Fighters

Fighters are trained in the arts of combat. They are adept with most weapons, but often choose to specialize. All fighters can use armor, shields, and ranged weapons. Heavily armed and armored, **fighters** live for battle. They are strong, skilled with multiple weapons, and tough enough to stand up to most kinds of foe.

Solasta is home to many martial traditions, including the magic-wielding spellblades, the tunnel-fighting mountaineer and the peerless champion.

## Class Starting Equipment

* Chain Mail OR Leather, Longbow and Arrow ×20
* Weapon and Shield OR two weapons. Available weapons: Battleaxe, Greataxe, Greatsword, Longsword, Morningstar, Rapier.
* Light Crossbow and Crossbow Bolt ×20 OR Handaxe ×2
* Dungeoneer's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Strength, Constitution

**Fighter Armor Proficiencies ➜** Light Armor, Medium Armor, Heavy Armor, Shield

**Smithing ➜** You are trained to craft basic ammunition with Smith's Tools: arrows and bolts.

**Fighter Weapon Proficiencies ➜** Simple Weapons, Martial Weapons

**Fighter Skills ➜** Choose 2 of these skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

**Fighting Style ➜** Choose a fighting style as a specialty.

* **Archery:** You gain a +2 bonus to attack rolls with ranged weapons.
* **Defense:** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die. You must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Two Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

**Second Wind ➜** Regain 1d10 + character level HP as a bonus action.

## Higher Level Features

**Level 2**

* **Action Surge ➜** Regain a main action immediately. Take a short or Long Rest to recover this power.

**Level 3**

* **Martial Archetypes ➜** Select a Martial Archetype.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Extra Attack** ➜ You can attack one more time, per combat turn, when you use the attack or shove actions.

**Level 6**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 9**

* **Indomitable** ➜ 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.

**Level 11**

* **Extra Attack** ➜ You can attack one more time, per combat turn, when you use the attack or shove actions.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 13**

* **Indomitable** ➜ You gain one additional use of Indomitable and can reroll a saving throw that you fail two times between Long Rests.

**Level 14**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 16**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Martial Archetypes

These Fighter subclasses are granted at level 3.

### Champion

Champions focus on the raw physical power, honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

**Level 3**

* **Improved Critical** ➜ Your weapon attacks score a critical hit on a roll of 19 or 20.

**Level 7**

* **Remarkable Athlete** ➜ Add half of your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, both your jumping distance and climbing abilities increase, too.

**Level 10**

* **Additional Fighting Style** ➜ Choose a new fighting style option.

**Level 15**

* **Superior Critical** ➜ Your weapon attacks are a critical hit on a roll of 18-20.

### Mountaineer

Mountaineers are trained to fight in difficult terrain and confined spaces. They are capable skirmishers and know how to take advantage of small spaces, given the right equipment.

**Level 3**

* **Shield Swipe** ➜ Advantage on shove attempts when using a shield.
* **Tunnel Fighter** ➜ While using a shield, gain +2 AC when you have a wall on one of your four sides (no diagonals).

**Level 7**

* **Close Quarters** ➜ As a bonus action, you can force a switch of positions with an enemy within melee range by performing a STR vs STR or DEX challenge, just like for shoving. You are not open to opportunity attacks by doing so. If successful, you have advantage to attack this creature until the end of your turn.

**Level 10**

* **Shield Push** ➜ Provided you wield a shield, you can shove an opponent as a bonus action.

**Level 15**

* **Pack Striker** ➜ When you are using a shield, you have advantage on melee attack rolls against targets if there is an ally in an adjacent cell to the target.

### Spellblade

Spellblades are as skilled with arcane magic as with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.

**Level 3**

* **Spellcasting** ➜ Cast wizard spells and cantrips of the conjuration, evocation, transmutation, and enchantment schools. Can also cast any non-greenmage wizard spell of any school from scrolls as an action (not expressly stated in game).
* **Magic Weapon** ➜ Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks.

**Level 7**

* **Into the Fray** ➜ You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic components with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

**Level 10**

* **Spell Tyrant** ➜ Target a creature and move it one cell in any direction if it fails a Strength save.

**Level 15**

* **Arcane Escape** ➜ Whenever you cast a spell on your turn, you gain the benefits of the dodge action until the beginning of your next turn.

### Commander (Lost Valley DLC)

On the battlefield, victory is achieved through discipline, rigorous training and audacity. Solastan Commanders can often be seen leading the charge while bolstering their allies.

**Level 3**

* **Bonus Proficiencies ➜** Gain proficiency in Intimidation and Insight.
* **Rousing Shout ➜** You can use your bonus action to give all allies within 3 cells of you (including yourself) advantage on their next attack roll until the start of your next turn. Rousing Shout can be used a number of times equal to your proficiency modifier per short rest.

**Level 7**

* **Coordinated Defense ➜** When you take an attack action, you can forgo one of your attacks to grant an ally within 3 cells Dodge until the start of your next turn.

**Level 10**

* **Invigorating Shout ➜** Rousing Shout's range increases from 3 to 6 cells. Allies affected by Rousing Shout now also gain temporary hit points equal to your level for 1 minute.

**Level 15**

* **Lead by Example** ➜ Once per turn, when you strike an enemy, you leave a mark on them until the start of your next turn. Any time an ally, including yourself, makes a successful attack against the marked enemy, they take 1d4 additional damage (of the same type as the original damage).
	+ Possible bug: Marked enemies take additional slashing damage from spells, including scaling with cantrips. So Firebolt with 3d10 fire damage gets a 3d4 slashing damage bonus from Lead by Example. Spells like Scorching Ray deal 1d4 slashing damage per hit. Damage spells targetting saving throws (like Lightning Bolt) also benefit from 1d4 additional slashing damage from Lead by Example.

## Spell List

Fighter Spellblade spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list. Only fighters who chose the **Spellblade** martial archetype can cast spells.

**Cantrip**

* Acid Splash
* Dancing Lights
* Fire Bolt
* Light
* Poison Spray
* Ray of Frost
* Shine
* Shocking Grasp
* Sparkle

**Level I**

* Burning Hands
* Charm Person
* Expeditious Retreat
* Feather Fall
* Fog Cloud
* Grease
* Hideous Laughter
* Jump
* Longstrider
* Magic Missile
* Sleep
* Thunderwave

**Level II**

* Acid Arrow
* Darkness
* Darkvision
* Flaming Sphere
* Hold Person
* Knock
* Levitate
* Magic Weapon
* Misty Step
* Scorching Ray
* Shatter
* Spider Climb

**Level III** (Palace of Ice)

* Fireball
* Fly
* Haste
* Lightning Bolt
* Sleet Storm
* Slow
* Stinking Cloud