Tales of the Valiant Players Guide (pg. 47)

Fighter

Fighters are capable and hardy, and they excel at combat— all qualities well-suited to life as an adventurer. With the diverse weapon and armor options available, they can easily thrive on the frontlines of combat or decimate foes from afar with ranged attacks. While everyone benefits from having a fighter at their side in combat, fighters often serve as a grounding force in adventuring parties. A fighter’s skills are recognizable across numerous cultures and communities. This can make them more relatable to common folk who understand skill with a weapon more than rarefied magic use.


hit dice: 1d10
hit points at 1st level: 10 + Con. Mod
hit points at higher levels: 1d10 (or 6) + Con. Mod per Fighter level after the 1st
armor proficiencies: All armor and shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two 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) chain mail or (b) leather armor, 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


• (a) a dungeoneer’s pack or (b) an explorer’s pack




class features:

LAST STAND

1st-Level Fighter Feature

When you take damage that would reduce your hit points to less than half your hit point maximum (rounded down), you can use your reaction to spend hit dice, up to a number equal to your PB. Immediately roll those hit dice. You regain hit points equal to the sum of all dice rolled + your CON modifier.


MARTIAL ACTION

1st-Level Fighter Feature

Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option (see Weapon Options in Chapter 5) or one of the martial actions granted by this feature. Choose one of the following martial actions that you know.

  • Aim

Requires Wielding a Ranged or Thrown Weapon

As a bonus action, you take the time to increase the effectiveness of your next ranged weapon attack. Select one target you can see. If you make a ranged weapon attack against that target before the end of your turn, double your PB for the first attack roll.

  • Guard

Requires Wielding a Shield

As a bonus action, you raise your shield to intercept incoming attacks. Select one enemy creature within 5 feet of you. That creature has disadvantage on the first attack roll it makes against you or an ally within 5 feet of you before the start of your next turn.

  • Quick Strike

Requires Wielding Two Light Weapons

After you take the Attack action on your turn and attack with a Light melee weapon that you’re holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you’re holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don’t add your ability modifier to the damage of these additional attacks unless the modifier is negative.

  • Wind Up

Requires Wielding a Heavy or a Versatile Melee Weapon with Both Hands

As a bonus action, you ready a powerful attack against a nearby target. Select one target you can see within 10 feet of you. If you hit that target with a melee weapon attack before the end of your turn, the first such attack deals extra damage equal to your PB (of the same damage type as the weapon).

ACTION SURGE

2nd, 13th, and 18th-Level Fighter Feature

When the need is great, you push your body to its absolute limit. On your turn, you can activate this feature to gain another action—in addition to the action and possible bonus action you regularly get on your turn. Once you use this feature, you must complete a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest but only once on the same turn. At 18th level, you can use it three times before a rest but only once on the same turn.

FIGHTER SUBCLASS

3rd, 7th, 11th, and 15th-Level Fighter Feature

Choose a subclass that reflects your role in battle, either Spell Blade or Weapon Master (detailed at the end of this class). Your choice grants you features at 3rd, 7th, 11th, and 15th level.

IMPROVEMENT

4th, 6th, 8th, 12th, 14th, 16th, and 19th-Level Fighter Feature

Choose one of the following improvements (ability scores can’t be raised above 20 with this feature):

• Increase a single ability score by 2.

• Increase two different ability scores by 1 each.

• Increase one ability score by 1 and select a talent from the martial talents list (see Martial Talents in Chapter 4).

MULTIATTACK

5th, 9th, and 17th-Level Fighter Feature

Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action. Starting at 9th level, you can make three attacks when you take the Attack action. At 17th level, you can make four.

HEROIC BOON

10th-Level Fighter Feature

Your commitment to the fighter’s path grants you a powerful new ability. Choose one of the following heroic boons:

• Defiant. When you fail a save, you can instead choose to succeed on the save. You can use this feature once and regain the use of it when you finish a long rest. You can use it twice before a long rest at 13th level, and three times at 17th.

• Unstoppable. When you start your turn, you can choose to end one of the following conditions affecting you: blinded, charmed, frightened, incapacitated, paralyzed, or stunned. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

EPIC BOON

20th-Level Fighter Feature

Your commitment to the fighter’s path grants you a powerful new ability. You gain the following epic boon:

• Turn the Tide. Once on each of your turns, when you hit a creature or object with a weapon attack on your turn, you can cause the attack to deal additional damage (of the same damage type as the weapon) equal to your STR or DEX score (your choice). The attack’s damage ignores resistance and immunity, and it can’t be reduced or avoided by any means.



Level

Proficiency Bonus (PB)Abilities

1

+2Last Stand, Martial Action

2

+2Action Surge

3

+2Fighter Subclass

4

+2Improvement

5

+3Multiattack (2/Attack Action)

6

+3Improvment

7

+3Subclass Feature

8

+3Improvement

9

+4Multiattack (3/Attack Action)

10

+4Heroic Boon

11

+4Subclass Feature

12

+4Improvment

13

+5Action Surge (2/Rest)

14

+ 5Improvement

15

+5Subclass Feature

16

+5Improvement

17

+6Multiattack (4/Attack Action)

18

+6Action Surge (3/Rest)

19

+6Improvement

20

+6Epic Boon


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