SC5e Fighter

by Stormchaser

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The Stormchaser D20 RPG
Fighter

Fighter

Proficiencies

Armour: All armour
Weapons: All weapons. If your race also grants proficiency in a weapon group, then instead gain one proficiency point for each duplicated weapon group proficiency.
Tools: None
Defences: Any 2 physical defences
Skills: Choose 2 skills from Acrobatics, Animal Handling, Athletics, Endurance, History, Insight, Intimidation, Perception and Survival

Equipment

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

  • (a) an underlay and chain mail or
    (b) an underlay, a martial bow, and 20 arrows
  • (a) a martial weapon and a standard shield or
    (b) two martial weapons
  • (a) a standard crossbow and 20 bolts or
    (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Combat Superiority

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are detailed on Player's Handbook pg. 74, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have one superiority die, which is a d4, and you earn more at higher levels, as shown in the Dice Number column of the fighter class table. This die changes as you gain fighter levels, as shown in the Dice Size column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

The Fighter
Level Dice Size Dice Number Maneuvers Known
2nd d4 1 2
3rd d4 1 2
4th d4 1 2
5th d4 1 3
6th d4 1 3
7th d4 1 3
8th d4 1 3
9th d6 2 4
10th d6 2 4
11th d6 2 4
12th d6 2 4
13th d6 2 5
14th d6 2 5
15th d6 2 5
16th d6 2 5
17th d8 3 6
18th d8 3 6
19th d8 3 6
20th d8 3 6

Fighting Style Mastery

Beginning at 3rd level, you master a particular style of fighting as your specialty. Choose one of the Fighting Style Mastery options, detailed in Chapter 6. You can’t take a Fighting Style Mastery option more than once, even if you later get to choose again.

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.

Additionally, at level 11, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

Master of Combat

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores also increases by 2.

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

Martial Archetypes

Battle Master

Improved Combat Superiority

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

  • You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Battle Master table.
  • You have two additional superiority dice, and you earn more at higher levels, as shown in the Battle Master Dice Number column of the fighter class table.
  • You superiority dice grows more rapidly as you gain fighter levels, as shown in the Dice Size column of the Battle Master table.

Signature Maneuver

At 3rd level, you choose a maneuver that you know as your signature maneuver. Whenever you use that maneuver, you can use a Superiority Dice without expending it. You may only use this feature once per turn.

Student of War, Know Your Enemy

See Player's Handbook pg. 73.

Greater Signature Maneuver

At 10th level, you can choose a second signature maneuver.

Relentless

See Player's Handbook pg. 74.

Master of Battle

At 18th level, once per round, if you would roll a superiority die, you can instead take the maximum.

The Battle Master
Level Dice Size Dice Number Maneuvers Known
3rd d4 2 4
4th d4 2 4
5th d6 3 6
6th d6 3 6
7th d6 3 6
8th d6 3 6
9th d8 4 8
10th d8 4 8
11th d8 4 8
12th d8 4 8
13th d10 5 10
14th d10 5 10
15th d10 5 10
16th d10 5 10
17th d12 6 12
18th d12 6 12
19th d12 6 12
20th d12 6 12

Brawler

Moxie

Starting at 3rd level, your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. You have moxie points equal to half your fighter level (round down).

You can spend these points to fuel various moxie features. You know three such features: Brace Up, The Old One-Two, and Stick and Move. You regain all expended moxie points when you complete a short or long rest.

Brace Up

You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your unarmed damage die + your fighter level + your Constitution modifier and gain that many temporary hit points.

The Old One-Two

Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make an unarmed strike as a bonus action.

Stick and Move

You can use a bonus action and expend 1 moxie point to make a shove attack or take the Dash action.

Bloodied But Unbowed

Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your fighter level + your Constitution modifier and you regain all expended moxie points. You cannot use this feature again until you finish a short or long rest.

Haymaker

Starting at 7th level, before you make an attack, you can declare you are swinging wild haymakers. You make all weapon attack rolls until the end of this turn with disadvantage and when you deal damage with a weapon or an unarmed strike you do not roll for the weapon’s damage die, but use the maximum die result instead.

Lesser Improved Unarmed Strike

Starting at 7th level the damage die of your unarmed strike increases by one size (1 to d4, d4 to d6, or d6 to d8).

Moxie Fuelled Fists

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Down But Not Out

At 10th level, when you use your Bloodied But Unbowed feature you can choose to also use this feature. If you do, you add your proficiency bonus to your damage with unarmed attacks and weapons for the next minute. You can use this feature again after you complete a long rest.

Fancy Footwork

At 10th level, you gain proficiency in Dexterity saving throws.

Improved Unarmed Strike

Starting at 15th level the damage die of your unarmed strike increases by one size (d4 to d6, d6 to d8, or d8 to d10).

Unbreakable

Starting at 15th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it and take the second result.

Greater Improved Unarmed Strike

Starting at 18th level the damage die of your unarmed strike increases by one size (d6 to d8, d8 to d10, or d10 to d12).

Fighting Spirit

Starting at 18th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.


Building a Brawler

This subclass is written with the expectation that the character also chooses other brawling oriented options, such as the Brawling Fighting Style and the Brawling Mastery Feat (see Chapter 6). These stack with the Improved Unarmed Strike subclass features for an eventual d12 unarmed damage die at level 18.

Champion

Improved Critical

See Player's Handbook pg. 72.

Additionally, when you score a critical hit on a roll of 20, roll your weapon dice one additional time and add the result to the damage.

Superlative Skill

Also at 3rd level, your proficiency bonus is doubled for any ability check you make that uses the Athletics or Acrobatics skill if you are proficient in that skill.

Remarkable Athlete

See Player's Handbook pg. 72.

Additionally, your exceptional athleticism grants you proficiency in Dexterity saving throws.

Skirmish Survivor

Starting at 7th level, you grow resilient to battle. At the start of each of your turns in combat, you gain temporary hit points equal to your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Veteran Fighter

At 10th level, your combat experience lets you turn a missed attack into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

In addition, you can choose a second option from the Fighting Style class feature.

Superior Critical

See Player's Handbook pg. 73.

Also, when you score a critical hit on a roll of 20, the target of your attack is Stunned until the end of their next turn.

Battlefield Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, your Skirmish Survivor feature gains you 5 additional temporary hit points. Also, you gain temporary hit points from Skirmish Survivor even if you have more than half of your hit points left.

Eldritch Knight

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.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Choose faith, sorcery, or wizardry. Once this decision has been made, it cannot be changed, unless in-character events result in a fundamental change in how you cast your spells.

Eldritch Knight Spellcasting
Fighter Level Cantrips Known Spells Known Spell Points Max Spell Level
3rd 2 1+INT/WIS/CHA 2 1st
4th 2 1+INT/WIS/CHA 3 1st
5th 2 2+INT/WIS/CHA 3 1st
6th 2 2+INT/WIS/CHA 3 1st
7th 2 2+INT/WIS/CHA 8 2nd
8th 2 3+INT/WIS/CHA 8 2nd
9th 2 3+INT/WIS/CHA 8 2nd
10th 3 3+INT/WIS/CHA 10 2nd
11th 3 4+INT/WIS/CHA 10 2nd
12th 3 4+INT/WIS/CHA 10 2nd
13th 3 4+INT/WIS/CHA 16 3rd
14th 3 5+INT/WIS/CHA 16 3rd
15th 3 5+INT/WIS/CHA 16 3rd
16th 3 5+INT/WIS/CHA 19 3rd
17th 3 6+INT/WIS/CHA 19 3rd
18th 3 6+INT/WIS/CHA 19 3rd
19th 3 6+INT/WIS/CHA 23 4th
20th 3 7+INT/WIS/CHA 23 4th

Faith

You cast spells from the cleric spell list using Wisdom as your spellcasting ability. You are granted spells through prayer and supplication. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier

Spell attack modifier = your proficiency bonus
+ your Wisdom modifier

Sorcery

You cast spells from the sorcerer spell list using Charisma as your spellcasting ability. Your manifest your spells through intuition and natural ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Wizardry

You cast spells from the wizard spell list using Intelligence as your spellcasting ability. You learn your spells through study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Cantrips

You learn two cantrips of your choice from your spell list. You learn an additional cantrip of your choice from your spell list at 10th level.

Spell Points

The Eldritch Knight Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a a number of points equal to the spell’s level. You regain all expended spell points when you finish a long rest.

Spells Known of 1st-Level and Higher

You know a number of spells from your spell list equal to your spellcasting ability modifier + one third of your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots, and all but one must be chosen from the abjuration and evocation spells on your spell list.

When your level or spellcasting ability modifier increases, you learn more spells from your spell list of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Arcane Bond

At 3rd level, you forge an arcane bond with an item. You gain one of the following features of your choice.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Tome Bond

As an alternative to the weapon bond class feature, you can choose to instead gain a spellbook or prayer book from which you prepare your spells each day.

At 3rd level, you have a tome containing two 1st-level spells of your choice from your spell list. Your tome is the repository of the spells you know, except your cantrips, which are fixed in your mind.

Preparing Spells

You prepare a list of spells that are available for you to cast. To do so, choose a number of spells from your tome equal to your intelligence level + one third of your fighter level (minimum of one spell). The spells must be for a level for which you have spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your tome and memorising the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your tome. You don't need to have the spell prepared.

Learning Spells of 1st-Level and Higher

Each time you gain a fighter level, you can add one spell of your choice to your tome for free. Each of these spells must be of a level for which you have spell slots, as shown on the Eldritch Knight table. On your adventures, you might find other spells that you can add to your tome.

Your Tome

The spells that you add to your tome as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a spellbook or spell scroll containing a spell of 1st level or higher, you can add it to your tome if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. For each level of the spell, the process takes 1 hour per spell level and costs the amount of gold listed in the table for Spell Scribing Costs. The cost represents the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Spell Scribing Costs
Spell Level Scribing Time Scribing Cost Purchase Price
1st 1 hour 20 gp 40 gp
2nd 2 hours 40 gp 80 gp
3rd 3 hours 80 gp 160 gp
4th 4 hours 160 gp 320 gp

Replacing the Book. You can copy a spell from your own tome into another book - for example, if you want to make a backup copy of your tome. This is just like copying a new spell into your tome, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 10 minutes for each level of the copied spell. The material cost remains the same.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

The Brawler Martial Archetype was based on the Pugilist class by Benjamin Huffman.

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".