# Fighter

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/fighter.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*A master of weapons and armor who fights in any style and keeps going with Second Wind and Action Surge.*

- **Hit die:** d10
- **Primary ability:** STR, DEX
- **Saving throws:** STR, CON
- **Skills:** choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
- **Armor:** light, medium, heavy, shields
- **Weapons:** simple, martial

## Features by level

- **1: Fighting Style.** Gain a Fighting Style feat (Defense is recommended).
- **1: Second Wind.** Bonus Action: regain 1d10 + Fighter level Hit Points.
- **1: Weapon Mastery.** Use the mastery properties of three kinds of Simple or Martial weapons.
- **2: Action Surge.** Once per rest, take one extra action (not Magic) on your turn.
- **2: Tactical Mind.** When you fail an ability check, spend Second Wind to add 1d10; kept if it still fails.
- **3: Fighter Subclass.** Choose a Fighter subclass.
- **4: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **5: Extra Attack.** Attack twice when you take the Attack action.
- **5: Tactical Shift.** Using Second Wind lets you move half your Speed without provoking Opportunity Attacks.
- **6: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **7: Subclass Feature.** Gain a feature from your Fighter subclass.
- **8: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **9: Indomitable.** Reroll a failed saving throw with a bonus equal to your Fighter level.
- **9: Tactical Master.** Swap a weapon's mastery property for Push, Sap or Slow on an attack.
- **10: Subclass Feature.** Gain a feature from your Fighter subclass.
- **11: Two Extra Attacks.** Attack three times when you take the Attack action.
- **12: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **13: Indomitable (two uses).** Indomitable works twice per Long Rest.
- **13: Studied Attacks.** After missing a creature, Advantage on your next attack against it before the end of your next turn.
- **14: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **15: Subclass Feature.** Gain a feature from your Fighter subclass.
- **16: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **17: Action Surge (two uses).** Action Surge works twice per rest, once per turn.
- **17: Indomitable (three uses).** Indomitable works three times per Long Rest.
- **18: Subclass Feature.** Gain a feature from your Fighter subclass.
- **19: Epic Boon.** Gain an Epic Boon feat or another feat you qualify for.
- **20: Three Extra Attacks.** Attack four times when you take the Attack action.

## Subclasses (from level 3)

### Arcane Archer
*A fighter who infuses ammunition with magic. Some features are reference-only; see each feature’s implementation status.*

- **3: Arcane Archer Lore: Cantrip.** Learn Druidcraft or Prestidigitation using Intelligence.
- **3: Arcane Archer Lore: Skills.** Gain Arcana and Nature proficiency, replacing each already-known skill with a Fighter starting skill. This conditional proficiency grant is reference-only.
- **3: Arcane Shot.** Choose two Arcane Shot options. Learn one more at Fighter levels 7, 10, 15, and 18; each time, you may replace a known option. Once per turn apply one option to a ranged Ammunition-weapon attack, after hitting and dealing damage unless the option replaces the roll. Uses equal Intelligence modifier (minimum 1), restored on Short or Long Rest. Save DC 8 + Intelligence modifier + PB. Arcane Shot die: d6, d8 at Fighter 10, d10 at 15, d12 at 18. Shot selection and effects are reference-only; see the source for the eight options.
- **7: Curving Shot.** Immediately after missing with a ranged Ammunition-weapon attack, a Bonus Action redirects it toward a visible creature within weapon range and 60 feet of the original target. Make a new attack roll.
- **7: Magical Ammunition.** Magic action: shoot nonmagical ammunition at a visible solid surface in weapon range. Choose shadows (15-foot Emanation for 1 minute; extinguish nonmagical flames, −5 Perception and Passive Perception), unlocking (15-foot Emanation; unbar/unstick or open one nonmagical lock per object; sound audible 300 feet), or a climbable 120-foot vine for 10 minutes. Removing it with a Magic action ends the effect; ammunition is destroyed when the effect ends. Once per Short or Long Rest; spend Second Wind freely to restore use.
- **10: Ever-Ready Shot.** Regain one Arcane Shot use on rolling Initiative.
- **15: Indomitable Teleport.** After succeeding on an Indomitable save, teleport up to 60 feet to an empty visible space.
- **18: Masterful Shots.** Reaction when a visible creature misses you: move up to half Speed away without Opportunity Attacks, then make a ranged attack against it if within weapon range.

### Banneret
*A knight whose leadership helps companions recover and seize opportunities.*

- **3: Well Spoken.** Choose proficiency in Insight, Intimidation, Persuasion, or Performance.
- **3: Knightly Envoy.** Comprehend Languages as a Ritual with Charisma; learn one language.
- **3: Group Recovery.** When Second Wind heals you, also heal up to Charisma modifier allies (minimum 1) within a 30-foot Emanation for 1d4 + Fighter level each. Once per Short or Long Rest.
- **7: Team Tactics.** Allies chosen for Group Recovery also gain Advantage on D20 Tests until your next turn starts.
- **10: Rallying Surge.** When using Action Surge, choose up to Charisma modifier allies (minimum 1) within a 30-foot Emanation. Each can immediately spend a Reaction to make a weapon or Unarmed Strike attack, or move half its Speed without Opportunity Attacks.
- **15: Shared Resilience.** Reaction when a visible ally within 60 feet fails a save: spend Indomitable to let the ally reroll with a bonus equal to your Fighter level; it must keep the new roll.
- **18: Unshakable Bravery.** You are immune to Charmed and Frightened.
- **18: Bolstered Rally.** Group Recovery and Rallying Surge now reach a 60-foot Emanation.

### Battle Master
*A tactician who spends Superiority Dice on maneuvers that trip, disarm, rally and parry.*

- **3: Combat Superiority.** Four d8 Superiority Dice (back on a rest) fuel three maneuvers you learn; save DC 8 + Str or Dex + PB.
- **3: Student of War.** Proficiency with one Artisan's Tool and one Fighter skill.
- **7: Know Your Enemy.** Bonus Action: learn a creature's Immunities, Resistances and Vulnerabilities.
- **10: Improved Combat Superiority.** Superiority Dice become d10s.
- **15: Relentless.** Once per turn, roll 1d8 for a maneuver instead of spending a Superiority Die.
- **18: Ultimate Combat Superiority.** Superiority Dice become d12s.

### Champion
*Pure martial excellence: wider Critical Hit range, athletic edge and stubborn survival.*

- **3: Improved Critical.** Weapon and Unarmed Strike attacks score a Critical Hit on a 19 or 20.
- **3: Remarkable Athlete.** Advantage on Initiative and Strength (Athletics) checks; move half your Speed after a Critical Hit.
- **7: Additional Fighting Style.** Gain another Fighting Style feat.
- **10: Heroic Warrior.** In combat, gain Heroic Inspiration at the start of your turn if you have none.
- **15: Superior Critical.** Weapon and Unarmed Strike attacks score a Critical Hit on 18-20.
- **18: Survivor.** Advantage on Death Saving Throws (18-20 counts as 20); regain 5 + Con modifier HP each turn while Bloodied.

### Echo Knight
*A warrior of Dunamancy who calls a shadowy echo of a possible self and fights from both places at once.*

- **3: Manifest Echo.** Bonus Action: a gray, see-through echo of you appears within 15 ft. Attack from its space, swap places with it, move it 30 ft a turn, and make Opportunity Attacks from it.
- **3: Unleash Incarnation.** When you take the Attack action, make one more melee attack from your echo's space. Constitution modifier uses (minimum 1) per Long Rest.
- **7: Echo Avatar.** Magic action: for up to 10 minutes you see and hear through your echo (you are Blinded and Deafened), and it can roam up to 1,000 ft from you.
- **10: Shadow Martyr.** Reaction before an attack roll against another creature you can see: your echo leaps beside it and takes the attack instead. Once per Short or Long Rest, or spend a use of Unleash Incarnation.
- **15: Reclaim Potential.** When damage destroys your echo and you have no Temporary Hit Points, gain 2d6 + Constitution modifier of them. Constitution modifier uses (minimum 1) per Long Rest.
- **18: Legion of One.** Keep two echoes at once and act from either; when you roll Initiative with no Unleash Incarnation left, regain one use.

### Eldritch Knight
*A warrior who adds Wizard spells, a bonded weapon and spell-and-strike combinations.*

- **3: Spellcasting.** Cast Wizard spells with Intelligence: two cantrips and three prepared spells to start.
- **3: War Bond.** Bond with up to two weapons: you can't be disarmed of them and can summon one as a Bonus Action.
- **7: War Magic.** Replace one attack of your Attack action with a Wizard cantrip that takes an action.
- **10: Eldritch Strike.** A creature you hit with a weapon has Disadvantage on its next save against your spell before the end of your next turn.
- **15: Arcane Charge.** When you use Action Surge, teleport up to 30 feet.
- **18: Improved War Magic.** Replace two attacks with a level 1 or 2 Wizard spell that takes an action.

### Psi Warrior
*A fighter with psionic power: shield allies, add Force damage and move things with the mind.*

- **3: Psionic Power.** Psionic Energy Dice (4d6 to start) fuel Protective Field, Psionic Strike and Telekinetic Movement.
- **7: Telekinetic Adept.** Psi-Powered Leap (fly briefly) and Telekinetic Thrust (Psionic Strike can knock Prone or push 10 feet).
- **10: Guarded Mind.** Resistance to Psychic damage; spend a die to end Charmed or Frightened at the start of your turn.
- **15: Bulwark of Force.** Bonus Action: give up to Int modifier creatures Half Cover for 1 minute.
- **18: Telekinetic Master.** Cast Telekinesis without a slot once per Long Rest and attack as a Bonus Action while concentrating on it.
