Basic Fighter (5e Class)
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Creating a Basic Fighter[edit]
Trained in military tactics and weapon combat, you are a martial specialist, able to fight both at close and ranged distance, and to wear a variety of armors and weapons better than any regular combatant. Knights, soldiers, savage barbarians and mercenaries, all are different expressions of the fighter concept, the prime example of a warrior clad in armor, using their skills to defend realms, win battles or earn gold. But you learned to harvest the power of runes to your advantage creating devastating effects in combat.
Creating a Basic Fighter[edit]
Strength should be your highest ability score followed by Constitution and Dexterity.
Do you believe in physical might trumping magic? Do you want something basic and easy to understand for a class? Does your character excel in the physical side of the ability scores? Than this is the class for you.
Class Features
As a Basic Fighter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Basic Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Basic Fighter level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) chain armor
- (a) Great axe or (b) long sword and shield
- (a) Long bow and 20 arrows or (b) short bow and 20 arrows
- (a) Adventurer's pack or (b) dungeoneer's pack
Level | Proficiency Bonus |
Damage Bonus | Features |
---|---|---|---|
1st | +2 | - | AC Bonus (+1) |
2nd | +2 | 1 | Damage Bonus |
3rd | +2 | 1 | Archetype |
4th | +2 | 1 | Ability Score Improvement |
5th | +3 | 2 | Extra Attack |
6th | +3 | 2 | Ability Score Improvement |
7th | +3 | 2 | Bonus Proficiency |
8th | +3 | 2 | Ability Score Improvement |
9th | +4 | 2 | Resilient |
10th | +4 | 2 | Archetype |
11th | +4 | 3 | Extra Attack (2) |
12th | +4 | 3 | Ability Score Improvement |
13th | +5 | 3 | Resilient |
14th | +5 | 3 | Ability Score Improvement |
15th | +5 | 3 | Archetype |
16th | +5 | 3 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | 6 | Resilient |
18th | +6 | 6 | Archetype |
19th | +6 | 6 | Ability Score Improvement |
20th | +6 | 8 | Extra Attack (3) |
AC Bonus[edit]
Starting at 1st level, you gain a +1 bonus to AC. This bonus is not cumulative with the one provided by fighting styles.
Vigorous[edit]
Starting at 1st level, you bear an extreme health. You gain the following benefits:
- Healthy
Your hit point maximum increases by 6 and increases by 1 whenever you gain a level in this class.
- Fast Healing
You regain a number of hit points equal to 5 + your fighter level whenever you finish a rest.
Damage Bonus[edit]
Starting at 2nd level, you gain a +1 bonus to your damage rolls with weapon attacks. This damage increases as you gain levels in this class, as shown on the Damage Bonus column on the Fighter's table.
Ability Score Increase[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
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.
Bonus Proficiency[edit]
Starting at 7th level, you gain proficiency in one additional skill and with one additional saving throw.
Resilient[edit]
At 9th level, you gain a +1 bonus to all your saving throws. This bonus increases to +2 at 13th level and +3 at 17th level.
Archetypes[edit]
Battle Master[edit]
- Tactical Combat
Starting at 3rd level, your first attack that hits on a combat causes additional 10 points of damage. After this attack, you can choose to take the Dash, Disengage, Dodge, Help, Shove, or Grapple actions.
- Improved Tactical Combat
At 10th level, the first attack that hits on a combat causes 11 points of damage. This increases to 12 points of damage at 18th level.
- Relentless
At 15th level, your first attack that hits on a combat causes 19 points of damage.
Champion[edit]
- Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- Improved Damage
At 10th level, you deal additional +2 damage with weapon attacks.
- Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
- Superior Endurance
At 18th level, once per round when you take damage, you can reduce the damage taken by 5.
Samurai[edit]
- Fighting Spirit
Starting at 3rd level, your hit point maximum increases by 8. This increases to 15 at 10th level and 22 at 15th level.
- Precise Blade
Also at 3rd level, you have a bonus of +2 to all your melee weapon attacks.
- Tireless Spirit
At 10th level, all your attacks on your first turn of combat are made with advantage.
- Rapid Strike
At 15th level, you can make one additional attack whenever you take the attack action. This additional attack is always made with disadvantage.
- Strength Before Death
At 18th level, when you fall to 0 hit points, you can make one melee attack against a creature within reach.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the basic fighter class, you must meet these prerequisites: 13 Strength or 13 Constitution
Proficiencies. When you multiclass into the basic fighter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.
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