Fighter

They fight, yo.

Maneuvers

You learn one maneuver per level, plus two bonus maneuvers at level 1.

See Maneuvers for a complete list.

Stances

As a free action, once/rd, you may assume one of the following stances. You stay in that stance until you switch stances, or until combat is over.

Stance Effect

Offensive Stance

Gain advantage to attack and damage rolls, +10-ft to movement, and you critically hit on 18-20.

Defensive Stance

Gain advantage to any defensive checks, enemies are disadvantaged when attacking you, and any reaction attacks (such as opportunity attacks) inflict double damage. Enemies provoke opportunity attacks from you if they attack anyone besides you.

Group Stance

Your melee attacks become a chain 1, enemies cannot flank you, you are always aware of enemies who threaten you in melee (regardless of perception).

Mastery

As a fighter, you are constantly looking to hone your combat skills to perfection. With each new maneuver you study, you find yourself growing stronger in fundamental ways.

You gain permanent bonuses based on the number of maneuvers you know in each category. This takes effect at level 2, and each time you learn a new maneuver, it improves.

Maneuver type Bonus per maneuver

Archery

+1 damage with ranged weapons

Command

Dodge

Heavy Weapons

+1 damage with heavy weapons

Light Weapons

Parry

+1 to parry checks

Shields

+1 to block rating

Skirmisher

''Work in progress. I'm thinking there's actually a progress track for each type. For example, archery, heavy, and light probably alternate between +1 to hit and +1 to damage, then a capstone every 5.''

Weapon Specialization

Choose a single type of weapon, such as longsword or greataxe. You permanently gain one damage die when wielding a weapon of this type.

You may use a Skill Alternative to gain specialization in a new weapon type.

Conditioning

All that constant fighting really keep you in shape. Each time you receive an ability score increase, you also gain +1 to Str and Con.

Feats

The following feats are available to fighters:

Feat Requirements Description

Stance Dance

Stances

You may change stances any number of times per round as a free action

Paths

There are several paths open to the Fighter:

Path Description Play Style

Armsman

Consummate fighter, master of maneuvers

Pure fighting, improved stances, more maneuvers known, battle trance, get more out of magic weapons and armor

Barbarian

A lone warrior, adept at survival, and fearsome in battle

Combat focused, doesn't need heavy armor, rage (inflict more damage, take less damage, resist any form of control, magical or otherwise)

Death Knight

Cursed and befouled with dark magic, you fight relentlessly, without pain or fear

Black magic, necromancy, minor thaumaturgical casting

Eldritch Knight

Wielder of runed blade and enchanted armor, using sword and spell to defend the weak

Magic enhancements, minor arcane casting ability

Warlord

Captain of the battlefield, inspiring and coordinating your allies

Buffs, debuffs, morale effects, teamwork bonuses, minions

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