Old School Fighter (5e Class)

Design Note: This class was designed to be as simple and refined as possible, replicating the fighter from older editions of D&D. As such, it has simple builds, few big mechanics, and no magic at all.

Old School Fighter

Trained in military tactics and weapon combat, you are a martial specialist, able to fight both at close and ranged distance, and to wear a variety of armors and weapons better than any regular combatant. Knights, soldiers, savage barbarians and mercenaries, all are different expressions of the fighter concept, the prime example of a warrior clad in armor, using their skills to defend realms, win battles or earn gold.

Creating an Old School Fighter

Strength should be your highest ability score followed by Constitution and Dexterity.

Do you believe in physical might trumping magic? Do you want something basic and easy to understand for a class? Does your character excel in the physical side of the ability scores? Than this is the class for you.

Class Features

As a Old School Fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Old School Fighter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Old School Fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor or (b) chain armor
  • (a) Great axe or (b) long sword and shield
  • (a) Long bow and 20 arrows or (b) short bow and 20 arrows
  • (a) Adventurer's pack or (b) dungeoneer's pack

Table: The Old School Fighter

LevelProficiency
Bonus
Damage BonusFeatures
1st+21Damage Bonus
2nd+21AC Bonus (+1)
3rd+21Warrior's Resolve
4th+21Ability Score Improvement
5th+32Extra Attack
6th+32Ability Score Improvement
7th+32Well Conditioned
8th+32Ability Score Improvement
9th+42AC Bonus (+2)
10th+42Self-Assured
11th+43Extra Attack (2)
12th+43Ability Score Improvement
13th+53Quickness
14th+53Ability Score Improvement
15th+53Hit Point Bonus
16th+53Ability Score Improvement
17th+64Martial Talent
18th+64AC Bonus (+3)
19th+64Ability Score Improvement
20th+64Extra Attack (3)

Combat Bonus

Starting at 1st level, you gain a +1 bonus to the attack and damage rolls of weapon attacks you make. This damage increases as you gain levels in this class, as shown on the Damage Bonus column on the Fighter's table. This bonuses are not cumulative with the bonus granted by magical weapons.

AC Bonus

Starting at 2nd level, you gain a +1 bonus to AC. This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 18th level in this class. This bonus is not cumulative with the bonuses to AC of magical armors.

Warrior's Resolve

At 3rd level, you are immune to the charmed and frightened condition.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.

Well Conditioned

At 7th level, you add half your proficiency bonus to all Strength, Dexterity and Constitution checks that don't already add your proficiency bonus.

Self-Assured

When you reach the 10th level, you add half your proficiency bonus to Intelligence, Wisdom and Charisma saving throws if you are not already proficient in each of those.

Quickness

At 13th level, your movement speed increases in 10 feet.

Hit Point Bonus

At 15th level, your maximum hit point increase by an amount equal to your level.

Martial Talent

At 17th level, you have advantage on the first attack you make in each turn.

Optional Archetypes

This class is originally not designed with archetypes in mind. However, you have the option to exchange some of the features for the archetype features bellow. You can replace the 3rd, 7th and 14th level features for the archetype features bellow. You also gain extra proficiencies based on the archetype chosen.

Warrior

Warrior is the default archetype, and it is unchanged.

Bonus Proficiency

Warrior's are proficient with the Smith's Tools and Animal Handling.

Barbarian

Brutal and savage, barbarians are primal warriors moved by anger and brutish strength on the battlefield.

Bonus Proficiency

Barbarians are proficient in Intimidation and Survival

Brutality

Starting at 3rd level, when attacking with two-handed weapons, you roll 3 dice, instead of 2, when scoring a critical.

Undefeated

At 7th level, your hit point maximum increases by an amount equal to your level.

Hack and Slash

When you reach the 14th level, if you roll a number lower than your proficiency bonus on damage rolls of two-handed weapons, you can choose your proficiency bonus instead.

Archer

Fighting at long distances, with sharp sight and steel reflexes, archers kill their enemies before they have even the chance of swinging their first strike.

Bonus Proficiency

Archers are proficient in Stealth and Acrobatics

Sure Shot

At 3rd level, you score a critical hit on a roll of 19-20 on the d20 when attacking with ranged weapons.

Longstrider

Starting at 7th level, you ignore difficult terrain and your movement speed increases in 15 feet.

Precision

When you reach the 14th level, once in each round if you miss an attack with a ranged weapon you deal damage equal Dexterity modifier.

Multiclassing


Prerequisites. To qualify for multiclassing into the "old school" fighter class, you must meet these prerequisites: 13 Strength and 13 Constitution

Proficiencies. When you multiclass into the "old school" fighter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.


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