5 ft. and grant resistance to the attack’s damage.
  • Hold the Line (15th): When a creature moves into your reach, make a reaction attack against it.
  • Vigilant Defender (18th): Make opportunity attacks without limit each round.

Samurai (Xanathar’s Guide to Everything)

  • Bonus Proficiency (3rd): Proficiency in one skill (History, Insight, Performance, or Persuasion) or one language.
  • Fighting Spirit (3rd): As a bonus action, gain advantage on weapon attacks and temporary HP (5), uses = 3 per long rest.
  • Elegant Courtier (7th): Gain Wis mod bonus on Persuasion checks; proficiency in Wis saves (or Int/Cha if already proficient).
  • Tireless Spirit (10th): Regain one use of Fighting Spirit when you roll initiative if none remain.
  • Rapid Strike (15th): Forgo advantage on one attack to make an extra attack against that target once per turn.
  • Strength Before Death (18th): When reduced to 0 HP, use your reaction to delay unconsciousness and take one extra turn.

Echo Knight (Explorer’s Guide to Wildemount)

  • Manifest Echo (3rd): Create an echo in an unoccupied space within 15 ft.; it has AC 14 + prof. bonus, 1 HP, immune to conditions, and you can move or swap places with it.
  • Unleash Incarnation (3rd): When you Attack, make one additional melee attack from your echo’s space; uses = Con mod per long rest.
  • Echo Avatar (7th): As an action, see/hear through your echo up to 1,000 ft. for 10 minutes.
  • Shadow Martyr (10th): Use reaction to swap your echo with an ally under attack, redirecting the attack to the echo.
  • Reclaim Potential (15th): When your echo is destroyed by damage, gain temp HP equal to 2d6 + Con mod if you have none; uses = Con mod.
  • Legion of One (18th): Manifest two echoes; regain one use of Unleash Incarnation on initiative.

Psi Warrior (Tasha’s Cauldron of Everything)

  • Psionic Power (3rd): Gain Psionic Energy dice (d6) = 2 × proficiency bonus; use them for various psi options.
    • Protective Field: Reaction to roll a die, reducing damage to you or an ally.
    • Psionic Strike: Add a die roll + Int mod to a weapon attack’s damage.
    • Telekinetic Movement: Move an object or willing creature 30 ft.; free once per rest, then costs a die.
  • Telekinetic Adept (7th): Gain two psi options: Psi‑Powered Leap (fly speed ×2 until end of turn) and Telekinetic Thrust (on Psionic Strike, force target prone and push 10 ft.).
  • Guarded Mind (10th): Advantage on saves vs. being charmed or frightened.
  • Bulwark of Force (15th): Bonus action to grant half cover to Int mod allies within 30 ft.; free once, then costs a die.
  • Telekinetic Master (18th): Cast Telekinesis without components; on concentration turns, make one weapon attack as a bonus action.

Rune Knight (Tasha’s Cauldron of Everything)

  • Bonus Proficiencies (3rd): Smith’s tools; speak, read, and write Giant.
  • Rune Carver (3rd): Learn two runes, gaining more at 7th, 10th, and 15th; inscribe runes on objects on a long rest.
  • Giant’s Might (3rd): As a bonus action, become Large until end of turn; extra 1d6 damage on one attack per turn; uses = proficiency bonus.
  • Runic Shield (7th): Use reaction to force an attacker to reroll a d20 attack against an ally within 60 ft.; uses = proficiency bonus.
  • Great Stature (10th): Roll 3d4 inches to grow permanently; extra damage die increases to 1d8.
  • Master of Runes (15th): Each rune use twice per short rest (instead of once).
  • Runic Juggernaut (18th): Giant’s Might extra damage die increases to 1d10; you can increase to Huge, gaining +5 ft. reach.

Each Fighter subclass offers a distinct blend of combat prowess, utility, and flavor, ensuring there’s a perfect martial archetype for every playstyle.

Equipment

1. Greek Hoplite (Classical Greece)

  • Armor: Scale Mail (representing the linothorax)
  • Weapons: Spear, Shield, Shortsword (xiphos)
  • Fighting Style: Defense or Protection
  • Subclass: Battle Master
  • Equipment: Explorer’s Pack, Javelins (x4)
  • Notes: Trained in phalanx formations, emphasizing discipline and unity.​

2. Samurai (Feudal Japan)

  • Armor: Studded Leather (representing lamellar armor)
  • Weapons: Longsword (katana), Longbow (yumi), Spear (yari)
  • Fighting Style: Great Weapon Fighting or Archery
  • Subclass: Samurai
  • Equipment: Calligrapher’s Supplies, Traveler’s Pack
  • Notes: Upholds the bushido code, balancing martial prowess with honor.​

3. Zulu Warrior (19th Century Africa)

  • Armor: None (Dexterity-based defense)
  • Weapons: Spear (modeled as a Shortspear), Shield
  • Fighting Style: Dueling or Two-Weapon Fighting
  • Subclass: Champion
  • Equipment: Explorer’s Pack, Drum
  • Notes: Masters of close combat with a focus on agility and speed.​

4. Mongol Horse Archer (13th Century Asia)

  • Armor: Studded Leather
  • Weapons: Shortbow, Scimitar
  • Fighting Style: Archery
  • Subclass: Arcane Archer
  • Equipment: Saddle, Traveler’s Pack
  • Notes: Exceptional mobility and archery skills, utilizing hit-and-run tactics.​

5. Aztec Jaguar Warrior (Mesoamerica)

  • Armor: Hide Armor
  • Weapons: Greatsword (macuahuitl), Spear
  • Fighting Style: Great Weapon Fighting
  • Subclass: Rune Knight
  • Equipment: Explorer’s Pack, Herbalism Kit
  • Notes: Elite warriors distinguished by their jaguar pelts and ferocity in battle.​

6. Viking Raider (Scandinavia)

  • Armor: Chain Shirt or Hide Armor
  • Weapons: Battleaxe, Shield, Handaxe (x2)
  • Fighting Style: Two-Weapon Fighting or Dueling
  • Subclass: Rune Knight
  • Equipment: Explorer’s Pack, Navigator’s Tools
  • Notes: Seafaring warriors known for their raids and exploration.​

7. Roman Legionary (Imperial Rome)

  • Armor: Chain Mail
  • Weapons: Shortsword (gladius), Shield, Javelin (x2)
  • Fighting Style: Defense or Protection
  • Subclass: Battle Master
  • Equipment: Explorer’s Pack, Carpenter’s Tools
  • Notes: Disciplined soldiers forming the backbone of Rome’s military might.​

8. Knight Templar (Medieval Europe)

  • Armor: Plate Armor
  • Weapons: Longsword, Shield, Lance
  • Fighting Style: Defense or Great Weapon Fighting
  • Subclass: Eldritch Knight
  • Equipment: Holy Symbol, Explorer’s Pack
  • Notes: Warrior monks combining martial skill with religious devotion.​

9. Highland Clansman (Medieval Scotland)

  • Armor: Chain Shirt
  • Weapons: Greatsword (claymore), Dagger (dirk)
  • Fighting Style: Great Weapon Fighting
  • Subclass: Champion
  • Equipment: Explorer’s Pack, Bagpipes
  • Notes: Fierce warriors known for their strength and resilience.​

10. Indian Rajput Warrior (Medieval India)

  • Armor: Scale Mail
  • Weapons: Scimitar, Shield, Longbow
  • Fighting Style: Dueling or Archery
  • Subclass: Battle Master
  • Equipment: Explorer’s Pack, Calligrapher’s Supplies
  • Notes: Noble warriors adhering to a strict code of honor and valor.​

11. German Landsknecht (Renaissance Europe)

  • Armor: Breastplate with tassets (thigh guards), steel skullcap helmet, and optional mail collar or brigandine for additional protection.
  • Weapons: Greatsword (zweihänder), Dagger (katzbalger), Halberd, pike, or arquebus (early firearm)
  • Fighting Style: Great Weapon Fighting
  • Subclass: Champion
  • Equipment: Explorer’s Pack, Artisan’s Tools, Trophy items (e.g., feathers, ribbons, or fabric from defeated enemies)
  • Notes: Landsknechte were renowned for their flamboyant attire, often wearing slashed doublets, brightly colored hose, and wide-brimmed hats adorned with feathers.
    • They fought in tight formations known as “pike squares” or “hedgehogs,” utilizing their pikes, halberds, and greatswords to break enemy lines.
    • Doppelsöldner (“double-pay men”) were elite soldiers armed with Zweihänders, tasked with breaking enemy pike formations.

12. Viking Raider (Scandinavia)

  • Armor: Chain Shirt or Hide Armor
  • Weapons: Battleaxe, Shield, Handaxe (x2)
  • Fighting Style: Two-Weapon Fighting or Dueling
  • Subclass: Rune Knight
  • Equipment: Explorer’s Pack, Navigator’s Tools
  • Notes: Seafaring warriors known for their raids and exploration.​

Non-Human Fighter Archetypes: Cultures, Armaments, and Deities

1. Elves (Celtic and Norse Origins)

  • Region: Northern and Western Europe (e.g., Ireland, Scandinavia)
  • Origin: Celtic and Norse mythology
  • Armor: Elven Chain, Studded Leather
  • Weapons: Longsword, Longbow, Spear
  • Fighting Style: Archery
  • Martial Archetype: Arcane Archer
  • Equipment: Explorer’s Pack, Musical Instrument
  • Deities: Brigid, Lugh

2. Dwarves (Norse and Germanic Origins)

  • Region: Central and Northern Europe (e.g., Germany, Scandinavia)
  • Origin: Norse and Germanic mythology
  • Armor: Plate Armor, Chain Mail
  • Weapons: Warhammer, Battleaxe, Crossbow
  • Fighting Style: Defense
  • Martial Archetype: Champion
  • Equipment: Artisan’s Tools, Brewer’s Supplies
  • Deities: Thor, Wayland

3. Dragonborn (East Asian Origins)

  • Region: East Asia (e.g., China, Japan)
  • Origin: Chinese and Japanese dragon lore
  • Armor: Scale Mail, Lamellar Armor
  • Weapons: Naginata, Katana, Yari
  • Fighting Style: Great Weapon Fighting
  • Martial Archetype: Battle Master
  • Equipment: Calligrapher’s Supplies, Herbalism Kit
  • Deities: Ryūjin, Fūjin

4. Orcs (Eurasian Steppe Origins)

  • Region: Central Asia (e.g., Mongolia, Siberia)
  • Origin: Steppe nomadic cultures
  • Armor: Hide Armor, Scale Mail
  • Weapons: Greataxe, Composite Bow, Scimitar
  • Fighting Style: Two‑Weapon Fighting
  • Martial Archetype: Cavalier
  • Equipment: Tinker’s Tools, Hunting Trap
  • Deities: Tengri, Erlik

5. Halflings (British Isles Origins)

  • Region: British Isles (e.g., England, Ireland)
  • Origin: English folklore and Celtic myth
  • Armor: Leather Armor, Padded Armor
  • Weapons: Shortsword, Sling, Dagger
  • Fighting Style: Dueling
  • Martial Archetype: Purple Dragon Knight
  • Equipment: Cook’s Utensils, Brewer’s Supplies
  • Deities: Epona, Brigid

6. Tieflings (Persian and Mesopotamian Origins)

  • Region: Middle East (e.g., Iran, Iraq)
  • Origin: Persian and Mesopotamian myth
  • Armor: Studded Leather, Chain Shirt
  • Weapons: Scimitar, Whip, Dagger
  • Fighting Style: Dueling
  • Martial Archetype: Eldritch Knight
  • Equipment: Alchemist’s Supplies, Poisoner’s Kit
  • Deities: Ishtar

7. Tritons (Greek and Mediterranean Origins)

  • Region: Mediterranean Sea (e.g., Greece, Italy)
  • Origin: Greek mythology
  • Armor: Scale Mail, Breastplate
  • Weapons: Trident, Net, Spear
  • Fighting Style: Protection
  • Martial Archetype: Champion
  • Equipment: Navigator’s Tools, Fishing Tackle
  • Deities: Poseidon, Amphitrite

8. Githyanki (Steppe‑Inspired Origins)

  • Region: Astral Plane (analogous to Eurasian Steppe)
  • Origin: Nomadic warrior cultures
  • Armor: Astral Driftmetal Armor
  • Weapons: Silver Sword, Pike
  • Fighting Style: Dueling
  • Martial Archetype: Eldritch Knight
  • Equipment: Explorer’s Pack, Astral Compass
  • Deities: Perkūnas

9. Warforged (Industrial Revolution Origins)

  • Region: Western Europe (e.g., England, Germany)
  • Origin: Rise of industry and automata legends
  • Armor: Integrated Plate (built‑in)
  • Weapons: Warhammer, Hand Crossbow
  • Fighting Style: Defense
  • Martial Archetype: Rune Knight
  • Equipment: Tinker’s Tools, Mason’s Tools
  • Deities: Hephaestus, Vulcan

10. Tabaxi (Mesoamerican Origins)

  • Region: Tropical forests (e.g., Central and South America)
  • Origin: Indigenous Mesoamerican cultures
  • Armor: Studded Leather Armor
  • Weapons: Shortsword, Hand Crossbow
  • Fighting Style: Two‑Weapon Fighting
  • Martial Archetype: Battle Master
  • Equipment: Explorer’s Pack, Musical Instrument
  • Deities: Bastet

11. Aarakocra (South Asian/Uralic Origins)

  • Region: High mountain ranges (e.g., Himalayas, Urals)
  • Origin: Garuda and sky‑bird myths
  • Armor: Light Armor (wing‑friendly)
  • Weapons: Javelin, Shortbow
  • Fighting Style: Archery
  • Martial Archetype: Cavalier
  • Equipment: Explorer’s Pack, Climber’s Kit
  • Deities: Garuda

12. Firbolg (Irish Mythology Origins)

  • Region: Ireland and Western Scotland
  • Origin: Tuatha Dé Danann legends
  • Armor: Hide Armor, Chain Shirt
  • Weapons: Greatclub, Spear
  • Fighting Style: Dueling
  • Martial Archetype: Champion
  • Equipment: Explorer’s Pack, Herbalism Kit
  • Deities: Danu

13. Kenku (Japanese/Tengu Origins)

  • Region: Japan’s mountainous regions
  • Origin: Tengu and crow‑spirit folklore
  • Armor: Studded Leather
  • Weapons: Shortsword, Hand Crossbow
  • Fighting Style: Dueling
  • Martial Archetype: Samurai
  • Equipment: Explorer’s Pack, Disguise Kit
  • Deities: Amaterasu

Fighter
(223) Discord | @Midjourney Bot

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.

Role: Fighters excel at combat defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The fighter’s class skills are Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Intimidate (Charisma), Knowledge (dungeoneering) (Intelligence), Knowledge (engineering) (Intelligence), Profession (Wisdom), Ride (Dexterity), Survival (Wisdom), and Swim (Strength).

Skill Ranks Per Level: 2 + Intelligence modifier.

Skill Points at Each Additional Level 2 + Intelligence modifier.

The Fighter
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Bonus feat
2nd+2+3+0+0Bonus feat, bravery +1
3rd+3+3+1+1Armor training
4th+4+4+1+1Bonus feat
5th+5+4+1+1Weapon training
6th+6/+1+5+2+2Bonus feat, bravery +2
7th+7/+2+5+2+2Armor training
8th+8/+3+6+2+2Bonus feat
9th+9/+4+6+3+3Weapon training
10th+10/+5+7+3+3Bonus feat, bravery +3
11th+11/+6/+1+7+3+3Armor training
12th+12/+7/+2+8+4+4Bonus feat
13th+13/+8/+3+8+4+4Weapon training
14th+14/+9/+4+9+4+4Bonus feat, bravery +4
15th+15/+10/+5+9+5+5Armor training
16th+16/+11/+6/+1+10+5+5Bonus feat
17th+17/+12/+7/+2+10+5+5Weapon training
18th+18/+13/+8/+3+11+6+6Bonus feat, bravery +5
19th+19/+14/+9/+4+11+6+6Armor mastery
20th+20/+15/+10/+5+12+6+6Bonus feat, Weapon mastery

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.

For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Miniatura de la Biblia Maciejowski
Miniatura de la Biblia Maciejowski

Armor Mastery (Ex)

At 19th level, a fighter gains Damage Reduction 5/- whenever he is wearing armor or using a shield.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon, such as the longswordgreataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Fighter Character Concepts

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The Quintessential Fighter
Author Matthew Sprange
Publisher Mongoose Publishing
Publish date 2002

A fighter is far more than a mere sword-swinger. Indeed, he has the potential to be the most flexible character class of all, for his consummate skill in combat leaves plenty of room for role-players to concentrate on his background, past associations, recent history and most of all, why he actually became a fighter in the first place.

Whether running from the forces of law and order as an outlaw, just completing a term of service within a mercenary warband or having performed heroic acts to defend his home village, every fighter has his or her own story to tell. Within this chapter we will take a look at greatly widening the possibilities for every character that starts off as a fighter.

Character Concepts provide a range of templates for each character class that will allow a player to quickly and easily create a ready background for every new character he generates. As well as providing both a small bonus and penalty to his character’s capabilities, each Character Concept gives a ready base for role-playing, thus greatly shortening the time taken during character creation, as well as granting that oft-needed inspiration so important for a player to feel ‘at home’ with his new character.

Any one Character Concept may be applied to a character as it is being created. The listed bonuses and penalties are applied, any role-playing description modified and adjusted to take into account the template and then the character is ready to play! From this point forth, both the player and the Games Master should be aware of the Character Concept chosen and take steps to ensure the character is played accordingly. It must be stressed, Character Concepts are a role-playing tool, not simply a method to gain lots of new abilities!

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