Fighter, Pathfinder Edition (5e Class)
Fighter, Pathfinder Edition[edit]
Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.
Fighter, Pathfinder Edition[edit]
Class Features
As a fighter, Pathfinder Edition` you gain the following class features.
- Hit Points
Hit Dice: 1d10 per fighter, Pathfinder Edition` level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per fighter, Pathfinder Edition` level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Combat Skill |
---|---|---|---|
1st | +2 | Fighting Style, Combat Skill | 1 |
2nd | +2 | Precision Surge - | 2 |
3rd | +2 | Martial Archetype | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Battlefield Surveyor | 3 |
7th | +3 | Martial Archetype feature | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Combat Flexibility | 4 |
10th | +4 | Martial Archetype feature | 4 |
11th | +4 | Extra Attack (2) | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Improved Combat Flexibility | 5 |
14th | +5 | Ability Score Improvement | 5 |
15th | +5 | Martial Archetype feature | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Bravery | 6 |
18th | +6 | Martial Archetype feature | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Extra Attack (3) | 6 |
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of fighting styles from the original fighter class or one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Everstand Stance
You brace your shield with both hands, enhancing its potential for both offense and defense. Whenever you are wielding your shield with both hands, double the AC bonus granted by your shield and if you use your shield as a weapon, it gains the versatile property. You cannot use this feature if you use your hand for anything other than holding the shield, like weapon attack, somatic aspects of spell, or using an item.
- Exacting Strike
You make a controlled attack, fully accounting for your momentum. When you miss with your off hand attack, you can use your reaction to reroll the attack. Whenever you get a natural 1 on this reroll, you reroll the dice until you get a different result.
- Point Blank Fighter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You remove your disadvantage on your pole arm for being too close to the enemy. When you do so, the damage dice is reduced to 1d8. You have a +1 bonus to attack rolls on ranged attacks and reach weapons that are used within 5ft of a creature.
- Double Slice
Requirement: ability to attack with your off-hand weapon this turn You swing with both weapons. On your turn, before making an attack, you declare that you are making a Double Slice. You use your bonus action to gain advantage on this attack roll as you swing with both of your weapons. On a hit, you deal the damage of your primary and secondary weapons.
- Reactive Shield
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. When you are wielding a shield with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add the shield’s bonus to your AC for that attack, potentially causing the attack to miss you.
- Snagging Strike
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Once per turn, whenever you hit, deal damage, and you have an empty hand, you can make a grapple check.
- Power Attack
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. As a bonus action, the next attack with a two-handed weapon on this turn deals an extra 1d4 damage. On 11th level, this becomes 2d4.
Combat Skill[edit]
At 1st level, you pick up some interesting skills that would be useful in and out of combat. You gain one Combat Skills of your choice. When you gain certain Fighter, Pathfinder Edition levels, you gain additional Combat Skills of your choice, as shown in the Combat Skill column of the Fighter, Pathfinder Edition table. A level prerequisite refers to your level in this class.
GM note: if this class becomes too strong, reduce the number of Combat Skill that the player has.
Precision Surge[edit]
At 2nd level, you can track creatures beyond your normal limits for a moment. On your turn, you add +2 to all attack rolls this turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Martial Archetype[edit]
At 3rd level, you choose a Martial Archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 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. As normal, you can’t increase an ability score above 20 using this feature.
- Feats from Another System (Optional Feature)
Replaces one of the Ability Score Increasement
You gain one General Feat and one Skill Feat. Count Ranger, Pathfinder Edition class levels, not character levels. This can be taken for each Ability Score Increasement that is sacrificed.
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.
Combat Flexibility[edit]
At 6th level, through your experience in battle, you can prepare your tactics to suit different situations. When you finish a long rest, you gain one of the Combat Skills that is 1st or 2nd level that you don’t already have. You can use that feature until your next long rest.
Battle Surveyor[edit]
At 9th level, whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. You gain proficiency in Perception. If you already have proficiency in Perception, you gain expertise instead. In addition, you have +1 to initiative.
Improved Combat Flexibility[edit]
At 13th level, your extensive experience gives you even greater ability to adapt to each day’s challenges. When you finish a long rest, you gain one of the Combat Skills that is 9th level or lower that you don’t already have. You can use that feature until your next long rest. This stacks with Combat Flexibility
Bravery[edit]
At 17th level, having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. You gain proficiency in wisdom saving throws. Additionally, you have an advantage against the frightened condition.
Combat Skills[edit]
Most Combat Skill has a level requirement based on Fighter, Pathfinder Edition levels.
Second Wind[edit]
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, Pathfinder Edition level. Once you use this feature, you must finish a short or long rest before you can use it again.
Sudden Charge[edit]
With a quick sprint, you dash up to your foe and swing. You can use your bonus action to dash. You must move closer to an enemy with this dash.
Intimating Strike[edit]
Your blow not only wounds creatures but also shatters their confidence. Once per turn, whenever you get a critical hit, that creature is frightened of your until the start of your turn.
Lunge[edit]
Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Once per turn, one of your weapon attacks on your turn has reach property.
Knock Sense[edit]
You attack carefully to knock some sense into a creature. When you hit a charmed ally with a weapon, they take half of the damage and no longer charmed. This attack's damage does not break concentration.
Level 2[edit]
Aggressive Block[edit]
You push back as you block the attack, knocking your foe away or off balance. When you about to be attacked with a melee attack, you can use your shield to use shove against the creature. Once shove is resolved, the attacker may act normally and their triggering attack is not made nor wasted.
Assisting Shot[edit]
With a quick shot, you interfere with a foe in combat. Once per turn, when you deal damage with a ranged attack, the next Attack roll (not you) made against this target before the end of your next turn gains 1d4 to their roll, thanks to their lost of attention.
Brutish Shove[edit]
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. As a bonus action, next time you deal dame with two-handed weapon in this this has the following effect: you can make the shove action against a creature that your size or smaller.
Devoted Guardian[edit]
You adopt a wide stance, ready to defend both yourself and your chosen ward. As a bonus action, select one creature within 5 ft of you. As long as you are wielding a shield and the creature remains adjacent to you, the creature gains a +1 AC
Dragging Strike[edit]
You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Whenever you hit a creature that is your size or smaller with a reach weapon, that creature is pulled up to 5 ft closer to you.
Dueling Parry[edit]
You can parry attacks against you with your one-handed weapon. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Dual-Handed Assault[edit]
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. All of your one-handed weapon gains versatile property which is usually increase the damage dice by one stage. You can switch from using one or two hands on your weapon at any time. even between making an attack roll and damage roll.
Shielded Movement[edit]
Requirement: Everstand Stance Fighting Style When your shield is up, your enemies' blows can't touch you. When you use Everstand Stance Fighting Style, you do not provoke any attack of opportunity this turn
Level 6[edit]
Parting Shot[edit]
You jump back and fire a quick shot that catches your opponent off guard. As an action, you make the disengage action. After moving at least 5 ft, you make one ranged attack with advantage.
Guardian's Deflection[edit]
Requirement: Devoted Guardian Whenever your ally under the effects of Devoted Guardian is about to be hit, you can use reaction to use the Protection Fighting Style from Fighter's Fighting Style.
Reflexive Shield[edit]
You can use your shield to fend off the worst of area effects and other damage. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Revealing Strike[edit]
You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. When you hit hit and deal damage with a melee weapon, you can drive the weapon into a corporeal target, revealing its current position. You release the weapon, and it becomes lodged in the target. If the target is invisible, the weapon remains visible while lodged in it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. It is an item interaction to remove the weapon.
Half Feat[edit]
Requirement: Optional Feature: Feat You gain one feat that increases one of your ability scores. You do not increase your ability score with this feat but still gain the feat features. You cannot pick this Combat Skill for Improved Combat Flexibility and Ultimately Flexibility.
Level 9[edit]
Indomitable[edit]
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.
Shield Warden[edit]
Requirement: Reactive Shield Fighting Style You use your shield to protect your allies. When a creature within 5 ft of you is hit with an attack, you can use your reaction to use Reactive Shield and the AC bonus is granted to that creature within 5 ft of you.
Disorienting Opening[edit]
You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, the next attack that targets this creature gains advantage until the start of your next turn.
Felling Strike[edit]
Your attack can ground an airborne foe. Once per turn, when you hit an airborne creature, they looses all flying speed until the start of your turn.
Impassable Wall[edit]
You refuse to let foes past your guard. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Incredible Aim[edit]
By spending a moment to focus, you can ensure your attack strikes true. As a bonus action, you can make your next range attack have advantage and ignore up to 3/4 cover.
Knight's Retaliation[edit]
You knock the enemy's blow aside and twist, unbalancing your foe. When an undead creature miss you, you can use your reaction to make the shove action.
Positioning Assault[edit]
With punishing blows, you force your opponent into position. Once per turn, when you hit a creature with a two-handed weapon, they are pushed back 5 ft.
Resounding Bravery[edit]
Even your fears serve as fuel for your fighting spirit. Whenever you pass a wisdom saving throw against a hostile creature, you gain a number of temporary Hit Points equal to half your level for 1 minute.
Certain Strike[edit]
Even when you don’t hit squarely, you can still score a glancing blow. Once per turn, when you miss with a melee attack, you deal half damage.
Debilitating Shot[edit]
Aiming for a weak point, you impede your foe with a precise shot. As a bonus action, you next ranged weapon attack that hits gains this effect: the target can use either an Action or a bonus Action, not both until the end of its next turn.
Fearsome Brute[edit]
Fear makes your foes weak and more vulnerable to your attacks. You gain advantage on attack rolls against frightened creatures.
Level 13[edit]
Quick Reversal[edit]
Requirement: Optional Rule: Flanking You turn your foes’ flanking against them with a quick reverse. When you make attacks against two different creatures that is flanking you, all attacks this turn against creatures that are flanking you has advantage.
Shattering Defenses[edit]
Your offense exploits your enemy's fear. When you hit with a melee weapon against a frightened creature, all attacks until the start of your next turn has advantage. Once you use this Combat Skill, you can use it again until you complete a short or long rest.
Lunging Stance[edit]
Your body coiled to strike, you can lash out at distant enemies. When it is not your turn, your weapons gain the reach property.
Guiding Finish[edit]
Using your weapon as a lever, you force your opponent to end up right where you want them. Once per turn, you declare that your next attack will be a Guiding Finish. On your next attack, if you hit, you may move that creature 10 feet anywhere within your reach. If you miss, you may move that creature five feet anywhere within your reach. You must have a free hand to use this Combat Skill
Guiding Riposte[edit]
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. Once per turn, whenever you hit a creature while wielding two weapons, you may move that creature 10 feet anywhere within your reach.
Overwhelming Blow[edit]
You throw your weight into a powerful attack that leaves you vulnerable. As an action, make a weapon attack. On a hit, multiply the damage by the number of attacks that you can make in a single turn. On a crit, deal an additional 1d12 after resolving crit damage and multiplier.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Improved Indomitable[edit]
Requirement: Indomitable You can use Indomitable twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Level 17[edit]
Savage Critical[edit]
The wounds you inflict are grievous. When you attack with a weapon or unarmed attack, you critically succeed if you roll a 19 or 20 on the die.
Sever Space[edit]
You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. As your bonus action, you ready to rip apart space. Your next melee attack gains an 80-foot reach.
After the attack, regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a constitution saving throw vs DC of 8 + strength or dexterity modifier + proficiency bonus.
Ultimate Flexibility[edit]
Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you finish a long rest, you gain one of the Combat Skills that is 13th level or lower that you don’t already have. You can use that feature until your next long rest. This stacks with Combat Flexibility and Improved Combat Flexibility.
Legendary Indomitable[edit]
Requirement: Improved Indomitable You can use Indomitable three times between long rests starting at 17th level.
Martial Archetypes[edit]
Different fighters choose different approaches to perfecting their fighting prowess.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fighter, Pathfinder Edition class, you must meet these prerequisites: str 13 or dex 13
Proficiencies. When you multiclass into the Fighter, Pathfinder Edition class, you gain the following proficiencies: light armor, medium armor, shield, simple weapons, and martial weapon
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