Table of Contents
Fighter
A hard stomp and a roundhouse kick pops up a hard disc of earth and sends it flying with power and precision; even if the first is dodged, two more are already on the way.
A Water Nation warrior takes a low stance, calf deep in a shallow river, two large, heavy water whips extend from their hands, rising and falling like waves, daily training to be strong for the coming war.
Ducking a hard burst of air, a muscley girl from the streets of the big city deftly closes the gap between her and her opponent. Quick jabs crack ribs, and a well-placed knee takes their wind away.
Fighters are divers in personality and skill, but their role is simple and pervasive, win the fight. Always striving toward the peak of their potential, the fighter weaponizes their strength, speed, and skill to become the epitome of formidable foes in combat.
Level | Proficiency Bonus | Features | Flow Damage |
---|---|---|---|
1st | +2 | Offensive Flow, Fighting Style | +2 |
2nd | +2 | Offensive Maneuvers, Pick Your Punch | +2 |
3rd | +2 | Fighter Forte | +2 |
4th | +2 | Ability Score Improvement | +2 |
5th | +3 | Extra Attack, Fast Movement | +2 |
6th | +3 | Ability Score Improvement | +2 |
7th | +3 | Fighter Forte Feature | +2 |
8th | +3 | Ability Score Improvement | +2 |
9th | +4 | Devastating Blow (1 die), Maneuvers (d8) | +3 |
10th | +4 | Fighter Forte Feature | +3 |
11th | +4 | Extra Attack (2) | +3 |
12th | +4 | Ability Score Improvement | +3 |
13th | +5 | Devastating Blow (2 dice), Maneuvers (d10) | +3 |
14th | +5 | Ability Score Improvement | +3 |
15th | +5 | Fighter Forte Feature | +3 |
16th | +5 | Ability Score Improvement | +4 |
17th | +6 | Devastating Blow (3 dice), Maneuvers (d12) | +4 |
18th | +6 | Fighter Forte feature | +4 |
19th | +6 | Ability Score Improvement | +4 |
20th | +6 | Extra Attack (3) | +4 |
As a fighter, you gain the following class features.
Hit Points
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 each time you gain a level in this class
Chi Points
Chi Dice: 1d6 per fighter level
Chi Points at 1st Level: 6 + your Constitution modifier
Chi Points at Higher Levels: 1d6 (or 4)+ your Constitution modifier each time you gain a level in this class
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Choose one type of gaming set
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, 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, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Offensive Flow
Your experience and training give you a leg up when you enter the flow of battle. As a bonus action on your turn, you can expend 1 chi point to enter flow state.
While in flow state, you gain the following benefits:
- You have advantage on Dexterity checks and Dexterity saving throws.
- Your quick thinking and agility allow you to move and act quickly. While in flow you can use your bonus action to take either the Dash or Disengage action.
- When you make an attack, you gain a bonus to the damage roll that increases as you gain levels as a fighter, as shown in the Flow Damage column of the Fighter table.
Your flow state lasts for 1 minute. Your flow state ends early if you have not attacked or been attacked by an enemy since your last turn, or if you are knocked unconscious.
If you have bending moves that require concentration, you can’t use them or maintain concentration on them while you’re in flow state.
Fighting Style
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.
Range
You gain a +2 bonus to ranged attack rolls.
Defense
While you are in stance or wearing armor, you gain a +1 bonus to AC.
Dueling
When you attack a target on successive turns, you gain a +2 bonus to damage rolls against the target on each turn after the first.
Endurance
Unless you are unconscious, you regain 1 hit point at the end of each of your turns in combat.
Grappling
You are able to wear down enemies you have grappled. When a creature that you are grappling uses their action to attempt to escape your grasp, they lose 1 chi point.
Power
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, or a bending move that requires two hands, you can reroll the die and must use the new roll. If you are using a weapon, it must have the two-handed or versatile property for you to gain this benefit.
Stamina
You gain 1 additional chi point for each level gained in this class.
Two-Handed
When you engage in two-weapon fighting or use a bending move with your offhand, you can add your ability modifier to the damage of the second attack.
Offensive Maneuvers
Starting at 2nd level, you learn harness your energy to perform special maneuvers to give you an edge in combat.
Learning Maneuvers. You know three 1st level maneuvers of your choice from the Fighter technique list in chapter 11.
The Maneuvers Known column of the Fighter table shows when you learn more maneuvers of your choice. The Maneuver Level column of the Fighter table shows what level maneuver you are able to learn at each level.
You can also learn maneuvers organically, as described in the Mastery Points section of chapter 10.
Using Maneuvers. To use a maneuver, you must expend an amount of chi equal to the maneuver’s level. You can only perform maneuvers equal to or lower than the level shown in the Maneuver Level column of the Fighter table for your 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 bending attack modifier for maneuvers is the attack modifier of the elemental bending or weapon attack you make in conjunction with the maneuver.
Pick Your Punch
Starting at 2nd level, you’ve learned to pick your punch in the moment. When you make your first attack on your turn, you can decide to drop your guard and go on the offensive. Doing so gives you advantage on your attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Fighter Forte
At 3rd level, you identify the way in which you excel as a fighter: Ability, Spirit, or Skill, each of which is detailed at the end of the class description. Your choice 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.
Fast Movement
Starting at 5th level, your speed increases by 10 feet when you are in flow state.
Devastating Blow
Beginning at 9th level, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
In every good fighter there is something there is some trait that allows them to overcome their opponent. Some are gifted with natural talent or ability, others fight tooth and nail for every inch they gain. Some focus on breaking down their opponents with superior technique, some look for ways to counter the techniques, and others use raw power to punch right through. Choose which trait best suits your fighter’s style.
Ability
Those with superior physical ability overwhelm their opponents with power and speed. They focus on the development of raw physical power honed to deadly perfection. Those who model themselves on this type of fighter combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your attacks score a critical hit on a roll of 19 or 20 while you are in flow state.
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.
Imposing Presence
Beginning at 10th level, you can use your action to charm or frighten someone with your magnificent presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by or frightened of (your choice) you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Superior Critical
Starting at 15th level, your attacks score a critical hit on a roll of 18-20.
Powerhouse
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Spirit
Those who possess the fighting spirit have the unwavering will to win. They hate to lose more than anything and that gives them the drive to be the best. They will train day in and day out to maintain peak physical performance and develop a dynamic and versatile skill set, but their greatest asset in a fight is their unshakable determination.
Overwhelm
Starting when you choose this archetype at 3rd 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.
Empty Mind
Beginning at 7th level, you can’t be charmed or frightened while you are in flow state. If you are charmed or frightened when you enter flow, the effect is suspended for the duration of the flow state.
One-Two
At 10th level, you learn to combo your attacks to make it more difficult to avoid the effects of your attacks. When you hit a creature with two attacks on the same turn, if you use a maneuver on the second attack that forces the creature to make a saving throw, the creature has disadvantage on the saving throw.
Strike Back
At 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.
Undefeatable
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.
Skill
Many fighters look to hone their skill to become the perfect weapon. They use their skills to outwit, out maneuver, and outplay their opponents, moving with speed and strike with accuracy. They can always find a clever way to gain the upper hand on their opponent.
Expert Maneuvers
Starting at 3rd level, when you use a maneuver, you can add your Intelligence modifier to your attack roll.
Bob and Weave
Beginning at 7th level, you can take the Dodge action as a bonus action while you are in flow state.
Style Bender
At 10th level, you can choose a second option from the Fighting Style class feature.
You can choose a third option at 18th level.
Counterstrike
Starting at 15th level, when you take damage from a creature that is within 10 feet of you, you can use your reaction to make an attack against that creature.
Perfect Technique
Starting at 18th level, you have perfected your maneuver techniques to optimize the damage they inflict. When you hit a creature with a maneuver that deals damage, you deal the maximum potential damage from the additional dice granted by the maneuver.