logoChronicles
Home
© Copyright 2025, All rights reserved
Classes

Fighter

Fighter
Category:
martial
Primary Abilities:
DEX
STR
Saving Throws:
CON
STR
Hit Dice:
d12
Subclasses
  • Battlemaster
  • Champion
  • Drachenlanze
  • Samurai

Fighters are masters of martial combat, using their experience, training, and discipline to overpower their foes. Whether one is a knight clad in armor, a nimble duelist, or an archer that rains death from the heavens; fighters are one of the most versatile classes you can find on the battlefield, expressing their mastery with a wide variety of weapons so they are never caught unarmed.

Fighters excel in an unmatched combat prowess through sheer expertise with a wide variety of weapons. They boast high durability with superior armor and hit points, have access to more attacks than nearly any other class, and can choose from a wide array of fighting styles.

Creating a Fighter

As a Fighter, you gain the following benefits:

Hit Points

Hit Dice: 1d12 per Fighter level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution per Fighter level after 1st

Proficiencies

Armor: All armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Skills: You start as a novice in 2 of the following skills: Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Survival

Additionally, you also start as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).

Starting Equipment

You can either start with 175 gp, or the following equipment:

  • (a) Ring mail or (b) Leather Armor, Longbow and 20x Arrow, Common
  • (a) a martial weapon of 15 gp or less and a shield of 25 gp or less or (b) two martial weapons of 20 gp or less each
  • (a) Crossbow, Light and 20x Bolt, Common or (b) 2x Handaxe
  • 11 gp

Class Features

Maneuvers KnownManeuvers DiceFeatures
1——Novice Training, Fighting Style, Second Wind, Combat Maneuvers
2——Action Surge (1)
3——Fighter Subclass
4——General Feat
5——Adept Training, Extra Attack (1)
6——Subclass Feature
7——Weapon Expertise (1)
8——General Feat
9——Indomitable (1)
10——Expert Training, Subclass Feature
11——Extra Attack (2), Weapon Expertise (2)
12——General Feat
13——Indomitable (2)
14——Subclass Feature
15——Master Training, Action Surge (2), Weapon Expertise (3)
16——General Feat
17——Indomitable (3)
18——Subclass Feature
19——General Feat, Weapon Expertise (4)
20——Extra Attack (3)
Level 1

Fighter Training

Level 1

Fighting Style

Level 1

Second Wind

Level 1

Combat Maneuvers

Level 2

Action Surge

Level 3

Fighter Subclass

Level 4

General Feat

Level 5

Extra Attack

Level 7

Weapon Expertise

Level 9

Indomitable

You start out as a novice in Strength and Constitution saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.

Additionally, you are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.

Finally, the training bonus to the DC of your Combat Maneuvers increases to +2.

The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.

You adopt a particular style of fighting as your speciality. You gain one feat with the Fighting Style trait as part of this class feature.

You have a limited well of stamina that you can draw on to recover from harm. As a Bonus Action, you can 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.

As a fighter you learn certain maneuvers that are fueled by special dice called maneuver dice.

Combat Maneuvers

You learn a combat maneuver of your choice for which you meet the prerequisites. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn additional maneuvers as you gain levels as a Fighter, as depicted in the maneuvers Known column in the Fighter table.

Maneuver Dice

You have three maneuver dice, which are d8s. A maneuver die is expended when you use it.

You regain all of your expended maneuver dice when you finish a short or long rest.

You gain additional maneuver dice as you level up as a Fighter, as depicted in the Maneuver Dice column in the Fighter table.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. You use either Strength or Dexterity in the execution of your maneuvers (your choice). Thus the DC is calculated in the following way:

DC = 8 + Fighter Training Bonus + Dexterity or Strength Modifier (your choice)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, chosen from the following action options: Attack, Dash, Disengage, or Dodge.

Once you use this feature you must finish a short rest or a long rest before you can use it again.

At 15th level you gain a second use of Action surge per short or long rest, but you can still only use it once per turn.

You choose a subclass to further specialize in a specific field of your class.
Your subclass grants you features at 3th level and then again at 6th, 10th, 14th, and 18th level.

  • Battlemaster
  • Champion
  • Drachenlanze
  • Samurai

You gain one feat with the General trait of your choice for which you qualify.

You gain the benefits of this feature again at 8th, 12th, 16th, and 19th 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.

You have mastered the use of certain weapons. Whenever you finish a long rest, you can choose a single kind of weapon and gain expertise any attack role you make with that type of weapon.

The number of weapons you can get expertise with increases to two at level 11, three at level 15, and four at level 19.

When you are subjected to an effect that allows you to make a saving throw, you may consider your result as one level of success above its actual result. A critical failure is considered a failure, a failure becomes a success, and a success becomes a critical success.

You can use this feature once per long rest, this increases to twice at 13th level, and three times at 17th level.