A Nord in clanging plate armour holds her shield
before her as she runs toward the massed goblins. A
Bosmer behind her, clad in studded leather armor, peppers
the goblins with arrows loosed from his exquisite
bow. The Orc nearby shouts orders, helping
the two combatants coordinate their assault to the
best advantage.
A Imperial in chain mail interposes his shield between
the giant's club and his companion, knocking the deadly
blow aside. His companion, a Redguard in scale armor,
swings two scimitars in a blinding whirl as she circles
the giant, looking for a blind spot in its defenses.
A forgemaster works on a blade, surrounded oppresive heat before pulling from the flames a sword of steel honed as sharp as ebony. Donning armour exquistely fitted, the forgemaster turns away from the work, thoughts turning to war.
All of these heroes are fighters, perhaps the most
diverse class of characters in Tamriel. Questing knights, conquering overlords, royal
champions, elite foot soldiers, hardened mercenaries,
and bandit kings—as fighters, they all share an
unparalleled mastery with weapons and armor, and a
thorough knowledge of the skills of combat. And they
are well acquainted with death, both meting it out and
staring it defiantly in the face.
hit dice:
1d10 per fighter level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies:
All armour, shields
weapon proficiencies:
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
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) iron chainmail or (b) leather armour, longbow, and 20 arrows
• (a) a martial weapon and a banded iron 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
spellcasting:
Battle Master Maneuvers:
Beginning at 3rd level if you choose the Battle Master or Champion subclass, you can begin to learn Maneuvers, listed below. The maneuvers are presented in alphabetical order.
Commander’s Strike. When you take the Attack
action on your turn, you can forgo one of your attacks
and use a bonus action to direct one of your companions
to strike. When you do so, choose a friendly creature
who can see or hear you and expend one superiority die.
That creature can immediately use its reaction to make
one weapon attack, adding the superiority die to the
attack’s damage roll.
Disarming Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to disarm the target, forcing it to drop one item
of your choice that it’s holding. You add the superiority
die to the attack’s damage roll, and the target must
make a Strength saving throw. On a failed save, it drops
the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You
add the superiority die to the attack’s damage roll. The
next attack roll against the target by an attacker other
than you has advantage if the attack is made before the
start of your next turn.
Evasive Footwork. When you move, you can expend
one superiority die, rolling the die and adding the
number rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die
and use a bonus action on your turn to feint, choosing
one creature within 5 feet of you as your target. You
have advantage on your next attack roll against that
creature. If that attack hits, add the superiority die to the
attack’s damage roll.
Goading Attack. W hen you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to goad the target into attacking you. You add
the superiority die to the attack’s damage roll, and
the target must make a W isdom saving throw. On a
failed save, the target has disadvantage on all attack
rolls against targets other than you until the end of
your next turn.
Lunging Attack. When you make a melee weapon
attack on your turn, you can expend one superiority die
to increase your reach for that attack by 5 feet. If you hit,
you add the superiority die to the attack’s damage roll.
Maneuvering Attack. When you hit a creature with
a weapon attack, you can expend one superiority
die to maneuver one of your com rades into a more
advantageous position. You add the superiority die to the
attack’s damage roll, and you choose a friendly creature
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
Menacing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to frighten the target. You add the superiority
die to the attack’s damage roll, and the target must
make a Wisdom saving throw. On a failed save, it is
frightened of you until the end of your next turn.
Parry. When another creature dam ages you with a
melee attack, you can use your reaction and expend one
superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier.
Precision Attack. When you make a weapon attack
roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver
before or after making the attack roll, but before any
effects of the attack are applied
Pushing Attack. When you hit a creature with
a weapon attack, you can expend one superiority
die to attempt to drive the target back. You add the
superiority die to the attack's dam age roll, and if the
target is Large or smaller, it must make a Strength
saving throw. On a failed save, you push the target up
to 15 feet away from you.
Rally. On your turn, you can use a bonus action and
expend one superiority die to bolster the resolve of one
of your com panions. W hen you do so, choose a friendly
creature who can see or hear you. That creature gains
temporary hit points equal to the superiority die roll +
your Charisma modifier.
Riposte. When a creature misses you with a melee
attack, you can use your reaction and expend one
superiority die to make a melee weapon attack against
the creature. If you hit, you add the superiority die to the
attack's damage roll.
Sweeping Attack. When you hit a creature with a
melee weapon attack, you can expend one superiority
die to attempt to dam age another creature with the
sam e attack. C hoose another creature within 5 feet
of the original target and within your reach. If the
original attack roll w ould hit the second creature, it
takes damage equal to the number you roll on your
superiority die. The damage is of the same type dealt by
the original attack.
Trip Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt
to knock the target down. You add the superiority die
to the attack’s damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a
failed save, you knock the target prone.
class features:
Second Wind
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 1d 10 + your
fighter level.
Once you use this feature, you must finish a short or
long rest before you can use it again.
Fighting Style
At 1st level, 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.
Defence
While you are wearing armour, 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.
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 im pose disadvantage on the attack roll. You
must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Action Surge
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action. Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on
the same turn.
Martial Archetypes
At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. Choose
Champion, Battle Master, or Forge Master, all detailed
at the end of the class description. The archetype you
choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Extra Attack
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.
Indomitable
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.
You can use this feature twice between long rests
starting at 13th level and three times between long rests
starting at 17th level.
subclass options:
Martial Archetype: Champion
The archetypal Champion focuses on the development
of raw physical power honed to deadly perfection.
Those who model themselves on this archetype combine
rigorous training with physical excellence to deal
devastating blows.
Combat Superiority
When you choose this archetype at 3rd level, you
learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers. You learn one maneuver of your
choice, which are detailed under "Maneuvers"in spellcasting.
Many maneuvers enhance an attack in some way. You
can use this maneuver once per attack.
Superiority Dice. You have two superiority dice,
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
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.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or
Constitution check you make that doesn’t already use
your proficiency bonus.
In addition, when you make a running long jump, the
distance you can cover increases by a number of feet
equal to your Strength modifier.
Additional Fighting Style:
At 10th level, you can choose a second option from the
Fighting Style class feature.
Superior Critical
Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18-20.
Survivor
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
have no more than half of your hit points left. You don’t
gain this benefit if you have 0 hit points.
Martial Archetype: Battle Master
Those who emulate the archetypal Battle Master
employ martial techniques passed down through
generations. To a Battle Master, combat is an academic
field, sometimes including subjects beyond battle such
as weapon-smithing and calligraphy. Not every fighter
absorbs the lessons of history, theory, and artistry
that are reflected in the Battle Master archetype, but
those who do are well-rounded fighters of great skill
and knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you
learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers. You learn three maneuvers of your
choice, which are detailed under "Maneuvers"in spellcasting.
Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack.
You learn two additional maneuvers of your choice
at 7th, 10th, and 15th level. Each time you learn new
maneuvers, you can also replace one maneuver you
know with a different one.
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
when you finish a short or long rest.
You gain another superiority die at 7th level and one
more at 15th level.
Saving Throws. Some of your maneuvers require
your target to make a saving throw to resist the
maneuver’s effects. The saving throw DC is calculated
as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of
artisan’s tools of your choice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if
the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armour Class, Current hit points, Total class levels (if any), Fighter class levels (if any).
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At
18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and
have no superiority dice remaining, you regain 1
superiority die.
Martial Archetype: Forge Master
The archetypal Forge Master combines the martial
mastery common to all fighters with a advanced study of
blacksmithing. Forge Master's use superior metals to create weapons and armour much stronger than any common blacksmith could ever hope to create. When you reach 3rd level, you augment your martial
prowess with the ability to create such weapons and armour.
Tools of the Trade
At 3rd-level you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Honed Weapon
At 3rd level, you learn a ritual that improves one weapon beyond its normal capabilites. You perform
the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which
the weapon becomes honed. Once you have honed a weapon it is bonded to yourself, you
can’t be disarmed of that weapon unless you are
incapacitated, it will remain bonded to you while it is in your possesion and for 24 hours after it leaves your possesion.
You can have only one honed weapon. If you attempt to hone a second weapon, you must
break the bond with one of the other one, causing it to lose its honed property in 24 hours. A honed weapon can have the damage and properties of any superior version of the weapon you know how to craft.
Elven & Dwemer Smithing
Beginning at 3rd level, you learn to craft superior Elven weapons and armour that use refined moonstone. You are also able to craft superior Dwemer weapons and armour that use dwemer ingots.
Repair Hammer
At 5th level, you can spend 1 hour during a long rest to create a repair hammer. This hammer will temper any damaged armour you can strike with the hammer, at the cost of an action. Provided you have the required materials in your inventory to temper it, the armour will be tempered instantaneously and regain all your temporary hit points. The repair hammer will be consumed in the process and you can only have one repair hammer active at a time.
Advanced Armour
Also at 5th level, you can modify your own armour. The armour now replaces any missing limbs, functioning identically to a limb it replaces. If the armour normally has a Strength requirement, the armour lacks this requirement for you. Additionally the armour has one special ability, choose from the following options:
Self Repair: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Muffled: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Additionally your walking speed increases by 5 feet.
Pugilist Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 bludgening damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Inbuilt Crossbow: A small crossbow appears on one of your armored wrists. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 piercing damage to that target or another target directly behind them.
Orcish & Guilded Smithing
Beginning at 7th level, you learn to craft superior Orcish weapons and armour that use orichalcum ingots. You are also able to craft superior Elven Guilded weapons and armour that use quicksilver ingots.
Ebony & Glass Smithing
At 10th level, you learn to craft superior Ebony weapons and armour that use ebony ingots. You are also able to craft superior Glass weapons and armour that use refined malachite. Additionally choose an additonal special ability for your advanced armour.
Arcane Blacksmith
At 12th level, you can reforge magical or enchanted weapons and armour to a superior version using any materials you know how to craft with. This will require the cost and materials of the superior armour or weapon as normal. But the magical nature or enchantment will be preserved in the process. Creating effectively a new weapon with the same enchantment. This process destroys the original however and cannot be repeated without also destroying the reforged weapon. This process will also not work on daedric artifacts.
Daedric & Stalhrim Smithing
At 15th level, you learn to craft superior Daedric weapons and armour that use daedra hearts and ebony ingots. You are also able to craft superior Stalhrim weapons and armour that use stalhrim and quicksilver ingots. Additionally choose an additonal special ability for your advanced armour.
Draconic Smithing
Starting at 18th level, you learn to craft superior Draconic weapons and armour that use dragonscales, dragonbones and ebony ingots. Additionally you now have all the special abilites for your advanced armour.