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Fighter

Classes define your unique strengths.

When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.

In Ascended play (beyond level 20) a character gains the core feature of any new class they take at level 20 in that class.

Core Features

Surge

  • On a successful melee, ranged, or spell attack hit, gain 10ft of movement.

Natural Born Fighter

  • You gain an extra fighting style. It does not count against your talents.

Class Talents and Fighting Styles

  • Start with 2 talents at level 1.
  • Gain more talents equal to your proficiency each time proficiency increases.
  • May reassign 2 talents each time proficiency increases (or every 5 levels after level 20)

Fighting Styles

Any class may pick a Fighting Style instead of a class talent. You cannot take the same Fighting Style more than once.

Options:

  • Ranged: Increase ranged weapon range by 10ft per proficiency.
  • Defense: While wearing armor, decrease damage by proficiency an extra time.
  • Dueling: One-handed weapon + empty offhand—add damage equal to SD spent on attack.
  • Great Weapon Fighting: When rolling 1 or 2 on a damage die for a two-handed melee weapon, reroll (must use new roll). Weapon must be two-handed or versatile.
  • Protection: If a creature within 5ft is attacked, you can block for them.
  • Two-Weapon Fighting: When using two weapons, may use Sleight of Hand vs. Agility for your second attack; on success, disarm or make the target drop an item.

Talents

Second Wind

When rolling SD to regain hit points, the fighter can double the result if they are under half of their hit points.


Indomitable

The fighter has advantage when using SD to block.


Vicious Strikes

The fighter’s weapon attacks score a critical hit on a roll of 19 or 20. (Crits of 19 do not gain momentum.)


Relentless

The fighter regains hit points equal to their constitution modifier every round if they are below half their total hit points.