Monday, November 6, 2023

D&D Classes - Fighter

 


  Fighters... unique people who are just acquainted with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death itself. Either trying to avoid any physical contact with it, or just staring right to its face. In this blog, I will explain you how to make, or build a fighter-classed player.

Class Features

    As a fighter, you gain a few of these class features. Starting with determining your character's hit points. A fighter's hit dicer is 1d10 per fighter level. And so, at 1st level, your HP is 10 + your Constitution modifier, and at higher levels, you have to add your HP by d10s per level. If you insist of rolling, you can make all of your rolls as 6, the average number of 1-10.


    The proficiencies that you will obtain are all armor and shields, simple and martial weapons, Strength and Constitution saving throws, and 2 of these skills, which are Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival skills. You can also choose the equipment that you'll obtain as a fighter. 


Option 1 : Chain Mail Armor or Leather Armor, a longbow, and 20 arrows.

Option 2 : A martial weapon and a shield or 2 martial weapons

Option 3 : A light crossbow and 20 bolts or two handaxes

Option 4 : A dungeoneer's pack or an explorer's pack


Special Features

Fighting Style

At 1st level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind

At 1st level, You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again, limits the overpowerness of this power.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. This is very useful when your enemy's close to death, but you just need one more action to finish him.

Once you use this feature, you must finish a short or long rest before you can use it again. And the next best thing, starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.


For more information about the various martial archetypes, check here.


Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The ability scores are such as Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. As normal, you can't increase an ability score above 20 using this feature.


But, if you do not want to improve your ability score, here's what you can do.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.

  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

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.

This is very good combined with the Action Surge feature from above, making your Fighter attacking multiple more times.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

The more moves you have later on will make your throws slightly at highs and downs. At downs, you can use this feature as your miracle save. Crucial times calls for crucial resolution

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

That's all about the Fighter class in D&D. For more information about the characters I have with this class, check out Noctis Angevile. Peace


Share:

0 comments:

Post a Comment

This is AJR

Clock

Powered by DaysPedia.com
Current Time in Malang
71003pm
Tue, October 17
5:06am 12:17 5:23pm

WhatsApp Chat

CBox

Visitor Counter

Search This Blog

Powered by Blogger.

Blog Archive

Search This Blog

D&D Classes - Fighter

    Fighters... unique people who are just acquainted with weapons and armor, and a thorough knowledge of the skills of combat. And they a...

Blogger templates