Holocron

Fighter

Class · non-caster · d10 Hit Die
sourcePHBrolenon-caster
Tweaked from 5eYou already know this as 5e Fighter — It's the 5e Fighter you know — Action Surge, Extra Attack, d10, STR/CON saves — but superiority-dice maneuvers are baked into the base class rather than gated behind the Battle Master subclass, and your weapons are now blasters and vibroweapons.
Fighter
PlaystyleDefender

Versatile combatant who excels at both range and in melee

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

All in a Day's Work

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can't defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

Code Red

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

Fighting Style

Fighter: 1st level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Second Wind

Fighter: 1st level You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you've used this feature, you must finish a short or long rest before you can use it again.

Action Surge

Fighter: 2nd 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.

Once you've used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

Fighter: 2nd level You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.

Maneuvers Known

You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the fighter table. This die changes as you gain fighter levels, as shown in the Superiority Dice Size column of the fighter table. A superiority die is expended when you use it.

You regain all of your expended superiority dice when you finish a short or long rest.

Maneuver Ability

Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.


Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier


Fighter Strategies

Fighter: 3rd level You've adopted a fighter strategy, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Strategies Known column of the fighter table.

Fighter Specialty

Fighter: 3rd, 7th, 10th, 15th, and 18th level You choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description.

Ability Score Improvement

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Fighter: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable

Fighter: 9th level You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Greater Extra Attack

Fighter: 11th level You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

Master of Combat

Fighter: 20th level You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

Additionally, you can attack four times, instead of three times, whenever you take the Attack action on your turn.

Fighter Strategies

The strategies are presented in alphabetical order.

Cover Strategist

You treat partial cover as one step higher (from one-quarter to half or half to three-quarters). While in cover, your attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter).

Cunning Strategist

Choose two from the following. You can perform each of the chosen options with your bonus action, instead of your action:

  • Applying poison
  • Dash
  • Disengage
  • Guard
  • Help
  • Hide
  • Search
  • Throwing grenades and setting mines
  • While mounted on a controlled beast, having your beast make a single melee attack against a creature within its reach
  • While mounted on a vehicle, taking a vehicle action (you can't take the same action twice in one turn)

Enduring Strategist

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

Mastery Strategist

You've mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

Lightweapon Strategist

You gain proficiency in all lightweapons. Additionally, you no longer need the ability to cast force powers to learn features that grant lightsaber forms, and you learn one lightsaber form of your choice.

Maneuver Strategist

You learn two additional maneuvers. When you complete a short rest, you can replace one of these maneuvers with another one. When you complete a long rest, you can replace both of these maneuvers with other ones.

Skilled Strategist

You gain proficiency in a skill and a tool, or two tools.

Style Strategist

You adopt a second fighting style. Choose one of the fighting style options, detailed in Chapter 6. When you complete a long rest, you can change this style out for another one.

Advancement

Level Proficiency Bonus Features Maneuvers Known Superiority Dice Quantity Superiority Dice Size Strategies Known
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use), Combat Superiority 1 2 d4
3rd +2 Fighter Strategies, Fighter Specialty 2 2 d4 1
4th +2 Ability Score Improvement 2 2 d4 1
5th +3 Extra Attack 4 3 d6 1
6th +3 Ability Score Improvement 4 3 d6 1
7th +3 Specialty feature 5 3 d6 2
8th +3 Ability Score Improvement 5 3 d6 2
9th +4 Indomitable (one use) 6 4 d8 2
10th +4 Specialty feature 6 4 d8 2
11th +4 Greater Extra Attack 7 4 d8 2
12th +4 Ability Score Improvement 7 4 d8 2
13th +5 Indomitable (two uses) 9 5 d10 3
14th +5 Ability Score Improvement 9 5 d10 3
15th +5 Specialty feature 10 5 d10 3
16th +5 Ability Score Improvement 10 5 d10 3
17th +6 Action Surge (two uses), Indomitable (three uses) 11 6 d12 4
18th +6 Specialty feature 11 6 d12 4
19th +6 Ability Score Improvement 12 6 d12 4
20th +6 Master of Combat 12 6 d12 4
Codex
Hit Die
d10
Primary Ability
Strength
Saving Throws
Strength, Constitution
Armor
All armor
Weapons
All blasters, all vibroweapons
This lets you decide
› Choose 2 skills from 8
Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, Survival
› Pick your starting equipment
- *(a)* mesh armor or *(b)* a combat suit, blaster rifle or simple blaster, and two power cells • - *(a)* a vibroweapon or heavy pistol and a light or medium physical shield or *(b)* two vibroweapons • - *(a)* a light pistol and a power cell or *(b)* two vibrodaggers • - *(a)* a dungeoneer's pack or *(b)* an explorer's pack
Level by level