Archfighter (5e Subclass)
Archfighter
A fighter Subclass focusing on the more traditional weapon and armor training a fighter undergoes
- Weapon Training I
When you choose this subclass at 3rd level, select one weapon that you are proficient in. You gain a +1 bonus to all attack and damage rolls with this weapon. If you select your Unarmed Strikes, the damage die increases to 1d4 as well.
- Armor Training I
At 7th level, when wearing medium or heavy armor, your maximum Dexterity bonus increases by 1.
- Weapon Training II
At 10th level, your selected weapon now has a +2 bonus to all attack and damage rolls, and its critical range increases to 19-20. In addition, you may now select a second weapon that you are proficient in which gains a +1 bonus to all attack and damage rolls. If you selected Unarmed Strikes for Weapon Training I, the damage die now becomes 1d6 and it gains the finesse property.
- Armor Training II
At 15th level, your maximum dexterity bonus with medium or heavy armor increases by an additional +1. Additionally, your familiarity in wearing armor grants you an increase in base speed by 5 feet whilst wearing armor.
- Weapon Training III
Beginning at 18th level, your original selected weapon now has a critical range of 18-20 and deals an additional damage die on critical hits, and you cannot be disarmed while wielding the weapon. Your second selected weapon now has a +2 bonus to all attack and damage rolls and has a critical range of 19-20, and you may select a third weapon, which gains a +1 bonus to all attack and damage rolls.
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