Fighter Swordsmaster (5e Class)
Fighter Swordmaster[edit]
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Creating a Fighter Swordmaster[edit]
- Quick Build
You can make a Fighter Swordmaster quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constutition. Second, choose the Soldier background.
Class Features
As a Fighter Swordmaster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Fighter Swordmaster level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fighter Swordmaster level after 1st
- Proficiencies
Armor: All Armor
Weapons: All Weapons
Tools: None
Saving Throws: Strength, Constutition
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Performance, Persuasion and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, 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
- If you are using starting wealth, you have 5d4 x 10gp (average 125 gp) in funds.
Level | Proficiency Bonus |
Features | Second Wind | Fighting Styles |
---|---|---|---|---|
1st | +2 | <!-Class Feature1-> | 2 | 1 |
2nd | +2 | <!-Class Feature2-> | 2 | 1 |
3rd | +2 | <!-Class Feature3-> | 2 | 1 |
4th | +2 | Ability Score Improvement | 3 | 1 |
5th | +3 | — | 3 | 1 |
6th | +3 | — | 3 | 2 |
7th | +3 | — | 3 | 2 |
8th | +3 | Ability Score Improvement | 3 | 2 |
9th | +4 | — | 3 | 2 |
10th | +4 | — | 4 | 2 |
11th | +4 | — | 4 | 3 |
12th | +4 | Ability Score Improvement | 4 | 3 |
13th | +5 | — | 4 | 3 |
14th | +5 | — | 4 | 3 |
15th | +5 | — | 4 | 3 |
16th | +5 | Ability Score Improvement | 4 | 3 |
17th | +6 | — | 4 | 3 |
18th | +6 | — | 4 | 3 |
19th | +6 | Ability Score Improvement | 4 | 3 |
20th | +6 | — | 4 | 3 |
Fighting Style[edit]
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
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
- 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
- While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
- 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
- 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
- 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
- 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
- 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
- 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
- When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
- Unarmed Fighting
- 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.
- Classical Swordplay
- While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield
When you reach certain levels as shown in the fighting style column of the Fighter table you can pick an additional fighting style.
Second Wind[edit]
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the second Wind column of the Fighter table.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fighter Swordmaster class, you must meet these prerequisites: 13 STR or DEX
Proficiencies. When you multiclass into the Fighter Swordmaster class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons
Back to Main Page → 5e Homebrew → Classes