Fighter
| Attribute | Value |
|---|---|
| Weapon Prof. | 2 martial (bonus feat grants all) |
| Armor Prof. | Light (bonus feat grants all) |
| Saving Throws | Str, Con |
| Level | Feats | Special Ability |
|---|---|---|
| 1 | 1 | |
| 2 | 2 | |
| 3 | 3 | |
| 4 | 4 | |
| 5 | 5 | |
| 6 | 6 | |
| 7 | 7 | |
| 8 | 8 | |
| 9 | 9 | |
| 10 | 10 | |
| 11 | 11 | |
| 12 | 12 | |
| 13 | 13 | |
| 14 | 14 | |
| 15 | 15 | |
| 16 | 16 | |
| 17 | 17 | |
| 18 | 18 | |
| 19 | 19 | |
| 20 | 20 |
Feats
1 per level.
Fighters can take any Maneuver feat as a class feat. The combat styles below group the maneuvers that suit each style; the remaining sections list feats specific to fighter subclasses.
Assault
- Charge: Move in a straight line and attack with advantage.
- Slam: Make a powerful attack that deals bonus damage.
- Rend: Inflict a bleeding wound that deals ongoing damage.
- Overpower: Attack that cannot be parried or blocked.
- Execute: Devastating attack against wounded enemies.
Protection
- Defensive Stance: Protect allies within reach with extra reactions.
- Taunt: Force enemies to focus their attacks on you.
- Revenge: Store damage taken to add to your next attack.
- Intervene: Rush to intercept an attack meant for an ally.
Ranged
- Swift Aim: Aim as a swift action instead of standard.
- Quick Hands: Handle ranged weapons faster.
- Multi Shot: Fire at multiple targets in a cone.
- Precise Shot: Use Aim for special shot effects.
- Hunter's Mark: at-will, swift, ranged, concentration; mark a target, granting +1/rank to critical rating and hit power to all attacks against that target by you and your allies. You can track the target's square even if it becomes invisible or hidden.
- Rapid Fire: recharge 33%, std, ranged; make 3 normal ranged attacks with disadvantage.
Warlord
- Battle Shout: Grant allies bonus damage on their next attack.
- Coordinated Strike: Grant an ally an immediate attack on your target.
Skirmisher
- Spring Attack: Move, attack, and move again without provoking.
Group Fighting
- Cleave: Attack a second enemy after hitting the first.
Champion
- Action Surge: Once per short rest, you can take an extra round's worth of actions on your turn.
- Second Wind: Once per short rest, you can spend a swift action to heal yourself for medium damage.
Death Knight
- Death's Advance: your movement speed cannot be reduced below 50% by any means, and you resist half of any forced movement effect (such as push, pull, and slide). Once per encounter, as a swift action, you can remove any and all movement-impairing effects from yourself, and remain immune to them until the beginning of your next turn.
Arcane Archer
- Summon Animal Companion: Instead of a permanent, bonded animal companion, you can summon a different animal companion each time you use this power.
Powers
Arcane Archer
- Magic Arrow: imbue your arrows with magical effects such as fire, frost, lightning, and darkness, and at higher ranks bursts, portals, gravity wells, and slaying.
- Magic Trap: at-will, swift, touch; lay magical traps (alarm, immolation, freezing, and stronger effects at higher ranks) that trigger when a creature enters their space.
Death Knight
- Runeforge: imbue your weapons with up to 3 runes of Blood, Frost, or Death, each expendable to empower a melee attack.
- Contagion: you carry, and are immune to, Blood Boil, Frost Fever, and Shadow Plague, and can inflict one with each successful melee attack.
- Bone Shield: each encounter, you gain 1 charge per rank of Ablation 10%, each of which can be applied at your option to any damaging effect you suffer.
- Raise Dead: encounter, swift, ranged; corpse rises as an undead minion under your control, with the same physical abilities it had in life, but corporeal undead traits. Minion expires after 3 rounds if not destroyed earlier.
Underpowered
- Death Grip: recharge 33%, swift, ranged; enemy (up to Large size) is pulled to the closest available space to you.
- Chains of Ice: recharge 33%, swift, ranged; subject is rooted (100% movement penalty), Str ends. When the effect ends, it is replaced by chilled (50% movement penalty), Str ends.
- Mind Freeze: recharge 33%, reaction, melee range; if an enemy casts a spell within range, you can use this reaction to counterspell, rolling an attack roll against the spell's DC.
Rank 2
- Army of the Dead: Your Raise Dead can be cast on all corpses within 5 squares (max 3 minions per rank).
- Pestilence: recharge 33%, swift, ranged; all diseases currently affecting subject instantly spread to all enemies within 3 squares of subject.
- Infernal Grasp: encounter, swift, emanation 5, concentration; all enemies are pulled as in Death Grip when cast. Each round, this effect automatically uses Death Grip against the first creature to attempt to exit the radius.
- Outbreak: encounter, swift, ranged; target instantly gains all diseases you can inflict with Contagion.
- Relentless: each kill refreshes a rune and lets you move toward the next foe.
Paladin
- Judgment: strike down foes of your faith with divine power.
- Holy Light: channel divine light to heal allies and smite foes.
- Divine Shield: protect yourself and allies with divine shields.
- Inquisition: the power to find and out evil wherever it hides.
- Oathkeeper: swear oaths of Purity, Mercy, Chastity, Truth, Poverty, or Ardor to gain divine boons.
- Aura: emanate auras that protect and empower nearby allies.
- Heavenly Host: summon celestial mounts and guardians.
Ranger
- Animal Companion: you gain a permanent animal companion that fights alongside you. The companion's abilities are based on its type and your level.
Wind Dancer
- Steel Tempest: Gather storm energy with each attack to unleash powerful wind-based maneuvers.
- Wind Deflection: You can use the wind to deflect incoming projectiles.
- Flowing Step: You move like the wind, avoiding opportunity attacks and difficult terrain, and gaining a shield of wind.
- Wind Shear: You slash the air, producing a line of wind that blocks enemy movement and projectiles.
- Zephyr's Grace: You are as light as a feather, evading falling damage and leaping great distances.
- Wind's Friend: You can communicate with air elementals and control small gusts of wind.
Rank 2
- Suspension: You can suspend an enemy in a vortex of wind, lifting them off the ground and rendering them helpless.
Combat Style (old)
Choose:
- Assault
- Protection
- Ranged
- Skirmisher
- Warlord
- more tbd
You gain the 1st ability of the style right away. On your next level up, you gain the next ability, etc, until all are gained.
Paths
- Eldritch Knight
- Ranger
- Paladin
- Death Knight
- Barbarian
